Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Sunday, January 17, 2021

Fighting CoVID at Work

At least playing at fighting CoVID anyway.
First, a Christmas craft, a way to scent drawers or closets. The result looked surprising like abstract images of the virus.


And that led eventually to adapting a game to play at beating up the virus.

For recreationists, this is a game I adapted for Long Term Care Residents. Some key points here are the limited mobility of my residents and reducing the amount of work I need to put into actually running the activity. So as my pictures show, the game is called Balloon Tennis and the residents are in a circle around a balloon tethered to the ceiling. They smash at it and it never travels fast enough to harm anyone and never needs to be picked up by me when it goes over the shoulder of a player. The balloon has a little water in it to give a little more weight.

So first I wrote "CoVID" on the balloon and glued a few 'spike proteins'.



I hung it from the ceiling.



I was struck by the idea of performance art and if we were beating the virus, how would we do it? Well, by using Vaccines, Masks, Hand Washing and Social Distancing of course.

And so my residents beat the heck out of CoVID that day. And since we have been lucky and careful, we don't have actual cases of the disease at our Home to make the game morbid.
 

Saturday, July 4, 2020

Another post on the limits of my creativity

Three projects to describe here


In the weeks leading up to Canada Day, I helped the residents of my Long Term Care Home make papier mache, uh, blobs. Most were just wrapping balloons with the paper soaking in flour water but one had some shape with four legs and a head. One failure here is that the residents often have limited mobility and could not do a lot. Mostly, we chatted while my coworker and I did the work. The residents did more of the painting afterward. The papier mache was touched up and finished by my coworker and I. I gotta say, my coworker did more, and better, painting than I. I got the job done while she got the job done well. Perhaps we complement each other.

I joked that I was going to fill the pinatas with the residents' medications but instead we went with more traditional fillings - sugar free chocolate and candy and hair clips. Okay, hair clips might not be traditional but, especially in this time of CoVID, nobody is coming in to cut the residents' hair and the clips are very useful.

Success and failure: Most of the work was done by staff rather than residents. I don't know if lower tables would help so the residents could be 'over' the activity rather than reaching forward to it.ergonomically, their positions in wheelchairs wasn't ideal. Residents were able to paint solid colours but due to palsy or other issues could not paint details well. We staff did a lot of touch up on the papier mache and then a lot of other work on them. I am still working on crafts that residents do the majority of the work. One success was in breaking them open on Canada Day. We hung two from the ceiling and gave the residents foam paddles. A well aimed blow would tear the pinata open but instead, basically a game of tetherball started with the residents batting the increasingly battered bee back and forth to each other. We will use some of the other papier mache creations and find some version of a tetherball that is heavy enough and also gentle enough when impacts occur.

The second activity in the image above was a 'graduation ceremony' for new hires at the LTC Home that missed their actual ceremonies due to CoVID. One coworker went out of her way to say she was sad that she missed her grad. So, Brian to the rescue!

I learned a few things about the young staff that missed their grads, called a few parents up and arranged a ceremony in the Home. A lot went well and a lot did not and this was a unique event; I do not expect a second chance to get it right. So that was my big problem with it; that I wasn't able to sort out all the issues and problems that could happen, that I didn't work it through in my head, or that I didn't have someone edit my ideas to point out possible problems.

Here's what happened.

I prepared the robes and everything else in secret, then sent my coworker away on an errand. In the ten minutes she was away, I cleaned out part of the dining room of all the tables and found enough residents awake to fill it up. I also hung grad decorations on the walls and prepared the computer and so on.  For clothing, I secretly changed from shorts and a Hawaiian shirt to good pants, a shirt and tie. Good stuff! First problem; in moving all those tables on the hottest day of the year to that point, I soaked through my shirt, leaving huge dark stains across my stomach and back.

We had mortarboard hats and 'grad' sashes for a previous activity and I got the grads into PPE robes in place of more traditional ones. I played Pomp and Circumstance and lead the graduates into the dining room. The ceremony went fairly well although my voice was far squeakier than I thought - listening to the recording was embarrassing. And I did not explain fully to the residents what was going on. Otherwise, it went very well. 
Very well on the third floor, that is! Our LTC Home has two floors of residents and we keep them the floors separate - even staff do not mix much. So once the third floor was done, I raced downstairs to do it again on the second. This was faster, clumsier and all round messier. In my defence, my manager who would have taken some of the tasks, was away unexpectedly.

So I say this was well thought out but not as well executed as I would like and I will not have a chance to repeat it.

The final activity I have been working on that has required creativity is shuffleboard. Not the table top version with small discs you slide across a waxed surface but the larger floor one where you push larger discs with a pole. Below are some of the discs I cut from a 1 X 8 and the launcher that will soon go on the end of a pole. The discs are not done and also not all that round but that gives a few residents a job to do this week. We have two fairly able bodied residents who would otherwise have access to out of doors but because of CoVID are trapped inside. They should be able to use sand paper and smooth out these discs. The cutting and shaping on my end took nearly two hours. This is in part due to not having the best or proper tools for the job. I don't want to give so much free labour to my job but in this case, again because of CoVID, I needed something to do aside from feel lonely. This work helped me and will help residents. Time well spent!


Monday, August 6, 2018

TWIC: Game Design, Busan Science Fiction contest, What's stopping you,

Humble bundle has a bundle of books on Game Design, ranging from board games to video games to actual game theory (which I don't think is explicitly about games).
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Pusan Nation University has a science fiction writing contest.


The First Kim Jin Jae SF Award Competition, sponsored by DRB Holding Co., Ltd., will be held at Pusan National University Library. It is SCIENCE FICTION (SF) competition, which is divided into three categories:
  • Literature (scenarios, short stories, essays);
  • Painting (webtoons, short manhwas);
  • Video (UCC, advertisement, short movies).
Anyone who is interested in Science Fiction can participate in the competition. The two round system will be used to choose 6 project works in total, 3 projects by teenagers and 3 by adults. The total prize money is 5.3 million won:
  • PNU Grand Prize Award: teenager 1 million won / adult 2 million won;
  • Second Prize: teenager 500,000 won / adult 1 million won;
  • Third Prize: teenager 300,000 won / adult 500,000 won.
*Knowledge of Korean language is necessary.
Who can participate: Anyone who is interested in Science Fiction | Individually or in groups of 3 | Elementary School students, Grade 4 ~ High School students and University students under 27.
Application period: August 1 (Wed) ~ October 1 (Mon)
Application method: Please visit the official website http://kjjsfaward.pusan.ac.kr
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There are currently 29 answers to What has stopped you from writing your book on Quora.

Wednesday, January 18, 2017

TWIC: World building, animation, infographics, note-taking, Gangwon animals,

Man! I read a post at Tor on authors who were great world-builders and decided I wanted to introduce the subject by mentioning Zelazny's alien religion that allowed avatars to create worlds but actually finding the name of the religion or the aliens took a long time. Zelazny wasn't on the list of world-builders, by the way and the religion and/or the aliens were Pei'ans.
Anyway, the article would be better described as Five Classic Female Authors Who Were Great at World Building and it is a great list. I now want to go back to the stories by these authors I read in the eighties.
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Animation and Disney's Multi-plane camera. I have heard of animation cells but didn't know how they worked. This usage of them is wonderfully ingenious while also appearing totally obvious. I love the confluence of "That's amazing" and "That clearly follows".
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I was interested in trying to make an infographic or two last year and found the exercise more difficult that I had imagined. Lining up words and explanation with a coherent image is not easy. Nat Geo's infographics and Best Maps of 2016. A chunk of one from the first link:

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An interview with Al Jaffee.

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Not entirely related to creativity but definitely to curiosity. Why build a fort in a star shape?
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This subject could be a full post and may be at some time. For now, I am busy at an ESL and science camp and don't have the time.  At Quora, someone asked about the best distraction-free and minimalist writing tool. So far, a few software tools have been offered. The third, suggestion was, obviously, pen and paper. This made me think about my own actual writing (as opposed to typing) and the posts I've seen in several places for Bullet Journals. That link offers the best rundown on what they are although this one might have more in-depth information - I have a terrible internet connection here so there is a lot I can't see.  That latter link describes it as an analog system for the digital age.

From this site (the second one in the paragraph above) comes a quick intro to Bullet Journaling:
Bullet journal: a method of journaling and note-taking that uses bullet points as the core structure
Index: a table of contents that you update as you go
Daily Log: shit you did and/or need to do today (+ other observations)
Monthly Log: traditional month calendar + shit you need to do that month + shit you forgot to do last month
Rapid Logging: symbols that help you get that shit done
Future Log: year-at-a-glance calendar where you can put events, goals, and long-term shit you need to do
You can use any journal or notebook you want. You deliberately lock a few pages into 'modules' or specific uses. The common or required ones are: index and various calendars (year and month) but I might also devote a set number of pages to Running and Book Notes. 'Camp' is too big a subject and handier for me to take those notes as the need arises. The system also includes various symbols so that you to-do lists carry more information with fewer characters (this is the 'rapid logging' mentioned above).

I have always kept my journal as a sort of commonplace book. That is, I am now more aware of what a Bullet Journal is than I ever was of the specifics of a commonplace book. Indeed, that Wikipedia link, which I have just read more closely, quotes John Locke: " Commonplace books, it must be stressed, are not journals, which are chronological and introspective."  Mine is mostly chronological and the only connection I now see with a formal commonplace book is the wide variety of material I include in them.

More on Commonplace Books:
[The author is giving an example of a historic event he found interesting] He [an Athenian general] continued to interrupt and contradict the other generals. Finally, the Spartan general threatened to strike Themistocles if he didn’t shut up and stop. “Strike!” Themistocles shouted back, “But listen!”
When I read this, I immediately began a ritual that I have practiced for many years–and that others have done for centuries before me–I marked down the passage and later transferred it to my “commonplace book.” Why? Because it’s a great line and it stood out to me. I wrote it down I’ll want to have it around for later reference, for potentially using it in my writing or work, or for possible inspiration at some point in the future.
In other posts, we’ve talked about how to read more, which books to read, how to read books above your level and how to write. Well, the commonplace book is a thread that runs through all those ideas. It what ties those efforts together and makes you better at each one of them.
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Since I mentioned I am working at a science camp, here is a little cutie we found in the forest:


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Stephen King's ten rules for success (video).

After my discussion above, he is anti-notebook.
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Harvard's digital photo photo course (free).
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Creator of Zelda games discusses how he designs games.

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Friday, March 4, 2016

TWIC: Games and the KKK, writing, art, transmedia, teamwork, Rome

Humble Bundle is a website that offers bundles of digital media.  I have purchased phone and computer games, ebooks, music and recently, a Pathfinder RPG set.  The deals are pretty good but you have to make your mind up in a hurry; each bundle is offered for only two weeks and the link goes to one that has only five days remaining on the deal.

I think playing RPGs, and playing many types of games, is a way to flex your creative muscles.  Fantasy role-playing naturally requires quite a bit of imagination and an ability to use abstract - or fanciful - features to win or even survive.  However, any game requires players to think about the edges of the rules and how close they can come to them while remaining in the game.   Ah, what I'm doing right now is trying to tie my interest in role-playing games to the theme of this blog.  How am I doing?  I guess, in this vein, I could also point out that making such a game requires great creativity.

Anyway, it stands out in my mind for two reasons.  First, I just bought the set.  Second, on the same day, I also read an interesting article about KKK titles and D&D monsters.
You've no doubt heard of the "Grand Wizards" and "Grand Dragons," but what about the Great Titan and his six Furies; the Grand Giant and his four Goblins; the Grand Cyclops; the Ghouls; the Grand Council of Centaurs; the Lictor; the Nighthawks; the Invisible Empire and its enemy, the Alien World; the Fifteen Genii (who serve the Imperial Wizard); the Exalted Cyclops and his Twelve Terrors?
Okay, time to share my (lack of) ability with Microsoft Paint.  Dragon from here, mask apparently from here:

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An online Intro to  Transmedia course just finished.  It was given in Korean but the material had English subtitles.  I presume the material will remain available for at least a little while.  An excerpt from the first lecture:
3:02 The idea of different forms of media coexisting, transforming, and converging to create a new media environment has been around for some time, albeit in less complex and less common forms in the past: stories jotted down on paper and later being turned into a stage script, or a song recording at a concert becoming a track on a CD or LP and, later on, played over the air and heard by radio audiences at home. These are some common and conventional examples of transmedia phenomena.
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4:42 In order to read, one might go to a library; to listen to music, one went to a music room. Life is much more convenient now with transmedia, to the extent that instead of sourcing differentmedia outlets, a single machine with multiple integrated functions has the ability to provide the user or consumer with all of the content that was once only available through “old” media. This is the key feature of transmedia. In addition, the user can actively participate in the creation of media content.

5:21 In the past, we had to embrace media content as it was in the form laid down by the artist or creator, but now, media proliferation and dissemination allow any individual to have more opportunities to be involved in the creative process to shape the media output. As a result of this possibility, the concepts of art and creative process have also taken on different definitions. Through this course, we will seek to understand the concept of transmedia storytelling, after which point we will apply this understanding to explore the concept’s role in the media industry of today.
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A handful of writing links listed together here:
Side 1: Knowledge, or Know What You're Writing Before You Write It
... Unfortunately, this meant I wasted a lot of time rewriting and backtracking when the scene veered off course.
...
As soon as I realized this, I stopped. I closed my laptop and got out my pad of paper. Then, instead of trying to write the scene in the novel as I had been, I started scribbling a very short hand, truncated version the scene on the paper. I didn't describe anything, I didn't do transitions. I wasn't writing, I was simply noting down what I would write when the time came. It took me about five minutes and three pages of notebook paper to untangle my seemingly unfixable scene, the one that had just eaten three days of my life before I tried this new approach. Better still, after I'd worked everything out in shorthand I was able to dive back into the scene and finish it in record time. The words flew onto the screen, and at the end of that session I'd written 3000 words rather than 2000, most of them in that last hour and a half.
...
Side 2: Time
...
Several things were immediately clear. First, my productivity was at its highest when I was in a place other than my home. That is to say, a place without internet. The afternoons I wrote at the coffee shop with no wireless were twice as productive as the mornings I wrote at home. I also saw that, while butt in chair time is the root of all writing, not all butt in chair time is equal. For example, those days where I only got one hour to write I never managed more than five hundred words in that hour. By contrast, those days I got five hours of solid writing I was clearing close to 1500 words an hour. The numbers were clear: the longer I wrote, the faster I wrote (and I believe the better I wrote, certainly the writing got easier the longer I went). This corresponding rise of wordcount and writing hours only worked up to a point, though. There was a definite words per hour drop off around hour 7 when I was simply too brain fried to go on.
...

Side 3: Enthusiasm
.... I did know that I wanted those days to become the norm rather than the exception, so I went back to my records (which I now kept meticulously) to find out what made the 10k days different.

The answer was head-slappingly obvious. Those days I broke 10k were the days I was writing scenes I'd been dying to write since I planned the book. They were the candy bar scenes, the scenes I wrote all that other stuff to get to. By contrast, my slow days (days where I was struggling to break 5k) corresponded to the scenes I wasn't that crazy about.
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But the more I struggle to make this work, the more I think there’s one key thing that makes writing more excellent: Finding your own blind spots as an author, and trying to see into them.
This is something I found out while I was rewriting and editing and tenderizing my new novel, All the Birds in the Sky, which had massive huge blind spots in the middle of it, even in what I thought was the “final” draft. (And it probably still does, because you never really win the fight against your own blind spots.) But it’s also something I’ve found with every other creative writing project I’ve ever taken on. Just the same way you don’t know what you don’t know, it’s hard to see what you’re not seeing in a story—but it’s essential to try.
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The Art of Writing.  Talulah Lucy describes her work style when painting vs writing.  I've previously discussed on this blog how resistant to errors writing is- you can just delete a paragraph and rewrite it.  This isn't so easy in carving.  But you can plan ahead.  From Talulah Lucy:
For art I had this intense process:
1. Have idea
2. Work out the composition
3. Find some reference material
4. Sketch
5. Refine sketch
6. Begin building up the lights and the darks
7. Add layers of colour (known as scumbling in oil painting)
8. Add the final shadows and highlights
For writing my process was:
1. Write as well as possible
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...in 2012, the company embarked on an initiative - code-named Project Aristotle - to study hundreds of Google's teams and figure out why some stumbled while others soared.
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After looking at over a hundred groups for more than a year, Project Aristotle researchers concluded that understanding and influencing group norms [unwritten rules, for example encouraging small talk about family or whether interruptions were acceptable] were the keys to improving Google's teams.
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The researchers finally a saw a link between two behaviors and good performance.  First, "equality in distribution of conversational turn-taking" - everyone talks nearly the same about in a day.
"But if only one person or a small group spoke all the time, the collective intelligence declined."
Second, Social sensitivity. "One of the easiest ways to gauge social sensitivity is to show someone photos of people's eyes and ask him or her to describe what the people are thinking or feeling."  People on good teams do better on this kind of test.
"There were other behaviors taht seemed important as well - like making sure teams had clear goals and creating a culture of dependability. But Google's data indicated that psychological safety, more than anything else, was critical to making a team work."
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I don't know if this really fits into the blog's theme, either.  But it is cool.  Giga Photo is a company that takes thousands of pictures and stitches them together creating deeply zoomable images. Their Rome image is wonderful. The photos were taken from the Tower of Milizie.  I do plan to write some of my story in this location and the image shows a lot of ancient buildings, so maybe it is research.


Sunday, February 21, 2016

TWIC: Sleep, read, donate, build, dig, learn, understand, archive

I'm hitting Boingboing pretty hard today:

Sleep in a Van Gogh painting in Chicago.


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Donate to a workshop for young horror, fantasy or science fiction writers.
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Read how Gibson wrote Neuromancer.
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Build your own boardgame.
Junior Game Inventors Kit. The kit includes everything you need to start building a game: a pre-cut box, a blank folds-to-square game board, paper to cover box and board, nine pawns, a pair of standard dice, a 12-sided numbered die, 56 blank cards, and a bundle of play money. You can also purchase a la carte from a long list of goodies. I added a money tray, a set of ten chipboard blanks, and ten stands to the basic kit. They offer an Advanced Game Board Inventors Kit as well, with a mind-boggling array of pieces.
I enjoy requiring my students to make a boardgame for homework. I think they enjoy it, too.  For simplicity's sake, I usually just supply dice and square Post it Notes in a variety of colours.  I need to work on game pieces to move through the game.  Most student-made games start as variations of Snakes & Ladders and grow from there.

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Dig through Europeana archive of videos, sounds, books, and artwork - millions of items to be found here. Via B'boing.

I will also note here that I have gone through my own archive and labelled my links to the many archives I've featured.
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Learn how to write award-winning magazine articles.
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Understand the appeal of the ampersand.

Wednesday, January 6, 2016

TWIC: self-diagnosis of epilepsy and whole lot more!

This summer, I noted the absence of two medical complaints that had appeared and disappeared mysteriously.
This condition started, I think, during a bout of food poisoning. between races to the toilet, I would relax and fall asleep. The dream would get weird and very realistic and I felt strong dejavu. Then my stomach would tighten and I would awaken trying to remember the dream.
But trying to remember also seemed like a trigger. For the next few years, I would be daydreaming and sometimes my train of thought would take me to a buried memory and as I tried to recall it, suddenly my stomach would cramp, I would feel weak and have trouble standing – just too tired. Then it would go away. I would get maybe five episodes over a day or a day and half and those episodes would start very intense but fade. I distinctly remember two things. 1) being afraid to remember something for fear it would trigger another attack and 2) trying to remember the scene or event that tantalized just before the attack.
I still don't know why they started or stopped but a writer being interviewed at A.C. Fuller's excellent Writer 2.0 podcast described having similar symptoms.  Turns out, deja vu can be caused by epilepsy!  At epilepsy.com, Mikey4 writes:
...tip me off to possible temporal lobe epilepsy after searching around a bit. They generally last about 10-20 seconds and are not accompanied by the same dread, or stomach discomfort, or fear, or happiness that seems to be common with many TLE patients, but they're also momentarily quite strong (and frustrating!) for me.
Kristin Seaborg, a doctor and the author interviewed by Fuller described similar sensations in her interview.  I don't know what this means for me. Seaborg was free of symptoms for many years so my current period without episodes doesn't mean that much.  Well, if I have another episode, I will know what to suggest to the doctor.
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There are a lot of books and more that claim to improve a person's creativity.  I still don't know if any of them work but many of them have been handy and useful in my ESL classes if lacking in other value.  Working to link disparate words in the Central Word activity requires the creation of new sentences and, well, might improve creativity.
Luminosity's Brain Training games are now known not to cause cognitive improvement and the company has been fined millions for making such claims.
“Lumosity preyed on consumers’ fears about age-related cognitive decline, suggesting their games could stave off memory loss, dementia, and even Alzheimer’s disease,” FTC Bureau of Consumer Protection Director Jessica Rich said in a statement. “But Lumosity simply did not have the science to back up its ads.”
Again, I think lateral thinking puzzles and such can work as homework and improve fluency, so I'm happy to link to these examples.
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This link might be the same as I recently gave regarding mnemonics, but it is via another source.  Joshua Foer via Kottke.
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It’s a great myth that creative geniuses consistently produce great works.
They don’t. In fact, systematic analyses of the career trajectories of people labeled geniuses show that their output tends to be highly uneven, with a few good ideas mixed in with many more false starts. While consistency may be the key to expertise, the secret to creative greatness appears to be doing things differently—even when that means failing.
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So how are creative masterminds so successful, if they don’t really know what they’re doing? Simonton’s extensive analysis of geniuses found two major factors to be critical in explaining the creative process of geniuses. First, creative geniuses simultaneously immerse themselves in many diverse ideas and projects. Second, and perhaps even more important, they also have extraordinary productivity. Creators create. Again and again and again. In fact, Simonton has found that the quality of creative ideas is a positive function of quantity: The more ideas creators generate (regardless of the quality of each idea), the greater the chances they would produce an eventual masterpiece.
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Last year, I took a free creativity class online from Stanford University.  Going into it, I decided to adopt a 'student's mind'; that is, I worked to be positive and open to new ideas and to restrain my  sarcasm.  I was wise to do that and should keep working on the practice. 
Giving others the benefit of the doubt, then, may not invite deception; it instead seems to pay off—literally, Stavrova says: “So in most places in the U.S. and western Europe, being less cynical might be a better way to go.”
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During the course, the professor lauded open offices.  I was skeptical at the time but they sure look nice.  Turns out, open offices are mostly terrible.
Maria went to a school with an open design. "Distracting at best and frustrating at worst," she writes, "wide-open classrooms went, for the most part, the way of other ill-considered architectural fads of the time, like concrete domes. The biggest problem with an open design, she writes, is noise. I agree with that. Wired magazine had an open plan and the constant noise and interruptions made it impossible to do actual work there
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The lies described here were such that people feared to question them.  When a young woman in front of the Winnipeg bus station told me she needed money to go home, I was suspicious and didn't give her any.  If she had claimed sexual assault, I would have felt terrible if I were to ask questions or ask for proof.
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Mark Frauenfelder has a course available on Skillshare.  I am sure it is a good one but I am more interested in the proliferation of online classes.  I have taken classes through Coursera and others that offer them from universities even though the classes don't always include university credit.  Skillshare doesn't seem to have any connection to universities.
Skillshare is a terrific online learning community for creative people. It teaches you new skills through well-made videos with great production values. I've been using Skillshare to teach myself Adobe After Effects. All the videos feature people who are professionals in their field. I love this site.
I found a cheap set of classes -also from Boingboing (Frauenfelder writes there) on public relations and the like.  I also registered for classes from 'goodriter' which were briefly free.  I'll be sure to describe what i think of their value once I find time to take them. I don't feel online classes have to be from a university to be valuable but I do trust the content more -even after describing my concerns with the creativity class I took. Does my reader (is it too much to hope for readers?) have any opinion on such classes?
Added Later: The Boingboing-promoted courses were with Stack Social and the goodriter classes were with Udemy.
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Justin Green was a comic, uh, maker?  Author?  He made comics. They didn't pay the bills.  He went on to make signs in the final days of hand-lettering and hand-painting such things.  Then he wrote comics on the subject.  His comics are here.
The early strips tell how Green found his footing; including the one-thousand hours required to brush a perfect “O.” In later strips he requested techniques and stories from veteran brushmen. They offered priceless knowledge like how to mix your paint so it stays put under the hot sun or how much arm-twisting to apply when a client lets an invoice sit for too long. Some of these sign painters became recurring characters in “Sign Game,” and a few died during its run leaving these strips – and a few fading signs – as their final memorial.
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Escape rooms are the new thing.  Earlier, I wrote about Altered Reality Games, a presentation I enjoyed from the 2015 International KOTESOL Conference.  They seem to have a few things in common.
...we met the six other players we were going to be locked in a room with. After a staff member explained the rules (no phones, no bathroom breaks, no brute force attacks on combination locks) we were led into a small room with a long table and a wall of old books. The door was locked behind us. We had one hour to figure out how to unlock the door and get out.
This is the smallest escape room yet, I thought. Were we going to spend an hour cramped together in here? I put the thought out of my head as I joined the others in going over the clues that would lead to the solving of the various puzzles. It didn't take long for us to crack the first puzzle. As soon as we did, one of the walls slid away to reveal a much larger room: the mysterious laboratory of of the Alchemist, an unseen evil being who was in the final stages of concocting a Philosopher's Stone to take over the world. It was our job to foil the Alchemist by solving a series of puzzles that would unite the elements of Earth, Air, Fire, and Water and let us escape from the room before our time ran out.
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I am still working on my steampunk book set in 1830's Italy (and elsewhere) and secret societies play a big part.  Boingboing describes a book of Secret Society art.
What is made most apparent is how deeply these societies are entangled with folk elements. Images of death and resurrection abound, as do beehives, goats, and of course the all-seeing eye. There is esoteric lore and mystery layered with mystery. As David Byrne says in his foreword to the book, “The obscuring layers are the content.” And yet, the humble often outsider nature of the examples in this book reveal the most startling truth about Freemasons and others secret societies: these are the homegrown fellowships of our ancestors, people looking for fraternity and the warmth of a lodge, often during our country’s most difficult times. These were simple men and women, not the secret rulers of the universe.
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What is the next frontier for science fiction and fantasy?  Tyler Cowan, at Marginal Revolution, looks at an Economist article.  Briefly, the answers are caves and forest canopies.
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Saturday, October 10, 2015

Alternative Realities Games and ESL

I've just finished day one of two of KOTESOL International Conference.  Some presentations were better than others but one, though not the best transfer of information seems the most interesting to build on in the next semester.

An Alternative Reality Game has many of the following elements: fictional narrative, interactive, transmedia (takes place in the real world and online in a variety of media), "This is not a game" mentality (don't break character), puzzles and codes.  The 1997 Michael Douglas movie, The Game, is an example and another one is given below.

Oh, the talk was given by Paul Starr of Seoul National University.  He gave a good talk that explained the basics but I don't think it got into the "Participants will then be asked to design some basic ARG elements for their own learning environments." part described in the conference guide.  To be fair, he had a lot to cover in a short time and I did become interested enough in the idea to want to learn more and that's gotta be an indicator of success.

I think I'm at three now:  On the third hand, he also included a code game on his handout so some of us ignored part of his talk to solve his mini game.

I teach various classes at my university and also run voluntary activities at the "English Cafe".  In the past, we've watched The Simpsons -with questions to be answered for a prize, played board games (again with prizes available) and every semester we have a scavenger hunt.  If I can get this going, next semester we will have an ARG instead of the Scavenger Hunt.

As my very first brainstormed ideas, I envision:

  • Some kind of code or QR code in the official class information for ESL students.  Leading to...
  • Posters randomly appearing on campus - at the English Cafe and elsewhere.
  • Interruptions or notices during half-times of sporting events or school festival week.
  • Directions to as many English locations on campus - the library has at least two floors with English hard cover books, the ESL profs' offices, the TOEIC testing room, ....


The big thing lacking is a narrative.  As a sci-fi/ fantasy fan, could it be the signals of a future Dongseo student trapped in time by an experiment in the engineering or medical training spaces?  Or is that too cliche?  Whatever, I want to do this.


ARGs on Dave's ESL Cafe

An old ARG that rests, slowly decaying, online.

Socks incorporated

Alternative Reality Gaming  Network
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Added October 20, 2015: An ARG to celebrate open access week at U of T library.
A concerned group of citizens is investigating a conspiracy hiding facts about the mysterious and controversial past of this masterpiece of brutalist architecture. At the same time a noble, if shadowy, society is working to keep its secrets hidden."
"Led by the University of Toronto libraries, Open Robarts is an alternate reality game celebrating the tensions between open access and the control of information. Designed by local Toronto artist David Oxley and author Mark Foo, Open Robarts explores themes of information and control, and is meant to draw attention to and celebrate open access forGlobal Open Access Week 2015. There are many ways into the game, even for non-locals. 

Wednesday, June 10, 2015

We're making games

I assist at an elementary school English program and had trouble connecting with the older students.  I offered a variety of projects to the students; making a movie or play, making games or PSA-style posters for the younger grades.  The choose games.  I will use the next class to offer some examples then allow them to make some decisions.

This post mostly consists of my notes and beginning research on the subject.

Here are my thoughts:

Rock-Paper-Scissors and building on that.  Image from here.
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Sploder allows you to make your free games online.  Don't know much about it.
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Wiki-how suggests ways to make your own board game and trading card game.  MIT Game Lab offers a 50 minute video on how to make a card game.
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I offered a quick-and-dirty version of a Role-playing game:
The Cat Kingdom of Sam-hwan Apartment Complex






I lived in Sam-hwan Apartment Complex for a few years when my family moved to Busan and the map is from Daum - Korea's main Internet Portal - with some green and brown bushes added by me.  The half-formed idea is that cats must travel the complex looking for wild prey and garbage. Cuter cats get fewer stones thrown at them by humans while smelly cats have a different defense...  How to win or gain experience points wasn't decided.  Well, a lot wasn't decided but this was enough to wing a few rounds exclusively using a six-sided die.

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A colleague has ideas for making board games as well.

Saturday, April 18, 2015

Multiple independent discovery or invention.

Wikipedia discusses multiple discovery here.
Historians and sociologists have remarked on the occurrence, in science, of "multiple independent discovery". Robert K. Merton defined such "multiples" as instances in which similar discoveries are made by scientists working independently of each other.[2] "Sometimes the discoveries are simultaneous or almost so; sometimes a scientist will make a new discovery which, unknown to him, somebody else has made years before."[3]
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From the 80's - a remarkable scanning job.
A few studies suggest that anticipated research is an occupational hazard for the majority of active researchers. Indeed, some investigators report being anticipated several times in their careers. 
...
One of the most commonly cited examples is the independent formulation of the calculus by Newton and Leibniz, which has been definitively described by A. Rupert Halls Another is the theory of the evolution of the species, independently advanced by Charles Darwin and Alfred Russel Wallace.
But multiple independent discovery is not limited to only a few historical instances involving the giants of scientific research. On the contrary, Merton believes that multiple discoveries, rather than unique ones, represent the common pattern in science.
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From the International Journal of Pure and Applied Mathematics - a PDF file that I am tentatively offering a link to.  You may need to search "A MODEL FOR CO-DISCOVERY IN SCIENCE BASED ON THE SYNCHRONIZATION OF GAUSS MAPS" to find it yourself):
It is suggested that the driving external excitation that causes synchronization of systems and therefore co-discovery in science is the information access and its broad distribution in modern society produced by radio, tv, internet, books, newspapers, scientific articles among other media. It is concluded that co-discovery in science is a phenomenon which will be every time more frequent. For our 21th century we estimate that of the order of thousands co-discoveries will occur.
I should point out that the English is interesting - as an ESL instructor, I cannot complain about it but if you choose to follow the link and download the PDF, be warned that it is heavy slogging.  The math lexicon is also challenging.
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All this to introduce, not a scientific discovery, but a card game that appeared to be cloned from another but wasn't.
Could you design a brand-new game using only a deck of classic playing cards? It’s a cool idea -- repurposing familiar components in an original context. But the design for the game that would become Donsol was born out of necessity, the mother of invention. A pack of cards was all the creators had on hand.
Devine Lu Linvega developed the iOS version of Donsol, a game that sees heart suits re-cast as “health potions,” clubs and spades as “monsters”. Starting with four cards, the player gathers health and fights enemies, making their way through an imagined dungeon space making combat calculations -- the health cards versus the monsters. It’s a fascinating idea.
The only problem is that completely unbeknownst to Linvega, someone had already made it.
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“This explains why two people creating a game can stumble across the same mechanic, the same interaction and effect, even if they've never met, never played each other's games,” [Designer and teacher Naomi Clark] continues. She’s even had it happen to her.“It used to make me gnash my teeth, that someone else had also come across the idea that I was so proud of devising, and had beaten me to announcing or launching a game,” she says. “Over time, I've gotten much less attached to the feeling that any game mechanic could truly be ‘my idea’.”
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Saturday, December 20, 2014

TWIC: Make your own boardgames, sexy interior decorators, cool knife makers

I work with some of my higher level ESL children's classes to make boardgames to use with lower level students.  My main contribution is to bring a lot of small Postit notes of a  variety of colours.  These can be used to make a here-to-there game (like Snake and Ladders) or collection game (like Monopoly) with squares in different colours depending on the actions required on them.
Rick Marizzani offers suggestions and equipment to make a broad variety of such games.
4 Blank notecards. There are even greater possibilities from a deck of blank cards.  You can make your own custom Top Trumps deck (Top Trumps is known in the US as “What is that card game school boys play in England again?”). Or create an entire new game using a framework like Dvorak.5 Overflowing handfuls of dice is a powerful feeling. Like being an ancient deity that can roll the fate of an entire civilization! That is why there are so many dice here. They put a firm stamp on the tool box as made for games. But dice are useful beyond randomizers.  All these different colored dice can be used as game markers, and the pips as indicators to the strength or health of the die unit.  Like DiceWars in the real world.6 Play money and coins. Nothing abstract about this faux moolah. It feels great to have a stack of cash in hand as a meter of game success. And, more than chips or play money, plastic gold coins are the gold standard of game currency.  Gold coins can spin a theme towards pirates or fantasy. They have a presence and heft beyond their plastic patina.7 Poker chips. These need not be proxies for money in a game.  They make great counters, turn markers, or modifiers for other board pieces.
...BONUS INGREDIENT: D20 Something that was not at the Dollar Store that I would add to the ideal game design box is a set of polyhedral D&D dice. There is something magical about the shapes and colors.  When first encountered they are understood, yet completely from another world. Consider putting a full set of D20 type polyhedra in your gift kit. 
Via Boingboing
Added only a few hours later:
 Boingboing also describes one bloggers challenge to find new tools, toys and equipment at dollar stores for Dungeons and Dragons.  The Boingboing link is from today but it links to a post from 2013.  Here are about ten posts on the original site (about ten because three are in one post - probably three trips to a dollar store).
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Boingboing also links to a site that teaches how to make video games.
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The Kingdom of Dreams and Madness
The Kingdom of Dreams and Madness is a documentary which presents a year in the life of Studio Ghibli and its famed director, Hayao Miyazaki. The year in question was a particularly interesting one during which Miyazaki announced his retirement. 
The trailer for this documentary is available at the link above
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Sci Am looks at how sexy various creative endeavors are:  Interior decoration, from the title, is not considered hot.  First: this is a topic for science?
According to evolutionary psychologist Geoffrey Miller,creative displays in humans are analogous to the peacock’s tail: they serve the function of attracting mates by serving as indicators of mental fitness (cognitive functioning and personality).
Extending this argument, personality psychologist Gregory Feist made a key distinction between applied/technologicaldisplays of creativity (seen in modern domains of technology, science, and engineering), andornamental/aesthetic displays of creativity (seen in modern domains of art, music, and other aesthetic domains). According to Feist, ornamental/aesthetic forms of creativity– which play on our evolved perceptual functions and evoke strong emotions in the perceiver– were shaped primarily by sexual selection pressures and are therefore more likely to receive a sexual response than applied/technological forms of creativity.
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At Kottke, a video of a knife maker and a link to watch axes and chisels being made.

The University of Guelph has a class on Japanese knife making, if anyone wants to learn.  Ah, that link is a little old - I thought the classes were a regular thing. YMMV.
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The real patron saint of Journalism.  Writings by George Orwell.
Sometimes, too, he shows himself adept at the why-oh-why column now a Daily Mail staple. Why is handwriting so awful these days? Why are so many foreign words supplanting perfectly good English terms?
He had a gift for the arresting opening line. To wit: “Rudyard Kipling was the only popular English writer of this century who was not at the same time a thoroughly bad writer.” Or this: “There is one way of avoiding thoughts, and that is to think too deeply.” 

Saturday, September 27, 2014

Twine and CBC short story contest

Twine is, well, I'm still figuring it out myself, but it seems to be a way to make interactive fictions and at least text-based games similar to the old choose-your-own-adventure books of my childhood.  It seems pretty cool and I will be playing with it further.  What I've seen is pretty cool.  Twine 2.0 is now in beta, which I think means it is mostly ready to use. More info from the maker. Wikipedia has a stub on the subject.
Ah, Gamespot has more:
It allows you to link passages of text via links, which has led many people to compare games made with Twine to old Choose Your Own Adventure books. But Twine allows you to do things that those books never could. Games can keep track of decisions made and actions taken by players much earlier in the game--what type of weapon they selected, for instance, or whether or not they collected a particular key. With a bit of creativity on the part of the creator, games can have puzzles that players can't quickly "solve" by just trying each of a few options. Games can also include images and videos, and with a bit of extra know-how, you can also employ basic effects, such as flashing text, which can do a good deal to foster a particular mood in your game.
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The CBC's short story contest, Canada Writes, is running now.  They are accepting stories of between 1200 and 1500 words until November 1.  Entry is limited to Canadians or residents of Canada and there is a $25 fee to enter the contest.  The CBC also has a word cloud of clickable tips for writing.