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<channel>
	<title>Binary Thought</title>
	<atom:link href="http://www.rebz.org/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rebz.org</link>
	<description>Scratching the surface of my mind.</description>
	<lastBuildDate>Fri, 02 Jul 2010 04:20:16 +0000</lastBuildDate>
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			<item>
		<title>Video Editing on an iPhone</title>
		<link>http://www.rebz.org/2010/07/video-editing-on-an-iphone/</link>
		<comments>http://www.rebz.org/2010/07/video-editing-on-an-iphone/#comments</comments>
		<pubDate>Fri, 02 Jul 2010 04:09:43 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.rebz.org/?p=235</guid>
		<description><![CDATA[So for the price of a beer, I decided to give iMovie on my new iPhone a try. I&#8217;m continuously impressed with this camera, both as a still and video capture device. The pictures are impressive, and the video is pretty damn clear.
It took a little bit to get used to, and I&#8217;m not too [...]]]></description>
			<content:encoded><![CDATA[<p>So for the price of a beer, I decided to give iMovie on my new iPhone a try. I&#8217;m continuously impressed with this camera, both as a still and video capture device. The pictures are impressive, and the video is pretty damn clear.</p>
<p>It took a little bit to get used to, and I&#8217;m not too keen about the &#8220;trim&#8221; grab bars, especially because they can position themselves under the import video buttons, and don&#8217;t seem to auto-scroll when they&#8217;ve reached the edge of a screen, but in a word, it&#8217;s capable, and I&#8217;m sure you could come up with some simple stuff to prototype ideas in a pinch.</p>
<p>The whole &#8220;mobility&#8221; of the idea dies after you shoot and edit some video for a little bit, only to peek at your battery gauge and run to grab your charger. Since I keep one at my desk at work, it let me fiddle with the editing features while I was waiting for our projects to compile.</p>
<div align="center">
<object width="500" height="306"><param name="movie" value="http://www.youtube.com/v/YHO1UuSCAvE&amp;hl=en_US&amp;fs=1?rel=0&amp;hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/YHO1UuSCAvE&amp;hl=en_US&amp;fs=1?rel=0&amp;hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="500" height="306"></embed></object>
</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>My first game jam!</title>
		<link>http://www.rebz.org/2010/02/my-first-game-jam/</link>
		<comments>http://www.rebz.org/2010/02/my-first-game-jam/#comments</comments>
		<pubDate>Mon, 22 Feb 2010 04:34:57 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[flixel]]></category>
		<category><![CDATA[gamejam]]></category>

		<guid isPermaLink="false">http://www.rebz.org/?p=177</guid>
		<description><![CDATA[This weekend was an awesome experience for me. I have never done a game jam before, but jumped at the opportunity when told about it. A few people showed up to see what they can do, and I had the opportunity to team up with Adam White, who did some amazing art for our little [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.swfcabin.com/open/1266805105"><img class="alignleft size-full wp-image-181" style="margin: 0px 10px;" title="Game Jam" src="http://www.rebz.org/wp-content/uploads/2010/02/title.png" alt="" width="320" height="240" /></a>This weekend was an awesome experience for me. I have never done a game jam before, but jumped at the opportunity when told about it. A few people showed up to see what they can do, and I had the opportunity to team up with <a href="http://www.kadamwhite.com/">Adam White</a>, who did some amazing art for our little game.</p>
<p>I had jumped into the jam knowing little of what I wanted to create, but knowing full well I wanted to have made something with flixel by the end of the weekend. Needless to say, I was incredibly impressed with how much I got done with the framework in such a short time.</p>
<p><span id="more-177"></span>While our game isn&#8217;t anything spectacular, we were able to finish it in the time that we were allotted which as far as I&#8217;m concerned makes it a success.</p>
<p>A few things learned from this weekend that helps keep things moving smoothly for Alex and I:</p>
<p><strong>Prepare yourself early. </strong></p>
<p>The night before the jam, I got my entire development environment setup. I assumed that I was going to be doing work in either flixel, or aiding on a team that might be coding in XNA. I updated my system with the latest patches, got both flixel and XNA to the latest versions, and tested compiling and running some sample projects for both platforms. I bookmarked important documentation, and downloaded a few free tools that were going to be useful for me during development. Also, I put a bunch of these tools that I was going to be using for myself up on a public folder on my FTP, so I could distribute them to my team to get them up to speed as soon as possible. Needless to say, my computer ran smoothly, I had all my tools and docs available, and I was able to jump into creating as soon as we started throwing ideas at the wall.</p>
<p><strong>Start off playing some games, talking about ideas and mechanics/systems.</strong></p>
<p>You aren&#8217;t going to have too much time during a short jam, so take an hour or two talking about some ideas that you enjoy, things that you may want to incorporate into a game. Play a few games that you&#8217;ve found recently that might be easy to replicate. Settings, moods, gameplay will start to fall into place during your discussions. Have the artist attempt to prototype your game on paper while the coder gets started on some basics for the game like character drawing/input, camera movement, etc.</p>
<p><strong>Never turn back.</strong></p>
<p>After you&#8217;ve decided on a design, keep going with it. We had hoped that our game would have some depth to it, and many more gameplay mechanisms than it ended with.  After getting far enough into the jam, we were running out of time, and decided to lock our featureset. Rather than worrying about adding extra features to make our game fun, we decided to take what we had, and make *that* the game.</p>
<p><strong>Design small. Code to complete. Polish to hide everything else.</strong></p>
<p>We spent probably about 35-40% of the entire jam adding content to our game, and polishing the look of it. Working on this was crucial to creating the feel of a final product. Adam and his friend Emily did a great job churning out cars, buildings, and scenery which pulled everything together. It&#8217;s incredible what a little bit of particle effects and artwork can do for a game.</p>
<p>Without further ado, I give you:</p>
<p><a href="http://www.swfcabin.com/open/1266805105">RUN AROUND AND JUMP ON CARS, BUT DON&#8217;T FALL OFF THE LEFT EDGE OF THE SCREEN!</a></p>
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		<title>Basic AI: Building a Finite State Machine (FSM) in C#</title>
		<link>http://www.rebz.org/2010/02/basic-ai-building-a-finite-state-machine-fsm-in-c/</link>
		<comments>http://www.rebz.org/2010/02/basic-ai-building-a-finite-state-machine-fsm-in-c/#comments</comments>
		<pubDate>Fri, 19 Feb 2010 05:39:39 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[A.I.]]></category>
		<category><![CDATA[Code]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[fsm]]></category>
		<category><![CDATA[xna]]></category>

		<guid isPermaLink="false">http://www.rebz.org/?p=154</guid>
		<description><![CDATA[I figured this information may benefit a few people, as well as allow me to get my thoughts out, I&#8217;ll be documenting the process to building a finite state machine (FSM). My main use out of this project will allow me to assign an object a FSM, assign that object specific states, and allow the [...]]]></description>
			<content:encoded><![CDATA[<p>I figured this information may benefit a few people, as well as allow me to get my thoughts out, I&#8217;ll be documenting the process to building a finite state machine (FSM). My main use out of this project will allow me to assign an object a FSM, assign that object specific states, and allow the object to make weighted decisions through a transition table. I plan on using this decision-system to aid in both creating a foundation for the AI of my games, as well as aid in the animation systems that I concoct.</p>
<p><span id="more-154"></span></p>
<h3>Intro</h3>
<p>When creating an A.I. system for your game, you&#8217;re going to want objects to be able to make decisions on their own, or at the very least have some sort of flowchart-like interaction. What if you were able to easily set up those basic interactions, and simply have your objects detect when certain stimuli change their states, and have actions and reactions dependent on the states of an object? We can create seemingly more intelligent objects, and a potentially more immersive game.</p>
<h3>The Individual State</h3>
<p>Each of the states in our machine will have the following information:</p>
<ul>
<li>State Name</li>
<li>Minimum Duration</li>
<li>Maximum Duration</li>
<li>Transitions</li>
</ul>
<p>This way, we can define the state with a human name that would make sense to a designer and something that could be easily scripted, and we can specify a range at which the state can last. With random state lengths, we can make objects seem a bit more organic. For objects that we need specific lengths, we can simply set the two to equal each other! Lastly, we need to know all the different states into which an individual state can transition.</p>
<h3>The Transition Table</h3>
<p>Each State will carry it&#8217;s own &#8220;Transition Table&#8221;, will include two important bits of information per entry:</p>
<ul>
<li>State Name</li>
<li>Weighted Percentage</li>
</ul>
<p>This way, we know which state we are going to transition to, and we are going to allow the definition of a weighted percentage of the states that are chosen. This will allow us to introduce rarity with our transitions.</p>
<h3>The Machine</h3>
<p>Our FSM will have several important actions which we will need to consider:</p>
<p style="padding-left: 30px;"><strong>Add State</strong></p>
<p style="padding-left: 30px;">After our FSM is created for an individual object, we will add the different states that will be valid for this particular object. We will give the option to add a min/max duration of the state, in case we want to attempt to make certain states less predictable than others.</p>
<p style="padding-left: 30px;"><strong>Remove </strong><strong>State</strong></p>
<p style="padding-left: 30px;">We may see a need to remove a state from our object. Consider  enemies that after being provoked will not stop engaging/attacking the player until they kill the player or are destroyed themselves. We could get this feature &#8216;automatically&#8217; if we removed the idle state from this object, and any transitions that may have brought us to this state.</p>
<p style="padding-left: 30px;"><strong>Add Transition</strong></p>
<p style="padding-left: 30px;">In order for a state to transition from one state to the next, we are going to want to add these connections in individually, with a weighted percentage at which they have the possibility of being picked. This can allow for balancing the choosing of states. We will also have this action update transition if it already exists in the table.</p>
<p style="padding-left: 30px;"><strong>Remove Transition</strong></p>
<p style="padding-left: 30px;">We may want to implement conditional transitions, or remove transitions for states that no longer exist.</p>
<p style="padding-left: 30px;"><strong>Set State</strong></p>
<p style="padding-left: 30px;">For setting an initial state on our object, or forcing the object into a specific state.</p>
<p style="padding-left: 30px;"><strong>Choose Next State</strong></p>
<p style="padding-left: 30px;">When the current state expires, the FSM will need to select a transition and set the next state</p>
<p style="padding-left: 30px;">
<h3>Usage</h3>
<p>Usage is fairly simple. You&#8217;ll first want to include the code in your Solution. To every object file you wish to use the FiniteStateMachine in, you need to add a:</p>
<pre class="brush:csharp">using Zapdot;</pre>
<p>At the header with your other using statements.</p>
<p>You will then want to add a class level variable.</p>
<pre class="brush:csharp">class Enemy
{
   FiniteStateMachine mFSM;

   public Enemy()
   {
      setupStateMachine();
   }
}</pre>
<p>Now, for tidiness-sake, create a method that you&#8217;ll use to store the setup for this particular object, to be called once during initialization.</p>
<pre class="brush:csharp"> private void setupStateMachine()
 {
 mFSM = new FiniteStateMachine();
 mFSM.AddState("idle", 2, 3);
 mFSM.AddState("walk", 2, 2);
 mFSM.AddState("run", 1, 3);
 mFSM.AddTransition("idle", "walk", .5);
 mFSM.AddTransition("idle", "run", .5);
 mFSM.AddTransition("walk", "idle", .5);
 mFSM.AddTransition("walk", "run", .5);
 mFSM.AddTransition("run", "idle", .5);
 mFSM.AddTransition("run", "walk", .5);
 // Pick our first state.
 mFSM.SetState("idle");
 }</pre>
<p>This instantiates the new object, and adds three states to the Enemy object. (&#8220;walk&#8221;, &#8220;run&#8221;, and &#8220;idle&#8221;). Both idle and run will have random time between their respective min and maximums, but walk will always be 2 seconds long, no matter what.</p>
<p>We then add the transitions for these states, essentially saying that every state can transition to the other, and that they have equal weight to do so.</p>
<p>Lastly, we tell the object what state to start in.</p>
<p>After this object is setup, we can add it to our update class:</p>
<pre class="brush:csharp">mFSM.Update(gameTime);</pre>
<p>And do some tests on it to affect gameplay.</p>
<pre class="brush:csharp">if ( mFSM.CurrentState.Equals("idle") )
   mVelocity = kIdleSpeed;</pre>
<p>And so on.</p>
<h3>The Code</h3>
<p><a href="http://www.rebz.org/wp-content/uploads/2010/02/FiniteStateMachine.zip">Download</a> (MIT License)</p>
<p>The code is available below, and being released under the MIT License. Feel free to do whatever you want with it, just don&#8217;t blame me. <img src='http://www.rebz.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>If for some crazy reason you do start using the code, please tell me what you think, or what cool things you&#8217;re doing with it. <img src='http://www.rebz.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<h3>Future Additions!</h3>
<p>This is only the starting point from here, and I hope to be able to add much more. Future additions include wonderful things like multiple concurrent states to give a little more depth to our objects and add for some interesting decision-making!</p>
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		<item>
		<title>Hello 2010! :)</title>
		<link>http://www.rebz.org/2010/01/hello-2010/</link>
		<comments>http://www.rebz.org/2010/01/hello-2010/#comments</comments>
		<pubDate>Sat, 09 Jan 2010 05:17:30 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[Personal]]></category>

		<guid isPermaLink="false">http://www.rebz.org/?p=158</guid>
		<description><![CDATA[I decided to start my year off on the right foot. I got married to an exceptional woman on January 2, 2010! Below is a picture of her wedding present, courtesy of the very talented Milo from Sack-Planet. (Working with him doesn&#8217;t hurt either!)

Geeky tidbit, 01022010 is a palindrome.
]]></description>
			<content:encoded><![CDATA[<p>I decided to start my year off on the right foot. I got married to an exceptional woman on January 2, 2010! Below is a picture of her wedding present, courtesy of the very talented Milo from <a href="http://www.sack-planet.com/">Sack-Planet</a>. (Working with him doesn&#8217;t hurt either!)</p>
<p><a href="http://www.rebz.org/wp-content/uploads/2010/02/lbp-wedding.gif"><img class="aligncenter size-medium wp-image-159" title="LBP Wedding" src="http://www.rebz.org/wp-content/uploads/2010/02/lbp-wedding-300x200.gif" alt="" width="300" height="200" /></a></p>
<p>Geeky tidbit, 01022010 is a palindrome.</p>
]]></content:encoded>
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		<item>
		<title>Line Length Guides in Visual Studio</title>
		<link>http://www.rebz.org/2009/11/line-length-in-visual-studio/</link>
		<comments>http://www.rebz.org/2009/11/line-length-in-visual-studio/#comments</comments>
		<pubDate>Mon, 09 Nov 2009 16:36:46 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[Code]]></category>
		<category><![CDATA[visual studio]]></category>
		<category><![CDATA[vs 2005]]></category>
		<category><![CDATA[vs 2008]]></category>

		<guid isPermaLink="false">http://www.rebz.org/?p=151</guid>
		<description><![CDATA[Here&#8217;s yet another tip for Visual Studio 2005/2008 users. If your company enforces any sort of line limit, and you want to make yourself visually aware of when you may be approaching or dealing with that limit, add this key to your registry:
[HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\9.0\Text Editor]
(New String Value) "Guides"="RGB(192,192,192) 110"

110 Being your line limit, and 9.0 being [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s yet another tip for Visual Studio 2005/2008 users. If your company enforces any sort of line limit, and you want to make yourself visually aware of when you may be approaching or dealing with that limit, add this key to your registry:</p>
<pre><code>[HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\9.0\Text Editor]
(New String Value) "Guides"="RGB(192,192,192) 110"
</code></pre>
<p>110 Being your line limit, and 9.0 being the version of your VS. (2005 users should find 8.0)</p>
<p>Restart VS and you&#8217;re good to go.</p>
]]></content:encoded>
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		<item>
		<title>Fixing Visual Studio 2008</title>
		<link>http://www.rebz.org/2009/11/fixing-visual-studio-2008/</link>
		<comments>http://www.rebz.org/2009/11/fixing-visual-studio-2008/#comments</comments>
		<pubDate>Tue, 03 Nov 2009 21:46:54 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[Code]]></category>
		<category><![CDATA[bugs]]></category>

		<guid isPermaLink="false">http://www.rebz.org/?p=141</guid>
		<description><![CDATA[I recently took the time to upgrade from Visual Studio 2005 to 2008 at work, and in doing so, came across an issue immediately after starting the program for the first time. (Hopefully not a bad omen!  )
A dialog popped up, saying:
Package Load Failure
Package &#8216;Microsoft.VisualStudio.Xaml&#8217; has failed to load properly ( GUID = {E58C2A8B-BCC4-4559-AD59-D62EB6D58A22} [...]]]></description>
			<content:encoded><![CDATA[<p>I recently took the time to upgrade from Visual Studio 2005 to 2008 at work, and in doing so, came across an issue immediately after starting the program for the first time. (Hopefully not a bad omen! <img src='http://www.rebz.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> )</p>
<p>A dialog popped up, saying:</p>
<blockquote><p>Package Load Failure</p>
<p>Package &#8216;Microsoft.VisualStudio.Xaml&#8217; has failed to load properly ( GUID = {E58C2A8B-BCC4-4559-AD59-D62EB6D58A22} ). Please contact package vendor for assistance. Application restart is recommended, due to possible environment corruption. Would you like to disable loading this package in the future? You may use &#8216;devenv /resetskippkgs&#8217; to re-enable package loading.</p></blockquote>
<p>It turns out that this seems to be a common issue for users who had Visual Studio 2008 Express installed on their system, and then they installed Visual Studio 2008 afterwards.</p>
<p>Thankfully, the fix is easy. Just reinstall the <a href="http://www.microsoft.com/downloads/details.aspx?FamilyId=FBEE1648-7106-44A7-9649-6D9F6D58056E&amp;displaylang=en">VS 2008 SP1</a>.</p>
]]></content:encoded>
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		<item>
		<title>Code Metrics: SourceMonitor</title>
		<link>http://www.rebz.org/2009/10/code-metrics-sourcemonitor/</link>
		<comments>http://www.rebz.org/2009/10/code-metrics-sourcemonitor/#comments</comments>
		<pubDate>Tue, 13 Oct 2009 14:03:51 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[Code]]></category>

		<guid isPermaLink="false">http://www.rebz.org/?p=138</guid>
		<description><![CDATA[While there is some contention for whether or not counting the lines of code your project has, it is definitely interesting to watch the growth of your code, and note your comment-to-code ratio.
Doing a quick search on the &#8216;net lead me to &#8220;SourceMonitor&#8221;, a free tool which does a pretty good job at doing a [...]]]></description>
			<content:encoded><![CDATA[<p>While there is some contention for whether or not counting the lines of code your project has, it is definitely interesting to watch the growth of your code, and note your comment-to-code ratio.</p>
<p>Doing a quick search on the &#8216;net lead me to &#8220;SourceMonitor&#8221;, a free tool which does a pretty good job at doing a search on your code files and gives you some basic information about your code.</p>
<p>Get it <a href="http://www.campwoodsw.com/sourcemonitor.html" target="_blank">here</a>.</p>
]]></content:encoded>
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		<item>
		<title>This is how you make a music video!</title>
		<link>http://www.rebz.org/2009/06/this-is-how-you-make-a-music-video/</link>
		<comments>http://www.rebz.org/2009/06/this-is-how-you-make-a-music-video/#comments</comments>
		<pubDate>Tue, 16 Jun 2009 03:25:23 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Personal]]></category>
		<category><![CDATA[harmonix]]></category>
		<category><![CDATA[hmx]]></category>
		<category><![CDATA[music video]]></category>
		<category><![CDATA[rb2]]></category>
		<category><![CDATA[rock band 2]]></category>
		<category><![CDATA[vimeo]]></category>

		<guid isPermaLink="false">http://www.rebz.org/?p=135</guid>
		<description><![CDATA[So a month back there was a little contest at work to who could make an awesome music video using a RB2 song. Needless to say, some coworkers and I threw a little something together.  
Enjoy!

]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">So a month back there was a little contest at work to who could make an awesome music video using a RB2 song. Needless to say, some coworkers and I threw a little something together. <img src='http://www.rebz.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p style="text-align: left;">Enjoy!</p>
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		<title>When functionality supercedes mimicry</title>
		<link>http://www.rebz.org/2009/06/when-functionality-supercedes-mimicry/</link>
		<comments>http://www.rebz.org/2009/06/when-functionality-supercedes-mimicry/#comments</comments>
		<pubDate>Sat, 13 Jun 2009 13:00:39 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[google]]></category>
		<category><![CDATA[opinion]]></category>

		<guid isPermaLink="false">http://www.rebz.org/?p=120</guid>
		<description><![CDATA[In watching the presentation for Google Wave, a new product in the works by Google, a feature that was demonstrated (and applauded) made me question when designing features for users undoes some of the benefits that individual terminals affords the user.
For those of you who don’t know, Google Wave is aiming to be the next [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.rebz.org/wp-content/uploads/2009/06/google-wave-logo.jpg"><img class="size-thumbnail wp-image-125 alignleft" style="margin: 5px 10px;" title="Google Wave Logo" src="http://www.rebz.org/wp-content/uploads/2009/06/google-wave-logo-150x150.jpg" alt="Google Wave Logo" width="150" height="150" /></a>In watching the presentation for Google Wave, a new product in the works by Google, a feature that was demonstrated (and applauded) made me question when designing features for users undoes some of the benefits that individual terminals affords the user.</p>
<p>For those of you who don’t know, Google Wave is aiming to be the next evolution of online communication. From what I have seen so far, it seems to be a consummation of email, message boards, and chat, forcing users to no longer think of online communication as individual collections of messages and responses, but a cluster of ongoing conversations, where individuals can enter and leave at will.</p>
<p>The feature that piqued my interest, was the feature that turns the conversation into a chat, and allows both users to see the conversations being typed by each other in real time. While this could be very useful for conversing with someone who typed painfully slowly, it changes the way users have generally used instant messaging up until now.</p>
<p>Instant Messaging serves as a platform to allow generally, two people to have a conversation with each other in “real time”, where one user sends a message, the other responds, etc, in the same way that you and I may have a face-to-face conversation. If you wanted to map the features one-to-one, then while you are talking to me in person, I will be listening to your statement, and thinking about what I want to say in response, this is the same as reading your message in an IM, and typing my response in my client.</p>
<p>However, lets say you and I are having an in-depth conversation, or debate, on either medium. We make take our time to collect our thoughts, to consider our responses, and figure out what we want to say next. We may even completely change our response we had originally planned in order to answer some new topic that has come up. Either way, this can be afforded to us in IM clients by typing out our responses and looking them over before we send them off.</p>
<p>While I agree that when talking to someone over instant message, the time waiting for a response can seem length. However, almost all clients today will notify the receiving person that you are typing, alerting that there is indeed a conversation taking place. The question begs then, how do users react to a feature that allows us to see the response of a person, as it is being created?</p>
<p>While this is an interesting feature in it of itself, it could do one of a few things:</p>
<ul>
<li>Bring users closer to the experience of having a true conversation through text.</li>
<li>Users would be distracted by the other person typing a response, or follow up message to what they just sent, and it would cause confusion.</li>
<li>A new rule of “internet etiquette” would appear within the use of this tool, and you would patiently wait for others to finish their thought before you start typing your response.</li>
</ul>
<p>Google will offer a checkbox to turn this feature off, and it will be interesting to see how the response to this feature is received. Within innovation, one will ultimately be forcing adopters to rethink or retool their processes in order to adopt a new technology. It&#8217;s important to consider what the processes you are &#8220;fixing&#8221;, because maybe they weren&#8217;t broken, but a matter of course from the translation of a process from one medium to the next.</p>
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		<title>Homework: Definition of Play</title>
		<link>http://www.rebz.org/2009/06/homework-definition-of-play/</link>
		<comments>http://www.rebz.org/2009/06/homework-definition-of-play/#comments</comments>
		<pubDate>Sat, 06 Jun 2009 18:40:56 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[Books]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.rebz.org/?p=116</guid>
		<description><![CDATA[A coworker was kind enough to procure a copy of &#8220;The Game Design Reader: A Rules of Play Anthology&#8221; by the MIT Press. My intention was to flip around now and then, read and reflect.
The first entry I ended up jumping to seemed like an awesome start; &#8220;The Definition of Play and The Classification of [...]]]></description>
			<content:encoded><![CDATA[<p>A coworker was kind enough to procure a copy of &#8220;<a href="http://www.amazon.com/gp/product/0262195364?ie=UTF8&amp;tag=binarthoug-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=0262195364">The Game Design Reader: A Rules of Play Anthology</a><img style="border:none !important; margin:0px !important;" src="http://www.assoc-amazon.com/e/ir?t=binarthoug-20&amp;l=as2&amp;o=1&amp;a=0262195364" border="0" alt="" width="1" height="1" />&#8221; by the MIT Press. My intention was to flip around now and then, read and reflect.</p>
<p>The first entry I ended up jumping to seemed like an awesome start; &#8220;<a href="http://www.rebz.org/wp-content/uploads/2009/05/caillois.pdf">The Definition of Play and The Classification of Games&#8221; by Roger Caillios, 1958</a>&#8220;. I was able to find the full version of the document, and uploaded it for reference, or the curiosity of others.</p>
<blockquote><p>Important to note, games of chance are excluded. [This is a] discussion about games and rules when profit is not obtained, and it is merely the existence of the absence of reality. (p.124)</p></blockquote>
<p>While it was not an article that redefined what I thought of &#8220;play&#8221; as a individual and social construct, it was interesting to see how the observations of a document in 1958 translates to electronic entertainment in the modern day.</p>
<blockquote><p>Play is an occasion of pure waste: waste of time, energy, ingenuity, skill, and often money for the purchase of [gaming] equipment&#8230; (p.125)</p></blockquote>
<p>The industry may not be so quick to agree, but this rings true if wasted time is seen as a reflection of not accruing income. However, most if not all would agree that if play results in some form of entertainment, time and money may have been well spent.</p>
<blockquote><p>A game which one would be forced to play would at once cease being play. It would become constraint, drudgery from which one would strive to be freed. (p.125)</p></blockquote>
<p>I found this quote quite humorous with regards to my job, and I know some QA testers that might agree, I can&#8217;t say I &#8220;strive to be freed&#8221; from the games I play at work. <img src='http://www.rebz.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<blockquote><p>&#8220;In fact, the game is no longer pleasing to one who, because he is too well trained or skillful, wins effortlessly and infallibly.&#8221;</p>
<p>(In classifying games of sport) The goal of the encounters is not for the antagonist to cause serious injury to his rival, but rather to demonstrate his own superiority. (p. 132)</p></blockquote>
<p>Both of these remind me of what the inherent draws in competitive gaming that kept such a stranglehold on me.</p>
<blockquote><p>&#8220;Industrial civilization has given birth to [...] the hobby, a secondary and gratuitous activity, undertaken and pursued for pleasure, e.g. collecting, unique accomplishments, the pleasure in [...] inventing gadgets&#8230;&#8221; (pg. 145)</p></blockquote>
<p>Did he just predict Achievements and LittleBigPlanet? <img src='http://www.rebz.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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