Each and Every Student

We had a hell of a year at SJSU. It started off pretty good, but then it became clear that one of my students was experiencing problems. It seems that his chosen major was impacted and he could not get in, he had been attending for many years and it was really depressing. He considered dropping out and ended up not registering for classes. Thankfully we had a conversation during the first week of school and SJSU has a Special Major that lets students create their own course of study. This is about the smartest thing I have heard of at the school because it is flexible and permits degrees to respond to what we are teaching and the real world.

I suggested the Special Major, and my student was encouraged, we looked it up and he pursued it. This was not simple, but we negotiated our way through the process and got him into classes. I am really pleased at his drive, paperwork and running about from point to point getting permission, admission and support was really challenging, but guess what? He graduated this spring, a year after realizing that this was possible. One of the advantages to this special major was that we could choose the classes that needed to be taken, and we could consider what classes were available and the impact on schedule as well.

In the end, SJSU admin came thru for us and my student (as you can see) got a brand new degree in “Computer Game Science”

Congrats!

World of Warcraft tour CS185C

Today CS185C visited Azeroth for a Naked Gnome race. We expected it to be pretty chaotic as this was our first virtual opportunity. Discord ended up working very well and provided both a solid back channel for text as well as reliable audio. Using push to talk helped and we figured out that it was easy enough to switch between applications when they are “full screen.”

I have yet to be able to separate the survey information, so this ends up being cumulative:Screen Shot 2016-02-11 at 16.59.02

We chose to run on a PVP server to get the full experience of the environment and sure enough I died at the hands of the fecking Horde when I was scouting the route for the race I got ganked.

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I hope you are proud of yourself for killing a level 5 gnome that is way out of his depth in the landscape.

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We met in Gnomergan, the starting area of the Gnomes, and did a quick follow the leader / footrace to Ironforge and then went thru the Deeprun Tram to Stormwind.

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The plan was to run from Stormwind as a group to the Dark Portal, we had two players who consented to lead us as they knew the landscape. We got surprisingly far before we started to die. And I didn’t expect us to make it at all so we decided to score it as 1 point for each live person and half a point for each dead person. We only ended up with the dead and finished up at about 4.5 total score…

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New Arcade Record Prismic Shift 3.7 Billion

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And a little vanity.

Igor came in early, relearned the game with a controller and we talked about the mechanics. When the designer showed up we talked about scoring and he continued to play. Rotating among the four arcade cabinets throughout the evening Igor smashed record after record and I asked him to take up the coin-op cabinet that has been at so many events. By the end of the evening, his last qualifying run had netted the top position and a new arcade cabinet record 3.7 billion. This beat Andrews record from California Extreme that had stood since mid July.

Congrats Igor on a well earned victory.

As a side note, I would say that this speaks volumes to the quality of the game that it can be mastered and even though the graphics are simple that it holds the interest of competitive gamers.

a visit from the mayor

Sam Liccardo visited our space at the Mini Maker Faire at History San José and was super supportive of all the projects. I managed to catch him with his game face on playing Danny Geisler & Pauline Pham’s Snake Breaker mini-arcade. I was worried at first that this might be a little embarrassing, but that is my game face too…

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More images and a nice writeup coming soon, I am in Russia just hours after the show closed and that is slowing things down.

CADRE & Game Dev at Mini Maker Faire SJ

Come to History San Jose and see interactive media projects and play our games at http://makerfairesanjose.com/ this Sunday Sept 6 from 10 am to 6pm.

Everything is meant to be touched and engaged, play games interact with visuals, make music. CADRE labs are hosting the Game Development Club for the event which should be a lot of fun, but what will you see? Better yet what will you play?

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I/O(u) by Rick Paz, Emily Bright, Cyril Zabala, Alyna Takeuchi

Rick Paz, Emily Bright, Cyril Zabala, and Alyna Takeuchi are four New Media Artists from the CADRE Media Lab at San Jose State University. They are exploring tangible ways to visualize each person’s unique interactions with a machine interface. They purposely created a simple arm control system in order to explore the idea of the machine and human interaction. By having humans move an identical arm separate from the actual drawing arm they create a very transparent way of interacting with a machine. The arms not only create a transformative experience for the viewer but provide a physical output of that experience. In addition to the piece, it addresses the idea of the relationship of people through the separation of time. Overall I/O(u) is comparing past and present participant’s interactions to further emphasize this concept.

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Mini Arcade – by Danny Geisler
Mini arcade is a 5″ x 3″ wooden arcade machine. It consists of a color screen with a 8 directional joystick and one button. It features custom games which is all driven by an Arduino micro-controller. 

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Osci-Lion by Marc Gabrito

Osci-Lion uses the NeuroSky Mobile to measure attention level and represent the data visually. The underlying idea was also to slightly sway their mind with the tools I have. In order to progress on my project, I had to search for my strength which is a thorough understanding of the logic of codes and the implementation of processing. This led to a breakthrough where I replaced the visualization of OpenGL with processing to create a more responsive result.  My final project consisted of processing for visualization and max was used to add audio.

Technical Process: The data from mindwave is taken via processing and then those data are sent to max using the udp object. Those data includes several brain frequencies, attention level, meditation level, and signal strength. I only used the data for attention level and meditation level then scaled the data  for an effective value to provide a responsive output. A multi slider object with a range of 100 controls an audio loop of a lion roaring. Meditation level controls the multi slider so in turn it also controls the volume. Through max, I was also using data for attention level and sending it to processing via udp send. This data is my main visualization because it will be used to control the clarity of the lion and informing users about their attention level.  The attention also controls text that appears next to the lion to provide additional insight on where they are on the attention level within a given scale.

Design: Designing what the users can interact and see was crucial because there is specific purpose behind the child like features the user interface. Firstly, the image on the lion was the main focus so it was centered and scaled highest. This was the first object that users should see and having it change dominates the whole canvas. The scale helps users determine how much attention they have and gives importance to the purpose of this project. On the top left side is the title or name of the lion which is named “Osci-Lion”. It refers to oscillation and the oscP5 library that was used. The “O” Osci-Lion rotates so that it can distract the audience and have them lose concentration. Another distracting factor for my project occurs behind the scene inside max 7 where I use meditation level to control the loudness of a lion roaring. The maximum loudness and peak of the lion’s roar is loud so it can be surprising as well. It is also important to note that meditation is an indication of how relaxed the users are so the more relax they are, the higher the meditation and the louder the roar will be. The final touch I added after getting input from my classmate was to add text. The scale for attention was 1000 on processing so whenever it makes a transition of 100, the text would change. The texts are located on the right side of the lion in a near proximity so that it is more visible. Additionally, the texts individually serve their own purpose to psychologically affect the users. For example, the value of 1,000 the range of no focus, displays a text of “Try paying Attenion”. It indicates that users need more focus and the word attention was missing the last “t” as well. Other text such as “You’re not drunk” and “You climax” serves to make users laugh and lose focus.

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Las Chispas de Tsutsui by Roberto Quinn

This Max Patch I tinkered around with using Max 7 is a piece intended to convey how multiple inputs of data can effect and distort other data that’s being represented visually in a manner that is aesthetically interesting in the discipline of digital media art. This piece incorporates work done by Masato Tsutsui, which constitutes the visual media rendered in this piece using Max 7’s OpenGL object to visualize data in a 3D environment. As well, an OpenCV object is used to capture visual data from the real world, a designated color to motion track and create coordinates in this case. And lastly, an audio file is played in the patcher from which a graph is generated showing the peak amplitude of the audio oscillating between the values of 0 and 1 in decimal form and this data effects the visual data being output and generated in the OpenGL 3D environment as various anomalies and patterns.

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Synthesthetic – Zachary Daulton, Rick Paz, Marilee Spencer

Synthesising synesthesia. An interactive audio/visual exhibit synchronizing color queues with music. Animations are video-mapped onto a custom installation and coupled with live generative visuals along with a keyboard interface which is available for participants to command visuals and engage with the piece.

https://vimeo.com/133402838

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Ahh-mazing by Rosecary Aguinaldo

Since I was a kid, I have always been fascinated by mazes. Playing with them, on a sheet of paper or (even better) in a giant corn pasture maze is something great! Mazes are universal, because you don’t need a written rules to play, you can play alone or make some speed-test with friends. So creating a maze can be interesting, as you can do a lot of things with them. So for my final project in Art 106 class, I created my own customized timeless game of labyrinth

The idea is that, by using and utilizing only the Wii Nunchuck controller (which is then connected to the Arduino) to control the board/platform to tilt towards your direction (balance). You must then guide the steel ball along the path, through the labyrinth, and find your way out. It’s pretty challenging due to the convoluted and tight-spaced maze that you have to maneuver through.

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DIY Arcade Cabinets – Game Development Club

Play games that we made in retro arcade cabinets we made.

We built several iterations of arcade cabinets at the TechShop. We continue to advance and refine the design and have shown these cabinets at MakerFaire, SubZero, ZERO1, Rockage, among others. The cabinets are an amazing platform that is nostalgic for many people, and very friendly to others.

Student made video games – we use the cabinets to host our own video games that we have made both as school projects and on our own time as part of the game development club. These games are made on a wide variety of platforms including Unity, Gamemaker and Flash.

Games include Prismic Shift, Clashing Code, World of Dads, I Love You But You Kiss Like A Girl, and many others.

Secret surprise guest: Winnitron SJ!

CADRE &SJSU GameDev

The Digital Media Art (DMA) program at San Jose State University is a multidisciplinary degree offering a digital art and design curriculum in the areas of computer graphics, web development, programming, physical computing, fabrication, prototyping, interactivity and computer games. Located in the heart of Silicon Valley, the DMA program is dedicated to the advancement of contemporary technologies through research and experimentation at the intersection of art and science. http://cadre.sjsu.edu

The Game Development Club at SJSU is a student organization for game makers and fans. Every semester we make video games and put them in our DIY arcade cabinets. We make other kinds of games too, like mobile games and board games. We also talk about games, and play games as part of our research.  http://sjsugamedev.com/

Games and Stats from Rockage SJ

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The data is not glamorous, and at times not complete, but I am reasonably confident that these represent actual plays and actual play times. The team on site was very good about resetting games that were abandoned and getting the cabinets back to the launcher. So here is my initial analysis:

Totals: Across the four cabinets that our games were on, there were 1246 plays for 4104 minutes. This comes out to 68.4 hours of play in a 23 hour event.  The breakdown per cabinet is equally as exciting (all data is linked at the bottom of this post).

The top five played games were Prismic Shift, Bako Ikimashou, Spellcraft, LaserCat y LaserDog and Recyclegame. Prismic Shift had nearly 10 hours of play by itself and Bako Ikimashou ended up having the longest average game play at nearly 8 minutes.

Spellcraft, LaserCat and Recycle were all brand new on the cabinet with Spellcraft and Recycle having been developed by club teams in Fall 2014 and LaserCat being from Global Game Jam 2015.

I was going to make a clever graphic visualization, but I don’t think I care enough.  If anyone comes up with one I’ll put it here:

 

Raw Data is here: http://ruby-yacht.github.io/rockagesj2015/index.html

and an initial swipe at processing it is here: http://ruby-yacht.github.io/rockagesj2015/data/stats-cabs-rockage-2015.htm

Analysis is all mine and I will try to post data along with any assumptions. None of this would be possible without our new game launcher by Henry Tran.

Most of the analysis is done by hand here, which is something I want to iron out a little for the future, and also to shift from a running total to include actual data along the way as I think it will make it easier to work with and more meaningful.