Locacious: Audio Walking Tours

Peigi sent me a link to Locacious a great new iPhone app that lets you create walking tours. (Location + Loquacious = Locacious … Get it?) The walking tours are made up of locations with an image, text (links), and audio. Historians are using it to author urban history tours like “Jane Jacobs in Greenwich Village; The Flatiron District.” the app is free, but you apparently have to pay to upload your tour so that others can access it.


Note: the Locacious app seems to have been retired. See iOSnoops entry.

SPACEWAR – by Stewart Brand – Fanatic Life and Symbolic Death Among the Computer Bums.

Reading I came across a reference to an influential early article in the Rolling Stone of 7 December, 1972, titled SPACEWAR – Fanatic Life and Symbolic Death Among the Computer Bums. The article is by Stewart Brand and it describes Spacewar and the culture around it:

Reliably, at any nighttime moment (i.e. non-business hours) in North America hundreds of computer technicians are effectively out of their bodies, locked in life-or-Death space combat computer-projected onto cathode ray tube display screens, for hours at a time, ruining their eyes, numbing their fingers in frenzied mashing of control buttons, joyously slaying their friend and wasting their employers’ valuable computer time. Something basic is going on.

Rudimentary Spacewar consists of two humans, two sets of control buttons or joysticks, one TV-like display and one computer. Two spaceships are displayed in motion on the screen, controllable for thrust, yaw, pitch and the firing of torpedoes. Whenever a spaceship and torpedo meet, they disappear in an attractive explosion. That’s the original version invented in 1962 at MIT by Steve Russell. (More on him in a moment.)

The article goes on to describe the Hackers involved in playing and developing games as “A mobile new-found elite, with its own apparat, language and character, its own legends and humor.” It talks about ARPA,  Xerox PARC, Alan Kay’s work and Pam Hart and Resource One. You can feel Brand inventing a compute counterculture by describing it as being. See Chapter 4 of Fred Turner’s From Counterculture to Cyberculture,

In “Spacewar,” Brand brought together two visions of personal computing and linked them in terms set by the New Communalist technological vision. The user-friendly, time-sharing vision of Xerox PARC and the politically empowering, information-community vision of Resource One were two sides of the same coin, Brand implied. Both groups, he suggested, were high-tech versions of the Merry Pranksters, and the computer itself was a new LSD. Drawing on the rhetorical tactics of cybernetics, Brand offered up Xerox PARC, Resource One, and the Merry Pranksters as prototypical elites for the techno-social future. He allowed each to claim some of the cultural legitimacy of the others: in his feature, Resource One appeared to be not a fringe group of ex-hippies but a central player in a new computer movement. Xerox PARC, while still a child of the military-industrial complex, took on the cool of the Pranksters. And the Pranksters and Brand himself, six years after the Trips Festival, demonstrated that they had survived the Summer of Love and should still be regarded as harbingers of social change.

Even before minicomputers had become widely available, Stewart Brand had helped both their designers and their future users imagine them as “personal” technologies.

The Leisure of Serious Games: A Dialogue

Game Studies, an online journal about computer games has just published the dialogue I wrote and performed with Kevin Kee, see The Leisure of Serious Games: A Dialogue. The dialogue started as a scripted performance for Immersive Worlds in 2009 and we then edited it into something to be submitted. The journal found it hard to review as it isn’t really an article, but then dialogue has always been at the edge of things.

Ontario Augmented Reality Network (Lies Here)

At the Immersive Worlds conference they have a half-day dedicated to the Ontario Augmented Reality Network. This network is based in Toronto, Niagara and London (Ontario.) They have academic partners, commercial partners and government.

Robert MacDougall from Western gave the first talk about augmented reality games. He argued that history is the original transmedia narrative. You have books, movies, statues, plaques and so on. The historical plaque or statue is an old fashioned form of augmented reality annotation. They “superimpose information on reality” the way QR tags can.

Tecumseh Lies Here (PDF) is an augmented reality game that plays with history that MacDougall is developing. The game will be run this summer (which is why parts of the article linked are blacked out.) Lies here is a game for the conference launched from QR tags that show different versions of plaques that tell different versions of local history.

Now I have to get up an play.

Dyson and the International Center for the History of Electronic Games

At Interacting with Immersive Worlds J. P. Dyson gave a great talk about “Immersion In and Out of Virtual Worlds.” He is the Director of the International Center for the History of Electronic Games (ICHEG) in Rochester which is associated with the Natioal Museum of Play and the National Toy Hall of Fame.

He mentioned how some of the toys inducted into the Hall of Fame include the Cardboard Box and Stick.

The ICHEG has some 27,000+ artifacts including video games, game system hardware, arcade games (in cabinets) and papers from people like Ralph H. Baer and Will Wright’s. They have an interesting interpretative framework online titled, Concentric Circles: A Lens for Exploring the History of Electronic Games (see bottom of page for link to PDF).

Dyson’s talk traced a history from toy soldiers (H. G. Wells and “Floor Play”) to Dungeons and Dragons to text adventure games. He talked about Romanticism and changes is our ideas about childhood and play. He talked about the new (for Victorians) places for play like the nurseries and gardents, the availability of toys, and the leisure time for play or other foms of immersion (like reading novels.) I’m convinced we need to pay a lot more time to the history of toys and children’s play in order to understand computer games.

Interacting with Immersive Worlds Conference

I’m at the Interacting with Immersive Worlds Conference at Brock University. I gave a paper on Computer Games and Canada’s Digital Economy. The paper is based on work we did with a SSHRC Knowledge Synthesis Grant on the subject (See the PDF of full report). Sean Gouglas led the team. I helped with the interviews of professionals in 3 cities (Vancouver, Toronto, and Montreal.) Two research assistants, Shannon Lucky and Joyce Yu did a careful content analysis of the interviews which was the focus of the Brock paper. The full report includes other sections on independent game development, serious games, and a survey of programmes across Canada.

Creating A Newsgame – Bin Laden Raid

Gamasutra has a nice article about creating a newsgame, Creating A Newsgame – Bin Laden Raid. Gonzalo Frasca of September 12th fame coined the work “newsgame” for a game that responds to current events. This Gamasutra article describes how Jeremy Alessi quickly created Raid on Osama bin Laden Compound where you can replay the raid.

I can’t say its a particularly gripping game, nor does it feel accurate, but there is something disconcerting about playing a recreation of such a raid. Does it give a better context for the event? I’m not sure, but I do think the idea of games responding to events is worth pursuing. Time to read Ian Bogost’s book Newsgames.

Check out the comments.

Kill Screen – Infinity Blade Review

Ivan sent me a link to a very smart review of the iPad game Infinity Blade. See Kill Screen – Infinity Blade Review. The review starts with:

Infinity Blade is a game about interation, about retreading old ground, about the small changes that surface across endless repetitions.

In the game, every time you die you come back as your son, but with slightly more experience and better powers. The review has a “Begin Bloodline X” at the bottom. Clicking on it replaces some of the words in the review with another review. Small changes are animated and the process then repeats. The review is a meditation on the game as life where you “live the same life a little bit better, a little bit smarter, a little bit longer than the time before.”

Very smart. Better than the game.

5 Companies Building the “Internet of Things”

ReadWriteWeb has a nice article on 5 Companies Building the “Internet of Things”. I like the phrase “internet of things” – it gives a sense of what we might achieve if objects could be networked. The cool part is that there are now affordable kits that use RFID that can you can buy to start connecting things. I am reminded of a project I learned about at the GRAND meeting called The Reading Glove. Wearing the “reading glove” users pick up “narratively rich objects” that then trigger audio clips that then weave a puzzle narrative.

GRAND 2011 Conference

I’m at the GRAND 2011 Conference. GRAND is a Networks of Centres of Excellence funded project that brings together researchers across Canada and across disciplines to study gaming, animation, and new media. I am part of two subprojects. In one we are developing smartphone augmented reality games for learning and health. In another we are developing gestural and performance games. Our fearless leader, Kellogg S. Booth (UBC), opened today’s events talking about the network.

Having organized large groups and participated in others, I’m impressed by how GRAND gently gathers us. We are coerced by the network, though we do have to report carefully.

See my conference notes for more on the conference.