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Retroactive Continuity and ‘South Park’

Radical Islamic website warns 'South Park' creators that they may end up dead for allegedly depicting Muhammad in a bear suit

I was shocked to see on CNN that a radical Islamic website had issued this message to ‘South Park’ creators:

“We have to warn Matt and Trey that what they are doing is stupid and they will probably wind up like Theo van Gogh for airing this show,” the group said. “This is not a threat, but a warning of the reality that will likely happen to them.”

In a subsequent interview with Ayaan Hirsi, Hirsi says, “South Park episode of last week was not just funny… it addressed an essential piece in the times that we are living: [that] there is one group of people, one religion that is claiming to be above criticism.”

When asked whether they were afraid of being bombed, South Park creators said:

We’d be so hypocritical against our own thoughts if we said “ok, well, lets not make fun of them because they might hurt us. That’s messed up… ok, we’ll rip on the Catholics because they won’t hurt us, but we won’t rip on them because they might hurt us.”

[Spoilers ahead!]

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Starcraft EISbot in GamePro

Gamepro logoContinuing the EIS blog’s recent Starcraft theme, Ben and Peter were recently interviewed by John Davison, editor of Gamepro, inspired after his visit to UCSC. The interview is now up on the front-page of Gamepro.com, with Davison tweeting: “Mind blown.”

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Dan Kline from Crystal Dynamics Visits UCSC

Thursday, April 15, 2010
11 am -12 pm
E2-280
Hosted by Associate Professor Michael Mateas

Speaker: Daniel Kline from Crystal Dynamics

Title: How You Can Make A Great Game

In this talk, we’ll explore how anyone can make a great game.  We’ll
investigate what separates a good game from a great game, delving into
the presenter’s personal history for rich examples.  We’ll dig into
how to find the game that you want to make, and avoid common new idea
pitfalls.  And we’ll share game development best practices to help get
it done, with plenty of time to ask questions and share ideas.

Dan Kline has been a AI and Game Programmer and Designer for video
game consoles since 2001. He’s shipped 5 titles and has worked with
companies such as Activision, Blizzard, LucasArts, and Midway. He was
Head AI and Gameplay Engineer on Star Wars: Force Unleashed, AI
Programmer for Diablo 3, and designed the first two levels of Call of
Duty: Finest Hour. He is most recently of Crystal Dynamics where he
was a Senior and Lead Game Engineer on two unannounced titles.

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Achieving the ELIZA Effect in StarCraft

One of my research goals is to build an agent that mimics human gameplay. To achieve this challenging goal, I have implemented chat functionality in EISBot. Once every thirty seconds, EISBot randomly selects a message from a pool of 75 messages and sends it to the console. The results can be quite convincing:

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Steven Dow visits UCSC

Steven Dow (Ph.D., Postdoctural Scholar, Stanford University) is giving two talks at UCSC on Monday, April 5.

“How Prototyping Practices Affect Design Results”

Time: 11:00 am

Place: E2 – 280

Abstract:

Design shapes the world we inhabit, both digital and physical. Yet surprisingly often, the design process fails to uncover the real needs and desires of people. How can designers and developers more effectively prototype? My research examines the creative process through lab experimentation. I will describe research on iteration and comparison, two key principles for discovering contextual design variables and their interrelationships. We found that, even under tight time constraints when the common intuition is to stop iterating and start refining, iterative prototyping helps designers learn. Our results also indicate that creating and receiving feedback on multiple prototypes in parallel—as opposed to serially—leads to more divergent ideation, more explicit comparison, less investment in a single concept, and better overall design performance.

Steven will also be giving a talk on his latest CHI paper in E2-392 from 1:00 pm to 2:00 pm.

Eliza meets the Wizard-of-Oz: Blending Machine and Human Control of Embodied Characters

Time: 1:00 pm

Place: E2 – 392

Abstract:

How should we design interfaces for amateur operators to control embodied character experiences? This paper explores two different “wizard” roles for human operators during a three-month gallery installation of AR Façade. In the Transcription role, human operators type players’ spoken utterances; then, algorithms interpret the player’s intention, choose from pre-authored dialogue based on local and global narrative contexts, and procedurally animate two embodied characters. In the Discourse role, human operators select from semantic categories to interpret player intention; algorithms use this “discourse act” to automate character dialogue and animation. We compare these two methods of blending control using game logs and interviews, and document how the amateur operators initially resisted having to learn the Discourse version, but eventually benefited from having the authorial control it afforded.

All interested are invited.

Bio:

Steven Dow is a Postdoctoral Scholar in the HCI Group at Stanford University where he researches human-computer interaction, creative problem-solving, prototyping practices, and computing for education and entertainment. He is a co-recipient of a Hasso Plattner Design Thinking Research Grant 2009-10. He received an MS and PhD in Human-Centered Computing from the Georgia Institute of Technology and a BS in Industrial Engineering from University of Iowa.

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Beyond the Screen, Reading Moving Letters, and more!

Beyond The Screen
Reading Moving Letters

I have lots of book news to share. The quick news is that Kotaku’s running an excerpt from Expressive Processing and MIT Press has now published a paperback of Second Person: Role-Playing and Story in Games and Playable Media — taking the price down to around $15 at online booksellers.

The bigger news is two new edited collections that have just been published. The most recent is Beyond the Screen: Transformations of Literary Structures, Interfaces and Genres — which is already available in Europe and should hit the US any time now. It focuses on “literary processes in interactive installations, locative narratives and immersive environments, in which active engagement and bodily interaction is required from the reader to perceive the literary text.” Editors Jörgen Schäfer and Peter Gendolla have put together a star-studded list of contributors including N. Katherine Hayles, John Cayley, Rita Raley, Jean-Pierre Balpe, Joseph Tabbi, Katja Kwastek, Fotis Jannidis, and so on. The introduction is online. My contribution is called “Beyond the Complex Surface” and looks at the connection between innovation at the interface/surface level and structures at the computational level.

Almost as recent — also published this year in Europe, but already available in the U.S. — is Reading Moving Letters: Digital Literature in Research and Teaching. A Handbook. Here the lead editor is Roberto Simanowski (joined by Schäfer and Gendolla) and the structure is quite interesting. Each contributor offers two chapters, one about their their scholarly approach to digital literature and one about their teaching approach to the topic. Again, I’m glad to be among some great contributors from around the world (e.g., Raine Koskimaa, John Zuern, Karin Wenz) and the introduction is online. My chapters break down the different elements of digital literature that I think we need to examine — and some reasons — and connect digital literature to discussions of procedural literacy.

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