Tuesday, March 17, 2009

Netbook, internet everywhere

Netbook began gaining its popularity in 2007 when Asus launched Asus Eee PC. The name is derived from its slogan, "Easy to learn, Easy to work, Easy to play".

I have thought the netbook as a stripped-down laptop due to its lower spec and lacks of DVD drive. The display ranges from 7" to 12".

But to many consumers in emerging markets and parents, who worry that their kids will break the expensive laptops, netbook offers great value to their needs. In 2008, netbook sold 11.4 million units worldwide and 70% of which are in Europe. Its pricing also proves to fight off the recent recession.

The trend is reinforced by the rise of web-based applications and mobile broadband. Many models of netbook come with the built-in 3G wireless / HSDPA Card.

Professionals can conduct every aspect of their business online, from communication, team management, file transfer, bookkeeping, marketing, sales, filing tax, etc.

Definitely, more people will be connected and playing MMO games. Netbook is the next gaming platform for browser games.

For a complete coverage on netbook see:
The Netbook Effect: How Cheap Little Laptops Hit the Big Time
By Clive Thompson 02.23.09 Wired Magazine



"United States sales. Green shows portable. Red shows server and desktop PC sales."

"International sales. Green shows portable. Red shows server and desktop PC sles."

Image Source: IDC Netbook & PC sales projection - 2008 through 2013 (6 March 2009, TG Daily)

Monday, March 2, 2009

plaYce, yet aother web-based game development platform


plaYce, released its beta version to limited testers, is looking to partner up with independent developers to create games based on its world map, mirroring the real world. The plaYce player, a web browser plug-in, is required to stream its games. The demo game loads up swiftly on my GeForce 8600M GT and broad bandwidth.

The company’s business model will be based on micro-transactions, virtual goods, in-game ads, and rev-share with game developers. Developers will not be charged for the use of the platform.
The business model and how developers will embrace the idea and platform need time to test. But the graphic rendering and Downtown Defender are quite a blast. The UI is easy (very intuitive contrary to the complexity of Second Life that I am already used to). The game play (deploy attacking units and pick up supply units) is a quick fun and sustain enough interest for me to play for couple rounds. Though targeting on casual gamers, I think the theme, riding helicopter and shooting giant aliens, and the upcoming car race game are more for hardcore gamers rather than the typical casual gamers. But surely plaYce may stimulate different types of gamepaly in its 3D environment while the hit casual games so far are 2D.
Game developers can also model 3D arenas in any standard 3D modeling tool and then import it. Game arenas that “float in space” are also supported.
For more information:
TC50’s plaYce Launches Real-World, 3D Game Platform as a Service
by Roi Carthy on February 24, 2009
Other World Notes: Get 300 Beta Invites to plaYce, Another Web-Based 3D Development Platform
by Wagner James Au on March 02, 2009

Sunday, February 22, 2009

Not Just a Game System

Read the comparison of these competitive mobile (hand-held gaming) devices, providing a variety of entertainments from gaming, music, video, to chatting (phone calls, internet, or my favorite PictoChat):

Nintendo DSi vs. PSP-3000 vs. iPod Touch (or iPhone)

by Ross Miller, Oct 2nd 2008

Differences among these guys are:
• Nintendo DSi is about media entertainment with additional values to enhance social interaction, provide learning experiences, and facilitate healthy lifestyle (innovative hardware - the touch screen).
• PSP-3000 is entertainment, entertainment, entertainment in hardcore style. It has better graphic quality and familiar button interface (trying to go casual).
• iPod Touch (or iPhone) lets you work and play! Also very flexible when it comes to adding new applications (developer-friendly platform). Already MMOs are coming to iPhone.

Also read:
What the Nintendo DSi, PSP 3000, and iPhone mean for MMOs
by Michael Zenke, Oct 2nd 2008 (images with captions)

I somehow still prefer to keep my mobile phone doing any voice/text-related tasks but not anything graphical, leaving that to a more powerful computer with bigger display. But iPhone is such a temptation.

Tuesday, February 3, 2009

Packet Sort by Dedric Mauriac

Packet Sort is a collaborative game. Commissioned by Cisco (The complete Cisco Live Pavilion project is overseen by Banana Stein at Meta Magic Studio) for its upcoming annual IT and communications conference Cisco Live, the game concept embeds the three major themes of Cisco Live: "The Power of Collaboration, The Evolution and Transformation of the Data Center, and Cisco and Intel Mobility Solutions" (continued from 2008).


It's a short and intense fun game (3 minutes a round). Three players are required to play the game: Seeker, Feeder, and Sorter. The goal is to transmit packets of video, voice, data, and threat (viruses) to their appropriate boxes (see comments for detailed game rules). My team advanced up to the 5th place on the high score record (1553). This game can also be a good sport in real life. Not to mention it helps explain the fundamental concept of how information technology works.

Cisco Live hosts regular virtual events in Second Life (Cisco Live Second Life TechChat)
(SLURL) as part of their Cisco Live Virtual program (for learning and networking with technical professionals) (see Cisco virtual world blog for current updates).

Science Friday thinks...

Back in 8-32-2007, Ian Flattow, host of Talk Of The Nation: Science Friday® at NPR (National Public Radio), discussed with three guests about Second Life and virtual worlds in general:


Dmitri Williams, Annenberg School, Annenberg Program in Online Communities, University of Southern California

Cory Ondrejka, co-founder and chief technology officer, Linden Lab, San Francisco, Ca.

Sherry Turkle, director, MIT Initiative on Technology and Self Program in Science, Technology, and Society, Massachusetts Institute of Technology

• Listen to the Podcast "Go Get a (Virtual) Life" (link)
• Teleport to see the video at IMAX theater at virtual Tech Museum (SLURL)

Thursday, January 29, 2009

SLCW by

If you want to yell out BULLSHITS BULLSHITS BULLSHITS and release your aggression, you definitely want to attend Second Life Champaign Wrestling's live wrestling match (SLURL) and even apply to become a Pro Wrestler.




Argh.........

Notable moments at today's matches, Allie dragged Misaki out of the ramp, pulling on her hair, and ended her with a powerful lockdown. Ari's heavy metal theme video rocked the house when he entered to challenge Waroop. There were too many slapping and ankle injuries at this man-to-man match. I have no idea why wolfpr totally beat Carmen at the end. She kicked him right in his spot. SLCW's first anniversary show is coming soon.

Just like applying for any job, one needs to prepare, learn about the organization, like what they do, and know what you want to do there. It's a community (host: Eric, ref: Candice).

Wagner James Au thinks...

Back in 4-22-08, Wagner James Au talked about Second Life with Metaverse TV's The Late Show host Angelico Babii.



The Future of Virtual World

Lately there have been various opinions regarding the future of Second Life (exodus of users or increase of users?). It has being one of the most active and hyped virtual community and environment online. Rather than defining a focal purpose, Second Life, starting with tech savvy users and content developers, promoted itself to activists, gamers, business users, women, educational institutions, and international communities. All these are based on its two main features - user created and owned 3D content & communication and interaction through avatar representation. However since there is no rules and goals, unlike in the conventional MMO games, users are left to figure out what they want out of this virtual world.

It's been a very experimental journey for me as well since I joined in 2006. I will be doing a series of posts about what Second Life was, is, and will be. Maybe then there will be a new direction generated.

Tuesday, January 27, 2009

Augmented Reality

A technological architecture that interface virtuality with reality. Examples:

1. smart codes, using code reader software to recognize the codes through video feed. Semapedia lets users create tags which are "cellphone-readable physical hyperlinks", promotes. Information from the Internet was brought to the relevant physical places through these tags.
2. ARToolkit, a software library for building Augmented Reality (AR) applications (under GPL license), was developed at the University of Washington's Human Interface Technology Laboratory.

Monday, January 26, 2009

Linden Lab's New Acquisition (Lifestyle Application)

Linden Lab is making strategic changes to Second Life virtual world and just acquired OnRez and xStreetSL, making the websites Second Life's official central marketplace. It seems to me that Linden Lab is getting ready to attend to new and more general users.



While the current tool sets provided by Second Life viewer sits between the position to serve content creators (want more capacities and flexibilities than the current version) and shoppers (need a simplified navigation and more interesting activities), I wonder how they will approach to the improvement of UI design that can carter to virtual business and/or promote virtual lifestyle and digital entertainment. (The front page of Second Life does say something about what Linden would like to focus on and offer to their citizens).

Other virtual worlds (Lively by Google is out):
1. Open Grid (Open Life viewer by Kristen Lee) PC/Mac/Linux (2008-9)
There has been a Kristen viewer for PC to render dynamic lighting and shadow. A Mac version has been released for 2009. (built upon the original open source code from Linden Lad is under GPL)
2. Roblox
Virtual world plus block building game sounds like a very smart idea.

3. Jumpstart 3D Virtual World (for age 3 to 8, necessary?) PC/Mac (2007-8)
Considering children's cognitive development in its UI design, instead of teleport in this virtual world avatars jump to the destination (showing the jump physically). Simplified navigation (move forward/backward/left/right) with arrow keys and mouse click (control mechanics used in many casual games) and other audiovisual assistance make the control interaction easy and fun.

Monday, January 19, 2009

WebFlock 1.0 (Business Application)

Electric Sheep Company launched WebFlock last year. It provides both product and service to host your own 3D social space that can be customized to create branded experiences and foster community-based online interactions (private virtuality).



Where are we going with the creation of virtual experience in cyberspace?

I think the phase 3D Net makes a straightforward point. In addition to the real-time attribute, spatial dimension + simulated physics allow us to perceive the virtual experience more like our physical reality. Space is able to contain all kinds of objects in life, and probably so does the virtual space to contain all kinds of media and facilitate social interactions. Fantasy also becomes more "real" since there is a total control over one's visual representation.

Based on our basic instincts, design and technology builds many new things:

• People talk to make sure they exist and others exist (Chatting is the highlight feature of WebFlock).
• People play games to survive and understand how to work with other people.
• People read stories to see the world in another perspective and reflect upon it.

Competitor? Qwaq