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Open Science – Making It Work

October 4, 2011

Mun Keat, who runs the blog over at the Wellcome Trust amongst other things, has a really interesting write up on the issue of Open Science from the recent Science Online London event (also posted here):

In the conference’s opening keynote, physicist Michael Nielsen spoke about ‘open science’ – conducting research in a manner that makes ideas, data and thoughts available for others to look at and build on as you go along, rather than in hording them until publication (see also, as @alicebell pointed out, this blog post by Jack Stilgoe). The trouble is, open science is failing.

Nielsen says there needs to be a reward for sharing knowledge – it requires a change in the culture and reward system. He highlighted the efforts of Tobias Osborne, who’s tried to encourage open data sharing in the quantum physics community through an open lab book of sorts. But his efforts have revealed that few in the community give back. Nielsen referred to the ‘changing to the other side of the road’ metaphor – people are reluctant to change ingrained societal behaviour. But a change in regulation may well benefit the whole industry.

He asked about the concept of ‘the provision of ‘public good’ – under what conditions can we succeed in this non-rivalrous concept? For instance, ideas discussed by a researcher on a blog are already ‘in the public good’ by being revealed publicly.

So what’s the solution? Maybe it’s starting small. Nielsen drew comparison with the trade unions: these are made up of small groups formed around social incentives to help one another. The small groups then join conglomerate when their interests align and they have incentive to. Is that the way that open science might succeed?

Here’s the key thing for me: the problem with many open science projects is they start too broad. Like the unions, many social networks start narrower (in terms of audience) because it is easier to focus on small groups – easier to provide incentives and they can always broaden later. Look at Facebook starting with Ivy League colleges. As Nielsen said, narrowness is a feature and not a bug when you are getting started.

There are lots of interesting things here.  The fact that open science is struggling because the community was not giving back, aka freeloading, is not an issue unique to this area, but to all open projects and discussion of possible remedies is here.  The trade union analogy is a good one, but the same issue occurs there from my experience with those involved often giving varying amounts of time to the union and most of the work being done by a few people.  Ultimately open science is the best way to go for many branches of inquiry simply because the problems science needs to help resolve, such as climate change, need a border push from all of us and the best way to get people involved is to make them a part of the process.  So discussion and work on opening science is more welcome than ever.

I was also interested in this idea of narrowness being a feature, which I can see.  With a smaller focus and indeed group it does seem to me easier to make the common connections that will keep people working together.  Once the focus blurs, overall progress can blur too.  At Virt3c@Hull I had a really interesting set of conversations with Gabriella Coleman, who had studied the motivations of those who work on free software.  She said that in projects where all the participants got together to meet up in the real world and talk and socialise, they were much more focused and cohesive as a group than those projects that did not.

For more from the event, see here.

(Also posted on P2P Foundation Blog.)

Bristol Games Jam and Team Mirrornaut

October 3, 2011

I took part in Bristol Games Jam this weekend, which was a pre-jam as part of the Extended Play festival.  Now, I’ve not taken part in a Games Jam before and to be honest I was a little sceptical of the idea having given over way too many of my weekends to game development over the years, indeed we’ve been working most weekends on Call of Cthulhu: The Wasted Land.  However I’m glad to say I was totally wrong – it’s not like overtime at all.  It was really amazing fun and I’d totally recommend it.  If you’ve not taken part in a Games Jam, basically a group of people get together and spend a set amount of time (24 hours, 48 hours…this one was 7pm Friday 30th Sept till 7pm Sat 1st Oct) trying to make games from scratch.  There were about 20 people at the Bristol event and we formed 3 teams who together made 4 games (including 1 paper-based board game).   For the Game Jam, you’re given a theme that defines the work – up to you how you wish to interpret it.  For this event the theme was ‘mirror’.

I was lucky enough to become part of a small team of four; Nick Dymond (sound designer), Ashley Gwinnell (coder), Tom Parry (artist) and myself (on drums design).  Nick’s audio was really amazing and he banged out great sounds that totally fitted our concept throughout.  Tom did a fantastic job on the art, and his retro-styling for the game really gives it a distinct feel.  Ash was a really solid coder who put the whole thing together – and did so amazingly fast.  Interestingly Ash and I had worked together about 5/6 years ago on a hypermedia project with Knowle West Media Centre.

Team Mirrornaut came up with the concept on Friday night between 8-9pm ish of a platform game where the main character can ‘mirror’ to a play space below.  However we did not really start work on the game until 10am the next morning, so what you see is the result of about 9 hours of game development:

You can download the game from here.

Overall, the people taking part really made the game jam work so a huge thanks to all who attended.  Special thanks to the rest of my team, to Debbie for all the organising and to Korash, Ella, Ben and the Explay team.

PS. Nick has put up a tune from Mirrornaut, Nat of Team Disco has done a great blog post about their experiences, as has the lovely people at Thought Den, plus Sy has made a short film about Team Disco’s process:

Then there is Medusa’s Mirror – which is looking great fun after only a few hours of development (read more here):

Let’s hope it happens again soon!

Update! We got 2nd prize for Mirrornaut.  Excellent!  Well done us and all who took part.

Of Ants, Networks and Nodes

October 3, 2011

Ants are highly networked insects. They are a social insect that organises in the mass of individuals into a ‘super-organism’. As such ants are often studied for insights into self organisation and network flow. It was assumed that most individuals in an ants nest followed the same set of key rules, however new research suggests that all nodes in the network are not equal – that some ants act as super-nodes. In an experiment where the ants found their home-nest destroyed, yet there was a new site they could move to nearby. Those ants who had previously explored the territory and so knew of the new site, suddenly took on the role of super-nodes;

An ant network

Those ants then quickly returned to the destroyed nest to recruit followers. They repeated the process until enough had gathered at the new nest site to relocate the entire colony.
Most studies of how ants find new nest sites use colonies unfamiliar with a new territory, and assume that all workers follow the same rules. But that’s not realistic, and as a model for self-organization and distributed decision-making — ants have inspired various forms of traffic coordination, from cars to data — it might not be optimally efficient.

“This begins to change how we think about self-organization,” said Nicola Plowes, a behavioral ecologist and ant specialist at Arizona State University, who was not involved in the research. “Informed individuals making those decisions actually result in a process that is more efficient than a simple homogeneous self-organized system.”

(Hat-tip to Michel for the link. Also posted on P2P Foundation Blog. Image from grateful420angelina)

Thoughts About OnLive

October 2, 2011

OnLive is a new cloud service for playing games.  Basically rather than having a console or PC in your room, OnLive has them in a big cloud-computing centre.  You play the game via your TV and OnLive sent the images for the game direct to your TV.  It is a powerful proposition.  Here’s what they say:

For the first time ever, UK gamers can take advantage of OnLive’s powerful cloud gaming technology to play the latest top-tier games on demand, with gameplay delivered instantly over the Internet wherever and whenever they want. For the cost of a single-platform game purchase, UK gamers can play on their HDTV, PC, Mac or any combination of the above, regardless of performance capabilities, and soon they will even be able to play on iPad® and Android® tablets. No console, no high-end computer, no discs and no huge downloads. Gaming with OnLive is as simple as streaming video: just click and play.

From a gamer point of view it is interesting because I can have access to a huge library of games without having to buy them all or the machines to run them on. Essentially I’m renting the game over a network. At the recent EuroGamer Expo the queue for the free OnLive microconsole that processes the player end of the system was pretty big. Bigger then the queue to see the PSVita. That alone does not mean much, as it could be the OnLive give-away only just opened, but also they are giving a freebie away. But it could be emblematic of the shifting power structures within gaming that this represents.

Sony, Microsoft and Nintendo sell hardware and software to make money. As players, we buy the console and we buy the games to run on it. All three companies have also been pushing networked services to lock in the player even more, and so far in Sony and Microsoft’s case, doing very well at it. But really high-spec PC gaming is a much better proposition than a console (better graphics for example), but it has little mass-market traction compared to console because maintaining a really good gaming PC is an ongoing expense and requires a fair amount of tech knowledge. Consoles deliver great gaming with almost zero hassle (except updates) and are reasonably priced in comparison (plus you only pay once for the hardware). As such the 3 main console makers are portals to the gaming world for many gamers (me included) and do very well out of that position.

OnLive may change all that. By offering high-spec PC gaming without the hassle, it can provide something better a console in gaming terms and comparable in hassle terms. Assuming the service offered lives up to expectations and the pricing model makes it attractive, not to mention they get the titles that people want to play…the move of gaming into the cloud is going to be an interesting ride.

Democracy in the Workplace

October 1, 2011

In the West we often accept and defend democratic ideas in politics – but what about in the workplace?  I think its important for us to think about workplaces in the sense of spaces that are democratic or authoritarian, because we tend to spend so much time there.  The bookshelves of local stores bustle with business books about leadership looking at every possible approach from militaristic to hand-off approaches. But what of not focusing on a ‘leader’?  Merrelyn Emery writes on this very topic and starts with reporting an interesting study of the subject of how to organise work; authoritarian, democratic or nothing (laissez-faire);

The amount of productive work varied significantly between the autocratic, democratic, and laissez-faire conditions. When the leaders arrived late in the authoritarian groups, for instance, the boys made no initiative to start new work or continue work already under way. In the democratic condition, the groups were already productive. In laissez-faire the groups were active but not productive.

When the leader left the room in the groups showing a submissive reaction, the percentage of time spent in serious work dropped from 74% to 29%. In the groups showing an aggressive reaction, the drop was from 52% to 16%. The motivation to work was leader-induced, not intrinsic to the boys. In contrast, the democratic group remained stable, with a negligible drop from 50% to 46%.

The democratic groups had by far the highest quality of work and made far more suggestions about how work could be done. They had internalized the group goals. Pride in work also differed significantly. The democratic groups presented their work or took it home, whereas in one authoritarian group, the boys actually tried to destroy what they had made.

Overall, the democratic form showed its superiority on every measure.

It seems that by empowering people within a workplace to be involved in how that space and the activity within operates, you also help to motivate people too. This seems to fit to me, because as the places we work (if you live in a democratic country) are also within our democratic societies, you’re not going to check in your experiences at the door when you clock in. Work is still part of society.

Merrelyn breaks work organisation down into 2 models of operation; autocratic (DP1) or democratic (DP2):

DP1 is called ‘redundancy of parts’ because there are more parts (ie people) than are required to perform a task at any given time. In DP1, responsibility for coordination and control is located at least one level above where the work is being done. That is, those above have the right and responsibility to tell those below what to do and how to do it. DP1 yields a supervisory or dominant hierarchy. Individuals have fragmented tasks and goals: one person–one job.

DP2 is called ‘redundancy of functions’ because more skills and functions are built into every person than that person can use at any one given point in time. In DP2, responsibility for coordination and control is located with the group of people performing the whole task. Each self managing group works to a unique set of negotiated and agreed, measurable goals, comprehensively covering every aspect of the work, social and environmental as well as production.

DP1 structures are hierarchies of personal dominance. DP2 structures are non-dominant hierarchies of function, where change is negotiated between peers. … DP1 structures induce competition, whereas DP2 structures induce cooperation. Over time, DP1 actively deskills and demotivates people, whereas DP2 skills and motivates them.

Very interesting and well worth a read!

(Hat-tip to Michel for the link. Also posted on P2P Foundation Blog.)

How to Get the Most Out of YouTube (from Charity Comms)

September 30, 2011

I was recently at an event, Charity Comms, talking about games.  One of the other sessions I attended after was about how to get the most from YouTube, run by a couple of guys from Google.  Now video is an interesting area (I co-wrote a book about video and the internet) and it has, with the proliferation of cameras and easy-to-use software, become a much more common communications currency.  I can only see this trend continuing; so as with written text going from an almost mystical art reserved for the few to a mass tool for everyday use, so technology is allowing the same progression for audio and video.   I thought I’d share my notes from that session in how to get the most out of YouTube as an organisation/content creator…

  • If you’re a charity you can get the free account upgrade that normally costs $40K.  This allows a number of helpful tools, including the ability to put ‘call to action’ links into your videos for uses to respond to.
  • Pay attention to the comments and user feedback.  YouTube gets lots of comments and you should be taking part in those conversations with users.
  • Google+ now allows you to broadcast a Hang Out via YouTube.  This is a video meeting of up to 10 people, but you can broadcast the whole thing to a larger audience.  Good for debates and discussions.
  • Short is often better; YouTube is primarily a short film platform and works best as this.  The average video length uploaded to YouTube is 3.8 minutes.
  • React fast; as well as being about short film, YouTube is about immediacy. When events happen – respond!  (This also looks to the point I raised at the start about video becoming a common currency.)
  • Always customise your channel.  If you’ve got it upgraded, there is a lot you can do.  If not you can still change the colours etc.  All worth doing.
  • Create playlists!  These are lists of vidoes put into an order.  They don’t have to be your uploaded films, they can be from anywhere on YouTube, so are a great way of creating content for your channel.  I’ve been experimenting with it and it is easy to do.  Here’s one I created on Gamification.
  • Thank you videos: If there is a page where somebody donates, buys something, performs an action – at the end page that confirms the transaction, why not embed a ‘thank you’ video of somebody from your organisation thanking them for their help/interest?

Hope the information is of some help!

Cities Under Siege Discussion

September 29, 2011

The London School of Economics recently held an interesting discussion with the author Stephen Graham. Stephen has recently written ‘Cities Under Siege: The New Military Urbanism‘. In the talk Stephen talks about a wide range of subjects, about how the continued blurring of the lines between police and military, especially in the realms of tactics and technology (for example drones). About how the front-lines in war have increasingly come to be the urban centres; think Gaza, Baghdad or Grozny. He talked about what is driving this trend; the obsession of military thinkers with techo-militarist ideas from cyberpunk to mechwarriors. The vision that many in the military thinktanks have with the city as a pathalogical space that needs ‘controling’ or ‘pacifying’ rather than as a space where civilians live.

Click on image to see talk

Now I need to state that I’ve not read the book, only listened to the talk so please temper my comments around that point. While there does seem to be a militarising of police forces around the world as the tools and ideas of the military are sold into civilian use, there is also the flow of technology the other way. The Internet is the classic example of a technology designed to ensure a missile control network survives a nuclear strike now used to share lolcats, or the movement of GPS from military into civilian use. Another point I’m not 100% is the repeated reference to ‘video games’ as some sort of adjunct to the military-industrial complex. Yes there are games used by and for the military – lots of them, but so are TV, film and radio. The recent growth of games has been in the social gaming sector with games such as Farmville – which I can’t see as war propaganda. Stephen talked about how controller for military systems are being designed to ‘look like video game controllers’ implying a propaganda style link – but it made me wonder what is the causal link? My guess is that the design of video game controller design is much more advanced, has more money put into it and has much more user feedback that military systems, so yes one is copying the other but for ergonomic reasons.

Still, those points aside it is an interesting talk and worth a listen and I might try to get hold of a copy of the book…

(Hat-tip to Michel for the link. Also posted on P2P Foundation Blog.)

Notes from Charity Comms Talk on Games

September 28, 2011

How games can help your charity?

I did a talk today on games and charity.  This was the blurb…

From Wii Fit to Farmville, games are now common currency for millions of us; the average social gamer is a 43-year-old woman and 8 out of 10 UK homes have one or more games consoles. But they can offer more than fun, research found 52% of players report games help them think about moral issues. Sega raised $250,000 to help with the Japanese earthquake in a week. This session introduces the gaming sector and explores its potential for charities.

Below are notes and links from my talk…

Introduction

You can find more about me here (and our work) for more, contact us at tom at auroch digital dot com.

Who is Playing Games?

The stereotype is that games are the domain of kids and teenagers, which is true – but that domain is expanding fast. Games are now a mainstream medium.

Games Grow Up

Flower (Playstation 3)

For example of something very different from shooting, driving and sports games is ‘Flower‘ on PS3 where you play the wind collecting pollen.

Games Grow Up (Still More)…

Fate of the World (PC)

Another example of games developing is Fate of the World, a serious-science informed game about global warming.

Who is Now Playing Games?

Where are We Playing Games?

As games grow, they are moving into social networks and to our phones at a rapid pace.

How are We Playing Games?

How Can We Use Games?

  • Outreach
  • Education
  • Fund Raising
  • Gamification

Games as Outreach (High Tea’s 3 million plays)

The Wellcome Trust’s High Tea, a game that was part of the High Society exhibition was a huge success in plays and in interesting the players in the game’s core themes.

Games as Education (e.g. Sweapshop: How Efficiency Costs People)

How do you talk to people about the issues involved in sweatshops and employment? Put the audience in charge of one so they can see for themselves. The game is fun but is full of real world information about the issue of sweatshops.

Games as Fund Raising (SEGA’s $240,000 donation)

After the recent Japanese earthquake games company SEGA had an iTunes sale and put all proceeds to charity – and the games shot up the charts and generated huge social buzz in the process.

Gamification

Gamification is about using games ideas and technology in non-gaming areas.  For more on this topic, see here.  This example is Double Impact, which is based around the idea of using game-reward mechanics to encourage positive behaviour.

Some Hints and Tips…

– Games are not a Panacea (300 apps per day released! A game on its own will not work – it needs to be integrated.)
– Cost of Development will vary (£5K to $25 million)
– Charity and Gaming links are Underdeveloped; there is scope for more!
– Does your charity offer audience? Opportunities; Games Jam, Students, New developers (the digital challenge is often to get noticed!)

Thanks!

I’m Speaking at Charity Comms Event Tomorrow (On Games and Charity)

September 27, 2011

If about, come along!

September 28, 2011, 11.30-12.10: How games can help your charity
From Wii Fit to Farmville, games are now common currency for millions of us; the average social gamer is a 43-year-old woman and 8 out of 10 UK homes have one or more games consoles. But they can offer more than fun, research found 52% of players report games help them think about moral issues. Sega raised $250,000 to help with the Japanese earthquake in a week. This session introduces the gaming sector and explores its potential for charities.
Tomas Rawlings, Creative Director, Auroch Digital

4 Tips for Writing Game Text

September 24, 2011

I’ve been writing lots of text for the game recently and while doing so I thought I’d share a few pointers that helped me in this process:

  • Less is More:  Lots of gamers don’t read in-game text.  Fair enough, they want to be playing.  So while the temptation is to write loads of great prose, the reality is that most people won’t read it.  I’ve enjoyed playing Metal Gear games, but as for what they are saying?  Yup; I pressed X to skip it.  I’ve not always done this; in Fire Emblem you’re rewarded for reading the text with clues that help in the game.  Same in Deus Ex: Human Revolution but in general, less is more for game text.
  • Consistency: In writing prose it can be considered desirable to use lots of different words to explain and describe. However in game text this can be a mistake; to help the player understand what you mean it is often best to have consistent words for the same thing.  So if you call a level a ‘level’ in the text, stick to that and don’t start to call it an adventure or mission.  Make it easier to navigate.
  • New Term Blues: While making games we often create new things that need a term.  This might be a new weapon, HUD device or skill.  So we’ve got this User Interface bar that appears when you attack; it was called the Attack Bar, then we adapted it for other uses and now it’s the Action Bar, which does what it says but naming new things can be hard.  There are loads of special things that need naming in Deus Ex: Human Revolution for example (Icarus Landing System, Social Enhancer, Hacking Analyze Add-On…) and they do a pretty good job in general, but you do need to work at such things because they both need to explain what they are and fit your game’s context.
  • Test in Context: When writing in-game text it is often already very disjointed because of the nature of the non-linear experience you’re building.  So I find I’m often writing into a spreadsheet, but that is not enough – testing the text/speech in context as a player would seem it sounds obvious, but when you’re pushed for time you may be tempted to skip it – don’t!  You need to see your words in context both on the game engine and in the narrative context when in the game as it occurs to really feel if it’s done right.

That’s all I can think of now, feel free to contact me with yours! Thanks.