Saturday, December 24, 2011

Layar Workshop

Rachel and I created a virtual zoo that wouldn't load any of our pictures.  I'm guessing the sizes and quality were too high... I can't upload anything onto this blog anymore.




Friday, December 23, 2011

Final Project

My final project has been designing my MMMORPG Framework though it's development phase is still in its initial stages.

As of now I've began a MySQL data base using SQL Pro and Lion Server.  This will hold account information of all online users I had the incorrect certificate so I couldn't get the interaction to work.  I spent 5 hours setting up a server that had incorrect certifications......... I gave up at that time.


I'm using this e-book: https://github.com/erica/iOS-5-Cookbook as well as:



ADDD PHOTO


and using

Source codes on developer.apple.com published AFTER 10/2011 (release date of ios5)
Alien Spaceship AR Game spliced with pARk (developer.apple.com).

map view with a custom pin locating device i've done, and I was creating an app for circular  x,y traveling bots to do troubleshooting data readings with.  This is also a way to work up to account profiles on servers.



Tuesday, December 13, 2011

Wandering Through Blackouts and Old Video Files With No Direction


THERE YA HAVE IT KIDS!






I stumbled into a vault of forgotten memories the other day. These were recent memories: forgotten film clips from my mobile phones and digital cameras. I don't remember capturing the majority of footage utilized in this piece, and therefore don't remember the true intention I had when first capturing. I just basically looked through all of those clips and started editing them, based on the intensity or emotion of the action. I drew on the state of uncorrelated chaos and intensity each clip brings to the viewer. I had no intention for the editing production, just compiled on a whim. All of the color effects were overlain upon the most intense rises of musical interjection.  The language setting for Adobe Premiere was in French, which I don't comprehend to the extent which necessitates comprehensive maneuvering through effect controls.  I made this video start to end in roughly 8 hours straight.  

Many times color shifts occur when you'd least expect them to.

I wandered through my vault of forgotten drunken blackouts, many times having no recollection of any aspect of setting, time or place of a clip, only a belated realization those events had occurred. Regardless if I remembered those events filmed or not, I still had recorded arbitrary un-events in my past. Going on strictly aesthetic intuition, I compiled these clips with effects to create an arbitrary portal to view a discombobulated memory stream. So wander through the reverse entropic re-fabrication of memory space I've created for myself.

Thursday, December 8, 2011

FINAL ESSAY


Le Fin du Monde Singulier

Waiting for the muni on my way to work, my smart phone begins vibrating in increasingly shorter frequencies... this could only mean one thing: online player proximity alert. I quickly pull out my phone and switch on my MMMORPG (Mass Mobile Multiplayer Role Playing Game) “World Warrior”, a post apocalyptic world where the character must survive amongst the anarchical social structure of other subscribed participants. I check my map to determine general direction of the friend or foe within my visible map region which displays game item location tags, visible player locations, participating store sponsors (which promote game items through products they sell) and side mission objectives. The map is showing an enemy has entered my “fog of war” (a visible map display that projects the actual range of possible bluetooth data exchange between players) and I may now engage in a duel mode in which I can increase my player rankings and abilities by conquering a foe. However, players may also join teams instead of engaging in violence, to strengthen their chances of survival and growth but this time I switch to my viewfinder mode and pan the general area in which my radar alerted me and search for my enemy. The target on my viewfinder finally turns red and my selected weapon drawn from my inventory, a 12 gauge shotgun, is fired and the foe in real life starts to scramble. As he looks frantically around the me, his foe, potentially aiming my smartphone towards him... I'm spotted. We engage in a fire fight, in which I claim victory. As is many times a standard protocol to “World Warrior”, we exchange information and end up joining clans, as his player rankings and clan affiliations are nothing to “sneeze at”. This immediately benefits my gameplay statistics over the entire network of “World Warriors”, while benefiting him solely through his admittance into my growing powerhouse of a clan. And I could have potentially made a new friend.

My current prototype game story, “World Warrior (or something like that)” would be set similarly to the conditions present in the fictional worlds of The Road, The Book of Eli, The Stand, and Road Warrior which describe barren post-apocalyptic worlds in which anarchical social structures dictate the initial intent the player has upon their inductance. This “World Warrior” story structure aims to augment the player's actual perception of the real world they exist within to make their duality existence one of survival, violent interactions, scavenging, and communal clan development to induct collaborative means of group survival. All game items, weapons, avatars, UI imagery, and side mission objectives aim to induct a secondary means of augmented existence and importance into the mindset of their waking life. Within this augmented world of many synthetic and virtual constructs, real social interactions exist and would flourish within it's infinite possibilities of user interaction. In it's most translatable sense it combines the social networking concepts of World of Warcraft, Second Life, Facebook, GroupMe, Omegle into a story based, social interactive, game structure for mobile phones.

“World Warrior” is only one story line to overlay upon my true intention for this product, which the universal framework, allowing limitless game development potentials and demographic audiences. For instance, World of Warcraft could become it's own MMMORPG (Mass Mobile Multiplayer Online Role Playing Games – I think I might have coined this term), where the 3rd person view of of the computer game version would become a first person, augmented view, including virtual 3D game objects, and even 3D modeled augmented world overlays to actually produce significantly altered augmented realms accessible through their viewfinder as well as other means such as Bluetooth viewfinder glasses, existing already on the market. Products like the glasses aren't really viable for the universal mobile market but do permit competitive tournament potential for these mass interactive games. Even artificial intelligence characters and creatures could be integrated into game environments, to create worlds in which augmented social gaming merges entirely with virtual environment constructs. The virtual inductions (not quite at an advanced stage of reliable implementation due to inconsistencies with location data collection via satellite communication) would become interactive in the same way they do with players on the computer, except now viewable and interactive through extensive hardware capabilities. Therefore wand-like maneuvers with one's phone could be the means of WoW or Harry Potter style wizard world interactions while themes like Twilight, King of Hearts, Star Wars, time traveling cyborg-ninja assassin concepts, wild western worlds, and first person shooter mass multiplayer war games all might embody specific user interactions to promote fantastical parallels to the more predictable realities of their normal lives... the storyline potentials are limitless. Some may embody a closed course, tournament style game play, but others may be continuous, such as the “World Warrior”, Harry Potter.

As of now I'm taking an open source AR spaceship shooting game and attempting to replace the image of the spaceships with transparent target planes whose location within the camera viewfinder are designated by the location data of a p2p networked player. This is going to be somewhat difficult as i'll have to have a comparative user to user algorithm which designates the existence of a user within the viewfinder of the phone based upon the attitude of the gyroscope. When the gyroscope's values are consistent with the viewfinder directed at an opposing player in real life, then the transparent target plane becomes instantiated into the viewfinder as an overlay for triggering a UI attack method using the triggering code already written into the AR spaceship game. When the target is overlaid upon the enemy location designated transparent target plane using the viewfinder by the player by tapping the crossfire button to "shoot", conditional statements involving hit, miss, health decrease and death will be communicated to both players (not quite there yet).

This is a shortcut to get the game output close to a point where the concept is easily consumable for someone (or an investor) to comprehend the intent of that function of the app, but not necessarily the way I'd like the code to be set permanently. Since cocos 3D has been released as a template for drawing 3D objects in OpenGLES, a much more concrete strategy for implementing this kind of P2P interaction would be to build virtual 3D objects (ellipsoids, or capsules) to designate a player within the augmented world of the camera viewfinder much like the Unity 3D game engine designates player controllers as similar objects. This not only allows for a future integration of 3D modeled personal augmented avatars, as well as creating a kind of targeting gyroscope around a player, which I've calculated by hand and designed by hand in a method to create a centralized target to each player that defines one's target to their centralized physical body and not the iPhone's location. Finally the reprocessing of 3D city model visualizations present the means of not only creating colliders within actual city spaces for in game, environment interaction limitations, but stretch a blank canvas over bleak, hopeless cities in which augmented worlds' paints might reinvigorate a sense of wonder and imagination. As well, these models allow for the creation of a currently nonexistent virtual advertisement market where 2 dimensional billboarding, which would overlay sponsored companies with individualized product offers (again, NoSQL databasing) to the specified wares in an extension of viewable advertisement space.

I'm attempting to set up a Lion Server through my home computer to make a basic database for trouble shooting universal game data storage and player exchange, as well as learning how to exchange individual phone's location data via a bluetooth... which has a high learning curve to say the least. The data core databasing system is built upon SQLite, which has also been an uphill battle for me as I've only ever used XML datasheets, but I've done tutorials and it's becoming more comprehensible. What I've come to realize, being I've had absolutely no formal training in SQL databasing, creating a flexible, universal, and expandable means of MMMORPG game network databases. Also the development of a reliable P2P location data exchange network is currently out of my reach as well, even though the low energy iPhone 4S's Bluetooth 4.0 chip (with 50m range of connectivity between the receiver at 2 kbit/s Bit rate) stands as a viable means of showcasing the interactive potential between two mobile phone users with close proximity to one another. There is little information on the web regarding construction of P2P Bluetooth networks on the web, and applicable reference books have either yet to be published, or have just been published within the past week or so.

My intent for this “app” is not an app, but a bottom layer framework in which a multitude of games with individually specified story-lines, environments, settings, characters, game items, etc. can be implemented to increase the potential for which at least one game story might take off as a social trend. Initially I believe I explained my game concept as a Zombie/Human apocalypse game, which could be implemented as one game environment placed upon the initial framework, but I've moved in a different direction, at least for the example prototype.

This sort of game play duality addition to a person's life could completely alter our potential for interaction with our surroundings and people, blossoming our sense of exploration and human interaction as players are drawn out of their routine and comfort zones for the sake of their success in their favorite games. People develop and relationships instigated through MMORPGs such as World of Warcraft and SecondLife that are carried on over the internet, so why could stronger, more real relationships between people within their actual city be developed and then carried on throughout actual life and the game. People would quickly develop stronger connections between people having similar interests and could inherently make people happier and more engaged in their lives as their participation in these games expands their potential to make new friends and involve themselves even romantically, should the connection form. People are lonely and bored with their normal lives, and social interactivity at some point must cross over, parallel, and catalyze the growth of someone socially in their environment, instead of limiting those people to webcam relationships developed on current internet based means of making new friends.

The framework is to controlled by a centralized networked system which exchanges all location data of game variables, including individual user data, to person to person (P2P) data exchange methods (currently as a Bluetooth data exchange network), which allow for expedited processing of game interactions between players. The tiled map navigation acts as a means of declaring destination points for game variables which are displayed using their specific location data and give players an option to adventure out into the real world to add inventory items that can be used in game play, allowing the player to grow virtually. Grand Theft Auto's world map is the model I'd like to project onto the real world augmented game play maps of my framework. Virtual object interaction would only need to be controlled by the universal data core internet network, while immediate player to player exchange would first be processed through the bluetooth network and then results after bluetooth data exchange network has been broken are communicated into the universal network to alter the new implementations to a players account. I have a design idea to implement an alternative mode of mobile device networking which would make this whole system of Universal and P2P data exchange interaction more efficient and precise, but the hardware doesn't exist currently, and redesigning the whole method of current mobile data exchange would be a too lofty of a farfetched goal at this state of my mobile IT knowledge and industry influence. I have a contact in which I plan on discussing this redesign of the mobile internet data exchange infrastructure but I have to lay out my design plan and do hours of research first.

Another interesting potential for this game framework design is the ability for company sponsors to promote and sell their own products through attaching game perks that promote game play and a player's inventory expansion. For example, say McDonalds jumped on board with these game ideas and decided to attach “health rejuvenation” game items to a McFlurry purchase, a player low on health in their MMMORPG game app might would be encouraged to purchase a McFlurry to regenerate their health within the game. As well, overlaying sponsored 2D and 3D advertised game interactions that give discounts to their stores should the player choose to interact would be a new way of appealing to consumers within specified augmented game environments. And even further these game interactions could be individually specified to user and their collected interest data patterns which advertising companies are frantically trying to decipher, now using NOSQL data-basing with HADOOP Cloudera (a new data-basing system which I intend on learning in the near future).

Recently I've been considering the emergence NoSQL databasing systems and it's implementations on future mobile hardware and internet navigation. Hadoop Cloudera is the example which was brought to my attention. After some research on the topic and having an excessively longwinded discussion with my Stanford graduate Uncle Warren who is a computer systems engineer, I have began a new design concept which would reroute mobile device internet exchange using integrated personalized mobile data communication server hardware (currently non existent in smart phones) to pass internet data transmissions through other's device servers until they, if needed, may reach the rigid internet server communications. Therefore all devices picking up any connection to the internet share and pass along bits of constant streaming data that is concurrent through all mobile devices connected to the internet, much like torrent files pick up random chunks of data for a total item being downloaded to allow a constant data stream of information through a collective source as opposed to a singular rigid storage. This allows for mobile devices which may not directly have a coherent and reliable connection to the internet in its current state based upon their current environment positioning limitations (within a building, in a train station etc.) to link progressively through the imbedded servers in chain connected mobile devices broadcasting internet data, into environments currently impossible to reach. This would implement consistent and more efficient means of communication to the internet and all of it's services because the phone would not rely strictly on it's own ability to connect with 3,4G mobile servers or having a present and accessible Wifi connection. In addition, a “socialized IT mobile communication service” permits the exact triangulations of every mobile user's exact location, as they'd be relating their mobile device's location to all surrounding devices, in constant comparative distance differences. Global positioning limitations due to satellite connection limitations and/or lack of WiFi presence would be eliminated as all users' locations could be triangulated through surrounding mobile phone's in a setting which do have clear GPS locations. Finally P2P data exchange within this system would act like wireless network data exchange between laptops and the necessity for creating a P2P Bluetooth data exchange (especially for the game framework) would be eliminated. NoSQL databasing seems like it could be a way to manage this method of expansive server collaboration and mass erroneous data organization. Everybody has a smart phone these days, why not make the whole system more efficient?

My research and development of this framework has changed and grown as I fell deeper and deeper into the rabbit hole. Initially I approached the creation of this framework through methods which will cease to exist within the next couple of years as their technologies become less and less relevant. This involved creating framework bridges through Adobe Flash Builder and ArcGIS mapping services. As stubborn as I was on making this technology bridge work for me, I soon realized that the access to device hardware using the Adobe Flash IOS SDK was limited in it's access to pertinent iPhone hardware communications. I had a windows computer and at the beginning of my research, this was the only method for me to hypothetically create a prototype for my idea. As my research grew, and I became involved in actually creating a prototype in which I'd be selling to a group of venture capitalists, the necessity to design this framework based through the native language of the hardware within iPhones would be a more viable means of my design efforts. With the release of the iPhone 4S, iOS5, and Xcode 4.2, the necessity to approach my framework prototype design through Apple's development methods became paramount to a progression of this project. I now have a OS Lion running 8 core “Hack Pro” and an iPhone 4S which I've been scrambling to understand and program.

As far as actual programming with Xcode 4.2 is concerned, I can now however create my own application interfaces, draw basic shapes, troubleshoot obj. c coding, implement map views and bring in pin locations of a phone's actual GPS coordinates, storyboard (and integrate xibs into view controllers), use stock view transitions, create UI Data Tables and implement them as navigation controllers, create basic Augmented Reality Views within Cocos 2D templates and input user location data into core data. This is hardly where I want my knowledge to stay stagnant, however I have to be a little easy on myself because I haven't ever dealt with coding like Xcode's coding system nor Objective C 2.0 language scripting, ever. As different as it was to initially grasp, it's concepts and framework are so much more efficient in comparison to old world long-scripting techniques. I wish I'd began developing through Apple's system initially as you, Jason, had initially advised, but my means of production were limited to the Windows laptop and excessive limitations which eventually arose as far as hardware access. When the iPhone 4S was released and the capabilities of iOS 5 announced, it became overwhelming undeniable that I would begin playing a stressful game of catch-up in order to produce a potentially market changing product.

The new iPhone 4S is a world phone, meaning it's usage is not limited to specified regions in the world, allowing for this product to have the means of worldwide product distribution. Aside from upgrading from a single to a duo core processor that expands the data handling capabilities to another level, the new Bluetooth 4.0 chip uses less energy and has twice the range of the previous 2.0 model in all phones before. In addition, an integration of both GPS and GLONASS (russian positioning satellite systems) and a digital compass create location data accumulation more precise, while a three axis gyroscope presents an infinite amount of methods to implement exciting new interface controls. With the new iOS 5 sdk library's iCloud storage capabilities (potentially maybe for game account storage or user information docs), Open GL ES advanced rendering frameworks, game center social networking and p2p connectivity (limited to 16 connected users and therefore limiting to our product) provide a viable means of universal integration within Apple.

The gyroscope is an entity which permits game control and physical action mimicries as a means of game interaction. As well, it provides relational means to convey more realistic implementations of augmented worlds within the augmented viewfinder, as its values can be comparatively translated from data accumulated within the framework of the game applications. Creating a believable augmented view relies heavily on the gyroscope because the viewfinder's projected information to the view must correspond to stable data transactions between player to player and player to virtual object interactivity at the different networking levels, and will involve a vast amount of virtual geometric algorithms at the base of all surface interactivity. I only have basic knowledge of the gyroscope currently, and it is my intention to take a class next semester in which my soul intent is to lock down user interactivity via motion patterns, and developing comprehension of the hardware so I may have a better idea of how it may convey an augmented reality more convincingly.

I'm further behind than I intended on being at this date, but I've evolved my concept into much more than a silly zombie-human game of tag... it's become a plausible and foreseeable infrastructure within the smart phones' expanding social gaming capabilities and marketplace. It not only provides itself as a framework in it's raw state to be sold to other interested parties, but opens up massive new potential markets of capital return and growth. And as pathologically capitalistic as that sounds, it also creates a method of real world social interaction and relationship development, because people will be forced to look their brother or sister in the eye before pulling the trigger, casting a spell, releasing their light saber etc. Even if players are competitive, in games which designate competition, in an extremely anti social manner, those players are forced into a closed proximity of technological and interpersonal connectivity, which is entirely more beneficial for the redevelopment social cooperation within an extremely solitary world for most people today. If romantic relationships can be formed through WoW, then would not the potential for relevant romantic relationships emerge through this game framework, where actual human contact and physical connection can take place due to the site specified nature of users playing within certain delegated environments (city, town, resort etc.)?

People already participate or experience partially if not all aspects of this MMMORPG game frameworks, therefore it must hold some relevance to implementing within our current mobile markets. As the means to survive for an individual may dissolve previous allotted time spent on progressing themselves within computer or console gaming network rankings, however as long as recreation may parallel our own needs to earn a living, at the exact same time, in the exact same place, one's seemingly uneventful trip to the grocery store could end up turning into an epic maelstrom of post apocalyptic ultraviolence, in which the eggs, butter, noodles and broccoli still come home to temporarily take up space in the households refrigerator.





http://www.cloudera.com/hadoop/

http://www.youtube.com/watch?v=6GJR5ptYJbg - Visualization of 3D city models, where this data could be implemented as collider information for users interacting with city environments.

http://developer.apple.com/technologies/ios5/ - iOS 5 information

http://www.apple.com/iphone/specs.html - iPhone 4S specifications