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Things 127: Partner Parity Problem, Games and Stories, Beautiful Pictures

Mild NSFW warning: the last part of this edition embeds some pictures of female comic characters. There’s also a cat video, but I just assume everyone is fine with that.

Make-your-own hyperlapse video
Well, this is incredible: set a start and end point in Google street view, a target for the camera, and get as output a time-lapse video of that journey, in which you can still control the direction of the gaze – Google Street View Hyperlapse.

Here’s the demo reel.

Rabbit Hole: No to No UI
Timo Arnall says No to No UI (more commonly referred to as “invisible design”), and puts forth a detailed and cogent argument, but the main reason I recommend reading it is the warren of rabbit-hole links he uses as implicit citations. For example, Kevin Slavin talks about algorithms, how they don’t share our goals and can have emergent properties we can’t understand like a flash crash due to algorithmic stock trading, and then he takes a hop from “60% of Netflix viewing comes from the recommendation algorithm” (not true if you check carefully), a skip to “Epagogix can algorithmically evaluate the box office potential of a scipt” (no) to jump to this wonderfully flippant quote:

What does a flash crash look like in hollywood? Maybe it’s already happened! How would we know?!

Puzzle and Tim Link

Reporting on a reasonably conducted study’s findings on heterosexual parternships, the Telegraph ran with the headline “Average man has 9 sexual partners in lifetime, women have 4.”

First, what’s wrong with this claim?

Second, how does such a result come about?

Third, as the second is too easy for Things readers, I invite you to guess: which sub-set of respondents is most responsible for the discrepancy?

As some of you will know, I work at a web analytics consultancy where we disentangle data conundrums not dissimilar to this, so I wrote up my findings in a blog post – I found the answer to the last question quite satisfying!

Animal Videos – flocking starlings, evil cat
Kottke has the perfect pair of Starling flock videos – the standard high definition, clean and beautiful static camera one, and then a low resolution one that’s much more thrilling. You should watch both on as big a screen as you can.

Meanwhile, in the sub-genre of YouTube videos enlivened by a dramatic movie score, I declare this cat video the winner:

Games and stories
There is a tension between making a fun game and telling a good story; it seems to be very hard to do both at the same time. I think this might be because these represent two opposite learning methods; learning from someone else’s example, and learning by trying stuff out yourself in a safe environment.

But there’s a flip side of this conflict: sometimes, in the course of playing a game, you generate your own story, one you would never normally get to tell. Here’s an example.

I once played a match of 4-player local GoldenEye, back when I wouldn’t have needed to specify that 4-player GoldenEye was local. I ran out of ammo, and was chased down a twisty dead end by my friend who had some kind of machine gun, so I was pretty much doomed. I did have one thing though, and I said as much:

“I’ve got a proximity mine. If you come any closer I’ll kill us both!”

He laughed, and continued to pursue me round the final tight corner.

I set the proximity mine.

It killed us both.

I don’t remember the final score of that game – I don’t think I did well. But that tiny story remains one of my favourite gaming moments. For that reason, I was very interested to read Tom Armitage’s review of Game Dev Story, a cute little game that crudely simulates running a game development studio through the major console generations, because he made this assessment:

Game Dev Story exemplifies a kind of mechanical storytelling: stories told not through text or voice-acting, but through coherent systems that cannot help but generate stories.

I gave it a go, and he was absolutely right. Apart from the sense of ownership you get from making company decisions, the ability to name your company and the games you produce has some kind of magical effect that makes the whole thing strangely compelling.

It’s not a great story, but it meant a lot to me: after a difficult start, Squidopolis released a string of titles whose success built a war chest which specially trained hardware engineer Stephen Jobson put to use in developing the ultimate console: the Kraken, for which we then produced a string of hits, despite some major setbacks in production.

Game Dev Story is available on Android and iOS.

Folk Games
I like the term ‘folk games’ for equipmentless games a group of people can spontaneously play, such as Standoff, or Ninja, or Fantasy Fencing. I highly recommend all of those, the last one being particularly notable as it is an example of the ‘Tiny Games’ that Hide & Seek are putting into an app (so you don’t have to memorise these sort of things for every occasion). That’s happening on Kickstarter, and with a day to go at the time of writing it’s already funded, but I still recommend the £12 tier (which includes their Board Game Remix kit) to help reach the stretch goals!

Tim Link: Devil May Dance
I like putting in place processes in which incremental progress is made towards a goal, and this year I reached the end of my biggest project so far: I finished my webcomic, Devil May Dance, which I had been updating weekly since April 2006.

The premise was to swap the macho protagonist of the video game Devil May Cry with the feminine lead of seminal rhythm action game Space Channel 5, and see how they got on in one another’s shoes, partly as a way to investigate gender expectations, and partly as an attempt to get some cheap laughs.

If that sounds interesting to you, or if you’re curious what would happen if I wrote a story involving time travel, you should check it out.

I also did a little summary of the web stats of the comic over its lifetime.

Beautiful pictures.
Sunset on mars. Pictures with High Dynamic Range. Icebergs that are naturally stripey. An abandoned epic communist building.

But more importantly, there’s another Kickstarter I’d like to draw your attention to. A friend of mine illustrates comics using primarily traditional techniques, and although she works incredibly hard, I get the impression this means she can’t turn out pages at the kind of speed a regular publisher would like (on account of having to wait for individual colours to dry!), so this is exactly the kind of thing Kickstarter is good for – delivering the kind of projects the invisible hand would usually hold back.

Unfortunately, according to kicktraq’s projection, at a little over half way through, the project has a 50/50 chance of success, so it’s going to need some extra help to make it. Check it out before April 24th!

-Transmission finally ends

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Things 126: Echoes and Bubbles, Time Lies and Lapse, Many Maps

It’s been a while, so I’ve got a lot of links. Hold on to your hats.

Games: Costume Quest, Color

If you or someone you know has never played an RPG-style videogame, I highly recommend DoubleFine’s Costume Quest as the place to start (available on PS3, XBOX 360 and Windows). It’s a really delightful entry into the genre, with a lovely theme, brilliant writing, and it’s also quite short, which is a plus in my book. (via Clare)

Meanwhile, I’d previously linked to Method.ac’s kerning and spline games/competency-assessments. There’s now a fascinating one to do with colour, and by introducing a timing mechanic it’s more game-like than objective assessment-like. Give it a go!

Irresistable Entertainment
Some years ago I remember thinking that technology was just going to get better and better at finding content you’d be interested in, to the point where it would be impossible to drag yourself away from the internet. This compilation video of accidents and unlikely events captured by Russian dashboard-cams is about the closest thing I’ve seen to it, in that it’s 14 minutes long but surprisingly hard to stop watching:

http://www.youtube.com/watch?v=E-l4w-DIiXk#!

Kevin Kelly worries that this kind of thing will normalise extremely unlikely events:

We no longer want mere presentations, we want the best, greatest, the most extraordinary presenters alive, as in TED. We don’t want to watch people playing games, we want to watch the highlights of the highlights, the most amazing moves, catches, runs, shots, and kicks, each one more remarkable and improbable than the other.

I’m not so sure that’s the natural conclusion, since the tastes of both the collective in general and individuals in particular is evidently broader. I’m also not sure it’s that much of a problem either (or at least not much different to the norm), as storytelling through the ages has always concerned itself with unlikely (or even entirely fictional) events.

(Incidentally, Russian dash-cams are also the first noticeable stage in the development of an ubiquitous public surveillance network, which on the one hand enable us to get multiple videos of rarely-filmed events such as meteorites, but on the other hand demonstrate how crowd-sourcing is a convenient way to get over the installation-problem for achieving a 1984-style surveillance state).

Echo Chambers and Filter Bubbles
Another interesting effect of the internet’s ability to show us stuff we like is the danger of ‘echo chambers’ (people only reading the work of those they agree with and passing on links and sentiments from those people) and ‘filter bubbles’ (in which people only follow or get algorithmically shown content that supports their own views, reinforcing confirmation bias). Fortunately a study on Facebook’s data suggests that the echo chamber effect isn’t as bad as we might expect.

Meanwhile this review of the Filter Bubble book on BoingBoing raises the very reasonable counter-argument: “anti-filtering” tools are also developing.

Time Lies
Holly Gramazio of Hide&Seek consistently lies about time in order to make game experiences better. This seems reasonable and useful.

Grand Central train station lies in a similar way, although not by setting their clocks fast as this widely shared article’s headline suggests (which would make people panic and run more), but rather by lying about the real departure time of trains (which is slightly more likely to ease those crucial final seconds of a late boarding attempt).

Of course, both of these effects become weaker when more people know about them. What I’d like is a clock modifier for my mobile which sets the time 1 minute fast most of the time, but on a random, say, 2% of days it instead shows the real time, so I’d know I couldn’t simply factor in that ‘extra’ minute.

T.M. 12/04/13: Richard B adds a local example: “In Heathrow Terminal 5 the information screens in the duty free area lie about the gates opening for boarding in order to control passenger flow and disperse them when the concourse is becoming too crowded.”

Time Lapse
Tsuneaki Hiramatsu took some time lapse photos of Fireflies (with a bit of compositing), which turns out to be just as brilliant an idea as it sounds.

What if you just took a vertical slit of a photo, repeatedly, as something moved past, then composited those pixel-thin images? I’m glad you asked. (A technique along these lines may explain how Rainer Gamsjäger’s video “State of Flux — wave #1″, which baffled me at EIFF 2010, was achieved)

Finally, here’s a different kind of Time Slice by Giuseppe Penone, which incredibly is just what it looks like: an old tree, with parts cut away to reveal its younger self:

Tumblr Tips
Tumblr themes commonly hide the link to the ‘archive’ view, but you can get it just by appending “/archive” to the URL. This is really useful when you want to get a quick overview of a Tumblr’s contents. For example, instead of paging through iheartcatgifs.tumblr.com, you can instead go straight to iheartcatgifs.tumblr.com/archive (and then do something else while you wait for the page to load..!)

Alternatively you can use this tool to automatically identify the top 10 most popular items from a Tumblr by year, based on the number of ‘notes’ (although this can take a little while to process, which is fair enough). For example, you can see the 10 most popular comics from Horse eComics (which are based on a Twitter account that tweets random excerpts from books) here.

Maps: Tube maps, Rearranged cities
A popular semi-regular feature of Things is alternative tube maps (see the better tube map, to-scale tube map, curvy tube map, and travel-time interactive tube map).  So we might as well just cut to the chase and go straight to this site which excellently curates all manner of tube map variations. (via Sophie)

Meanwhile, in the world of rearranging maps based on non-locational criteria, Odd Things Happen When You Chop Up Cities And Stack Them Sideways.

I’ve sat on this link for far too long – a wonderful Gigapan exploreable photo of London. The distant London Eye, at maximum zoom, reveals the individual people in each capsule. It’s like having super powered vision.

Finally, not enough people seem to know about bird’s-eye-view in Bing maps, which provides a really useful mid-ground between Google’s satellite imagery and streetview. Try it out!

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Things 118: Cindy & Biscuit, Tron Dance, Into The Abyss

Comic
Cindy and Biscuit is a comic by Dan White which consists of various short episodes, and the best way to communicate what sort of thing they’re about is probably just to show you this representative one-pager:

Cindy is of a character-type I find particularly inspiring: defiantly unbowed by the insanity the world presents her with, and generally willing and able to tackle that insanity head-on. You can read Cindy & Biscuit in The Snowman here, or just enjoy my favourite panel below, or go ahead and order the comic directly, or pick up Vol. 2 from Gosh! like I did. (And if you’re on the fence on whether or not to spring for it, read this much more detailed review).

Video
This is a fantastic use of technology in combination with dance. It’s quite a slow build, so if you’re impatient just make sure you at least catch 1’12” to 2’37”.

Film / TV
Werner Herzog has been making documentaries in one form or another since 1969. I’ve only seen two of his more recent ones (Cave of Forgotten Dreams and most recently Into The Abyss), but the impression I’m forming is that these decades of experience must be the reason he’s able to elicit such insightful responses in interviews seemingly without effort and even while apparently willfully derailing the conversation along frivolous tangents.

The most striking example I’ve heard so far, which you can hear (but unfortunately not see) at the 2’34” mark in this Kermode & Mayo review of Into The Abyss, occurs when the death row pastor happens to mention seeing squirrels (and other animals) while unwinding at the golf course. This prompts Herzog to request “Please describe an encounter with a squirrel”, to which the pastor responds with an initially jovial anecdote that quite suddenly leads straight to the heart of his feelings about his role in executions.

You can watch the trailer for the film, but it doesn’t really do it justice:

There’s also a series of three 45-minute TV episodes (still viewable on 4oD at the time of writing) which I haven’t yet seen but will presumably be similarly insightful and gut-wrenching.

Picture
Such an elegant concept: Eirik Solheim extracted sequential vertical slices of  3,888 photos he took out of his window over the course of 2010, and composited them to produce one year in one image:

(You may recall a similar idea applied to video that I posted a short while ago, A History of the Sky).

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Things 116: Cloud Phase Time-Lapse, 3D Map, Better Tube Map

Video
Point a camera at the sky, create a time lapse video of the clouds. Do the same thing every day of the year. Play back all the videos simultaneously in a grid. Voilà: a kind of phase-diagram visualisation, with seconds representing minutes and space representing seasons. Brilliant.

More detail here. Via Data Pointed.

Link
This is apparently pretty old, and with Google Earth and Street View already taken for granted it’s difficult to appreciate how impressive this is: in-browser 3D maps of major cities by Nokia. A plugin is required, and the sad thing is that I imagine that small barrier is enough to vastly reduce the number of people that will actually try it out.

Picture
Various incarnations of the London tube map regularly feature in Things: in the past I’ve posted about a to-scale tube map, a curvy tube map, and a travel-time interactive tube map.

Unsurprisingly, I rather like Mark Noad’s version, which is an ambitious attempt to make a tube map that is not just interestingly different but actually better than the current canonical version. By retaining the simplicity of design but improving geographic accuracy, I would say it succeeds.

Puzzle
This week, a very first world problem. If voice recognition software fails to understand something you say (e.g. Google voice search, xBox 360 Kinect voice commands, or Siri), what do you do? Having had this happen a few times now, I’m very aware that the natural human response of just saying the same thing but louder might not actually be the best thing to do. (I also imagine my neighbours don’t need to hear me shouting “Xbox go back! Xbox! Go! Back! Xbox go frickin’ back! Fine, don’t then!”)

For example, other approaches to ensure your input is recognised could include: reduce background noise; enunciate more clearly; speak in a monotone; move closer to or further away from the microphone; use a different phrasing; or attempt to put on an American accent.

Which of these is most likely to work? Is there a better approach that I’ve not included here? Is just speaking loudly actually the best approach after all?

Or is the failure rate of voice recognition inevitable and unacceptable in most contexts, and the whole notion flawed from the outset?

@metatim