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Evan White

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Brief description

Age: 20, Hair: Brown (currently dyed red), Eyes: Blue, Height: 183cm, Occupation: Student / Musician. Project: Gesture-Based Interface to a Personal Lifelog

Town

Santry

Who am I?

Working on the Gesture-Based Interface to a Personal Lifelog project with Liadh Kelly and Dr. Cathal Gurrin. Originally from Cashel in Co. Tipperary, currently studying Computer Applications Software Engineering in Dublin City University, just going into 3rd year.

Personal website address

http://myspace.com/futurismmusic

Interests

Anthony and the Johnsons, Béla Fleck and the Flecktones, Ben Folds, Bob Marley, Bright Eyes, Counting Crows, Damien Rice, Dave Matthews Band, Devendra Banhart, Eels, Frou Frou, Gemma Hayes, Imogen Heap, Jaco Pastorius, Jeff Buckley, Jimmy Eat World, John Coltrane, Led Zeppelin, Marcus Miller, Mark Eitzel, Mic Christopher, Micah P Hinson, Miles Davis, Neil Young, Nirvana, Pearl Jam, Rage Against The Machine, Red Hot Chili Peppers, Regina Spektor, REM, Richmond Fontaine, Sarah McLachlan, Smashing Pumpkins, Sufjan Stevens, The Cure, The Mountain Goats, Tori Amos, Victor Wooten, Weezer, Xavier Rudd. Also our own band Futurism - http://futurismmusic.myspace.com ; Apart from music: films and video games.

Company / Institution

Dublin City University / Futurism Music

Main Skills

Graphic Design, Java, Music (playing that is)

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Latest files

Main Menu (mock up).jpg

WiiSense ScreenShot.jpg

Odysseus Research Internship

VirtualMouse

I have been dabbling with Senocular's VirtualMouse which is freely available just like WiiFlash. This can be teamed up with WiiFlash to provide some great interaction with Flash applications using the wiimote without taking over control of the system mouse, thus eliminating the risk of interacting with something unintentionally as the VirtualMouse, controlled by the wiimote, will not work outside of the application.

The original application I found which uses WiiFlash and the VirtualMouse ActionScript library provided two ways in which to conrtol the mouse using the wiimote. The first being the directional buttons on the wiimote, and after pressing the Home button, the second being the motion sensors of the wiimote (i.e. tilt it forward to move the mouse down, back to move it up, roll it left to move the mouse left and roll it right to move it right.) The sensitivity of the VirtualMouse could be adjusted using a slider at the top of the application. The components window is written using mxml and the rest has been designed in ActionScript. These two were then combined to give the final application.

I added a third way in which to contol the VirtualMouse myself. When the Plus (+) button is pressed it activates the IR sensor and so the VirtualMouse is controlled by siimply pointing the wiimote at the screen (with the misleadingly named Wii "sensor bar" on top of the monitor). The B button is used as a single click and the A button is used as a double-click. As you can see from the screenshot, the readings at the top tell you 1. if the wiimote is connected to the wiiflash server, 2. if the motion sensors are activated and 3. if the IR sensor is activated. An alert is displayed as a "click" or "double-click" is performed on the appropriate buttons.

This application which provides three different ways of using the wiimote for cursor control can help us decide which method may be best for the final interface. It may also help us decide if cursor control will even be the main form of interacton with the final interface.

All these Flash applications will be demonstrated at the Mid-term Research Day, tomorrow Friday July 11th in DCU.

Long Overdue Update

OK, have been busy busy with sorting out all these different (unnecessary) compatibility issues that WiiFlash, BlueSoleil, the Bluetooth dongle and the Wiimote have all decided to have with each other. But thankfully, they have been sorted out.

The interface is being developed in Adobe Flex Builder 3 which uses mxml and ActionScript for its different components. A few testing applications were available on wiiflash.org which work quite well (now) and I have modified one just to get used to the WiiFlash API and of course Flash. The API has a Wiimote class which contains all the properties of the wiimote such as buttons, accellerometer values in the x, y and z axes, IR readings and so on. It also contains events (as Flash is event based) for the Wiimote such as button press, button release, IR found, IR lost etc.

The entire API is laid out quite nicely here: wiiflash-asdoc

Because the Flash applications which use the WiiFlash server do not work online I can only provide screenshots.


This is my own application. It was originally just a purple cursor moving on a black background according to the IR readings from the wiimote. The sensor bar from the Wii console is placed on top of the monitor as the source of infrared light. I have since changed it so that there is a standard neutral crosshair when moving it on the screen normally and when the B (trigger-like) button is pressed, the sound of a gunshot is heard, the wiimote rumbles briefly and the crosshair gets slightly bigger and red. When the A button is pressed, the crosshair goes green and the sound of a gun reloading is heard.

All this modification and creation of applications has given me quite an understanding of how the event based elements of Flash work and also how the wiimote ActionScript API is arranged.

First RIA

Here is a direct link to my first RIA (Rich Internet Application):

FlickrRIA

This is a simple flash application that retrieves and displays photos from the Flickr API based on user-supplied keywords.

It was constructed using Adobe Flex Builder 3.
Kotaku

More on the Reviewer-Innovation Conundrum [Criticism]

Last week, we mentioned Keith Stuart's meditation on whether or not reviewers really get innovation; since then, several people have picked up the discourse, with N'Gai Croal weighing in on the debate.

Taking a look at the Guardian piece, as well as Leigh Alexander's musings, an older piece responding to an earlier essay by Leigh, Croal argues that reviewers may not always get it right, but 'policing the discourse' won't do us any favors:

... We opine in order to point out that while our fellow critics Alexander, Fritz and Stuart are undoubtedly well-intentioned, we'd prefer that they simply make the case for the aspects of various titles they find worthy rather than attempt to police the discourse surrounding said games. Criticism isn't crucifixion. Championing is great—it's one of this generation's must-try titles; we urge anyone reading this to at least try the demo; and we suggest that EA at some point decouple the Time Trial demo from the exclusivity arrangements with various retailers—but praising the praiseworthy aspects and criticizing the failed ones is better. And Mirror's Edge isn't a masterpiece—it's laudable but profoundly flawed—nor would its equivalent be widely considered so in any other medium. Because for the discerning critic, regardless of the medium being critiqued, both execution and innovation matter. The fact that Mirror's Edge, by our lights, excels at innovation but falls short on execution does not and should not render it immune from the criticism it's received.

Everything is worth a read through, if you haven't gotten to it yet — part of me says that an attempt at 'policing the discourse' is just human nature, and is something that happens as formats get codified and standards crop up on 'how to do things.' Of course people aren't always going to agree, and while I think Leigh Alexander and others are the cat's meow, I can't really see them 'policing' the discourse so much as suggesting alternate avenues.

The Big Idea: Are Videogame Reviewers Missing the Forest for the Trees When It Comes to Assessing Important and Innovative Titles? [Level Up]


Sunday Timewaster: Guess All the Consoles Released [Hot Flashes]

Believe it or not, 68 consoles/portables have been released in the United States since the Magnavox Odyssey first came out in 1972. This flash game asks you to name as many as you can in 12 minutes. I only got 31 and thought I was doing well. You don't have to guess in order, and correctly spelled answers (or in some cases, their abbreviations) will automatically appear in the list. I'm putting this to you guys not only as a throw-down-the-gauntlet challenge, but also if the quiz creator missed any, or improperly listed one or more, you'll pick it all apart. Because after getting fewer than 50 percent, I need to feel better about myself, and the only way to do that is to question this quiz's credibility. (Kidding.) So you have at least one hint, let's see what you can do with the rest.

Can You Name the Video Game Systems (Released in the U.S.)? [Sporcle]


Preserving Abandoned Treasures [History Is Fun]

Along with 'legitimate' means of preservation, there's the whole specter of abandonware, which Les Chapelle takes a look at over at the Escapist.

Chapelle takes a look at the legal issues, but the piece is more concerned with the people who love these forgotten games; it's a fun essay on a curious bit of gaming culture. On the issue of legality, Chapelle points out that most of the websites are more than happy to comply with cease and desist orders:

And on the occasions when publishers do ask for material to be taken down, abandonware websites have a steady track record of complying with removal requests. Earlier this summer, when Valve's Steam service began offering the full X-COM series for download, Abandonia pulled all related downloads the day after Steam's went live. Latis recalls that when Sierra produced Sierra Classics offering Police Quest and King's Quest among others, those links were simply removed from XTC.

"Most webmasters I know are serious down-to-retro people, heeding removal requests from their respective companies," Bakkelun says. He adds that in some cases webmasters may contact the intellectual property holders themselves to let them know they are hosting the files, and offer to remove them immediately if the games ever move away from abandonware status.

In many cases, the decision for a company to re-release its older titles is met with praise by the abandonware community rather than annoyance at losing a popular download. Indeed, they take an almost cheerful view of it, finding new games to upload and take their place.

Having spent many an hour gleefully hunting for re-releases of old films, I'd love the same opportunity for more of those classic titles I remember from younger days. Here's hoping more publishers catch on to the desire for relative antiquities.

The Vintage Game Preservation Society [The Escapist]