Tuesday, October 23, 2012

cyborgs


While I've been working in the field of accessibility and application of new technologies to enhance sensory perception, one question has been wandering over my mind:

Is society ready to accept the fact that a disabled person could exceed the capabilities of a person without them?

This documentary, shown on La2, tells us about this issue.


Monday, October 8, 2012

espacio vacío

An small theater group in a little village of Alicante, a hard work and lots of illusion are the ingredients that have made this project become true. The short film "espacio vacío" has gathered interesting collaborations such as 3d artists, cameramans, musicians and also myself. Suffice as an example the soundtrack made by malezas or the logo designed by Paco Sáez.
From here, I want to encourage them to continue and also thank them for all the effort to promote and maintain the culture. You can see in the video some images of the making off.


Friday, October 5, 2012

cyberwar

Some years ago, I used to think that a hacker was an anti-social, anti-stablishment and anti almost everything boy, hidden into a building, near to collapse, and with a computers made by himself. This is the concept which, cinema and literature, has showed about hackers, but nothing farest from reality.
The tv show "En Portada" referenced this wrong concept, and although it doesn´t go into depth on the subject, gives us an idea about the reality... it is not as we imagine.

Thursday, October 4, 2012

team culture




In the mid-80's, Spain was the second world reference in the game development after The United Kingdom. In the change of the machines from 8 to 16 bits Spain lost its supremacy in favour of Japan and the U.S..
Since I became aware of this fact, entering ESNE last year, I have heard several reasons to explain this, such as during the Spanish rule, the industry was not established or that there was no money, not adapted to the 16-bit... In my opinion all of them are true, but they are the consequence instead of the cause of the problem.
The move to 16 bits allowed to do much more elaborate games with better graphics, better sound, better AI and better game logic. Unlike the 8-bit, which allowed games development with just one person, the 16 bits required many more hours of work and the use of development teams to develop this games, and this is the real cause of the problem that still remains.
Nowadays in Spain there isn´t industry yet and most of the games that have been developed are mobile games, made by small groups of development. However, in Spain there are good circumstances to develop videogames like good professionals and a great videogame culture.
The real problem is that there isn´t a team culture, and I put emphasis on culture as the true cause of the problem. In Spain there is the idea that teamwork consists on several people working together to get a common objective, but this is not exactly  on this way. In fact, outside of Spain is thought that we do not know how to work together in a work team, and I think they are right. If we had team culture, we would do better.
In 1950 the mathematician and Nobel in economics John F. Nush, applied the mathematical logic of "Game Theory" to the economy, creating a new system that changed the world economy. To explain his theory,  he puts an example to let everybody understand it and also describing the workgroup concept.
At first he raises the problem. In a bar, four guys met with five girls, one of those five girls is blonde and extremely beautiful. These guys mark themselves a main objective which is to flirt with the blonde girl and a secondary one that is to flirt with her friends. To achieve these objectives, Dr. Nush raises two strategies.
The first one is that the four boys will try to flirt for first with the blonde girl, and those who fail, will try to flirt with her friends. As a possible result of this strategy, says Dr. Nush, the blonde girl haunted by the four boys, and probably tired of guys trying to flirt with her, will reject all of them. When they try to achieve the second objective, her friends will not want to be anyone's second choice and they will be rejected again. The team will have failed by the end of the night.
The second strategy consists in that all the guys will try to flirt with the four blonde´s friends, ignoring the blonde girl. As a result, according to Dr.Nush, the guys will get the second objective, because this blonde´s friends will feel so good with this guys that are very interested in them instead of their beautiful friend, by the contrary side the blonde girl will feel slighted and being aware of her beauty will not accept the rejection and will try to flirt with one of the boys. This gives them many options to get the first objective too, and not only the second one.
The strategy followed in each case is, obviously, the difference and we could think that the second strategy is conceived by someone smarter which gives it better chance of success. But we will see that difference is not in the intelligence of who developed the strategy but in the attitude of team members to get to it. In the first case, team members seek personal gain to benefit the team, but the result is that they have any chance of getting the main objective and almost none of getting the secondary one. In the second case, team members need to sacrifice themselves to benefit the team, and they will have to accept, in an equal way, the sacrifice (in the best of the cases three of them will not have any options to flirt with the blonde girl),  prevailing the benefit of the team versus the individual one. Therefore, they are able to devise the second strategy which gives them many possibilities of getting the second objective and some of getting the main one. The benefit of the team benefits the individual. Following the example of Dr.Nush, let´s apply his theory to a real and close case.
Last year ESNE proposed us the development of a video game, working into teams. Groups were formed freely with seven to ten students. At the end of the year practically there weren´t finished projects. In all of the groups there was a student who didn´t do anything and the rest of the team, angry because of this, decided not to make anyone's work (the benefit of the individual above the benefit of the team).
 For the second year, the students planned the work in a different way and formed groups of three or four members to develop small projects. This appears to work because of the trust between the team members, but it is based on the first strategy presented by Dr. Nush. They are looking for not to make anyone´s work and a better environment  surrounding themselves with friends (personal gain), even if they finish the project, this will have a lower quality (to the detriment of the team).
But let´s go further and let´s apply the second strategy of Dr.Nush in the game development for the third year. We are 30 students in classroom and we will form a team with all of them to develop a project of 3000 hours, 100 hours for each team member. Taking into account that approximately 10 students won´t do anything for the project, there will be 20 students to develop it, and they will have to assume the working hours that won´t have been made by the other 10 (benefit of the team).
 I am convinced that as the project progresses, being aware about the work that is being done and also its quality, at least 5 of those 10, for not to be out of the project will join again, increasing the team to 25 members .
In the other classrooms, like this year, teams with 3 students will be created, who will develop 300 hours projects. They will have to work 25 minutes a day, and the team of 30 students (assuming that 5 of them won´t do anything) 30 minutes a day, that is, every student will have to work 5 extra minutes a day to get a project of 3000 hours . At the end of the year, this team will have reached secondary objectives such as learning to work together (even adding some students that weren´t interested at first) and the main objective, a project of 3000 hours against which no other team in school with 300 hours projects may compete, placing it as the school reference.
Moreover, this success inevitably will impact on the benefit of any team members. Even those who have not worked, that won´t appear on the credits, will have learned a great lesson.
In conclusion, I am absolutely convinced that this strategy will never be chosen by the team. They will decide not having with the 10 whom won´t do anything. They will form the team with 20 students and will try to develop a project of 2000 hours. Thus, each group member will work 100 hours and overtime won´t be assumed (individual benefit) even if this means sacrificing the project (prejudice of the team)…
And why?  Because of Team Culture.

accessible games




When I started working in this field, 14 months ago, I thought that the main problem about the develop of this accessible games was only an economic one. Although this problem exists, it is not exclusive to this kind of games. In some of the cases it is easier to find support for this ones. I was wondering whether I could find the answer to this problem. Since then, I have been looking for the key to understand this problem.
After months of studying the accessible games that have been developed, in my opinion, there is another problem that could explain the lack of work in this field.
Actually, there are two types of accessible games for blind, audiogames and adapted videogames. In most cases, audiogames (audiogames.net) are boring and difficult to play and adapted videogames are expensive to develop. 
On one hand, people who have extensive knowledge of visual impairment have been developing this audiogames, which are games without image and only based on sound. This makes it unattractive to no blind people. All this games are based on action-reaction, that is, you hear a sound and do something. This game system is not a challenge for the player. So, in my opinion, this people haven´t got a great knowledge about game developing.
On the other hand, we have the adapted videogames for blind that have been developed by gaming companies. The knowledge that gaming companies have about videogames have been made them attractive to play, but these games were not designed thinking about blind people. It makes this adaptation an enormous and expensive work. For this reason, in many cases, the only option is to use the action-reaction system to adapt it. Due to this, it becomes unattractive to them, so, blind people are not going to buy these games, and that makes the investment made does not have benefits.
But, it is possible to design games for both, blind and no blind people? I believe that this is possible if you make things in a different way.
Take the case of the game I´m developing, called Metaltauro. This videogame consists in crossing a labyrinth and defeat the monster. The main difficulty of this game is orient yourself in the labyrinth. Also you have to fight against some enemies that you´ll find in the labyrinth´s corridors.
I could have designed an audiogame, using sounds and an action-reaction game play, or I could have designed a videogame for no blind people, and after that, adapt it for blind people. In this case, using an extra game mode that could be activated by pressing a button. But this will increase the development time and also its cost.
I propose a different way to develop the game which is, designing it first for blind  and after that adapt it to the others.
At first, you have to take into account how a blind person orients himself in the real life, that is, using the white cane for walking and hearing the environment sounds to get himself located.
So, this is the start point to design the game. The main character will have a white cane and I will use environment sounds to give to blind players some information about the objects position and the environment in which they are.
After that, I will adapt it for not blinded players, to make this game attractive for both.
As the main character uses a lance to attack and defend himself, I'll use the white cane for the blind as this weapon moreover is necessary to know how to use it.
The use of this weapon as a white cane requires very precise handling, so, it is necessary to use a suitable system. Currently there are some controls on the market that can fulfill this mission.
The Nintendo Wii Remote Plus controller is a very good option because of the precision and its intuitive way of handling. You´ll have to use this controller as the handle of the white cane or the lance.
These ones could be some of the keys to develop accessible games. As a result of using this way of designing you could get an audio visual adapted game (ava game) without using an extra mode to adapt it and that is attractive to play. In fact, without create an extra mode, the price of development will not be increased.
According to this, the design of attractive games without an extra cost in which blind and no blind people can play, is not an impossible work.
But, these kind of games will have more sales? I´m convinced, because a new target is added.
Let´s analyze this new target to see if it is a good one. Actually in the world, there are about 45 million blind people and 135 million with serious problems of view. Supposing that only around 10% of them could be potential clients and only the 10% of them will buy this game, the sales would be increased in more than 2 million units, which is not bad at all.
I disagree with those who say that blind people do not buy videogames, and due to this, that it will never be a good business. Most of us used to think that people over 50 years old would never play videogames, and if they would, it wouldn´t play with their sons or grandsons.
And then arrived titles like “Brain Training” for Nintendo DS, aimed particularly to this audience, and became into a world record of sales. After that, Nintendo created the Wii console with a revolutionary control system with an easier and more intuitive handling. And all the family started to play videogames together. The console sold more units than PS3 and Xbox together.
In conclusion, I think that we can develop better accessible games if we make a good design from the beginning, taking into account all the keys that we need to get it. Also there are new technologies that can be used to this end, such as new controller systems.
Probably, in the not too distant future, these game´s development won´t be a way to help and it will become into a very profitable business.