2019. március 29., péntek

Buses

Abstract: The omnipresence of distinctive-looking buses (巴士) in Hong Kong has not only carved unique street scenes for the city, but also cultivated unique local cultures and eventually influenced the cultural, economic and physical landscapes of the rest of the world. In this article, we will look at these influences through a bus tours in virtual and real Hong Kong.

Go by Bus -- Hong Kong edition
To tourists, the icons of a place are usually gorgeous skylines, natural scenery, or landmark constructions. However to locals, they are much more likely what they see and meet in their everyday life. In Hong Kong, one such icon is probably the buses which many locals depend on for commute and travel.

Dominance of double-deckers

While the history of buses in Hong Kong could be dated back to the 1920s, the most significant milestone to-date was probably the introduction of double-decker buses in 1949. The buses were purchased from Britain which colonized the city and manufactured the first double-decker bus around a century ago (Scistoryan, 2013, February 23; Wikipedia, n.d.-d).

The first double decker omnibus. Source: scistoryan
The first motorized bus in Britain, around 1900s. Source: scistoryan
One of the first four Daimler CVG5 DD (Daimler A) buses in Hong Kong. Source: gakei.com
A Daimler bus reproduced in Oblige (Jocelyn Kim et. al. Microsoft Windows/OSX/Linux: 2017) which is based in 1979 Hong Kong.
Daimer buses in the Hong Kong stage of Wargame: Red Dragon (Focus Home Interactive. Microsoft Windows/OSX/Linux: 2014). The stage is set in the 1980s. 
Since then, double-decker buses gradually flooded the streets and roads of Hong Kong. It was because to the bus companies, the double-decker buses was an effective solution to increase their capacity for the increasing ridership after the end of World War II and Chinese civil war (Wikipedia, n.d.-c). Once technical problems (such as overhanging advertising board and stability running over short, narrow and curvy streets) had been sorted out, the companies rolled out more and more double-decker buses to more and more routes. As of February 2017, there were 5707 licensed double-decker buses, which comprised the majority 94% of the companies' fleet (Transport Department, The Government of the Hong Kong Special Administrative Region, March 2017). Double-decker buses thus appear almost everywhere in the city, making themselves an inseparable part of Hong Kong street scenes. On popular commercial streets such as Nathan Road and Yee Wo Street, you can't help find not just one but multiple double-decker buses.

Buses found in the Jordan section of Nathan Road, at its intersection with Austin Road. Source: Wikipedia
Buses on both directions of Yee Wo Street. Source: Wikipedia
Video game developers probably notice such omnipresence and thus include double-decker buses in their virtual Hong Kong.

A double-decker bus running in the Hong Kong stage of Outrunners (Sega. Arcade: 1992, Sega Genesis: 1994)
A double-decker bus in the virtual Wan Chai of Shenmue II (Sega. Dreamcast: 2000, Xbox: 2001)
A double-decker bus in the virtual city modeled after Hong Kong in Resident Evil 6 (Capcom. PlayStation 3/Xbox 360/Microsoft Windows: 2012)
A double-decker bus in Hong Kong Ninja (Miniclip. Flash: 2013)
Double-decker buses in the Hong Kong stage of Street Fighter V (Capcom. PlayStation 4/Microsoft Windows: 2016)

Distinctive-liveried bus fleets

To add realism to their virtual Hong Kong, some game developers even references the theme colors of the common real bus companies. In the following, we will see what bus companies have been covered, and their impressive theme colors.

China Motor Bus (中華汽車): Buff and blue

Founded in 1923, China Motor Bus (CMB) is the first motor bus company in Hong Kong. Even though the company first served Kowloon Peninsula and New Territories in its first 10 years, it is much better remembered for its services on Hong Kong Island starting from 1933. With almost half a century of exclusive services on the Island, the company's double-deckers with buff upper body and a blue lower body, introduced in the mid-1970s, was once an indicator that a street scene was from Hong Kong Island but not any other parts of the city.

The logo of China Motor Bus
A CMB bus with a buff upper body and a blue lower body. Credit: Matty

A CMB double-decker bus in The King of Fighter '98 (SNK. Arcade et. el.: since 1998)
CMB started losing its right to monopolize on the Island when the company failed to maintain high-quality services since 1980s. With increasing complaints on service delays and even no show, the government gradually redistributed CMB's routes to other bus companies and eventually terminated its franchise in 1998 (Wikipedia, n.d.-a).

New World First bus (新世界第一巴士): Green, white and orange

The bus company that took over the majority CMB routes (88) was New World First Bus (NWFB) founded in 1998. It also took over quite a few CMB buses. These former CMB buses had their floor, handrails, lighting system and seating layout upgraded, and catalytic converters installed (Wikipedia, n.d.-e). The buses were also repainted with the theme colors of the bus company: green, white and orange.

The logo of New World First Bus
A NWFB painted in green, white and orange. Source: Wikipedia
A double-decker that looks like a NWFB bus in Sleeping Dogs (Square Enix. PlayStation 3/Xbox 360/Microsoft Windows: 2012)
A NWFB bus stopped by a bus stop sign. Source: Wikipedia
A bus stop sign in NWFB style in Sleeping Dogs (Square Enix. PlayStation 3/Xbox 360/Microsoft Windows: 2012)
A bus stop in NWFB style in GRID 2 (Codemasters. Microsoft Windows/PlayStation 3/Xbox 360: 2013, Mac OS X: 2014)

Citybus (城巴): Saturated yellow, red and blue

The remaining CMB routes were taken over by Citybus. Found in 1979, the company initially focused on non-franchised services such as company shuttle, residential bus routes, open-top sightseeing buses, bus rental for private events, cross-boundary bus routes and airport coach services (香港巴士大典, n.d.-a). In 1991, it took over 40 routes originally run by CMB, and eventually joined force with NWFB in 1998 to take over all remaining CMB routes. In 2003, Citybus was sold with the parent company of NWFB (Wikipedia, n.d.-b). Nonetheless, Citybus remains its own brand.

Its buses feature saturated yellow bodies with red and blue strips running at their bottom.

The logo of CityBus

Citybus open-top bus for hire by private events. Source: New World First Bus official website
A Citybus double-decker open-top bus in Gran Turismo 4 (Sony Computer Entertainment. PlayStation 2: 2004)
A Citybus bus with characteristic saturated yellow bus bodies with red and blue strips running at their bottom. Source: Wikipedia
A Citybus bus in Lupin the 3rd Rupin Zenigata ni wa koi wo game (Banpresto. PlayStation 2: 2007) 
A Citybus double-decker bus in Battlefield 4 (Electronic Arts. Microsoft Windows/PlayStation 3/PlayStation 4/Xbox 360/Xbox One: 2013) 
Citybus double-decker buses in Jump Force (Bandai Namco Games. PlayStation 4/Xbox One/Microsoft Windows: 2019)

Kowloon Motor Bus (九龍巴士): current - golden, old - either completely white, or red and yellow

Kowloon Motor Bus (KMB) is the biggest motor bus company in the city in terms of fleet size and number of bus routes. It won the right to run buses exclusively in Kowloon and New Territories for over 50 years since its establishment in 1933.

Now all its buses are air-conditioned, just as those from the other current franchised bus companies mentioned above, and they are mostly painted golden. Back to the 1980s-1990s when these air-conditioned buses were first introduced, they were all painted in white.

The logo of Kowloon Motor Bus
A current air-conditioned KMB bus in standard golden body
An air-conditioned KMB bus in white paint which was the old standard, subjected to complete retirement in July 2017
A KMB air-conditioned double-decker bus (middle right) in WanChai Connection (Sega. Sega Saturn: 1995)
Even though all non-air-conditioned KMB buses were retired in 2012, they are still in the mind of many people of this generation as they had been running on the streets for around 30 years!

A KMB non air-conditioned double decker bus with bright yellow body and red top and bottom. Source: Wikipedia
A KMB  non-air-conditioned double-decker bus in WanChai Connection (Sega. Sega Saturn: 1995)
A KMB non-air-conditioned double-decker bus in Metal Slug 2 (SNK. Arcade et. al.: 1998)
A KMB non air-conditioned double-decker bus in Wreckless: The Yakuza Missions (Activision. GameCube/PlayStation 2/Xbox: 2002)
Two KMB non air-conditioned double-decker buses in Gran Turismo 4 (Sony Computer Entertainment. PlayStation 2: 2004)
A KMB non air-conditioned double-decker bus in 光輝歲月 (Lakoo. iOS/Andorid: since 2015)
Even though the characteristic red on KMB buses has all been replaced by golden yellow in the air-conditioned fleets, the color stays in many other KMB-related materials such as bus stop signs.

A KMB bus stopped by a KMB bus stop sign (year 2007 style). Credit: Martin Ng
A red KMB bus stop sign in Stranglehold (Midway Games/Success. Microsoft Windows/PlayStation 3/Xbox 360: 2007) 
A KMB bus station sign in Resident Evil 6 (Capcom. PlayStation 3/Xbox 360/Microsoft Windows: 2012)
KMB bus stop sign (year 2009 style)

Special bus enthusiast culture

To the passengers in Hong Kong, buses provide economic and often point-to-point commutes. In 2016, the buses accounted for about one-third of the total daily public transport market of around 12 million passengers (Census and Statistics Department, The Government of the Hong Kong Special Administrative Region, March 2017).

Using the in general high-quality bus services nearly every day, some Hong Kong people gradually develop good feeling towards buses. A few of them even become fans of this public transport, participating in activities beyond looking up bus routes and schedules (Wikipedia, 2017, April 14).

Studying buses

The majority of these bus enthusiasts take part in activities that mark milestones in bus services. For example, when the non-air-conditioned KMB buses were retired in 2012, crowds were found taking their last trips and shooting photos with the buses.

The crowd that did a farewell with the last non-air-conditioned KMB bus on May 8, 2012
A few bus enthusiasts even go further, digging out every piece of information about the operations of the buses, including the current and historical routes, fare, schedule, vehicle models and jargon. Some of them publish books and websites (such as Encyclopedia of Bus Transport in Hong Kong 香港巴士大典 and China Motor Bus Memorial Page 中華巴士紀念館) to share their findings with others.

Hong Kong Buses Yearbook 1997 《香港巴士年鑑 1997》, a book written by a bus enthusiast to record the dynamics of bus service development in 1996. Credit: Encyclopedia of Bus Transport in Hong Kong
Some fans even turn their interest into business. Some of them start specialized stores that sell bus-related collectibles such as souvenirs and models.

80M Bus Model Shop (80M巴士專門店), a transport-related collectible store started by a bus enthusiast. Source: Encyclopedia of Bus Transport in Hong Kong  
Now, the bus companies realize such a market and join it themselves. They grant manufacturers' rights to create models of their bus fleets, and sell the models and other souvenirs in their own customer service centers (香港巴士大典, n.d.-b).

A Hong Kong bus model in box. Credit: Encyclopedia of Bus Transport in Hong Kong
A KMB service center with bus models displayed on the front window

Driving buses

Some fans are not satisfied by being passengers only. They have the desire to drive a bus.

It could mean a career as a bus driver. In 2013, society was once talking about a top college graduate gave up his original financial analyst job and joined a bus company to earn the chance to drive a real bus (蘋果日報, 2013, May 19).

Few people even get crazier by illegally taking over a bus from a terminus (蘋果日報, 2009, June 21). However, if you do that, you may be jailed for a maximum of 7 years due to unauthorized use of vehicles (未獲受權擅取交通工具) and driving without third-party insurance (未有第三者保險下駕駛).

A video segment showing the consequence of illegal bus takeover

It is hard to give up your own career to take a new one, and it is totally not worthwhile to ruin our life by illegally taking over a bus. Then what could one do?

The virtual world is your friend!

Quite a few Hong Kong bus enthusiasts have created mods that work with certain driving simulator video games such as Midtown Madness 2 (Microsoft. Microsoft Windows: 2000) and OMSI series (M&R Software. Microsoft Windows: since 2011). Using these mods, you can get some experience on driving certain real bus routes in front of a computer screen.

A mod of Midtown Madness 2 (Microsoft. Microsoft Windows: 2000) that allows you to drive Hong Kong buses in the game

A mod of OMSI 2 (M&R Software. Microsoft Windows: 2013) that allows you to drive a Hong Kong buses in the game

If you still prefer taking over a bus illegally, you could do it without consequences in Sleeping Dogs (Square Enix. Microsoft Windows/PlayStation 3/Xbox 360: 2012).

Taking over and driving a double-decker bus in Sleeping Dogs (Square Enix. Microsoft Windows/PlayStation 3/Xbox 360: 2012)

Owning buses

If you still insist real bus driving experience, the last resort is to own your bus. Buses in Hong Kong are usually retired after around 17 years of services. Many of them are still in working condition. You could buy them and make them yours. Then as long as you have a medium or heavy goods vehicle driving license and necessary insurance, you could drive the buses you own on Hong Kong streets using a trade license plate.

Some restrictions apply though. First you cannot display any route or destination. Second, you need to show clearly at a specific place that the bus is not in service. Third, you could take at most four passengers at any one time (蘋果日報, 2006, January 14).

Going outside Hong Kong

The scope of Hong Kong buses is not only confined to inside the city. Besides their presence in photographs and video games that are digitally distributed across the globe, Hong Kong buses also have cultural, economic and physical influences to the rest of real world.

Culturally, it is the Chinese translation of the word "bus". At the beginning, Hong Kong people chose to use the homophonic translation of the English word "bus" called 巴士, while the rest majority Chinese communities took the sense-for-sense translation 公共汽車 which literally meant "public car". As time goes on, the homophonic translation is gradually recognized and even adopted by other Chinese users.

The use of 巴士 to refer to buses in the Chinese version of a Japanese bus website
Economically, it is the overseas expansion of the Hong Kong bus companies, thereby spreading management approach used in the city to other places. Citybus was the pioneer in running buses outside the city. The company began running buses between mainland China and Hong Kong in 1981, first as one-time private shuttle services and then regular public services from 1985 to 2001. From 1990 to 2013, it ran a few bus routes in the Greater London area. From 1997 to 2004, it operated a bus route in Beijing, China (香港巴士大典, n.d.-c). Other franchised bus companies followed suit years after. KMB has been operating cross-border shuttle service and passenger transport services in various part of mainland China since 1997 (Transport International, 2001, January 7). NWFB once ran buses in Kunming from 2003 to 2012 and Guangzhou from 2006 to 2009 (香港巴士大典, n.d.-d).

Physically, it is the sales of retired buses to overseas. Just as the one sold to the locals, these sold buses are usually still in working condition and thus used by some overseas buyers to run their own bus routes in their own countries.

The economic and physical influences altogether contribute to buses in Hong Kong style running on the roads of other countries. Sometimes it could be just the theme color. Sometimes it could be exactly the same bus that run in the city in the past. All the minute details, including the bus route sign, cabinet location and interior, could be intact. Reminding Hong Kong people of something that are forever missed in their rapidly-changing hometown, the discovery of these buses often stirs rounds of nostalgic discussions among the citizens.

The cover of Shenzhen Special Economic Zone Yearbook 1987 (《深圳經濟特區年鑑 1987》) showing a Citybus double-decker bus running in Shenzhen, a city north of Hong Kong. Source: China Motor Bus Memorial Page
A Citybus running in Britain in June 1999. Source: Alzarian via Wikipedia
A NWFB bus running in Kunming. Source: hkitalk.net
A preserved CMB bus in Sydney in January 2007. Source: Wikipedia
A bus from Hong Kong running in Ghana. Source: China Motor Bus Memorial Page
By the way, seeing that buses in Hong Kong style can also be running in other countries in the real world, I shall also be cautious in judging whether a virtual scene is based on Hong Kong when I see Hong Kong buses running there!

A double-decker bus on a city street with lots of overhung Chinese advertising signs in Dirt Dash (Namco. Arcade: 1995)
A KMB double-decker bus in the Chinatown stage of Runabout (Yanoman. PlayStation: 1997)

Final remarks

Buses in Hong Kong have been distinctive-looking, abundant and penetrating into the mind of many citizens. They have not only become a visual icon of the city, but only cultivated some interesting and sometimes crazy bus enthusiast cultures among the locals. They have also taken part in influencing the cultural, economic and physical landscapes of the rest of the world. Whenever Hong Kong people find buses liveried in the way that they see or once saw every day, they can't help recall their lives with buses in their hometown.

References

香港巴士大典. (n.d.-a). 開篷巴士. Retrieved April 16, 2017, from http://hkbus.wikia.com/wiki/%E9%96%8B%E7%AF%B7%E5%B7%B4%E5%A3%AB

香港巴士大典. (n.d.-b). 巴士模型. Retrieved April 16, 2017, from http://hkbus.wikia.com/wiki/%E5%B7%B4%E5%A3%AB%E6%A8%A1%E5%9E%8B

香港巴士大典. (n.d.-c). 城巴. Retrieved April 17, 2017, from http://hkbus.wikia.com/wiki/%E5%9F%8E%E5%B7%B4

香港巴士大典. (n.d.-d). 新創建交通服務. Retrieved April 23, 2017, from http://hkbus.wikia.com/wiki/%E6%96%B0%E5%89%B5%E5%BB%BA%E4%BA%A4%E9%80%9A%E6%9C%8D%E5%8B%99

蘋果日報. (2006, January 14). 熱血巴士迷:五萬買退役車22歲巴士車主:「隨時候命。」. Retrieved April 16, 2017, from http://hk.apple.nextmedia.com/supplement/car/art/20060115/5574129

蘋果日報. (2009, June 21). 網上播青年揸大膽巴士 . Retrieved April 16, 2017, from http://hk.apple.nextmedia.com/news/art/20090621/12903230

蘋果日報. (2013, May 19). 9A狀元揸巴士 26歲男唔做分析師. Retrieved April 16, 2017, from http://hk.apple.nextmedia.com/news/art/20130520/18265592

Census and Statistics Department, The Government of the Hong Kong Special Administrative Region (March 2017). Hong Kong Monthly Digest of Statistics. Retrieved April 16, 2017, from
http://www.statistics.gov.hk/pub/B10100022017MM03B0100.pdf

Scistoryan. (2013, February 23). Double-decker Bus History. Retrieved April 16, 2017, from https://sciencehistorylover.wordpress.com/2013/02/23/double-decker-bus-history/

Transport Department, Hong Kong Government (2017). Registration and Licensing of Vehicles by Class of Vehicles. Retrieved April 16, 2017, from http://www.td.gov.hk/filemanager/en/content_281/table41a.pdf

Transport International. (2001, January 7). KMB Extends its Network in Mainland China. Retrieved April 23, 2017, from http://www.tih.hk/english.php?page=others&file=press%2Fnews2001010801.html

Wikipedia. (n.d.-a). China Motor Bus. Retrieved April 16, 2017, from https://en.wikipedia.org/wiki/China_Motor_Bus

Wikipedia. (n.d.-b). Citybus (Hong Kong) . Retrieved April 16, 2017, from https://en.wikipedia.org/wiki/Citybus_(Hong_Kong)

Wikipedia. (n.d.-c). History of bus transport in Hong Kong. Retrieved April 16, 2017, from
https://en.wikipedia.org/wiki/History_of_bus_transport_in_Hong_Kong

Wikipedia. (n.d.-d). Motor bus. Retrieved April 16, 2017, from https://en.wikipedia.org/wiki/Motor_bus

Wikipedia. (n.d.-e). New World First Bus . Retrieved April 16, 2017, from https://en.wikipedia.org/wiki/New_World_First_Bus

Wikipedia. (2017, April 14). 香港巴士迷文化. Retrieved April 23, 2017, from https://zh.wikipedia.org/wiki/%E9%A6%99%E6%B8%AF%E5%B7%B4%E5%A3%AB%E8%BF%B7%E6%96%87%E5%8C%96

Spy World


There are good reasons why the Cold War (the period between the end of WWII and the fall of the Soviet Union in 1991) is such a compelling genre for stories and games. The massive distrust between America and Russia combined with a fear of all-out war, plus the rapidly advancing but still largely analog stealth and surveillance technology made it a unique time in world history, both thrilling and terrifying.

Covert, designed by Kane Klenko and published by Renegade Game Studios, does a good job of evoking the cold war with what on first glance seems to be a disparate group of game mechanics. The goal of the game is to collect sets of cards representing spy gear like listening devices, travel documents and hidden escape kits, and then turn those cards in for points, but as usual there's a bit more to it than that. The sets players are going for are determined by mission cards that will sometimes also include the need to have a pawn in a particular spot on the board.

Movement around the board is also one of the principal ways of gaining more cards, either by having a pawn in a certain part of the board when it's time to draw cards, or by following other players around and collecting clue tokens that they leave behind as the move from city to city on a board representing Europe during the Cold War.

But that's not even the most interesting part of the game. Player actions are determined by a dice placement system where at the start of each round, each player rolls 5 dice and uses them to determine what of 6 possible actions they'll be able to do that turn. The first player to choose a particular action can do so freely by placing a die showing any number on that part of the board, but the next player who wants to be able to do the same action has to place a die that comes either before or after the dice that are always there. For example, if your opponent plays a 2 on the "draw a card" action, you have to play either a 1 or a 3 in order to also do that action.

If the numbers just aren't cooperating and there's nowhere on the board you can play, you can spend a die to draw a random token that gives you a one-time special ability, such as being able to switch the number on a die or play two in a row. You can also just end your turn early, which guarantees that you'll get to go first on the next turn.

On top of all that, there's a code-breaking phase consisting of two rows of random numbers, and a deck of equipment cards with 3-digit codes on them. If you can manipulate the numbers so that any 3 of them match the code on your card, you can either use that card as part of a set of equipment (the main way of scoring points), or cash it in for bonus points at the end of the game.

Covert is be complex without being complicated, and it manages to make all of its different abstract game mechanics work together well, and also feel like they're intrinsic to the theme. When I play this game I really feel like I'm getting a sense of what it must have been like for those Cold War spymasters, managing tons of moving parts, manipulating events to work out in their favor, and taking advantage of situations they might not have control over.

Rating: 4 (out of 5) A very entertaining game that combines theme and mechanics well.

2019. március 28., csütörtök

Virtual Reality Accelerating Its Merger With Education

"Feeling the Content"
Image credit: Mendel Grammar School in Opava City, Czech Republic
Virtual biology and anatomy lesson: students are transported to a virtual classroom - a skeletal model with interactive components, like bones and organs. Students can manipulate parts of the model at will, using just their hands.

As the technology behind virtual and augmented reality becomes more advanced, the possibilities of use expand in an exciting way. Now, virtual reality is becoming a realistic option for classrooms.

According to Cornell Chronicle, in a new study by Cornell University, scientists explore whether the compelling, immersive nature of virtual reality (VR) provides a better learning outcome than conventional hands-on activities.

For the study, scientists created a simulation called Learning Moon Phases in Virtual Reality. The simulation is a part of a multi-phase research study to determine whether the immersive quality of VR improves learning.

The researchers randomly assigned Cornell undergraduates to one of three methods: hands-on, computer simulation or VR. The instructions and quiz questions were as closely matched to each other as possible, with the activities modeled on common astronomy tutorials.

After completing their activity, each participant was shown the other two methods. The VR activity was preferred by 78 percent of the participants.

"The similarity in learning outcome is particularly interesting, given that the VR participants had to learn how to use new technology at the same time they were learning the moon phases," said lead author Jack Madden, doctoral candidate in the field of astronomy. "What would the outcome have been if they'd already been familiar with using VR to learn?"

Image credit: Virtual Embodiment Lab (VEL) at Cornell University
Jack Madden, doctoral candidate in the field of astronomy, watches as Andrea Stevenson Won, assistant professor of communication and director of the Virtual Embodiment Lab, uses a virtual reality simulator.

The study, was conducted in the Virtual Embodiment Lab (VEL) in collaboration with the Cornell Physics Department. Together they built a virtual environment in which students can learn about moon phases in an interactive space. The environment situates students above the North Pole or far above the earth as they grab the moon and move it around themselves while watching it change phases.

Image credit: Virtual Embodiment Lab (VEL) at Cornell University
Learning Moon Phases in Virtual Reality

Image credit: Virtual Embodiment Lab (VEL) at Cornell University

Established in 2016, the lab uses several different devices to research virtual reality, from 360 degree videos to full virtual reality systems that allow a user to pick up objects and interact with others. Students are essential to the lab's research and efficiency. They run experiments, create virtual worlds, and work with professors to answer research questions. The lab collaborates with people across Cornell, including faculty in the Department of Physics, Weill Cornell Medicine, and Cornell Cooperative Extension. 


At the University of Warwick, a public research university on the outskirts of Coventry, England, three groups of students were assigned to three different types of learning: fully immersive VR environment, traditional textbook-style materials, or 2-D video of the VR environment. They all learnt about the same subject (biology), and had their learning, emotional response, and learning experience measured.

Researchers found that positive emotions were rated higher for the group who experienced the VR learning method, followed by textbook, then video learning. VR students also performed better than students learning with video, showing that the active interaction with the VR environment helped improve learning.

This study shows that VR can replicate or complement traditional learning methods inside and outside a classroom setting. Such VR environments can also allow for learning that cannot be replicated in reality, or would be too costly to be accessible.

Last week, Columbia College Chicago Online and Santa Clara University announced a new partnership that will expand augmented and virtual reality (AR/VR) education in the SCU community.

Starting this year, Santa Clara students enrolled through the partnership will have access to SCU's Imaginarium, a space that serves as a laboratory for hands-on AR/VR experimentation. This "sandbox" for virtual and augmented learning exposes students to VR systems including the Oculus Rift, HTC Vive, and Microsoft HoloLens.

Students can choose between three 8-week courses (Producing Augmented and Virtual Reality Experiences, Developing Augmented and Virtual Reality Apps, and Sound Design and Music for Immersive Media) or enroll in all three to earn an Augmented and Virtual Reality Professional Certificate. The courses cover the process of AR/VR production, Unity software basics, and techniques for integrating the technology into mobile app development or other creative projects.

Image credit: Columbia College Chicago

According to Dan Roy, research scientist at the Massachusetts Institute of Technology, researchers are looking into how to make VR a realistic and helpful option for students.

In an interview to EdTech Times, he reveals:

"We're exploring now what VR is good for, specifically in the context of education. And some initial thoughts about that: increased engagement, a better way of experiencing environments that rely on spatial sense, so something where size and scale are important," he says. 

"So like the very big, like outer space, or the very small like the microscopic things that you couldn't see very well in your day to day life, you might be able to experience in a way that makes it feel more real, more relatable, more compelling."

With VR's capabilities, students can learn subjects in an immersive way like never before. But aside from the cool experiences, Dan says utilizing VR to learn can help students develop school-related skills, as well as skills that could benefit them throughout their lives.

Image credit: Arlington Science Focus students

Related Post

Storium Basics: Multi-Card Moves

Welcome back to Storium Basics, where I'm covering general aspects of Storium play that I think are helpful to know as you get started. Today, I'm going to cover a slightly more advanced element of Storium. Today, we're talking about multi-card moves.

I've already gone over the basics of making a Storium move with a single card back in Storium Basics: Challenges and Cards. For a quick refresher, you'll select a challenge, select a card, and then write a move that demonstrates how that card's trait comes into play and affects that challenge, based on the type of card that you've selected, the challenge, the possible challenge outcomes, the card's description, and the current status of the challenge and scene.

When you're making a multi-card move, all of that still applies. There's nothing that different about making a multi-card move than making a single-card move...it's just that now you have more than one trait to play to during the move.

If you've played two Strengths, say...Determination and Quick-Thinking...you write it like you'd normally write a Strength move. You just play up both traits - show how your determination and your ability to think quickly help you move the challenge in a positive direction. Now, bear in mind that you've taken up two challenge points and have moved the challenge positive by two Strengths, as well, so you probably want to make this feel like a stronger impact than for a normal move too - but what matters most is making sure both traits feel like they impact the scene.

If you've played two Weaknesses...say, Hotheaded and Easily Mislead...it's the same thing, just in reverse. Write a Weakness move, but play up both traits, and make it a stronger impact than you would for just one card. You've just pushed the challenge much closer to a conclusion and pushed it much closer to the Weak outcome. Show that.

Where things get fascinating, though, is when you mix card types. Those moves can be some of the most fun in Storium.

What if you have a Strength and a Weakness? Maybe you appear to make things better for a moment, then lose your own gains. Or maybe you slip up and start to make things worse, but manage to turn things around and start clawing the situation back out of the very hole you were digging. Or maybe you make things worse in one way, but set things up to turn around in another. You can write some very, very complex and cool moves by playing multiple cards.

Neutral cards are loads of fun to throw in this way too. Your Subplot in particular can be quite a powerful storytelling device when used with a Strength or Weakness - you can show how your subplot influenced the actions that express the Strength or Weakness, for instance, or show how your Strength or Weakness had effects and ended up impacting not just the situation, but your views of yourself or what your subplot is all about. This can work similarly with Goals.

And Assets? Well, you have a magic sword, sure, and sometimes you might want to highlight that on its own...but it can be very cool to play it with a Strength card and show how your ability to use the sword well or intelligently matters, or a Weakness card and show that despite the magic of the sword, you still get yourself in trouble...or maybe even because of the magic! Are you Overconfident? Maybe you rush ahead because you have a magic sword, and things turn out badly. Are you Inexperienced? Maybe you try to use the sword's powers and make a mistake, hurting your own side's chances.

And it doesn't stop at just two cards. You can play up to three cards per move with the default settings for Storium - and with custom card settings, it might go even further! Just remember to think of the number of cards you're playing, and how far you are pushing the challenge forward, when you play these sorts of moves.

Now...I want to also put in one word of caution. Multi-card moves are an option in Storium, but different games, players, and narrators will have different feelings about them. If your narrator specifies any kind of restrictions on these, or preferences for you to play single-card moves in general, or what-have-you, follow those. The rules of your individual game are as important or more important than the rules of Storium. And even if these moves are allowed (they generally are), it's best to be careful with them - if you're pulling these out all the time, you can shut other players out of playing on challenges at times, and that can be bad for game morale and a collaborative spirit.

I myself like to play these sorts of moves on longer challenges, generally - those I won't just wrap up in one move by playing multiple cards. I will sometimes pull them out in shorter ones specifically to take the challenge, but in those cases I'll generally check first (or be working in a scene where the narrator has made it clear that's exactly what he expects).

If you'd like to know more about multi-card moves, and Storium move philosophy in general, you can take a look at these articles:

Will Android Revenues Beat iOS?


I was once a self-proclaimed Android evangelist, and Apple hater. I thought Apple products were for the elderly and technically challenged. I was younger and didn't have much Apple experience when I had these thoughts. My viewpoint was unchanged until the day I started my new job as a Game & Monetization Consultant here at NativeX where I help improve behavioral and monetization metrics in mobile games. I needed a computer, iOS and Android device. At the time I had a Samsung Epic 4G as a phone so my Android device was covered but then they handed me a MacBook Pro and iPad. Most would be thrilled, and I was excited about the new tech but I was also a little apprehensive. Fast forward 2 years and I've switched to an iPhone and use my MacBook way more than any PC. I could tell you all the reasons why but the PC vs. Mac is best saved for another article.

I haven't become an Apple fan boy (I always claim no allegiance to any platform) but there are 3 main reasons why I've made the switch to an iPhone.
  1. Ease of use - after having a couple of kids I need more things to be easier in my life, and features work better with iOS or at least did at the time.
  2. Career - since I'm in the mobile industry, I need to be on what's considered "the main platform" since most lead development on iOS and port to Android (emphasis on most).
  3. I'm a gamer - and there's no arguing that games are generally better on iOS (most important reason to switch). 
This is where I'm supposed to show you charts on the Android growth and how it's increasing. Maybe a chart like this would paint enough of a picture...
source: http://www.idc.com/getdoc.jsp?containerId=prUS24257413

When you see charts like this is hard to deny the thought that Android will someday be the top revenue generator in the mobile space. Then you see charts like this that show you how drastic the revenue difference is!

source: http://blog.appannie.com/app-annie-index-market-q2-2013/

How can a platform dominate the market share but at the same time be so behind on the revenue? Let's see if we can figure that out and maybe understand what OS will be on top.

Fragmentation


We all knew this was going to be one of the issues, but I feel like this is possibly the largest problem with Android. Which fragmentation; hardware or software? Both! I'm a visual person and this visualization of the fragmentation of Android really makes it clear how big of a problem this is.

source: http://opensignal.com/reports/fragmentation-2013/

Device fragmentation is a big problem for developers, but OS fragmentation is even worse for Google. It's hard to dictate how and what consumers are doing when you don't control the OS that they're on. Google Play (Google's App Store) doesn't even come standard on all devices. Let's take a look at some of the areas where Google needs to improve in order to come out on top.

Regions


There are indications that Android has peaked in the United States. This is arguably one of the important territories for revenues right now. Certainly this could change, but I don't see the US dropping out of the top 5 territories for revenue. If Android wants to beat iOS then they need to make sure they're getting their high-end phones into the higher revenue territories. I know there's the argument that in low end markets Android is definitely winning. However, if you're selling phones to people with limited entertainment budgets they likely won't be making IAPs or purchasing games.

On the flip side, if iOS wants to remain on top they need to have cheaper hardware and I don't think the 5C is the answer. They sell really expensive products and this is only going to be half as expensive. What's half of really expensive? Still too much. I know there are some real monetary values and examples out there, but I'm being vague in the pricing to prove the point that this device will still be too expensive. At the end of the day Apple is a hardware manufacture and I'm sure stakeholders would like to see Apple at least make an attempt to gain more worldwide market share.

Unified Billing System


How do you buy apps in Google Play? Is there another app for that? Does it vary depending on the version of OS? Per region? Do players need to setup an account? What does the process look like? In the United States Google is trying a new billing system called Google Wallet. Maybe it's not the magical solution, but from my experience it's much better than nothing (I owned a Samsung Galaxy without Google Wallet and have a Nexus 7 with Google Wallet). Once I setup my Google Wallet account on my Nexus 7 purchasing apps was very similar to iOS. Ask all those same questions again about iOS and you'll find that it's the same for everyone.

Make CC Gathering a Step in Activating a Device


When you setup your iOS device they ask you for your Apple ID much like how Google asks for your Google account/email. The next thing iOS does is they ask you to verify your billing information. Users can skip this process, but the point is it's part of the setup process. This is crucial for 2 main reasons.

  1. Mental State - users are in a totally different mental state when they're setting up their phone versus when they're playing a game or browsing a virtual store. When they're setting up their phone they are in administrative mode. This isn't a fun task and users know it. When they're in an app or browsing a store users are looking to be or are being entertained and entering credit card information seems like a much larger task.
  2. Allows Impulse Buys - a good portion of app purchases are on impulse. If there's an inconvenience to the purchase process it will be likely be abandoned. This would be like locking up the gum or candy at the checkout register at your local retailer. Who in their right mind is going to track down a manager to unlock a display case for some 99 cent gum? Forget that!


Trust Issues


Internet fraud has made a good portion of consumers leery on who they can trust with their money. I've talked to many iOS and Android users and I've gotten pretty consistent answers. People have more trust in Apple or iOS than Google or Android. I believe there are a few things affecting people's trust...

  1. Android is Open Source - this makes tinkering/hacking the OS or how apps interact with the OS pretty simple or even encourages it. There's already spammy or malicious apps out there and the problem will only get worse. It'll be like the virus debate with Macs and PCs all over again. 
  2. Google Doesn't Control Updates - so what if there's an insecurity? How do you get updates? Will you need them? I know iOS has had security breaches, but historically they've been fairly quick to release updates to fix them.


Once you breakdown the flaws of Android it's easy to understand why the majority of revenues are still on iOS. However, Apple can be defeated. No one company can stay on top without innovation and perhaps this is what Microsoft is aiming to do with the purchase of Nokia. It appears they've seen the consequences of an open OS/platform and their acquisition of Nokia tells me that they too believe a closed environment is a better environment/investment for the future. Perhaps my next phone may be Windows phone if they keep making commercials like this. Android has a chance with just the sheer amount of devices that are using their OS. Gathering credit card information during setup could maybe do it alone, but if they can fix some of the payment issues and device support through updates then Apple is going to have a hard time fighting off the numbers.

If you need help designing or fixing your F2P game you can find me here at my blog or on Twitter.

2019. március 27., szerda

11009, Crypts Of Chaos!

After a short delay, I am back with Crypts of Chaos by 20th Century Fox. A fine dungeon crawler if I do say so (and I do), a genre that is underrepresented on the Atari 2600. Coming up next is the arcade port Kangaroo by Atari. If you have feedback for this game, please send it to 2600gamebygame@gmail.com by end of day October 18th, and the show will be out on the 21st. So he says.

I am playing for Extra Life again this year, but I am going to split it between November 3rd and 10th. I am old and I can't stay up that long anymore, it's really the thought that counts. I will be playing once again for the Children's Hospital of Philadelphia. Please donate at the link below, thank you for your support! And I thank you as always for listening.

Please donate to my Extra Life campaign!
Sean's Extra Life page
Andrew's Extra Life page
Crypts of Chaos on Random Terrain
Michael Rideout's CoC maps on Atari Age
John WS Marvin's Dread Unicorn Games site
Cyberroach interview with John WS Marvin
John WS Marvin on Iconic Podcast
John WS Marvin on Game Master's Journey Podcast
John WS Marvin on GM Intrusions Podcast
James Dowlen's web site
James Dowlen on The Computer Chronicles
Florian's Atari Age thread about Sun Science 
Weird Levi's commercial
No Swear Gamer 198 - Crypts of Chaos

2019. március 26., kedd

Ninja Training Courses For Elementary Students

This month my students have been working on Ninja Training Courses, Fitnessgram Fitness Testing
(3rd-5th) and Parachute games.  Check out some videos below of the Ninja Training.  Some of these activities will be incorporated into Field Day as well!

Pre-Kindergarten Class - I was so impressed with their good form on the tire flip!

1st Grade Class



2nd Graders are tall enough to reach the monkey bar ladder!