Tuesday, July 29, 2008

Turning the Nintendo Wii into a Powerpoint presentation device

Hello everyone!


Thought I forgot about you eh? Well, I was busy writing the last several lectures, which are now complete with the exception of the lecture on Game Music (I think I can reveal the name of that lecture without giving too much away.) and am now working on the Powerpoint slideshows for the class.


But there's a twist...


One of the main problems I encountered when creating this class was how to properly demonstrate gameplay in class while simultaneously switching to slide presentations. The obvious way to do this would be to set up both a computer and a game system with the projector in whatever classroom I end up in and hit the buttons back and forth. This method, however, requires a lot of setup and involves me carrying lots of bags and cases around.


There had to be another way!

Then I remembered the Wii Photo Channel. I thought that if I could transfer all my Powerpoint slides into decently high resolution JPEGs, I might be able to display them on the Wii like a Powerpoint. This has some limitations, such as the inability to use video or animations in the presentation itself, but I could concievably get around that using the Internet Channel.


Workouts, news, weather, photo displaying, internet, and now Powerpoint slides...oh yeah...this thing plays video games too.


Once I created my first Powerpoint, I exported each slide as a JPEG. After buying a SD card from a local Radioshack, I put the pictures on the card and plugged it into the Wii. To my excitement, I was able to view the images as I would a Powerpoint, with the added bonus of using the Wii Remote like a professor would use a laser pointer. If I pick my game demonstrations very carefully I can use only the Wii and whatever I can get on the Wii Shopping Channel or through Gamecube or Wii disks. The resolution is also not as crisp as it would be on an actual Powerpoint, but it's definitely usable. With the ability to zoom in and out of the image I think I can get by.
Now to test if I can hook up the sensor bar in a college auditorium...

Monday, July 14, 2008

Now I understand why there's homework

As I sit here at work between tasks, I have been writing lectures for my upcoming Game Design and Architecture class. I have been trying to overcome several challenges in coming up with course material:

1. How to make the lecture parts of the class interesting.


2. Where to give students the opportunity to discuss certain topics.


3. Where to give the students opportunities to demonstrate the concepts we discuss.


4. How to make the class interactive by doing activities.


Designing activities is probably one of the hardest parts, since there are some concepts that can be difficult to demonstrate. There is one thing that I do kind of enjoy working on...and that's the HOMEWORK.


Yes, that's right, I am paying special attention to the assignments created for the course. This sounds incredibly evil, but they may be the most important part of the class, since I don't plan on having tests or quizzes. The homework isn't much, just a journal entry that is at least 300-400 words (haven't decided yet) that has to be written every week in response to various journal prompts. I have decided to take this stance for several reasons:


1. When students take tests they memorize, regurgitate, and ultimately forget the information.


2. When students hear that they have to write papers on topics, they freak out or wait to do it until the last minute when they can't get any decent thoughts on a topic out, since they are more concerned with meeting the required length.


3. This way they will think and design instead of throwing out facts.


Another challenge was the material itself: how do I give an architectural lecture while simultaneously teaching them to design games? Luckily, the topics are very similar, but that doesn't mean that by getting lost in the discussion of how to guide someone through a game, I don't miss the opportunity to give the students practical steps by which they can design their game projects. Unfortunately, I have to go back and reevaluate each lecture to make sure I take those things into account. Following Salen and Zimmerman's "three primary schema", I am configuring the course to first discuss ideas related to "play"; to first show the students the kinds of experiences games create and establish a goal for the more formal sections on "rules" (this way the students will know what the formal chapters lead up to beforehand, my one critique of Salen and Zimmerman's book). Then I will discuss topics related to "rules", to show the formal structures that will help us create the established experiences. The last few lectures will be on various topics, such as narrative, music, technology, and games that "break the fourth wall" into our own world, with Salen and Zimmerman's third schema, "culture", sprinkled throughout the course. Hopefully, this will create a sort of "light at the end of the tunnel" for the students, since I didn't really understand game design until getting to the Play section of Rules of Play.


So like I said, the homework is proving to be one of the most valuable parts of the class: it lets me monitor their progress and get some outside perspectives on the topics while letting them learn through exercising what they've learned.


The other part that I am particularly worried about is the course sponsor's idea that I should arrange to have guest speakers. Not that this is a bad idea, it's actually a great idea, but the stress of trying to get into contact with certain people can be quite daunting: working around their busy schedules, arranging times to speak with each other, and most importantly, ironing out what exactly they will be speaking on. I plan to start making e-mails later this week, as soon as I get a rough syllabus ironed out.


So far, my thesis outline of concepts has been very helpful in providing both ideas for game design concepts to teach and architectural ideas to discuss. The book, Rules of Play: Game Design Fundamentals, has been instrumental in helping to lay out "sections" and topics while also providing interesting ideas for homework and in-class assignments.


The only thing that I haven't put too much thought in yet are class Powerpoints, but those are easy to whip together. I DO have an interesting idea for them though: since I can display images on the Wii and have to demonstrate games in the class, I may make all the Powerpoint slides into JPEGs and display them on the Photo Channel so that I'll be able to seamlessly flip back and forth between slides and games.

Wednesday, July 2, 2008

GET OFF YOUR @$$ AND PLAY SOME VIDEO GAMES!

I have discovered a new video game addiction: exercise

That's right, I've jumped on the bandwagon and bought Wii Fit, and I couldn't be happier. Wii Fit is the latest pet project of Shigeru Miyamoto, creator of Mario, Zelda, Pikmin, Star Fox, Donkey Kong, and world peace (okay maybe not...but he could.) The game comes packaged with the Wii Balance Board, the latest in an already long line of Wii peripheral attachments that include the Nunchuck, Classic Controller, Wii Wheel, Wii Zapper, and countless third party Wii Sports attachments. As annoying (and expensive) as it sounds, it brings a tear to my eye as I remember the days of the NES Zapper, NES Advantage (used to control the Statue of Liberty in Ghostbusters 2), NES Power Pad, R.O.B. the Robot, and the Power Glove ("it's so bad.")

Lucas: the only human to ever succeed at a game using the Power Glove


While seeming like a simple gimmick, the board is actually a well-made and very accurate weight and center-of-balance measuring device. The software itself is no joke either...it works. Sure, I still run and swim on a regular basis and it definitely won't replace a good weight set, but the exercises it does have work. It has several modes, allowing you to do a body check, keep a log of activities done during the day, and set goals for yourself. As a fitness coach it does pretty well. The little Balance Board character that talks to you is encouraging; scolding you when you skip a day and complementing you when you drop weight or earn a lower "Wii Fit Age." The yoga is fun to do, and provides some welcome stretching. I've always been curious of yoga, and this kind of helps me get into it without buying a tape set. The strength exercises are very good, for the most part, the "push ups with side planks" are hell, which is good for a complete work-out-nut-job like myself.

My favorite part has to be the fact that the game rewards you for doing the exercise right (as much as it can by only being able to monitor your balance.) The game employs classical operant conditioning in a way that makes the exercises more meaningful for your body than if you were just doing them incorrectly on your own. For example, during the push-ups, the game whistles when you are to go up and down, and there are red "target areas" on the on-screen workout monitor that show when your push-up is supposed to be happening. If you do the push-up according to the whistles and the monitor, the red bar turns yellow and a pleasant chime plays. If you hit the push-ups at the right time, the trainer not only tells you that you are doing a good job, you get a high point total at the end of the workout as well. Similarly, on the yoga workout, it shows a yellow circle which is the "optimal balance area" and challenges you to keep a red dot in the center of it.



Push ups and side planks, harder than you think...



This kind of conditioning is essential in video games, as it teaches players what the conditions for victory are and trains the player to recognize opportunities that will lead them forward in the game. Wii Fit is special in that it uses operant conditioning and reinforcement to promote health and fitness. It even allows the player to set goals for themselves. The long-term goal becomes the player's set "weight goal" while the short-term goal becomes the amount of weight shed per day or week. It further encourages these goals by allowing players to put any time doing non-Wii Fit exercise into a fitness log. There are days when I don't even do a workout on the Wii, but still take time to do my body test and log my other workouts, still reaping the benefits of the operant conditioning when the Balance Board character congratulates me.



The game tracks your progress and rewards you for achieving goals


The best part of this simple system of positive reinforcement for fitness is that it appeals to a wide audience, not just those falling into the "gamer" stereotype. My girlfriend gladly plays Wii Fit, and it has become her "gateway game" of sorts. Because of Wii Fit, I've convinced her to be my thesis guinea pig and play Legend of Zelda: Link to the Past as part of my research on operant conditioning in gamespace and games.


That, however, is another story for another time...