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ICEC2012 Tutorial Open Source Software for Entertainment (OSSE) Letizia Jaccheri, Norwegian University of Science and Technology, Trondheim, Norway

Open Source Software for Entertainment

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Page 1: Open Source Software for Entertainment

ICEC2012 Tutorial Open Source Software for

Entertainment (OSSE)

Letizia Jaccheri, Norwegian University of Science and Technology, Trondheim, Norway

Page 2: Open Source Software for Entertainment

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• Introduction • Inspiration Art and Technology• Open source software • Experience

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Norwegian University of Science and Technology

www.ntnu.no

4200 staff members

budget 4.2 bNOK =

0.72 bUSD

20,000 students (10,000 full time)

Trondheim 160.000 persons

Norway 5 M persons

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In this tutorial, we explore open source software practices and tools that are suitable for a growing number of creators of interactive and playful systems. The introduction of open source tools such as Processing and Arduino has motivated a broader participation of technical and

non-technical users in the creative production of interactive systems. Maker communities meet regularly and they share

resources and knowledge for creative hacking, fun, and networking. In this context there are two main issues: on the one hand, software creation practices, based on

collaboration and sharing, on the other hand, the respective end-user programming tools for artists,

hobbyists or children. This tutorial presents a coherent overview of related work and our own experiences in the organization and running of maker workshops. It encompasses creative sessions whose goal is to inspire the participants to experience open software practices and tools. This goal can divided into three sub-goals: 1)

Technical (Interactivity, multimedia) 2) Artistic (poetic message, playful, experimental) 3) Open

(sharing, reuse and participation).• As a side effect of the study, the participants will cooperate and get to know each other and learn examples of new media prototyping tools and sharing platforms. The tutorial

proposes a set of initial research questions which will challenge the participants to explore the relationship between Open Source Software and Entertainment.

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The audience for this tutorial comprises software engineers, researchers and PhD students interested in creative technologies and processes.

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About you

• Presentation around the table • dropbox

[email protected] – Passwd trondheim2012

• Template group: rename into a new name (make groups)

• Provide name surname email if you want• Upload in the end

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• Introduction • Inspiration Art and Technology• Open source software • Experience

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What is software?

Computer programs, procedures, and possibly associated documentation and data pertaining to the operation of a computer system. (adopted from IEEE Std 610.12-1990 )

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Open source software (OSS)

A software system is open source if its code is available to everybody for inspection, use, and modification. Use and further release of modified version of an OSS system are regulated by a license

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OSS Examples• Linux (operating system)

– loc 4,142,481

• Apache (web server)– Web Sites hosted 179,720,332– Percent 60.31%– loc 89,967

• Scratch (to create animations, games, small multimedia programs)– Users 300.000– Projects 1.5 M– http://scratch.mit.edu/users/artentnu2009

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Author – audience (License)

• Who can use and make copies of a cultural object?

• A license places limits on who can use and make copies of a cultural object

• GPL GNU General Public License• Creative Commons• Commercialization

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GPL (Gnu Public License)

• copyright is replaced with copyleft • copyleft licensing gives all recipients of an

object the right to use, copy, modify, and distribute it, while forbidding them from imposing further restrictions on any copies they distribute. This means everyone can use, while no one can own

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Licenses and commercialization

– to build business models around OSS, organizations have developed licenses of their own, like for example the Apache licenses, which are less restrictive than GPL with respect to commercialization

– Creative commons (CC) provides a family of licenses that enables an author to specify the constraint she wants on the cultural objects she produces

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Media Formats

• Open formats are standardized by International standardization bodies such as ISO (The International Organization for Standardization).

• Proprietary formats are developed and owned by single organizations or groups of organizations.

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Process

• Open: newcomers can contribute (e.g., Linux)• Close : newcomers cannot contribute back

their modifications (e.g., mySql, Scratch)

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Game specific communities

• SDKs for Kinect-based application development– http://openkinect.org OSS OpenKinect +

libfreenect – http://openni.org/ OSS OpenNI + SensorKinect

based on PrimeSense’s (the original Kinect manufacturer)

– the proprietary Microsoft Kinect for Windows SDK

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Game software development

• how to address non-functional requirements for game characters– choice of game play mechanics well-suited for the

game’s genre– the look and feel of game level or world design– user interface design and overlay– little/no focus on game’s software functional

requirements

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• game code sprint or hackathon • Indie game jam • Emphasize production of useable game within

a pre-specified period of time, compared to other requirements

• buildable game source code• all game content assets provided• complete run-time executable installation• http://

www.clubs.uci.edu/vgdc/blog/showcase

Collaborative efforts - competitions

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Collaborative game software development kits

• Microsoft XNA – XNA Creators Club Online

• GameMaker Studio http://www.yoyogames.com/gamemaker/studio

• Unreal Development Kit http://www.unrealengine.com/udk/ free for non commercial use

• http://unity3d.com/ Unity 3D• OSS http://www.blender.org/ Blender (3D modeling and animation)• OSS http://www.ogre3d.org/ OGRE (graphics run-time

environment)• OSS http://www.crystalspace3d.org/main/Main_Page Crystal Space• OSS http://www.delta3d.org/ Delta 3D

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• Createjs.com A suite of Javascript libraries & tools for building interactive experiences with HTML5.

• http://www.andengine.org/ Android app development

• http://appinventor.mit.edu/ App inventor

Mobile development

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• Introduction • Inspiration Art and Technology• Open source software • Experience

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Art and Technology for Young Creators

Marikken Høiseth and Letizia JaccheriNorwegian University of Science and Technology

International Conference on Entertainment Computing, ICEC 2011Friday 7 October, 2011

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Structure of presentation• Background • Introduction and evaluation of a workshop program• Proposals for design of future workshops

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Background

• Workshop program Computer + Art = Creativity

• Workshop goals: – Strengthen pupils’ interest in computer science– Strengthen pupils’ interest in arts– Present creative alternatives of digital media use

• How to reach these goals?

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Introduction

• Strategy: programming activities Scratch (OSS) + recycled materials + sensors

• New media art• Computer literacy• Philosophy: reuse and creativity, constructionism • ReMida centre is a physical environment for recycling

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Introduction

• 2 workshops lasting 2 days• 15 pupils from School A• 14 pupils from School B• 12 years old• Teachers

• 2 artists, 1 project manager• 1 senior researcher• 1 PhD student, 4 master students

• Make interactive artworks

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1. Short demonstration Scratch

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2. Make 3-dimentional physical characters

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3. Scratch tutorial first part: motion, looks and sound

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4. Make a storyboard and start programming in Scratch

5. Scratch tutorial second part: sensing and variables

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6. Finish programming. Connections from Scratch to the physical world by means of light, sound and touch sensors

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7. Decorate a room for exhibition and install artworks

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8. Presentations

9. Closing Discussion

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• Evaluate how we reached our workshop goals

• Participant observation– Data: pictures, videos, field notes– Scratch projects

• Semi structured interviews – 6 pupils from School A– 5 pupils from School B– Evaluation of the workshop goals in Master thesis

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Evaluate goal: strengthen interest in computer science

Using terms!

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Understanding!

Interest?

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Implications for design of workshop programs

• OSS or low cost technology (and stress it!)

• Programming concepts: carefully explained

• Making own characters is fun

• Take pictures and making storyboards is useful

• Activities should support flexible working style

• Collaborate in subgroups of two while programming

• Letting children present their projects contributes to motivation and feeling of achievement

• Active engagement in learning process• Personal connection• Creating projects that are of value to a larger community

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• Experts in Team – Compulsory master course at NTNU– Teaches multidisciplinary team work– 2000 students, 70 teachers each year.

Scratch and Recycled Material for Creative Adults

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Experts in Team, Liv Arnesen and Water!

• 2011 Two EiT courses with water theme• 2012: One EiT course with water theme• Motivation:

– Experience creative, multi-disciplinary team work– Inspire young adults in engagement and

environmental issues– Learn/use new (media) technologies

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3 workshops

• 2011 (2)• 2012 (1) • All available at

http://scratch.mit.edu/users/artentnu2009• See for example• http://scratch.mit.edu/projects/

artentnu2009/2293375

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Products::Vill etter vann

http://villettervann.com/

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Trå for Vann

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Goal of the WS

• Produce new media projects / games• Experience open software and new media

– Technical (Interactivity, multimedia)– Artistic (poetic message, say what you want to say

with a new language) playful experimental – Open (sharing, reuse) Participation – Cooperate and get to know each others– Learn Scratch as an example of new media

prototyping tool and sharing platform

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Main research question

• How to understand the cooperative creation of software dependent artworks

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Plan

• 1. Short demonstration of Scratch projects – Instructors explain• 2. Make physical characters, take pictures and edit cutout images til 10.30-

11.00• Break • 3. Scratch first part: experiment with motion, looks, sound • 4. Make a storyboard. Think Scratch, the artwork will evolve by

interactivity with the audience through sensors (Log!) • 5. Scratch second part: experiment with sensing (broadcast and when-

receive) and variables. The connections from Scratch to the physical world by means of light, sound, and touch sensors should be implemented by Pico Board

• 6. Finish programming (Upload artentnu2009 kkkkkkkk ! & Log! 10)• 7. Find a room for exhibition and install artworks • 8. Presentations • 9. Closing discussion

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Evaluation

• Each group produced a project and a process report for a total of ten documents of approximately 30 pages each.

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Data • After the visit to ReMida center we were more motivated to produce a

computer game• When the ”Drop” became the main character at ReMida center, the

group decided to use the figure as a character in the game. • The day at ReMida center is a very positive experience for the group as a

unit. We had several hours of completely free time to play and be creative, both by creating characters and put them into a story where we could experiment with Scratch, the computer program we ended up using to make our game. But we did not only results in the form of that we formed the basis of experience with Scratch, we also had a common experience and had fun while we made our film clip, and saw more of each other's personality through both creativity and humor. In this way, made our day at ReMida center that we are more relaxed around each other, and became more social.

• The experiences at ReMida made us become more aware that our product should have a deeper meaning or message.

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Pictures

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Data

• The day was perceived as positive from allgroup members, as we were challenged to create something physical and then put it incontext using Scratch and present this as an animation

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Moreover

• Trå for Vann received good attention in Norwegian media (newspaper, Radio) and selected for technoport exhibition

• http://scratch.mit.edu/projects/artentnu2009/2393402 (keyboard)

• http://scratch.mit.edu/projects/artentnu2009/2393390 (pico)

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References

• http://www.citeulike.org/user/letiziajaccheri