An interesting article on Cnet shows progress in self reliance is not withering quite as fast as climate deniers would hope.
Here in the trenches, it is sometimes difficult to find Unity developers that are qualified to handle a professional class project. It is sort of like the world of Photoshop users. Everyone is an expert at Adobe Photoshop. If you open a photo from your phone and make it brighter and more saturated, that seems to be enough to conince a job seeker to add it to the list of applications included in their “technical skills”.
Unity is starting to feel that way. When I approached a few user groups to find developers to help build a functioning jet engine test cell for deployment in one of our flight school applications, I discovered modelers who could build great looking engines and a few actual C# coders that could write calls to a state machine and thereby make an Animation Controller function as the control panel an operator would need in a real world test engine cell.
That is exactly why I am excited about Unity’s certification testing program coming in the fall. If you plan to get certified and you want to work on real projects for real industrial level clients then join me in becoming certified in Unity when the first exams roll out. I will look forward to seeing you there.
For more info visit this page at Unity; http://certification.unity.com/
Good Luck – Foster J
How to make a First Person Student out of a First Person Shooter
One of the most popular styles of games is the First Person Shooter. It doesn’t matter what you believe or think about the Second Amendment. What does matter is that It can be unfortunate to parents and teachers alike that this genre consumes the free-time and often the homework time of many high school aged students. Spending hour after hour shooting military grade weapons at combat enemies, aliens, zombies etc., is addictive. As educators we need to understand what constitutes the apparent and tremendous attraction to both male and female participants in this activity.
Let’s dissect the FPS and find out what makes it so popular. Then let’s build a game where the First Person Shooter becomes a First Person Learner, an FPS where the S stands for student.
My plan is to open a few pages on this blog, where you can join the conversation and create your own valuable amendments to a constitution of ideas. Let’s gather these ideas and start with answering how academics and game developers can make learning more interesting or at least as interesting as killing imaginary foes.
Let’s start now with a simple survey, what could be the top 5 reasons a teenager plays or even behaves as if addicted to a FPS?
My opinion, but my five would be the following;
1. FPS is exciting because of the vantage point. The computer monitor is the eyes of the player.
2. There is always life threatening danger from 360 degrees.
3. If the player is killed, they respawn or get a second chance to continue from where they left off. This means that a student can continue to play for hours and hours.
4. The tool-set (or kit) for the character the player assumes is chosen by the player which helps a student understand the importance of initial choices.
5. Not losing is more important than scoring high and playing at a higher skill level is more important than winning.
Go ahead and comment to this blog and add your opinions, your Top 5 Reasons, and also your ideas on the first subject or multiple subjects we should tackle in a prototype that could accelerate learning methods at the same pace of advances in video game styles.
What do you teach?
How can what you teach become more attractive to a young student?
How can we apply the top five reasons (high school age) students get addicted to electronic games to your topic? Test it? And get it out in the real world classroom to better the future of those we are responsible for?
Working the NVIDIA booth as their Adobe Software demo artist, I took a few laps around the floor during my lunch break and early each morning before the show started. The most exciting development in Computer Graphics that I found was right under my mouse. My demo station was showing off NVIDIA’s Cloud Computing concept they call NVIDIA VGX.
A virtual desktop from a virtual machine is not something one anticipates as having robust near real time performance. Especially when you’re tasked to demo Adobe’s video editing applications running from the Cloud. Well I am happy to report that it not only worked seamlessly for the three days that I put it through it’s paces — conceptually it is sound and wide open to many market arena’s it wasn’t even designed for.
I’m not planning on hosting any virtual rendering as a service web sites or game zones that can’t reach 60 fps, however, I do see many advantages in having a thin client (in this demo a MacBook Air) floating Windows 7 and crushing processes of Adobe After Effects, Adobe Premiere Pro, Adobe Photoshop and Adobe SpeedGrade all sourced with HD format footage and images at the same time without crashing within the 25 hours of allotted run time.
- Dell Precision R5500 Rack Workstation
- (2) Quadro K5000s
- Citrux Virtualization software
- NVIDIA GTX Hypervisor
- Dual XEON processors (12 cores)
- 24 Gbs of RAM the R5500 supports up to 192 GB DDR3 SDRAM at 1066Mhz
Suffice it to say, it works. And it was a blast making it work.
Locate the right NVIDIA booth and there you will find a pot-of-gold full of GPU accelerated demos for Adobe After Effects and Adobe Photoshop. I will be demoing (for Adobe hosted at NVIDIA) some fancy examples of OptiX accelerated ray tracing using the new 3D Advanced Composition setting for Ray Traced 3D comps in AE.
Also, I’m showing off the latest GPU accelerated Mercury Playback Engine featured effects in Adobe Premiere like 3 Way Color Correcting, Warp Stabilizing and uninterrupted multicamera playback.
I’m demoing all the eye-candy Adobe Creative Suite 6 applications on a soft and cushiony MAXIMUS layer of code that seamlessly manages your apps with your monster hardware.
My demo hardware you ask? Only the best in Quad SLI. Quadros, Teslas, GPU dedication that drips like honey into your work a day world and makes getting that cup of tea a more leisurely pursuit. When you get back your virtual world will be sparkling and ready for the next big structure.
More Protective Gear for Land and Sea courtesy of the folks at NVIDIA and Adobe.
See you there. August 7, 8 and 9. Los Angeles Convention Center.
In an admittedly unstructured discussion for greater clarification on how people define gamification — Jacob Snovel (photography and video course coordinator at Moore Norman Technology Center, Oklahoma) located a list of interesting online references to videos and info on this expanding topic.
I’ve started this new venture here on this website, calling it Clarendon Crescent Design. My original concept was to simply take advantage of my major at my old Alma Mata and actually work in the field I loved when I left High School. Back then that field was Industrial Design.
Over the last few decades I rarely got that chance. I was swallowed up early into the viable career choice of computer graphics and failed to escape until I had exhausted every position from typesetter to Creative to Marketing Director. I learned that following a passion is more important than success on a corporate ladder. Now I have the opportunity to follow that passion.
Today, we all face a lot of useless information coming at us from all sides and from every gadget, archaic desktop or fancy new electronic billboard. Knowing this as producers we still wonder how to sell. How to sell a ton?
This new venture that I’ve called Clarendon Crescent Design is my path to discovering the answer. The first step is to truly dissect the gamification concept of reward. Is reward really why humans part with their hard earned cash? Or is there something else involved?
I will venture to say that there is something else, something even more critical than reward. I believe that people play games not so much to win. And they continue to play the same games basically not to lose. The same is possible true of buying and selling.
Disagree? Let’s put it to the test. I’ll present one of your products as a game object that needs to be played to be understood. Compare that product with the others (as far as interest and fascination) that are simply presented with high-end photography in a catalog setting. Your customers will have a different respect for something that they can’t do without, because they’ve played with it and now they don’t want to lose it. Even if it was only – just a game.