What follows is an exploration of dynamism as manifested by External Input (ExI) applications, which I define as an application which uses data from outside its world. On the literal end are games like Torrent Raiders which use the dynamic network of BitTorrent file transfers to generate gameplay or Audiosurf, which draws on the user’s own digital music to create the environment of the game. On the metaphorical end is any system which relies wholly or in part on a collection of users to power any emergent qualities of the system.
Towards a Taxonomy of External Input Systems
ExI Games - Games that use dynamic events as the core gameplay mechanic. Examples: Torrent Raiders, Packet Garden, Sharkrunners, Audiosurf, and the Passively Multiplayer Online Game (PMOG) which uses the web browsing habits of the user base to drive the game.
Looking Glass Applications - “Mixed Reality” systems that allow a user to interact with or communicate with reality, virtually (Augmented Reality), or with a virtual world only. The user and their agency (and dynamism), is on one side of the interaction with the virtual component on the other. Examples: Chojo (Augmented Reality), Twitter Second Life Fountain, SMS Second Life Blog, and the Avatar Traps exhibit.
Location Capture/Location Based Applications - Systems that create artificial memory or awareness for a user regarding his or her surroundings. Location-based apps allow the user to record and compile external dynamic data—images, video, and annotations (Lifeblogging)—or alerts the user to the proximity of friends carrying a similar mobile application. Such applications could be used to engage in Passive Mobile Gaming (SEE Passive Gaming). Examples: Nokia LifeBlog, Patholog, MyLifeBits, and Speck.
Collaborative Enterprise Platforms - Systems that allow users to collectively edit textual and/or spatial data often drawn from the real world. Examples: Wikipedia, Google Maps, CityTagz, Google Earth, and Second Life.
ExI Games
Torrent Raiders
“Torrent Raiders, the thesis project of MFA student Aaron Meyers, is an application which serves two functions: it is both a graphically stunning BitTorrent visualization program and a tongue-in-cheek game of counter-piracy.
BitTorrent, a peer-to-peer protocol for file sharing, changed the way large data passes through networks by allowing multiple users across the globe to share the burden of individual file uploads and downloads. One of the interesting by-products of this is that any given computer using BitTorrent may be dowloading and uploading a vast array of information from sources all over the world at any given moment; the data passing through a single computer is a microcosm of global internet traffic.”
Packet Garden
“Packet Garden captures information about how you use the internet and uses this stored information to grow a private world you can later explore. To do this, Packet Garden takes note of all the servers you visit, their geographical location and the kinds of data you access. Uploads make hills and downloads valleys, their location determined by numbers taken from internet address itself. The size of each hill or valley is based on how much data is sent or received. Plants are also grown for each protocol detected by the software; if you visit a website, an ‘HTTP plant’ is grown. If you share some files via eMule, a ‘Peer to Peer plant’ is grown, and so on.”
Sharkrunners
“Sharkrunners, designed for Discovery Channel’s 20th Anniversary Shark Week, is a persistent game of oceanic exploration and high stakes shark research. Players take on the role of marine biologists who seek to learn as much as possible about sharks through advanced observation techniques.
In the game, players control their ships, but the sharks are controlled by real-world white sharks with GPS units attached to their fins. Real-world telemetry data provides the position and movement of actual great white sharks in the game, so every shark that players encounter corresponds to a real shark in the real world.”
Audiosurf
“Audiosurf is a music game that works with any song you choose. Music that gives you an adrenaline rush are converted into wild roller coaster rides full of color and motion. Tunes that calm you down appear as cool colors against a relaxing sky. In Audiosurf, you race down a futuristic and colorful highway. The highway, the traffic patterns, and the scenery are all synchronized to the music you have chosen from your own collection. You earn points for clustering together cars of the same color on the highway, and can compete with others on the internet for the high score on your favorite songs. Audiosurf builds a highway for any music CD, MP3, iTunes M4A, WMA, or OGG song you choose, so the experience that you have is totally up to you.”
Passively Multiplayer Online Games
“Funded by a grant from the BBC, Justin Hall’s thesis project, the Passively Multiplayer Online Game, is a vast social meta-game that can be played simply by surfing the Web. PMOG provides a framework for understanding our online existence and allows us to rate and categorize our internet proficiencies.
As the players go about their usual web browsing, PMOG will gather information about their browsing habits and the websites they frequently visit. This information will be used to help define the user’s profile, and also to give the player ‘experience.’ Simply by surfing the web, the players can ‘level up’ their character.
In addition, the player can go on ‘quests’ by visiting sites linked by a common theme. These quests form the social backbone of the game: by participating in the quests, or by creating a quest for others, users can find and categorize new and interesting web content. Enterprising questers can even leave behind unique PMOG items that other players can find on their web travels.”
Passive Mobile Gaming
Passive Gaming can best be described by the following excerpt:
“In our modern lives, we spend much of our time performing tasks, experiencing content, or communicating with others through the internet. Our online interactions, the sites we use and our habits while using them, have the opportunity to say volumes about us as individuals, and about our culture as a whole. PMOG (the first Passively Multiplayer Online Game) is an attempt to catalogue our internet activity and use this information in a personal, interesting way.”
Merci Hammon goes describes the context of Passive Gaming. From her description, I think the concept could be given a mobile twist. I suppose the problem with her example is confirmation of completed tasks. Perhaps confirmation could be handled by passing through certain spatial landmarks or keeping to certain routes.
The excerpt:
“The idea is that we should be receiving points and progress markers for normal, everyday activities. Walking to the mailbox? 15 points. Choosing yogurt instead of a cinnamon roll? 30 points. These points values, once assigned, can be used to create any number of games and goals. Take the latter example: Weight Watchers is a prime instance of passive gaming. Through their system, each food is assigned a certain amount of points and each player is assigned a certain number of daily points. Each food eaten deducts a predetermined amount of points from a player’s total. The game is to feel fed on your assigned number of points. A somewhat similar example is Rachel Ray’s show “$40 a day” in which she attempts to subsist on $40 a day in various cities throughout the U.S. (I know, real tough… but she has to support her cocaine habit on that same daily $40.. no easy feat!).”
Looking Glass Applications
Chôjô
“Chôjô is a research project that investigates the possibilities of collaborative, persistent, location-specific experiences that layer 3D virtual worlds over the physical world. This research has led to a Chôjô game in which the USC campus is the playfield. In the game, players use Personal Digital Assistants (PDAs) coupled with Global Positioning Systems (GPS) to ‘see’ on the PDA screen where they are in the 3D virtual world. With their GPS equipped PDAs, players walk through the USC campus, leaving behind a trail of virtual flora, represented as colorful, blossoming 3D shapes. These flora are mapped using the GPS coordinates of the player, to the corresponding space in the ‘virtual’ USC campus. The virtual flora are persistent - over time, they continue to grow and take over space in the virtual world.”
Twitter Fountain
“The random thoughts of Internet users around the world bubble up into Second Life— here including, if I’m not mistaken, the words of blogging legend Dave Winer.”
Microblogging Guestbook
Bobby Frye’s mod of Steve Petterborg’s email script which allows “anyone can message this object and create a post on a blog.”
Avatar Traps
An exhibit at the Chiellerie gallery in Amsterdam. Avatar Traps is an installation allowing visitors to operate Second Life objects with their mobile phone.
IBM Sensor Project
“The blog entry is all about creating links between the real world and the virtual world, so that sensor data and other information can be visualized in Second Life on a real-time basis. In the screenshot above, “The blue balls with white designs represent active Bluetooth devices. The pyramids scattered about the floor represent other people working, with the color designating things like physical presence or telepresence,” according to UgoTrade. This is just one kind of application that could start to make Second Life a much more useful place. I’d love to see entities and conditions being tracked around SL in real time. Why? Because there’s a ton of information to be extracted from a digital environment, which can then be applied to real-world problems from logistics to marketing to sociology, you name it.”
More Detail
Location Capture/Location Based Applications
Lifeblog
Lifeblogging can be summarized by the description of Nokia’s LifeBlog application…
“Nokia Lifeblog is a Multimedia diary that automatically collects all the photos, videos, and sound clips that the user creates on the mobile phone, Short message service and Multimedia Messaging System messages that were sent and received. It also allows the user to create text and audio notes. It organizes all the contents in a Timeline and renders the diary searchable via its contents and via automatically and manually created metadata, including time, location, tags, descriptions, filenames, sender and recipient information.”
Patholog
“This project defines a course research aimed at developing a location-aware mobile-weblogging system. Through use of the Patholog system, users are able to engage in a form of personal storytelling through space based on the paths they have traveled, as well as contribute to a larger community narrative virtually layered upon a physical space.
Speck
“Speck is a smart presence device that allows users to connect with friends and share information. Using a combination of Active RFID and Bluetooth wireless technologies, Speck will be able to alert you when others are near, and exchange information with other people, both on command and automatically. Users will be able to set custom alerts and data exchange functionality via a computer or wireless Bluetooth-enabled device.”
MyLifeBits
Paper
“MyLifeBits is a lifetime store of everything. It is the fulfillment of VannevarBush including full-text search, text & audio annotations, and hyperlinks. There are two parts to MyLifeBits: an experiment in lifetime storage, and a software research effort.The experiment: Gordon Bell has captured a lifetime’s worth of articles, books, cards, CDs, letters, memos, papers, photos, pictures, presentations, home movies, videotaped lectures, and voice recordings and stored them digitally. He is now paperless, and is beginning to capture phone calls, IM transcripts, television, and radio.”
Collaborative Enterprise Applications
Citytagz neatly summarizes the entire area of Collaborative Enterprise Applications. The Metaverse Roadmap forecasting people would call apps like Citytagz, Google Earth, and Google Maps, “Mirror Worlds” or…
“Mirror worlds are informationally-enhanced virtual models or “reflections” of the physical world. Their construction involves sophisticated virtual mapping, modeling, and annotation tools, geospatial and other sensors, and location-aware and other lifelogging (history recording) technologies.”
Citytagz
“The relationship between geography, history and culture in the vast urban region of Los Angeles is explored through a practical, acessible, and expandable chrono-spatial visualization of its landmarks. CityTagz provides a means for residents of various ages to annotate and define their own communities through the identification of nearby resources. By uploading original media, proividing spatial data, and contributing descriptive tags, participants provide a multidimensional dataset that can be queried and rearranged however they see fit.”
Collective Intelligence
Problem-Solving Simulations: A New Frontier?
With all the talk of user-generated content and Web 2.0, it seems to be primarily, if not exclusively, focused on entertainment—viewing amusing videos, music sharing, meeting friends, or playing user-created games. In other words, real-world problems are generally ignored. I believe that a potential new frontier in web usage may come in the form of applications that solve collective, yet user-specific, problems. Of course, Web 3.0 (The Semantic Web) application will be able to understand your natural-language queries and return only relevant data, but that is not what I mean. Wikipedia comes to mind as an system which contains more serious applications, yet its encyclopedic mission is only one of many problems that could be addressed. Dating services like eHarmony attack the problem of romantic compatibility, but the complexity of the problem likely explains why the site hasn’t put itself out of business. Of a user base of 19 million, there have only been 10,000 eHarmony-coordinated marriages since 2001, so you have less than a 1/10 of 1% chance of finding a marriage partner through eHarmony. Suffice it to say, eHarmony has plenty of room for improvement.
The SETI program has a desktop application called SETI@home that networks the PCs of enthusiasts to crunch data, yet the user has no control over the collaborative enterprise. The creators of the Serious Game, Darfur is Dying can only use the game for creating awareness about the genocidal events in Sudan—the game itself cannot propose any solutions. What if it could? What if social networking could be combined with targeted simulations to answer difficult questions proposed by the user base?
The malware-oriented Storm Worm Botnet had “zombified” up to 50 million networked PCs worldwide to engage in denial-of-service attacks. In one article the Storm Worm Botnet is calculated to be more powerful than any supercomputer:
“‘In terms of power, [the botnet] utterly blows the supercomputers away,’ said Matt Sergeant, chief anti-spam technologist with MessageLabs, in an interview. ‘If you add up all 500 of the top supercomputers, it blows them all away with just 2 million of its machines. It’s very frightening that criminals have access to that much computing power, but there’s not much we can do about it.’”
What if that power (computational and creative) could be harnessed to solve personal conflict? International conflict? Propose and estimate the aggregate effects of new social contracts? All of these questions require external input from the real world for them to be of any use. How can that be facilitated. Alternate Reality game designer Jane McGonigal has similar concerns about that state of problem-solving in the world. This is an excerpt from Jane McGonigal speech at GDC 2008, “Reality is Broken”:
“My rant is about the fact that reality is fundamentally broken, and we have a responsibility as game designers to fix it, with better algorithms and better missions and better feedback and better stories and better community and everything else we know how to make. We have a responsibility as the smartest people in the world, the people who understand how to make systems that make people feel engaged, successful, happy, and completely alive, and we have the knowledge and the power to invent systems that make reality work better. We have the responsibility to take what we’ve learned as an industry over the past 30 years and start making everyday life more like our games.”
Which Problems Should be Solved?
McGonigal has some ideas as to what problems should be addressed by such reality games. She has talked about “Happiness Hacking” or using alternate reality games to increase people’s sense of well-being. She has examined how to engage collective intelligence with game design and participated in a game project called World Without Oil, which simulated a global oil shortage. She has a stated ambition to have a game designer win a Nobel Prize by the year 2032 and has talked about the idea of “Massively Multiplayer Science.” The following description is taken from her blog:
“In a nutshell: Wrapping serious scientific work in an alternate reality game framework to engage interdisciplinary researchers, knowledgable amauters, and even the general public in massively collaborative scientific research. I can’t explain this idea any better than I did in my talk at the American Association for the Advancement of Science (AAAS) earlier this year. The best part: IFTF is letting me push this idea forward with an alternate reality game for scientists. It’s called the X2 Project Game, and it is a great, crazy idea that is getting oversight from the National Academy of Sciences. More on that in 2008!”
As for business applications, a company called Seriosity has used gaming concepts (earned virtual currency) as a way to fix email overload by prioritizing emails according to the value of the currency attached to it.
Personally, I would like to take things a step further and put the power in the hands of the users. What sorts of user-specified problems could such a massive distributed supercomputer solve if used for altruistic purposes. One can imagine some users designing simulation games to study how best to peacefully resist an oppressive government, others creating simulations considering how best to deal with bullying in their school, while others focused on dating games—analyzing in much greater detail who is most likely to date whom and why. What if users, both passively and actively, played a browser-based game like Travian (www.travian.com) — a massively multiplayer real-time strategy game simulating Roman-era Gaul (modern-day France) and Germany? Could such a simulation, driven by tens of thousands of users, be of use to anthropologists in explaining the societal evolution and patterns of human settlement in Gaul in the First Century BCE? Here is an opportunity for Social Simulation to facilitate research.
In their book Growing Artificial Societies, Joshua Epstein and Robert Axtell demonstrate the useful applications of social simulation as a means of understand the emergent evolution of more complex systems (societies) from simpler ones. They attempt this by rendering a “sugarscape” or 2-dimensional world (cellular automata) where primitive agents go about eating “sugar”, reproducing, and dying according to the rules of the world. A distributed user base could participate in such an experiment by contributing “DNA” to agents—a string of ones and zeros defining preferences, culture, and other agent features.
What if the ancient overlay was dispensed altogether and the subject matter of the simulation to the user-base. What sims might users develop? The neighborhood itself—an extenion of Citytagz? In such game/simulation, the users could collaborate to experiment with possible solutions to community problems like traffic or a lack of community. People may feel more comfortable interacting with their neighbors in such a game (due to Suler’s Online Disinhibition Effect) than in real life. A microculture may evolve that helps the citizen to create a community that otherwise would not exist.
Mobile Devices: The More Brains the Better?
In the mobile space we all know that mobile phones are computing devices as well. Further, there are more mobile phones (over 3 billion as of 2006) than PCs (near 1 billion). Could mobile devices be linked in a similar fashion to BitTorrent or the Storm Worm Botnet? The Botnet has at most 50 million machines. Even though a PC is generally more powerful than a mobile phone, if even 1 or 2 billion mobiles were linked into a computer network, what could we achieve with that?
Research Questions
What social problems could mobile distributed supercomputers examine?
Integrating Collective Decision Making and Social Simulation?
What follows is a survey of web-based Collective Decision Making Systems (CDMS) by Jennifer Watkins and Marko Rodriguez, some of which might be expanded upon by integrating them with Social Simulation games to solve pernicious problems.
Document ranking (PageRank aggregation)
Folksonomy (collaborative tagging aggregation)
Recommender system (collaborative filtering aggregation)
Voting system (plurality aggregation)
Open source software (collaborative development aggregation)
Wiki (collaborative editing aggregation)
Prediction market (market scoring rule aggregation)
Research Questions
Does combining Social Simulation games and CDMS systems add value? Is it useful?
Revisiting Social Physics
We could define social physics as the alteration of an environment according to the aggregate behavior of the actors in a virtual or mixed reality world. Two examples of games that tie character physics to a social outcome are the USC MFA games, “Dyadin” and “Clownerstrike.” Dyadin finds 2 players trapped in alternate, parallel worlds, who must work together to solve a physical puzzle game. Clownerstrike is a multiplayer team game, where the team must compete by performing circus tricks for “laugh points.” So, it loosely conforms to social physics in that the physical stunts drive gameplay.
Dyadin
Clownerstrike
What are other virtual-based revenue streams for museums?
Export to World
Export to World is an experiment in taking objects from Second Life and creating paper constructs of them in the real world. Perhaps creating cutouts of custom objects users create in world could be an additional revenue stream.