Move Over Kinect: Leap’s Motion Control Device Could Be A Game Changer

 

 

After touchscreens, gesture controlled screens is where we seem to be heading with different companies using webcams and Microsoft Kinect to ensure that the next generation laptop and computers don’t need a mouse to function. With so many devices and prototypes out there, this has to be the one that not only promises what it delivers, but could provide a viable alternative to mouse controls with its accuracy and affordability.
Leap Motion is a gesture control device that prides itself with its accuracy. Able to distinguish thumbs from fingers and handheld items like pencils, the device is able to sense specific movements so instead of having to flail your arm wildly to pick up movement, it will be able to pick up specific movements so even subtle movements are picked up. Users will also be able to create custom gestures. The development team, LEAP Motion, describe the product:

 “Leap represents an entirely new way to interact with your computers. It’s more accurate than a mouse, as reliable as a keyboard and more sensitive than a touchscreen. For the first time, you can control a computer in three dimensions with your natural hand and finger movements.

This isn’t a game system that roughly maps your hand movements. The Leap technology is 200 times more accurate than anything else on the market — at any price point. Just about the size of a flash drive, the Leap can distinguish your individual fingers and track your movements down to a 1/100th of a millimeter.”

Imagine typing away on your keyboard and only having to hover your fingers above it to select or highlight something on screen. Leap Motion offer a number of scenarios where the technology could be used such as design and gaming. The tech demo (found below) looks impressive and will be retailing at $69.99 when it’s made available. A limited number are available to pre-order for the device’s first shipment this winter.

The Characters of Gaming! Who are you ?

This research should be read by social game developers. Four approaches to playing MUDs are identified and described. These approaches may arise from the inter-relationship of two dimensions of playing style: action versus interaction, and world-oriented versus player-oriented. An account of the dynamics of player populations is given in terms of these dimensions, with particular attention to how to promote balance or equilibrium. This analysis also offers an explanation for the labelling of MUDs as being either “social” or “gamelike”.

The four things that people typically enjoyed personally about MUDs* were:

i) Achievement within the game context

Players give themselves game-related goals, and vigorously set out to achieve them. This usually means accumulating and disposing of large quantities of high-value treasure, or cutting a swathe through hordes of mobiles (ie. monsters built in to the virtual world).

Achievers say things like:
“I’m busy.”
“Sure, I’ll help you. What do I get?”
“So how do YOU kill the dragon, then?”
“Only 4211 points to go!”

 ii) Exploration of the game

Players try to find out as much as they can about the virtual world. Although initially this means mapping its topology (ie. exploring the MUD’s breadth), later it advances to experimentation with its physics (ie. exploring the MUD’s depth).

Explorers say things like:
“Hmm…”
“You mean you don’t know the shortest route from <obscure
room 1> to <obscure room 2>?”
“I haven’t tried that one, what’s it do?”
“Why is it that if you carry the uranium you get radiation
sickness, and if you put it in a bag you still get it, but if
you put it in a bag and drop it then wait 20 seconds and pick it
up again, you don’t?”

 iii) Socialising with others

Players use the game’s communicative facilities, and apply the role-playing that these engender, as a context in which to converse (and otherwise interact) with their fellow players.

Socialisers say things like:
“Hi!”
“Yeah, well, I’m having trouble with my boyfriend.”
“What happened? I missed it, I was talking.”
“Really? Oh no! Gee, that’s terrible! Are you sure? Awful, just
awful!”

iv) Imposition upon others

Players use the tools provided by the game to cause distress to (or, in rare circumstances, to help) other players. Where permitted, this usually involves acquiring some weapon and applying it enthusiastically to the persona of another player in the game world.

Killers says things like:
“Ha!”
“Coward!”
“Die!”
“Die! Die! Die!”

A MUD ( /ˈmʌd/; originally Multi-User Dungeon, with later variants Multi-User Dimension and Multi-User Domain),[1][2] is a multiplayer real-time virtual world, usually text-based. MUDs combine elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat. Players can read or view descriptions of rooms, objects, other players, non-player characters, and actions performed in the virtual world. Players typically interact with each other and the world by typing commands that resemble a natural language.

 

China’s Top 15 Social Networks

China’s social networking landscape is diverse and thriving. No single player is nearly as dominant as Facebook in the U.S. and there’s a long tail of networks for different users (urban and rural) and different purposes (social, dating, and games). Here is China’s SNS universe for the top 7 sites.

                                                                         

                                                                Here is a table of the top 15 social networks in China