Positives & Negatives of Copyright Law and the possibility of creating something “New”

What do you see as the positives and negatives around copyright?

At this stage, the UK’s current copyright law is The Copyright Protection Act 1988 and it “allows the copyright owner to protect against others copying or reproducing their work.” (Copyright Licensing Agency, 2017). One of the biggest benefits of this is the idea of “Automatic Copyright” where anything published is instantly protected by copyright. This, however, creates a problem. Where everything is copyrighted, it makes it very difficult for anyone to create original work, or to avoid infringing on the copyright act when making something that they thought was their own. Another downside of this law is seeking the permission of the copyright holder to gain their permission for use. It can be very hard to find the copyright holder and could cost a lot of money. They might even say no, to which you have then spent a lot of time and money on something for no reward.

https://en.wikipedia.org/wiki/File:Copyright.svg

Another negative could be that it “can be expensive for the owner to enforce” (Schnotz, 2017). Say, for example, the owner’s work has been copied by a large business with a lot of money. They could find it difficult to take on such a company where they can spend a lot of money on lawyers to fight their case. An individual might not have this option and just have to accept what has happened. 

Is it possible to make anything new? 

Unfortunately, in today’s society, I don’t believe that it is possible for someone to create something new. What I mean by this is, I don’t feel that it’s possible to create something original as we are constantly being influenced by others work without even realising it. In video games,

However, in video games, it can be a little easier. Creating these games requires a large amount of programming, and the benefit of this is, there are lots of different ways to program a game. Different languages, different functions that do the same thing. It’s this code and the artwork that creates the “new game”. A great example of this is Flappy Bird. A game that exploded on the app market in 2013. With such a simple game, it was so easy for other developers to create “clones” of these games, without infringing on the copyright of the actual game. Just a simple search on the Google Play Store reveals many flappy bird clones: Blue Flying Bird, Happy Bird Pro, Flappy Bird.

Screenshot of Google Play Store after searching “Flappy bird”

With all work, it is hard to create something that is uninfluenced by anything. Although I don’t have a problem with this. I feel that it is good to be influenced by someone else’s work as it shows admiration. Act’s like the Creative Commons are brilliant for this as they allow for work to be used and adapted to create something new. Not only that, but it often supported by the original owner and they endorse the use of their work to create something they wouldn’t have thought of.

References

Copyright Licensing Agency. (2017). What is Copyright? | Copyright Licensing Agency. [online] Available at: https://www.cla.co.uk/what-is-copyright.

Schnotz, W. (2017). Pros & Cons of Copyright Laws. [online] Yourbusiness.azcentral.com. Available at: https://yourbusiness.azcentral.com/pros-cons-copyright-laws-5170.html.

Useful Links

https://play.google.com/store/apps/collection/search_results_cluster_apps?clp=ggENCgtmbGFwcHkgYmlyZA%3D%3D:S:ANO1ljKrca4

Behavioral Emotive Modelling in NPC’s and how AI Agent’s work in Video Games.

Behavioural modelling is an important part of NPC development for games. Should emotive modelling be part of that development?

Non-Player-Character development in a video game is vital for making a video game look and feel realistic and it’s down to how the NPC is designed that makes or breaks the game. Behavioural modelling is a research in “generating models of player behaviour and exploiting the models in actual play” (Bakkes, Spronck and van Lankveld, 2012). The idea of this Behavioural Modelling is paramount into making a realistic AI controlled NPC inside a video game. However, this part of the games design process only really focuses on the behaviour side of the NPC’s. In order for a really, in-depth non-player-character, emotive modelling is definitely something that should be considered, at least in my opinion. This would then let us change the emotions of the NPC’s and have their emotions affect the gameplay of the character.

Consider your favourite video game. If it contains AI-controlled agents how individualistic are they and their behaviours, and, how might you set about improving them?

I think that the Sims franchise is one that focuses a lot on the AI in the game, as this is to make the life simulator feel realistic. The most recent edition of the game, The Sims 4, introduces an “emotion” system that changes the sims mood, interactions and behaviour based on how they are feeling. From my own experiments, I’ve noticed that when the sim is sad, the sims walking becomes a lot more ‘sluggish’ and their face emotions are a lot more upset. I think that this works well in a game like The Sims as this really does make the player feel as if the actions they have, affected the sims on a much more personal level.

Image result for sims 4

http://www.carls-sims-4-guide.com/gamepacks/parenthood/

The autonomy of the sims can be adjusted in the settings, however, if turned to the max, you can simply watch the sims do their own thing and live their life as if they were in control themselves. I feel as though this is an excellent way of demonstrating the AI in this game. For example, the sim understands it’s needs and will act upon them in a sensible way. If the sim was hungry, they’d get food from the fridge and if there is no food in the fridge, they’d make some – something that us humans do every day. We don’t just make food when we already have some to eat.

Image result for sims 4 autonomy settings

http://www.carls-sims-4-guide.com/tutorials/sims.php

I also feel as though each sim is very individual. Yes, at their core, each sim needs to eat, sleep, socialise etc, but their traits affect this. A vegetarian sim isn’t going to go and eat a meat dish on their own, that is up to the player to decide, and a sim with a musical mind would pick up a guitar and practice. I believe that all these mechanics create a realistic AI character and there isn’t much that I could say that needs to be improved. I could still say that the emotions of the sim still don’t really make a huge difference in the overall experience so that is something that could be worked on. What I mean by this is that The emotions of the sim are very basic (happy, sad, angry, worried) but these are only the top level emotions of a character and to make a character seem even more realistic, we could look into deeper feelings like loneliness and depression or fear as these could really create a fully realistic AI human inside a video game.

Bibliography

Bakkes, S., Spronck, P. and van Lankveld, G. (2012). Player behavioural modelling for video games.

Useful Links

https://www.ea.com/en-gb/games/the-sims/the-sims-4/pc/features/play-with-life

The Key Concepts of Human-Computer Interaction and it’s relationship to Games Design

Example of a key concept of HCI, reflecting on the Human, Computer and the Interaction.

In the most basic form, human-computer interaction is the way humans use different devices to interact with a computer. This could be as simple as pressing a button on a washing machine or clicking something on a computer screen with a mouse. So if we break this concept down into its 3 core elements, the Human is using multiple senses before even interacting with the mouse. For example, the human can see which button to press, as well as hear the button being pressed and of course, feel the button being pressed. The mouse has been designed in such a way, however, that we don’t need to look at the mouse to click it as it has been designed for us to naturally rest our fingers over the buttons.

Image result for mouse and keyboard

There are many other interactive devices that are used to control the computer, some of which can make the computer more accessible. Speech recognition can help computer users with restricted arm movement as they can speak to the computer to control the computer.

 

Discuss the relationship between this and Games Design

When we talk about HCI in games design, it can open up lots more possibilities for the player to interact with the computer. In a simple way, the player could use a controller to move their character. However, with the advancement of technology, we have been introduced into concepts such as augmented reality and virtual reality.

Virtual reality creates a whole new way of interacting with the computer that would completely immerse the player in the game they are playing. This comes with its problems, however, as the developers would have to break the norm and create an efficient and easy to understand UI and controls so that the player won’t have to break the immersion of the game. If the player doesn’t understand how they are supposed to navigate a UI or control the character, they would just simply not play the game, or at least opt for a Non-VR experience where the controls are set out in a (mostly) comfortable and efficient way.

Image result for ps vr

Playstation VR headset, Controllers, Camera

In a virtual reality game, the player would wear a headset and often have controllers in their hands. The player can move their head to see around the game’s environment and use the controllers to interact with the game. The controllers often support motion control as well, creating an even more immersive experience for the player. The player still presses buttons on these controllers for interacting with objects in the game, but the main control of the game is done via motion controls from the controllers and the head movement.

 

task 11

In summary the blog posts have helped me theoretically understand my work along with others. The tasks have allowed me to understand the development of my work and ideas better. In particular the invention of my own mode of practice was particularly useful to narrow down the specific media’s I wanted to work with. Another task I particularly enjoyed was appropriating an image. Before this I viewed using other people’s ideas in my work as wrong. Now looking back I feel like I was being very narrow minded. I wanted to be individual in my work but now I have done this task I can see that you can still make work that is different whilst relating to another’s concept. Task 10 was helpful in thinking about the basic concepts and ideas of my work. The tasks set based on research were also interesting and helpful. The book review was in particular a challenge for me as I chose an in-depth book based on an unfamiliar subject however it was also very rewarding learning about something completely alien to me. I also analysed three pieces of work in depth that I had not looked into before. By far, the task I struggled with the most was comparing texts. From this I learnt to reread over things until you understand them better.

Task 9/10

The advertisement from Duncan Quinn: 2008 ad campaign shows us an extremely violent of woman reined and dominated by a man behind a car. This image surprisingly appeared in 2008 Duncan Quinn Suit .As it shows us, it seems like Duncan Quinn obviously enjoyed killing this woman and holding a necktie around the dead woman who is bleeding from her head. Like holding a dog, he is very much controlling his lady and an evil emotion l can see on his face. Perhaps Duncan Quinn want to show us a kind of dominance, power and male’s right in his suit, but it is against feminism as well.

The reality is that term “feminism” was used in early nineteenth and twentieth centuries. It can be involved into political and sociological theories, philosophies concerned with issues of gender difference, as well as the right of equality of the female. In Duncan Quinn advertisement, it eventually violates early theory about feminism, the necktie (means constrain), under a man’s dominance (means unequal between male and female), bra and bleeding head (means ethic oppression). Furthermore, until 1975, the first British Sex Discrimination Act was found, and with encouragement of the UK, the European Community ensured this law and followed Britain’s step. In the law, female and male have the same status in life, work and society, but Duncan Quinn ad did not respect woman’s right such as man’s power and woman’ s murdered.

Publish or Perish

 

 

 

 

 

 

 

 

 

 

The first image I chose is one of the best-selling novel in India called- The three mistakes of my life, the story revolves around three friends whose characters are young, ambitious and passionate and have the same moral, social and religious dilemmas as many of the young Indians today. The poster of this novel totally resembles the plot of the novel as it’s cover shows the silhouette image of the three main characters in the novel. In this poster, I like how snippets of the text from the story has been used in a poster, which is giving the poster a very refined look. The placement of text in the bottom is also very balanced with the entire poster. The incorporation of the ball in the poster however seems to be unnecessary. The background is very bright and soothing. Due to the balanced combination of typography in the background, colour selection and character placement the poster of this novel looks very balanced and appealing.

 

 

 

 

 

The second poster I chose is a billboard advertisement of Tim Horton’s, which is the most famous coffee brand in Canada, and after brands like Google, Apple, Microsoft, Facebook, YouTube, Visa and Walmart, Tim Horton’s is the eighth most influential brand in Canada. This advertisement clearly shows the reasons why it is the one of the most loved brands in Canada. This poster is a good example of promoting the brand over the audience, as it shows the actual reasons along with a percentage, which proves how influential this brand is. I love the colours used in this advertisement, these are similar to the coffee cup, bags and even the stores of Tim Hortons which use “red” as their main theme colour.

 

 

 

 

 

 

 

The third image is a minimalist poster of the main character of The Simpsons show- Homer Simpson, this poster uses typography to display the phrases that Homer Simpsons uses the most. I like how the creator was able to use all the famous phrases of Homer and combined them inside the minimalistic portrait of him. The poster has a very appealing look.

 

http://www.livemint.com/Consumer/jMIN1mn63tv6qMnzzR0ASJ/Book-review–The-3-mistakes-of-my-life.html

http://marketingmag.ca/brands/the-10-most-influential-brands-in-canada-ipsos-165968/

http://www.brainerddispatch.com/sites/default/files/styles/16x9_860/public/fieldimages/42/0929/0b7rw7divrmlxam14a2pusersvwm.jpg?itok=mggT_DpN

https://pin.it/sm4wixvwlextwr

https://pin.it/wvmkyflxvf55hi

Task 6

Behavioral modelling is an important part of NPC development for games. Should emotive modelling be part of that development?

At the moment emotive modeling is still in an experimental stage and I think that it can be improved with time because at the moment some games use it to communicate emotions to the user, but the emotive modelling isn’t perfect yet, in games such as undertale the characters seem to have emotions that change due to your actions, for instance killing one of characters brother leads them to try and kill you near the end of the game making it a lot harder to complete the game this makes the player aware that they have made the NPC annoyed and that they are trying to avenge their brother which is pretty human like.

Image result for sans you killed my bro

Consider your favorite video game. If it contains AI controlled agents how individualistic are they and there behaviors, and, how might you set about improving them?

GTA V will be my example for this and I believe that they NPC’s react in different ways in different situations, for instance the public will run away if you pull out a gun where as people in cars will drive away or may try and run you over, in the same instance police officers will start to shoot at you, another example would be that if you try to steal from a shop in GTA V some of the shop keepers will actually pull out guns others will give you the money I find that interesting, essentially each NPC has there own reaction in different scenarios depending on who they are this makes the game quite realistic and the NPC’s very individualistic, There aren’t many things to improve with the GTA V AI although sometimes the reactions of citizens makes no sense, for instance sometimes you will fire a gun and people will run towards you instead of running away which makes no sense.

Image result for gta v arrest

TASK 11 & 12

Reflective Writing

Overall, I have found the research and communications module surprisingly useful. I have gathered many techniques for finding better sources of information, which I previously did not know. Looking forward I will be using these techniques in my research for my projects, to make them more well-rounded.

Firstly, for task 1 and 2 I decided to look at the works of Dieter Ross, from a book I found in library. The task was to scan an image from a book, and then find a photograph of an object, garment or textile from a website that relates to it. Furthermore, identify a museum or archive that provides information to broaden my understanding of the image and object. Considering I had never had to find online archives in museums, I found it rather easy to locate the one specified for my image of the book I choose. On this front, I believe I was lucky as the description of the image said that it was displayed at the Schimmel Museum. I think this was useful as on the museum website, although a bit sparse of the information I wanted, provided extra information which I did not know. I believe this would be useful to look out for and use in upcoming projects.

Task 3 and 4, the introduced me to Harvard referencing. Before this task, I never realised the true importance of correctly referencing work, and how if not doing so is plagiarizing others work.  This is not just importance for the artists which work we draw inspiration from; but also for myself as an artist, and be to protect my work and my rights. At first, I found the referencing very slow, especially when looking on websites and for newspaper articles. On many websites, you had to really dig for the information you wanted, and it was interesting to see how on some, few websites credited the actual author, and were defaulted to the websites overall publisher. Going forward I will use the Harvard referencing system on my referencing, but due to how time consuming it can be; will now be more selective with my sources, to not over extend myself with referencing too many things.

Moving on to task 5 and 6, we were tasked to create a mood board of the visual references, which we had selected to relate to what we thought a selected designer would have been inspired by. Then, we were asked to select one of these images, and write an analysis on it.   I found this rather refreshing, because it made me as a designer, really think and research about the inspiration behind my inspiration. For this task, I looked at Timorous Beasties, a relatively well-known print company. Visually when I looked at his work I could see some of his inspiration but it wasn’t until I went and looked on their website a visited their description, that I found what was truly behind Timorous Beasties. I liked the process of searching keywords from their over view to find more in-depth inspiration. It really opened my eyes to how many useful and inspirational sources their work was made up of. And through this I found the abstract painter Bill Jenson, whose work I found very interesting to analysis. Going further, I think I will use this method to steer away from using as many ‘big name’ designers, and go along this path of seeing where their inspiration came from to inspire me further; and broaden my research.

Task 7 and 8, I found very challenging. The task was to respond and reflect on a given text, in this case I those ‘Taste, Fashion and The French Fashion magazine’. I had never personally come across a text so difficult to read, and it was a real challenge to continuously look up complicated words and phrases. However, all the same, rather interesting and rewarding to discover the deeper meaning of the text. Usually, when gathering inspiration, I would steer clear for this kind of text, just because of how confusing it can be. However, going forward I think I might give it a second chance, as the quotes you can obtain and almost invaluable and I feel could add much depth to work.

Finally, for task 9 and 10, this was one of my favourites out of the tasks. For this task, we were given two controversial images and had to choose one to explain the ethical issues displayed. For this I chose the American Apparel image. I find ethical issues such as these displayed in American Apparels advert very interesting. I liked visually picking apart the image and describing what I saw and what it suggested. It reminded me, as a designer to be more judgemental and voice my opinion on such matters. Maybe even use such ethical issues to create a more interesting project; and to go forward with my analytic debating skills more forwardly and freely.

I feel everything I have learned this module, has been justified useful to take forward in my upcoming projects. And to use these skills to make these projects more well-rounded and interesting, as it has shown me that research is just as important as the work later produced.

Task 5

Select one or two examples to discuss the future of human-computer interaction.

One example of human computer interaction would be the phone, over the years phones have become thinner and bigger, to fit the hand of the consumer, the whole point of HCI is so that the computer is intractable and therefore needs to be usable and simple for the user to understand, it should also be obvious what thing does what in a sense because usability is much more important than the design of the product. I think as the years go on the phone will become subject to more and more changes to make it more usable and easier to hold, although most phone in the past couple years have been almost the same, for instance the Iphone 6 and 7 are basically the same but the 7 has no headphone jack which just makes the product harder to use because you need to have apple earphones to use it, just like you need an apple charger making apple more money, whether or not phones are going in the correct direction is up to the consumer but I thing Samsung are sticking to the basic phone and improving it in a better way.

Image result for iphone 7 headphone jack

Discuss the application of user research methods in games design. Reflect upon the role of the games designer in this context. Can we anticipate player behavior?

We can anticipate player behavior, this can be seen in a lot of FPS games and in GTA where if the user is pointing the general direction of an enemy the the guns sight auto locks onto the enemy making it a lot easier to aim at them, there is also cases of this in the witcher 3 where if you are riding a horse it will stay on track as long as you move forward, which is not the case in most games where you would just go off track if you didn’t pay attention to the game, which in a way makes the game less enjoyable in my opinion because things like fast travel and auto travel just make it so that the player cant explore, but instead is just taken from mission to mission without actually being able to emerge themselves in the world that the creators of the game put time into developing, overall i believe we can anticipate player behavior but some times its better to just let the player be.

Image result for fast travel

TASK 9 & 10

Ethical Issues


 

I have chosen to talk about American Apparel’s controversial advert, although I felt both were equally shocking in their own respects I was first drawn to the American Apparel, maybe due to the focal point of the picture.

First of all, American Apparel is a very well-known North American clothing manufacturer exporting clothes in and out of America, so when this brand was thriving, this image was probably advertised largely around the world and seen by many audiences. Not only is this image unapologetically indiscreet and leaves nothing to the imagination in the creative direction of the image; but it is over sexualising women in a vulgar way, especially how they are promoting their brand name within the region which is sexualising the model in this photograph.

Even though her lady region is strategically covered by their logo it might as well not have been.  It is very clear that she has no underwear on and the position which she has assumed is a very sexually anticipated one, suggesting that sexual activity is about to occur. This suggests many things about how the ‘American Apparel’ women shopper or in that fact any women who sees this image, that the brand is promoting the sexualisation of women and not the actual clothes. And glorifying their brand over the idea that women are sex objects. The fact that none of the brands clothes apart from some very ordinary knee-high socks and a barely there top, shows that in this image they were not trying to sell their clothes. Here I feel they were trying to sell their image, and this image is the sexualisation of women.

This comes no surprise as American Apparel has a background with models which previously worked in the adult film business. So, the brand is meticulously picking their models from an industry where is this their profession to be sexualised. This immediately brings forth unattainable standards from the shoppers, the models are supposed to depict the brand and ‘who you could be’, if you wore their clothes. Models shows the type of women you want to be when you wear the clothes, and American Apparel has gone too far with their message.

They have also selected a very small audience to focus on, and have discounted the younger generation and the effects this image could have on younger children seeing this advert. Especially if they purchase the clothes or know someone who buys the clothes who is older. It leads to the question how are people supposed to view them wearing the brands clothes, if this is their message to their customers. And how the only way to be accepted or good looking is to over sexualise yourself.

Stern, C.S. (2015) American Apparel plans to launch ‘enlightening’ blog about social issues such as LGBTQ rights in a bid to revamp its controversial and overtly-sexy image. Available From: http://www.dailymail.co.uk/femail/article-3059412/American-Apparel-plans-launch-enlightening-blog-social-issues-LGBTQ-rights-bid-revamp-controversial-overtly-sexy-image.html [Accessed 21015]