Showing posts with label iOS. Show all posts
Showing posts with label iOS. Show all posts

Monday, September 8, 2014

Writing Skills

Yes, this blog post starts on the paper above.
Of course, you can use the built-in keyboard, as shown, or a Bluetooth device for improved accuracy. As you can see, symbols can be added, or as you can't see, the app capitalized Stone Age for me. Some auto-correct works and text can be tap-selected for editing so Hanx Writer might be a bit more neolithic than paleolithic.

Documents are saved to .PDF format to preserve the special font used (optional, in-app purchased typewriter skins have different fonts) so one can't easily edit a document on another device or in another app. Andy Ihnatko describes how he wrote his review of Hanx Writer with the app itself and exported it for publication at the Chicago Sun-Times (here) but the whole business sounds laborious.

Still, I like the tappity tap of the keyboard, the ding-carraige return, and the need for focus on what I'm writing. In the latter respect this app is very much like the no-nonsense approach of IA Writer (for Mac or iOS). There is no getting lost in formatting options, layout, or other distractive elements. The words take center stage, a good simulation of the thoughts-to-paper experience of using a typewriter but IA Writer is tappity-free. Mores the pity.

I'm not the only one who likes the soothing sound of the machine doing my bidding. It seems that The Times has a plan to pipe in the sounds of newsrooms past with the constant flow of typebars pounding paper-clad platens at the behest of harried news hounds pounding out a story. They hope the soundscape will encourage productivity in the workforce.

Good luck. White noise is often a good thing, but for me that often means letting my iPad run Koi Pond HD for the lovely, natural background noises (and to occasionally poke at fish). I look forward to the results of the newsroom test and have Circa set up to follow the story.

In the mean time, I'm practicing my typing ... tappity tap tap tap tap ...

Saturday, February 22, 2014

Our World v. Blocksworld

At Home Depot (a massive, warehouse-like construction supplies and equipment store in the United States) today my iPad was pretty helpful. I was able to look up items for comparison, take pictures of things to show my mother since her vantage point in a wheelchair was really a disad-vantage point, and to sketch ideas. Later, while waiting for my steak (!!) at lunch, I was able to play Blocksworld, Linden Lab's iOS-based 3D building game and think about what Our World in Second Life could take from this mobile world.

First, the building interface is super simple. Well, it is aimed primarily at kids so that's probably a given. Drag pre-shaped blocks or other items from a toolbox to the virtual ground then change dimensions and/or placement with simple tools. That is how I re-created my deck from Second Life in Blocksworld:


After setting up the blocks I dragged-n-dropped some colors and a texture and *boom* it was done. This was more of a "see if I can do it" exercise. I can save it but it isn't easily moved and I have no idea for what I'd use it, but I spent 10 minutes while eating popcorn and sipping Mt. Dew, so there is no waste, really.

Blocksworld seems to be geared more to vehicles and creating games which involve vehicles. Most of the build kits one can buy with in-game coins fit this description though many of the user-created worlds (and the contents thereof) are split between gaming and creation for creation-sake, like my deck. Lots of possibilities and some very simple tools, like drag-n-drop to script.

In Second Life I can't script my way out of a paper bag. Sure, I can make the bag, but ... anyway, if I can't use some pre-written scripts or get someone to script for me, I couldn't make a car, for example. Some 5 minutes in Blocksworld and I'd have a car with steering, reverse gear, and lasers. Drag a wheel to the ground then drag "scripts" to it. Bam. Do that again and you have most of a bicycle. Twice more again and you have a car, more or less.

Now imagine Second Life with a similar builder toolbox. Beginners could get started right away making something more sophisticated than a chair. Talk about generating excitement! Talk about potential Resident retention!! Not only could n00bs catch the building bug right away but non-builder residents would have a very simple way to enhance all their in-world purchases. Look inside any Linden Home (ahem ... privacy first!) and you'll see that a majority of residents have cobbled together walls and floors to enhance their homes. Simple stuff, but so many people don't really know how to rez a prim. When I joined Second Life there were people who hung out at Help Island and sandboxes just to show new Residents how to rez a prim. Not so much these days.

Another feature that SL could import from Blocksworld is the idea of easily sharing your creations. In the iOS game user creations are featured in a couple different ways and any user can play with these builds at any time. The Lego MMO of a couple years ago had such a feature and so did the former CloudParty virtual world. SL has the Destination Guide, but a category like "Come See What I Made!" could be added. But that would work best with one more Blocksworld idea ...

Visit "worlds" created by other users and play with their builds!
Every Blocksworld user has their own "world" – a build space they can call their own, with a  pre-set landscape, roads, some water, and even some atmosphere effects. It's pretty cartoonish, but you can actually have several build spaces, naming them for different purposes. No, that's not practical in Second Life, but I have an idea. Give every resident some land. Mainland is incredibly empty. Give non-Premium members 512m2 free to use on the vast, empty Mainland. If they don't want it, they don't have to use it. Premium members could still have a choice of a Linden Home (a great value, I think, compared to just a 512m2 parcel) or they could have 1024m2 of Mainland free to use instead. Like a Linden Home, these lands could not be sold, merely exchanged for another parcel somewhere else or simply not claimed. But everyone would have a space associated with their avatar where they can build and show off what they build. There'd have to be a mechanism in place where folks like me who have met our household's maximum allowed number of accounts would have our land options limited, but ... well, details. I think that that idea is a good one over all and should stimulate account retention.

Maybe when I help put up new window treatments tomorrow, hang some shelves, or help swap out the shower hardware, I'll see other features of Blocksworld that might transfer well to Second Life. Or maybe I'll just be tired enough to flop into my bed with my iPad and build stuff in Blocksworld. If I do come up with more ideas, though, I'll be sure to blog about them.

Saturday, November 2, 2013

Odd Stuff

This picture has nothing to do with the stuff in this post. I just like it.
Stuff wouldn't go into a cube: When I tried to put some Copy-able Halloween hair from Argrace into a cube for storage each item had to be dragged one-by-one. Trying to select everything in the folder then dragging would not work at any location on any day or even after a cache-clear relog. Turns out some 50% of the stuff I tried to put away gave me the same issues, regardless of maker, type, &c..

Name Tags mean that you know everyone's Stuff: Not sure why, but for the last month it has disturbed me that Second Life name tags let me see who is around me at all times. When I'm at the doctor's office I know who is who by face ... though sometimes I forget names ... but when I'm someplace unfamiliar I have no idea who is near me. Are we giving up some modicum of privacy because of name tags or the hover tips that show us an avatar's name?

Fetching Stuff: My Inventory has been in "Fetching ..." mode for a week now, even after a cache thrashing. Maybe it is time to do a clean install ... and buy a new computer.

This is an alt I need to log in sometime on a Linden Home I used to have and she's using the Dolphin viewer. She's still a member of that viewer's in-world group, I think.
Viewing Stuff: Why does the Firestorm viewer require me to relog after about an hour to clear increasing lag? It uses the same basic settings that I chose in the Official viewer. The latter refuses to rez many to very many textures since the most recent upgrade (and my installation of the Apple Mavericks OS). I miss the Exodus viewer and if I could afford to pay the coder a salary to bring it back, I would.

Second Life Stuff on my iPad: Now that everyone in our house uses iOS 7 on our iDevices (including a new pair of Air iPads) it's harder to hide my Second Life .... the risqué pictures for Topless Tuesday, for example. I need to turn off sharing pictures so I can get back to using the some fine apps to edit and enhance images. Now if only The Lab could get a decent app to run. This thing has a desktop-grade processor in it, for cryin' out loud.

Some Stuff is meshy: As creators become better and better with making mesh, I've noticed that the scale of some items is becoming more realistic, even doorways. Maybe the end of the 7-foot blonde is nigh? I bet it has to do with creating things off-world in software such as Blender where one isn't influenced by the avatar and existing unrealistically-proportioned stuff.

I wish Mesh had been around when the Empress Isle was built. And Advanced Lighting. It was a lovely place. The whole Lesbos archipelago was beautiful.

Saturday, December 11, 2010

SL in Shiny Chrome

Recently I tried the Second Life Web Viewer Beta and was but mildly impressed. Afterall, uber-brainy resident Katharine Berry had long ago developed a browser-based interface limited to text so it was inevitable that in-world graphics would eventually be added by someone. During the trial I wasn't focused as much on "gee, this is in a browser" as I was continually noting how dull the experience really was when The Lab was clearly focused more on the social aspects of being in Second Life than the access method. My test avie was always being directed to "fun places" and "places to meet people" with virtually (pun intended) no emphasis on creation or other advanced features. Admittedly, avatar customization was very creatively handled but the limited documentation indicated this feature was an enhancement to the social aspects of being in-world. Likely this was a test of more than the technology. I'm sure folks involved with trying to increase the in-world population had a firm hand in what was going on. In all, there was a sense of "something is up" about the whole thing.

Then today as I was reading Andy Ihnatko's Chicago Sun-Times post "What does Chrome OS and Google notebook mean to you?" it struck me where SL on the Web is going: To The Cloud!



Google's idea, far from new, is that any computer you use will behave the same way, use the same applications (apps), and store information in a network-based space. I think it was the NEC company that pushed this idea long ago and it was then called "thin clients" ... the machine in front of you is simply a dumb terminal and all the "real work" is done on a networked computer somewhere else. That "somewhere else" is "The Cloud."

With Cloud SLing, The Lab wouldn't have to worry as much about viewer development, hardware compatibility, third-party viewers, and all the related expenses that come with such diversity. Innovation and control of our experiences would be firmly back in their hands. It could also lure more people into the service, like those who have Apple iPads but don't use traditional computers. People like my mother. Seventy-four years old and taping away for at least six hours a day, nary a clue that she really has in her hands a computer far more powerful than the first one I used to access Second Life over five years ago.

A Second Life app for the Web browser or for devices like the iPad or the next generation of televisions shouldn't be too hard. In fact, one is likely to appear soon, I imagine, considering the limitations of current options for the ever-increasing number of portable devices. Pocket Metaverse, one of two viewers that I can find for iOS devices, is fine for occasional use, but without graphics, it is somewhat of a nuisance to use. So bring on The Cloud! I don't think we will have long to wait.