Valve To Demo Previously Unannounced SteamVR Hardware System At GDC 2015

A good place to follow all things VR related is at The Road To VR. This is an informative site that carries news and developments rather than trying to be funny and clever like far too many sites. The site has recently posted an interesting article regarding a VR initiative from Steam : Valve to Reveal “SteamVR Dev Kit” Next Week at GDC 2015 :

Gaming giant Valve has announced that they’ll be revealing a “previously-unannounced SteamVR hardware system” at GDC 2015. The company has been actively engaged in R&D in the AR/VR space but hasn’t previously broken into the hardware market. This new information makes it look like they might be gearing up to do just that.

Valve were at one stage expected to enter the VR hardware market, but then some of their staff moved to Oculus and things went quiet on the Valve front, very quiet. However the latest news suggests that Valve are very much interested in sharing a piece of the VR hardware pie.

Valve are also reaching out to VR content creators, as they explain on the steampowered site :

With the introduction of SteamVR hardware, Valve is actively seeking VR content creators. Are you a developer or publisher interested in experiencing the new SteamVR hardware? We’ll be giving scheduled VR demos during the week of GDC, March 4th-6th, 2015, at Moscone Center in San Francisco.

This is a very interesting development to say the least.

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How Computing Stereotypes, Even In Online Environments, Can Discourage Female Participation

The mystery of why more females don’t embrace computing professions rolls on and on. Many feel it’s due to the boys club in places such as Silicon Valley, but research from The University Of Washington suggests there may be something else going on.

An article in The Journal was published recently : Research: Broaden Stereotypes To Draw Women into CS and Engineering by Dian Schaffhauser. The article itself is based on the following research : Cultural stereotypes as gatekeepers: increasing girls’ interest in computer science and engineering by diversifying stereotypes by Sapna Cheryan, Allison Master and Andrew N. Meltzoff.

The Journal makes the following claim :

The stereotype of the typical computer scientist or engineer as somebody who’s white or Asian, socially inept, obsessed with technology and almost always male is keeping girls out of those fields, according to a new study from the University of Washington.

That’s really not something that I’d considered as a barrier to females entering computer science and engineering professions. The research comes from an American perspective but I’d imagine a lot of the findings would apply to many western countries. The research also extends to looking at how females react in online scenarios and even cites past research involving Second Life.

So what is a stereotypical computing geek like? Well the research paper cites media representations :

Popular movies and television shows like Real Genius, The Big Bang Theory, and Silicon Valley depict computer scientists and engineers as mostly White (and more recently Asian) males, socially unskilled, and singularly obsessed with technology.

Ok so right away I’ve got a frowny face over this research, but ok those portrayals may be considered sterotypical but people look beyond stereotypes right … no really, they do? Well the research carried out some tests regarding this, one was quite straight forward :

To examine the extent to which exposure to stereotypical and non-stereotypical media representations influence women’s interest in computer science, women undergraduates read one of two fabricated newspaper articles. One article stated that computer scientists fit the current stereotypes, while the other stated that computer scientists were diversifying and no longer fit the stereotypes. Women who read the stereotypical article expressed less interest in majoring in computer science than women who read the non-stereotypical article. Furthermore, women who read the non-stereotypical article were significantly more interested in computer science than women who read no article.

However moving away from media stereotypes, what happens when females encounter real people? The researchers carried out a test, they invited females to take part in short conversation with actors, three male actors and three female actors. The purpose of this was to test how stereotypical geekiness might influence a female :

half of the participants were randomly assigned to interact with an actor who fit current stereotypes in appearance and preferences (e.g., glasses, t-shirt that said “I code therefore I am,” hobbies that included playing videogames) or one who did not fit these stereotypes (e.g., solid colored t-shirt, hobbies that included hanging out with friends). After the interaction was complete, participants were asked about their interest in their partner’s major and then asked the same questions again 2 weeks later.

Results revealed that women who interacted with the stereotypical student were significantly less interested in majoring in computer science than those who interacted with the non-stereotypical student, and this effect was equally strong regardless of whether the actor was male or female. Moreover, negative effects of stereotypes endured for 2 weeks after the interaction. The computer science major’s gender mattered less in influencing women’s interest in computer science than the extent to which he or she fit current computer science stereotypes.

That’s rather fascinating. So the non-selling point wasn’t just about the gender of the person whom females interacted with, it was how stereotypically geeky they were too.

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The Computer Gaming Industry Should Pay Attention To Linden Lab’s Community Relations

When it comes to the computing gaming industry and communications, there’s a very sorry picture lying before us in 2015. The industry as a whole has an extremely immature reputation and this applies to gamers, gaming publications, gaming journalists and game developers. There’s a toxic pile of cack in front of them that far too many are happy to pour oil onto the fire of.

The industry as a whole could do far worse than to take a step back and look at how Linden Lab have approached community relationships over the years. Linden Lab have certainly not always got it right, indeed at times they have got it very wrong, the communication blackout being one glaring example. However at no point in the history of Second Life have I ever witnessed anything close to the sorry state that the computer gaming industry currently finds itself in.

There was a time when the official forums were far more vitriolic. Office hours inworld could get vitriolic.The Jira could get vitriolic and of course the blog post comments could get vitriolic. Linden Lab cut off some of those vitriolic sources by removing those communication channels. That wasn’t the smartest move and in some cases it appeared as if Linden Lab were burying their heads in the sand. Recently Linden Lab have vastly improved their communications, brought back some of those communication channels, engaged with their community and it’s working well.

Ok when Rod Humble was interviewed by Draxtor Despres he was quoted as saying :

I come from gaming communities, where I was running a gaming community, I received three death threats in a day! I’ve never received three death threats in a day from Second Life users, I’ve only received only one death threat here. And that was from a guy who got banned, you know, he was angry.

We shouldn’t make light of death threats but I think this puts into context some of the levels of vitriol that have been around. When Second Life did receive vitriolic comments they were more measured than what we see in the computer gaming industry. When I was more of a git in the forums, blog posts and office hours, the idea of threatening en employee would never have been on my or pretty much anyone else’s radar.

I used to point out in the Second Life forums that the levels of vitriol were tame compared to other forums. This tells me two things, one that I’d accepted that vitriolic behaviour was something of a norm and two, that I thought the level of vitriol aimed at Linden Lab was at an acceptable level. As I’ve aged, I’m puzzled as to why I accepted this behaviour as being part and parcel of online communities.

However Linden Lab largely continued to engage, to talk, to try and work around the noise. As I’ve said, sometimes they took extreme measures, but Linden Lab’s employees in public remained professional, courteous and engaging. That’s not something you could say about the computer gaming industry.

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Massively Will Bite The Dust February 3rd 2015

In a recent post I pondered about the rumours that AOL were likely to close Joystiq and furthermore that this would probably mean the end of Massively. This has now been confirmed by Massively : Massively-that-was :

This week, we learned our AOL overlords have decided that they no longer wish to be in the enthusiast blog business and are shutting all of them down. This mass-sunset includes decade-old gaming journalism icon Joystiq, and therefore, it includes us. February 3rd, 2015, will be the final day of operation for Massively-that-was.

However in a game of prunes, TechCrunch report : AOL To Lay Off About 150 People, Mostly In Sales; Folding Joystiq, TUAW Into Engadget :

Some more details are emerging around AOL’s reorganization plans. Sources tell us that the company will lay off around 150 people, with the majority in sales. As part of it, AOL is also consolidating some websites. Gaming site Joystiq and Apple news site TUAW are both being folded into Engadget

Whereas Gamasutra report :

Joystiq recently celebrated the ten-year anniversary of its launch, in 2004, as a spinoff of AOL’s tech-focused blog Engadget. Going forward, Engadget is expected to take up some of Joystiq and Massively’s responsibilities for game industry reporting.

Unfortunately none of these folding exercises look likely to save any jobs for Massively staff.

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Buried From MadPea Games – A Look At The Game

Missing Poster

Buried from MadPea Games is an interactive experience that takes place on several locations across the Second Life grid. The best place to start is of course the starting location, which isn’t yet open to mere mortals, fortunately I managed to sneak in a get a preview.

Whereas I’m not in a position to give the game a full review, I can provide some insight into the game. The starting location is where you get your HUD and start your progress. As in most MadPea games the HUD is important and therefore it’s good to know what it does and how it’s used.

An Image Should Be Here
Buried Hud

Clicking the ? in the top right hand corner of the HUD helps you to understand the HUD and what you can do with it. The view will change depending upon what you’re doing, sometimes text will appear there, for example. The basic controls allow you to go to Buried Island, get help, which comes via the MadPea website at the moment. There’s an option to join the MadPea group, which will also be a good place to discuss the game. Then there’s the option to go to MadPea’s Facebook page and finally an option to listen to a funky youTube stream whilst playing the game.

However be warned, the game does at times require you to listen to something that is happening inworld via interactions via objects.

The game is linear to a degree, locations need to be unlocked by finding clues in your current location. Available locations are marked with an X. Simply click the x for an available location and you should be teleported there.

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X marks the spot

There’s also a souvenir shop at the main starting location, which will sell souvenirs but may also have items that will assist you in your quest.

Buried Store

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