This checkin to GC10XND Station Surprise reflects a geocaching.com log entry. See more of Dan's cache logs.
Log is almost completely full and somewhat damp. Needs maintenance soon, though not urgently.
This checkin to GC10XND Station Surprise reflects a geocaching.com log entry. See more of Dan's cache logs.
Log is almost completely full and somewhat damp. Needs maintenance soon, though not urgently.
This checkin to GLMHN1XN #3 Alice In Wyederland - Pool of Tears reflects a geocaching.com log entry. See more of Dan's cache logs.
Seriously muddy around here right now, following the ocassional rains of the weekend. Quick and easy find, though! TFTC.
This checkin to GLMHN2YN #4 Alice In Wyederland - Advice from a Caterpillar reflects a geocaching.com log entry. See more of Dan's cache logs.
This penultimate find of this morning’s expedition was wonderfully-placed: just a little off the path but in plain sight (if you know where you’re looking). And what wonderful theming, to boot! Took the “Cities bug # 1 Brussels” TB, because it looks like it hasn’t moved in a while. FP awarded.
This checkin to GLMHN3EN #5 Alice In Wyederland - Cheshire Cat reflects a geocaching.com log entry. See more of Dan's cache logs.
Last find of my morning’s expedition was this one, a GZ well within sight of the windows of the house I’m staying in this week! Thanks for the first half of this series: I look forward to trying to find the other half later in the week.
This checkin to GLMHN19T #1 Alice In Wyederland - Alice Down the Hole reflects a geocaching.com log entry. See more of Dan's cache logs.
I’m spending some time in Underhill (near Brockweir) as part of an “away week”for volunteers at a non-profit organisation that I run, but thought that this looked like too good a series of caches to pass up on. Came out first things this morning, before anybody else got up, for a brisk but muddy walk up the river to the first cache. Nice easy find; TNLN.
This checkin to GLMHN1GM #2 Alice in Wyederland - Drink Me or Eat Me? reflects a geocaching.com log entry. See more of Dan's cache logs.
Now this is what I like to see: a fun (and thematic) little multicache! The sun’s well over the horizon and my co-volunteers will be getting up soon, so I quicken my pace in my plan to get #1 through #5 on this particular short outing. FP awarded.
This checkin to GLMEZV9T Serpentine hide reflects a geocaching.com log entry. See more of Dan's cache logs.
Once again narrowly beaten to a FTF by Go Catch! I don’t live a million miles from here, so I took a diversion on my cycle home. Knew exactly where to start looking, and spotted the container before I’d even dismounted from my bike! My pen’s leaking a bit, though: sorry for the inky fingerprints on the back of the log!
This is the (long-overdue) last in a three-part blog post about telling stories using virtual reality. Read all of the parts here.
For the first time in two decades, I’ve been playing with virtual reality. This time around, I’ve been using new and upcoming technologies like Google Cardboard and the Oculus Rift. I’m particularly interested in how these new experiences can be used as a storytelling medium by content creators, and the lessons we’ll learn about immersive storytelling by experimenting with them.
It seems to me that the biggest questions that VR content creators will need to start thinking about as we collectively begin to explore this new (or newly-accessible) medium are:
This question mostly relates to creators making “interactive” experiences. Superficially, VR gives user experience designers a running start because there’s little that’s as intuitive as “turning your head to look around” (and, in fact, trying the technology out on a toddler convinced me that it’s adults – who already have an anticipation of what a computer interface ought to be – who are the only ones who’ll find this challenging). On the other hand, most interactive experiences demand more user interaction than simply looking around, and therein lies the challenge. Using a keyboard while you’re wearing a headset is close to impossible (trust me, I’ve tried), although the augmented-reality approach of the Hololens and potentially even the front-facing webcam that’s been added to the HTC Vive PRE might be used to mitigate this. A gamepad is workable, but it’s slightly immersion-breaking in some experiences to hold your hands in a conventional “gamer pose”, as I discovered while playing my Gone Home hackalong: this was the major reason I switched to using a Wiimote.
So far, I’ve seen a few attempts that don’t seem to work, though. The (otherwise) excellent educational solar system exploration tool Titans of Space makes players stare at on-screen buttons for a few seconds to “press” them, which is clunky and unintuitive: in the real world, we don’t press buttons with our eyes! I understand why they’ve done this: they’re ensuring that their software has the absolute minimum interface requirement that’s shared between the platforms that it supports, but that’s a concern too! If content creators plan to target two or more of the competing systems that will launch this year alone, will they have to make usability compromises?
There’s also the question of how we provide ancillary information to players: the long-established paradigms of “health in the bottom left, ammo in the bottom right” don’t work so obviously when they’re hidden in your peripheral vision. Games like Elite Dangerous have tackled this problem from their inception by making a virtualised “real” user interface comprised of the “screens” in the spaceship around you, but it’s an ongoing challenge for titles that target both VR and conventional platforms in future. Wareable made some great observations about these kinds of concerns, too.
In my previous blog post, I talked about a documentary that used 360° cameras to “place” the viewer among the protesters that formed the subject of the documentary. In order to provide some context and to reduce the disorientation experienced by “jumping” from location to location, the creator opted to insert “title slides” between scenes with text explaining what would be seen next. But title slides necessitate that the viewer is looking in a particular direction! In the case of this documentary and several other similar projects I’ve seen, the solution was to put the title in four places – at each of the four cardinal directions – so that no matter which way you were looking you’ll probably be able to find one. But title slides are only a small part of the picture.
Directors producing content – whether interactive or not – for virtual reality will have to think hard about the implications of the fact that their camera (whether a physical camera or – slightly easier and indeed more-controllable – a simulated camera in a 3D-rendered world) can look in any direction. Sets must be designed to be all-encompassing, which poses huge challenges for the traditional methods of producing film and television programmes. Characters’ exits and entrances must be through believable portals: they can’t simply walk off to the left and stop. And, of course, the content creator must find a way to get the audience’s attention when they need it: watching the first few minutes of Backstage with an Elite Ballerina, for example, puts you in a spacious dance studio with a spritely ballerina to follow… but there’s nothing to stop you looking the other way (perhaps by accident), and – if you do – you might miss some of the action or find it difficult to work out where you’re supposed to be looking. Expand that to a complex, busy scene like, say… the ballroom scene in Labyrinth… and you might find yourself feeling completely lost within a matter of minutes (of course, a feeling of being lost might be the emotional response that the director intends, and hey – VR is great for that!).
The potential for VR in some kinds of stories is immense, though. How about a murder mystery story played out in front of you in a dollhouse (showing VR content “in minature” can help with the motion sickness some people feel if they’re “dragged” from scene to scene): you can move your head to peep in to any room and witness the conversations going on, but the murder itself happens during a power cut or otherwise out-of-sight and the surviving characters are left to deduce the clues. In such a (non-interactive) experience the spectator has the option to follow the action in whatever way they like, and perhaps even differently on different playthroughs, putting the focus on the rooms and characters and clues that interest them most… which might affect whether or not they agree with the detective’s assertions at the end…
As I mentioned in the previous blog post, we’ve already seen the evolution of storytelling media on several occasions, such as the jump from theatre to cinema and the opportunities that this change eventually provided. Early screenwriters couldn’t have conceived of some of the tools used in modern films, like the use of long flowing takes for establishing shots or the use of fragmented hand-held shots to add an excited energy to fight scenes. It wasn’t for lack of imagination (Georges Méliès realised back in the nineteenth century that timelapse photography could be used to produce special effects not possible in theatre) but rather a lack of the technology and more-importantly a lack of the maturity of the field. There’s an ongoing artistic process whereby storytellers find new ways to manage their medium from one another: Romeo Must Die may have made clever use of a “zoom-to-X-ray” when a combatant’s bones were broken, but it wouldn’t have been possible if The Matrix hadn’t shown the potential for “bullet time” the previous year. And if we’re going down that road: have you seen the bullet time scene in Zotz!, a film that’s older than the Wachowskis themselves?
Clearly, we’re going to discover new ways of telling stories that aren’t possible with traditional “flat screen” media nor with more-immersive traditional theatre: that’s what makes VR as a storytelling tool so exciting.
Of course, we don’t yet know what storytelling tools we’ll find in this medium, but some ideas I’ve been thinking about are:
As I’m sure I’ve given away these last three blog posts, I’m really interested in the storytelling potential of VR, and you can bet I’ll be bothering you all again with updates of the things I get to play with later this year (and, in fact, some of the cool technologies I’ve managed to get access to just while I’ve been writing up these blog posts).
If you haven’t had a chance to play with contemporary VR, get yourself a cardboard. It’s dirt-cheap and it’s (relatively) low-tech and it’s nowhere near as awesome as “real” hardware solutions… but it’s still a great introduction to what I’m talking about and it’s absolutely worth doing. And if you have, I’d love to hear your thoughts on storytelling using virtual reality, too.
This checkin to GLMDCFM3 Ghosts of Hampton Gay reflects a geocaching.com log entry. See more of Dan's cache logs.
An Easter Sunday adventure for my 2 y/of neice and I brought us out here to find this cache. Yesterday we found the one on the other side of the river and had talked about the ruins we could see in the distance, so this seemed like an obvious outing!
Wellie’d up we hit the trail, although the little monster’s wellies were mostly unnecessary as she insisted on riding atop my shoulders all the way to the GZ. On the way, she observed that the old manor house – with fences and warning signs all around but a small agricultural shelter within the grounds – “is for pigs, not for people”.
Fix at GZ was a little shaky so it took us a few minutes to find, but we got there in the end. No sign of the World Travel Geocoin or AEC Routemaster travel bugs, but a different bug in situ. TNLN, SL, and saw what might well have been another ‘cacher dismount his bike as we headed back to the road: good luck, possibly-fellow-cacher! TFTC.
This checkin to GLMCQ378 54 with the jokers reflects a geocaching.com log entry. See more of Dan's cache logs.
Visited for an afternoon walk with my two-year-old niece. Easy find, and a nice cache in a nice location. Let the little ‘un choose where we signed the log (ultimately opting for one of the pictures of a lady): never seen a logbook like this one before! TNLN, TFTC.
This checkin to GLMC2CK5 Have you got the right equipment reflects a geocaching.com log entry. See more of Dan's cache logs.
When I first saw this appear I thought that I’d have the FTF in the bag this morning. After all: nobody would come out last thing on a Tuesday night to start a multicache series, would they? Hah.
Well, come the morning I saw that I’d been beaten and opted to, instead of tackling the rush hour traffic, come along for a leisurely lunchtime look-see. The first waypoint was easy: I’m already equipped for wardriving so I just drove my car past the place (I didn’t even have to stop!) and then checked my laptop later – sure enough, only one detected SSID looked anything like GPS coordinates. The second waypoint slowed me down: for some reason, it took my GPSr a good long time to latch on to the Chirp and get the data I needed. Next up was the NFC tag, which was an easy find in the third place I looked. And finally, on to the cache itself which the coordinates lead me straight to.
Fantastic to see people doing things a little beyond the norm: things that take a little effort. Thanks for fab little adventure this lunchtime, and for a nice little cache. FP awarded.
This is a repost promoting content originally published elsewhere. See more things Dan's reposted.
One of the most common pieces of advice you’ll get as a startup is this: Only hire the best. The quality of the people that work at your company will be one of the biggest factors in your success – or failure. I’ve heard this advice over and over and over at startup events, to…
This checkin to GC6CF6A A BAD excuse for a Guinness reflects a geocaching.com log entry. See more of Dan's cache logs.
Ah! Right around the corner from me but sadly on an evening that I’ve already got other plans! Have fun, everybody!
This checkin to GC69KHB It's leap year day, let us all get a souvenir reflects a geocaching.com log entry. See more of Dan's cache logs.
Hurrah! Here I am!
This checkin to GC54F78 Oxford Steganography #1 - Open In New Tab reflects a geocaching.com log entry. See more of Dan's cache logs.
It’s proved impossible for me to re-create the lenses used as clues in the parts of this series that have been “muggled”, and it seems that the only solution is to dis-assemble and archive the entire series. The bonus cache (#5) will remain available until March 2016 for anybody who’s solved the puzzle but hasn’t yet found it.