Thursday, May 31, 2007


Well this is it. This is where i leave my blog behind.
We've had some good times *begins to day dream* and then we've had some not so good times. But all in all its been fun. I don't know if I've made the 'word count' and I'm not going to scrape and scrabble for it. I'm just going to leave it the way it is and maybe go back to check on hows it's doing in four or five months. Well This is Aaron Hart Signing of. Goodnight Uni and Good Luck
I now remember why excel shits me!!!!!!!!!!!!!!!!
Its just mot my type of program. I mean its not the worst program i have used by far but i don't like using it.
Maybe its because its not like word (which I'm not to happy with either at the moment), but i just can't get my head around the whole 'coding' thing.
Man its annoying. but enough about that... The Exam!!!!!!!!!!! How good was it????
Those awesome questions such as :
Q) which movie is not about time travel?
1) Bill and Ted's Excellent adventure
2)Time machine
3) Rise & Fall of Rome
4) Dr Who

Hahaha Adam, great question!!!!!!!!

Wednesday, May 30, 2007

The use of Microsoft word has never really been a problem for me. The tutorial task has definitely reminded me of a few things that I had forgotten but basically i know how to save and put words in italics and BOLD etc... Its all good.

Wednesday, May 2, 2007

This internet field trip was fun... I don't really think that it will take over from msn messenger but fingers crossed. Supposibly 360 are incorporating their own form of msn into their gaming so not only will they be able to use real time voice commands but also they will be able to type to eachother as well. This will probably be a big hit as people 'don't like to use' the voice system but prefer to type. Well well well it shall be interesting!!!

Wednesday, March 21, 2007

Week 4
Scavenger Hunt Answer these questions without using Google, and then write your answers in an entry in your blog. Try not to get all of your answers from wikipedia as well. Make sure to reference the source where you found your answer.

1. What is the weight of the world's biggest pumpkin?
1,502 pounds. It was grown by Ron Wallace of Greene, Rhode Island. It was weighed in on October 7, 2006 at the Rhode Island Weigh-off.

2. What is the best way (quickest, most reliable) to contact Grant Hackett?
If you want to contact Grant, please write to the Miami Swimming Club, their address is:Miami Swimming ClubPO BOX 2461BURLEIGH QLD 4220http://granthackettonline.free.fr/?page_id=107

3. What is the length of a giraffe's tongue?
It can be as long as 22 inches in length.http://www.bellsouthmspioneers.org/ZooGiraffes.htm

4. How would you define the word 'ontology'? In your own words, what does it really mean ? Ontology is the most fundamental branch of metaphysics. It has one question, what actually exists?http://en.wikipedia.org/wiki/Ontology

5. What was David Cronenberg's first feature film?
Shivers in 1975 http://en.wikipedia.org/wiki/David_Cronenberg

6. When was the original 'Hacker's Manifesto' written?
January 8 1986 http://en.wikipedia.org/wiki/Hacker's_Manifesto

7. Why do all phone numbers in Hollywood films start with '555'?
FOR MANY years, 555 was unassigned as a dialling code in the US and could thus be used to prefix fictional numbers with impunity. http://www.guardian.co.uk/notesandqueries/query/0,5753,-2357,00.html

8. What is the cheapest form of travel from Crete to Rhodes?
Now days the ferry leaves at 4:30 in the morning and arrive at 2:10 pm with three stops inbetween. http://www.danae.gr/routes.asp?reqDepPortName=rhodes&reqArrPortName=crete&reqDate=26%2F3%2F2007&reqDepDateRange=1&reqRetDate=Please+choose+the+date&reqTotalPassengers=1&reqTotalVehicles=0&reqCompanyID=0&sbmForm=Search

9. What song was top of the Australian Pop Charts this week in 1965?
1. Que Sera Sera - Normie Rowe and the Playboys http://members.optusnet.com.au/designprint/music_1965.htm

10. Which Brisbane band includes Stephen Stockwell on keyboards and vocals?
Stephen played keyboard for Brisbane punk band, the Black Assassins. http://www.griffith.edu.au/school/art/staff/stockwell.htm

Wednesday, March 14, 2007

Social Behaviour over Xbox Live

Xbox Live is a Microsoft production and was released in the USA in 2002 and then later released in Europe and Australia in 2003. Live allows multiple player (multiplayer) gaming over a series of internet connections. Xbox Live brings together a range of new ‘goodies’, e.g. a console instead of a P.C. platform; voice communication using a headset with a built-in earphone and microphone; a ‘gamertag’ system which enables players to manage their online identity. [1]
As Microsoft developed the original Xbox console, online gaming was designated as one of the key pillars for the greater Xbox strategy. Opting to create a unique console experience, it was decided that a hard disk drive and an ethernet port were vital to the platform, allowing for a more P.C.-style experience. The former would allow for downloadable content, such as new levels, maps, and characters, while the latter allowed adaptability to standard ethernet equipment. The ethernet port also served as a means to an end, since Microsoft decided that their online gaming service for the Xbox console would require a broadband connection, stating that dial-up connections would not allow them to standardize features (such as voice communication) and were inappropriate for intense online gaming. Critics scoffed at the idea, citing poor broadband adoption at the turn of the century. [2]

Xbox Live hit a milestone in July 2004, when it achieved 1 million subscribers. [3] Again Xbox Live made another milestone in March 2007, when it achieved 6 million subscribers. [4] With the release of Halo 2 later in 2004, the subscription base doubled within the following 12 months. Since its release, Halo 2 has generated over a half-a-billion game plays totaling up to over 710 million hours. [5]

Xbox live has a number of features designed to manage the sociability of the system. These include a fixed, user-selected pseudonym (gamertag) for player identity and accountability, player rankings for many games, and a friends list to allow players to find other players whom they prefer to play against. In addition there is the voice channel which has been introduced for the communication between players, and Microsoft has mandated that all Xbox Live games implement these features for communication between players. The configuration of the voice channel allows players to implement different mediums during game play. [6]
Martin R. Gibbs and his associates believe that the ‘Live’ voice channel changes the social aspect of online game play. He states:

“Social translucence strongly affects social behaviour. First, socially translucent systems make socially salient information available to its participants. This visibility enables participants to be aware of others and their actions in a more realistic way.” E.g. A participant will usually receive feedback on their actions from others, typically this was received by typed messages but Xbox Live enables verbal confirmation of good deeds and actions as well as what is known as ‘sledging’. This form of speech is meant to be offensive to another player and is a poor attempt to put them ‘of their game’. [1]

“Secondly, socially translucent systems are not transparent; communication is constrained within these systems. Like in the physical world the laws of physics constrains communication and determines who can receive what information or communication in what circumstances.” [1]
Sociability is an important form of understanding all computer-mediated communication, including instances of computer supported cooperative play. [1] It is important to realise that communication between parties that are experiencing the game play, can be entirely different to the communication between parties of people that are speaking face-to-face. The social mentality of the directed speech between the said parties is more refined because both parties are able to come under reprimand from the opposing party.

Although the Xbox Live voice channel is socially translucent, many gamers still prefer to use the historic way of communication.

Typically all online communication has relied on typed messages by both parties and is still the preferred form of communication amongst Gamers. However Xbox consoles to not incorporate the traditional keyboard and mouse system that many are familiar with, instead users can communicate with other players by voice using real time. This type of communication makes this study case exceptionally interesting. It would appear that all Xbox Live users that have a headset only use them to communicate with team mates; or as mentioned previously, to sledge or jeer with the opposition; and to interrupt communication between opposition team mates. [1]

There are many problems with the verbal communication channel of Xbox Live. Firstly there is noise which contributes to an inability of voice recognition. Participants feel that what is sent over the voice channel is more noise than actual conversation. There are three types of noise over Xbox Live. First, the voice channel includes speech which is not intended to be heard. Participants can hear conversations that are being had between different people that have very little and if nothing to do with the current game. Second, participants encountered background noise such as music, vehicles, other televisions etc. Third, participants experienced non-conversational noise being sent intentionally across the voice channel therefore limiting its usability amongst other participants. [1]

Microsoft however is planning to combine MSN Messenger with Xbox Live. Beginning the week of May 7, 2007, the Xbox 360 Autumn Update will provide 360 owners worldwide with access to Windows Live Messenger features, broadening the communication options on the Xbox Live social network. Members of the, six million strong, Xbox Live community currently send more than two million text and voice messages a day and can now use windows live messenger to text char with up to six people on their contact list at a time, while playing games listening to music or watching movies. Text chat adds to the variety of options friends and families already have to communicate with on Xbox Live including voice and video chat. [7]

This is made possible with the addition of a miniature keyboard which is situated between the handles of the 360 controller. This keyboard makes bragging to friends easier as well as other various communications between users. The Keyboard is a revolutionary device but it may hinder game-play, according to sources the keyboard does not sit flush but Microsoft have an impeccable history of expertly designed controllers, consoles and P.C.s so they should nail any further design to and updated keyboard. [7]

Even though the Xbox Live voice channel is less preferred than the typical typing used by most internet communicators Microsoft have taken steps to broaden their horizons and combine both voice and typing as various forms of communication. This deals with the problem of intentional noise that is experienced with the voice channel and also avoids any confusion when directly talking to other players.

Xbox Live completely harnesses it’s full potential when it comes to multiplayer gaming. However it does not harness its full social capacity. There is hardly any etiquette shown over Xbox Live. Even though Microsoft uses its ‘gamertag’ system to deliver consequences to its users, there is still no ‘set rules’ as to common courtesy but it is evolving into a social gathering place with the aid of Microsoft’s new addition to the Xbox controller as well as combining Xbox Live with MSN Messenger.


Here are some Pictures of the Keyboard:
http://www.xboxworld.com.au/news/instant-messaging-coming-to-xbox-360.htm





References

Martin R. Gibbs, Kevin Hew, Greg Wadley. Social Translucence of the Xbox Live Voice Channel, 1-8.

Wikipedia- History of Xbox Live (Background)

Dean Takahashi. Opening The Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution, 339.

Microsoft. Xbox Erupts on the Scene. Retrieved on 2006-12-01.

Microsoft. Xbox Live Turns up the Volume on the Future of Gaming.

Wadley, G., Gibbs, M., Hew, K., Graham, C.: Computer Supported Play, “Third Places” and Online Videogames. In Viller, S., Wyeth , P. (eds): Proceedings 2003 Australasian Computer Human Interaction Conference (OzCHI 2003), Ergonomics Society of Australia, Canberra (2003)238-241

http://www.xboxworld.com.au/news/instant-messaging-coming-to-xbox-360.htm
To continue on with the previous post I do not use MSN and stuff to often and when I do its always "awsome"!!! I generally don't talk to people that I don't know unless they grab my attention within the first fews words!!!!!!!! I prank call alot and they're always fun :P especiall when Blockbuster prank calls Video Ezy about random movies and titles. Ball bouncingly funny.
Well thats ma experience with most technology and communication combined.