Do the best you can until you know better. Then when you know better, do better. – Maya Angelou

Mr. Walker's Classroom Blog

  • The difference in the meaning of a genuine smile and a fake smile is vast. Trace has what to look for when you think someone might just be putting a show.

  • From Polygon

    Bennett Foddy had to make a difficult leap. Moving from one continent to another carries enough difficulties along with it — acquiring visas, scheduling the move, coordinating with his wife and her job, buying food for their new cat. But for Foddy, the biggest jump is not one of location but of profession.

    After years leading a double life as a game designer and philosopher, Foddy is looking to make a more permanent break and focus solely on his game work. That decision has led the QWOP creator to his latest teaching and design venture at New York University’s Game Center. And though it marks a split from his philosophy past, without his background and years in academia (and maybe even his time in music), the Game Center may never have been his destination.

    ROCKING DOWN UNDER

    Cut Copy, an Australian electronic outfit, began as a one-man band, spearheaded by DJ Dan Whitford. Whitford wrote the entirety of Cut Copy’s music for its first album, Modular Recordings, but he soon sought to expand the group’s scope. He turned to his friends to fill out the band’s sound, which included Foddy. He and Whitford had known each other since they were five years old.

    When Foddy joined as bassist to help Whitford pursue his dream, however, it came with an additional burden he did not expect. As an established act, Cut Copy came with a fervent fan base already in place, and Foddy played his first show in front of a crowd of thousands.

    "None of us could play our instruments, not that this has ever been a problem for any rock band in history," Foddy said, joking of this initial experience with the band.

    Foddy had to impress in front of the spotlight with the group’s growing audience. Cut Copy enjoyed an increased popularity both in Australia and abroad. The band was offered the opportunity to tour in America with Franz Ferdinand, whose hit "Take Me Out" had become a radio staple.

    With this opportunity, Foddy had to choose between the two facets of his life — the unintentional musicianship and the philosophy he had invested years in studying. Foddy had already completed his bachelor’s degree in philosophy and was serving as a research assistant writing philosophy papers when Cut Copy started. He enrolled in a doctoral program in late 2003 at the Center for Applied Philosophy and Public Ethics at the University of Melbourne. There, his research primarily focused on cognitive science, medicine and the nature of addiction in humans.

    2301900089_ca8b73b322_b
    Cut Copy — Le Point Ephémère – Paris Xème – February 29, 2008 by FXR

    Cut Copy was more a favor to a friend, and Foddy wanted to continue his studies. The rigor of touring internationally for months at a time didn’t suit Foddy. Despite the level of celebrity he could have achieved that most aspiring musicians crave, Foddy felt more compelled to stick to his schooling, which involved cognitive science, medicine and the nature of addiction in humans.

    "Most people don’t realize how much waiting musicians have to do when they’re on tour," Foddy said. "It doesn’t suit my personality at all … and neither does all the partying."

    Foddy left Cut Copy in 2004 before the band began its major stint overseas. He sought to devote more time to his Ph.D. rather than lead the double life of rock star and philosopher.

    "The culture in philosophy is that people are supposed to be 100 percent into it," Foddy said. "And when you start to have rumblings of considering something else, it’s something distinctly bad to the philosophy community."

    Yet as Foddy chose to stick to a community that would admonish any decision to leave, his pursuit came saddled with procrastination. The philosophy student and writer by day led a third life by night – burgeoning game designer.

    THE FIRST STEP

    In 2006, out of avoiding work he should have been doing for his philosophy degree, Foddy began teaching himself how to program and design, which led to his first game,Too Many Ninjas. The simple Flash game released in 2007 tasked players with defending their yellow ninja from purple enemy ninjas.

    "I made Too Many Ninjas while following a basic tutorial online," Foddy says. "I started mucking around on Flash [late at night] … when I should have been writing my dissertation."

    "I STARTED MUCKING AROUND … WHEN I SHOULD HAVE BEEN WRITING MY DISSERTATION."

    Ninjas prevents the player from moving their character around the screen and requires only a couple of buttons and a good set of reflexes to play well. Its simplicity, however, proved addicting enough to garner recognition in the press. Both Kotaku and Wired’sGame|Life blog wrote about the game, which encouraged Foddy to continue programming. Shortly after Ninjas released, his work as a philosopher pulled him back to academia.

    Foddy would spend three years living full time in the United States as a posdoctoral researcher at Princeton University. From 2007 to 2010, he would spend his time at the university writing philosophy papers and lecturing on scientific and medicine topics, including addiction. Yet his aspirations to design games, and to make them reminiscent of the titles of his youth never left him.

    AVOIDANCE LEADS TO PRODUCTIVITY

    Just as Too Many Ninjas resulted from Foddy’s attempts to avoid his doctoral work, Foddy’s most recognizable title also came at a time when he should have been focusing on his research at Princeton.

    "The best design work I’ve ever done in my life has been work I’ve done when I should have been doing something different," Foddy said.

    That work is often informed by the endeavors he may be avoiding.

    In 2008, Foddy released another title with a similar design goal to Ninjas — a simple experience that throws the player immediately into the game without much buildup.QWOP debuted in 2008 to a modest level of success.

    The game tasks players with running a 100-meter sprint at the Olympic Games using the Q, W, O, and P keys to control the runner. Initially, it drew attention for its difficulty spurred by its control scheme. While Foddy believes he did not intentionally infuse QWOP with his work as a philosopher, reflecting on the game he sees a connection to the way he approaches philosophy as a field.

    "My hope is that I can make games that are ‘literary,’ in the sense that they refer to the pioneering work that came before, but that are also genuinely new in some sense," Foddy said.

    Qwop
    QWOP

    For Foddy, QWOP was designed as a critique of the classic arcade game Track & Field. Foddy always looks to the games of his childhood when developing his own works rather than his more recent philosophy studies. Foddy preferred the immediacy of a game like QWOP or Track & Field and seeks to provide that instant connection in most of his work.

    "Modern console [gaming] rules make it impossible … I reached my lifetime limit waiting for games to load," Foddy said of current games and the difficult-to-load Amiga and ZX Spectrum games of his childhood. He prefers to base his games on those that worked like "appliances" — titles like Pong that plugged directly into the TV.

    "I don’t want to put other people through that," Foddy said. "I want them to have that experience I had [as a kid]."

    It’s a design philosophy that runs through nearly every game Foddy develops, from his first project to more recent fare like Get on Top or Speed Chess.

    Though the field of philosophy can cover a broad range of topics, Foddy believes it retains a stigma of only involving academia and little creativity. For a man who, despite his studies, has always held an interest in the arts, philosophy is a far more creative area than most would give it credit for, according to Foddy.

    QWOP may not be directly linked to his studies in medicine and science, but the game is born from the research and papers that Foddy has devoted so much time to over the last decade. QWOP’s maddening difficulty is meant both as a critique of its predecessors as well as a tool to evoke emotion in the player. While it took a few years, the game certainly brought out enough of a response in its players to skyrocket to popularity in 2010.

    RUNNING INTO SUCCESS

    Foddy dubs QWOP’s rise to notoriety as a "perfect storm" of social networks – Stumbleupon, Reddit and YouTube exposure helped push the game into the cultural consciousness in December of 2010. While this initial leap in popularity would not sustain until present day, QWOP has continued to enjoy a level of social permeability few games of its size experience. The game earned a spot in Kill Screen’s "Arcade" event at the Museum of Modern Art in New York in 2011, and last year viewers could catch the character Toby on NBC’s The Office playing QWOP while avoiding his human resource duties.

    "I [couldn’t] play it off as a hobby anymore," Foddy said. "Philosophers, as a rule, don’t play video games," he continued, but now his secret came out and was nationally televised for all to see.

    "PHILOSOPHERS, AS A RULE, DON’T PLAY VIDEO GAMES."

    Foddy’s time at Princeton was coming to a close as QWOP became such a staple of the indie game scene. The timing could not have better suited his dual-career path — QWOPwas assuredly more well-recognized than any of Foddy’s philosophy work, so much so that when he gave academic lectures, his game design work was being mentioned.

    "[Princeton professor] Peter Singer introduced me as a philosopher who also makes video games," Foddy said. "So even to philosophers I seem to have crossed some kind of line that I probably can’t un-cross."

    The game served as a coming out for Foddy to his peers in the field. While many of them may believe philosophers should not divide their time, Foddy could no longer hide the double life he had led for years.

    Yet at that point, more than ever before, the game design scene became an integral aspect of Foddy’s career. With his secret out, Foddy saw the opportunity to fully invest himself in this new avenue of work. He crossed a line, and his life as a full-time philosopher was coming to a close. That didn’t mean he could not find a way to mix the two portions of his life.

    NYU GAME CENTER

    New York University’s Tisch School of the Arts is renowned for offering its students both practical experience and a history and vocabulary in their field of interest. Tisch’s game design department, the NYU Game Center, is its youngest program, and aims to do for its future designers what the Drama department does for aspiring Alec Baldwins or the Film and TV department does for hopeful Spike Lees. Until this fall, however, the Game Center shared office space with other departments, squatting until the university found more room for it.

    To alleviate these issues, NYU opened the MAGNET Center in Brooklyn, N.Y. to offer the Game Center that space, a place for its students and faculty to feel at home. MAGNET, the Media and Games Network, joins together faculty from NYU, including Game Center director Frank Lantz, and the Polytechnic Institute of NYU in a new facility.

    In addition to new full-time professors such as Charles Pratt and developer Clara Fernandez-Vara, Foddy is teaching his first studio class in the fall 2013 semester, which began on Sept. 3.

    "Bennett is an expert on the subject [of game feel], and I think it’s a pretty excellent compliment to our already strong game design curriculum," Pratt said.

    Game Center professor Eric Zimmerman also spoke to Foddy’s exploration of game feel, an aspect that drew Zimmerman to Foddy’s work.

    Dsc_0896
    Foddy’s Speed Chess at the Game Center’s No Quarter event in 2013

    "Bennett’s focus … is so much about game feel, real-time games that use physics as a part of the gameplay [and] put players in a high-pressure situation," Zimmerman said.

    In an attempt to diversify what perspectives and skills the Game Center can offer students, Foddy’s appointment as a professor represents an attempt to bring an established but individual voice to the classroom.

    "[Bennett’s games] bear the mark of an interesting, independent thinker," Zimmerman said. "His games are a nice complement to what is already at the Game Center."

    Zimmerman teaches an introductory course, which focuses primarily on physical paper and board games. While digital games are discussed, they are not made, whereas Foddy will be teaching students practically how to build digital games.

    Foddy will be instructing students in the MAGNET Center’s new facilities. The Game Center will now have a dedicated space for classes, game testing and general meeting spaces. Such amenities were previously shared with other departments in Tisch.

    "I think it’s great to have a space to ourselves and it’s something we’ve all needed for a long time," Pratt said. "Our students have their own studios and everyone feels like they have a lot more elbow room. I think it’s going to make the work that comes out of the department much stronger."

    Foddy is no stranger to the Game Center, as his earliest interactions with the department spurred from his own philosophy work. While Foddy lectured about medicinal addiction in his doctoral work, he also spoke at the Game Center about the nature of addiction to games.

    Dsc_9246
    Foddy (center) with fellow Sportsfriend Douglas Wilson (left) and Recurse developer Matt Parker (right)

    Just as Foddy’s own work is informed by the games and studies of the past, as well as a desire to experiment, he hopes to bring that mentality of critiquing, evoking, and toying with the past into the classroom.

    Though he will be teaching practical game development for the moment, he hopes to be able to incorporate the history of English and European games, which Foddy believes American students are not exposed to. His focus on placing his games in a larger umbrella view of the field makes his jump across an ocean less a random move than one that connects with the Game Center’s mission statement.

    "OUR POINT OF VIEW IS THAT GAMES ARE PART OF CULTURE, LIKE STUDYING MUSIC, CREATIVE WRITING OR FILM,"

    "Our point of view is that games are part of culture, like studying music, creative writing or film," Zimmerman says. "It is a cultural form that is worthy of serious and rigorous study in the context of critical understanding and debate. We want to treat games with the respect that our culture treats other forms of art, entertainment, popular culture and media."

    That goal is one shared by Foddy’s own design techniques — the themes of immediate, intense player interaction and reaction result from the games Foddy played as a child. It’s also a pursuit informed by Foddy’s philosophy training. Just as he performed an unbridled examination to expand his knowledge of addiction and the games of his past, Tisch and the Game Center critique the history of art to become better informed on where to lead these fields.

    LOOKING FORWARD

    As Foddy helps to achieve this goal and usher in a new generation of game designers, he’s taking a break from leading a double life. He has always had a lot of options, and each of them has sucked him in. Whether with Cut Copy, philosophy or game design, Foddy looked to the next step not as a hurdle but an opportunity.

    His role at the Game Center is simply another one of those opportunities, While such a life change would normally come with major considerations, for Foddy, those concerns are familiar steps from his previous moves. NYU helped to cover the cost of the movers. He and his wife have lived in America and moved continents together before. He’s spoken at the Game Center and knows New York City. His wife designs hats, and New York stands as one of the fashion capitals of the world. And there’s plenty of pet supply shops to be found throughout the city.

    Foddy no longer needs to lead a double life to satisfy his artistic goals. He can take the sum of his experiences before music festival crowds, lecture halls and fellow game designers observing his work and leave a mark on the New York gaming community.

    "Whether I’m playing music, writing philosophy papers, or making video games, I’m hoping my work will affect people and that people will talk about it, and remember it."

  • Scratch for Arduino Makes Programing the Arduino More Visual

    Windows/Mac/Linux: Programming an Arduino isn’t especially difficult, but if you’re looking for a more visual method, Scratch for Arduino (S4A) uses MIT’s Scratch as a groundwork for teaching kids (or beginners) how to program an Arduino.

    S4A works just like Scratch where you drag and place actions to create programs. The idea is to provide you with a more visual language to program in so you can understand how things work better. Even if you’re experienced with Arduino programming, it’s fun to play around with. Otherwise, it’s a good place to start learning about how the Arduino works.

    S4A

  • From ReadWriteWeb

    Raspberry Pi: Everything You Need To Know for Our Project

    Raspberry Pi is a computer the size of a credit card that’s so simple, anyone can program it. Designed as an introduction to science, technology, engineering, and math for UK grade schoolers, its $35 price tag has made it appealing to hobbyists all over the world.

    Despite its diminutive device, Raspberry Pi is powerful enough to process many of the same programs as PCs, from word processors to games. Its small size also makes Raspberry Pi ideal for programming connected home devices—like the aforementioned print server, which has given us the power to make every computer, laptop, and cell phone in our network printer-compatible.

    The Story Of Raspberry Pi

    Eben Upton first came up with the idea for Raspberry Pi in 2006, when he and his colleagues at the University of Cambridge’s Computer Laboratory were frustrated by the dwindling number of students, and the poor skill levels of those students, entering the program.

    1. While current students entering the program often had Web design experience, programming experience was becoming very rare. Upton’s concern? That the price and sophistication of modern computers had made them overly complicated for kids to experiment with.

    In the ’70s and ’80s, kids could use an Amiga or Commodore 64 to boot into a programming environment. In later decades, Upton speculated, parents had more reason to forbid the same kind of experimentation on increasingly advanced family PCs. Plus, as computers became easier to use, programming them became more complicated, and tinkering with their inner workings became far less necessary.

    Upton wanted to create a cheap, easily programmable computer that would bring back the experimental spirit of an earlier era of computing, by making a device cheap enough so anyone could tamper with it without fear of expensive mistakes. From 2006 to 2008, the official history goes, Upton and his colleagues worked on the prototype that would eventually become the Raspberry Pi. The Raspberry Pi Foundation was established in May 2009, and the first shipment of Raspberry Pis became available in April 2012

    In an interview with Daily Brink, Upton explained how the device got its name:

    1. There’s a history of fruit-named computer companies! There aren’t many that aren’t taken, and Raspberry is one of those. What we wanted to build was something that could run the Python programming language, and so ‘Pi’ was kind of a pun. So the name stuck and it outlived the justification for the name.

    Python is the Pi’s recommended programming language, but Linux is its recommended operating system. Nearly every flavor of OS that works on Raspberry Pi—Raspbian, Pidora and more—is a riff on the Linux kernel.

    The front of a Raspberry Pi Model B. The front of a Raspberry Pi Model B.

    Right now, there are two versions of the Raspberry Pi for sale—Model A and Model B, though neither is newer than the other. Model A, which is $25, lacks Ethernet capability, has a single USB connecter, and 256MB of memory. Model B, which is $35, has double the memory, Ethernet, and a dual USB connector. The B is not an improvement on A, and in fact was available first; the A is just a lighter, cheaper version. The Foundation hasn’t ruled out an eventual, more powerful Model C, but probably not for at least “two to three years.

    Getting Started With Raspberry Pi

    Raspberry Pi owes its low price tag to advances in integrated chips. Instead of having a CPU, a GPU, a USB controller, and memory each on their own individual chips, Raspberry Pi uses asystem-on-a-chip with all those components on a single chip.

    Without a lot of chips to take up space, the Pi itself can consist of a printed circuit board which boots up from an SD memory card. So it’s not just cheap, it’s simple, too.

    Still, the $35 price tag is a bit misleading. You can’t just buy a Raspberry Pi and expect it to work right out of the box. Here are the accessories you’ll need to get up and running:

    A power supply. Raspberry Pi doesn’t come with one, so you’ll need a micro USB compatible cable in order to plug it into the wall.

    A case. There’s no official one yet, so I put mine in this pink one from Adafruit. Unfortunately, despite what you may have heard, it does not fit in an Altoids tin.

    An HDMI cable or RCA video lead. You can’t use your Pi without a visual display. You can either plug it into a computer monitor with HDMI input using an HDMI cable, or you can plug it into an analogue TV with a standard RCA composite video lead.

    A USB mouse and keyboard. Or else how will you interact with the Pi? Any wired or wireless mouse and keyboard should do; I’m using wireless Logitech products for both.

    An SD memory card. You’ll need one to boot up the Pi. The Raspberry Pi foundation recommends at least 4 gigs to start, but as many as 32 if you want.

    A primary computer. I didn’t get that you can’t just get the Pi running without already owning another computer, Mac or PC. Hopefully you already have one of these, or this project just got a lot more expensive.

    An SD memory card reader. The Raspberry Pi doesn’t need this, but your primary computer does so you can transfer installations from it to the Pi. A lot of computers come with a built-in card reader, but if yours doesn’t, you might want to invest in one.

    Now, let’s fast-forward to the day when your Raspberry Pi and all its accessories arrive in the mail. Here’s what to do, and when to do it.

    Put your Raspberry Pi in its case. Unless it’s very customized, it should continue to have holes in it for all of the Pi’s inputs. 

    Put the Pi aside and go to your primary computer. Insert your SD card and format it according to the Foundation’s directions. This will install a recovery program on it so you can save your card even if you break it with your tinkering. 

    Download NOOBS on your primary computer. Short for New Out Of Box Software, it’s the Raspberry Pi Foundation’s fittingly named distro for first-time Pi users. A distro is a package installation of Linux and its associated software. 

    Load your NOOBS download onto the newly formatted SD card

    Time to get started with the Raspberry Pi. Slide the SD card into the underside of the Raspberry Pi, and make sure it’s oriented correctly; it’d be bad to break your Pi before you turn it on!

    Connect it to the power supply, monitor, keyboard, and mouse

    The Raspberry Pi will boot up and take you the NOOBS screen. If it doesn’t, check your power supply and HDMI cables and make sure they’re secure.

    Select an OS to install. If you select the default Raspbian, recommended for beginners, Adafruit has a great tutorial on the process. This install will take a while (20 minutes for me) so this is a good time to go do something else.

    Once the file copies, you’ll get a notice that says, “Image applied successfully.” Press return, and the Pi will reboot. Now it will boot into the operating system’s graphical user interface, which looks a lot like Windows 98.

    A Raspberry Pi Model B all plugged in. A Raspberry Pi Model B all plugged in.

    Now you’re ready to use your Raspberry Pi however you like. You can run programs on it as if it were any other computer, or you can choose to work from the command line. Since it’s a general purpose Linux machine, what you do from here is up to you.

    A word of caution, however, from somebody who already made this mistake: don’t delete the NOOBS copy you downloaded on your primary computer. My husband and I wiped the Pi twice (and installed operating systems three times) in one night, so I know it saves time to have everything ready on your computer in case you want to start fresh for any reason.

    Pi Project Tutorials For Beginners

    With 512 MB on the Model B, Raspberry Pi isn’t the strongest computer in the world, but it’s still powerful enough for any project a beginner can think up.

    1. See also: 12 Ways To Make The Most Of Raspberry Pi

    Here are ten awesome-sounding, relatively simple tutorials for beginners:

    Print Server

    This is the tutorial we used, so I can vouch for its ease of use. It makes use of CUPS (Common Unix Printing System) and basically all you have to do is install it on your SD card and then teach Raspberry Pi the address of your printer.

    XMBC Media Center

    This seems to be one of the most popular uses of a Raspberry Pi. Since it is capable of running XMBC, a program that organizes all of your movies, TV, music, and more into one easy-to-use cloud-based corral, a Pi makes a perfect hub for streaming your media over your network.

    Program Your Own Game

    Sure, you could sit around playing Minecraft on your Pi, but you could also fulfill your secret dream of becoming a video game developer. Programmer Andy Balaam made a tutorial on the topic so thorough, it takes three hours to watch all of it.

    Create An Information Kiosk

    Brendan Nee was sick of arriving late for buses, so he programmed his Pi to display real-time arrival predictions for transit around his house. His step-by-step instructions are great for San Franciscans, but if you live somewhere else you’ll need to configure for another transit system.

    A desktop computer built with a Raspberry Pi.A desktop computer built with a Raspberry Pi.

    Build A Pi PC

    You’ve already got the monitor, keyboard, and mouse for your Pi. Why not go the rest of the way and turn it into a self-contained computer? Mike Davis’s tutorial shows you how to attach the Pi to the back of the monitor to create a compact desktop PC.

    Time Lapse Dolly

    Instead of buying an expensive professional camera rig to take time lapse shots, Rick Adam wrote just 25 lines of Python code to build his own. The results are gorgeous time lapse movies that show a few hours in a couple of seconds.

    Affordable Bitcoin Mining Rig

    Instead of buying a $4,000 plus Bitcoin miner, you can set up your Raspberry Pi to do it for just $83. However, given the amount of energy required to mine Bitcoins, we highly doubt you’ll get rich off of a Raspberry Pi’s diminutive mining power.

    Solar Powered Pi

    Save electricity and run your Pi off the power of the sun with this tutorial. The creator says that this method will usually give you five hours of battery life on your Pi.

    Web Server

    Design your first website, and get it online, too, by turning your Raspberry Pi into your own home Web server. So long as you don’t expect your site to get loads of traffic, you can have the Pi host it instead of a pricey online host.

    Raspberry Pi Internet Radio

    With 300 lines of Python code, this is the most complicated tutorial on the list, but perhaps with the most payoff. Set up your Pi to load a playlist of streaming songs as well as display what’s playing with an LED display.

    Resources On The Web

    Given the extremely complex nature of this tiny computer, no Raspberry Pi tutorial is fully exhaustive. These are some great resources for learning more about your Pi:

    The Raspberry Pi Foundation — The official source for Pi news and FAQs. 

    Adafruit — Lots of Raspberry Pi accessories and tutorials here. 

    Raspberry Pi Tutorials for Complete Beginners — Henry Budden is a 13-year-old in the UK whose Pi tutorials are so helpful, the Foundation frequently features them. 

    Raspberry Pi IV Beginners — If you prefer your tutorials in video form, this UK based group of developers has got you covered. 

    Element 14 — You can buy a Raspberry Pi Model A or B here, from an official corporate member of the Raspberry Pi Foundation.