baltan – Naked on Pluto http://pluto.kuri.mu “ Share your way to a better world ” Mon, 23 Sep 2013 09:34:19 +0000 en-US hourly 1 https://wordpress.org/?v=4.5.2 Baltan Laboratories FaceSponge workshop http://pluto.kuri.mu/2012/08/15/baltan-laboratories-facesponge-workshop/ http://pluto.kuri.mu/2012/08/15/baltan-laboratories-facesponge-workshop/#comments Wed, 15 Aug 2012 12:13:43 +0000 http://pluto.kuri.mu/?p=928 This is a very late report on a workshop on Facebook livecoding/hacking we gave at Baltan Laboratories in Eindhoven in May. We were invited us to run a workshop based on Naked on Pluto as part of their Tools Series:

The Tools Series is a series of Baltan Sessions that examines the complex and changing relationships artists and designers have with the technologies and tools they develop, modify or use to create, with an aim to explore social awareness around the tool choices they make as well as the (aesthetic) influences of these choices on the work they create.

During the Naked on Pluto project one of the key ways to confront the problems of centralised social networks turned out to be to encourage a deeper understanding of the processes and protocols of these sites.


So, like the previous workshop at CCCB, we centred this around a web application called FaceSponge, which we developed as a social programming interface giving quick access to the Facebook API and allowing participants to try out each other’s scripts. The other key issue was to find out people’s opinions, and so we collected answers on post-it’s to three questions for each area, which the participants later sorted for presentation to the public.

Social advertising

This workshop was perfectly timed with Facebook’s IPO, and as 82% of it’s revenue comes from advertising we started off by working on a simple spoof advert. We took one friend, and picked something they have ‘liked’ and wrote some code to promote it. This is what happens on social networks where a brand gets advertised to you because one of your friends follows or likes it. Being able to put a friend’s name in an advert is seen as an exciting future of advertising (or perhaps less so as the share price continues to drop).

function runme() {
    FB.api("/me/friends", function(friends) {
        var friend=friends.data[0];
        FB.api("/"+friend.id+"/likes", function(likes) {
            var like=likes.data[0];
            display(friend.name+" endorses "+like.name+" BUY SEVERAL TODAY!");
            FB.api("/"+like.id+"/picture?type=large", function(picture) {
                display_image(picture);
            });
        });
    });
}

Privacy

There are vast amounts of pictures available on facebook, and it was fun to write a script that presented them all back at in a chaotic manner without any other information. This also gave us a chance to show how the privacy on Facebook is imaginary, as the URL’s FB gives you for your friend’s pictures are public – regardless of anyone’s privacy settings.

// showing the holes in the walls                                               
// you think your photos are private?                                           
// these images are accessible without a login                                  
function runme() {
    FB.api('/me/friends', function(friends) {
        friends.data.forEach(function(friend) {
            FB.api('/'+friend.id+'/photos', function(f) {
                 if (f.data.length>0) {
                     var gallery=f.data[0];
                     // show the public url                                     
                     display(gallery.images[0].source);
                     // show the image                                          
                     display_image(gallery.images[0].source);
                 }
            });
        });
    });
}

Social pressures

The third area we were interested in exploring was the more subtle ways that social media are affecting communication methods. We came up with this strange script that collects the last things posted by your friends and puts them together without information on who posted them, or who they are for:

function runme() {
    FB.api('/me/friends', function(friends) {
        friends.data.forEach(function(friend) {
            FB.api('/'+friend.id+'/feed', function(feed) {
                if (feed.data && feed.data.length>0
                    && feed.data[0].message) {
                    display(feed.data[0].message);
                }
            });
        });
    });
}

We continued to play with and adapt these scripts in order to show more information. The mood was interesting as it flipped from serious to hilarity and then slight awkwardness at what we were dredging up. We followed each of these practical sessions by collecting feedback on thoughts and emotions for each section. Although this was a very demanding workshop (changing between coding, politics, funny juxtapositions of friend’s personal data and having to think about how it felt) we recorded a wide range of thoughts – from the dismissive, “doesn’t matter” to the outright enraged. Perhaps one of the most important aspects of this workshop was being able to expose these mechanisms to groups of people normally considered ‘users’.

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Residency @ BALTAN – a report from Dave http://pluto.kuri.mu/2010/10/18/residency-baltan-a-report-from-dave/ http://pluto.kuri.mu/2010/10/18/residency-baltan-a-report-from-dave/#respond Mon, 18 Oct 2010 07:20:42 +0000 http://pluto.kuri.mu/?p=452 The residency we did in september at NIMk was almost exclusively using paper and pens as we were working together to design our game world. We could go for walks while thinking, and mostly keep to analogue methods.

This residency was very different – naturally at this stage focused on the software, we started with an initial list of showstopping things to fix, and then used online methods of organisation via mantis and the wiki.

We also presented the project for the first time, at NIMk’s space invaders event, and we had some super volunteers from Eindhoven Technical University Game Experience Lab to test the game (which Aymeric describes in more detail).

One of the things that I was pleased to get a chance to tackle was how to cope with the basics of online multiplayer games:

  • How do we cope with having too many players?
  • What do we do with players who haven’t played for a long time?
  • How does this shared world repair itself so new players don’t find a world trashed by the earlier players?

The most worrying problem for me was the (perhaps rather hopeful) issue of being swamped by lots of people. This is an interface and resources problem, there has to be a fixed limit somewhere, a point where we have to turn people away. How do we do that?

There are two limits in this game:

A = The number of people playing at one time (interface, game world, and perhaps to a lesser extent CPU limited).
B = The number of people playing in total, with characters and associated data stored in the game (server memory limited).

B is a much higher number than A, so we can hide inactive players in order to accommodate a far higher number of people playing in total than we do simultaneously.

In other cases we are making solutions part of the game itself. For example, “cleaner” bots wander the world removing players who haven’t moved for a week – and at the same time remove items that are left over as a side effect of people playing the game.

Players can move bots around the world along with anything else, so they are given the ability to navigate their way home automatically. In some cases this results in some amusing emergent behaviour.

If left for long enough, the game will clean up all the players and return it to it’s starting point. If lots of people are playing and messing up the game too much, we just create more cleaners! At least, that’s the theory.

Thanks to Maarten Witteveen @ BALTAN for the photography.

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