Monthly Archives: November 2015

Network Aesthetics – Week 8

This week was all about our presentations. It was a nervous day and as the hours counted down till the lesson was due the nerves really began to take over. Matt helped with an email in the morning giving us some settling thoughts so I just had to keep reminding myself of this and persevere with the thought that the presentations were going to go ahead no matter what, so I might as well get in the right head space.

I was quite confident that I had covered the criteria of the assignment in my presentation but was wondering if it might have been too much information. I had a games presentation last week and did not have enough detail so did not want to make that mistake again. Trying to create the right balance of having the criteria fulfilled I think I had all the relevant information plus a little more. Even though I wrote up the power point with references and quotes when I presented I had simplified a lot of the words for me to say because with a deaf voice I really struggle to say most words and talk for a long time consistently and continuously.

We were also recorded and were told that we would get our individual videos for our own reference. Facing the camera was even more nerve racking but I have learnt that you have to do whatever you have to do.

All the presentations were very interesting. There was a lot of variety of website ideas and most people seemed to have strong ideas the direction they wanted their websites to take. The question and answer sessions after each presentation helped clarify everyones ideas.

I was quite nervous about my presentation but it went ok. I felt I messed up a few words here and there but I stuck with the script and managed my presentation within about 10 minutes. The questions asked were simple enough to answer but I did struggle to hear what was being asked so was not sure if I answered correctly.

All in all it seemed to be quite a successful day for most students and we were all glad it was over. Just waiting for feedback now….



Interactive Gameplay – Week 8

We continued this week to learn about Unreal Engine. I enjoyed this lesson but it is quite a lot of new things to learn and I have never used this software before. Haris has said practice, practice and more practice. We learnt how to make objects move up and down and Light switch on and off, how to add texture into wall. We learnt how to use Blueprint.

I have to transfer this knowledge into a 2d level design as our game is 2d.

Screen Shot 2015-11-23 at 19.22.55

Screen Shot 2015-11-23 at 19.22.48 Screen Shot 2015-11-23 at 19.21.18


2D Game Research in Unreal Engine 4

I have done research and tried to practice how to use unreal engine 4 for our 2d game for the module. I spent about five hours over two days trying to figure things out. Did manage to finally use the template, default, new level ,tile set in 2d side scroller. I have decided to use the side scroller template to create the game. I am trying to make level design in 2D Side Scroller.


Screen Shot 2015-11-23 at 18.35.48


Default and Empty Level

Screen Shot 2015-11-23 at 18.41.11



Screen Shot 2015-11-23 at 18.40.52

I have imported the 2d grass platform into default to make 2D Side Scroller.

Screen Shot 2015-11-23 at 18.41.01

But it is nothing.

Empty Level

Screen Shot 2015-11-23 at 18.41.42

I have imported grass texture into cube in the empty level to make it look like 2D Side Scroller.

Screen Shot 2015-11-23 at 18.41.52

But it is not there so I did this about 3 times and again nothing.

Tile Set


Screen Shot 2015-11-23 at 18.43.24

I have imported the 2D grass platform into tile set but it is not doing anything to make the 2d flat paper side scroller.


Side Scroller

Screen Shot 2015-11-23 at 19.00.33

I have used the Side Scroller in Unreal Engine 4 and I have used in template and changed into our 2D game and added texture blue sky and green grass platform.

Here is video of 2D game prototype

So I am trying to make game if I can. (Hopefully, but it is not easy)

Half Life 2

Half Life 2


Haris told us to play Half Life 2. I downloaded it on my PC through Steam.

The game started with a long cut scene explaining the setting of the game. This cut scene was interesting and because I had not played Half Life 1 it was well explained to be able to understand what the game was about.

I started running around aimlessly not sure what was expected from me but once I slowed down and looked around the environment I realised there were clues in the world that would help move me through. For example boxes needing stacking to climb up and someone calling me in their direction to give me the crowbar.

I loved smashing the boxes and doors.

Experimental 3D – Week 7

This lecture was about ‘The ghost in the Machine.’ A concept of having dual personalities and in a technical sense how there are ghosts in machines such as computers which can have a mind of their own.

Collective Madness

This describes how our brains are split and how this can create different personalities within ourselves. Jekyll and Hyde is a good example to how humans can have two very different sides to their personalities. Collective madness is an organized pattern within the world today. Our brains are split in different ways and different parts work for different things.

Andrew Koestler, author and journalist from mid twentieth century believed humans have some built-in error or deficiency,” or, more vividly, “a screw loose in the human mind.” He takes us on a long journey through psychology and evolution to conclude: man’s difficulty is his proneness to delusion; he suffers from “an endemic form of paranoia” which dominates his entire history and which is “built into the wiring circuits of the human brain.”

For example in politics an enormous amount of money is spent on weapons but the same politicians actually only want peace. This is the contradiction Koestler talks about where he says humans say one thing but do another.

Paul Maclean, an American neurophysiologist believes our brains are similar to the foundations of an old building where old parts of our brain are built upon with what we learn and experience. He created the famous Triune brain theory which was to understand the brain in terms of its evolutionary history. He believed that three brains which exist and work together have developed in our skulls throughout our evolution. These are:

  • Primitive Brain: used for self preservation and animal instincts.
  • Limbic Systems: used for emotions
  • Rational Brain: used for intelligence

After,  We also worked with Harris on some more Maya after effects tutorials.

We handed in our group essays.

We have created something in after effects.

Screen Shot 2015-11-15 at 17.50.45


Research for website

This is an email I wrote to various companies. The original idea was that I wanted to create an employment link on my website for university students. I received some replies. They thought the idea of my website was a good one but they all used other methods to find employees so were not willing to register on my website. In the end decided to scrap this idea.

I am a second year university student. I am working on an assignment to create a social networking site for university students in the creative field. They will be able to upload their work, give feedback to each other and maybe even collaborate to further their creative minds.

I would also like to involve potential employers and have them upload their details and register on the site. This would enable them to view work from the next generation of creative minds and maybe find suitable employees.

I would be grateful to have your feedback on this and if you would be interested in registering for free on the site when I have it up and running. This is an assignment and there are no costs involved. (The assignment is still being finalised by the lecturers and this might only ever be a prototype).

Thank you for taking the time to read my email and hope to hear from you soon.

Thank you

Sa’ad Chaudhry


Dear Sa’ad, 

Thank you for contacting BBC recruitment services. 

Although you’ve stated this service is free of charge, you would still need to go through BBC Supplying.

Please see our ‘Supplying the BBC’ website for details on how you can work alongside us:

It sounds like a very interesting concept and we’d like to wish you the best of luck with it!

Kind regards,

BBC Recruitment Team
Ext Phone: 0370 333 1330
Int Phone: 0800 082 8080
Text Phone: 028 9032 8478

 BBC Recruitment is committed to continuous improvement, so we would welcome your feedback on our service.If you are internal to the BBC, please leave your comments at

Sounds like a good idea, but we have a small, stable staff of 6 so it would not be useful for us—best wishes, Steve

Stephen Mooser
4727 Wilshire Blvd. Suite 301
Los Angeles CA 90010
 (323) 782-1010
Description: 2011_SCBWI-logo-web-home




Research for presentation

Here is some research for my website presentation and essay. I went through loads of websites and a few books and muddled my brain with so many ideas. Thankfully though I did manage to find some bits of relevant information.

 Book from KC Library


New Media: A Critical Introduction

Martin Lister, Jon Dovey< Seth Giddings, Iain Grant, Kieran Kelly

CMC allows people to communicate not just individually and one to one but as a part of a group, to participate in group communication exchanges in which their mode of address was semi public rather than private.

Computer mediated communication can be seen as an antidote to social fragmentation of contemporary life (Rheingold 1994) or an idea of a newly revived public sphere (Kellner1998; Poster 1997)

New kind of belongings bought about by online communites.

The internet has a communication system that requires active engagement and dialogue.

The age of the public sphere as face to face talk is clearly over; the question of democracy must henceforth take into account new forms of electronically mediated discourse. (Poster 1997: 220)

In the internet age, everyone with access to a computer, modem, and Internet service can participate in discussion and debate, empowering large numbers of individuals and groups. (Kellner 1998: 6)

Previous notions of online community have been reformulated as a method for creating a market for your site and its associate products, especially after the publication of Net Gain: Expanding Markets Through Virtual Communities (Hagel and Armstrong 1997). The book argued that virtual communities created a sense of belonging and brand identification that users felt with a text based site like ‘The Well” the authors main model with the post text internet of the web (Senft 2000: 188)

Our experiences of self, of group identity, of our spaces of ‘cultural belonging’ emerge through our interaction with the mediated communications produced through the social processes.

Community. Our sense of belonging to social groups which often extend beyond the boundaries of specific place to include taste, consumption, shared interests and shared discursive codes. Used here to describe groups of internet users sharing a common interest connected via networked digital media.”

Ref: New Media: A Critical Introduction Ed. by Martin Lister et al

 Virtual Communities: a starting point

The work of Rheingold is a good starting point for any sociological investigation of online communities. Rheingold was probably the first to write of the existence of online communities, saying that “Virtual communities are cultural aggregations that emerge when enough people bump into each other often enough in cyberspace.” (413) These virtual communities are based around online third places such as chat rooms and conferencing systems. Rheingold goes on to say that members of virtual communities join together online to do everything that others do in the physical world. The obvious difference is that members of online communities interact, many times exclusively, via text on computer screens.

Despite the plethora of investigations of virtual community over recent years, there remain some very important questions which need to be addressed by sociologists studying virtual communities: Do they make people more or less isolated from the physical world communities around them? Do they cause us to neglect communities in our physical realm? Will virtual communities continue to be inclusive or will we be forced to make them exclusive as more people come online? Will we ever see truly diverse virtual communities? Sadly, there are no answers to these questions here, so I encourage readers to begin investigating these and other important questions now before it becomes to late. To help us towards this goals, Howard and myself would like to invite every reader of cybersociology magazine to Electric Minds where we (and many others) are debating these issues in the community and fundamentals forums.

Whether explaining or complaining, joking or serious, the human voice is unmistakably genuine. It can’t be faked. Doc Searls, The Cluetrain Manifesto

Writing and editing for digital media/ Brian Carroll

Brian Carroll is Associate Professor of Communication and Director of the Honors Program at Berry College, and Adjunct Professor of Journalism in the School of Journalism and Mass Communication at the University of North Carolina at Chapel Hill.

Carve out a niche: The best bloggers focus on specific interests. The narrower the topic, the better. This leverages their own expertise and experience in the area. Larry Lessig Stanford Law Professor blog focuses onfirst ammendment and property law. People trust his speciality.

Internet scminternet. Revolutions happen when they happen. Whatever means are lying around will get used. Jay Rosen, New York University-journalism professor

User experience is everything. It always has been, but it’s still undervalued and underinvested in. Evan Williams, Twitter, co-founder

A squirrel dying in front of your house may be more relevant to your interests right now than people dying in Africa. Mark Zuckerberg, Facebook founder

Interactors see news ‘products’ as connecting people and communities, and as something that can be customized and shared. It matters less who wrote or published it than it does how ‘shareable’ it is.

Social networks encourage fast, constant, brief communications.

“Journalism has many unsend buttons, including editors. Social networks have none. Reuters

Social media are timely, even immediate, and they are easily and readily accessible. Free and powerful in getting messages across.

Some 500 students took part in the research, which found that among those who do communicate with lecturers online, Facebook is by far the most popular channel (85 per cent). Just over a third (36 per cent) said they used Twitter, and nearly a quarter (23 per cent) used the messaging application What’sApp.

“Students often spend a large amount of their free time using social media, so if this tool could be used effectively for academic purposes it would be a great resource”.

Chartered Psychologist Dr Stephanie Morgan

one-stop knowledge sharing shop

Social media is all about having a conversation. It is distinguishable from many other Web tools because it provides a two-way dialogue and allows for real discussion.

The Internet is the decisive technology of the Information Age, and with the explosion of wireless communication in the early twenty-first century, we can say that humankind is now almost entirely connected, albeit with great levels of inequality in bandwidth, efficiency, and price.

Our current “network society” is a product of the digital revolution and some major sociocultural changes. One of these is the rise of the “Me-centered society,” marked by an increased focus on individual growth and a decline in community understood in terms of space, work, family, and ascription in general. But individuation does not mean isolation, or the end of community. Instead, social relationships are being reconstructed on the basis of individual interests, values, and projects. Community is formed through individuals’ quests for like-minded people in a process that combines online interaction with offline interaction, cyberspace, and the local space.

As stated above, academic research has established that the Internet does not isolate people, nor does it reduce their sociability; it actually increases sociability, as shown by myself in my studies in Catalonia (Castells 2007), Rainie and Wellman in the United States (2012), Cardoso in Portugal (2010), and the World Internet Survey for the world at large (Center for the Digital Future 2012 et al.). Furthermore, a major study by Michael Willmott for the British Computer Society (Trajectory Partnership 2010) has shown a positive correlation, for individuals and for countries, between the frequency and intensity of the use of the Internet and the psychological indicators of personal happiness. He used global data for 35,000 people obtained from the World Wide Survey of the University of Michigan from 2005 to 2007. Controlling for other factors, the study showed that Internet use empowers people by increasing their feelings of security, personal freedom, and influence, all feelings that have a positive effect on happiness and personal well-being. The effect is particularly positive for people with lower income and who are less qualified, for people in the developing world, and for women. Age does not affect the positive relationship; it is significant for all ages. Why women? Because they are at the center of the network of their families, Internet helps them to organize their lives. Also, it helps them to overcome their isolation, particularly in patriarchal societies. The Internet also contributes to the rise of the culture of autonomy.

The Rise of Social Network Sites on the Internet

Since 2002 (creation of Friendster, prior to Facebook) a new socio-technical revolution has taken place on the Internet: the rise of social network sites where now all human activities are present, from personal interaction to business, to work, to culture, to communication, to social movements, and to politics.

Social Network Sites are web-based services that allow individuals to (1) construct a public or semi-public profile within a bounded system, (2) articulate a list of other users with whom they share a connection, and (3) view and traverse their list of connections and those made by others within the system.

(Boyd and Ellison 2007, 2)

Thus, the most important activity on the Internet at this point in time goes through social networking, and SNS have become the chosen platforms for all kind of activities, not just personal friendships or chatting, but for marketing, e-commerce, education, cultural creativity, media and entertainment distribution, health applications, and sociopolitical activism. This is a significant trend for society at large.

SNS are living spaces connecting all dimensions of people’s experience. This transforms culture because people share experience with a low emotional cost, while saving energy and effort. They transcend time and space, yet they produce content, set up links, and connect practices. It is a constantly networked world in every dimension of human experience. They co-evolve in permanent, multiple interaction. But they choose the terms of their co-evolution.

Thus, people live their physical lives but increasingly connect on multiple dimensions in SNS.

The ongoing transformation of communication technology in the digital age extends the reach of communication media to all domains of social life in a network that is at the same time global and local, generic and customized, in an ever-changing pattern.

As a result, power relations, that is the relations that constitute the foundation of all societies, as well as the processes challenging institutionalized power relations, are increasingly shaped and decided in the communication field. Meaningful, conscious communication is what makes humans human. Thus, any major transformation in the technology and organization of communication is of utmost relevance for social change. Over the last four decades the advent of the Internet and of wireless communication has shifted the communication process in society at large from mass communication to mass self-communication. This is from a message sent from one to many with little interactivity to a system based on messages from many to many, multimodal, in chosen time, and with interactivity, so that senders are receivers and receivers are senders. And both have access to a multimodal hypertext in the web that constitutes the endlessly changing backbone of communication processes.

Networked: The New Social Operating System Paperback – 7 Mar 2014

by Lee Rainie (Author), Barry Wellman  (A

Rainie and Wellman, using scores of data, argue that we live in a networked operating system characterized by networked individualism. They describe the triple revolution (networked revolution, internet revolution, and mobile revolution) that got us here, and discuss the repercussions of this triple revolution within various arenas of social life (e.g. the family, relationships, work, information spread). They conclude with an empirically informed guess at the future of the new social operating system of networked individualism, indulging augmented fantasies and dystopic potentials. Importantly, much of the book is set up as a larger argument against technologically deterministic claims about the deleterious effects of new information communication technologies (ICTs).

closed platformwalled garden or closed ecosystem[1][2] is a software system where the carrier or service provider has control over applicationscontent, andmedia, and restricts convenient access to non-approved applications or content. This is in contrast to an open platform, where consumers have unrestricted access to applications, content, and much more.

an essential part of Web 2.0 is harnessing collective intelligence, turning the web into a kind of global brain,

Social media platforms depend on user generated content.

because search engines use link structure to help predict useful pages.

Computer mediated communication can be seen as an antidote to social fragmentation of contemporary life (Rheingold 1994)

Facebook uses a variety of services, tools, and programming languages to make up its core infrastructure. At the front end, their servers run a LAMP (Linux, Apache, MySQL, and PHP) stack with Memcache.

Rheingold states:

The hyper-evolution of digital media over the past half century first depended on hardware, then software, then network infrastructure, then web services, and now the driving force shifts to the part of the system in people’s heads and between people. The digital divide now has to include the divide between those who know how to get and to verify information they need just in time and just in place, those who can cultivate and call on social networks, those who can persuade or educate – See more at:

The underlying methodology (Engelbart!) is enabled by the technology, but the methodology is what is important — giving students a means to continue discursive inquiry beyond the classroom, to tap into worldwide networks of knowledge and expertise, to talk among themselves instead of speaking when called upon by the professor. Making it easier for students to learn together and to take advantage of the infosphere beyond their classroom and their library is what makes for a pedagogy of co-learning. Much of what I do and what Cathy Davidson does in pursuit of co-learner can and should be done with index cards, whiteboards, and colored sticky notes.  – See more at:

I looked around, the online world was an unprecedented cornucopia of tools and knowledge for self-learners. If you want to learn how to fix a pipe, solve a partial differential equation, write software, you are seconds away from know-how via YouTube, Wikipedia and search engines. Access to technology and access to knowledge, however, isn’t enough. Learning is a social, active, and ongoing process. What would a motivated group of self-learners need to know to agree on a subject or skill, find and qualify the best learning resources about that topic, select and use appropriate communication media to co-learn it? Beyond technology, what do they need to know about learning and putting learning programs together?

“peeragogy,” a synthesis of techniques for collaborative learning and collaborative work.

Peer learning is the oldest form of human education that can be amplified and accelerated by today’s technological tools. The Handbook was created to help peers around the globe attain their educational goals and improve their projects. To fit the copyright license to the project vision, all of the Handbook contents are given a Creative Commons Zero Public Domain Dedication (CC0).

, “Rheingold and a great team of collaborators have preceded the rest of humanity in exploring the new dynamics of technologically-enhanced peer learning.”, said Bauwens.  Peer-to-Peer theorist Michel Bauwens, Research Director of the Free/Libre Open Knowledge Society (a project at the IAEN national university with support of the Ecuadorian Ministry of Human Resource and Knowledge), The Handbook is the world’s first book explicating Peeragogy, a collection of techniques for collaborative learning and collaborative work

See more at:

  • What significance does it have for the wider world?
  • We are coming out of 300 years of a system where people were led to believe that only self-interested exchange would bring progress to themselves and society, and that such exchanges had to be mediated by institutions such as the state and large corporations.
  • People are finding they can aggregate with those who have like-minded goals and create very complex artifacts such as a global online encyclopedia, a computer operating system that can take people to the moon, computer motherboards and open source cars.

These projects can be infused with new cooperative ethics and still lead to vibrant market activities — but on a new basis, where the entrepreneurial coalitions have to compose with the commons, the community, and its rules and norms. This leads to a new type of ethical economy, and deep transformations in civil society

in software, we can see how open source is systematically displacing pure proprietary plays wherever it emerges and this open content/fair-use economy has now reached one sixth of GDP Rather, we want a pluralistic economy, where people have a choice to share and cooperate, including deciding on the level of openness. The Creative Commons license is designed in precisely that way.

– See more at:

. – See more at:

Is Web and Internet the Same?

The Internet is not synonymous with World Wide Web. The Internet is a massive network of networks, a networking infrastructure. It connects millions of computers together globally, forming a network in which any computer can communicate with any other computer as long as they are both connected to the Internet. The World Wide Web, or simply Web, is a way of accessing information over the medium of the Internet. It is an information-sharing model that is built on top of the Internet.

Co-learning is ancient; the capacity for learning by imitation and more, to teach others what we know, is the essence of human culture. We are human because we learn together.

Our tools give everyone from individual creators to large companies and institutions a simple, standardized way to grant copyright permissions to their creative work. The combination of our tools and our users is a vast and growing digital commons, a pool of content that can be copied, distributed, edited, remixed, and built upon, all within the boundaries of copyright law.

This license lets others distribute, remix, tweak, and build upon your work, even commercially, as long as they credit you for the original creation. This is the most accommodating of licenses offered. Recommended for maximum dissemination and use of licensed materials.

we should know what it is that physically, physically connects us all.

Greater interaction between people generates a greater sense of community spirit.








Game Concept for Presentation

My game is called ‘Doomsday’

Game Cover 2


Genre/Platform/Target Audience

  • Doomsday is a first/third person action shooter 3D game for consoles, which demands you to be the hero and save the universe from an alien takeover.
  • Target Audience: 15+
  • Player Motivation: Tension and suspense with some humor thrown in from character dialogue.

Introductory Cut scenealien vs solider

An Alien lands on earth to steal a formula from a scientist so he can take over the Universe. He throws a force field over one soldier before entering a high tech building. Another soldier faces the battle to stop the Alien in his mission. This is where the gameplay begins.



  • Doomsday is a single player game.
  • It is non linear.
  • Move through the game at your own will, losing and gaining health, ammunition and points.
  • The Artificial Intelligence behind the Non Player Characters will match the protagonist on every level. The Alien will outwit you and the thing will quietly pass by you like a whisper but will leave destruction in its path. The shooters will match you bullet for bullet and the mini robots will make you dance to their tune.
  • The levels will keep the player engaged.
  • Breaks in between the action with character interaction.


  • Kill the alien, rescue the scientist and your friend and save the Universe.

Key Features

  • Action packed
  • Portals give extended gameplay
  • Moral choices
  • Various scenarios and graphics that keep you enthralled.
  • Protagonist (YOU), a character who will embed himself in your life with his oneliners and dialogue. Tough but cool.
  • A Villain who will petrify you.
  • A Thing who will give you a split personality.


The game takes place in a high tech modern building, the street outside and continuing back inside…if you make it! The game also focuses on the other planets in the Universe.


Screen Shot 2015-11-07 at 17.32.16 map example map planets together



solider SC

Protagonist (soldier)– Inspiration from Will Smith’s character (Independence Day) and Bruce Willis (Die Hard series). Similarly the soldier will have a laid back attitude, stays cool. The soldier will also have one-liners throughout the game, which will mesmerize you.


alien 2

Alien- Evil and mysterious. Even though you don’t always see him, his presence is felt throughout the game. Will make you take choices that will morally shake you.



     The Thing-A silently creeping transparent thing that will change you.

Game Universe

  • Shoot your way through the building in search of the alien.
  • In addition, portals open where a challenge has to be completed to collect ammunition and change weapon.
  • Get shot or fail in a challenge you lose health and points.
  • Your friend’s survival depends on your health.
  • Earn power ups.
  • Moral choices to blow up planet or people.
  • You turn evil if ‘The Thing’ touches you and kill innocent people.
  • Bombs explode throughout the game.
  • Endplay the scientist has also been transformed into a copycat image of the alien. Dilemma who to kill?

Portal Challenge Example

mirror maze

Portals opens up into a room where there is a maze of mirrors. Get to the end of the maze to collect more ammo. Another shooter in the maze. Shootout will mentally test you as you cannot determine which reflection is real and which is an image.

Game Mechanics

The camera angles used will be first, third and isometric.

Heads Up Display   

Screen Shot 2015-11-07 at 18.02.58


Screen Shot 2015-10-23 at 20.13.44 Screen Shot 2015-10-24 at 23.11.39



 Screen Shot 2015-11-07 at 17.58.18

   Sound: di-evantile_destroyer.mp3