Flying Boots: A Social Satire Story Simulator

 

Flying boots- a Social Satire Story Simulator

 

Flying Boots is a videogame that incorporates biting social commentary and satire into a fun story that the player and program build together. It is immersive, thought provoking, and induces creativity.

This game works by taking turns with the reader to build a story. The player organizes elements to create the story, and the AI advances events and characteristics in ways that satirize aspects of our world and society. In this era, our style is much sharper than it used to be. This program reflects that intellectual cynicism and both hails/criticises it (it lets the player form their own opinion). It creates interest-through-exposure to things like language, history, and culture. It is essentially modern: it combines a new media platform with the modern sharpness of language and biting commentary that is associated with our culture of no hidden opinions. Events in the game explore pressing modern issues (such as racism, politics, consumerism, ecology, poverty, and Mac vs. PC) and incorporate current events – all within the context of the story the player builds. Think of Harry Potter’s Dobby- he was not an untouchable in India or a slave on a southern household, yet he certainly represented the same strife. Flying Boots creates parallels like this in the story you create together.

The other focus of the game is to prompt the reader to explore different aspects of language and composition. The program uses sophisticated language and a variety of tones and styles to fit the story as it moves along.  Needless to say, it also helps with grammar skills as the reading level of the software is extremely high and continues to escalate along with the student’s progress. The program analyzes the player’s input writing for things like vocabulary and word difficulty, sentence length variation, alliteration and rhetorical/poetic devices, and (to its ability) tone and pacing. It at times mimics the players style, which makes the player more aware of his/her own style of writing. This lets the player analyze and develop his/her voice (and the linguistic strategies the student already uses) as well as recognize how even subtle changes in diction and syntax change the feel of a piece. Basically, it promotes metacognition. It makes students more aware of when certain styles of writing are more effective and how to use different language strategies to achieve different effects. The program also at times satirizes the writing styles of different eras or particularly recognizable writers, making it a multilayered exploration of language. Also, it is a chance for students to delve into a realm of writing that few can at school: what makes a good story? What issues are worth exploring? How does one go about writing fiction?

This product allows students to explore these questions while also learning language concepts closer to a school’s curriculum.

The market for this product is primarily students of high school age for educational supplement, and for people of all ages for entertainment. We already know there is a consumer base for this based on the following trends:

The popularity of the Hunger Games and dystopian fiction- teenagers are into works of social satire.

The rising number and popularity of “amateur” authors and self publication (made easier of course by the internet), the prevalence of fanfiction, and the immense interest in and fascination with “worldbuilding” (just see the Onion’s video review of The Hobbit: the Desolation of Smaug). People want to create- this software is all about creation.

The immense popularity of sarcasm amongst the young crowd.

People will “dig” what this product has to offer.

 

So, how does it work?

Ideally, I would have like this to be an entirely text based program. But for an AI to read and understand high level text, make connections between that and real world events, and use this information to create rich and thought provoking plot advancements, it would have to be nearly omniscient (really, it would be an english professor who is also a novelist who has also memorized wikipedia). It would be impractical, but more importantly it would take over the world. In order to prevent the destruction of humanity, I have divided the program into two elements: the text and the tree-line.

The tree-line (combination of tree and timeline, if no one got that) is what lets the computer know what is happening in your story. It has, built in, thousands of things which I can only generalize as “aspects of a story”. You can start by specifying a time period and adding things to it, or else by creating some basic rules to a world that is completely fictional, and working off of there. The treeline relates events, characters, places, and basically anything that could be a part of a story (such as character emotions, relationships, etc) to each other in a tree-like structure. It also related events in the story to one another chronologically (like a timeline). It basically just looks like a giant weblike thought diagram. The game is turn based- each turn, you add a passage (however long you want) to the text, and add things to the tree-line, and then end you turn. Then the AI adds things to the treeline and adds a block of text, and it is your turn again. Only a few things are added per “turn”, so it is not overwhelmingly complicated. It can be intense if you want it to be, though. The text, on the other hand, is the actual story. Each turn, you write out a bit of the story. You connect key words in the text to objects in the tree-line (in a way similar to a tagging system), and thus the computer can follow the story and knows when you are talking about what.  The treeline, while necessary for the computer to understand the relationship between events, characters, etc, also becomes a visual map of the story that you are creating. It- also serves another important purpose: it is what the AI uses to create its commentary. The AI looks for patterns in the treeline and correlates them to real life events and issues. It then expands on the events in the story in order to both incorporate social satire and keep the story appealing. Theme is very important here- both the AI and the player keep themes in mind that unify the story and (in the AI’s case) make the story culturally relevant.

In conclusion, this program plays off of the appeal and popularity of worldbuilding, satire, and dark humor to create a rich and educational- as well as immensely thought provoking and fun- experience for people of all ages. Well, maybe not all ages, as it is designed to steal the innocence of any child it comes across. As for why the program is named “Flying Boots” – That is a story for another day!

(monday, to be exact.)

 

Annotated Bibliographies

The following presentation will help you construct your annotated bibliography for this course (and can be used as a guide in the future). We will review this in class together.

http://www.slideshare.net/AmandaLicastro/annotated-bibliographies-41672179

 

You should post two entries on this site before Thanksgiving break, and continue to add entries as you research. You will collate these into a final document to be turned in with your final project. Please put these under the category “Final” and tag “bibliography.”

Use this worksheet as a guide:

Annotated Bibliography Worksheet

The purpose of an annotation is to summarize and evaluate a potential source for your research paper. Using the source you prepared for class, compose an annotation that answers the following questions in at least one to two paragraphs:

1) Who is the author, what is his/her authority or background?

2) What is the author’s thesis? What are the author’s main claims?

3) Who is the author’s intended audience?

4) Is there any bias or slant in the article?

5) What are the strengths and weaknesses of the article?

6) Does the information in this article support or counter the thesis of your research paper?

7) How relevant is this material in terms of your paper?

Innovation That Would Be Pretty Neat

Imagine you are writing a story longhand. The pen hits the paper and you’re just going. Not every word is perfect, the phrasing isn’t on point, and you’re not sure how to spell every word. But it’s not about that. It’s about getting it on the page. Once your done, you have all these marks and scratches and weird stuff that doesn’t make a whole lot of sense. But it’s there. Why can’t we get that satisfaction on a computer? We have to go to a tab to figure out the changes we’ve made along the way. Even then, there’s no emotion to it. It just outlines when you made changes. Why can’t the way we write be like the way we write? So here’s the pitch: an interface that mimics the visualization of an artist going insane. Actual marks on the page. Imagine microsoft word, but every time you hit the backspace, the letter doesn’t go away. A line just goes through it. You see the changes you’ve made right there as though you have written it longhand, except for it’s accessible to everyone. You don’t have to deal with your own garbage penmanship. All that chicken scratch is right there for you.

This inkling first came about while we were reading something I’m not allowed to talk about on the internet, but those in the know will know what that is.

But this really relates to the Kari Kraus reading. That was all about how the way we’ve read in the past and the way we read now and the way we will read in the future are all connected. In order to innovate, we have to manipulate, make new things happen. But what of the old way? One could argue the way we track changes in word processors is more efficient and less messy. But what happens to creativity? Isn’t that supposed to be messy? What I’m trying to do with this idea is make computing less robotic and more human. We don’t think by separating our mistakes and our final outcome. We think about all of the at the same time. Whether it be for research or the next young adult novel, the most important part of writing is rewriting. With the system we have now of looking at revision, there’s no soul. The objective is to hide the mistakes and provide a perfect piece. But the problem is in our mistakes we find the best work. Young writers have a tough time with editing themselves. This new system would make it easier to visualize the editing process and learn from the natural cutting and adding that happens in writing. The current system is taking away from the old system of editing effectively. Learning from our mistakes rather than getting rid of them. Nothing shows that humanity isn’t perfect like chicken scratch in a moleskin. Why are we going away from that?

The United Senses Project

Education is in need of and always will be ready for positive changes. All too often do we find young children struggling to grasp the most basic material, and once they’ve fallen behind they end up staying behind and below for no good reason. In recent times, focusing on one sense and one task at a time has become so very difficult for the general populace: no longer can we sit quietly to work… We must be relaxed in some ‘calm’ setting while music blares from within our headphones and we simultaneously attempt to read, write, and browse the internet on our computers. The best way to fight this collective jumbling of the senses is simple: if you can’t beat it, encourage it and develop it in a beneficial way. I present to you the brand new Synesthizer and with it I hope to cure the population of human beings with attention deficiency by discombobulating you all even further than ever before imagined!

Essentially the device is a learning tool for young children and even adults. We hope to cater to schools around the world, parents with children who are particularly in need of assistance with schoolwork, and any adults who wish to have the experience of synesthesia. It serves to grant one with the bewildering neurological phenomena of synesthesia in any of its forms. Many studies have shown that multiple types of synesthesia (rightly named ‘union of the senses’) can produce helpful responses in cognitive and perceptual processes of the mind. The device aims to provide one with access to 7 basic forms of synesthesia including:

  • Grapheme-color – Though it is already one of the most common types of synesthesia, it involves the association of certain letters or numbers (any character) with a particular color. Grapheme-color synesthesia is most often conducive to the learning of reading and writing, allowing children to more easily spell and put together words.
Synaesthesiatest
Figure 1 – For someone with Grapheme – color synesthesia this can be automatic.
  • Chromesthesia – Also quite common today, chromesthesia is defined as the linkage of sounds and colors or distinct visual experiences. This form of synesthesia is most capable of producing stronger musicians as many individuals who already have it are reported to more easily discern musical notes and pitch.
  • Spatial Sequence Synesthesia (SSS) – SSS creates a bond between numerical sequences and points in space and time. Though every case varies, often people with SSS have stronger and more detailed memories of specific events.
  • Number form – Allows one to view numbers as a mental visual map.
  • Auditory-tactile – Sounds produce kinesthetic responses by the brain and body.
  • Mirror-touch – An odd form of synesthesia in which one experiences the same sensation that another noticeable human being is feeling. This can be quite conducive to the empathy levels of young children.
  • Lexical-gustatory – When one experiences certain tastes in association with a word.

These sensations (or mixing of) range from associating letters, numbers or other characters with a color to feeling a mirrored sensation of what one views another human experiencing. All of these may not be quite as accommodating to adults as they would be to children. According to Vannevar Bush, “every time one combines and records facts in accordance with established logical processes, the creative aspect of thinking is concerned only with the selection of the date and the process to be employed and the manipulation thereafter is repetitive in nature” (4). I don’t suggest we relegate all tedious tasks to machines, rather I believe it would be more beneficial to the human race if we could make the mundane interesting and creative just by changing our own train of thought. Fortunately,it is known that after enough usage of the device, young minds will continue to have these combinations of the senses on their own, which isn’t exactly a bad thing. Considering that the entire point of this device is to establish a simpler blend of senses that allows children to ease into and develop sturdier methods for going about daily tasks with less confusion, it may in fact be a very good thing that the brain will take on the forms of synesthesia after a month long period of activity. Most studies find that synesthetes consistently score better in experiments testing one’s reliability of associations. With this in mind and the knowledge that most people already experiencing synesthesia view it as an at least somewhat pleasant quality, it only makes sense that this phenomena should be (carefully) taken advantage of.

In reference to the physicality and materiality of the Synesthizer, it solely a tiny computer chip which can do a multitude of things. For production it requires a quite complicated interior of computer programming and the works, yet it’s a simple rectangular figure made mostly of copper wiring, integrated circuits, and a plastic covering (‘Made In China’ is sure to be engraved upon every single one of them). The petite nature of the device is in part due to the fact that much of what it does is immaterial (i.e. a reaction in the human body). In this case, Jussi Parikka was correct with his definition of digital culture “as an immaterial sphere of information where ideas become coded into zeroes and ones, independent of material substrate,” though this device specifically is not linked with the internet and really has no reason to be at the moment. We plan to distribute the technology as either an attachment for devices that already exist worldwide such as the Oculus Rift, Google Glass, Android Wear, and even for smart phones in general (with an app). To get the most out of the technology it’s recommended that you purchase the entire set that comes along with the Synesthizer, which will include a custom fit virtual goggle set of our own craft (with attachable scent chamber), a body suit for tactile response (optional), and a state of the art headset for all intensive listening purposes.

In the end, we here at Go-Bod Productions hope our device shall aid anyone willing to utilize it. For educational purposes and for the future health of our children, we ask you to please use this device wisely.

 

goggles

 

 

 

 

 

Slogans and Mottos:

The Synesthizer – Working today for a united tomorrow!

The United Senses Project – Synthesis is what we hope to achieve!

 

Works Cited

Parikka, Jussi. “The Geology of Media.” (n.d.): n. pag. The Atlantic. Atlantic Media Company, 11 Oct. 2013. Web. 16 Nov. 2014.

Bush, Vannevar. “As We May Think.” The Atlantic. Atlantic Media Company, 01 July 1945. Web. 16 Nov. 2014.