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A PLAY EXPERIENCE MAKER'S WORK LOG FOR FUTURE SELF©2001 – 2023 Kyle Li 李肅綱 All Rights Reserved.

Category: Uncategorized

生命靈數

Posted on December 19, 2020December 19, 2020 by admin

所以錢呢!?

生命靈數 9
優點︰人性、啟發、活力、關懷、靈性,充滿生命力,能從創意之中獲得滿足感,處事隨機應變,見招拆招。

缺點︰卑躬屈膝、毫無原則、善於批評、沒有耐性,行事不務實,意志不夠堅定,想像太過於力豐富則會變成天馬行空。

9 多才多藝的一群,想像力豐富夢想家,相信天下沒有不可能的事,9 數人如此堅信夢想,原因是很早就發現自己輕鬆就能學會十八般武藝,許多小說與故事都出自 9 數人之手,9 數人的夢想與計劃就像電影情節,沒有任何限制,由於他們不用務實的眼光面對生活,因而在人生中倍嚐艱困,9 數人對於別人的需求十分敏感,覺得助人是義不容辭的事,不過 9 數人多半沒有解決別人真正的問題,沒有把痛苦的根源找出來,9 數人常扛下自己能力範圍的重責,很容易被人利用。

生日數字 4
生日數為4的人簡直就是“悶騷”這個詞兒的代言人。你們雖然在生活中循規蹈矩,卻總是有那麼一點與眾不同的感覺。你們希望平時保持低調,偶爾出出風頭,可是又不希望太過招搖。你們一生都在追求一種平穩的狀態,相對於其他生日數人群,你們對於環境、社會、人際關係的感覺更為敏銳,由於覺察到太多細枝末節的小事,所以你們在做事時會顧慮更多更加謹言慎行。你們非常務實,最為關注人生的基本層面構架,能夠最有效的達成自己的目標,加上本身擁有強烈的責任感,所以總是給人值得信賴的感覺。

正是因為這種小心翼翼的性格,才讓你們心底有一絲獵奇的心態,從某種角度而言你們是非常渴望打破規則的,例如一場突如其來的邂逅,雖然讓你們難以瞬間接受,卻也讓你們滿懷期待。

性格充滿神秘感,讓人難以捉摸,你們既希望在生活中保持規律性,又常常滿足一些新奇的創意帶給自己的滿足感。這種既要保持穩定又不斷追求改變的矛盾性格,讓人很難再短時間內適應。這天生的4號人是所有4號人中最為敏感的,你所感覺到的一切都將成為你靈感的源泉。因為你們本身都不擅長抒發情感,比較壓抑的天性,因此當你背負太多情緒負擔的時候便會有克制不住、亂發脾氣的,這會讓人感覺你的性格古怪難纏,穩定的生活是你平復困擾,獲得安全感的來源。你們愛憎分明,很少會有灰色地帶,這讓你們的世界觀總是明確獨立的。但是也因為這種非黑即白的態度,讓你在與人交往中缺少了應有的圓滑。

你們的踏實穩健又擁有明確的目標,當一名優秀的經理人會是非常合適的,尤其是跟地質、建築、環境相關的行業,你的表現會特別的出色。

天賦數 2 7
2 – 機智善思,對藝術美學具有天生的敏銳度。

敏感細膩的天賦數2,對“美”特別敏銳,因此在藝術方面極具天賦,翻開中外歷史的名人冊,會發現許多詩人、作家、畫家、戲劇家和音樂家,都擁有2號數字。擁有2號數字的人行事較為柔和、給人沒有壓力的感覺,人們很容易對你們產生信任感,人們不僅願意將重要的物品、數據交付給你,對你們也極易敞開心房、吐露心事,因此你是最佳的公關、調停人和仲裁者。

7 – 直覺敏銳,擅長真理邏輯辯證。

數字7天生就喜歡探究真理,研究、整理歸納的工作特別適合數字7。天賦數有7 的人,思考模式異於一般數字,常會有驚奇的表現。現實的、市場的、與金錢緊密相關的事物,比較不是數字7 的長項,服務性的、學術的、心靈層次相關的比較適合。

缺數字 6 8
6 – 你的缺憾數字表現出扭曲的理想主義,你的理想太高、不真實,使得生活對你及他人來講都很困難;有一段時間你對自己做的事及別人做的事都感到不滿;你缺少感謝之心,這使你看不見生活中的美感。有些僵硬的思想亦使你無法有清楚的透視力。很可惜,因為這些清楚的透視力或許能幫助你從已接受之事中得到一些啟示。其實,這個缺憾數字要談的是你眼睛上的障礙物;你無法看到更寬廣的視野,因此你覺得自己就是一切,如此你便無法接收到對你有幫助的相關資訊。你非常誠懇地想能為他人服務,然而如此的明理會使你看不見自己內心發展的真正需要。你可能會傲慢且正直,常常告訴別人甚麽是對的,什麽是錯的。你對他人常常不存感謝。你有機會為他人服務,那便是教學或治療的工作,但你要學會在你的理想主義及個人成長的障礙間尋求平衡。

8 – 你的人生會因賺錢或奪得權力而冒險,你對財富的慾望使得你的個性及精神層面相形失。你對財富的慾望湮沒了其它的需求,亦影響了其他你做的每一件事。你嘗試著想把一切轉變成財富,然而你卻因此而必須承受孤獨。對於擁有這個缺憾數字的人來說,有可能會因太過於物質主義而行使一些無情或寡蒹鮮恥的商業途徑,亦有可能走法律漏洞,為自己及他人帶來悲慘的命運。

2-4 靈巧線
– 靈巧變通線或詭詐線
– 應變能力強、舉一反三、見機行事
正面能量 – 靈巧線:做事說話靈活、為人伶俐。
負面能量 – 謀略線:狡猾、有心計,容易有憂鬱症頃向。

1-5-9 事業線
溝通主線
– 工作事業線或工作狂線
– 不斷找尋工作目標、努力開創執行
正面能量 – 事業線/自由線:強烈企圖心與擁有自己事業的決心,不工作會不快樂,甚至會有罪惡感。
負面能量 – 工作狂線:易成為女強人,大男人、忽略家庭。

1-2-3 藝術線
體能主線
– 美感藝術線或任性線 – 具有平衡感與審美觀
正面能量 – 才藝線/獨立線 – 獨立性強、富有藝術及創作天份與雙手有關的才藝;強大的領導力。
負面能量 – 任性線(沒有7時):過於自我,理想化,拙於拿捏施予受。

1-4-7 運動線
物質主線 – 物質充裕線或貪財線 – 比較偏向務實穩定
正面能量 – 錢財線/安全線:愛賺錢,追求生活上經濟穩定,又叫拜金線充滿精力與勇氣來衝鋒陷陣。
負面能量 – 貪財線(沒有9時):過於現實、拜金主義。

3-5-7 影響線
成效主線
– 最佳人緣線或爭寵線
– 具自我創意魅力、容易讓人喜歡
正面能量 – 人緣線:善表達、溝通力強、受人歡迎,可以看穿別人真正的需要,能用容易的呈現方式表現事物。
負面能量 – 八卦線:愛稱讚和掌聲、好奇心過強、易論及他人是非、好奇心重大小事都想知道。

SPACE SHERIFF GAVAN LASER BLADE

Posted on December 17, 2020December 18, 2020 by admin

宇宙刑事ギャバン レーザーブレード

Space Sheriff Gavan has a special place in my childhood memory. When I was very young, my mom would take me to a tiny VHS video store nearby and rent Hong Kong TV shows, mostly martial art dramas, and she always picked a random Japan Tokusatsu (特撮) film for me. Space Sheriff Gavan was among the collection at the store. There are so many cool things in this show like the Spaceship Dolgrian (超次元光速機ドルギラン) which is a spaceship mounted on top of a mechanical dragon named Dol, and his red bike – Saivarian (サイバリアン). However, I was mostly impressed by Gavan’s laser blade, especially when he powered up the blade with his hand.

I was really excited when the life-size laser blade came out in 2017 because the highly accurate replica also comes with the power-up effect. Like the henshin toys, it’s a therapeutic experience for me to re-enact those superhero moves from my childhood. However, after some research on the toy, I realized the blade actually doesn’t detect the player’s hand position.

https://tamashii.jp/item/11499/
  • price:15,000(before tax)
  • release date:01/28/2017
https://learn.adafruit.com/battery-power-for-led-pixels-and-strips/about-batteries

programming on Nintendo Switch, literally.

Posted on December 7, 2020December 7, 2020 by admin

I played with a Basic emulator for the first time on a Nintendo 3DS. That’s when the book 10 Print came out. The full title of the book, “10 PRINT CHR$(205.5+RND(1)); : GOTO 10”, was a line of code written for the Commodore 64. As a kid who grew up with a Family Computer, BASIC language has a special place in my heart. I was eager to see this line of code in action but didn’t have a working setup of Commodore 64 nor Family Computer with me. That’s when I found out a BASIC emulator is available on Nintendo 3DS.

10 PRINT CHR$(205.5+RND(1)); : GOTO 10

The newer version is available on Nintendo Switch and is more powerful than ever. I want to have BASIC Christmas! There is a specialty keyboard made for programing BASIC available on Amazon Japan. If you need to plug more than 1 USB into your Nintendo Switch, you need HORI’s new portable USB hub, also available on Amazon Japan. It’s time to get in touch with my roots with newer technology again.

https://www.amazon.co.jp/gp/product/B07SQNXF8M
https://www.amazon.co.jp/gp/product/B07B94DMQ3

Tomb of Swords

Posted on October 21, 2020November 4, 2020 by admin

STYLY Link:
https://tinyurl.com/tombOfSwords

Current version

Game Concept
I am interested in bringing fantasy questing mechanics into XRMV(XR Music Video) experiences as a way to increase the level of interaction for the player while listening to music. When I watch music videos on PCVR, I can’t help to imagine what else I could do besides watching.

https://www.niusnews.com/=P04glk37

The first thing that came to my mind was a wotagei dance simulation. However, I needed something more, something that’s able to bring different types of fun together. What about questing and fighting monsters? Like many, Dungeons and Dragons (D&D) was a big part of my childhood. The gripping story settings and rewarding quests motivated me to go through dungeons after dungeons in my imaginations. What if this performance is set in a fantasy dungeon? What if wotagei-dancing folks can also slay monsters at the same time? What if the performance doesn’t play automatically? What if the player has to find out how to start the performance by accomplishing certain tasks? I thought the cross-over could be fun so I started to sketch out the virtual world and prototype the interactions. It eventually became the Tomb of Swords.

DnD campaign mockup

Tomb of Swords is an interactive music video for one player. Every so often, the skeletal tomb of Chult would open up a portal to a random world and welcome any fierce contenders to challenge the forsaken warriors trapped in the ancient tomb. Many had given the opportunity,  but none had managed to come out on top. For a first-time contender, one must find a way to release the enchanted rhythm that reanimates all the dreaded bones. Search the tomb for clues. How much would you defeat?

Tomb of Swords is built entirely in Unity 3D and uploaded to STYLY by me. The main narrative, Tomb of Swords, was originally inspired by one of the STYLY interaction SDK examples. I modeled and animated a few key scene props on my own, and the rest of the assets were modified from those purchased in the Unity3D asset store. The battle song that reanimates the skeleton warriors was made by Daydream Anatomy which is also credited in the description. I also sampled various sound effects from old RPG games that I loved such as Dragon Warrior, Zelda, and Everquest.

8-bit-heroes
Music by Daydream Anatomy
https://daydreamanatomy.bandcamp.com/album/8-bit-heroes

This is a proof of concept and is nowhere near its completion. Besides polishing the current experience, there is more that can be done to push the fun and the sense of immersion to the next level such as co-op, rhythm-battle mechanic, NPC involvement, combos, boss fight, …etc. I sincerely hope this demo shows the possibility that storytelling and interaction can enhance the overall experience of XR music videos to you as much as it did to me.

Feature Set & Walk Through
The experience starts out with a visit from the Frog Lord. In certain Asian folklores, frogs have the ability to speak to people in the dream. The lord is here to greet the player after the portal appeared and gives them their first task. It’s a simple one, the player has to use the 3 black dice on the ground to roll a total of 18.

Once the Frog Lord left the room, the old wooden door that is connected to the tomb will open up with a squeaky sound. The player can see a yellowy ghost on the other side of the door acknowledging the player’s arrival. Because of the built-in teleportation mechanic on PCVR, players can walk through the walls easily. In order to keep the integrity of the experience, the nameless ghost is served as a monitor of the player. If the player skips the Frog Lord’s task, the ghost will notify the player that the sword on the skeleton throne is untouchable because the Frog Lord is still here. If the player finished the task, the ghost will tell the play to pull the sword out of the skeleton king which will trigger the music event.

The last but not least feature is the battle during the music event. All the skeleton warriors can be defeated by 2 or 3 hits with the player’s sword. However, the magic swords that the player picks up from the ground weaken after impact and will eventually shatter. The player has to move around for more swords – one hand or dual wield. If the player equips both hands with swords (dual wielding), he or she will not be able to teleport at the same time because both controlled are taken over by swords.

When the music event is done, the player will see a simple scoreboard. To restart the game, the player has to exit the game and restart it in STYLY.

Look and Feel
As stated in the game concept, I only made a few scene props from scratch because I wasn’t able to find any existing ones I like. The DnD-like campaign book on the floor of the bedroom is one of them. The rest of the assets including the tomb and the bedroom were modified from existing modular kits to fit my aesthetic needs. I am tweaking the light and overall color scheme and try to have everything lighted without using any unlit shaders.

Went back to my first DnD campaign – Thieve’s Challenge for inspiration. When I make the book prop for this experience, I made up an alternative universe version of the DnD logo called Dungeons & Shenron. The word “Shenron” came from the wish-granting dragon in Dragon Ball. I grew up in Asia playing DnD with only 1 friend, none of my peers had any clues of what we were doing at the time. This logo says a lot about what I had dreamt of having as a kid – more DnD in Asia!

Early testing video

Bug Log:
10/24/2020 Swords stop working, fixed. It had to do with adjusting the size of the blade collider the night before.

10/30/2020 Panic, I can’t seem to upload and test, the azcopy times out when I try to upload. When I am not using azcopy, it gives an error, but no red text in the console. I have not changed any setting, tested with different scenes, I am suspecting it has something to do with my connection.

I move the Assets folder to a new project. I found a prefab in the scene that I had previously deleted with a plug by mistake. I am not sure if they directly connected (with the timeout). However, after organizing the asset and added back the prefab to the scene, I was able to upload the scene again.

10/31/2020 In the most unfortunate situation, the die could fall out of the edge of the floor. (fixed)

11/01/2020 Audio Mixer doesn’t work on WebGL, going to try and see if it works on PCVR. It worked in PCVR preview.

0 C# VR DEV PIPELINE

Posted on August 31, 2020October 21, 2020 by admin

This has been a quest of mine since 2013 to put together a tool pipeline for artists, designers, and people to build interactive worlds in virtual reality without the need for programming. With STYLY’s interaction SDK, this tool pipeline is starting to take shape.

https://styly.cc/ja/download/

Mars Kit

Posted on August 14, 2020October 5, 2020 by admin

In order to recreate the “first thing first,…” moment in EF’s Visit to a Small Planet. I needed a physical model of the planet Mars. I found Neurothing’s Mars Globes on Thingverse. According to Neurothing, the Mars model is an accurate depiction of this highfields image. However, I decided to print the version that is 10 times more exaggerated from the original data for some creative dramas.

https://www.buining.com/planets/MarsDEM2880.png

In EF’s Visit to a Small Planet, there is a Chart of Mars from 1892. It is fascinating to see the map filled with imaginary locals. Similar to be drawn into a nineteenth-century sublime landscape painting

Chart of Mars 1892
Mars Kit

Honorary Mention

I had originally purchased a magnetic levitation platform to use with the concept development part of my VR World Building workshop. I thought seeing a floating planet can boost imagination. However, my kit arrived in very poor condition, and I can’t seem to get it to work reliably for my set up. I sent the levitation platform kit back for examination because it stopped working completely after two days.

Some info I found about the kit I bought:
Amazon link:
https://www.amazon.com/dp/B07HF4Y45R
Ruten.com.tw:
https://www.ruten.com.tw/item/show?21303266667787

Magnetic Base Dimension: 100 x 100 x 23mm
Power: 12V 1A
Load: 450 – 530g
Levitation Platform Weight: 460g
Levitation Platform Diameter: 50mm
Levitation Height: 18 – 25mm

Ready for Tinkercad!

MOCAP

Posted on July 16, 2020July 17, 2020 by admin

After the flight ticket was finally approved, I pack up all the technology I can have my hands on including a mocap kit. The kit is made of 8 Optitrack cameras, an industrial-grade mocap technology that I have worked closely since 2008. The first experiment is a vertical tracking setup usually used for face tracking for projection mapping.

I had hoped to use this compact setup to do something crazy with OBS and Zoom. However, the cameras were too close to my face, they need to be spread out more. I had to step back a little to get the tracking work properly.

6 Camera setup for face or wizard wand tracking.
Curious Aiden is testing the wand.

In 2017, after 2.5 years of development, we installed a mocap system at Parsons School of Design. My two mocap assistants at the time, James W. Berry and Santangelo Williams, and I were experimenting with the system. Our school has over 30 different design programs, my job was to find ways so that our mocap studio can benefit students beyond animation and game design. One creative afternoon, James had a full-body tracking suit on after a demo session. I mapped the skeleton data to a rigged 3D model from the asset store and turned a rigid body into a virtual camera. Santangelo took over the camera and became an acting coach. I recorded the screen. It was such an interesting and collaborative experience.

Reali-time mocap to animation in Unity 3D
James and Santangelo were at it.

Because of the pandemic, digital filming becomes a heated topic. From Star Wars Mandalorian to indie sci-fi film, the idea of combining live-action and digital sets has become a popular and accessible technique that everyone, especially tech-savvy filmmakers, can experiment inside of their own apartment while #stayathome.

MMORPG KIT

Posted on June 21, 2020June 26, 2020 by admin

MMORPG KIT (2D/3D/Survival)
https://assetstore.unity.com/packages/templates/systems/mmorpg-kit-2d-3d-survival-110188

Documentation – Getting Started (Singleplay/LAN)
https://suriyun-production.github.io/mmorpg-kit-docs/#/pages/101-getting-started-singleplayer-lan

Server Architecture

For this project, there are 3 kinds of servers are:

  • Central server, this server will handle user login/register/character create/character delete and the list of other servers
  • Chat server, this server will handle user chat, this server will connect to Central server to send its address
  • Map spawn server, this server will connect to the central server and then the central server will send requests to this server to start a map server.
  • Map server, this server will handle gameplay, each Map scene will handle by 1 server, so if you have 3 maps, it will run 3 servers to handle each map, this server will connect to the central server to send its address and users list, also connect to Chat server to send/receive chat messages.

Game Server by Google (I don’t know if this would help at all, log it here)
https://cloud.google.com/game-servers?hl=zh-tw

an interactive zoom background

Posted on May 3, 2020June 21, 2020 by admin

I have been experimenting with a new set of tools and most of them are used for game broadcasting and streaming, an aspect of video game that I didn’t expect to get into until the COVIN-19 broke lose. The school quickly moved online and finally canceled all the in-person classes halfway through the midterm week. Since that Friday, I have been exploring my online identity in Zoom.

I have played with virtual background, Face Rig, Open Broadcasting Studio (OBS), Xsplit VCam, Snap camera, and Sparkocam. They are all very good at doing what they claimed to be doing, and I am intended to mix a couple of them together to create an ultimate Zoom experience to indulge myself in the days to come.

as an anime character

In order to put all the stuff in my apartment to work, I dug up my Cyber Trooper Twinsticks from SEGA Saturn. I removed the original control board and replaced it with a Revive board. I can now send the 12 digital inputs on the Twinsticks to my computer as keyboard keys.

I made a space flight simulation as the background and use the Twinsticks to pilot the spaceship. I wrote a simple script that every time when I use this background, it tells me how many days I have been #stayTheFuckHome. I decorate the interior differently depends on occasions.

MFADT Class 2020 Ceremony (Fun Award)

I use my right panel for event posters.

Oculus Hand Tracking Fun

Posted on May 1, 2020 by admin

https://developer.oculus.com/documentation/unity/unity-handtracking
https://skarredghost.com/2020/01/03/how-to-oculus-quest-hands-sdk-unity/

Integrating Pinch

var hand = GetComponent<OVRHand>();
bool isIndexFingerPinching = hand.GetFingerIsPinching(HandFinger.Index);
float ringFingerPinchStrength = hand.GetFingerPinchStrength(HandFinger.Ring);
var hand = GetComponent<OVRHand>();
TrackingConfidence confidence = hand.GetFingerConfidence(HandFinger.Index);

Integrating Pointer Pose

Deriving a stable pointing direction from a tracked hand is a non-trivial task involving filtering, gesture detection, and other factors. OVRHand.cs provides a pointer pose so that pointing interactions can be consistent across apps. It indicates the starting point and position of the pointing ray in the tracking space. We recommend that you use PointerPose to determine the direction the user is pointing in the case of UI interactions.

  • Call the PointerPose property from OVRHand.cs.

The pointer pose may or may not be valid, depending on the user’s hand position, tracking status, and other factors. Call the IsPointerPoseValid property, which returns a boolean indicating whether the pointer pose is valid. If the pointer pose is valid, you can use the ray for UI hit testing. Otherwise, you should avoid using it for rendering the ray. (need to understand this part more)

I found all the answers in this sample framework.
https://developer.oculus.com/documentation/unity/unity-sample-framework/

Make sure the Oculus Integrations is V16+

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