Friday, November 28, 2008

Computer graphics now part of art world

This week my subject is a video-gamer, Sam Rossof. He is a post-graduate student at the

University of Victoria specializing in computer graphics.
He is also a champion in a new, and very graphic, universe.
At a time when the leading art galleries exhibit laptop computers and digital projections, the intricately crafted digital universe in which he plays, called World of Warcraft
Buy wow gold , is a very advanced artifact. Art is no longer defined as paint on canvas. These days, it’s more about concepts and interactivity. When I met Sam, I realized that the art of the future will have to consider this creation.
Rossof spoke with me in a sunny Oak Bay kitchen, where he rents a room in the basement. Sam, at 23, is a PhD candidate in the engineering faculty of University of Victoria. But we were here to talk about something else. Last week Sam became a Level 80 Deathknight. In fact, he was one of the very first in the World of Warcraft (WOW).
Sam’s field of study is computer graphics, and at UVic he’s working with his mentor Bruce Gooch. Gooch’s famous algorithm, which can create a cartoon version of anyone’s picture, became an application on the social networking website Facebook.
When he came here from the University of Chicago, Gooch brought Rossof with him. Sam’s life intersects in a big way with World of Warcraft, a world that was invisible to me.
“Yeah,” he offered, “invisible — like a bowling alley is not visible, if you never go in. But this [the World of Warcraft] is big.”
There are 11 million active players, but what is it, exactly?
“It’s a collaborative experience,” Sam said, “a video game that you play together. You talk to people. It’s a context, a context to talk about. It’s more than the game. There are forums, bulletin boards, other channels of communication.”
Computer games have not made Sam antisocial. He has a social life which, I understand, would be the envy of any young man. “I’m wired for being social,” he said. “There is no amount of ’social’ that I am not ready for.”
Unlike most players of WOW, Sam’s interest is more than casual. Using his powerful brain and postgraduate skills he performs what he calls “reverse engineering” on the imaginary world. By acquiring and deconstructing the codes that underwrite the game, information becomes available. Dedicated WOW fans pick it up in stages — the early beta invitations, the preview, sneak peek, the “critics’ first look,” bootlegs of otherwise-privileged information.
Blizzard Entertainment, the parent company of WOW, signs up subscribers who pay a $15-per-month basic rate to enter the world. Sam told me that the corporation also puts on a spectacular convention for fans and “works it up” with the trading cards and a comic book.
But all those details are irrelevant to Sam. In the World of Warcraft, he is a champion.
In the last release of World of Warcraft, Sam entered without expectations and did surprisingly well — fifth place. This time, he thought, he had a shot.
“I thought I’d make a run for it,” he said. “I could do a first — I’d have to take a real vacation from work. I did dry runs to learn how to pace myself — about five days each. The biggest issue, of course, was fatigue. How long could I stay up?
“I learned that three hours was the shortest I could sleep and still wake up feeling rested. Eating food helps keep you up — you burn more energy when you are awake. Drink caffeine, taurine. Take showers — a shower is good for a couple of hours, easy.”
This regimen went on over several months.
The big launch was Wednesday, Nov. 13. When Sam arrived at the Hillside mall at 9 p.m., there was already a lineup. At midnight each purchaser got a disc in a box. There were other things in the box, but Sam didn’t pay attention to them. His game was loaded and active by 12:20 a.m.
He had slept all day before the event, which gave him an edge. So Sam got right to it, there in the corner of his basement bedroom. Ignoring his unmade bed behind him, he communed with gamesters out for good and evil, all through the 19-inch monitor in front of him.
On his desk, the juice boxes piled up.
The laundry piled up. Sam was given over to the World of Warcraft. Between Thursday and Sunday he put in 82 hours.
And so?
“I won,” he concluded. “First. Level 80 Deathknight.”
I am not sure whether cheers were audible. There was no prize, just bragging rights. On his shield of achievements, a new escutcheon appeared: “Realm First! Level 80 Death Knight.”
robertamos@telus.net

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Malware writers target Facebook, World of Warcraft

According to data from McAfee Avert Labs, the monitoring and research arm of security vendor McAfee, malware attacks are growing at astronomical rates and it’s happening for one simple reason: the malware writers are making money.

According to data from McAfee Avert Labs, the monitoring and research arm of security vendor McAfee, malware attacks are growing at astronomical rates and it’s happening for one simple reason: the malware writers are making money.
Data from McAfee indicates 245 per cent growth in the number of malware being developed from 2006 to 2007, with a further 300 per cent growth projected from 2007 to 2008. And year to date, McAfee said the amount of malware generated has already surpassed 2006 and 2007 combined.
“Cyber crime has completely altered the landscape we’re dealing with today,” said Dave Marcus, director, security research and communications for McAfee Avert Labs. “All the malware we’re seeing today is driven 100 per cent by money, and is designed to harvest information we’re going to see sold on the underground.”
Marcus said there’s a fully developed underground system that has developed, almost a malware industry. One group discovers the vulnerabilities, another writes the code to exploit them, another spreads and distributes the code, then another gathers the results and sells them on the open market.
Most malware today is password-stealing trojans designed to steal usernames and passwords, usually banking information. Usually malware developers won’t loot the accounts themselves, said Marcus, but rather sell the information to a third-party for a premium, a phenomenon known as credit card dumping.
Increasingly, said Marcus, social networking is being used to spread malware, and Web 2.0 is fast becoming a malware writer’s best friend. Sites such as Facebook and MySpace are bring “used and abused,” said Marcus, as a platform to send malware out into the wild.
“Facebook is commonly used for the same thing. These sites solved one of the big problems malware writers had: how do they get their malware out to you,” said Marcus. “It’s more important than ever that our technology keeps pace with these kinds of threats, because everything is being distributed through Web 2.0 sites these days.”
It’s not just social networking sites being targeted, said Marcus. Gaming sites are an increasing target as well. With whole economies developing around online games such as World of Warcraft, through the selling or trading of objects and levels, malware writers are taking note. Also, as people tend to reuse the same username/password combination for numerous logins, if malware writers get it once they can exploit it elsewhere as well.
“The amount of malware is being written because of the amount of money they can steal, and because they can do it with impunity, with very little likelihood of being caught,” said Marcus.
McAfee is hoping to give people the tools to fight back with its recently released 2009 line of consumer-level security software. Madhurima Pawar, senior product manager in McAfee’s consumer strategy and marketing group, said McAfee’s goal with its 2009 line was to be instant, silent, and complete.
Pawar touted McAfee’s speed of updates, promising instant definition updates for new threats compared to five to 15 minutes for rival Symantec. Also new is Active Protection. If a file passes the local database but is still deemed suspicious, a fingerprint is taken and is pinged against McAfee’s backend server. The process will be seamless for the user, promised Pawar.
“This is how we’re ensuring with our 2009 product line we’re delivering the latest updates, thus keeping them protected at all times.”
Work has also been done to make the software less intrusive to the user, and less of a drain on system resources. Pawar said McAfee has been able to achieve a 13 per cent performance improvement when running a full system scan over its 2008 edition.
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Let the Games Begin

n these challenging economic times, it may come as a surprise that a well-chosen video game can be one of the most cost-effective gifts possible. Sure, the $60 price tag on some top games can be daunting, but when you realize that the right one can wrangle dozens or even hundreds of hours out of the right player, games can start to look like the smart entertainment investments they are.
But nongamers can get it totally wrong when buying for friends and family. Bad gift-giving usually stems from one basic misconception: If it’s a video game, it must be for children.
Every year, parents who would never dream of buying their children a DVD of “Scarface,” “Platoon” or one of the “Saw” torture movies blithely buy them violent gangster games, bloody war games and gross-out horror games. Then they’re horrified when little Johnny or Jenny ends up spending Saturday afternoon trading expletives with drug dealers and discussing the relative merits of shotguns and flamethrowers. So please, if you would not allow your children to watch R-rated films without supervision, do not buy them M-rated games. Federal studies have shown that the game industry is at least as vigilant as

Hollywood in labeling products that are inappropriate for children. But the system breaks down when parents ignore it.
That misconception cuts the other way as well. The average gamer is now about 30; the first generation to grow up playing games is now around 40. And your 35-year-old boyfriend is not going to be impressed when you show up with the latest Pokémon or the new “Price Is Right” game. The best work being done in games these days is in interactive narratives for and about adults. Engaging with a current top-end game involves much more cognitive processing (a k a brainpower) than merely watching hour upon hour of prime-time television. So show some respect; your favorite gamer will adore you for it.
Here are some of the best games of the year, each of which could be the perfect gift for the right person. The shrewd will notice no sports or music games on this list. That is because those are easier to shop for: pick the desired sport or tunes and go.
GRAND THEFT AUTO IV Ideal audience: well-adjusted adults who want to explore a rich, intelligent, politically incorrect digital rendition of New York City. As long as you can accept that a great work of modern entertainment can revolve around criminals — something long assumed in television and films — then it is almost impossible to deny that G.T.A. IV is one of the most compelling games in recent years. The driving and shooting is fun, but the real star of the game is the city itself, rendered with a loving sense of decay and populated with perhaps the best cast of dysfunctional characters to grace a pixel. For Xbox 360 and Playstation 3 (PC version coming in December). Rating: M for Mature.
SID MEIER’S CIVILIZATION REVOLUTION Ideal audience: families interested in fostering an appreciation of both global history and strategic thinking; also, commuters looking to upgrade from Tetris. Civilization is the top strategy franchise in the history of video games. With Revolution the series moves beyond PCs and arrives on consoles and the hand-held Nintendo DS. The premise remains the same: guide a historical culture from the dawn of history to the space age. Nothing feels better than dominating Genghis Khan and Napoleon at the same time. For Xbox 360, PS3 and DS. Rating: E10+ for Everyone 10 and older.
Warhammer Online Ideal audience: massively multiplayer online gamers who cannot satisfy their bloodlust in World of Warcraft
Buy wow gold Don’t get me wrong; like more than 10 million other people, I love World of Warcraft. But great games can stand some competition, and Warhammer Online, the new online version of the decades-old British fantasy universe, provides it. Warhammer employs many conventions from Warcraft but gives them a new twist in a game that focuses largely on player-versus-player combat, rather than on battling computer-controlled foes. For PC. Rating: T for Teen.
Wii Fit Ideal audience: couch produce of all ages. Nintendo’s best game of the year is not really a game. It’s a light exercise system meant to take just a few calories off. The most surprising thing: it works. For Wii. Rating: E for Everyone.

LITTLEBIGPLANET Ideal audience: aspiring game designers and anyone else with excellent eye-hand coordination. The breakout title this year for Sony’s PlayStation 3, LittleBigPlanet is in some ways as close to YouTube as games have come. In its essence it is merely a “platformer”: you navigate your little beanbag character mostly by running and jumping. The secret sauce is that the game allows users to create their own levels and share them easily with other players online. Rating: E.
DEAD SPACE Ideal audience: people who like being scared. Dead Space is a straight-ahead science fiction survival-horror experience. You, the player, are trapped on a spooky spaceship with a horde of space zombies who want to eat you, or turn you into one of them, or something. You wade through them while engaging in what is charmingly referred to as “strategic dismemberment.” For what it is, though, Dead Space is both conceived and executed at a high level. For Xbox 360, PS3 and PC. Rating: M.
FALLOUT 3 Ideal audience: old-school role-playing gamers and anyone who wants to see Washington in ashes. The return of the classic Fallout series is a sprawling re-creation of the Capitol area after a nuclear war. The tone is darker and less slyly humorous than previous Fallout games, but the sheer size and ambition of the game impress. For Xbox 360, PS3 and PC. Rating: M.
PROFESSOR LAYTON AND THE CURIOUS VILLAGE Ideal audience: puzzle fans. One of the sleepers of 2008, Professor Layton ties together more than 100 beautifully designed brainteasers with an endearing anime-style story. The puzzles themselves are perfectly intelligible to nongamers. For Nintendo DS. Rating: E.
GEARS OF WAR 2 Ideal audience: testosterone-fueled core gamers who like chain saws. When you think about the stereotypical video game, this is what you’re thinking about: big guns, voracious alien bad guys, great graphics, huge explosions, cardboard-cutout characters, silly dialogue and cheap thrills all around. Not that there’s anything wrong with that. For Xbox 360. Rating: M.
FABLE II Ideal audience: emotionally mature children and most fans of delicate entertainment design. This game is rated M not because it is especially violent or profane. It is rated M because in between casting spells and swinging swords you can have children, you can get married (and have affairs if you choose), and you can buy condoms. Shocking, I know. For children who are comfortable with the basic facts of life, there is no reason not to share Fable II. It’s a wonderful game on its own, and it beats handing a child a virtual machine gun. For Xbox 360.
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