OneNote 2016 PDF import issues

SurfacePro4
Surface Pro 4 in tablet mode.

[Edit: there is a suggested solution to the issue now at the end] The Surface Pro 4 that I am using is a versatile device and particularly strong in reading and commenting digital documents. I am regularly working on articles, seminar essays, thesis manuscripts and book lenght work, and it is really nice to be able to type text quickly like with a regular laptop, then flip the device over and start reading in full screen mode. When the PDF document is open, it is really handy to do the highlighting and scribble the review comments in the margins with the Surface Pen. However, the software does not currently support this fully. Adobe Reader Touch and Acrobat XI Pro that I am using both can be used with the Pen, but only to a limited manner, and through rather complex function selections. The best support for the Pen is built into the Microsoft OneNote, but there is one serious issue currently: when you open a PDF file in OneNote 2016 for editing (New Page > Insert > PDF Printout), a longer file will take literally hours to process. OneNote makes some kind of image file from each page and each letter, and does this very very slowly. This is simply not feasible. I have read that the older, 2013 version worked fast – I wonder what has gone wrong with the new, updated OneNote?

Edit (27 July, 2016): Marjolein Hoekstra from the OneNote Central (@OneNoteC) kindly reached out to me via Twitter and suggested a solution for the jamming PDF import issue – one needs to go to File > Options > Advanced, then look for Printout options group (at the very bottom of the list), disable the first option about printing to multiple pages, and then click ok/save the settings. This indeed appears to make the PDF import work for me, so: many thanks for the tip! Surface Pro 4 still struggles a bit to keep long, 300+ page PDF documents visible (rendering of the typefaces jams occasionally), but this is now at least a working solution.

Note on Pokémon Go: fantasy of collecting and exploring “urban nature”

Pokémon Go (logo).
Pokémon Go (the game logo).

For those of us who started doing r&d on location-based mobile games decade or two ago, the exploding popularity of Pokémon Go has been exciting, but also perhaps a bit bewildering to follow. There have been many games that have exploited the collaborative, competitive, user-created or spatially based functionalities of augmented reality play in more innovative manner than Pokémon Go, but none of them have managed to grow their player base as fast and into the scale this Niantic’s game has done. Our own research in University of Tampere included work with The Songs of North prototype which our team designed and implemented in the Mogame research project in 2003-2004. Before that, there had been e.g. Botfighters (2001) by the Swedish company It’s Alive, which was neither not yet based on GPS technology, but rather on the use of cell triangulation and SMS messages. It has been interesting to follow how the motif of “city shamans”, teamed up into competing factions and using might and magic to struggle for control of urban areas has developed, varied and re-emerged, starting from our The Songs of North (2003), followed by the Shadow Cities (2010), and then by Ingress (2013), which adopted many of the basic key elements from Shadow Cities. Pokémon Go, in turn, is based on Ingress on its location-based game mechanics.

Some of the comments of pioneering location-based or augmented reality game developers I have read have sounded even a bit irritated that a rather simple and clearly derivative game makes such a breakthrough, supposedly solely on the basis of association with a popular IP (intellectual property). What we witness here is related to the nature of innovation processes, though. Again and again, it is necessarily not the first implementations that become the great success stories; rather, it is the “second penguin” jumping in later, who can learn from the experiences from the pioneers, and implement something that is perhaps not as ambitious, but that is designed and suitable for large-scale, mainstream adoption. The detailed analyses of Pokémon Go will no doubt start appearing soon in game studies conferences and journals, and it is interesting to see how the key elements of its popularity will be described and interpreted. Simplicity is no doubt one such element, but there is more.

The holding power of Pokémon Go is perhaps relatively easy to explain in terms of certain key player motivation theories, plus counting in certain love or nostalgia with the revived transmedial Pokémon phenomena itself – plus certainly some novelty effect from augmented reality, location-based mobile game play, which is still new experience for many people. In player motivations, there are classic achievement motivations, pleasures of accumulating advancement, repetition and variably rewarded effort (a well-known addictive mechanic), that Pokémon games tap into; there is a long series of these games, starting from the 1996 releases of Red and Green games for Game Boy in Japan, continuing through what is now considered seven generations of video games, and also a popular trading card game, plus manga, anime, films, and other related Pokémon branded products. It is often quoted how Satoshi Tajiri, the producer and main creator of the original concept, based Pokémon on his childhood hobby of insect collecting. What is perhaps not so often noted is that Satoshi has also spoken about how exploration into urban wastelands was one of the key inspirations for Pokémon games, and how urban developments according to him had driven away all these fascinating life-forms – Pokémon games were thus designed from the start to mimic exploration into “urban nature” and stimulate the joy of discovery of both common and rare creatures of all kinds, and of learning about their individual characteristics and even potentials for (insect-like) metamorphosis.

Even if the range of Pokémon creatures is large and understanding their characteristics provides plenty of room for learning and improvement, the basic game in Pokémon Go game is so simple that it can be immediately comprehended: move around, catch Pokémon, collect them, power them up, evolve them into new species, and join teams for tournament style battles for the domination of certain key spots (marked as “Gyms” in the game). Thus, Pokémon Go shows key virtues of classic “casual” games: easy to learn, difficult to complete or totally master, leading to near-infinite replay value, or even addictive potential. What remains to be seen, however, is how many of the millions of players will continue to play the game when the novelty effect wears off. The location-based games in the past have remained in the margins, and one of the key reasons is that the extra effort of going out (sometimes also when it is raining, dark, or the surroundings are otherwise not so inviting or even safe) has meant that only the most dedicated parts of “core gamers” audiences have stuck with these games in the past.

In addition to analysing what features Pokémon Go has as a game, it is also interesting to see what features it does not have. Joining teams (blue, red, or yellow) is part of the game, but coordinating or communicating with team members is not part of the game. This is something that happens naturally between people who play in same locations and meet each other, when there is a critical mass of them, and social media also plays an important role for assisting players in this kind of contemporary “pervasive game”. Thus, playing alone in isolated locations, or disconnected from popular media services would inevitably have an effect on the Pokémon Go player experiences. This is a game that is designed for populated, urban areas and there is also heavy reliance on the location data and sites recorded for the earlier Niantic game, Ingress.

The “perfect storm” of Pokémon Go is, in my quick analysis so far thus mainly a combination of two things: the successful simplification of earlier, tested location-based game design features so that they are clear and straightforward enough for mainstream adoption, and secondly, of the critical mass provided by fans of the second-best selling digital game franchise in the world (only Mario games have sold more). There is also the additional boost from its associated, widely familiar “transmedial storyworld” that millions of people who have not played Pokémon video games will also recognize. The threshold for stepping into the shoes of a Pokémon hunter and trainer is low, and pleasures of real-world exploration, rare creature hunting, collecting, points and levels accumulation, competition and collaboration mean that Pokémon Go provides highly accessible and enjoyable combination of real world and gaming fantasy.

Greenhouse: Waiting for the harvest

This is the first summer when our greenhouse is in use. So far everything seems to have gone just fine, even while we have been so busy in other areas that we have not really got so much time for the garden or the greenhouse. Even with just minimal care, most greenhouse plants seem to do well – Laura’s tomatoes exceedingly so, they have grown into real giants. My chillies would had profited from earlier change to the greenhouse and to larger pots, but I did not have the electric heater at that time. So my plants are mostly small to medium in size, but on the other hand the idea of this first summer was not so much to maximise the crop, but to test a wide variety of plants, and then see where to specialize in the future. For that purspose, my small but fruit-filled plants suit very well. Here are some photos taken from the greenhouse today.

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Three movies

I had some movie tickets that were expiring in Sunday, so I went for it, watching in a row three recent movies in cinema. All of these were transmedia storytelling – two of these were movies based on digital games, one was based on a book. I have no time to write actual reviews but a couple of notes:

Angry Birds Movie: the starting point feels almost like the rumoured Tetris Movie Trilogy – not much narrative material exists in the game to start with, but what little there is, it will be liberally exploited and expanded upon. In this case, we will learn why the birds are angry. In the original games the different birds were colour coded game units that each enabled different slingshot trajectories or other abilities. The movie version does decent work in providing them with personality, and for developing (bit silly and comedy-oriented) backstory for the conflict between the birds and the pigs.

The BFG (Big Friendly Giant): this is probably the strongest of three, when evaluated in terms of its overall cinematic qualities. The combination of Roald Dahl’s innovative children’s book and Steven Spielberg’s skills in high production value adventure movies provides a balanced mixture of humour, sense of wonder and a touch of some darker themes. The most memorable element is the friendly, 24 feet (over 7 meter) giant himself, played by Mark Rylance, and translated into detailed digital version by advanced motion capture technologies and computer generated imagery. The eyes of this friedly figure are particularly lively, deep and expressive.

Warcraft: The Beginning: like the title says, this movie is set to the early stages in the history of Azeroth, the main world of Warcraft game series. Gul’dan, an orc warlock, uses fel magic (evil, vampiric style of magic) to open a portal from Draenor, homeworld of orcs (now destroyed by fel magic) to Azeroth, inhabited by humans, elves and dwarves, and a dramatic conflict ensues. The challenge in Warcraft movie appears to be the exact opposite from the Angry Birds one: here, an abundance of characters, plotlines, wars, races, mythical places etc. has to be reduced into something that resembles more or less coherent, classical movie storyline. The reviews have generally been negative, but I actually rather liked the movie – perhaps due to having spent considerable time in Ironforge, Stormwind etc. myself, as a player of Warcraft RTS and World of Warcraft games in the past. The movie does not get very far in itself: there is perhaps ten or more significant characters, some of them are killed, some plots unravelled and others set into motion, and in the end everything just stops, after this prologue having provided hints at important future developments. But landscapes are impressive, some characters relatable, and there is constant “epic tone” in all of it (that might feel ridiculous or appropriate, depending what one’s tastes in genre fantasy are).

All in all, this day of movies just pointed out how central fantasy as an element, impulse and setting has become for popular culture, and how various storyworld elements cross media boundaries with ever-increasing ease.

Angry-Birds-Movie
Angry Birds Movie © Columbia Pictures and Rovio.
BFG
The BFG © Disney.
Warcraft: The Beginning © NBCUniversal
Warcraft: The Beginning © NBCUniversal

Semi-autonomous cars in trouble?

There’s the recent piece of news making rounds Tesla Model S using Autopilot being involved in fatal crash in Florida. (See e.g. http://www.theverge.com/2016/6/30/12072408/tesla-autopilot-car-crash-death-autonomous-model-s ) There are multiple reactions, ranging from “autopilot killed the driver” to “fully autonomous cars are the answer”. Our VW Touran is also equipped with multiple “driver assist” systems, and my experience from using them is sort of mixed. There are clearly beneficial functions, like the adaptive cruise control (ACC) that appears pretty reliable in helping maintaining safe distance to other vehicles, reducing potential for accidents, and also reducing driver stress while being constantly forced to slow down or speed up in congested motorways.

On the other hand, VW Lane Assist system is being marketed as a “friendly co-driver” that can sense if car is “drifting out of your driving lane”, when it “gently counter-steers the car back on line”. In practice, using Lane Assist often feels like you are competing from control of the car with the system, as the exact driving line the system uses is not always the one I would choose as a driver. The system should learn about the preferences of the driver, but the fundamental issue with semi-autonomous, assisted cars remains: who is exactly in charge?

The semi-autonomous system feels like it knows best, in most situations. But in several situations it does not react, or cannot detect the obvious danger. The car companies emphasise that the driver is always responsible of the control of the vehicle, but as assistive systems are developing stronger, they are sending mixed signals. There is always the temptation to take feet off the pedals, or hands off the steering wheel. Yet, the driver should keep focused and alert, in order to react at the right moment when the robotic assistant fails or comes to the limits of its abilities. For a driver, this also means that one should not only know the limits of one’s own abilities, but learn to know the limits of the assistive systems, and learn new driving skills, that are half based on old-fashioned direct control of the car, and half on division of tasks to the artificial intelligence systems. And that is a new kind of skill set.