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Lecture 3: Tools, Resources & Rights Wolfgang Hürst

Lecture 3: Tools, Resources & Rights Wolfgang Hürst. LECTURE 1: INTRO & ORGANISATION. LECTURE 2: SW ENGINEERING & TEAMWORK. LECTURE 3: TOOLS, RESOURCES & LEGAL ISSUES. 1. Tools (SW Development) Tools for managing large projects.

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Lecture 3: Tools, Resources & Rights Wolfgang Hürst

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  1. Lecture 3: Tools, Resources & RightsWolfgang Hürst Contact: huerst@uu.nl, http://people.cs.uu.nl/huerst

  2. LECTURE 1: INTRO & ORGANISATION LECTURE 2: SW ENGINEERING & TEAMWORK LECTURE 3: TOOLS, RESOURCES & LEGAL ISSUES

  3. 1. Tools (SW Development)Tools for managing large projects • Doing large projects requires lots of planning, organizing, managing, … • Various tools exist to assist you with • Managing your product andorganizing your data, code, … • Managing your team and organizing your workflow, communication, … • We only force you to use SVN for code management, and logbooks & meetings for team management. • But you are welcome to look around and use more.

  4. 1. Tools (SW Development)Some pointers to related resources • At UU (cf. links on course website): • Blackboard for project management (group rooms, wikis, …)https://ict.science.uu.nl/index.php/Blackboard_%28NL%29 • UniTeams for project space, wikis, etc.https://ict.science.uu.nl/index.php/UniTeams • Projectspace voor studentenhttps://ict.science.uu.nl/index.php/Projectruimte • And more (see https://ict.science.uu.nl/index.php/Help:Inhoud) • Other (again, cf. links on course website): • Google Code & Google Docshttp://code.google.com & http://docs.google.com

  5. 1. Tools (SW Development)A general comment Tools to support you can be as simple as some Post-Its (and a clever strategy to use them) Now: Abbey Games Second guest speaker for GT (more on this later) http://martianflytrap.com/posts/290

  6. 1. Tools (SW Development)Code management – revision control Various tools exist to support the actual implementation & testing. We only force you to use one for revision control. Revision control (or version control) = the management of changes to documents, programs, and other information stored as computer files (from Wikipedia) ICA is very highly encouraged to use SVN (subversion),for GT, the usage of SVN is mandatory!

  7. 1. Tools (SW Development)SVN (subversion) Keeps all code in a repository. Allows you to checkout code to work on it. Enables you to commit and merge code.

  8. 1. Tools (SW Development)SVN (subversion) Requires an SVN server https://svn.science.uu.nl And a client, such as http://tortoisesvn.net Or a plugin, such as http://ankhsvn.open.collab.net

  9. 1. Tools (SW Development)SVN (subversion) • To start, you have to create a repository on the server • Login (with SolisID) on https://svn.science.uu.nl • Select “create a new repository” • Enter name and description, etc. • Note for GT: the TA already created your repository!

  10. 2. Tool (SW Development)SVN (subversion) • Once created, you can … • Add users (with different rights) • Get links to material (e.g. browse/checkout) • See course site for links to online documentation and further info

  11. 1. Tools (SW Development)SVN (subversion) • Local access (Windows), • e.g. using Tortoise SVNhttp://tortoisesvn.net • Access via Windows Explorer(right mouse button) • First time: select “commit to SVN” and enter data • Terminology: • “update”: from SVN to own machine • “commit”: from own machine to Submit • “add”: enters data to version control without submitting

  12. 1. Tools (SW Development)SVN (subversion) Alternative: use a Visual Studio Plugin,such as AnkhSVN http://ankhsvn.open.collab.net

  13. 1. Tools (SW Development)SVN (subversion) • The best tool is only as good as the people using it. • Some SVN etiquette: • Only commit code that compiles! • You are part of a team. Don’t let others debug your code. • Commit only material that you created yourself • E.g. source code, documentation, essential content, … • Commit no material that gets generated • E.g. no executable, no PDF, … • Why? • SVN keeps everything! • Executable can be too big (storage & server overload) • There’s no need. Everyone can create it themselves.

  14. 1. Tools (SW Development)SVN (subversion) • Usage for GT: • Your TA already created it • Two dates when you have to submit your code • Midterm: check by TA • Final: grading by TA • Everything else is up to your tutor • Usage for ICA: • SVN usage is voluntary but highly recommended! • TA can help you with setup, etc. • TA also checks code (but not necessarily on SVN)

  15. CODE RELATED DEADLINES TUSSENPRODUCT EINDPRODUCT CD/DVD WITH ALL MATERIAL

  16. CODE RELATED DEADLINES SVN CODE (DEADLINE TBA) SVN CODE (DEADLINE TBA), CD/DVD WITH ALL MATERIAL

  17. 2. Tools (Additional Material)Overview additional material • In addition to creating the code & executable & docs, your final product/game also has to be … • Promoted, e.g. via • a website (GT: via blogger) • a video (only GT) • a flyer • a nice CD/DVD-box • Presented, e.g. to • the jury (rating & nominations) • the public (hands on session at symposium) • the award committee (if you are one of the chosen ones)

  18. 2. Tools (Additional Material)Website • Rule of thumb: • One page for product / game • One page for team presentation • Or more, but be careful (good design takes time) • Some general tips: • Find balance between “marketing” & information • Make sure “people get it” (e.g. what is special about your game/product) • Include screenshots (GT can also include video) • Check (and evaluate) pages from last year

  19. 2. Tools (Additional Material)Website & Blog (only GT) • New this year: • The website should be a blog (using Blogger.com) • The TA already created your blog • You have to add “pages” to • Introduce your team and its members (now) • Show and promote your final game (in the end) • You have to add “posts” to show your progress • And of course: improve the overall design

  20. 2. Tools (Additional Material)Website & Blog (only GT) • Your blog (created by the TA): • http://pgt-<teamID>.blogspot.nl/ • <teamID> is your team number (e.g. 1a, 1b, …) • Refer to the website (under “teams”) to get it • Don’t change this URL

  21. 2. Tools (Additional Material)Website & Blog (only GT) • How to change your blog? • Go to http://blogger.com • Log in with your Google account • This will bring you to Blogger’s Dashboard, where your blog should be listed • Click on the menu icon to change “Settings”

  22. 2. Tools (Additional Material)Website & Blog (only GT) • There, you can do all kinds of things, such as … • Add a description • Change it’s title • Change the layout • Chose a nice template • And …

  23. 2. Tools (Additional Material)Website & Blog (only GT) … add pages! • You have to … • Create a page representing your team and its membersDeadline: this Friday, 23.11.12! • Create a page (or more) representing your final game by the end of the projectDeadline: 28.1.13! • Improve the layout (no deadline but be sure to start in time) • Regularly post progress updates and “interesting stuff”Deadlines: 23.11.12, 7.12.12, 21.12.12, 11.1.13, 25.1.13(additional posts are welcome!)

  24. 2. Tools (Additional Material)Website & Blog (only GT) Progress updates: what to post? From the course website (750 words as a rule of thumb): You can think of these topics (but not restricted to): Fun stuff to read Team building events Late night deadlines (with pizza and beer) Behind the scenes of a game developer Funny bugs Story behind the team name etc....etc.... Serious stuff to read a description of the class structure a description of how certain libraries or external software is used a description of an algorithm used in the game a description of the technology used etc....etc....

  25. 2. Tools (Additional Material)Website & Blog (only GT) • Some tips & recommendations: • Use the deadlines as milestones to show some project progress (e.g. first designs, screenshots, drafts, …) • Motivate yourself by posting additional “fun stuff” in between • Search the web for cool Blogger templates & styles • Look for inspiration at existing blogs of real game companies, e.g. …

  26. 2. Tools (Additional Material)Website & Blog (only GT) Abbey games: http://abbeygames.com/ (there whole website is actually more of a blog)

  27. 2. Tools (Additional Material)Video (only GT) • A nice trailer for your game • For advertising, i.e. it should be fun • For information, i.e. it should reflect what you did and what’s special about it; make sure to highlight your extension(s) • Some general hints: • Check examples of commercial games for inspiration (but again, make sure to target it right) • Look at last year’s videos for good & bad examples • You also find tutorials and how-to infos online

  28. 2. Tools (Additional Material)Flyer • Should give information about your product/game • Use one side of an A4 paper(it will also be used as sign for the demos) • Again, find the right balance • No pure advertisement • No scientific paper • Some general hints: • Use website as template (save time as much as possible) • MS Office tools work surprisingly well for this

  29. 2. Tools (Additional Material)CD/DVD-box • A “nice” box with • CD/DVD with all material • A nice, appealing cover • Some general hints: • This is your final product: make it look nice! • But don’t spend too much time on it (e.g. use website & flyer as basis)

  30. 2. Tools (Additional Material)Promotion material – general hints • Save time (and create corporate identity) by using one design for all 3 (or 4) • Check related how-to links and tips on course website • Check (& critically evaluate) examples from last year • Design for target audience and intended purpose!

  31. 2. Tools (Additional Material)Presentations • To jury (3 tutors & 2 general members): • Rating of your game/product; basis for your grading • Nominations for best game/product award • Make it informative • Make it “enjoyable”/entertaining • To public (friends, families, colleagues): • Others play your game / try out your product • Voting for audience award • To award committee & press: • Short demo in lecture hall (5 min) • Entertain & impress ;)

  32. 2. Tools (Additional Material)Actual tools to create these • Website: • Any HTML editor should do it • Flyer & box cover: • MS Office tools (works quite well & easy to learn) • Adobe tools (if you have experience with that) • Free software (e.g. Gimp, …) • Videos: • Screen capturing software, e.g. Camtasia Studio (30 days) • Video editing software, e.g. VirtualDub (free) • Audio processing software, e.g. Audacity (free) • Tools on your Macs & PCs (iMovie, Microsoft Movie Maker) • You find some links on the course website. • Note: these are also helpful to create content for your product.

  33. 3. Legal IssuesDisclaimer The following slides are a slight modification of content prepared and presented by FransWiering in 2010/2011. To avoid confusion of legal terms, they are in Dutch and have not been translated to English. Dit is geen juridisch advies.

  34. 3. Legal IssuesRechten • online materiaal is niet rechtsvrij • belangrijk bij gebruik materiaal in professionele situatie • terrein is sterk in beweging • nieuwe technische ontwikkelingen • pressie vanuit content- en software-industrie • eindgebruikers hechten aan informatievrijheid • diverse rechten van intellectueel eigendom • auteursrecht • naburige rechten • databaserecht • zie ook vak Recht en Informatica • http://www.cs.uu.nl/docs/vakken/ri/ • verschillende artikelen (legale online toegang via UBU)

  35. 3. Legal IssuesAuteursrecht • geeft auteur recht van exploitatie • geldt voor werken van ‘letterkunde, wetenschap of kunst’ • daaronder ook computerprogramma’s • wordt automatisch verkregen, geldt wereldwijd • doel: stimuleren van culturele productie • bevorderen van verspreiding kennis en cultuur • middel: geeft auteur economische prikkel tot productie • recht geldt tot 70 jaar na dood auteur • rechten gebruiker • kennisname • kopiëren voor eigen gebruik • citaatrecht en andere vormen van informatievrijheid

  36. 3. Legal IssuesOverige rechten • naburige rechten • rechten uitvoerende kunstenaars • 50 jaar na uitvoering • databaserecht • bescherming content databases • 15 jaar na update • octrooi • beschermt uitvindingen van ‘technisch karakter’ • software die ‘technisch effect’ heeft kan ook onder octrooi vallen • per land aanvragen, 20 jaar bescherming, kost geld • Amerika: patentrecht ruim toegepast op software • veel triviale patenten

  37. 3. Legal IssuesRechten op digitaal materiaal • online content valt onder auteursrecht • kennisneming is nauwelijks beperkt • lokale kopie (bv. in cache) is toegestaan • delen is onrechtmatig (dus ook torrent-protocol) • downloaden van illegale sites is tegenwoordig punt discussie • openbaarmaking is aan regels gebonden • regel rechten goed in professionele producten • je kunt natuurlijk de auteur betalen • veel auteurs vinden verspreiding belangrijker dan exploitatie • stellen werk onder voorwaarden gratis beschikbaar • doen meestal geen afstand van rechten

  38. 3. Legal IssuesCreative Commons (CC) • biedt auteurs, kunstenaars, wetenschappers, docenten en alle andere creatieve makers de vrijheid om op een flexibele manier met hun auteursrechten om te gaan • licentiemodellen voor kosteloos gebruik van digitale content • juridisch goed beschermd • jurisprudentie: Adam Curry vs. Weekend (2006) • meer info op http://creativecommons.nl/ & http://creativecommons.org/

  39. 3. Legal IssuesCreative Commons (CC) • 4 licentievoorwaarden mogelijk • attribution • share alike • non-commercial • no derivative work • 6 combinaties hiervanhttp://creativecommons.org/about/licenses/

  40. 3. Legal IssuesCreative Commons (CC) • 4 licentievoorwaarden mogelijk • attribution • share alike • non-commercial • no derivative work • 6 combinaties hiervanhttp://creativecommons.org/about/licenses/

  41. 3. Legal IssuesCreative Commons (CC) • 4 licentievoorwaarden mogelijk • attribution • share alike • non-commercial • no derivative work • 6 combinaties hiervanhttp://creativecommons.org/about/licenses/

  42. 3. Legal IssuesCreative Commons (CC) • 4 licentievoorwaarden mogelijk • attribution • share alike • non-commercial • no derivative work • 6 combinaties hiervanhttp://creativecommons.org/about/licenses/

  43. 3. Legal IssuesCreative Commons (CC) • 4 licentievoorwaarden mogelijk • attribution • share alike • non-commercial • no derivative work • 6 combinaties hiervanhttp://creativecommons.org/about/licenses/

  44. 3. Legal IssuesCreative Commons (CC) • 4 licentievoorwaarden mogelijk • attribution • share alike • non-commercial • no derivative work • 6 combinaties hiervanhttp://creativecommons.org/about/licenses/

  45. http://soundcloud.com/creativecommons 3. Legal IssuesVoorbeeld CC SoundCloud A “social sound platform” for creating and sharing sounds (including music) Contains lots of sounds under the Creative Commons licenses

  46. 3. Legal IssuesVoorbeeld CC http://soundcloud.com/creativecommons 10/13/2014 46

  47. 3. Legal IssuesOpen Source • essentie: gratis programmacode • en ook gecompileerde versies • business model: software gratis, services kosten geld • geen afstand van auteursrecht! • belangrijke grote toepassingen • Linux, Mozilla (Firefox, Thunderbird), Open Office • van alles op http://sourceforge.net/ • verschillende licentievormen • regelen zaken als kopiëren, bewerken en toepassing • GNU General Public License • streng, toepassing maakt hele product Open Source • GNU Lesser Public License • staat ook commerciële toepassing toe • en nog vele andere licentievormen • schending voorwaarden is inbreuk op auteursrecht

  48. 3. Legal IssuesWetenschappelijke kennis • literatuur • publicaties vallen onder auteursrecht • vaak overgedragen aan uitgevers • vragen veel geld voor online toegang • veel discussie over juistheid hiervan • open access tijdschriften • pre-prints op web • citaatrecht • kennis kan vrijelijk worden toegepast • morele verplichting tot citeren • algoritmen • vallen niet onder auteursrecht (beschermt de vorm) • kunnen wel onder octrooi vallen (beschermt het idee)

  49. 3. Legal IssuesWelk recht heb je op je eigen werk? • eigen bedrijf • is van jou • vrije tijd • is van jou • vervaardigd in opdracht • recht bij werk- of opdrachtgever • overeenkomst vereist • vervaardigd voor opleiding • je eigen inbreng is van jou • i.h.a. ook grote inbreng opleiding • meer info:http://www.surffoundation.nl/Auteursrechten/nl/Pages/Default.aspx

  50. 3. Legal IssuesMag je een retrogame nabouwen? • het oorspronkelijke spel is beschermd • auteursrecht • wellicht octrooirecht • voor onderwijs en eigen gebruik is OK • distribueren is een schending van rechten! • maken van een film, afbeeldingen en documenten over de game is toegestaan • conclusie: neem geen risico’s

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