cananian is currently certified at Master level.

Name: C. Scott Ananian
Member since: 2000-07-18 23:45:48
Last Login: 2008-11-05 18:07:15

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Homepage: http://cscott.net

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linux-kernel hacker (devfs/APM/Unix98 ptys/MacLinux/etc). Java CUP and JLex maintainer. FLEX java compiler author. IPfwd author. PPTP-linux original author (no longer maintained). Currently software engineer at One Laptop per Child.

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  • Lead Developer on OLPC

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A collection of Nell demos

Here are some banged-together demos of various pieces of One Laptop per Child's Project Nell. The ultimate goal is a Nell demo for CES in January 2012, but these bits should be considered as tech demos, benchmarks, and proofs of concept, not actual pieces of that demo (yet).

Most of these demos require WebGL support. Visit get.webgl.org for information about enabling WebGL in your browser; there is WebGL support in Chrome, Firefox, Safari, and Opera—although it often requires enabling experimental features in the browser preferences.

  • Tiles. Performance benchmark for a tile-based home screen. "Apps" are "locations" on your world map, which you can customize as you like. (Here's an interesting blog entry discussing world-creation for kids.) Day/night would ultimately reflect current time, although they've been greatly sped up in this demo. Lots of rough edges and missing UI, but all the textured triangles are present, so it should be an accurate benchmark.
    (Drag with left mouse button to rotate, middle mouse button to zoom, right mouse button to pan.)
  • Nell at home. Basic idea (including transition) for activities which include dialog with Nell or story-telling.
    Standalone model viewers: Castle (from blendswap), "Nell" (Sintel, from blendswap), Alternate (lightweight) Nell model, Alternate (heavyweight) house model (from blendswap).
    In model viewers: drag with left mouse button to rotate, middle mouse button to zoom, right mouse button to pan.
  • Music maker. Uses WebGL and the Web Audio APIs to let you draw and perform music.
    Inspired by André Michelle's ToneMatrix and Karplus-Strong Guitar (see also wiki and this 2008 Linux Audio Conference paper), as well as DinahMoe's ToneCraft and the Tenori-on.
  • Quake on XO-1.75 (video). Of course we need to actually run WebGL with good performance on XO hardware. Jon Nettleton has been working hard on our GL drivers, enabling the GPU on the XO-1.75 hardware for the first time. This Quake demo shows his progress—don't worry, Quake is not actually part of the Nell demo! (We have a GPU in the XO-1.5 as well, which hasn't yet been utilized.)
  • Codify—not one of our demos (it's a commercial iPad app) but it demonstrates the direction we'd like to push Pippy.

Coming soon: TurtleArt and Implode for the web. We've started converting them to GTK3 in preparation for hoisting them bodily onto the interwebs. Here's the source code repository for the TurtleArt port if you'd like to watch or participate in this hackage. (See repl.it for one of the more unusual ways to get Python running in the web context.) The rest of the demo source code is on github (or just "View Source" in your browser).

Syndicated 2011-11-01 22:28:14 from Dr. C. Scott Ananian

Introducing Nell

Between now and January CES, Chris Ball and I will be building Nell for the OLPC XO-3 tablet. Nell is a name, not an acronym, but if you want to pronounce it as "Narrative Environment for Learning Learning," I won't stop you.

Nell's development will be demo-oriented—we're going to try to write the most interesting bits first and learn as we go—so don't be upset if you don't see support right away for legacy Sugar activities ("Sweet Nell"), robust sharing support, mesh networking, or whatever your favorite existing feature is. They'll come, but the new crazy stuff is what we need to evaluate first.

Here are four of the big ideas behind Nell, along with pointers to some of our sources of inspiration.

Narrative. I probably don't need to restate that Neil Stephenson's "The Diamond Age" has been hugely influential, and we also owe a large debt to interactive fiction and the Boston IF group in particular. (Check out the talks from our "Narrative Interfaces day" at OLPC.) Wide Ruled (conference paper) and Mark Riedl at Georgia Tech have demonstrated interesting approaches to story representation. I'm also looking forward to the results of the Experimental Game Play group's September Story Game competition.

Emotion. The Radiolab podcast "Talking To Machines" crystallized my thinking about emotionally-attractive environments. The discussion with Caleb Chung, the creator of Furby, is particularly apropos. Caleb's goal is to make things which kids want to "play with for a long time," and he contributes his three rules for creating things which "feel alive": it must (1) feel and show emotions, (2) be aware of itself and its environment, and (3) have behaviors which change over time. Furby's pursuit of these goals include expressive eyes and ears, crying when held upside down, reacting to loud noises, and gradually switching from Furbish to English for its utterances. A living thing emits a constant stream of little surprises. Expect to see Nell put the XO-3's microphone and accelerometer to good use.

Talking and Listening. The "Talking To Machines" podcast also discusses ELIZA and Cleverbot, which dovetails with my interest in the popular Speak activity for Sugar and related toys like Talking Tomcat for mobile phones. The key insight here is that a little bit of "cheap trick" AI can go a long way toward making a personable and engaging system. We want Nell to feel like a friend. Recent work by the Common Sense Computing Initiative at MIT's Media Lab shows how we can reset this on a sounder basis and use mostly-unstructured input to allow the system to grow and learn (creating "behaviors changing over time"). In particular, I'll cite ConceptNet for its database and practical NLP tools, and inspiration from "Empathy Buddy," "StoryFighter," and the other projects described in their Beating Common Sense paper. It's also worth noting that open source speech tools are good and getting better (the VoxForge site points to most of them); also interesting is this technique for matching a synthesized voice to that of the user.

Collecting, nurturing, and rewarding. Collector games such as Pocket Frogs and Flower Garden are sticky activities which encourage kids to come back to the device and continue working toward a goal over a long period of time. Memrise is educational software illustrating this technique: its users tend a garden of flowers by mastering a set of flash cards. Nell will incorporate the sticky aspects of such games, possibly also integrating the Mozilla Open Badges infrastructure into an achievement/reward system.

I hope this has given you a general sense of the direction of our Nell project. In future blog posts I'll drill down into implementation details, demonstration storyboards, and other more concrete facets of Nell.

Syndicated 2011-10-01 05:18:05 (Updated 2011-10-01 05:45:36) from Dr. C. Scott Ananian

15 Jun 2011 (updated 18 Jun 2011 at 06:04 UTC) »

Narrative Interfaces

One Laptop per Child creates student-centric learning experiences. Our current software stack, however, is somewhat "shallow". When you turn on the XO, all the content is immediately available but there is no path or guidance provided. Nothing suggests what you should try first, or indicates an order to progress through the activities provided. Everything is available, but there's no built-in journey. No plot. How can we improve this?

This Friday (June 17) at 2pm Eastern we're inviting some folks over to OLPC's new offices at the American Twine building to discuss Narrative Interfaces, as part of the proposed XO-3 software stack. Nick Montfort will give a short talk on Curveship, his model-based interactive fiction system, and Chris Ball will present some related recent hacking. Angela Chang will present her Tinkerbooks early-literacy platform, which allows kids to interactively change the written story on the page. And I'll discuss Neal Stephenson's novel The Diamond Age (a recap of a short talk I gave at EduJAM in Uruguay), and give concrete suggestions for how Diamond Age's Primer might influence the software architecture for the XO-3. (I might even reveal how to make software testing semantically indistinguishable from writing a game!) Chris Ball and I have also been collecting best-of-breed "comic books that teach you something" as examples of educational narrative; we'll pass those around and post a reading list after the event.

The real point of this meeting isn't the talks, per se, but the discussions to follow. We're trying to gather folks who know a lot more about this stuff than we do, in order to learn from them and be inspired. We don't have a lot of space, unfortunately, so I'm going to have to ask for RSVPs from those who wish to attend. If you're in the Boston area and feel like you have something to contribute (and especially if you have created/could create Creative Commons-licensed content for education), drop me a line at cscott at laptop dot org. Describing what you can contribute to the discussion will help break ties if space is inadequate.

We will also live-stream the meeting at ustream.tv/channel/cscottnet. Afterwards we'll post higher-quality video and a list of cited works. Thanks in advance to everyone who will participate, online and off!

UPDATE: video now up; see this writeup on Chris Ball's blog.

Syndicated 2011-06-15 21:27:50 (Updated 2011-06-18 05:12:14) from Dr. C. Scott Ananian

24 May 2011 (updated 29 May 2011 at 23:05 UTC) »

Small systems... and distributed ones

Today I stumbled across some very interesting projects by Nickolay Platonov which I'd like to discuss in an OLPC context.

I've been hacking away at TurtleScript fueled partly by a drive for minimalism: a small system is a learnable system. To that end, the language is based on Douglas Crockford's "Simplified JavaScript" (as recognized by this top-down operator precedence parser) which tries hard to include only JavaScript's "Good Parts". For example, the initial code for the TurtleScript system uses prototype inheritance (via Object.create) rather than classical class-style inheritance. In fact, the new operator isn't even included in the Simplified JavaScript/TurtleScript language.

In a discussion of TurtleScript Alan Kay mentioned, "It is very tricky to retain/maintain readability (so the first Smalltalk was also an extensible language not just semantically but syntactically)." And today I stumbled across the Joose library, which gives a very readable syntax for traditional class-based inheritance. It backs this up with a robust meta-object protocol, introspection, and lots of nice features borrowed from Perl 6, CLOS, and Smalltalk. The syntax ought to work fine with the limited tile set of TurtleScript, although I might have to add a tile for the new operator.

However, adding Joose raises some questions. Is the increase in readability worth the addition of such a large library to the system? What impact will this have on understanding problems and debugging? Is a return to class-based inheritance a positive change? (There have been arguments that the make-a-clone-and-change-it practice of prototype inheritance is easier to understand for new learners.) Can a larger overall system actually be easier to understand?

And once we're looking at libraries... Nickolay Platonov is now working on Syncler, based on the Bayou system. Unobstructive replication mechanisms would certainly make it easier to construct the sorts of collaborative applications we've wanted for Sugar. I have two concerns with Syncler's current state. First, the use of explicit continuation-passing style greatly impairs readability. The JavaScript yield keyword helps a lot when writing asynchronous code. (It's not supported by all JavaScript engines, but yield wouldn't be hard to add to TurtleScript.) Second, Syncler's event model uses explicit callbacks. I've been greatly impressed with the Flapjax event model (and its strongly-typed functional cousin). Both of these changes ought to make asynchronous code much more readable—and isn't that an important part of grokking a system?

Syndicated 2011-05-24 16:22:51 (Updated 2011-05-29 22:48:04) from Dr. C. Scott Ananian

Turtles All The Way Down

Inspired by Bert Freudenberg, Ian Piumarta, and Walter Bender, I started hacking on "Turtles All The Way Down" (aka TurtleScript) on the plane back from Uruguay. Now there's a nice rendering demo to show what a tile-based editor for JavaScript might look like, as well as a bytecode compiler and interpreter for the language. The bytecode instruction set is still too large; encouraged by Craig Chambers' work on SELF I think I ought to be able to replace all the unary and binary operators, conditional jumps, and slot selectors by a single mapof operator. I can put a better object model on the interpreter, too; I've written some notes on the matter.

The question is: does this really have educational value? "Turtles all the way down" is a great slogan, and a fine way to teach a graduate-level class on compiler technology, but I feel that the higher-level UI for tile-based program editing is the really useful thing for tablet computing. I'm a compiler geek and love the grungy underbelly of this stuff, but I keep reminding myself I should really be spending more time building a beautiful fluffy surface.

Syndicated 2011-05-20 06:06:15 from Dr. C. Scott Ananian

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