Tag Archives: Publications

Liverpool MakeFest | HackSpace magazine #19

Post Syndicated from Ben Everard original https://www.raspberrypi.org/blog/liverpool-makefest-hackspace-magazine-19/

The news that UK Maker Faire was to shut its doors came as a bit of a surprise to many. This vibrant weekend of makers meeting, sharing, and learning was absolutely brilliant, and left us fizzing with ideas after our visits there. We’re sad that it’s gone.

Makers being makers though, if there’s demand, it will be filled. And that’s exactly what’s happening in Liverpool with Liverpool MakeFest. On 29 June 2019, the MakeFest will hold its fifth iteration. This is the UK’s biggest free maker event, attracting thousands of visitors, and its vision of a free, maker-focused festival is spreading far and wide.

We visited the mid-Victorian splendour of Liverpool Central Library, the home of MakeFest, to talk to the founders — Denise Jones, Mark Feltham, and Caroline Keep — to find out what makes this event special.

Liverpool MakeFest 2019 is taking place at the Central Library, Saturday 29 June 2019, and it’s completely free to attend

HackSpace magazine: Hello! Thanks for having us over here. How did the three of you come together to start Liverpool MakeFest?

Caroline Keep: I was a geotechnical engineer, Mark’s an academic, and Denise is a librarian. We bumped into each other watching a workshop in lantern making. Mark had all the academic experience. When I came to work with Mark on his makerspace, I was the geeky maker — he didn’t even have a smartphone at that time. I got the education bug and then moved into secondary school teaching.

Mark Feltham: It all started over there, as a chance meeting. We bumped into each other and got chatting. Within six weeks, we’d filled the library. We thought it would be a one-off, but since then it’s taken off.

Caroline is the reigning TES New Teacher Of The Year

HS: So no business plan, no franchising fees, no world domination?

CK: We’ve just winged it. We made all the banners, bunting. The first year my PGCE fund paid for MakeFest! This building reopened again in 2013, and in 2014 we were lucky that they were running a programme of events and initiatives to make it a really vibrant building, so it was the right time as well. We thought we’d have a little room off to the side and get maybe six tables. We’d already done a Mini Maker Faire, and we’ve always been good friends with [local makerspace] DoES Liverpool, so we were confident we’d get at least a few people turning up. And in six weeks we were full.

MF: We pulled the first one off, we’re talking the first three floors of the library and 60 makers, for £850. And that included feeding them and making badges as well.

One of the spin-offs that have come out of MakeFest is Little Sandboxes, which takes making out to deprived areas of the city

HS: For context, this building is huge. It’s bigger than most libraries; it’s probably about the same size as the Life Centre in Newcastle, where UK Maker Faire was held until recently. It must have helped to have a librarian on board to negotiate with the powers that be?

Denise Jones: I had to sell it to the people in charge back then, which were the head of service and the manager of this building. The Department for Culture, Media and Sport has a Taskforce for Libraries, which is funded until next year. We’re close to finishing the national guidance now for the Taskforce — the idea is to get one of these [MakeFests] in every library. We wanted the guidance doc to be inclusive of museums and libraries, because we knew that Manchester had opted to put their MakeFest in a museum. We’ve got Chester and Stoke MakeFest, and there’s one in the pipeline in Wrexham. We were having the same conversations over and over again, so we decided to write a document: how to run a MakeFest.

Liverpool Central Library was renovated a few years ago — the precious books went into temporary storage in a salt mine in Cheshire to keep them dry

HS: What have we got to look forward to this year and beyond?

CK: That’s a good question. We’ve got some corking stuff coming this year. We’ve given it the theme ’Space and time – creativity in the making’. We’ve got events planned for the Apollo anniversary, and [just] before MakeFest we’re going to kick off with a music day, showing people how to make music, and making the instruments to make music. That’s another spin-off that’s come out of MakeFest: the MakerNoise Unconference at Edge Hill University.

MF: We’ve always felt that we hold MakeFest in trust for makers. In terms of where it goes long-term, I don’t see it ever becoming more than a one-day event here, because one day is good. It gives people Sunday to get over things, and get home because they have day jobs on a Monday. We’re always very sensitive to that, we don’t want to take up too much of people’s time. The other thing is that I don’t see it spilling out into a bigger building; it’s always going to be in the library. But the way to grow it is to put it in other libraries. Not to make this one, Liverpool, bigger and take over. Then each maker community gets its own feel, and its own vibe — Stoke MakeFest has a very different feel to ours, because their maker scene is different to ours, and their city is different to ours.

The other way to expand it is that, rather than by just expanding to other cities, you can have more events on throughout the year. Rather than being solely a one-day event, you can have all these spin-offs, so once a month there’s something going on. Rather than it just being about tech and digital, we’ve always liked to have some sort of fantasy element. Things like Doctor Who, Star Wars, Darth Vader, K-9 — the kids love that. We have a lot of friends who are into steampunk; they get roped in to do front-of-house duties. You know what the funny thing was at the first one? Not only did the public enjoy it, but also the makers. It’s kind of like a musician playing an acoustic set. We’ve got a get-together on the Thursday before, we’ve got a Friday night party going, we always do an after-party. The public come on the Saturday, but there’s always stuff going on that week for makers.

In addition to always wanting it to be free for the public, and for the makers to not have to pay for their stand, we feel very strongly that we should give something back. We always give them lunch, we always give them a badge, and there’s always a party. We can’t pay them, but it’s our way of showing our appreciation to the makers who come and make it what it is. The celebration and sharing are big parts of the maker ethos.

People like to show [their projects] not to show off, not to say ‘Look at how clever I am’ — it’s more to say ‘Look at this awesome thing, isn’t this cool?’ Trying to explain that to people can be tricky. You can make this: here’s how you do it. That’s the ethos.

CK: I always feel with MakeFest — you said it’s like an acoustic gig. I always envisioned it as Liverpool’s party for makers. It’s our little get-together, and that’s how I like it.

Read the full interview in HackSpace magazine issue 19, out now! This month we’re looking at building a walking robot, laser cutting LED jewellery, the 55 timer chip, and much more. Download the issue for free, or buy it in print on our website.

Get HackSpace magazine issue 19 from all good newsagents

Special subscription offer

To have 132 pages of making delivered to your doorstep every month, subscribe to HackSpace magazine from just £5 for your first three issues.

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Raspberry Pi Press: what’s on our newsstand?

Post Syndicated from Alex Bate original https://www.raspberrypi.org/blog/raspberry-pi-press-newsstand/

Raspberry Pi Press, the publishing branch of Raspberry Pi Trading, produces a great many magazines and books every month. And in keeping with our mission to make computing and digital making as accessible as possible to everyone across the globe, we make the vast majority of our publications available as free PDFs from the day we release new print versions.

We recently welcomed Custom PC to the Press family and we’ve just published the new-look Custom PC 190. So this is a perfect time to showcase the full catalogue of Raspberry Pi Press publications, to help you get the most out of what we have on offer.

The MagPi magazine

The MagPi was originally created by a group of Raspberry Pi enthusiasts from the Raspberry Pi forum who wanted to make a magazine that the whole community could enjoy. Packed full of Pi-based projects and tutorials, and Pi-themed news and reviews, The MagPi now sits proudly upon the shelves of Raspberry Pi Press as the official Raspberry Pi magazine.

The MagPi magazine issue 81

Visit The MagPi magazine online, and be sure to follow them on Twitter and subscribe to their YouTube channel.

HackSpace magazine

The maker movement is growing and growing as ever more people take to sheds and makerspaces to hone their skills in woodworking, blacksmithing, crafting, and other creative techniques. HackSpace magazine brings together the incredible builds of makers across the world with how-to guides, tips and advice — and some utterly gorgeous photography.

Visit the HackSpace magazine website, and follow their Twitter account and Instagram account.

Wireframe magazine

“Lifting the lid on video games”, Wireframe is a gaming magazine with a difference. Released bi-weekly, Wireframe reveals to readers the inner workings of the video game industry. Have you ever wanted to create your own video game? Wireframe also walks you through how you can do it, in their ‘The Toolbox’ section, which features tutorials from some of the best devs in the business.

Follow Wireframe magazine on Twitter, and learn more on their website.

Hello World magazine

Hello World is our free magazine for educators who teach computing and digital making, and we produce it in association with Computing at Schools and the BCS Academy of Computing. Full of lesson plans and features from teachers in the field, Hello World is a unique resource for everyone looking to bring computing into the classroom, and for anyone interested in computing and digital making education.

Hello World issue 8

Educators in the UK can subscribe to have Hello World delivered for free to their door; if you’re based somewhere else, you can download the magazine for free from the day of publication, or purchase it via the Raspberry Pi Press online store. Follow Hello World on Twitter and visit the website for more.

Custom PC magazine

New to Raspberry Pi Press, Custom PC is the UK’s best-selling magazine for PC hardware, overclocking, gaming, and modding. With monthly in-depth reviews, special features, and step-by-step guides, Custom PC is the go-to resource for turning your computer up to 11.

Visit the shiny new Custom PC website, and be sure to follow them on Twitter.

Books

Magazines aren’t our only jam: Raspberry Pi Press also publishes a wide variety of books, from introductions to topics like the C programming language and Minecraft on your Pi, to our brand-new Raspberry Pi Beginner’s Guide and the Code Club Book of Scratch.

An Introduction to C and GUI programming by Simon Long


We also bridge the gap between our publications with one-off book/magazine hybrids, such as HackSpace magazine’s Book of Making and Wearable Tech Projects, and The MagPi’s Raspberry Pi Projects Book series.



Getting your copies

If you’d like to support our educational mission at the Raspberry Pi Foundation, you can subscribe to our magazines, and you can purchase copies of all our publications via the Raspberry Pi Press website, from many high street newsagents, or from the Raspberry Pi Store in Cambridge. And most of our publications are available as free PDFs so you can get your hands on our magazines and books instantly.

Whichever of our publications you choose to read, and however you choose to read them, we’d love to hear what you think of our Raspberry Pi Press offerings, and we hope you enjoy them all.

The post Raspberry Pi Press: what’s on our newsstand? appeared first on Raspberry Pi.

How musical game worlds are made | Wireframe #8

Post Syndicated from Ryan Lambie original https://www.raspberrypi.org/blog/how-musical-game-worlds-are-made-wireframe-8/

88 Heroes composer Mike Clark explains how music and sound intertwine to create atmospheric game worlds in this excerpt from Wireframe issue 8, available now.

Music for video games is often underappreciated. When I first started writing music in my bedroom, it took me a while to realise how much I was influenced by the worlds that came from my tiny CRT TV. A couple of years ago, I was lucky enough to be approached by Bitmap Bureau, an indie startup who hired me to compose the music for their first game, 88 Heroes.

88 Heroes is a platformer styled like a Saturday morning cartoon. Interestingly, cartoon soundtracks have a lot in common with those for stage productions: short musical cues accompany the actions on screen, so if someone violently falls downstairs, you hear a piano rolling down the keys. This is called ‘mickey mousing’ in cartoons, but we hear similar things in film soundtracks.

Take Raiders of the Lost Ark, scored by John Williams: for every heroic rope swing, leap of faith, or close encounter with danger, the main theme can be heard powering through the dissonances and changing rhythms. It fills the audience with hope and becomes synonymous with the lead character – we want to see him succeed. Let’s not forget the title theme. Every time you see the Star Wars logo, does that grand title theme play in your head? It’s the same with video games. The challenge here, of course, is that players often leave the title screen after three seconds.

Three seconds is all you need though. Take Super Mario World’s soundtrack, composed by Koji Kondo. Many of its levels have the same leading melody, which changes subtly in tonality and rhythm to create the appropriate mood. The most repeating part of the melody is four bars long, but we hear it in so many forms that we only need the first two bars to know where it’s from. In classical music, this is called ‘variations on a theme’. In video games, we call it a ‘sonic identity’.

Action platformer 88 Heroes, featuring music by Mike Clark.

How a picture should ‘sound’

Sonic identity informed my approach to the 88 Heroes soundtrack. The title screen tells us that an unknown group is going to save the day. I first thought about unlikely heroes who end up on an adventure, and Back to the Future, scored by Alan Silvestri, sprang to mind. The second inspiration came from traditional superheroes, like Superman. I composed a melody which travels between the first and fifth notes in the scale (in this case C and G), with little flourishes of the notes in-between. It’s a triumphant, heroic melody.

This concept helps to connect these worlds beyond their visuals. It took a long time for games to evolve into the cohesive open-world sandboxes or MMOs we see today; the technology that masked loading screens to create a seamless experience was unheard of in the 1990s, so a melody that you hear in different ‘costumes’ gives these games a sense of cohesion.

Intelligent instruments

What if you have levels (or worlds) so big that some areas need to be loaded? That’s where non-linear composition comes in. Banjo-Kazooie, released for the N64 in 1998, was among the first 3D games to feature dynamic music. It used a technique called MIDI channel fading. MIDI stands for Musical Instrument Digital Interface; think of it as a universal language for music that is played back in real time by the hardware. As you walk into caves, fly in the sky, or move near certain characters, instruments fade in and out using the different MIDI channels to mimic the atmosphere, give the player an audio cue, and build and release tension.

Learning how to write music that changes as you play might seem impossible at first, but it becomes second nature once you understand the relationship between every instrument in your composition. Many digital audio workstations, like Logic and FL Studio, let you import MIDI data for a song (so you have all the notes in front of you) and set the instruments yourself. Try slowly fading out or muting certain tracks altogether, and listen to how the mood changes. What could this change represent in a video game? It’s like when you’re riding Yoshi in many of the Mario games; the fast bongos come in to represent the quick-footed dinosaur as he dashes at high speeds.

Undertale’s soundtrack blends analogue synth instruments with a plethora of real instruments to help create emotion.

Music is used to evoke emotions that wouldn’t be possible with visuals alone. Beep: A Documentary History of Game Sound shows a six-second video of a boat accompanied by two soundtracks; one is a light and happy guitar piece, the other a grating, scary, orchestral dissonance. Through these two extremes, the music creates the mood by itself. I remember playing Metroid Prime and finding the Chozo Ghost enemies rather scary, not because of their appearance, but because of the unnerving music that accompanies them. Music and sound design are one and the same. Think about what feelings you can create by taking music away entirely — it’s a great way to create tension before a boss battle or pivotal plot point, and it really works. In Undertale, scored by Toby Fox, there are times when the music stops so abruptly during NPC dialogue that you feel shivers down your spine.

So, what if you’re trying to come up with some game music, and you have writer’s block? Well, the next time you play a new game, turn the sound off. As you’re playing, focus on how the story, art, or characters make you feel, and focus on the emotions the game is trying to convey. Then, think of a time when a song made you feel happy, sad, joyful, anxious, or even frightened. Maybe you can use the music to create the mood you want for that game, as opposed to what the game makes you feel. By finding these emotions and understanding how they can change, you’ll be able to write a score that helps strengthen the immersion, escapism, and player investment in your game.

You can read the rest of the feature in Wireframe issue 8, available now in Tesco, WHSmith, and all good independent UK newsagents.

Or you can buy Wireframe directly from us – worldwide delivery is available. And if you’d like to own a handy digital version of the magazine, you can also download a free PDF.

Markets, moggies, and making in Wireframe issue 8

Make sure to follow Wireframe on Twitter and Facebook for updates and exclusives, and for subcriptions, visit the Wireframe website to save 49% compared to newsstand pricing!

The post How musical game worlds are made | Wireframe #8 appeared first on Raspberry Pi.

Inside the Dreamcast homebrew scene | Wireframe issue 7

Post Syndicated from Ryan Lambie original https://www.raspberrypi.org/blog/wireframe-7-inside-dreamcast-homebrew-scene/

Despite its apparent death 17 years ago, the Sega Dreamcast still has a hardcore group of developers behind it. We uncover their stories in this excerpt from Wireframe issue 7, available now.

In 1998, the release of the Dreamcast gave Sega an opportunity to turn around its fortunes in the home console market. The firm’s earlier system, the Saturn, though host to some beloved titles, was running a distant third in sales behind the Nintendo 64 and PlayStation. The Dreamcast, by contrast, saw a successful launch and quickly became the go-to system for arcade-quality ports of fighting games, among other groundbreaking titles like Seaman and Crazy Taxi.

Unfortunately for fans, it wasn’t to last. The Dreamcast struggled to compete against the PlayStation 2, which launched in 2000, and at the end of March 2001, in the face of the imminent launch of the Nintendo GameCube and Microsoft’s new Xbox, Dreamcast left the stage, and Sega abandoned the console market altogether.

None of this stopped a vibrant homebrew development scene springing up around the console in Sega’s place, and even years later, the Dreamcast remains a thriving venue for indie developers. Roel van Mastbergen codes for Senile Team, the developers of Intrepid Izzy, a puzzle platformer coming soon to the PC, PS4, and Dreamcast.

Of the port to Sega’s ageing console, van Mastbergen tells us, “I started this project with only the PC in mind. I’m more used to developing for older hardware, though, so I tend to write code with low CPU and RAM requirements by force of habit. At some point I decided to see if I could get it running on the Dreamcast, and I was happy to find that it ran almost perfectly on the first try.”

It runs at a lower resolution than on PC, but Intrepid Izzy still maintains a smooth 60fps on Dreamcast.

One of the pluses of the Dreamcast, van Mastbergen points out, is how easy it is to develop for. “There are free tools and sufficient documentation available, and you can run your own code on a standard Dreamcast without any hardware modifications or hacks.”

Games burned to CD will play in most models of unmodified Dreamcast, usually with no extra software required. While this doesn’t result in a huge market — the customer base for new Dreamcast games is difficult to measure but certainly small — it makes development for original hardware far more viable than on other systems, which often need expensive and difficult-to-install modchips.

Many of the games now being developed for the system are available as digital downloads, but the state of Dreamcast emulation lags behind that of its competitors, with no equivalent to the popular Dolphin and PCSX2 emulators for GameCube and PS2. All this makes boxed games on discs more viable than on other systems — and, in many cases, physical games can also become prized collectors’ items.

Intrepid Izzy is developed with a custom code library that works across multiple systems; it’s simple to downscale PC assets and export a Dreamcast binary.

Kickstarting dreams

By now, you might be asking yourself what the point of developing for these old systems is — especially when creating games for PC is a much easier and potentially more profitable route to take. When it comes to crowdfunding, though, catering to a niche but dedicated audience can pay dividends.

Belgian developer Alice Team, creators of Alice Dreams Tournament, asked for €8000 in funding to complete its Dreamcast exclusive, which began development in 2006. It eventually raised €28,000 — more than treble its goal.

Intrepid Izzy didn’t quite reach such dizzying heights, only just meeting its €35,000 target, but van Mastbergen is clear it wouldn’t have been funded at all without the dedicated Dreamcast base. “The project has been under-funded since the beginning, which is slightly problematic,” van Mastbergen tells us. “Even so, it is true that the Dreamcast community is responsible for the lion’s share of the funding, which is a testament to how well-loved this system still is.”

You can read the rest of the feature in Wireframe issue 7, available in Tesco, WHSmith, and all good independent UK newsagents.

Or you can buy Wireframe directly from us – worldwide delivery is available. And if you’d like to own a handy digital version of the magazine, you can also download a free PDF.

Face your fears in the indie horror, Someday You’ll Return.

Make sure to follow Wireframe on Twitter and Facebook for updates and exclusives, and for subscriptions, visit the Wireframe website to save 49% compared to newsstand pricing!

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From Wireframe issue 5: Breakthrough Brits in conversation

Post Syndicated from Ryan Lambie original https://www.raspberrypi.org/blog/wireframe-issue-5/

BAFTA-recognised developers Adrienne Law and Harry Nesbitt share their thoughts on making games, work-life balance, and more in this excerpt from Wireframe issue 5, available from today.

It’s certainly ‘woollies and scarf’ weather now, but the low-hanging sun provides a beautiful backdrop as Adrienne and Harry make their daily short walk from home to the ustwo games office. In late 2018, Adrienne Law and Harry Nesbitt were both recognised by BAFTA as Breakthrough Brits: an award given by BAFTA to new and emerging talent across a variety of art and entertainment industries. But that’s not the only thing they have in common — Adrienne and Harry work in the same office and are even housemates.

Monument Valley 2 screenshot

Monument Valley 2

Adrienne is a producer at ustwo games, most recently on the acclaimed puzzler Monument Valley 2. Harry doesn’t work for ustwo, but he’s a regular fixture there, taking a spare desk to work as the lead developer and artist for Alto’s Adventure and its sequel, Alto’s Odyssey.

Alto’s Odyssey screenshot

Alto’s Odyssey

As two professionals early in their careers in an ever-evolving industry, Adrienne and Harry find themselves with much in common, but the routes that led them to working and living together were very different. The pair agreed to take an hour out of their work schedules to speak to Wireframe, and to each other, about their personal experiences of game development, how it feels to release a game, work-life balance, and the potential of games to affect and enrich lives.

Adrienne Law: My route into the games industry was semi-accidental. I played games a lot when I was a kid but didn’t know there was an industry as such to go and work in. I did an English degree thinking that might possibly set me up for going into some kind of creative, story-driven field, which was what interested me. After that, I spent a few years working different jobs — I was a teaching assistant, I worked in finance, retail, marketing, and was circling around trying to get into film and TV industries.

Eventually, I got to the point where I went onto job sites and searched for “production assistant” and that’s where I found a production assistant role going at ustwo games. I thought, “Oh! Production is a thing in games! I didn’t know that.” I decided to just go for it. I ended up having a few interviews with ustwo — I think they were worried because I was quite quiet, and they weren’t sure how much I would step into the role — but they let me through the door and gave me a chance. I’ve been here ever since. I never set out to be in the games industry, but I think I’d been gaining a lot of skills and had an awareness of the medium, so those things combined into making me a good candidate for the role.

I went to an all girls’ school that specialised in maths and science, so there was no reason that I would have thought I couldn’t work in tech, but the school didn’t push the idea of working in tech and coding. I think if I had been aware of it from a younger age, I would have been a programmer.

Harry Nesbitt

Harry Nesbitt: I’ve always thought about working in games. From a young age, I had an interest in how games were made from an artistic standpoint. I would always look up who was responsible for the concept art. Concept art as a job was something I was aware of from a very young age.

Around 2006, when I started at university, indie games weren’t in the mainstream, and making games in your own bedroom wasn’t as popular an idea. When I discovered Unity, I thought “Oh, I can download this for free, and I can learn all the basics online.” I saw examples of illustrators who were downloading it and making cool, interesting little projects — almost like little art pieces — bringing their illustrations to life. It made me realise I could have a play with that. My knowledge of the basics of JavaScript and web development helped me pick up the coding side of things a little bit more easily.

When it came to making Alto’s Adventure, I knew a little bit of Unity and had been playing with it for about 12 months, so I realised I could at least be playing around with it, seeing what’s possible and using it as a way to demonstrate certain ideas.

Within a very short space of time, less than a week maybe, I’d been able to put together a basic prototype of the core systems, such as the terrain generation, basic player physics, even some effects such as particles and Alto’s scarf. It took another year and a half from there to get it finished, but online resources gave me what I needed to eventually get the game made. It’s not necessarily an experience I’d want to repeat though!

You can read the rest of this fantastic feature in Wireframe issue 5, out today, 17 January, in Tesco, WHSmith, and all good independent UK newsagents.

Or you can buy Wireframe directly from us — worldwide delivery is available. And if you’d like to own a handy digital version of the magazine, you can also download a free PDF.

The cutest Wireframe cover to date!

Make sure to follow Wireframe on Twitter and Facebook for updates and exclusives, and for subscriptions, visit the Wireframe website to save 49% compared to newsstand pricing!

The post From Wireframe issue 5: Breakthrough Brits in conversation appeared first on Raspberry Pi.

From HackSpace mag issue 14: DIY Geiger counters

Post Syndicated from Andrew Gregory original https://www.raspberrypi.org/blog/from-hackspace-mag-issue-14-diy-geiger-counters/

In HackSpace magazine issue 14, out today, Cameron Norris writes about how citizen scientists at Tokyo Hackerspace took on the Fukushima nuclear disaster.

Safecast is an independent citizen science project that emerged in the wake of the Fukushima nuclear disaster to provide accurate, unbiased, and credible data on radiation exposure in Japan.

On 11 March 2011, an undersea earthquake off the Pacific coast of Thoku, Japan, caused the second-worst nuclear accident in the history of nuclear power generation, releasing almost 30% more radiation than the Chernobyl disaster in 1986.

The magnitude 9.0–9.1 earthquake resulted in a series of devastating tsunami waves that damaged the backup generator of Fukushima Daiichi Nuclear Power Plant. Without functioning cooling systems, the temperature of the plant’s many nuclear reactors steadily began to rise, eventually leading to a partial meltdown and several hydrogen gas explosions, launching nuclear fallout into the air and sea. Due to concerns over possible radiation exposure, the Japanese government established an 18-mile no-fly zone around the Fukushima plant, and approximately 232 square miles of land was evacuated.

However, citizens of Fukushima Prefecture living outside of the exclusion zone were faced with a serious problem: radiation exposure data wasn’t available to the public until almost two months after the meltdown occurred. Many residents felt they had been left to guess if dangerous levels of ionising radiation had contaminated their communities or not.

Alarmed by the situation, Dutch electrical engineer and computer scientist Pieter Franken, who was living in Tokyo with his family at the time, felt compelled to act. “After the massive wall of water, we had this invisible wall of radiation that was between myself and my family-in-law in the north of Japan, so that kind of triggered the start of Safecast,” says Pieter.

Pieter Franken, a Dutchman living in Japan, who helped start Safecast
Image credit: Joi Ito – CC BY 2.0

Pieter picked up an idea from Ray Ozzie, the former CTO of Microsoft, who suggested quickly gathering data by attaching Geiger counters – used for measuring radioactivity – to the outside of cars before driving around Fukushima. The only problem was that Geiger counters sold out almost globally in a matter of hours after the tsunami hit, making it even more difficult for Pieter and others on the ground to figure out exactly what was going on. The discussion between Pieter and his friends quickly changed from buying devices to instead building and distributing them to the people of Fukushima.

At Tokyo Hackerspace, Pieter – along with several others, including Joi Ito, the director of the MIT Media Lab, and Sean Bonner, an activist and journalist from Los Angeles – built a series of open-source tools for radiation mapping, to enable anyone to build their own pocket Geiger counter and easily share the data they collect. “Six days after having the idea, we had a working system. The next day we were off to Fukushima,” recalls Sean.

A bGeigie Nano removed from its Pelican hardshell
Safecast CC-BY-NC 4.0

A successful Kickstarter campaign raised $36,900 to provide the funding necessary to distribute hundreds of Geiger counters to the people of Japan, while training volunteers on how to use them. Today, Safecast has collected over 100 million data points and is home to the largest open dataset about environmental radiation in the world. All of the data is collected via the Safecast API and published free of charge in the public domain to an interactive map developed by Safecast and MIT Media Lab.

You can read the rest of this feature in HackSpace magazine issue 14, out today in Tesco, WHSmith, and all good independent UK newsagents.

Or you can buy HackSpace mag directly from us — worldwide delivery is available. And if you’d like to own a handy digital version of the magazine, you can also download a free PDF.

The post From HackSpace mag issue 14: DIY Geiger counters appeared first on Raspberry Pi.

From Wireframe issue 4: Recovering Destiny’s long-lost soundtrack

Post Syndicated from Ian Dransfield original https://www.raspberrypi.org/blog/wireframe-issue-4-destinys-long-lost-soundtrack/

Missing for five years, Destiny’s soundtrack album, Music of the Spheres, resurfaced in 2017. Composer Marty O’Donnell reflects on what happened, in this excerpt from Wireframe issue 4.

When Bungie unveiled its space-opera shooter Destiny in February 2013, it marked the end of two years of near silence from the creators of the Halo franchise. Fans celebrated at the prospect of an entirely new game from such well known talent. Behind closed doors, however, Destiny was in trouble.

Though the game was almost complete by mid-2013, plans to launch that September were put on hold when concerns over Destiny’s story forced its narrative structure to be rebuilt from scratch. It would be more than 18 months before Destiny was released: a fun but strange shooter that bore difficult-to-pin-down traces of its troubled gestation. But one element of Destiny – that had been a huge part of its development – was nowhere to be seen. It was an ambitious original soundtrack written and recorded with an impressive but unexpected collaborator: Paul McCartney.

Spherical music

Audio director and composer Marty O’Donnell had been with Bungie since the late 1990s, and for him, Destiny represented an opportunity to develop something new: a musical prequel to the video game. This would become Music of the Spheres – an eight-part musical suite that took nearly two years to complete. This was no mere soundtrack, however. Born out of discussions between O’Donnell and Bungie COO Pete Parsons early in the game’s production, it was to play an integral role in Destiny’s marketing campaign.

“I wasn’t writing this just to be marketing fodder,” O’Donnell laughs. “I was writing it as a standalone listening experience that would then eventually become marketing fodder – but I didn’t want the other to happen first.”

Between 2011 and 2012, Bungie and O’Donnell devised plans for the album.

“Every few weeks or so, I would be called to a meeting in one of their big conference rooms and there would be a whole bunch of new faces there, pitching some cool idea or other,” says O’Donnell. “[At one point] it was going to be a visualisation with your mobile device.”

Difference of opinion

But there were fundamental differences between what Bungie had planned and what Activision – Destiny’s publisher, and keeper of the purse strings – wanted.

“I think Activision was confused [about] why you would ever use music as marketing… And the other thing is, I honestly don’t think they understood why we were working with Paul McCartney. I think they didn’t think that that was the right person for the demographic.”

News of a collaboration with McCartney had raised eyebrows when he revealed his involvement on Twitter in July 2012. His interest had been piqued during his attendance at E3 2009 following the announcement of The Beatles: Rock Band, which was preceded by Bungie’s unveiling of Halo ODST.

Loop symphony

“I had a contact in Los Angeles who worked out deals with actors we used on Halo,” O’Donnell recalls. “He was able to make contact with Paul’s people and set up a meeting between the two of us in spring of 2011. My impression was that Paul saw a new crop of fans come from Beatles Rock Band and was interested in seeing what was involved with creating music for video games. He seemed convinced that Bungie was working on a project that he could get behind.”

Within a few weeks, O’Donnell and McCartney were exchanging ideas for Destiny.

“The first thing he sent me was what he called his ‘loop symphony’,” says O’Donnell. “He used the same looping tape recorder that he used on Sgt. Pepper’s and Revolver… He hauled this tape recorder out of his attic.”

Working with regular collaborator Michael Salvatori, O’Donnell and McCartney set about developing Music of the Spheres into a fully fledged album, comprising eight movements.

Priorities

“I have all of these wonderful things, which included interesting things he did on his guitar that sort of loop and sound otherworldly… I think there are a couple of times in The Path, which is the first piece, and then I think The Prison, which is the seventh piece, where we use a recording of Paul doing this loop with his voice. This little funny thing. That’s Paul’s voice, which is cool.”

The album was completed in December 2012 following recording sessions at Capitol Studios in California, Avatar Studios in New York, and Abbey Road in London. Musical elements from Music of the Spheres accompanied Bungie’s big reveal of Destiny at a PlayStation 4 event in New York in February 2013. But after that, things started to go south.

“After that PlayStation 4 announcement, I said, ‘Let’s figure out how to release this. I don’t care if we have Harmonix do an iPad version with a visualiser for it. I mean, if we can’t pull the trigger on something big and interesting like that, that’s fine with me. Let’s just release it online.’ It had nothing to do with making money… It was always fan service, in my mind at least.”

Activision, on the other hand, had other priorities. “Activision had a lot of say on the marketing. I think that’s where things started to go wrong, for me… things started being handled badly, or postponed, and then all of a sudden I was seeing bits of Music of the Spheres being cut up and presented in ways that I wasn’t happy with.”

You can read the rest of this fantastic feature in Wireframe issue four, out 20 December in Tesco, WHSmith, and all good independent UK newsagents.

Or you can buy Wireframe directly from us — worldwide delivery is available. And if you’d like to own a handy digital version of the magazine, you can also download a free PDF.

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The Raspberry Pi Beginner’s Guide is out now (and it’s huge!)

Post Syndicated from Rob Zwetsloot original https://www.raspberrypi.org/blog/raspberry-pi-beginners-guide/

The Raspberry Pi Press has been hard at work of late, producing new issues of The MagPi, HackSpace magazine, and our latest publication, Wireframe. But that hasn’t slowed us down, and this week, we’re pleased to announce the release of The Official Raspberry Pi Beginner’s Guide, a 244-page book that will help get you well on your way to Raspberry Pi domination.

The Official Raspberry Pi Beginner's Guide front cover

The Official Raspberry Pi Beginner’s Guide

We’ve roped in Gareth Halfacree, full-time technology journalist and technical author, and the wonderful Sam Alder, illustrator of our incredible cartoons and animations, to put together the only guide you need to help you get started with the Raspberry Pi.

inside the Raspberry Pi Beginner's Guide

From setting up your Raspberry Pi on day 1, to taking your first steps into writing coding, digital making, and computing, The Official Raspberry Beginner’s Guide is great for users from age 7 to 107! It’s available now in the Raspberry Pi Press store, with free international delivery.

inside the Raspberry Pi Beginner's Guide

As always, we have also released the guide as a free PDF, and you’ll soon be seeing physical copies on the shelves of Waterstones, Foyles, and other good bookshops.

Code Club Book of Scratch

And that’s not all! This week we also launched the brand-new Code Club Book of Scratch, the first-ever print publication from the team at Code Club.

Code Club Book of Scratch Volume 1

You can learn more about the book on the Code Club blog, and you’ll also find it in the Raspberry Pi Press store, and in bookstores alongside The Raspberry Pi Beginner’s Guide. You can download the free PDF here, but the print version of the Code Club Book of Scratch is rather special. As well as being stuffed full of amazing Scratch projects to try down at your local Code Club, it also comes with magic glasses that reveal secret hints in some of the guides. It’s spiral bound, so it always lays flat, and there are 24 exclusive Code Club stickers as well! The pictures here don’t really do it justice – it’s a wonderful book, even if I am a bit biased.

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Wireframe 3: Phoenix Point, modders going pro, and more

Post Syndicated from Ian Dransfield original https://www.raspberrypi.org/blog/wireframe-issue-3/

We said we’d be back with more, so here we are back with more: issue 3 of Wireframe, the magazine that lifts the lid on video games.

From the ashes

Our third issue sees the now-established mix of great features, guides, reviews, and plenty more beyond that. Headlining it all is our sit-down chat with Julian Gollop about his upcoming strategy title Phoenix Point, with the X-Com creator waxing lyrical about Rebelstar, Chaos, and the secret of great AI.

We also take a look at the careers of amateurs-turned-pros, checking out the modders who went legit and getting input from those who’ve made the jump from doing it for fun, to doing it for fun and money.

And it doesn’t stop there

We’re investigating Thrunt XL, the indie game made without typing a single line of code; Terry Cavanaugh tells us about his unconventional new rogue-like Dicey Dungeons; and veteran game developer Howard Scott Warshaw looks back on the making of his Atari 2600 classic, Yars’ Revenge.

Plus:

  • Make your own first-person shooter in Unity with our step-by-step guide
  • The fur flies in the forthcoming multiplayer shooter, Super Animal Royale
  • How parallax scrolling gives 2D games the illusion of depth
  • The platformer from El Salvador that survived an attack of the clones

All this, and a variety of news, previews, and reviews covering everything from triple-A releases to dinky, loveable indie games.

Buy Wireframe issue 3

Print copies of Wireframe are available now in WHSmith, Tesco, and all good independent UK newsagents. Or you can buy Wireframe directly from us — worldwide delivery is available. And if you’d like to own a handy digital version of the magazine, you have the option to also download a free PDF.

Subscription options!

Whether you want to sample six print issues for a bargain price, subscribe for a full year, or get a regular digital edition sent directly to your device, we have some superb deals for you to choose from! To find out how you can save up to 49% on Wireframe, head to wfmag.cc/subscribe.

Or you can get the digital edition directly to your smart device via our Android and iOS apps.

See you in a fortnight!

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The Raspberry Pi Christmas shopping list 2018

Post Syndicated from Alex Bate original https://www.raspberrypi.org/blog/christmas-shopping-list-2018/

Looking for this year’s perfect something to put under the tree ‘from Santa’? Well, look no further than right here — it’s time for our traditional Christmas shopping list!

Woohoo!

Which Raspberry Pi?

As you are no doubt aware, the Raspberry Pi comes in more than one variety. And if you’re planning to give a Pi as a gift to a first-time user, you may be confused as to which one you should buy.

Raspberry Pi 3B+

For someone learning to write code for the first time, we recommend the Raspberry Pi 3B+. Anyone living in a home with an HDMI display, such as a computer monitor or television, will be able to plug directly into the 3B+, and in case they don’t already have a standard USB mouse and keyboard, these can both easily be acquired online, in many charity shops, or by sweet-talking a friend/neighbour/employer. You can even find some great Raspberry Pi starter kits that include many of the items needed to get started.

Raspberry Pi Zero W

The Raspberry Pi Zero W comes at a lower price, and with it, a smaller footprint than the 3B+. This makes the tiny Pi the perfect addition to any creator’s toolkit, ideal for projects that run on a Pi long-term, such as display builds, robots, or near-space HABs.

Pre-loaded micro SD card

Whatever Raspberry Pi you choose for the lucky receiver of your Christmas gift, we also recommend getting them a pre-loaded micro SD card. While it’s really easy to flash an operating system image onto one of the dusty old micro SD cards you have lurking in a drawer, pre-loaded cards allow new Pi owners to plug in and get started right off the bat. Plus, the ones with our operating system Raspbian on come in rather fancy, logo-adorned SD adapters. And who doesn’t like a rather fancy, logo-adorned SD adapter?

Books, books, books

We’re releasing two new books this week that are perfect for any Christmas stocking!

Code Club Book of Scratch Volume 1

Code Club Book of Scratch Volume 1

The Code Club team is buzzing over the release of the first Code Club book, available to buy from Friday. Primarily aimed at learners aged 9–13, the book focuses on teaching the Scratch programming language, and it’s jam-packed with fun projects, tips, and stickers. The book also comes with a pair of super-special computer science glasses that allow you to see secret hints hidden throughout the book. Very, very cool.

And since Scratch is pre-installed on Raspbian, the Code Club Book of Scratch is the perfect accompaniment to that Raspberry Pi you’re planning to get for the young person in your life!

The Official Raspberry Pi Beginner’s Guide

Raspberry Pi Beginner's Guide Book 2018

From setting up a Raspberry Pi to using Scratch and Python to create games and animations, the hot-off-the-press Official Raspberry Pi Beginner’s Guide has everything your loved one needs to get started and keep going.

And when we say ‘ hot-off-the-press’, we mean it — we only released the book this week!

Both the Raspberry Pi Beginner’s Guide and the Code Club Book of Scratch are available with free international shipping. And if you’d like to give either of them a ‘try before you buy’ test drive, they should both available soon as free PDFs for you to download and peruse at your leisure.

Magazine subscriptions

Alongside our books, we have an array of magazines, including the brand-new, twice-monthly, video game–focused Wireframe! As with the books, you can download all issues of our magazines for a test read before you commit to a subscription.

Twelve-month print subscriptions to HackSpace magazine or The MagPi will reward you with a technical treat: an Adafruit Circuit Playground or a Raspberry Pi 3A+.


So not only can you give a gift that will last the entirety of 2019, but you’ll also automatically provide your favourite creative person with something rather lovely to play with when they receive their first issue.

And if you sign them up now, you can give someone a six-issue subscription of Wireframe magazine for £12! Or save 49% on a twelve-month subscription of 26 magazines from £40.

So many choices, so many ways to make the creators and tech fans in your life happy this holiday season.

Accessories and such

Maybe the person you’re shopping for already has every Raspberry Pi on the market. And as for our publications, their mailbox is full of magazines and books every week, and their smartphone and tablets are crammed with every PDF we’ve ever produced. So what next?

Swag

What do you buy the Raspberry Pi fan who has all the Pis? Swag, of course!

Raspberry Pi Swag - enamel pin
Raspberry Pi Swag - travel card holder
Raspberry Pi Swag - Mug

From stickers and mugs, to coasters and pins, check out the Raspberry Pi swag store for some wonderful treats!

Add-ons

Whether it’s a HAT (Hardware Attached on Top) for the Raspberry Pi, or a full kit to make something rather spectacular, our Approved Resellers stock all manner of Pi add-ons.


Pimoroni Picade
Pi Hut LED Xmas Tree

You can find your nearest Raspberry Pi Approved Reseller by clicking on any item on our products page and then selecting your country.

This isn’t all!

We’ve been putting together a Raspberry Pi shopping list every year in response to the message we receive from you asking for gift ideas. So why not have a look back at our previous lists to get more inspiration for what to give, including more books, toolkit staples, non-Pi tech bits, and, of course, LEGO.

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Wireframe 2: The Blackout Club, Battlefield V anxiety, and more

Post Syndicated from Ryan Lambie original https://www.raspberrypi.org/blog/wireframe-2/

Momentum firmly established, we’re back with our brilliant second issue of Wireframe — the magazine that lifts the lid on video games.

And yes, we are continuing to write ‘video games’ as two words.

Blacking out

In our sophomore edition, you’ll discover all manner of great features, guides, reviews, and everything else you could wish for. In an exclusive interview, BioShock 2 director Jordan Thomas talks about The Blackout Club, his new co-operative horror game – which also features on our fantastic front cover! With inspiration coming from the likes of Stranger Things, you just know The Blackout Club is going to be something special.

We also hear from Battlefield V’s Creative Director Lars Gustavsson in a candid discussion about his own personal excitement — and apprehension — surrounding the launch of DICE’s latest in its nearly 20-year-old series.

And a lot more

Is that all? Of course not. Thomas Was Alone and Subsurface Circular creator Mike Bithell shares his personal perspective on the ever-changing shape of video games.

Issue 2 also takes an extended look at an RPG’s journey from tabletop to screen: it’s not easy to bring the likes of Cyberpunk 2020 to the world of video games, and CD Projekt Red, Chris Avellone, and others tell us just why that is.

We’re just spoiling you now, but there’s plenty more besides, such as:

  • The maths behind matchmaking and video game economics
  • The changing face of Mega Man, an enduring 8-bit icon
  • An indie game’s path from Japanese restaurant to Nintendo eShop
  • The simple yet effective AI behind Galaxian’s angry aliens

All of this is joined by news, previews, and reviews of everything gaming has to offer.

Buy Wireframe issue 2

Physical copies of Wireframe are available now in WHSmith, Tesco, and all good independent UK newsagents. Of course, we don’t like to limit your choices, so you’re able to buy direct from us, with worldwide delivery available.

There’s also the option to download issue 2 a free PDF if you’d like a handy digital version.

Subscription options!

Fancy putting your feet up and letting Wireframe come directly to you? In that case, you should take a look at our subscription options: pick up a sample six issues for a bargain price, subscribe for a full year, or get the digital edition directly to your smart device via our Android and iOS apps. To find out how to save up to 49% on Wireframe’s print edition, head to wfmag.cc/subscribe.

wireframe magazine

See you again in two weeks!

A wild HackSpace magazine appeared

HackSpace magazine issue 13 is also out today, and it’s pretty sweet. Check it out here!

HackSpace issue 13 front cover

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Wireframe issue 1 is out now!

Post Syndicated from Ryan Lambie original https://www.raspberrypi.org/blog/wireframe-issue-1/

Wireframe is our new twice-monthly magazine that lifts the lid on video games. In Wireframe, we look at how games are made, who makes them, and how you can make games of your own. And today, we’re releasing our very first issue!

Wireframe: the new magazine that lifts the lid on video games

Uploaded by Raspberry Pi on 2018-11-07.

The inaugural issue

In issue 1, Far Cry 4 director Alex Hutchinson talks to us about going indie. We look back at the British games industry’s turbulent early years; we explore how curves and probabilities shape the games we play; and we get hands-on with Nomada Studio’s forthcoming ethereal platformer, Gris.

Wireframe magazine

Plus:

  • Jessica Price on the state of game criticism
  • Portal squeezed onto the Commodore 64
  • Treasure — the iconic game studio at 25
  • Gone Home’s Kate Craig on indie game design workarounds
  • And much, much more…

About Wireframe magazine

Cutting through the hype, Wireframe takes a more indie-focused, left-field angle than traditional games magazines. As well as news, reviews, and previews, we bring you in-depth features that uncover the stories behind your favourite games.

Wireframe magazine

And on top of all that, we also help you create your own games! Our dedicated Toolbox section is packed with detailed tutorials and tips to guide you in your own game development projects.

wireframe issue 1 cover

Raspberry Pi is all about making computing accessible to everyone, and in Wireframe, we show you how programming, art, music, and design come together to make the video games you love to play — and how you can use these elements to build games yourself.

Free digital edition

We want everyone to enjoy Wireframe and learn more about creating video games, so from today, you’ll also be able to download a digital copy of issue 1 of Wireframe for free. Get all the features, guides, and lively opinion pieces of our paper-and-ink edition as a handy PDF from our website.

Wireframe in the wild

You can find the print edition of Wireframe issue 1 in select UK newsagents and supermarkets from today, priced at just £3. Subscribers also save money on the cover price, with an introductory offer of twelve issues for just £12.

For more information, and to find out how to order Wireframe from outside the UK, visit wfmag.cc.

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Brand-new books from The MagPi and HackSpace magazine

Post Syndicated from Rob Zwetsloot original https://www.raspberrypi.org/blog/book-of-making-1-magpi-projects-book-4/

Hey folks, Rob from The MagPi here! Halloween is over and November has just begun, which means CHRISTMAS IS ALMOST HERE! It’s never too early to think about Christmas — I start in September, the moment mince pies hit shelves.

Elf GIF

What most people seem to dread about Christmas is finding the right gifts, so I’m here to help you out. We’ve just released two new books: our Official Raspberry Pi Projects Book volume 4, and the brand-new Book of Making volume 1 from the team at HackSpace magazine!

Book of Making volume 1

HackSpace magazine book 1 - Raspberry Pi

Spoiler alert: it’s a book full of making

The Book of Making volume 1 contains 50 of the very best projects from HackSpace magazine, including awesome project showcases and amazing guides for building your own incredible creations. Expect to encounter trebuchets, custom drones, a homemade tandoori oven, and much more! And yes, there are some choice Raspberry Pi projects as well.

The Official Raspberry Pi Projects Book volume 4

The MagPi Raspberry pi Projects book 4

More projects, more guides, and more reviews!

Volume 4 of the Official Raspberry Pi Projects Book is once again jam-packed with Raspberry Pi goodness in its 200 pages, with projects, build guides, reviews, and a little refresher for beginners to the world of Raspberry Pi. Whether you’re new to Pi or have every single model, there’s something in there for you, no matter your skill level.

Free shipping? Worldwide??

You can buy the Book of Making and the Official Raspberry Pi Projects Book volume 4 right now from the Raspberry Pi Press Store, and here’s the best part: they both have free worldwide shipping! They also roll up pretty neatly, in case you want to slot them into someone’s Christmas stocking. And you can also find them at our usual newsagents.

Both books are available as free PDF downloads, so you can try before you buy. When you purchase any of our publications, you contribute toward the hard work of the Raspberry Pi Foundation, so why not double your giving this holiday season by helping us put the power of digital making into the hands of people all over the world?

Anyway, that’s it for now — I’m off for more mince pies!

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Wireframe: a new games magazine with a difference

Post Syndicated from Russell Barnes original https://www.raspberrypi.org/blog/wireframe-announcement/

We’re pleased to announce Wireframe: a new, £3, twice-monthly magazine that lifts the lid on video games.

Raspberry Pi is all about making computing accessible to everyone, and in Wireframe, we’ll show you how programming, art, music, and design come together to make the video games you love to play — and how you can use these elements to create games yourself.

Read on to find out how you can get a FREE physical copy of the first issue!

Wireframe magazine

Wireframe magazine — launching on 8 November

Cutting through the hype, Wireframe will have a more indie-focused, left-field angle than traditional games magazines. As well as news, reviews, and previews, we’ll have in-depth features that uncover the stories behind your favourite games, showing you how video games are made, and who makes them.

On top of all that, we’ll also help you discover how you can make games of your own. Our dedicated Toolbox section will be packed with detailed guides and tips to help you with your own game development projects.

Early-access offer: get a free copy of issue 1

Because we’re so excited about our new magazine, we’re offering you a free copy of Wireframe’s first issue! Simply sign up on our website before the 8 November (or while stocks last) to get yours.

Wireframe magazine

Click here to order your free copy of issue 1!

Each early-access edition of Wireframe will contain a rather tempting discount subscription offer, and will arrive around the time of launch (overseas deliveries may take longer, and may incur a small postage charge). Don’t hang around! Stocks are limited and once they’re gone, they’re gone.

Free digital edition

We want everyone to enjoy Wireframe and learn more about their favourite hobby, so you’ll be able to download a digital version of all issues of Wireframe for free. Get all the features, guides, and lively opinions of our first-ever paper-and-ink edition as a handy PDF from our website from 8 November.

Wireframe in the wild

You’ll find the print edition of Wireframe in select UK newsagents from 8 November, priced at just £3. Subscribers will save money on the cover price, with an introductory offer of 12 issues for just £12 launching at the same time as the magazine. For more information, and terms and conditions, transport yourself to the Wireframe website at wfmag.cc!

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Hello World Issue 6: Ethical Computing

Post Syndicated from Dan Fisher original https://www.raspberrypi.org/blog/hello-world-issue-6/

Join us for an in-depth exploration of ethical computing in the newest issue of Hello World, our magazine for computing and digital making educators. It’s out today!

 

We need to talk about ethics

Whatever area of computing you hail from, how to take an ethical approach to the projects we build with code is an important question. As educators, we also need to think about the attitudes we are passing on to our students as we guide them along their computing journey.

Ensuring that future generations use technology for good and consider the ethical implications of their creations is vital, particularly as self-learning AI systems are becoming prevalent. Let’s be honest: none of us want to live in a future resembling The Terminator’s nightmarish vision, however unlikely that is to come true.

With that in mind, we’ve brought together a wide range of experts to share their ideas on the moral questions that teaching computing raises, and on the social implications of computing in the wider context of society.



More in this issue

We’ve also got the latest news about exciting online courses from Raspberry Pi and articles on Minecraft, Scratch, and the micro:bit. As usual, we also answer your latest questions and bring you an excellent collection of helpful features, guides, and lesson plans!

Highlights of issue 6 include:

  • Doing the right thing: can computing help create ‘good citizens’?
  • Ethics in the curriculum: how to introduce them to students
  • Microblocks: live programming for microcontrollers
  • The 100-word challenge: a free resource to unlock creative writing

You can download your PDF of Hello World #6 from our website right now! It’s freely available under a Creative Commons licence.

Subscribe to Hello World

We offer free print copies of the magazine to all computing educators in the UK. This includes teachers, Code Club and CoderDojo volunteers, teaching assistants, teacher trainers, and others who help children and young people learn about computing and digital making.

Subscribe to have your free print magazine posted directly to your home, or subscribe digitally — 24000 educators have already signed up to receive theirs!

If you live outside the UK and are interested in computer science and digital making education (and since you’ve read this far, I think you are!), subscribe to always get the latest issue as a PDF file straight to your inbox.

Get in touch!

You could write for us about your experiences as an educator to share your advice with the community. Wherever you are in the world, get in touch by emailing our editorial team about your article idea — we would love to hear from you!

Hello World magazine is a collaboration between the Raspberry Pi Foundation and Computing At School, which is part of the British Computing Society.

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A list of Raspberry Pi books for #BookLoversDay

Post Syndicated from Alex Bate original https://www.raspberrypi.org/blog/raspberry-pi-books-bookloversday/

While yesterday’s blog post covered YouTubers who create video tutorials about using the Raspberry Pi, today we want to focus on a more traditional medium in honour of #BookLoversDay.

Raspberry Pi books

Since we launched the Raspberry Pi back in 2012, staff and community members alike have been writing guides and projects books about our little green board, with some releasing them as free PDFs and others donating a portions of the revenue to the Raspberry Pi Foundation.

Here are a few of our favourite books, written by our colleagues and you, our glorious community.

Getting started

For beginners just entering the world of Raspberry Pi, there is no end of ‘Getting started’ resources available online. For those of you who want a physical reference work, or who plan on giving a Raspberry Pi as a gift, here are some of the best beginners’ guides available:

Raspberry Pi for Dummies - Raspberry Pi booksAlmost all of us will have at least one for Dummies book lying around at home. Easy to read and full of information, the series is a go-to for many. The third edition of the Raspberry Pi for Dummies book came out in late 2017, and you can read the first two chapters on co-author Sean McManus’s website.

The Raspberry Pi User GuideRaspberry Pi User Guide - Raspberry Pi books was co-written by Eben Upton, creator of the Raspberry Pi and co-founder of the Raspberry Pi Foundation. So it’s fair to say that the information in this guide comes directly from the horse’s mouth…so to speak. You can read an excerpt of the book on the publisher’s website.

Adventures in Raspberry Pi - Raspberry Pi booksFor younger users, Carrie Anne Philbin’s Adventures in Raspberry Pi is both an introduction guide and project book, taking young beginners from the basics of setting up and using their Raspberry Pi through to trying out coding and digital making projects. Now in its third edition, the book is available in both paperback and e-book format.

 

You may also like:

Projects

If you’re looking for some projects to try out, whether they be Scratch or Python, screen-based or physical, the following books will help you get making:

Simon Monk Raspberry Pi Cookbook - Raspberry Pi booksSimon Monk has been writing tutorials and producing Raspberry Pi kits for both beginners and advanced makers. With his Raspberry Pi Cookbook, Simon has written over 200 ‘practical recipes’ for you to try with your Raspberry Pi.

Raspberry Pi Electronics Projects for the Evil Genius - Raspberry Pi booksForget James Bond. If you’d rather be working for the dark side, try Donald Norris’ Raspberry Pi Electronics Projects for the Evil Genius* and build everything you need to take over the world.

*Swivel chair and fluffy white cat not included.

Creative Projects with Raspberry Pi - Raspberry Pi booksMore inspirational rather than instructive, Creative Projects with Raspberry Pi by Kirsten Kearney and Will Freeman is a gorgeous coffee table book of Raspberry Pi projects from across the globe. From small gadgets to art installations and robots to weather stations, if this book doesn’t get your creative juices flowing, nothing will.

 

 

You may also like:

Computer science

Computer science is more than just writing code and lighting LEDs. If you’d like to learn more about the history and science behind STEM, these books are marvelous resources for the inquisitive mind:

The Pragmatic Programmer - Raspberry Pi booksThose wishing to go deeper into learning programming should check out The Pragmatic Programmer: From Journeyman to Master by Andy Hunt and Dave Thomas. Some consider it the classic go-to for novice programmers, with many veterans returning to it when they need a reminder of best practices in the field.

Jacquard's Web - Raspberry Pi booksHistory buffs may want to look into Jacquard’s Web: How a Hand-Loom Led to the Birth of the Information Age by James Essinger. This book explores the development of technology, from the invention of the handloom by Joseph-Marie Jacquard in Napoleonic France to technological advancements of the digital age.

 

The Thrilling Adventures of Lovelace and Babbage - Raspberry Pi booksWith its lighthearted fun mixed with historical events, the Eisner Award–nominated The Thrilling Adventures Of Lovelace And Babbage by Sydney Padua is a Pi Towers favourite, and should be the staple of every STEM enthusiast’s book collection. In fact, we’re sure that even those with no interest in the field will find this collection of stories entertaining. So there’s really no reason not to try it.

 

 

You may also like:

Magazines

If you’re looking for a periodical or two, may we suggest:

 - Raspberry Pi booksThe MagPi, the official Raspberry Pi magazine. Available in both hardcopy and free digital PDF every month, The MagPi covers community projects and tutorials as well as Raspberry Pi–related add-on tech. You may also be interested in the MagPi Essentials Guides, written by community members to help you advance in various areas of Raspberry Pi creativity.

The front cover of Hello World Issue 3 - Raspberry Pi booksHello World, the magazine for educators, is released termly and includes articles and advice from STEM educators across the globe. UK-based educators can get Hello World delivered free to their door, and everyone can download the free PDFs from the Hello World website.

 - Raspberry Pi booksHackSpace magazine covers more than just the Raspberry Pi. Consider it the maker magazine, covering a wide variety of different topics, skills, and techniques. An interesting monthly read that your eager hobbyist mind will love…but your wallet and free space/time, not so much. It’s out in both hardcopy and as a free PDF each month.

 

You may also like:

  • AQUILA — while not specifically STEM-related, AQUILA will keep young minds engaged and inquisitive
  • WIRED — WIRED offers a broad taste of emerging technologies and more
  • The Beano — OK, so it’s not STEM, but c’mon, the Beano is awesome!

Add to the list

If you have a favourite book that we’ve left out, let us know so we can add it. Maybe you have a childhood classic that first got you into coding, or a reference guide you go back to again and again. So tell us in the comments which books we have missed!

The post A list of Raspberry Pi books for #BookLoversDay appeared first on Raspberry Pi.

Hello World Issue 5: Engineering

Post Syndicated from Russell Barnes original https://www.raspberrypi.org/blog/hello-world-issue-5/

Join us as we celebrate the Year of Engineering in the newest issue of Hello World, our magazine for computing and digital making educators.

 

Inspiring future engineers

We’ve brought together a wide range of experts to share their ideas and advice on how to bring engineering to your classroom — read issue 5 to find out the best ways to inspire the next generation.



Plus we’ve got plenty on GP and Scratch, we answer your latest questions, and we bring you our usual collection of useful features, guides, and lesson plans.

Highlights of issue 5 include:

  • The bluffers’ guide to putting together a tech-themed school trip
  • Inclusion, and coding for the visually impaired
  • Getting students interested in databases
  • Why copying may not always be a bad thing

How to get Hello World #5

Hello World is available as a free download under a Creative Commons license for everyone in world who is interested in computer science and digital making education. Get the latest issue as a PDF file straight from the Hello World website.

We’re currently offering free print copies of the magazine to serving educators in the UK. This offer is open to teachers, Code Club and CoderDojo volunteers, teaching assistants, teacher trainers, and others who help children and young people learn about computing and digital making. Subscribe to have your free print magazine posted directly to your home, or subscribe digitally — 20000 educators have already signed up to receive theirs!

Get in touch!

You could write for us about your experiences as an educator, and share your advice with the community. Wherever you are in the world, get in touch by emailing our editorial team about your article idea — we would love to hear from you!

Hello World magazine is a collaboration between the Raspberry Pi Foundation and Computing At School, which is part of the British Computing Society.

The post Hello World Issue 5: Engineering appeared first on Raspberry Pi.

Whimsical builds and messing things up

Post Syndicated from Helen Lynn original https://www.raspberrypi.org/blog/whimsical-builds-and-messing-things-up/

Today is the early May bank holiday in England and Wales, a public holiday, and while this blog rarely rests, the Pi Towers team does. So, while we take a day with our families, our friends, and/or our favourite pastimes, I thought I’d point you at a couple of features from HackSpace magazine, our monthly magazine for makers.

To my mind, they go quite well with a deckchair in the garden, the buzz of a lawnmower a few houses down, and a view of the weeds I ought to have dealt with by now, but I’m sure you’ll find your own ambience.

Make anything with pencils – HackSpace magazine

If you want a unique piece of jewellery to show your love for pencils, follow Peter Brown’s lead. Peter glued twelve pencils together in two rows of six. He then measured the size of his finger and drilled a hole between the glued pencils using a drill bit.

First off, pencils. It hadn’t occurred to me that you could make super useful stuff like a miniature crossbow and a catapult out of pencils. Not only can you do this, you can probably go ahead and do it right now: all you need is a handful of pencils, some rubber bands, some drawing pins, and a bulldog clip (or, as you might prefer, some push pins and a binder clip). The sentence that really leaps out at me here is “To keep a handful of boys aged three to eleven occupied during a family trip, Marie decided to build mini crossbows to help their target practice.” The internet hasn’t helped me find out much about Marie, but I am in awe of her.

If you haven’t wandered off to make a stationery arsenal by now, read Lucy Rogers‘ reflections on making a right mess of things. I hope you do, because I think it’d be great if more people coped better with the fact that we all, unavoidably, fail. You probably won’t really get anywhere without a few goes where you just completely muck it all up.

A ceramic mug, broken into several pieces on the floor

Never mind. We can always line a plant pot with them.
“In Pieces” by dusk-photography / CC BY

This true of everything. Wet lab work and gardening and coding and parenting. And everything. You can share your heroic failures in the comments, if you like, as well as any historic weaponry you have fashioned from the contents of your desk tidy.

The post Whimsical builds and messing things up appeared first on Raspberry Pi.

Sci-Hub ‘Pirate Bay For Science’ Security Certs Revoked by Comodo

Post Syndicated from Andy original https://torrentfreak.com/sci-hub-pirate-bay-for-science-security-certs-revoked-by-comodo-ca-180503/

Sci-Hub is often referred to as the “Pirate Bay of Science”. Like its namesake, it offers masses of unlicensed content for free, mostly against the wishes of copyright holders.

While The Pirate Bay will index almost anything, Sci-Hub is dedicated to distributing tens of millions of academic papers and articles, something which has turned itself into a target for publishing giants like Elsevier.

Sci-Hub and its Kazakhstan-born founder Alexandra Elbakyan have been under sustained attack for several years but more recently have been fending off an unprecedented barrage of legal action initiated by the American Chemical Society (ACS), a leading source of academic publications in the field of chemistry.

After winning a default judgment for $4.8 million in copyright infringement damages last year, ACS was further granted a broad injunction.

It required various third-party services (including domain registries, hosting companies and search engines) to stop facilitating access to the site. This plunged Sci-Hub into a game of domain whac-a-mole, one that continues to this day.

Determined to head Sci-Hub off at the pass, ACS obtained additional authority to tackle the evasive site and any new domains it may register in the future.

While Sci-Hub has been hopping around domains for a while, this week a new development appeared on the horizon. Visitors to some of the site’s domains were greeted with errors indicating that the domains’ security certificates had been revoked.

Tests conducted by TorrentFreak revealed clear revocations on Sci-Hub.hk and Sci-Hub.nz, both of which returned the error ‘NET::ERR_CERT_REVOKED’.

Certificate revoked

These certificates were first issued and then revoked by Comodo CA, the world’s largest certification authority. TF contacted the company who confirmed that it had been forced to take action against Sci-Hub.

“In response to a court order against Sci-Hub, Comodo CA has revoked four certificates for the site,” Jonathan Skinner, Director, Global Channel Programs at Comodo CA informed TorrentFreak.

“By policy Comodo CA obeys court orders and the law to the full extent of its ability.”

Comodo refused to confirm any additional details, including whether these revocations were anything to do with the current ACS injunction. However, Susan R. Morrissey, Director of Communications at ACS, told TorrentFreak that the revocations were indeed part of ACS’ legal action against Sci-Hub.

“[T]he action is related to our continuing efforts to protect ACS’ intellectual property,” Morrissey confirmed.

Sci-Hub operates multiple domains (an up-to-date list is usually available on Wikipedia) that can be switched at any time. At the time of writing the domain sci-hub.ga currently returns ‘ERR_SSL_VERSION_OR_CIPHER_MISMATCH’ while .CN and .GS variants both have Comodo certificates that expired last year.

When TF first approached Comodo earlier this week, Sci-Hub’s certificates with the company hadn’t been completely wiped out. For example, the domain https://sci-hub.tw operated perfectly, with an active and non-revoked Comodo certificate.

Still in the game…but not for long

By Wednesday, however, the domain was returning the now-familiar “revoked” message.

These domain issues are the latest technical problems to hit Sci-Hub as a result of the ACS injunction. In February, Cloudflare terminated service to several of the site’s domains.

“Cloudflare will terminate your service for the following domains sci-hub.la, sci-hub.tv, and sci-hub.tw by disabling our authoritative DNS in 24 hours,” Cloudflare told Sci-Hub.

While ACS has certainly caused problems for Sci-Hub, the platform is extremely resilient and remains online.

The domains https://sci-hub.is and https://sci-hub.nu are fully operational with certificates issued by Let’s Encrypt, a free and open certificate authority supported by the likes of Mozilla, EFF, Chrome, Private Internet Access, and other prominent tech companies.

It’s unclear whether these certificates will be targeted in the future but Sci-Hub doesn’t appear to be in the mood to back down.

Source: TF, for the latest info on copyright, file-sharing, torrent sites and more. We also have VPN reviews, discounts, offers and coupons.

ISP Sued For Breaching User Privacy After Blocking Pirate Sites

Post Syndicated from Andy original https://torrentfreak.com/isp-sued-for-breaching-user-privacy-after-blocking-pirate-sites-180428/

After hinting at moves to curb online piracy last month, on April 13 the Japanese government announced
emergency measures to target websites hosting pirated manga, anime and other types of content.

In common with dozens of counterparts around the world, the government said it favored site-blocking as the first line of defense. However, with no specific legislation to fall back on, authorities asked local ISPs if they’d come along for the ride voluntarily. On Monday, the Nippon Telegraph and Telephone Corp. (NTT) announced that it would.

“We have taken short-term emergency measures until legal systems on site-blocking are implemented,” NTT in a statement.

NTT Communications Corp., NTT Docomo Inc. and NTT Plala Inc., said they would target three sites highlighted by the government – Mangamura, AniTube! and MioMio – which together have a huge following in Japan.

The service providers added that at least in the short-term, they would prevent access to the sites using DNS blocking and would restrict access to other sites if requested to do so by the government. But, just a few days on, NTT is already facing problems.

Lawyer Yuichi Nakazawa has now launched legal action against NTT, demanding that the corporation immediately ends its site-blocking operations.

The complaint, filed at the Tokyo District Court, notes that the lawyer uses an Internet connection provided by NTT. Crucially, it also states that in order to block access to the sites in question, NTT would need to spy on customers’ Internet connections to find out if they’re trying to access the banned sites.

The lawyer informs TorrentFreak that the ISP’s decision prompted him into action.

“NTT’s decision was made arbitrarily on the site without any legal basis. No matter how legitimate the objective of copyright infringement is, it is very dangerous,” Nakazawa explains.

“I felt that ‘freedom,’ which is an important value of the Internet, was threatened. Actually, when the interruption of communications had begun, the company thought it would be impossible to reverse the situation, so I filed a lawsuit at this stage.”

Breaches of privacy could present a significant problem under Japanese law. The Telecommunications Business Act guarantees privacy of communications and prevents censorship, as does Article 21 of the Constitution.

“The secrecy of communications being handled by a telecommunications carrier shall not be violated,” the Telecommunications Business Act states, adding that “no communications being handled by a telecommunications carrier shall be censored.”

The Constitution is also clear, stating that “no censorship shall be maintained, nor shall the secrecy of any means of communication be violated.”

For his part, lawyer Yuichi Nakazawa is also concerned that his contract with the ISP is being breached.

“There is an Internet connection agreement between me and NTT. I am a customer of NTT. There is no provision in the contract between me and NTT to allow arbitrary interruption of communications,” he explains.

Nakazawa doesn’t appear to be against site-blocking per se, he’s just concerned that relevant laws and agreements are being broken.

“It is necessary to restrict sites of pirated publications but that does not mean you can do anything,” Nakazawa said, as quoted by Mainichi. “We should have sufficient discussions for an appropriate measure, including revising the law.”

The question of whether site-blocking does indeed represent an invasion of privacy will probably come down to how the ISP implements it and how that is interpreted by the courts.

A source familiar with the situation told TF that spying on user connections is clearly a problem but the deployment of an outer network firewall rule that simply prevents traffic passing through might be viewed differently.

Such a rule would provide no secret or private information that wasn’t already available to the ISP when the customer requested a banned site through a web browser, although it still falls foul of the “no censorship” requirements of both the Constitution and Telecommunications Business Act.

NTT Communications has declined to comment on the lawsuit but says it had no plans to backtrack on plans to block the sites. Earlier this week, SoftBank Corp., another ISP considering a blockade, expressed concerns that site-blocking has the potential to infringe secrecy of communications rules.

Source: TF, for the latest info on copyright, file-sharing, torrent sites and more. We also have VPN reviews, discounts, offers and coupons.