Oh~! I love tower defense(TD) games. This is my favourite browers games genre and I am going to share my thoughts about TD games in this article.
The goal in a TD game is to build defending towers to stop or eliminate the incoming waves of enemies to reach the end point of the given game board. The fun of TD is about resource allocation, decision making about the timing and positions of placement of towers, so TD is a subgenre of real-time strategy(RTS) games. It is undeniable and not surprising to know that RTS games are the precursor TD because the scenarios of using stationary towers to defend enemy mobile units are prevalent in RTS games.
(very busy these days...To be continued)
9.5.10
28.4.10
物理引擎
因為我的項目需要,最近開始接觸物理引擎(Physics Engine)。在這之前,我對物理引擎可謂一無所知,不是把公式都輸入進去,讓電腦計就行了嗎?而基本上物理引擎亦就是一個物理模擬演算的程式,只是它的設計往往可以很複雜,一方面需要注意演算方法的效能,另一方面要解決和權衡物理規律的準確性和多元性,譬如一般Flash遊戲所用的物理引擎和天文台預測氣象用的物理引擎兩者考慮的物理規律、準確性和速度要求差距甚遠,所以它也發展成實時性(遊戲用)和高準確性(科學用)兩個主流,並在精準度和運算速度兩者間作不同的平衡。
由於和現實世界有差別,在數位模擬可能會出現一些不同現象:例如一個乒乓球正飛向一塊牆,正常的的情況下乒乓球會碰到牆,然後反彈;但若果乒乓球以極高速飛行,它在數位世界的緊接的時刻便會有很大的位置跳動,它便可能在跳動的一下子穿過那塊牆,沒有發生碰撞並繼續前進。所以,為了防止錯誤,物體的大小和速度都可能需要有上下限制,或加入其他的約束。
物理引擎主要為硬物體、軟物體和流體的運動提供模擬演算,演算的模式或方法有許多,若要了解引擎的設計,當中涉及很多物理、數學和編程的背景知識,非門外漢能一時三刻理解,我想這也是相關工具和人手稀少珍貴的原因吧,但是這個情況將隨著更多開放原代碼的物理引擎出現和編程知識的普及而改變。
我主要接觸的引擎是從近年流行於在Flash和iphone遊戲中使用的Box2D。在Box2D的世界裡,除了有個綜合器(Integrator)去模擬不同的時刻外,還有個約束處理器(constraint solver)來解決多個物體在速度和位置間的的衝突,來避免物件重疊和關節脫掉。
(待續)
由於和現實世界有差別,在數位模擬可能會出現一些不同現象:例如一個乒乓球正飛向一塊牆,正常的的情況下乒乓球會碰到牆,然後反彈;但若果乒乓球以極高速飛行,它在數位世界的緊接的時刻便會有很大的位置跳動,它便可能在跳動的一下子穿過那塊牆,沒有發生碰撞並繼續前進。所以,為了防止錯誤,物體的大小和速度都可能需要有上下限制,或加入其他的約束。
物理引擎主要為硬物體、軟物體和流體的運動提供模擬演算,演算的模式或方法有許多,若要了解引擎的設計,當中涉及很多物理、數學和編程的背景知識,非門外漢能一時三刻理解,我想這也是相關工具和人手稀少珍貴的原因吧,但是這個情況將隨著更多開放原代碼的物理引擎出現和編程知識的普及而改變。
我主要接觸的引擎是從近年流行於在Flash和iphone遊戲中使用的Box2D。在Box2D的世界裡,除了有個綜合器(Integrator)去模擬不同的時刻外,還有個約束處理器(constraint solver)來解決多個物體在速度和位置間的的衝突,來避免物件重疊和關節脫掉。
(待續)
17.4.10
HKIE(IT Division) Annual Conference and Dinner 2010
As an undergraduate, by no means I would be able to attend such a professional conference and gathering, not to mention that I am not even a member of The Hong Kong Institution of Engineers(HKIE). Yet, the world is full of wonders. I am lucky enough to have a peek of the event.
The story should begin with my participation of the British Computer Society(BCS) Mentorship Programme. Fortunately, I am assigned to be the mentee of Ir. Michael Leung, an active HKIE committee member. He is outstandingly sociable and is willing to develop the young. He invited me to help in this event and, more importantly, to broaden my horizon.
The event is divided into three parts, industrial visits, annual conference and annual dinner. I have participated in all three parts and will share some of my insights.
HKIE invited delegates of different professional fields from Shenzhen to join the event, where the industrial visits were explicitly prepared to enrich their visit. A few of them, especially those from the China Association For Science and Technology(中国科学技术协会), showed a strong attitude for bridging the mutual technological development between Hong Kong and Shenzhen throughout the event. They were impressive to me.
After the visit and the conference, it is getting more obvious to me that the departments of the mainland government are more unified and authoritative than those in Hong Kong. The visit of the Transport Department(TD) of HKSAR let me know that the TD only cares about the roads and traffic but not about car accidents, whereas the TDs in mainland care both. This really makes a difference on how and what to install for the road surveillance cameras.
The structural differnce of the governments is an obstacle for the information exchange and cooperation. For example, the Shenzhen government uses GPS/AGPS locations of taxis to monitor the traffic of the region. Such method is not yet quite feasible in Hong Kong as the GPS channel is owned by private company and the privacy of the car locations would need to be protected. The proposal of joint region traffic monitoring and planning would be much harder for Hong Kong to adopt than other cities in the mainland. Privacy comes at a price.
After watching the presentations from the HKSAR officials, I would suggest the government to give some publicity and language training to our civil servants, because some, but not all, looked inferior to the those from the mainland, the business sector and the academic sector. I suppose the difference comes from their attitude towards stability, instead of change for improvement.
On the contrary, the presentation from HSBC was professional and excellent. It was remarkable that the original speaker had to attend an emergency announcement and the assistant was ordered to give the presentation a night before, demostrating high adaptability. A deep and wide customer-centered service vision of HSBC was described and was impressive to me. It seems to me that they have also passed most of their values to their employees as some ideas are consistant to what I have heard from my friend who has completed a placement in HSBC. The slides were prepared by the assistant himself for his routine. He told me that the average production time for the presentation was 2 hours per slide.
It is not difficult to realize that many engineers who went to the annual dinner were partners in the field. Most of them went to gatherings of different institutions to form new connections and strengthen the old ones. The active ones would become committee and shift positions within different related institutions and it looks like the same group of people playing around the field.
The people who toasted here and there usually had high positions in the profession or their organizations. Social power brings authoritative position and it can go backward, as they are mutual. Such relation is more obvious than the high table dinner I experienced in school, as I find myself being invited to be a helper in another annual dinner. It is wise to be actively socializing in this environment.
Time will pass. Names and positions will change. We share and cooperate because we wanted to achieve more within our limited time.
7.4.10
團隊活動日程工具推介:Doodle
以往我們要辦團隊活動,例如開會和吃飯,為了安排日期和時間,都要由一個負責人通過電話或電郵去收集所有參加者的空餘時間,然後從一大堆時間表中找出一個共同的空間,再發回給所有人。若果人數愈多的話,整個過程就愈教人費神,收集和處理資料的時間也愈需要得多。
當我在網上尋求更好的解決辦法時,先發現Scheduleonce,再發現Doodle。Scheduleonce雖然介紹得比較詳細和感覺上程式寫得比較專業和多功能,但它對從來未接觸過電子日程的人來說是相當複雜的。為免參加者摸不著頭腦,介面比較簡潔的Doodle則更派上用場。(想當初我還被它簡陋的樣子嚇到呢!)
Scheduleonce
Doodle
負責人和參加者都毋須登記便可以立即免費使用Doodle,而且它的用法都相當簡單:負責人只需要輸入活動標題、自己的名稱,選擇幾個可行的活動日期(或時間),便可以建造出這個活動專屬的投票網頁,然後把網址寄給所有參加者便可以等待回應結果;而參加者只需要在能夠出席的時間上打勾、輸入姓名和確認;等足夠回應後,結果一目了然,負責人再宣布結果便成。
相比以往,這方法有效地節省了負責人收集回應和校對時間表的精力,並且增加了透明度。當我開始利用Doodle和幾個團隊安排會議時,感覺比以前更有效率和更樂意承擔這項工序。另外,他們也覺得這工具相當方便快捷,並開始向其他朋友和團隊介紹和採用。
當我在網上尋求更好的解決辦法時,先發現Scheduleonce,再發現Doodle。Scheduleonce雖然介紹得比較詳細和感覺上程式寫得比較專業和多功能,但它對從來未接觸過電子日程的人來說是相當複雜的。為免參加者摸不著頭腦,介面比較簡潔的Doodle則更派上用場。(想當初我還被它簡陋的樣子嚇到呢!)
Scheduleonce
Doodle
負責人和參加者都毋須登記便可以立即免費使用Doodle,而且它的用法都相當簡單:負責人只需要輸入活動標題、自己的名稱,選擇幾個可行的活動日期(或時間),便可以建造出這個活動專屬的投票網頁,然後把網址寄給所有參加者便可以等待回應結果;而參加者只需要在能夠出席的時間上打勾、輸入姓名和確認;等足夠回應後,結果一目了然,負責人再宣布結果便成。
相比以往,這方法有效地節省了負責人收集回應和校對時間表的精力,並且增加了透明度。當我開始利用Doodle和幾個團隊安排會議時,感覺比以前更有效率和更樂意承擔這項工序。另外,他們也覺得這工具相當方便快捷,並開始向其他朋友和團隊介紹和採用。
28.3.10
Flowfield pathfinding/ Continuum Crowds
In Real-Time Strategy(RTS) games, path-finding is the fundamental issue that needs to be tackled by artificial-intelligence(AI). The game would be hardly playable without it or head-scratching if the search algorithm is buggy. The issue has long been investigated many years ago and one of the present-day standard solution is the A*(A-star) search algorithm, which is used to find the least-cost path from point A to point B, out of many possible routes.
Recently, Gas Powered Games' Chris Taylor highlighted their state of the art path-finding system, Flowfield, used in their latest release, Supreme Commander 2.
The demonstration is fascinating and shows the difference between their new Flowfield system and tradition A* algorithm in action. We can see that the new system is good at keeping the formation of a large group of units when they move across other moving obstacles, while the A* system would be a bit chaotic in similar situations.
It is good for players to know that developers are bringing new technologies onto the table to improve the gaming experience, and sometimes we are interested to know how. Taylor mentioned that their research is based on the University of Washington's Crowd Continuum Research. The Continuum Crowds is a real-time crowd modeling research that simulates the smooth flow motion of large crowds.
Instead of treating every unit as an individual object to search their own path as in A*, the continuum approach analyses the map with dynamic obstacles to create a vector field for the whole group of units, where they are treated as particles on the field. Discomfort is added around obstacles so that units can flow around the areas of high congestion. As the continuum approach plans the behavior for everyone at once, the simulation can be faster and collision are much reduced.
However, this advantage is limited to the situation when the group is having common goals and it is assumed that every individual already knows the dynamic properties of the environment.
Recently, Gas Powered Games' Chris Taylor highlighted their state of the art path-finding system, Flowfield, used in their latest release, Supreme Commander 2.
The demonstration is fascinating and shows the difference between their new Flowfield system and tradition A* algorithm in action. We can see that the new system is good at keeping the formation of a large group of units when they move across other moving obstacles, while the A* system would be a bit chaotic in similar situations.
It is good for players to know that developers are bringing new technologies onto the table to improve the gaming experience, and sometimes we are interested to know how. Taylor mentioned that their research is based on the University of Washington's Crowd Continuum Research. The Continuum Crowds is a real-time crowd modeling research that simulates the smooth flow motion of large crowds.
Instead of treating every unit as an individual object to search their own path as in A*, the continuum approach analyses the map with dynamic obstacles to create a vector field for the whole group of units, where they are treated as particles on the field. Discomfort is added around obstacles so that units can flow around the areas of high congestion. As the continuum approach plans the behavior for everyone at once, the simulation can be faster and collision are much reduced.
However, this advantage is limited to the situation when the group is having common goals and it is assumed that every individual already knows the dynamic properties of the environment.
18.3.10
理大管弦樂團週年演出(2010)
三月十六日的週年演出,我作為第二小提琴樂手的身份演奏,也作為第六屆幹事會的身份協助了它的誕生。這場演出對我來說彷彿應該很有感觸,當有一份渾灑熱血的情懷,別人是這樣期待的,可是它給我的感覺則似是平淡如水,再混入一息慨嘆,更像是一杯咖啡:聞它的香味,誘人無比,再呻它一口,先有淡淡的苦澀、後有點點酸和甜的味道,然後混在一起……是獨特的風味而不是澎湃的感覺。
對我來說,演出的時刻非常的短暫,並且沒有滿心期待和緊張的心情。相反地,平日練習帶給我的歡愉和事前準備的投入感,我覺得更珍貴。
作為樂團的樂手經歷過好幾次的表演,已經習慣了一班人在台上表演,不過我對這一次算得上最沒有自信……一方面是自己從沒有認真地抽時間練習,另一方面覺得它的曲目實在太難駕馭了。表演的時候,除了聽到管樂部份偶然明顯地入錯拍子,弦樂部份音量大小不協調外,當然也不會少得自己頻頻走音和糊混過關時的發出噪音啦!很慚愧、羞恥的演出……不禁要自問,你在演甚麼?
以前的在另—個弦樂團裡是幾乎不容許有一個錯音的,那時的練習真的為了演技、為觀眾的享受而練習;而在理大管弦樂團,我覺得練習是享樂、感受的時間,週年表演卻是苟且偷生,結果似乎是為了自己而演,演羞恥,沒有愛,沒有意義。
不過,能令觀眾可以放鬆一下和見識多一點音樂,我仍有這點希望。
作為幹事會成員,我只本著回饋和為同好貢獻的心態出一臂之力,並未至於有股火熊熊的熱誠要盡善盡美,若能跟著前人的腳步,再踏多一小步,已經心滿意足了。在這次週年演出的確花上不少時間,但如果說「全年的服務都是為了週年演出的一刻」,我不認同,也感受不到,畢竟它不能象徵樂團的一切,許多活動和平常的日子都值得欣賞和享受,都要出汗。
付出並不是沒有收獲的:編過樂曲簡介之後,我更加想象到柴可夫斯基的葉甫蓋尼.奧涅金那兩幕舞曲的環境,又更認識了德弗札克,令我對G大調第8號交響曲開首的G小調部份添了感情;想不到連坐在石檯賣票都會有人提出來稱讚……其實我都會對其他幹事及非幹事的這種付出都會感到讚嘆,也會欣賞「會欣賞別人的人」。(也包括自己,哈哈哈!)
團內和團外的支持都給我不少鼓勵,就是多了他們不同形式的鼓勵,讓我生活得更開心。要感謝的人很多,特別想鳴謝的是合作的幹事AV、阿米、Vienna和麒哥,還有出口又出力的前幹事Allen,希望多謝的其實還有Olivia、Ginger、小迪、Carman、黑豬、阿麟、Alice、阿闊、Jacky、Vincent、Steven、Terry……
數著數著,每人在我心裡都泛起一片片的漣漪,整件事開始變得不再平淡,而且充滿色彩,就是因為你們在我心裡和生命裡的舞台上演出過。
對我來說,演出的時刻非常的短暫,並且沒有滿心期待和緊張的心情。相反地,平日練習帶給我的歡愉和事前準備的投入感,我覺得更珍貴。
作為樂團的樂手經歷過好幾次的表演,已經習慣了一班人在台上表演,不過我對這一次算得上最沒有自信……一方面是自己從沒有認真地抽時間練習,另一方面覺得它的曲目實在太難駕馭了。表演的時候,除了聽到管樂部份偶然明顯地入錯拍子,弦樂部份音量大小不協調外,當然也不會少得自己頻頻走音和糊混過關時的發出噪音啦!很慚愧、羞恥的演出……不禁要自問,你在演甚麼?
以前的在另—個弦樂團裡是幾乎不容許有一個錯音的,那時的練習真的為了演技、為觀眾的享受而練習;而在理大管弦樂團,我覺得練習是享樂、感受的時間,週年表演卻是苟且偷生,結果似乎是為了自己而演,演羞恥,沒有愛,沒有意義。
不過,能令觀眾可以放鬆一下和見識多一點音樂,我仍有這點希望。
作為幹事會成員,我只本著回饋和為同好貢獻的心態出一臂之力,並未至於有股火熊熊的熱誠要盡善盡美,若能跟著前人的腳步,再踏多一小步,已經心滿意足了。在這次週年演出的確花上不少時間,但如果說「全年的服務都是為了週年演出的一刻」,我不認同,也感受不到,畢竟它不能象徵樂團的一切,許多活動和平常的日子都值得欣賞和享受,都要出汗。
付出並不是沒有收獲的:編過樂曲簡介之後,我更加想象到柴可夫斯基的葉甫蓋尼.奧涅金那兩幕舞曲的環境,又更認識了德弗札克,令我對G大調第8號交響曲開首的G小調部份添了感情;想不到連坐在石檯賣票都會有人提出來稱讚……其實我都會對其他幹事及非幹事的這種付出都會感到讚嘆,也會欣賞「會欣賞別人的人」。(也包括自己,哈哈哈!)
團內和團外的支持都給我不少鼓勵,就是多了他們不同形式的鼓勵,讓我生活得更開心。要感謝的人很多,特別想鳴謝的是合作的幹事AV、阿米、Vienna和麒哥,還有出口又出力的前幹事Allen,希望多謝的其實還有Olivia、Ginger、小迪、Carman、黑豬、阿麟、Alice、阿闊、Jacky、Vincent、Steven、Terry……
數著數著,每人在我心裡都泛起一片片的漣漪,整件事開始變得不再平淡,而且充滿色彩,就是因為你們在我心裡和生命裡的舞台上演出過。
9.3.10
Mass Effect 2
Mass Effect 2(ME2) is undoubtedly one of my favourite in this season. It deserves a 9/10.
The story telling in ME2 is cinematic. It is so film-like that my mum has asked me a few times if I am watching movies when the dialogue is on the flow. BioWare has done a great job in illustrating human facial expressions in which we can tell whether the character is frustrated, frightened, angry, flirting and etc. They are rather realistic compared to other RPGs and are not over-exaggerated in most regards. In very most of the time, the gestures and body postures are natural. Their study in psychology has been made useful in bringing the character to life before our eyes.
The game reminds 'the good old times' when I was playing Star Wars: Knights of the Old Republic II The Sith Lords which is developed by Obsidian Entertainment. ME2 feels more action-oriented to me, due to the streamlined transition between the fighting action with the story telling and the timed decision making feature. However, the story seems too short to me and comparative to other RPGs. I am told that it is commerically make sense because EA and BioWare wanted to play safe.
The timed decision making feature did bring several memorable moments to me.[Spoiler] For example, when my protagonist was on the Krogan planet Tuchanka and ready to participate a ritual of my Krogan crew, a green Krogan(didn't remember his name) taunted me. I thought would have punched him if I, even as a gentleman, had adapted the Krogan culture. Then the option popped out and I clicked within a second. My protagonist hitted that Krogan with his head. It followed that their shaman said something that I really enjoyed, "Ah Hah~! I like this human. He knows the way of Krogans.", which made me feeling immerged into the sci-fi opera.
I played my style as an infiltrator(Yeah~ sniping and cloaking). I am so glad that I can keep every team members, including myself, alive and completed the suicide mission in my first play-through, where I attempted to pick all choices from heart. The good ending cutscene made me feeling lucky and successful and it was stunning. There were times that I worried about having a bad ending because I couldn't get the loyalty from Jack, the subject Zero, where all other crews are loyal to me and I liked them. I guess I could have failed if it is a Japanese game. There are different styles in making and playing games between Japanese and the Westerns. Anyway, ME2 is made voluptuous for the masses.
The story telling in ME2 is cinematic. It is so film-like that my mum has asked me a few times if I am watching movies when the dialogue is on the flow. BioWare has done a great job in illustrating human facial expressions in which we can tell whether the character is frustrated, frightened, angry, flirting and etc. They are rather realistic compared to other RPGs and are not over-exaggerated in most regards. In very most of the time, the gestures and body postures are natural. Their study in psychology has been made useful in bringing the character to life before our eyes.
The game reminds 'the good old times' when I was playing Star Wars: Knights of the Old Republic II The Sith Lords which is developed by Obsidian Entertainment. ME2 feels more action-oriented to me, due to the streamlined transition between the fighting action with the story telling and the timed decision making feature. However, the story seems too short to me and comparative to other RPGs. I am told that it is commerically make sense because EA and BioWare wanted to play safe.
The timed decision making feature did bring several memorable moments to me.[Spoiler] For example, when my protagonist was on the Krogan planet Tuchanka and ready to participate a ritual of my Krogan crew, a green Krogan(didn't remember his name) taunted me. I thought would have punched him if I, even as a gentleman, had adapted the Krogan culture. Then the option popped out and I clicked within a second. My protagonist hitted that Krogan with his head. It followed that their shaman said something that I really enjoyed, "Ah Hah~! I like this human. He knows the way of Krogans.", which made me feeling immerged into the sci-fi opera.
I played my style as an infiltrator(Yeah~ sniping and cloaking). I am so glad that I can keep every team members, including myself, alive and completed the suicide mission in my first play-through, where I attempted to pick all choices from heart. The good ending cutscene made me feeling lucky and successful and it was stunning. There were times that I worried about having a bad ending because I couldn't get the loyalty from Jack, the subject Zero, where all other crews are loyal to me and I liked them. I guess I could have failed if it is a Japanese game. There are different styles in making and playing games between Japanese and the Westerns. Anyway, ME2 is made voluptuous for the masses.
1.3.10
理工大學青雲路計劃2.0 (IED) [續]
……我希望在這裡寫一點感想,一方面可以令未參加過的人了解多一點,另一方面可以從「非官方」的渠道和角度來抒發感受,因為我以往在網上找到的對這課程的個人感想並不算多,但疑團倒是較多。
有傳青雲路是個洗腦營,據David本人在營前會說:「洗腦」多帶貶意,他並不希望這形容帶含著貶意流傳,但他承認營內的過程是一種洗腦,將不良的觀念除去,並教導正確的價值。我記得在參加半年前問過一位剛剛經歷過這訓練營的好友,他們引述導師說:其實人都已經至少十八歲了,要幾天內改造思想根本非常跟難,而且成人有自控能力,如果不想開放改變,人家也逼不得。而營後我的個人版本就是重返幼稚園:裡面有音樂、有拍手、有擁抱、有歡笑、有涕淚,要舉手搶答問題,要與營友一齊比賽玩遊戲,要聽課,又要做家課……只是自己要照顧自己和朋友,課題較多、較深,整體感覺就是幼稚園式教育。「興奮」程度的話,他與外國著名的安東尼‧羅賓 (Anthony Robbins)相比,大概也算差不多,而講課內容多是至理名言,是否陳腔濫調實在見人見智。
歸根究底,幾天內煥然一新,變要成一個全新的人是幾乎不可能的,自強不息、自我反省和改造是一個慢長的過程,而且很多書都會說習慣決定人格、決定未來之類的話……對我來說,我的心意早已有成長和改變的渴求,青雲路訓練營只是一塊踏腳石或者是一袋肥料,心態和目標才是關鍵,而我覺得,先知先覺地走進去,肯定比不知不覺地渾過去的得著有天淵之別。
當然其中也會有一些不錯的即時意外收獲,例如David曾教結領呔如何加個酒窩(dimple),以此令自己表現得更有文化。自從我學會這個以後就突然多了幾次有人讚我結領呔好看,以前努力細心地結都沒有受到讚賞,原來就差這一點點,此後我更懂得欣賞別人結的呔了,真開心!
除了David大師以外,其他導師也挺能觀人入微,例如Billy和Vienna知道我曾經在「猿人泰山」提出過熟慮的意見,但未被團隊注意(被一些自信太強的人搶了來說),知道我沒有堅持發表……
雖然要自信地發表不是我的目標之一,不過我發現這個弱點之後,大概有點失落。到旅程的後期還有一個過橋的遊戲,我也是重蹈覆轍……我怕這情況會改不了。另外,導師Liza沒有怪責我發表沮喪的分享,讓我感到託異,她更欣賞我的忠於內心感受和誠實的勇氣。我初以為Liza是想安撫我,後來便覺得她想支持我保持真誠和反思自己逃避意見衝突和決乏堅持的弱點。
總括來說,我覺得青雲路是個領袖才能和個人成長的新生營(Orientation Camp),有刺激難忘的,也有不樂意參與的部份,有哭、有笑、有血汗,它可以培訓領袖的素質,因為它有個安全和有指導的環境下促使學員認識自己、他人及領袖的特質,並嘗試突破不同的懦弱層面。不過到最後,如何應用和培養這些素質,還是把握在自己的手上。
有傳青雲路是個洗腦營,據David本人在營前會說:「洗腦」多帶貶意,他並不希望這形容帶含著貶意流傳,但他承認營內的過程是一種洗腦,將不良的觀念除去,並教導正確的價值。我記得在參加半年前問過一位剛剛經歷過這訓練營的好友,他們引述導師說:其實人都已經至少十八歲了,要幾天內改造思想根本非常跟難,而且成人有自控能力,如果不想開放改變,人家也逼不得。而營後我的個人版本就是重返幼稚園:裡面有音樂、有拍手、有擁抱、有歡笑、有涕淚,要舉手搶答問題,要與營友一齊比賽玩遊戲,要聽課,又要做家課……只是自己要照顧自己和朋友,課題較多、較深,整體感覺就是幼稚園式教育。「興奮」程度的話,他與外國著名的安東尼‧羅賓 (Anthony Robbins)相比,大概也算差不多,而講課內容多是至理名言,是否陳腔濫調實在見人見智。
歸根究底,幾天內煥然一新,變要成一個全新的人是幾乎不可能的,自強不息、自我反省和改造是一個慢長的過程,而且很多書都會說習慣決定人格、決定未來之類的話……對我來說,我的心意早已有成長和改變的渴求,青雲路訓練營只是一塊踏腳石或者是一袋肥料,心態和目標才是關鍵,而我覺得,先知先覺地走進去,肯定比不知不覺地渾過去的得著有天淵之別。
當然其中也會有一些不錯的即時意外收獲,例如David曾教結領呔如何加個酒窩(dimple),以此令自己表現得更有文化。自從我學會這個以後就突然多了幾次有人讚我結領呔好看,以前努力細心地結都沒有受到讚賞,原來就差這一點點,此後我更懂得欣賞別人結的呔了,真開心!
除了David大師以外,其他導師也挺能觀人入微,例如Billy和Vienna知道我曾經在「猿人泰山」提出過熟慮的意見,但未被團隊注意(被一些自信太強的人搶了來說),知道我沒有堅持發表……
雖然要自信地發表不是我的目標之一,不過我發現這個弱點之後,大概有點失落。到旅程的後期還有一個過橋的遊戲,我也是重蹈覆轍……我怕這情況會改不了。另外,導師Liza沒有怪責我發表沮喪的分享,讓我感到託異,她更欣賞我的忠於內心感受和誠實的勇氣。我初以為Liza是想安撫我,後來便覺得她想支持我保持真誠和反思自己逃避意見衝突和決乏堅持的弱點。
總括來說,我覺得青雲路是個領袖才能和個人成長的新生營(Orientation Camp),有刺激難忘的,也有不樂意參與的部份,有哭、有笑、有血汗,它可以培訓領袖的素質,因為它有個安全和有指導的環境下促使學員認識自己、他人及領袖的特質,並嘗試突破不同的懦弱層面。不過到最後,如何應用和培養這些素質,還是把握在自己的手上。
21.2.10
理工大學青雲路計劃2.0 (IED)
我記得在參加「青雲路」之前,我考慮了一般很長很長的時間,從聽聞、追問,直到經歷,大概是三年……我問過一些同學的體驗和感想,他們都不會透露得很明確,而我在網上可以找到的並不多,都只見一些三言兩語的評論。
的確這活動是以體驗為主,每人都會有不同的角度和得著,而且它的內容不斷改進更新,實在難以客觀、深入地陳述。我希望在這裡寫一點感想,一方面可以令未參加過的人了解多一點,另一方面可以從「非官方」的渠道和角度來抒發感受。雖然官方已要求了我們寫許多感想、反思及報告,但是以自己的格式從心而發才是最真摯、最自然的,當然不可能涵蓋所有,因為會累死人,而且我寫感想的能力很有限。
哈~ 記得在營裡每天都要寫一篇自我檢討報告,論寫得最慢,我是數一數二的,這個也是我鼓勵自己寫網誌的誘因吧!
我覺得很多人考慮參加青雲路都是取決於它所帶來的個人成長和變化,我就是這樣。在正式體驗之前,我留意參加過的人有甚麼特別,參加前與後的變化;經歷後也會在這兩方面注意自己和營友。雖然不可一概而論,但是我看到大部分的參加者都會變得比較主動和重情,不過就總覺多了一種若隱若現的距離感,是「青雲過」與「未青雲過」的相拒,似教徒與非教徒間的距離感,我知道這個比喻有點誇張,但是是相似的,也許是因為價值觀或經歷有些許不同吧。譬如說:「好!很好!……非常好!Yes!」對「青雲過」的人是有一番特別的味道,平常人未必能領會的。
其中一個遊戲——「Mission impossible」的內容,主辦機構不建議公開,我較為同意這個做法,即使是其他活動環節都是一樣,因為預先知道玩法的話,心理上的衝擊和挑戰會減低,簡單來說就是「無咁過癮」。不過,參加的人大抵也應該要清楚它的動機和意義——將領導才能(溝通技巧、團結組織、逆境心智、關愛他人)實際地用在我們的社會裡;這樣才能事半功倍。
其實我報了兩次參加青雲路:一次是暑假的時候,忙碌加上猶疑不決,過了死期都不交表、不交錢,結果被學生事務處(SAO)放入黑名單;另一次是09年的冬天……
我知道張錫豪先生(David大師)聲名甚廣,有「人類工程師」和「世界傑出華人」的美譽,所以只會報IED(行政人員培訓有限公司)主辦,而不報iLEAP主辦的。那個時候有B營和D營可以選:D的時段較方便,已爆滿7人,而B則未滿;我決意選D營,因為我認為那些能及早報名的學員一定早有準備,很會時間管理和有決心,跟他們一起才會更有鬥志,更多學習的目標。幸好我成功了,當然D營也如所料地獲得不錯的評價,聽說B營則有大幅度的成長。哈哈~ 聽說B營的人營後還滿有熱情呢!看來他們經歷的「教訓」應該非常深刻。
營裡有很多深刻的情景,報告寫了的我不想在這裡重複……
記得David大師抱著我說:「阿Dick……世界上有兩種Leader……而你係一個感性既Leader,你比較擅長用你既情感黎帶領其他人,你既感情可以好有感染力……感性既Leader係比較罕有架,我地知道會運用呢種能力既Leader唔多……你可以成為一個good leader,你仍然需要努力……」
這番話對我來說非常深刻,稍稍反思,我想起自少就領會到自己是個比較情感主導的人,為了平服和控制自己的情緒及滿足對科學的好奇和熱枕,於是很努力地鍛煉邏輯主導的思考方式,常常都是「因為所以」、「為甚麼」,不是說這樣不好,只是多年來忽略了或隱藏了自己情感的本能實在有點可惜,相信是過分自我保護所致。可能過往身邊的朋友會覺得我很理性,不過其實我更感性,這一點自己最清楚……話說回來,好似有心理研究都有指出人是感性主導的,所以我覺得有很多表面上理性沉靜的人的內心處境跟我一樣。
(下篇待續……)
的確這活動是以體驗為主,每人都會有不同的角度和得著,而且它的內容不斷改進更新,實在難以客觀、深入地陳述。我希望在這裡寫一點感想,一方面可以令未參加過的人了解多一點,另一方面可以從「非官方」的渠道和角度來抒發感受。雖然官方已要求了我們寫許多感想、反思及報告,但是以自己的格式從心而發才是最真摯、最自然的,當然不可能涵蓋所有,因為會累死人,而且我寫感想的能力很有限。
哈~ 記得在營裡每天都要寫一篇自我檢討報告,論寫得最慢,我是數一數二的,這個也是我鼓勵自己寫網誌的誘因吧!
我覺得很多人考慮參加青雲路都是取決於它所帶來的個人成長和變化,我就是這樣。在正式體驗之前,我留意參加過的人有甚麼特別,參加前與後的變化;經歷後也會在這兩方面注意自己和營友。雖然不可一概而論,但是我看到大部分的參加者都會變得比較主動和重情,不過就總覺多了一種若隱若現的距離感,是「青雲過」與「未青雲過」的相拒,似教徒與非教徒間的距離感,我知道這個比喻有點誇張,但是是相似的,也許是因為價值觀或經歷有些許不同吧。譬如說:「好!很好!……非常好!Yes!」對「青雲過」的人是有一番特別的味道,平常人未必能領會的。
其中一個遊戲——「Mission impossible」的內容,主辦機構不建議公開,我較為同意這個做法,即使是其他活動環節都是一樣,因為預先知道玩法的話,心理上的衝擊和挑戰會減低,簡單來說就是「無咁過癮」。不過,參加的人大抵也應該要清楚它的動機和意義——將領導才能(溝通技巧、團結組織、逆境心智、關愛他人)實際地用在我們的社會裡;這樣才能事半功倍。
其實我報了兩次參加青雲路:一次是暑假的時候,忙碌加上猶疑不決,過了死期都不交表、不交錢,結果被學生事務處(SAO)放入黑名單;另一次是09年的冬天……
我知道張錫豪先生(David大師)聲名甚廣,有「人類工程師」和「世界傑出華人」的美譽,所以只會報IED(行政人員培訓有限公司)主辦,而不報iLEAP主辦的。那個時候有B營和D營可以選:D的時段較方便,已爆滿7人,而B則未滿;我決意選D營,因為我認為那些能及早報名的學員一定早有準備,很會時間管理和有決心,跟他們一起才會更有鬥志,更多學習的目標。幸好我成功了,當然D營也如所料地獲得不錯的評價,聽說B營則有大幅度的成長。哈哈~ 聽說B營的人營後還滿有熱情呢!看來他們經歷的「教訓」應該非常深刻。
營裡有很多深刻的情景,報告寫了的我不想在這裡重複……
記得David大師抱著我說:「阿Dick……世界上有兩種Leader……而你係一個感性既Leader,你比較擅長用你既情感黎帶領其他人,你既感情可以好有感染力……感性既Leader係比較罕有架,我地知道會運用呢種能力既Leader唔多……你可以成為一個good leader,你仍然需要努力……」
這番話對我來說非常深刻,稍稍反思,我想起自少就領會到自己是個比較情感主導的人,為了平服和控制自己的情緒及滿足對科學的好奇和熱枕,於是很努力地鍛煉邏輯主導的思考方式,常常都是「因為所以」、「為甚麼」,不是說這樣不好,只是多年來忽略了或隱藏了自己情感的本能實在有點可惜,相信是過分自我保護所致。可能過往身邊的朋友會覺得我很理性,不過其實我更感性,這一點自己最清楚……話說回來,好似有心理研究都有指出人是感性主導的,所以我覺得有很多表面上理性沉靜的人的內心處境跟我一樣。
(下篇待續……)
19.2.10
Objectives
The main objective of this blog is to improve my writing skill by continuously sharing my thoughts and interests. I want to practise writing because it is the weakest part of my language abilities. I am a slow writer and I hope that my writing speed and expressiveness will be improved through regular blogging. The accuracy of the language and depth of the content are not the major concerns here.
The secondary objectives are; to develop the courageous and open sides of my personality, to experience blogging, to expose myself, to gather the like-minded and share values.
I expect this blog will be closed within a year as I may find myself satisfied with the writing skill or the improvement is not apparent, unless there are exceptions.
The secondary objectives are; to develop the courageous and open sides of my personality, to experience blogging, to expose myself, to gather the like-minded and share values.
I expect this blog will be closed within a year as I may find myself satisfied with the writing skill or the improvement is not apparent, unless there are exceptions.
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