Media: May 2007 Archive Page

May 30, 2007

'Venus Redemption'

Venus Redemption is a unique episodic casual game created for 30+ female gamers, with a rich plot written by a noted novelist. Unlike other casual games, it features powerful storylines, deep characters, emotion-based interactive conversations and exciting adventure gameplay. However, like traditional casual games, it's extremely easy to play, requiring only the ability to move and left-click a mouse, and it's playable in short bursts if you don't have much time.

Venus Redemption is written by award-winning author Kate Pullinger, who co-wrote the book, "The Piano" with director Jane Campion, and is one of the leading pioneers of interactive fiction. Additional storyline has been written by BAFTA nominated writer, Gordon Rennie, whilst a unique ambient-orchestral musical score has been composed by veteran musician Tim Wright, best known for his work on the Wipeout game series. --'Venus Redemption' (Worth Playing)
Interesting how this game is pitched at its target audience.

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The film's extreme stylization -- dark backgrounds, glowing neon colors, polygonal landscapes, geometric vehicles, and an absence of external lighting -- was an aesthetic decision that embraced the limitations of computer-generated imagery. "The actual process of making something out of polygons, then shading it, became a design influence," explains Taylor. "Not only was the film made with computers, but it was about cyberspace."

[...]

Tron's story of humans interacting with sentient computer programs in an electronic world placed the narrative ahead of its time as well. In 1982, the term "cyberspace" had just been coined by science fiction author William Gibson. In another two years, Gibson's seminal work Neuromancer would launch the cyberpunk genre. --Mike Winder --You Down with MCP? Twenty-five years later, 'Tron' and other 'geek' classics are more compelling than ever (LA City Beat)

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May 25, 2007

It Takes a Vision

God forbid we manage to think about the phone as a learning device. I guarantee you that none of the sponsors of the bill have ever typed "define insipid" (or any other word, for that matter) into a text message on their phone and sent it to 46645? (Try it sometime.) I know I mention this a lot in my presentations, but I'm wondering why cell phones aren't a part of my kids' curriculum between now and the time they graduate from high school. I'm wondering why teachers aren't picking up their cell phones and finding answers to the questions they're asking, modeling the technology for their students. Why they aren't talking about ethical and effective use instead of making sure kids check them at the door. --Will Richardson --It Takes a Vision  (weblogg-ed)
A well-phrased response to Pennsylvania House Bill 1245 P.N. 1570 bill that would prohibit electronic devices from schools:
The possession by students of telephone paging devices, commonly referred to as beepers, cellular telephones and portable electronic devices that record or play audio or video material shall be prohibited on school grounds, at school sponsored activities and on buses or other vehicles provided by the school district.
Yes, it's annoying when students use their cell phones instead of pay attention during class. Now, this bill applies to children, not college students, so I have the luxury of saying that when one of my students wishes to pay attention to a gadget instead of class, I try to think of that as the student's way of sending me a message. That message may be "This part of class has become boring... move on to something else," or it may be "No matter what you do today, I am more interested in my gadget than in learning." Either way, it's information that I can use.

I don't really get that annoyed when a student's phone starts vibrating, though it is kind of ironic when a phone shifts from vibrate to some silly tune because the student has momentarily left the phone at his or her desk in order to give a formal report. I never have to say anything in such cases, because the student is usually embarrassed enough.

Even in the paper-and-pencil classroom, instructional technology has the potential to be abused. Once during a class discussion, a student kept tearing pages out of a notebook and crumpling them up quite dramatically. At first, it seemed as if the student was responding negatively to a new turn in the discussion -- as if to say, "The notes I took in the past few minutes aren't worth anything of that's where you're going with this discussion," and I could see the behavior was distracting the other students. But as this continued, I could tell the student wasn't even listening to the discussion -- I was witnessing a wild brainstorming session, in which the student was trying to nail down a thesis.

Possessing and using the paper wasn't the problem -- there are times when the ideas are flowing and you've just got to work them out. Yet the student was not aware of the effect the noisy crumpling was having on the class discussion. The solution is not to ban paper simply because it can be disruptive if a student noisily crumples it during a classroom. The solution is instead to create a supportive culture where students think of each other as resources, not cogs in the "listen/take notes/memorize/spit back" educational machine. And once again, because I teach students who choose to be in the classroom, I realize that school teachers have to spend a lot more energy on maintaining discipline, since they are expected to teach all students, not just the ones who want to be there.

A couple years ago, my dean asked me in passing if I thought the new media journalism students should be required to have laptops. I said no, and I still feel that way. I don't think all liberal arts students NEED laptops. A few students who rely exclusively on computer labs do complain about the amount of time they have to spend online for my classes, and I have adjusted the way I teach with blogs in order to make it possible for a student to log in once, rather than follow a thread as it develops. SHU is considering a program in which students sign up for PDAs; that would really open up the classroom to some new possibilities.

Yes, I would like to teach students the kind of sustained, penetrating critical thinking skills that are necessary to comprehend and produce traditional vehicles of knowledge and inquiry, such as the lecture and the essay. But gadget-loving teens come into the classroom with a huge set of experiences and strengths that the traditional classroom does not tap.

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Star Wars. It's the backbone of geek DNA, even more essential than an intricate knowledge of Linux or the inability to get a date. And now, 30 years after an independent filmmaker blew us away with the exploits of a Cinnabon-coifed princess, a wide-eyed farm boy, a scruffy-looking nerf herder and the baddest throat-crushing villain this side of Mos Eisley, we still can't get enough. --Daniel Dumas --Star Wars Rewired: Interviews, Galleries and More (Wired)
A great set of features.

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May 24, 2007

Food Import Folly

Take the role of the FDA inspectors in a world of increasingly numerous food imports and increasingly unmanagable risk. Your charge: try to protect the country from contaminants in foreign food imports using extremely limited resources.

The first in Persuasive Games newsgame publication relationship with The New York Times, in which our editorial games are published alongside all the other op-ed content on TimesSelect. --Food Import Folly (Persuasive Games)
I'd wondered when the rhetorical potential of a current-events game would be recognized as a vehicle for critical commentary, rather than the occasional subject of a column or other traditional form.

When I go to the link on the NYT website, I get a header and footer, but no content.

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Are you a skilled programmer or Web developer? Are you interested in applying your talents to the challenge of creating a better-informed society? Do you want to learn how to find, analyze and present socially relevant information that engages media audiences? Do you see possibilities for applying technology as a way to connect people and information on the Web or new delivery platforms?

If your answers are "yes," consider coming to Medill for a master's degree in journalism. You can earn your degree in just a year. You will learn new skills that will open doors to new opportunities that might help build a better democracy. And a new program at Medill offers you a chance to win a fully funded scholarship. --Medill offers journalism scholarships to programmer/developers (Northwestern)
Sounds like a great program.

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Tools for Teaching Basic Programming Concepts
Alice and Scratch. Filing for future reference.

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Modern interactive fiction, much more than its technically limited earlier counterparts, displays an incredible range of literary influences, tributes and styles. For Sherwin's part, science fiction is an inspiration, but the greater part of his text adventures' efficacy comes from the unique and anarchic style of his characters' dialogue. "I have been greatly influenced by the late George Alec Effinger," he says. "He was the first guy I read that was able to write science fiction chock-full of characters that I not only deeply cared about, but characters that drove the plot due to their strong wills and personalities." In text adventures, literary influences are naturally more evident; text game writers are free to attempt to emulate the same literary devices as the authors who perhaps inspired them, whether in their dialogue styles, plot development or written motifs.

Gamers in search of an edifying read could hope for nothing more than the surreal eloquence of Adam Cadre's Photopia, or the superbly idiosyncratic dialogue of Sherwin's own Fallacy Of Dawn. Sherwin cites Stephen Bond's Rameses as "the best character study in the history of videogames" -- outside the world of the text game, one would be hard pressed to find characters and situations as lovingly and artfully developed and described as they often are in interactive fiction.

However, text games enjoy a luxury not afforded to videogames in any other form; they communicate exclusively through the written word. Without needing to integrate visuals, sound or 3D gameplay, they are free to concentrate wholly upon their writing, and thus are able to achieve a focus that is usually beyond the reach of a medium as multi-disciplinary as videogames. Pacotti relates this coherence to that of books. "The novel, typically created by one person working exclusively in language, strives for a coherence only occasionally seen in film and almost never in games," he explains. "This coherence -- the integration of the smallest details into a single vision -- is the basis of good art." --PLAY-PEN: Games Due for a Lit Course (Next Generation)
This article gives the literary qualities of text adventure games some welcome attention, integrating canonical recent IF works with a discussion of good writing in recent mainstream PRGs, but I fear that it tips too far over onto the narratological side, with a good bit of cinema 101 thrown in for good measure.

Just because text games use prose instead of polygons doesn't erase the fact that, as a game, a text adventure requires coding.

Last night I found myself digging out a text-adventure work-in-progress, and I managed to squash a few bugs after I put my daughter to bed, but before my son was finished with his bath. And then after putting my son to bed, I fell asleep on the floor of his room, so I didn't get much done last night.

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May 20, 2007

Deleted Scenes

TrekDeleted.png

OperationProofread.png

--Deleted Scenes (StarTrekHistory.com)
An awesome collection of painstakingly-restored still shots and script excerpts, from scenes that were filmed but never aired.

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May 20, 2007

A Fair(y) Use Tale

--A Fair(y) Use Tale (YouTube)
Amazing demonstration of creative repurposing of Disney's copyrighted material.

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Open source software makes podcasting easy -- too easy. Listening to a playlist of first-timer podcasts can leave your ears ringing from sudden changes in playback volume. The problem is audio mastering. Recording sound is simple, but mastering that sound -- compressing volume differences, maintaining a decibel ceiling, and similar operations -- is anything but. Fortunately, an open source tool offers everything you need for mastering podcasts and other spoken-word recordings. Audacity is well-known among podcasters on all platforms for its ability as an editor; here are some tips and tools for mastering and adjusting volume, aimed at podcasters, but they could apply to anyone who needs to produce a spoken-word recording under less-than-perfect conditions. --Johnathon Williams --Mastering podcasts with Audacity (News Forge)
I wish I knew about this argument a few months ago, when I was just starting to introduce podcasting to my "Media Lab" class.

The podcasting was one unit in a one-credit course that also includes working on the student paper and a term project, and of course we talked about the culture of podcasting and the nature of radio journalism, so I didn't spend a whole lot of time on technical excellence.

But maybe if I had known about this article, I would have been able to be a little pickier about the sound quality.

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Really, though, Xbox Live is just an online simulacrum of a middle-school cafeteria. The crudeness is coming from the kids, not being inflicted on them. If anything, the over-25s we met were an excellent influence. They tended to be polite and mellow and demonstrated good sportsmanship?like saying "good game" after they'd eviscerated me with various weapons.

[...]

I'm right at the fulcrum point of gaming popularity. Almost everyone five years older than me doesn't really "get" video games and has little interest in playing them. Almost everyone five years younger than me can't imagine life without an Xbox (or PS2 or whatever). -- Seth Stevenson and Chris Suellentrop --The Gaming Graybeards: Can two thirtysomethings survive on Xbox Live? (Slate)
I'm pushing 40 (and this very moment is the first time I have ever thought of myself in precisely that term) -- and the guy who wrote this is 30, so I found this statement very apt.

I would probably enjoy online multiplayer games if I had the time to play them... but quite frankly, if I did have more time, I'd probably spend it modding rather than playing. (I never did finish Half-Life 2.)

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ErnieBertH.png
--Classic Sesame Street - Ernie (almost) repairs the TV (YouTube)
My sister sent me this clip, which was one of our favorites when we were kids. (Still is today, now that you mention it... though the production values were notably simpler back then.)

Thanks, Rosemary.

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May 18, 2007

Why We're Doing This

We know that pro-am journalism can work only if people are persuaded to give their time, lend their knowledge, pool their intelligence. Those are donations, but not of money. Often they are more critical than money.

To succeed in this, we have to persuade several hundred people to donate good work to one big story -- and to swarm around so it gets really good. We plan to modify this site for use in future stories, more sprawling and more difficult. Maybe about the environment. Or the schools. Or -- who knows? -- the war.

A professional newsroom can't easily do this kind of reporting; it's a closed system. Because only the employees operate in it, there can be reliable controls. That's the system's strength. The weakness is the organization knows only what its own people know. Which wasn't much of a weakness until the Internet made it possible for the people formerly known as the audience to realize their informational strengths. --Jay Rosen --Why We're Doing This (Assignment Zero)

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Using games to entice, entertain, and engage introductory programmers has been successful; many of the approaches, however, use graphical programming. This either requires a complex game engine or toolkit for students to program or a lot of additional effort for students to get the game looking the way they want. Taking a page from the game studies literature, the current paper reports on gaining the benefits of games without the graphics, of traveling back in time to the days of the great text adventure games. --Brian C. Ladd --XYZZY: Finding New Magic in Text Adventure Games (Microsoft Academic Days on Game Development in Computer Science Education)
I'm always glad to encounter new scholarship on text-based games, but the "back in time" rhetoric here is rather dismissive of the incredible artistic and programming advances that the post-commercial interactive fiction community has made.

This is a Microsoft-sponsored conference, held on the "Disney Wonder Cruise Ship."

And I, for one, welcome our new digital cultural overlords.

Seriously, though, engineering papers are a very, very different genre than the academic papers I've been writing lately. I actually presented at an engineering conference when I was a graduate student, presenting a method for sequencing writing assignments. This was nothing new so far as the rhet-comp field is concerned, but at the time the concept of writing across the curriculum was new to a lot of engineering teachers, and I did what I could to present it to them in a genre that they would find familiar.

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May 17, 2007

Mixed Reception

This activity is set in a research group that is developing an antivenom for spider bites. In the opening scene, Nelson Pogline, a talented graduate student, dies unexpectedly at a university reception. As a detective, you must use chemistry concepts to determine if this was murder and if so, solve the case. You can interview suspects using Quicktime movies, investigate the crime scene for clues with Quicktime Virtual Reality images, and analyze the evidence from the crime lab. --Mixed Reception (chemcollective.org)
Haven't checked this one out yet.

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We are no longer talking about shovelfuls of dirt on the coffin of computer-enforced copying restrictions; that sound you hear is the beep-beep-beep of the dump truck backing up to the grave site. --Rob Pegoraro --The Sound of Copy Restrictions Crashing (Washintgon Post)
When I think about all the expensive engineering that Microsoft embedded into Vista, and how that cost is going to be passed on to consumers who didn't want it and don't need it... and when I think about what amazing things a fraction of that R & D money could have accomplished if it had been given to the open source community, it makes me want to... I dunno... go sharpen a pencil and draft my next syllabus on paper.

After I finish blogging for the evening.

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May 15, 2007

Atari Candleholder

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--Atari Candleholder (Wonderland | Mixko)
Wonderland credits a designer called Mixko, but I couldn't find it on that site. (And even I did find it there, I couldn't link to it, because the site uses Flash in a horribly user-hostile way.)

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The VSTF process converts display of text such as this first sentence from the U.S. Declaration of Independence

block text from declaration of independence
into this:

text from declaration of independence presented on multiple indentend lines
--Visual-Syntactic Text Formatting: A New Method to Enhance Online Reading (Reading Online)
Fascinating. The indented version really does seem a lot easier to read, perhaps chiefly because the first word in each line is often a preposition or other small word that one can usually guess from the context. Such words are so common that they are easily recognized, even when the eye is focusing on the next word in the line. So there is less back-tracking of the eyes.

The article is packed with statistics that show that students comprehend better when they learn texts formatted in this manner.

The researchers are selling an online service that reformats text on the fly, so naturally the research is going to emphasize the benefits of such a service, so keep that in mind.

The economics of book printing dictate that books are less expensive (and therefore accessible to more people) if the print fills up as much of the page as possible. But there is no such restriction on electronic text. As monitor screens get wider and wider every year, I have often wondered what to do with all that blank space on either side of the legible columns of text. This looks like a useful option.

Over the summer, I'm planning to create some new online handouts for my journalism class, so I'm blogging this for future reference.

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According to Marmor, Monet's work began to show a yellowish cast as his cataracts developed. To reveal how Monet saw the world, Marmor darkened images using Photoshop and reduced the levels of blue to replicate a yellowing effect. He also used blurring filters.

The results suggest that Monet's vision corrupted his ability to see colors correctly. This -- and not a desire to reflect the growing expressionist style of painting -- may explain the abstract nature of Monet's later work. --Randy Dotinga --Photoshop Re-Creates Aging Impressionists' Eye on the World (Wired)
Here point your thunder, and exhaust your rage!
Yet shun their fault, who, scandalously nice,
Will needs mistake an author into vice;
All seems infected that th' infected spy,
As all looks yellow to the jaundic'd eye. -- Alexander Pope, "An Essay on Criticism"

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Some linguists are worried that the proliferation of text messaging among students may hurt the development of formal English. Johnson does not agree.

"I don't buy it," Johnson said. "I think students can distinguish between different contexts. What they would say with their friends is different from what they would say to an instructor."

Text messaging may be an important tool to help students learn the difference between different English and behaviors that are appropriate for different situations.

"Sure, text messaging can help teach that difference," Johnson said. "I would put the emphasis on explaining the importance of context."

In fact, Johnson says that text messaging may have a positive effect on language, especially with English as a second language students. --Teaching through Text Message; Cell Phones Emerge as Learning Tool (Rebel Yell)
I tend to agree. If instructors teach that text-message lingo and academic English are two points on a sliding scale (not necessarily the most extreme points), that's a good way to help students learn about the importance of audience and rhetorical context. I try to make it very clear that my expectations for blog entries are slightly more formal than in-class timed writing exercises, but I really don't mind shorthand or typos in the comments that students leave on peer blog entries.

Of course, I do ask students to demonstrate that they are capable of leaving an in-depth comment from time to time, and naturally I hope that when students are doing any sort of course work that they will be practicing the appropriate writing skills.

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But I should have expected that. The IF Comp, an annual contest to see who can write the best text-based game, offers a vast treasury of interactive fiction, and many of the entries over the past 13 years are truly fantastic. Some, like Vespers, are lit-geek works of art, putting the bulk of commercial games to shame. --Textual Pleasure: Parsing the Annual IF Competition (The Escapist)

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May 6, 2007

atari-and-controllers


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"You present an engineering problem, like a fighter plane that's returned to base shredded by antiaircraft fire, and ask students where they would put extra armor," said Mr. Tront. Students circle various parts of the plane that took a lot of hits. "You can show their solutions one by one and discuss them," he said.

And if no one catches on to the trick -- this was a plane that made it back safely; the damage was irrelevant, and it's the undamaged areas that were probably hit on the planes that went down, so those areas need protection -- the professor can discuss the logic behind that, too. --Josh Fischman --Take Several Tablets for Teaching: Interactive Scribbling Draws Students Into Classroom Presentations (Chronicle of Higher Education)
I blogged this because I like the cool engineering example. That's like the curious incident of the dog in the night -- the dog that did not bark (thus indicating that it knew a particular night visitor).

I am a fan of technology, but in this example I can see it being just as effective if you pass out printouts, have students mark them up in pencil, then use a document camera to project their anonymous suggestions.

I only give a handful of slideshows a year. If students get bored after about 10 minutes of a slideshow, and I had 20 minutes of material, I would probably break up the presentation (giving them a small-group writing assignment).

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On the night of Monday, April 23, the magazine's editorial system crashed, wiping out all the work that had been done for its June issue. The backup server failed to back up. --Richard Pérez-Peña --Business magazine fails to heed its own tech advice (International Herald Tribune)
What makes this a "dog bites man" story is the fact that Business 2.0 publishes an annual "101 Dumbest Moments" feature, in which the magazine mocks other companies for making mistakes.

Oddly enough, while I was typing this entry, I accidentally pulled my computer plug out of the wall -- again.

But the last time this happened, I must have rearranged my plugs so that only printer and monitor were connected to that particular power bar. The CPU is plugged directly into the wall. (Yay, me!)

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--Map of Online Communities (XKCD: A Webcomic of Romance, Sarcasm, Math, and Language)
Thanks, Josh, for the suggestion. (This is just an excerpt from the full map.)

I'm going to have to give this site some attention when grades are in... I wish the artist could draw people instead of stick figures, but the jokes are clever, sweet, and geeky.

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This page is a archive of entries in the Media category from May 2007.

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