Media: October 2007 Archive Page
Simpsons Writers Jump Into EA, Rockstar Affair
"The game begins with Bart wanting to play a game called Grand Theft Scratchy. Of course this is a parody of Grand Theft Auto. And Marge immediately takes it away from him. She tries to clean up the town and stop the game from being distributed in Springfield because Marge is against video game violence. She uses horrific violence to stop video game violence... in a video game... That's called irony. The people who make Grand Theft Auto - they spazzed out like little babies."
ear studio
Moveable Type, by New York artist Ben Rubin and U.C.L.A. associate professor Mark Hansen, is an artwork commissioned for the ground-floor lobby of The New York Times Building in New York City. When complete, it will be a dynamic portrait of The Times. Statistical methods and natural-language processing algorithms will be used to parse the daily output of the paper (news, features, editorials) and the archives, as well as the activity of visitors to NYTimes.com (browsing, searching, commenting). The resulting refracted view of The Times will be displayed on 560 vacuum-fluorescent display screens installed in the lobby.
US agency apologizes for news conference on fires
No actual reporter attended the news conference in person, agency spokesman Aaron Walker said.
A spokeswoman for Homeland Security Secretary Michael Chertoff, who has authority over FEMA, called the incident "inexcusable and offensive to the secretary."
"We have made it clear that stunts such as this will not be tolerated or repeated," spokeswoman Laura Keehner said. She said the department was looking at the possibility of reprimanding those responsible.
The agency had called the briefing with about 15 minutes notice as federal officials headed for southern California to oversee and assist in firefighting and rescue efforts. Reporters were also given a telephone number to listen in on but could not ask questions.
Video Game Culture and Theory (January, 2008)
Your objectives for this course are toTo that end, you will:
- explore definitions of important concepts such as game and fun
- learn about the origins and historical development of video games,
- expose yourself to a broad range of games,
- gain experience recognizing and interpreting basic game elements (goal, risk, fiction, emotional engagement, rules, outcome, values, consequences, close playing, etc.),
- develop an awareness of the complex cultural context within which games exist (children's culture, geek culture, women's issues, political issues, economic issues, aesthetic issues, etc.),
- and ultimately, to discern the core cultural values represented in a particular game.
Neither ability to "win" a game nor programming/design talents are germane to the subject of this course. At the end of this course, you should be able to
- play several games on the syllabus, read three books and additional shorter articles as assigned,
- complete quizzes and exercises to ensure that you are keeping up with the readings and to evaluate your progress,
- participate regularly in classroom and web-based discussions, and
- write a formal research paper (minimum 10 pages).
- Demonstrate competence in the critical reading of complex cultural texts (including games, cultural responses to games, and the academic study of games)
- Engage intellectually and respectfully with your peers (in person and online)
- Write a college-level paper that appropriately uses primary and secondary sources to defend a non-obvious claim (without minimizing or neglecting opposing or alternative views)
Continue reading Video Game Culture and Theory (January, 2008).
Interview: Adding emotional characteristics to consumer electronics with Pete Froslie
There is considerable attention given to John Wilkes Booth as the central figure in the majority of the artworks. For instance, I have been rewriting the code (story line) for the interactive fiction game 'Adventure!' to include Booth as the lead antagonist.
Amusing Ourselves to Depth
Online it attracts more than 2 million readers a week. Type onion into Google, and The Onion pops up first. Type the into Google, and The Onion pops up first.
But type "best practices for newspapers" into Google, and The Onion is nowhere to be found. Maybe it should be. At a time when traditional newspapers are frantic to divest themselves of their newsy, papery legacies, The Onion takes a surprisingly conservative approach to innovation. As much as it has used and benefited from the Web, it owes much of its success to low-tech attributes readily available to any paper but nonetheless in short supply: candor, irreverence, and a willingness to offend.
While other newspapers desperately add gardening sections, ask readers to share their favorite bratwurst recipes, or throw their staffers to ravenous packs of bloggers for online question-and-answer sessions, The Onion has focused on reporting the news. The fake news, sure, but still the news. It doesn't ask readers to post their comments at the end of stories, allow them to rate stories on a scale of one to five, or encourage citizen-satire. It makes no effort to convince readers that it really does understand their needs and exists only to serve them. The Onion's journalists concentrate on writing stories and then getting them out there in a variety of formats, and this relatively old-fashioned approach to newspapering has been tremendously successful.
Karolson & Hobshack
And, yes, I admit, before I blogged this I googled Karolson and Hobshack -- just in case I had actually missed something. Almost as charming is the equally whimsical account of the origin of the Simon game.The Phelps Telegraph Machine (pictured) was at that time in widespread use throughout North America. Oskar Karolson, an operator in rural Ontario, a young-to-middling man of Jewish-Polish extraction with a love of puzzles, who taught the wheat farmers' children mathematics and piano, had had a new Phelps delivered to his remote station sometime early in 1877. The telegraph traffic of dairymen and the odd dentist was low, however, and Oskar had little to do. In his boredom, he reached out across the wires.
[...]
The quiet telegraph upon which so much depended read as follows:
"I am alne. North-fire. South-water. East-earth. West-Air. Cme, fnd me. Execute."
Curiously, when the corresponding Phelps Machine's keys were depressed, a melancholy little melody emerged. The song echoed through Baxter Hobshack's office, and through trial and error, the asthmatic operator managed to return:
"I am cming. Head East in the evening."
Thus began the game of Karolson and Hobshack, in which Hobshack was led through a simple, charming world of Karolson's imagination.
Word Play
And the merits of the text adventure remain. They simply weren't necessarily supplanted by necessarily better technology - just more populist, accessible ones. "There's a great deal of beauty to be found in verbal expression," notes Emily Short, IF author of critically acclaimed games like Floatpoint, Galatea and Savoir-Faire, "This sounds trivial, I know, but many of the IF pieces I like, I like for the writing: the rhythm of the prose, the attitude of the narrator, the wit or grace of the phrasing." Having text as your only medium also changes the sort of experiences you make. "There are things you can write that you can't draw effectively," Emily adds, "The reverse is also true, of course: graphics are superior at conveying spatial relationships, color and light, a sense of scale. But words are better at showing the subjective and the internal. It's hard to draw into a picture what the viewpoint character feels about what he sees; it's much easier to imply in a verbal description." There's even simple utilitarian uses to text in play. "Words are handy for highlighting only the important aspects of a scene, and downplaying the unimportant ones," Emily adds, "In a text game you can say "There's something glinting under the water", and the player knows 1) that there's something there he should be thinking about and 2) that he's not expected to know exactly what it is yet. I've played a few graphical games where I was scratching my head trying to figure out what a pictured object was".
Neanderthals may have had headline writing gene
Much of the blame for the public's poor understanding of science must go to a little studied but culturally pivotal genre: news report headlines. Short snappy headlines provide the lazy reader with just enough information to totally misconstrue a story.There's a reason why the writing in newspapers doesn't look like the writing found in scientific journals.
Newspaper readers have needs and values that differ from the those of the scientific community. Scientists require a huge level of precision in order to get their jobs done, and they are used to writing for other scientists (or perhaps college students who want to be scientists). The documents that scientists point to as examples of clear, accurate writing presume an incredible amount of prior knowledge -- not just vocabulary words and factual knowledge, but abstract concepts like the scientific method and the relationship between applied and theoretical research. Science papers are almost completely devoid of verbs other than "is," and science papers are almost all credited to large groups of participants (even though only a small number of participants will actually have helped write the document that bears their name). I don't note these points in order to complain -- these are just features of the scientific world.
But science is a vast subject. While a nuclear physicist might have a good sense of whether a particular animal study experiment is well-designed, the nuclear physicist might be unable to assess the significance of this or that particular animal behavioral observation. So while scientists rely on their own specialized genres in order to communicate with others within their specialty, even a trained scientist must rely on a good science writer to produce generally-accessible representations of knowledge generated in distant scientific fields.
I used to write for an engineering newsletter, and I saw first-hand that few scientists are gifted with the ability to explain their work in terms that Joe Sixpack can understand. Back in 1992, when virtual reality was all the rage, I interviewed Randy Pausch, the CMU professor who recently became famous for giving an inspiring talk about how he is facing his impending death. But few people of any profession share Pausch's ability to communicate.
Often, then, the journalists are often on their own when it comes to translating a two hours of academic rambling into an 800-word news feature that attempts to make the latest scientific discovery seem relevant to the average reader.
But Language Log's complaint about headlines highlights another problem. Reporters generally don't write their own headlines. For large papers, there might be a sub-editor whose job is to write all the headlines, but for middle-sized papers, the layout artists are the ones with control over the page. They may scan the article quickly and come up with a headline that fits -- both in the sense of being appropriate to the topic, and also that fills the given amount of space. When a story is sent out over wire services, so that hundreds of regional and local papers can reprint it, each paper will probably reprint it with a slightly different layout, meaning that the headline might need to be longer or shorter to fill the given space.
So, even if science reporters meticulously research an article, and check to make sure that their own original editors don't give the piece an inaccurate headline, once that story gets syndicated, the author has no control over the headline that will appear above the story.
Journalists have to write for a general audience, and news articles tend to simplify in order to make complex subtle points seem interesting and relevant to the general reader. A reporter who is writing on a deadline is far more likely to call up an expert on the phone and get some quick quotes than to sort through scientific studies that were written for an expert audience that does not include journalists. Even journalists who specialize in science reporting may find themselves writing about astrophysics in the morning, human cell biology in the afternoon, and plate tectonics the next morning.
I just started a unit on science reporting in my introductory news writing class. Tomorrow we'll start discussing It Ain't Necessarily So (which offers numerous case studies of incidents in which the media have distorted the public perception of science by latching onto a partial truth, sensationalizing, and/or editorializing). Yesterday I invited SHU math professor Josh Sasmor to speak to my class yesterday. His final take-home message was that reporters have an obligations to be critical of the statistical evidence handed to them by their sources. (He said they should take each statistic with "that much salt," miming a something the shape of a salt lick.)
The Grief That Made 'Peanuts' Good
Lucy, for all her domineering and insensitivity, is ultimately a tragic, vulnerable figure in her pursuit of Schroeder. Schroeder's commitment to Beethoven makes her love irrelevant to his life. Schroeder is oblivious not only to her attentions but also to the fact that his musical genius is performed on a child's toy (not unlike a serious artist drawing a comic strip). Schroeder's fanaticism is ludicrous, and Lucy's love is wasted. Schulz illustrates the conflict in his life, not in a self-justifying or vengeful manner but with a larger human understanding that implicates himself in the sad comedy. I think that's a wonderfully sane way to process a hurtful world. Of course, his readers connected to precisely this emotional depth in the strip, without ever knowing the intimate sources of certain themes. Whatever his failings as a person, Schulz's cartoons had real heart.
Group Plans to Provide Investigative Journalism
As struggling newspapers across the country cut back on investigative reporting, a new kind of journalism venture is hoping to fill the gap.
Paul E. Steiger, who was the top editor of The Wall Street Journal for 16 years, and a pair of wealthy Californians are assembling a group of investigative journalists who will give away their work to media outlets.
The nonprofit group, called Pro Publica, will pitch each project to a newspaper or magazine (and occasionally to other media) where the group hopes the work will make the strongest impression. The plan is to do long-term projects, uncovering misdeeds in government, business and organizations.
Nothing quite like it has been attempted, and despite having a lot going for it, Pro Publica will be something of an experiment, inventing its practices by trial and error. It remains to be seen how well it can attract talent and win the cooperation of the mainstream media.
Blogging meets academic publishing: citing blogs (poorly)
Several bloggers noticed yesterday that the US National Library of Medicine (NLM, which is part of the NIH: National Institutes of Health) has a style guide for citing blogs... The NLM's definition of a blog isn't bad... But the guide itself is several years late and still flawed.
TiddlyWiki
TiddlyWiki is a complete wiki in a single HTML file. It contains the entire text of the wiki, and all the JavaScript, CSS and HTML goodness to be able to display it, and let you edit it or search it. Without needing a server.I played with TiddyWiki a bit, but wasn't able to edit the pages in my browser, as promised. Perhaps the ad-blocker or some security feature on my browser is interfering with the operations. I'm blogging this so I can go back to it later.
A Brief Introduction to Interactive Fiction
But for many of us, that's not it at all; there's a lot more to IF than fond memories of classic games on antique computers. Many of us see text-based interactive fiction as a uniquely expressive story-telling medium. To us, text is not the same as really lame graphics - it's an altogether different medium with altogether different capabilities, and it didn't become obsolete when graphical games came along any more than books became obsolete when television was invented.
What is it about interactive fiction that keeps us enthusiasts interested after all these years?
For starters, IF is probably the only computer game medium in which an individual author can hope to create an entire work on his or her own. Part of the reason today's cutting-edge computer games are so technically accomplished is that they're created by huge teams of specialists. Without millions of dollars of financial backing, someone with an idea for a game has little hope of realizing it as a full graphical production. In contrast, a lone writer can readily create an entire text game single-handedly.
Probably the most interesting thing about IF, though, is its inherent emphasis on story.
Within Range
The Princess Bride Game Coming This Spring on Game | Life
Will you have to defend yourself against ROUSes? Perhaps duel against the six-fingered man? Maybe if you collect a certain number of buttercups you unlock a mini game where you have to figure out what the hell Fezzick is saying. We'll see, I suppose.
Is The Net Good For Writers?
Reporting -- especially investigative reporting, the lifeblood of a truly adversarial press -- is labor-intensive, money-sucking stuff, yet even The New York Times can't figure out how to charge for its content in the Age of Rip, Burn, and Remix. To be sure, newspapers are hemorrhaging readers to the Web, and fewer and fewer Americans care about current events and the world outside their own skulls. But the other part of the problem is that Generation Download thinks information wants to be free, everywhere and always, even if some ink-stained wretch wept tears of blood to create it.
Lawrence Lessig talks a good game, but I still don't understand how people who live and die by their intellectual property survive the obsolescence of copyright and the transition to the gift economy of our dreams.
Those buying it must be 17 years old, given it is rated M for mature audiences. But that has not prevented leaders at churches and youth centers across Protestant denominations, including evangelical churches that have cautioned against violent entertainment, from holding heavily attended Halo nights and stocking their centers with multiple game consoles so dozens of teenagers can flock around big-screen televisions and shoot it out.
The alliance of popular culture and evangelism is challenging churches much as bingo games did in the 1960s. And the question fits into a rich debate about how far churches should go to reach young people.
Far from being defensive, church leaders who support Halo -- despite its "thou shalt kill" credo -- celebrate it as a modern and sometimes singularly effective tool. It is crucial, they say, to reach the elusive audience of boys and young men.
Although prop books are meant to be seen and not read, they have to evoke a mise en scène, inside and out. For Indiana Jones, the filmmakers specified that the books cover such topics as paleontology, marine biology, and pre-Columbian society. They had to be in muted colors and predate 1957. "People have gotten so character-specific nowadays," Jenny McKibben, a manager at the store, said. "It can't just be color anymore. With high-def, they can just freeze the film and say, 'Oh, that's so inappropriate.' "
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