Technology: January 2008 Archive Page

Frontline (PBS). This quote is from one of the producers, Caitlin McNally. There's not a whole lot there that's new to me, but it looks like the show will be good introduction to the subject.
The majority of teenagers we talked to expressed good-natured exasperation that their parents "didn't know how to work a computer" or barely understood text messaging. I was confident that because I'm completely comfortable using a computer, e-mail and a cell phone, I'd relate pretty quickly to how the kids we met communicate online. This was not the case.

Writing an e-mail for a lot of the kids we talked to is equivalent to sitting down and hand-writing a letter for me. They described e-mail as a slow, archaic way to keep in touch with your aunt halfway across the country or apply for a summer internship. Even the most articulate kids who aced all their English classes could switch effortlessly into IM or text-speak; quick, pithy, shorthand Internet language was second nature to almost all the kids we met. They're bilingual, and they intuitively understand an entire culture generated by the Internet, with customs and vocabulary that we had to learn step-by-step.

Maybe even more striking to me was how social networking sites have become fully integrated into kids' lives. I didn't build my first profile until after college; it felt underground and novel, like being in on a joke. I'd never even heard the term "social networking." Having a profile on the Internet was ancillary to my "real" life, while for the kids we met, it has become a fundamental element of what they do each day and how they represent who they are.

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January 28, 2008

Lego Timeline

Lego1958.pngThe Lego brick system was patented 50 years ago today. Gizmodo offers this timeline.

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Some thoughtful development of a powerful meme in cyberculture studies, from Henry Jenkins:
Talking about digital natives and digital immigrants tends to exagerate the gaps between adults, seen as fumbling and hopelessly out of touch, and youth, seen as masterful. It invites us to see contemporary youth as feral, cut off from all adult influences, inhabiting a world where adults sound like the parents in the old Peanuts cartoons -- whah, whah, whah, whah -- rather than having anything meaningful to say to their offspring. In the process, it disempowers adults, encouraging them to feel helpless, and thus justifying their decision not to know and not to care what happens to young people as they move into the on-line world.

In reality, whether we are talking about games or fan culture or any of the other forms of expression which most often get associated with digital natives, we are talking about forms of cultural expression that involve at least as many adults as youth. Fan culture can trace its history back to the early part of the 20th century; the average gamer is in their twenties and thirties. These are spaces where adults and young people interact with each other in ways that are radically different from the fixed generational hierarchies affiliated with school, church, or the family.

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January 24, 2008

Rejlander, Oscar Gustave

Interesting historical anecdote of an early attempt to make an artistic statement with photography, using visual elements that were acceptable in painting, but considered controversial in photography: Rejlander's "Two Ways of Life."  (via Metafilter). Useful, perhaps, as a point of comparison for what happens when video games cross the line, and attempt to make serious, or shocking, or deliberately provocative, treatments of issues that are, if not universally accepted, nevertheless commonplace in movies.
Shown in 1857 at an exhibition in Manchester, it provoked considerable controversy. Victorians were quite used to the portrayal of nakedness in paintings and sculptures, but photographs were so true to life that even though the posing was discreet, this was too much.

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When steampunk was speculative fiction, not charmingly retro... Edgar Allan Poe pulbished this mock news story in the New York Sun.

The Atlantic has been actually crossed in a Balloon; and this too without difficulty -- without any great apparent danger -- with thorough control of the machine -- and in the inconceivably brief period of seventy-five hours from shore to shore! By the energy of an agent at Charleston, S.C., we are enabled to be the first to furnish the public with a detailed account of this most extraordinary voyage...

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Jeffrey R. Young (Chronicle):
The idea was to tap the wisdom of his crowd. Visitors to the blog might not read the whole manuscript, as traditional reviewers do, but they might weigh in on a section in which they have some expertise.... "We are a peer-review press--we're always going to want to have an honest peer review," says Mr. Sery, senior editor for new media and game studies. "The reputation of MIT Press, or any good academic press, is based on a peer-review model."

So the experiment will provide a side-by-side comparison of reviewing--old school versus new blog. Mr. Wardrip-Fruin calls the new method "blog-based peer review." Each day he will post a new chunk of his draft to the blog, and readers will be invited to comment. That should open the floodgates of input, possibly generating thousands of responses by the time all 300-plus pages of the book are posted. "My plan is to respond to everything that seems substantial," says the author.

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Robots gloating, and occasionally philosophizing, over their decision to destroy the humans. Love the binary solo. The guy on the left does an excellent imitation of a standard PC speech synthesizer voice. Overall, this is a great send-up of the "arrogant humans create robots who turn on them" meme (which was first widely spread by the Czech play Rossum's Universal Robots, from which languages around the world acquired the word "robot.")

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Leigh Alexander tries to quit gaming for a week.  How long does she last?
What I did learn - and this was the primary aim - was just a little bit more about why I play, and what gaming means to me, does for me. I thought that without games, the world might open up just a little; that I'd divert that gaming energy into learning new things, visiting new places, developing more relationships. But, even given only a few days to experiment, I realized I felt then, at least for that moment, content with the size of my world and the people in it as they are.

On the other hand, the absence of games left a distinct sense of feeling stranded, as if bridges I had made from my imagination into worlds made by others had been closed for repairs. I didn't have a bad couple of days; more ordinary than I would have expected, and neither more nor less fulfilling.

But it did feel like my world was a bit smaller; there were emotions, impulses and dreams that had nowhere to travel to, that languished amid the everyday. It's true that I learned perhaps gaming has cultivated in me a lack of long-term patience, a need for more regular stimulation, a poorer attention span. It's also very possible that I zone out with games to avoid dealing directly with things that cause me frustration or sadness. But I'm now certain there is a singular fashion in which games engage both mind and emotion - not only for the purpose of play, but for personal reasons both creative and therapeutic - that no other form of media approaches. It's a quality unique to gaming, it speaks to the power and responsibility game developers have assumed, and it makes sense out of the intense, often perplexing personalization we feel toward the games they make.
In the passage I quoted above she said her days without games were no less fulfilling than her days with games, but the crisis in her experiment comes when she is lying in bed, feeling sick, and cannot think of anything to do in order to make her happy again, other than give up her pledge to take a break from gaming. (She also apparently hangs around with gamers, watching them play.)

I'm lying sick on the couch in the basement (which is where my wife banishes me when I'm ill).  Playing a game won't make me happy. Regaining enough mental capacity so I can evaluate the homework students submitted Friday -- THAT will make me happy. Feeling well enough that I'm willing to crawl out of bed to find out which child is dragging something heavy across the kitchen floor (and why) -- THAT wouldn't exactly make me happy, but it would make me less anxious.

Every so often I wish I had access to the unbroken swaths of time -- 12, 16, 20 hours at a time -- when I could do whatever the heck I wanted. But then I read this article and I realize how fortunate I am to have a rich life (with the attendant responsibilities) that mean my life still has meaning even though I have to go through long game-less dry spells (and can only sip at the casual games, rather than delve into RPGs or figure out how the heck to get out of the canal where I've been stuck in Half-Life 2 since June 2005).

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New York Times: (the NYT Peramalink generator seems to be down.)
"If I can walk into the office of a member of Congress and tell them we have 20,000 voters in their state who are already signed up to write letters and act based on game-related issues that concern them, that's powerful," he said.

The industry's new round of muscle-flexing comes as the political and cultural environment for video games has improved significantly.

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C|Net:
Under the agreement, MySpace has pledged to work with the attorneys general on a set of principles to combat harmful material on social-networking sites (pornography, harassment, cyberbullying, and identity theft, among other issues), better educate parents and schools about online threats, cooperate with law enforcement officials around the country, as well as develop new technology for age and identity verification on social-networking sites.

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January 14, 2008

FATWORLD - The Game

FATWORLD is a video game about the politics of nutrition. It explores the relationships between obesity, nutrition, and socioeconomics in the contemporary U.S. The game's goal is not to tell people what to eat or how to exercise, but to demonstrate the complex, interwoven relationships between nutrition and factors like budgets, the physical world, subsidies, and regulations. Existing approaches to nutrition advocacy fail to communicate the aggregate effect of everyday health practices. It's one thing to explain that daily exercise and nutrition are important, but people, young and old, have a very hard time wrapping their heads around outcomes five, 10, 50 years away. You can choose starting weights and health conditions, including predispositions towards ailments like diabetes, heart disease, or food allergies. You'll have to construct menus and recipes, decide what to eat and what to avoid, exercise (or not), and run a restaurant business to serve the members of your community. FATWORLD comes with numerous foods, recipes, and meal plans, or players can create their own from the foods in their pantry or their imaginations.
I'm assigning this as tomorrow's discussion question for my Video Game Culture and Theory course. The in-game tutorial is long, and it's not immediately clear how to exit out of some windows (the circle with the X in it is not close enough to where the information is listed), and when the message "enter" appears on the screen, I keep wanting to push the "enter" button (rather than space, which is what the game expects). So I'm still exploring at this stage.

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From the Chronicle:
On an afternoon this fall, nearly all of the 15 computers were in use, and students stared in concentration -- some gunning down bad guys in Counter-Strike, others strumming along with Guitar Hero. No one was doing any classwork. But the goal of the lab is very much college-related. It is to entice students to take game-design and other IT courses, says John Min, dean of business technologies on the college's campus here. Mr. Min decided to create the Game Pit, as the lab is called, because he noticed that IT enrollment had been falling since 1999. "We need to find ways to get more students," he says. Posters and fliers in the gaming lab list the many computer courses offered, and professors sometimes stop in to tout their courses.

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From the Chronicle of Higher Education (subscription required)
Billed as a "social-network monitoring service" and marketed exclusively to college athletics departments, YouDiligence was on display at a trade show here during the National Collegiate Athletic Association's annual convention. The program is designed to conduct real-time searches of Facebook and MySpace for up to 500 objectionable words and phrases ranging from profanity to slang used to describe drugs. If it finds anything, it sends an e-mail alert to a designated athletics official containing a link to the offending page.

[...]

At Florida State, coaches and administrators have taken a top-down approach to educating students about the risks of being too carefree on their Facebook and MySpace pages. Mr. Lata and his staff have meetings with every team to talk about those risks. One coach requires all of her athletes to have her as a "friend" on Facebook, so that if they post questionable material, she will know about it.

Hmm... software searching for keywords, or coaches actually getting themselves involved with their players' social lives?

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John Hockenberry, a former NBC journalist who now works at MIT, reflects on what he says is the increasing irrelevance of TV journalism. Some of my most promising "New Media Journalism" students are interested in a broadcast journalism career, taking on internships and entering graduate school, and they all know why I prefer to get my news from the internet.  So I read this article with great interest.

The specific anecdotes about what got aired and what got spiked, such as how the decision to air a particular news item depended on whether the item had anything to do with the plot of a TV drama that led into the news show -- wow.
Networks are built on the assumption that audience size is what matters most. Content is secondary; it exists to attract passive viewers who will sit still for advertisements. For a while, that assumption served the industry well. But the TV news business has been blind to the revolution that made the viewer blink: the digital organization of communities that are anything but passive. Traditional market-driven media always attempt to treat devices, audiences, and content as bulk commodities, while users instead view all three as ways of creating and maintaining smaller-scale communities. As users acquire the means of producing and distributing content, the authority and profit potential of large traditional networks are directly challenged.

In the years since my departure from network television, I have acquired a certain detachment about how an institution so central to American culture could shift so quickly to the margins. Going from being a correspondent at Dateline--a rich source of material for The Daily Show--to working at the MIT Media Lab, where most students have no interest in or even knowledge of traditional networks, was a shock. It has given me some hard-won wisdom about the future of journalism, but it is still a mystery to me why television news remains so dissatisfying, so superficial, and so irrelevant. Disappointed veterans like Walter Cronkite and Dan Rather blame the moral failure of ratings-obsessed executives, but it's not that simple. I can say with confidence that Murrow would be outraged not so much by the networks' greed (Murrow was one of the first news personalities to hire a talent agent) as by the missed opportunity to use technology to help create a nation of engaged citizens bent on preserving their freedom and their connections to the broader world.

I knew it was pretty much over for television news when I discovered in 2003 that the heads of NBC's news division and entertainment division, the president of the network, and the chairman all owned TiVos, which enabled them to zap past the commercials that paid their salaries. "It's such a great gadget. It changed my life," one of them said at a corporate affair in the Saturday Night Live studio. It was neither the first nor the last time that a television executive mistook a fundamental technological change for a new gadget.

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About this Archive

This page is a archive of entries in the Technology category from January 2008.

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