Media: February 2008 Archive Page

Stephanie Rosenbloom, NYT:

Research shows that among the youngest Internet users, the primary creators of Web content (blogs, graphics, photographs, Web sites) are not misfits resembling the Lone Gunmen of "The X Files." On the contrary, the cyberpioneers of the moment are digitally effusive teenage girls.

"Most guys don't have patience for this kind of thing," said Nicole Dominguez, 13, of Miramar, Fla., whose hobbies include designing free icons, layouts and "glitters" (shimmering animations) for the Web and MySpace pages of other teenagers. "It's really hard."

[...]

Teasing out why girls are prolific Web content creators usually leads to speculation and generalization. Although girls have outperformed boys in reading and writing for years, according to the National Center for Education Statistics, this does not automatically translate into a collective yen to blog or sign up for a MySpace page. Rather, some scholars argue, girls are the dominant online content creators because both sexes are influenced by cultural expectations.

"Girls are trained to make stories about themselves," said Pat Gill, the interim director for the Institute for Communications Research and an associate professor of gender and women's studies at the University of Illinois at Urbana-Champaign.

After work today, I stopped by the house of a colleague who had asked me to teach her about blogging.  Her eighth-grade daughter watched and kept nodding, nodding while I talked about the various options. She sparkled with happiness when I showed her where the style settings were, and urged her mother to start personalizing the blog right away. She already knows how to do HTML, and even knew about cascading style sheets. I was impressed!

As I was getting ready to go home, she pointed to a huge professional photograph of a ballerina hanging over the computer and said "That's me!"  The young lady had danced the role of Clara in The Nutcracker this Christmas, and the photo was taken for the lobby display.

I wonder whether boys are more likely to contribute to message boards... I haven't read this Pew study yet, I've got some other things on my plate I'll have to do first, but I always find the Pew reports insightful.


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Grand Text Auto introduced me to the excellent indie mini-game Passage.  Play it. It takes a few minutes to download and about 5 minutes to play. I'm misty-eyed.

Play it!


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Greg Costikyan on Play This Thing!

A review is a buyer's guide. It exists to tell you about some new product that you can buy, and whether you should or should not buy it. A good review goes beyond that, and suggests who should buy it, since not everyone enjoys everything. (E.g., A romance novel may be very fine of its kind, but is quite unlikely to appeal to me, since it is not a genre I enjoy.) 

Thus, Ebert is, ultimately, a reviewer; the net result of his discussion of a work is a thumbs-up or thumbs-down. Mind you, he is also an informed and intelligent watcher of film, and his discussion of a movie frequently veers in the direction of criticism; but he is not being paid to write critical works. Pauline Kael was. 

Criticism is an informed discussion, by an intelligent and knowledgeable observer of a medium, of the merits and importance (or lack thereof) of a particular work. Criticism isn't intended to help the reader decide whether or not to plunk down money on something; some readers' purchase decisions may be influenced, but guiding their decisions is not the purpose of the critical work. Criticism is, in a sense merely "writing about" -- about art, about dance, about theater, about writing, about a game--about any particular work of art. How a critical piece addresses a work, and what approach it takes, may vary widely from critic to critic, and from work to work. There are, in fact, many valid critical approaches to a work, and at any given time, a critique may adopt only one, or several of them.
One of the first things I do in my Video Game Culture and Theory course is have students compare a games magazine review with a "new games journalism essay" (in order to get them to realize how much else there is to write about besides simply reviewing the game for a person who has never played it).  I then introduce games scholarship, and have students write their own academic research paper on games.  The first time I taught this course, in 2006, there was plenty of scholarship of the kind Costikyan calls for, and when I taught it again in 2008, there was so much that perhaps next year I will demote the importance of "new games journalism" and jump right into the criticism.


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February 23, 2008

Retro Sabotage - True Self

Retro Sabotage remixes Pac-Man.  Lots more where that came from.

Via MetaFilter.


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CBS-trek.pngCBS makes up for canceling Star Trek almost 40 years ago, by publishing the full video of every episode on their website. (Sigh. Yet another cool thing I won't have time for.)


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Lisa Zyga, Physorg.com:
The tattoo display: quotWaterproof and powered by pizza.quotThe basis of the 2x4-inch "Digital Tattoo Interface" is a Bluetooth device made of thin, flexible silicon and silicone. It´s inserted through a small incision as a tightly rolled tube, and then it unfurls beneath the skin to align between skin and muscle. Through the same incision, two small tubes on the device are attached to an artery and a vein to allow the blood to flow to a coin-sized blood fuel cell that converts glucose and oxygen to electricity. After blood flows in from the artery to the fuel cell, it flows out again through the vein.

On both the top and bottom surfaces of the display is a matching matrix of field-producing pixels. The top surface also enables touch-screen control through the skin.
Thanks for a very creepy link, Josh.

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The BBC appended this to its coverage of the Mexico City explosion:

Are you in Mexico City? Were you in the area when the explosion happened? Send us your comments using the form below:

Send your pictures to yourpics@bbc.co.uk or text them to +44 7725 100 100. If you have a large file you can upload here. Read the terms and conditions

At no time should you endanger yourself or others, take any unnecessary risks or infringe any laws.


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February 14, 2008

Up Right Down # 1

Up Right Down already features over a dozen versions of the same story. What's yours? (Via)
THE PLOT: In a bistro in Paris a young woman (A) tells her three girlfriends (B, C, and D) about the affair she had with an American tourist, who returned home promising to write, and hasn't. It's been over two weeks; something must have happened to him. (She has just learned she is carrying his child, but she doesn't tell her friends.) B tells her to call him; C to e-mail him; D to forget all about him. Enter a fat American couple; each of them has a different speech impediment. They order food. The man chokes. A performs the Heimlich maneuver on him, and saves his life.

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February 13, 2008

Emergent Puzzle Solutions

Interactive fiction author Emily Short offers a thoughtful analysis of the function of designing puzzles that permit the player to come up with original solutions. She refers to her game Metamorphoses, which includes a complex physical world model that includes such concepts as size, shape, weight, etc.  For instance, you can beat down a door by enlarging a needle so that it is the size of a battering ram, and you can turn your simple clothing into a suit of armor by converting the material from natural fibers to metal.  I wish I had the time today to give her thoughts the attention they deserve...
Metamorphoses includes several in-game processes (resizing objects, breaking objects, changing the material substances of objects, piercing objects with a needle), and it's possible to string these together -- change an item to glass and then break it, say, or change an item to something that isn't too hard, then pierce it, then resize it so that the hole is large, then change the item into a heavier substance... But I did anticipate most of these sequences, in part because there weren't that many problems available to be solved. Emergent solutions tend to happen more often when there are a large number of puzzles, so that the world model developed to account for problem A can also be leveraged, unexpectedly, against problem B. So such games also probably need to be of a reasonable size.

So I hypothesize that a game allowing emergent solutions needs all of the following:
  • attributes common to most game objects that affect interaction
  • processes, effective on many game items, that allow the player to change attributes (or produce an item with new attributes out of an old item, as in the case of breaking the tail off the rat)
  • a selection of processes that can be used in combination (freeze rat then smash it); one way to think about this at the design phase might be to draw a chart of attributes and processes, showing which processes convert which attributes into which others; the more long chains are possible, the more complex the plans the player can execute
  • sufficient number of puzzles that the solution space becomes too large for the author to anticipate at the design phase 
Once we have all those features, though, we run into some other serious design problems.

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February 12, 2008

The Science of Fairy Tales

A somewhat silly, but still amusing piece from Live Science:
Given that blondes generally have about 140,000 hairs on their heads, her hair should easily support the weight of many, many princes. However, there is more to this story.

If Rapunzel simply let down her hair and the prince started climbing immediately, her hair would not break, but it might rip out. Also, the rest of her body might not be able to support the weight. Thankfully, there are strategies that she can use to help reduce the strain on her head and body.

Nathan Harshman, Assistant Professor of Physics at American University in Washington, DC, suggests Rapunzel would be safer and more secure if she tied her hair around something before lowering it. "The whole idea is that you can use the friction of the hair against itself in the knot, and whatever it is tied around will support the weight of the prince." That is a much better idea than making Rapunzel's scalp the anchor point.
I'm bummed that the section on The Little Mermaid does not discuss the Hans Christian Andersen original, but rather the Dinsey version (which I admit is a delightful movie, it's just very Disneyfied.)

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From the AP:
Danish police said Tuesday they have arrested three people suspected of plotting to kill one of the 12 cartoonists behind the Prophet Muhammad drawings that sparked a deadly uproar in the Muslim world two years ago.

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From the AP:
The estate of "Lord of the Rings" creator J.R.R. Tolkien is suing the film studio that released the trilogy based on his books, claiming the company hasn't paid it a penny from the estimated $6 billion the films have grossed worldwide.

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LiveViaPhone.png Amanda Cochran, who was a student in my freshman composition class not too many years ago, went on to be the editor-in-chief of the student paper, and is now in grad school at NYU. She writes about taking on an assignment on short notice.
I was nominated to cover the story yesterday by one of my professors, and just on a whim, I said yes because the press credential online option was closing down and I was one of the only people in my class available to sign up.

So I did.
It wasn't just any assignment... she was to cover Hillary Clinton's Super Tuesday campaign party, and then report live on the NYU Tonight broadcast.  Minimal time to prepare; a chaotic environment; a pressing deadline; competition with a pack of dedicated professionals; then the added pressure of delivering the report live. What did she have to say when it was all over?
God, I love journalism.
Update: added screenshot via this entry.




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This page is a archive of entries in the Media category from February 2008.

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