Aesthetics: May 2008 Archive Page
Why typewriters beat computers
Mrs Huggins tried using a computer about 15 years ago and the memory is still raw. "I had four pages of instructions I had to learn, to send [my previous employers] the stories. Then the blooming thing blew up and they told me that it was my fault, and it wasn't, it just burnt out."
She says she can produce her stories at least as quickly as her rivals, because the risk of technical failure is virtually nil - she keeps a spare typewriter at hand - and because the typewriter encourages her to get the story right first time.
This may sound like an impossibly Spartan ideal, where cut and paste is done with scissors and glue, and deleted words remain on the page as angry little blobs. But for some left jaded and distracted by their smarty-pants computers, it is tempting.
The writer Will Self is a convert. He went back to using a manual typewriter several years ago. "I think the computer user does their thinking on the screen, and the non-computer user is compelled, because he or she has to retype a whole text, to do a lot more thinking in the head," he said in a recent interview.
The outdoor theatrical event in the medieval city of York, England, known to its performers and audiences as the "Corpus Christi Play," is a collection of brief religious plays that together represent the story of Christian salvation. The York cycle is one of four that have survived in more or less complete form. The others are known as Chester, Wakefield, (after the cities where they were performed) and N-Town (now identified with no known city, but formerly identified as Townley). The York cycle was performed nearly every year, on the feast of Corpus Christi (Latin for the Body of Christ). The plays were already an established tradition in the late 14th century, and they continued in one form or other (weakened by Protestant censorship) until the mid-to-late 16th century.
Seton Hill University Redesigns Home Page
The internal pages all seem to be unchanged, so the changes were not radical, but they were welcome.
I have a little quibble with this semi-transparent fold-up menu. The menu itself is a good idea, which lets the designers re-use the artwork created for our print and billboard ad campaigns. Presumably the prospective students and their families are the ones who are most interested in the artwork -- the rest of us have seen it before. So overlaying this menu on some of the space reserved for non-functional artwork is a good decision -- these images and these links will both be of interest to the same visitors.
The blue stripe I've added to the image is a dead zone -- click there, and nothing happens. There's also a dead zone at the end of the line after the text ends. Everywhere else on the page, the whole rectangular block where a menu item lives is an active button, so the different functionality of this menu widget gets a slight usability penalty.
Offer Rich Multimedia Content to Those Who Ask
Continue reading Seton Hill University Redesigns Home Page.
YouTube - Blender3D Hairy Softbodies
Pinback's Top 10 Games of All Time
#6 is devoted to Infocom text adventures:
And the fact is, the classic Infocom games (I have left it to the reader to pick his or her favorite, as there were so many of such a high quality that it is folly to pick one for this list) were just tremendous entertainment, mainly for two reasons:
Reason 1 is their goofy advertising slogan, which said in one way or another with great irony that their games "had the best graphics". Ha ha ha, yeah, had the best graphics, even though they had no graphics. So clever! But goddammit, tell me you have any visual memory of any video game ever as crisp, vivid, and lifelike as standing in that field west of that white house. Because I sure as hell don't. I can recall every inch of the first level of Doom, better than I can my own house, but I still only see it in 320×200 resolution. That white house exists, thoroughly and completely. And that just makes every moment of one of these games so much more real, more compelling than any graphics could muster.
Reason 2 is that finally unlocking that door and entering the hidden room is as satisfying as any experience to be found in any video game ever. It's almost sexual. It was even better back when you knew you'd done it because the floppy disk drive would have to spool up. Just the thought of it is enough to bring on goosebumps.
The site is heavy on the nostalgia, but does a great job describing why the text games worked their way into our memories.
Want to make a flash drive that nobody in a modern office would even think about taking? Hide it in a pink eraser and it's secure in this digital age.
Blender3D 2.46 release secheduled for May 17 or 18
Anyway, according to the Peach weblog, May 17 or 18 is the date of the release of Blender 2.46.
Measure for Measure - The Boston Globe
Without a robust study of literature there can be no adequate reckoning of the human condition - no full understanding of art, culture, psychology, or even of biology. As Binghamton University biologist David Sloan Wilson says, "the natural history of our species" is written in love poems, adventure stories, fables, myths, tales, and novels.
The study of literature is worth doing - and worth doing well. No one should be content to watch it fading gently into that good night.
I'm not the first to argue for a closer engagement of literary studies with science. For instance, in his famous 1959 essay on "The Two Cultures," the British physicist and novelist C.P. Snow lamented the scientific ignorance of "literary intellectuals," identifying it as a main reason for the yawning divide between the cultures of literature and science.
But I would go beyond Snow's suggestion that literary scholars should know more about science. Literary scholars should actually do science. --Jonathan Gottschall
In the Ebert age of criticism, the Aesthetic of the Hit dominates everything. Behind those panicky articles about critics losing their jobs (what about autoworkers and schoolteachers?), lurks the writers' own fear of falling victim to the same draconian industry rule: Most publishers and editors are only interested in supporting hits in order to reach Hollywood's deep-pocket advertisers. This is what makes traditional criticism seem indefinable and obsolete, leaving web criticism as a ready (but dubious) alternative.
The Internetters who stepped in to fill print publications' void seize a technological opportunity and then confuse it with "democratization"--almost fascistically turning discourse into babble. They don't necessarily bother to learn or think--that's the privilege of graffito-critique. Their proud non-professionalism presumes that other moviegoers want to--or need to--match opinions with other amateurs. That's Kael's "layman" retort made viral. The journalistic buzzword for this water-cooler discourse is "conversation" (as when The Times saluted Ebert's return to newspaper writing as "a chance to pick up on an interrupted conversation"). But today's criticism isn't real conversation; on the Internet it's too solipsistic and autodidactic to be called a heart-to-heart.
Steampunk Moves Between Two Worlds
Even his clothing -- an unlikely fusion of current and neo-Edwardian pieces (polo shirt, gentleman's waistcoat, paisley bow tie), not unlike those he plans to sell this summer at his own Manhattan haberdashery -- is an expression of his keenly romantic worldview.
It is also the vision of steampunk, a subculture that is the aesthetic expression of a time-traveling fantasy world, one that embraces music, film, design and now fashion, all inspired by the extravagantly inventive age of dirigibles and steam locomotives, brass diving bells and jar-shaped protosubmarines. First appearing in the late 1980s and early '90s, steampunk has picked up momentum in recent months, making a transition from what used to be mainly a literary taste to a Web-propagated way of life.
To some, "steampunk" is a catchall term, a concept in search of a visual identity. "To me, it's essentially the intersection of technology and romance," said Jake von Slatt, a designer in Boston and the proprietor of the Steampunk Workshop (steampunkworkshop.com), where he exhibits such curiosities as a computer furnished with a brass-frame monitor and vintage typewriter keys.
The Power of Suggestion
With every step "forward" in any area of human endeavor, something is gained, and with rare exception there is a concomitant loss. I feel this keenly in video game design, as the cutting edge of graphics slices into the future, opening up new and ever hotter arteries of experience for the player, but leaving imagination dead in its wake. Consider an informal visual chronology of computer game graphics:
Left to right, top to bottom: Colossal Cave Adventure (1976), Rogue (1980), Lords of Midnight (1984), Master of Magic (1993), Age of Wonders 2 (2002), Battle for Middle-Earth (2004).
The earliest text adventures used words alone to suggest the game world, allowing the player's imagination to fill in all of the details. Later, the ideogrammatic use of ASCII characters made possible things like the dungeon floorplans of Rogue to be clearly delineated, but that "*" that represented a pile of gold was still something to conjure with. With each step in the progression from limited-palette, low-resolution graphics to high-res 3D models and particle effects -- with each step toward a more photorealistic rendering of the game environment -- the player has to do that much less creative work, that much less imaginative interaction.
I'm not saying it's necessarily a bad progression. The trade-off is that we get games that are more immediately, actively immersive, as opposed to ones in which we have to work to immerse ourselves. Something is lost, but something else is certainly gained. Even as better and better graphics technology is erasing the need for an active imagination in playing video games, increasingly sophisticated game design has made possible a range of consequential (as opposed to imaginative) interactivity that is unparalleled in any other medium. Plus, I'd hazard that most people who play video games don't want to use their imaginations -- they just want a fun ride¹. The more bells and whistles the better.
Each of us probably have our own sweet spot between abstraction and representation, a point where our imagination is fired up by the power of suggestion, but would be extinguished by too much more information.
Just as movies began as novelties shown before "real" entertainment, or as nickel entertainments in amusement arcades, well, that describes the early days of gaming as well. Movies went from Train Arriving at a Station to The Great Train Robbery in twelve years and from the 15-minute Great Train Robbery to the maximum-opus Birth of a Nation in seven. Gaming started with Pong and Pac-Man in the 70s and got to Doom in the 90s, then Half-Life a mere four years later. If Half-Life is the Birth of a Nation, that means that the Gone With the Wind of gaming is still in our future, and the Godfather of gaming as well.
To launch next year as a massively multiplayer online game, or MMOG to those in the gaming community, Lego Universe will let players create online versions of themselves and interact with each other.Thanks for the suggestion, Rosemary.
PREVIEW: The Media Builds
a Monument to Itself
Our terrific country offers lots of ways to make a living, but with the possible exceptions of movie acting and architecture, only modern journalism would have the nerve to celebrate itself with something as gaudy and improbable as the Newseum.

The outdoor theatrical event in the medieval city of York, England, known
to its performers and audiences as the "Corpus Christi Play," is a collection
of brief religious plays that together represent the story of Christian
salvation. The York cycle is one of four that have survived in more or
less complete form. The others are known as Chester, Wakefield, (after
the cities where they were performed) and N-Town (now identified with no
known city, but formerly identified as Townley). The York cycle was performed
nearly every year, on the 

