Cyberculture: May 2008 Archive Page

Thanks for the suggestion, Matt.

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Prospect Magazine:
When Mogwai isn't online, he's called Adam Brouwer, and works as a civil servant for the British government modelling crisis scenarios of hypothetical veterinary disease outbreaks. I point out to him a recent article in the Harvard Business Review, billed under the line "The best sign that someone's qualified to run an internet startup may not be an MBA degree, but level 70 guild leader status." Is there anything to this? "Absolutely," he says, "but if you tried to argue that within the traditional business market you would get laughed out of the interview." How, then, does he explain his willingness to invest so much in something that has little value for his career? He disputes this claim. "In Warcraft I've developed confidence; a lack of fear about entering difficult situations; I've enhanced my presentation skills and debating. Then there are more subtle things: judging people's intentions from conversations, learning to tell people what they want to hear. I am certainly more manipulative, more Machiavellian. I love being in charge of a group of people, leading them to succeed in a task."

It's an eloquent self-justification--even if some, including Adam's partner of the last ten years, might say he protests too much. You find this kind of frank introspection again and again on the thousands of independent websites maintained by World of Warcraft's more than 10m players. Yet this way of thinking about video games can be found almost nowhere within the mainstream media, which still tend to treat games as an odd mix of the slightly menacing and the alien: more like exotic organisms dredged from the deep sea than complex human creations.

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My first day back in the office since submitting final grades last Tuesday. Part of it I spent familiarizing myself with some new features in Blender3D, such as an easy way to give objects fur (or grass).  I never noticed the wave modifier before -- that's how I got the purple cube to start jumping up and down.

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The open-source 3D design too, Blender, has just been updated. I was up until well past midnight last night checking the website every half hour or so, waiting for this release... now I notice it's up just as I'm on my way out the door. Oh well, I can look forward to using it tonight after the kids are in bed.
This version supports a new particle system with hair and fur combing tools, fast and optimal fur rendering, a mesh deformation system for advanced character rigging, cloth simulation, fast Ambient Occlusion, a new Image browser, and that's just the beginning. Check the extensive list of features in the log below... have fun!

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Mike Musgrove, Post I.T. (Washington Post)

One computer historian joked that the game's release "set the entire computer industry back two weeks" when it appeared on Arpanet, the U.S. government-designed Internet precursor, about 30 years ago.

That link, by the way, connects to the page of associate English professor Dennis G. Jerz, of Seton Hill University, who published an article last year about Adventure that made a splash on techy sites such as Slashdot. Jerz, who attended the MITH event, wrote about how the classic game's virtual world is actually based on a real cave in Kentucky.

Fraistat said he thinks that virtual worlds will come to be seen as a type of literature. "Definitely," he said. "These games are literary in their founding. The more evocative the text, the more it seems like a novel you can travel through."


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#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.


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Digital Scholarship in the Humanities:
I've had a longstanding, friendly debate with a colleague about whether it is sufficient to provide page images of books, or whether text should be converted to a machine- and human-readable format such as XML. She argues that converting scanned books to text is expensive and that the primary goal should be to provide access to more material. True, but converting books into a textual format makes them much more accessible, allowing users to search, manipulate, organize, and analyze them. Here's my summary of what you can do with an electronic text. Most of these advantages are pretty obvious, but worth articulating.
It's not digital text if it's an image file. It's just an image, that might contain anything at all. Vannevar Bush's Memex was an idea for a text storage-and-retrieval system that worked by storing and linking microfilm images of pages of text, but his vision was purely analog. Page images do provide a certain amount of information, and today it's not too hard to find tools that convert page images to text, but an archival project is incomplete if the digitization process stops at simply supplying images of the the material to be archived.

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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

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May 8, 2008

ADVENTURE Table-Read

Maryland Institute for Technology in the Humanities:

"You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully."

Recognize these lines? They're from the opening screen of Will Crowther's ADVENTURE (1975), the first example of the genre known as interactive fiction and arguably our first example of a virtual world (and as such the distant ancestor to places like World of Warcraft and Second Life). There is also an appropriate literary resonance: this path in the forest where the straight way is lost is reminiscent of another great underground epic.

As part of our work on a project funded by the Library of Congress dedicated to Preserving Virtual Worlds (http://www.ndiipp.uiuc.edu/pca/), MITH will be hosting a table-read of the original version of ADVENTURE, recently recovered from backup tapes at Stanford University. We will read through the complete text of the game, and also (geeks that we are) have a look at its FORTRAN source code.

We're inviting anyone with an interest in gaming, interactive fiction, or virtual worlds to join us for an hour or two on Thursday, May 15, at 12:00 noon in our conference room (MITH is located on the basement level of McKeldin Library). Appropriately, we will provide tasty food: pizza. As with all adventures, we're unsure of where this one will end or exactly how we will get there. But there are sure to be breathtaking views along the way. Please RSVP to mgk at umd dot edu if you would like to attend.

The timing is right... I think I'm going to be able to attend this. Woo hoo!

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According to Metafilter, "Nothing signals the death of a trend like an article in the NY Times Style section."
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.

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Our Sons their Father's failing mainframes see, And where lies reel-to-reel goes USB.

NewWorldofComputers.png
NewComputers.png


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Jason Lutes:

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.


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This article from eSchoolNews does a good job emphasizing some of the relevant lessons from a recent Pew report:

For most media outlets that reported on an important new survey measuring the impact of technology on teens' writing skills, the big news from the survey was that emoticons and text-messaging abbreviations are creeping into students' formal writing assignments. :-(

Buried beneath the alarm of writing "purists," however, was a promising finding with equally important implications for schools: Blogging is helping many teens become more prolific writers.


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The idea isn't new, but the phrasing is clear and effective.  Todd Alcott:
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.

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Wired just loves technology. Here's an article about a technological solution to forgetting.
As a science fiction fan, I had always assumed that when computers supplemented our intelligence, it would be because we outsourced some of our memory to them. We would ask questions, and our machines would give oracular -- or supremely practical -- replies. Wozniak has discovered a different route. When he entrusts his mental life to a machine, it is not to throw off the burden of thought but to make his mind more swift. Extreme knowledge is not something for which he programs a computer but for which his computer is programming him.

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Reuters:
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.

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