Recently in the Design Category

In the past, I have pointed out copy-editing weaknesses at Story Book Forest at Idlewild Park, in southwestern PA.  When I was last there, shortly before Halloween, my son stopped in his tracks and said, "They repainted the Little Miss Muffet Sign!"

And he was right... they repainted some of the signs. Just now, when I was clearing out my camera's SD card, I noticed I had a set of before and after photos. Here's one sign in September 2005:

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Here's the same sign in October, 2008.
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I must say I rather miss the webbing, and the lettering for "Little Miss Muffet" is almost illegible. (What's the deal with the vines?) The new sign omits the period after "whey," so that the revision is now a run-on sentence. But at least the egregious "besider" error has been fixed.

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"It might surprise parents to learn that it is not a waste of time for their teens to hang out online," said Mizuko Ito, University of California, Irvine researcher and the report's lead author. "There are myths about kids spending time online - that it is dangerous or making them lazy. But we found that spending time online is essential for young people to pick up the social and technical skills they need to be competent citizens in the digital age."  -- MacArthur Foundation
Some details:

The researchers identified two distinctive categories of teen engagement with digital media: friendship-driven and interest-driven. While friendship-driven participation centered on "hanging out" with existing friends, interest-driven participation involved accessing online information and communities that may not be present in the local peer group.

Significant findings include -

    • There is a generation gap in how youth and adults view the value of online activity.
      • Adults tend to be in the dark about what youth are doing online, and often view online activity as risky or an unproductive distraction.
      • Youth understand the social value of online activity and are generally highly motivated to participate.
    • Youth are navigating complex social and technical worlds by participating online.
      • Young people are learning basic social and technical skills that they need to fully participate in contemporary society.
      • The social worlds that youth are negotiating have new kinds of dynamics, as online socializing is permanent, public, involves managing elaborate networks of friends and acquaintances, and is always on.
    • Young people are motivated to learn from their peers online.
      • The Internet provides new kinds of public spaces for youth to interact and receive feedback from one another.
      • Young people respect each other's authority online and are more motivated to learn from each other than from adults.
    • Most youth are not taking full advantage of the learning opportunities of the Internet.
      • Most youth use the Internet socially, but other learning opportunities exist.
      • Youth can connect with people in different locations and of different ages who share their interests, making it possible to pursue interests that might not be popular or valued with their local peer groups.
      • "Geeked-out" learning opportunities are abundant - subjects like astronomy, creative writing, and foreign languages.
I'm already aware of much of this. Knowing that students would rather learn from peers, I've added more group work, and I've added a requirement that students in my advance media classes publish a screencast about their final project to YouTube.  In future classes, I'll have students review those videos as part of their research process. 

My younger students (in the entry-level class) are generally much more excited about new media than the upper-level students (some of whom either barely tolerate or openly loathe the "new media" component of the "new media journlaism" program).  I've got to watch my lower-level students closely, so that I can adapt the upper-level classes to their strengths, and keep that process going throughout the major. That means I'm probably going to have to introduce more experimentaton in the lower-level classes, since I've got to cast a wider net to find out which techniques are the most productive.

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As a professor, I collaborate with other authors all the time.  But I rarely assign collaborative writing assignments. I often ask students to critique each other's papers or beta-releases, but that's not the same thing as having them collaborate to create a single, coherent document.

I'm teaching a literary criticism class next term. The last time I taught it, students expressed a lot of frustration at how long it took them to get the hang of what criticism is. You're not writing summary, or personal opinion, or factual investigations about the author's life.  So what do you write about?  I can't really think of a way to get students to learn how to do lit crit, other than having them read models, talk about it, and try it.

Even though I always hated group work when I was an undergrad (and I never did any as a grad student -- not once), after a conversation with my colleague Lee McClain, I think I'm going to have my literature students write their first few papers in teams. I'll probably have some mechanism so that a student who is part of a successful team paper can request to write the next paper individually. That way, the students who are sure that they can do better on their own can opt out of the group work quickly. 

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November 26, 2008

Students as Game Creators

Young people around the world are learning, in their pre-teen years, to use tools like Game Maker, Click & Play, Stagecast Creator and others to build simple games. As they move into their teens and twenties kids learn to master and use Flash, modding tools, and even sophisticated tools like C++, game engines and graphics tools to create the complex, sophisticated games they imagine and design. Many of these students go on to enroll in college and graduate school game design and construction courses and majors, creating, while in school, games at, or very close to, professional levels.

But can students design and build successful educational games? The answer appears to be yes, as well, especially under the right conditions. And that is very good news for our schools and our learners. Because the next generation of educational games - the games that will truly engage and teach students - is likely to come from the minds of other students, rather than from their teachers. -- Marc Prensky (PDF)

I'm surprised not to see a reference to MIT's Scratch. Otherwise, a very good article.

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And then there was light -- and it was powered by the sun. The Vatican on Wednesday activated a new solar energy system and announced an ambitious plan that could one day make it an alternative energy exporter.

The massive roof of the "Nervi Hall" where popes hold general audiences and concerts are performed, has been covered with 2,400 photovoltaic panels to provide energy for lighting, heat and air conditioning.

After weeks of tests, the system went on line at full throttle hours before Pope Benedict held what officials called the "first ecological general audience in the Vatican." (Reuters)

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November 21, 2008

Google's SearchWiki

How long has this been around? I just noticed it.  Google's user interface is so streamlined that any change at all is noteworthy. I haven't had the chance to play with it. I'm not sure how much I want my own biases to affect Google's search results, so I'm going to have to read up on this before I play with it.
SearchWiki lets you customize your Google Web Search results by ranking, removing, and adding notes to them. You'll see your changes whenever you do the same searches while signed in to your Google Account, or until you decide to undo them. You can also see how other users have tailored any given search results page with their own notes and changes.
Looks like it's got two parts... in one, you can signal your approval of a site by clicking the up arrow button, and in the other you can click the X to remove it from your results. And you can also leave comments (here, I've clicked on the speech bubble to open up a comment box.)
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How will these various affect the results Google returns in response to different searches? I want to know that before I start using it -- I might X out a site that's very good, but that I already know about, if my goal is to find NEW sites that refer to a certain term.

Do I want to type my critical commentary into a Google box, rather than keep it on my blog (where I can keep an eye on it)?




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Lively.com will be discontinued at the end of December, and everyone who has worked on the project will then move on to other teams.

We'd encourage all Lively users to capture your hard work by taking videos and screenshots of your rooms.
I never did get around to sampling Lively, since the initial reviews I read suggested it was pretty lame. I'm very cautious about putting hard work into creating content in a proprietary format that I can't export (ahem). 

I recently downloaded Sketchup 7, which is the latest version of Google's 3D design tool, but the free version still doesn't have an easy way to export your models to other formats.  So I'll probably delete Sketchup from my hard drive (after I've made screen shots of the models I've created, so that later I can re-create them in Blender3D, which offers an insane number of import and export options).

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November 18, 2008

Postcards from the Road

[G]ames are inherently about exploration, in the abstract sense of discovering strategies and options, seeing how rules interact and so on. And yes, you can summon screenshots of Warhammer halls bigger than the Taj Mahal, or mountain vistas in Lord of the Rings Onlinethe Other: societies wholly different from mine, cultures built on assumptions so divergent from my own that I hadn't realized they were assumptions.

This, for me, is why playing MMOGs doesn't feel like travel. They offer too little of the Other.(Allen Varney, The Escapist)
The latest issue of The Escapist

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Wired reviews Mirror's Edge

When you run, you see your hands pumping up and down in front of you. When you jump, your feet briefly jut up into eyeshot -- precisely as they do when you're vaulting over a hurdle in real life. And when you tuck down into a somersault, you're looking at your thighs as the world spins around you.

What's more, the Mirror's Edge world feels tactile and graspable. Because the game is designed around the concept of parkour, or moving through obstacles, most times when you see something that looks like you could jump on it, you can. The gameplay requires it.

The upshot is that these small, subtle visual cues have one big and potent side effect: They trigger your sense of proprioception. It's why you feel so much more "inside" the avatar here than in any other first-person game. And it explains, I think, why Mirror's Edge is so curiously likely to produce motion sickness. The game is not merely graphically realistic; it's neurologically realistic.

This will be an interesting update for all the dissertation chapters that have already been written on Lara Croft's virtual body.


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So what exactly are the barriers of entry for great thinkers (or groups of thinkers) to leave their mark on games? What must happen for games -- or interactive entertainment, if you will, to mature as a medium?

While no one knows the answer to this question, many people (and companies) have stepped up to the plate to attempt to bring games to the next level. The Nintendo Wii has been a monumental development in the games industry, not because of its innovative technology, not because is has helped get people off of the couch, but because of the way it has changed the audience.

My mother, who claimed she could never play games, frequently plays Wii bowling with my aunt. A substantial amount of Wii owners claim that it is their first video game console. This means that, by taking away the buttons that confounded my mother and replacing them with movement-based controls, Nintendo has opened up the possibility that games could be for people other than kids. -- Brice Morrison, Gamasutra

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Many professors will spend countless hours putting together elaborate and voluminous course packets of photocopies for classroom use (I used to be one of them). And now, it is more frequent for technologically minded teachers to file-share large numbers of PDFs through password protected sites on campus. This is so wrong it hurts. We are killing our own chances to have readers in the future or be remunerated for the scholarship we do. It's not only about the modest royalties that faculty authors may or may not receive, it's about the principle of valuing each other's scholarship and editorial work. I order good, attractive and useful paper-and-binding books or textbooks for my classes because I want there to be a system in place to support my work as an author and editor in the future.

If the paper and binding book vanishes as a dominant commodity, as it seems to be, maybe the new virtual system of book distribution, reproduction and delivery will allay some of the problems I describe in relation to photocopies and PDFs. It is becoming increasingly easier to put together affordable 'readers' or anthologies culled from existing print material without bypassing rights and fees and without overloading students with unnecessary expense. If this wave of the future takes hold and becomes the new standard in textbook publishing, I think it will be good for all parties involved. But what about the paper-and-binding book? -- Christopher Conway, Inside Higher Ed

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When blogging was young, enthusiasts rode high, with posts quickly skyrocketing to the top of Google's search results for any given topic, fueled by generous links from fellow bloggers. In 2002, a search for "Mark" ranked Web developer Mark Pilgrim above author Mark Twain. That phenomenon was part of what made blogging so exciting. No more. (Wired)
Just a few days ago, I submitted a conference proposal that asked whether academic blogs are the new five-paragraph-essay, so this article comes at a good time.  Here's the concluson:

Bloggers today are expected to write clever, insightful, witty prose to compete with Huffington and The New York Times. Twitter's character limit puts everyone back on equal footing. It lets amateurs quit agonizing over their writing and cut to the chase.
As a writing teacher, I'm perfectly happy to hear that bloggers are expected to write good prose.

I don't plan on giving up my own blog anytime soon, but the fact that so much energy has moved to feeds and commercial social networking sites -- the Wal-Marts of the blogosophere -- means that I have changed what and how I write on this blog.

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November 2, 2008

The Unfinished Swan

Via
The FPP -- first-person painter! I wish the creator hadn't chosen to go eerie with the mood, that seems like cheating a little... it's so easy to go scary. Still, it's beautiful And it's an XNA-developed title. Interesting.


The Unfinished Swan - Tech Demo 9/2008 from Ian Dallas on Vimeo.


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From Wired:


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October 21, 2008

Going Digital

Blogging this to assign for my students to read when the current unit is over.

Not surprisingly, the Web serves the first function of a local paper exceptionally well. They deliver information instantly, and articles can be updated and corrected in real time. What is surprising, though, is the unfortunate and neglected condition of most student papers' Web sites. The average site has a clunky layout, sloppy design and little-to-no attention to color schemes or aesthetics. Many sites are a muddled array of hyperlinks, with uncategorized articles strewn every which way. Graphics are poorly sized. Fonts are dull. Multimedia is ignored.

All of these flaws are shocking when one realizes that Generation Y, the most tech-savvy ever born, maintains and codes these sites. Yet their designs are, excuse my snarkiness, very 1990s. But worse than my aesthetic objections is my philosophical gripe: Most student papers' online content essentially mirrors the print content. They are updated daily or weekly, only in conjunction with the print paper. Such an organization suggests a clear prioritizing of the physical newspaper -- a mistake that the professional news media, by and large, began to correct a decade ago. -- Brian Farkas, Inside Higher Ed


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October 20, 2008

Majoring in video games

My provost just sent this link to me and some faculty from computer science and theater, all of whom I've already spoken with, very informally, about some kind of collaboration.
Game design has helped rekindle interest in computer science and become a hot new major at more than 200 schools across the country, according to the Entertainment Software Assn., a trade group. Because making games crosses several disciplines, the diversity of programs that offer such courses is staggering: Fine arts colleges, engineering schools, film schools, music schools and even drama programs are sending graduates into the fast-growing industry.

"Some programs throw a drama guy together with a programming guy to see what they come up with," said Bing Gordon, a venture capitalist and former chief creative officer for industry powerhouse Electronic Arts Inc. "Games is the ultimate interdisciplinary art." (Alex Pham, LA Times)

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I logged onto Yahoo and found that my profile had been changed. The first of Yahoo's "Top Questions" is "What happened to my profile?" but the link just goes to the aggressively cheerful "Welcome to the Profiles Tutorials!" page, which does not actually answer the question.

Another question is "What happened to my alias profile?", which includes this heap of committee-spawned obfuscatory hooey:
If you had a profile page associated with your alias prior to migration to your new profile on Yahoo!, it will not be viewable moving forward.
I'm not sure that "migration" would be a good way to describe what happens if millions of birds are pulled from their nests and moved to a another location without warning, but whatever. And I suppose that being given a pretty much profile sort of counts as getting a "new profile," in the same way that if a bunch of pirates looted the house you rented, you'd end up with a "new house" because it no longer resembles the old one.  Because the auxiliary verb "will" already conveys "in the future," I wonder what someone thought the adverbial phrase "moving forward" would add to this linguistic mush.  It seems to be a euphemism for something like "anymore" or "ever again."

Many of the comments on Slashdot point out that Yahoo! is a free service, so it's not like we should really expect much of them.

Another writes, "Yahoo please die already, noone has liked you since '96."

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http://www.visual-literacy.org/periodic_table/periodic_table.html

I'd like to be able to link to specific details on the map, but I don't think it's possible.

I'd never heard of the "Argument Slide" before.  The "concept visualization" cluster is probably most useful for teaching my freshman writing students.  I'm taking a quick break from marking midterms, and I only glanced at this. Filing it for later. (Via Digital Scholarship in the Humanities, where Lisa Spiro also introduces me to the term "slow blogging").

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During play, the screen background was solid black with a white border, with one color line representing each player.  We displayed the game score in a horizontal strip at the bottom of the screen.  It wasn't the most graphically advanced program, but it was simple and fun.  It looked something like this:

Sample Game Screen

[...]

"Both the AI and the humans had three missiles they could use during the course of the game. When a missile hit a wall, it would create a mini 'explosion' that would erase the color on the background back to black as it faded out - thereby eliminating sections of the trail left by previous cycles."

Soon we had players and computers firing missiles to shoot their way out of tight situations. Nonetheless, Tron purists may scoff, since the movie programs didn't have such luxuries as missiles to get them out of a bind.

[...]

One day, when Marco and I were playing against two computer opponents, we forced one of the AI cycles to trap itself between its own walls and the bottom game border.  Sensing an impending crash, it fired a missile, just like it always did whenever it was trapped.  But this time was different - instead of firing at another trail, it fired at the game border, which looked like any other light cycle trail as far as the computer was concerned.  The missile impacted with the border, leaving a cycle-sized hole, and the computer promptly took the exit and left the main playing field.  Puzzled, we watched as the cycle drove through the scoring display at the bottom of the screen.  It easily avoided the score digits and then drove off the screen altogether.

Shortly after, the system crashed.

Our minds reeled as we tried to understand what we had just seen.  The computer had found a way to get out of the game.  When a cycle left the game screen, it escaped into computer memory - just like in the movie.

Our jaws dropped when we realized what had happened.  (Real Life Tron on an Apple IIgs)


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A few weeks ago, one of my local papers, the Tribune-Review, implemented a little JavaScript magic to try to hide its advertisements from the ad-blocking software I use. That means my ad-blocker didn't recognize some of the advertising cruft, so it let it pass through the filter, and the news pages suddenly started skipping and cavorting, blinking and wiggling in throes of mercantile ecstasy. 

It took me about five minutes to see their new trick. So I looked around and found a more aggressive ad blocker, which, fortunately for me, blocks even more of the non-intrusive ads that I had been willing to put up with.

On Gameshelf, Andrew Plotkin offers a great discussion of flash ads. This line sums it up pretty nicely:
You cannot get me to start watching ads by making them more intrusive; you can only make me hate you more.
I will put up with text ads, or graphic ads that don't blink. I won't put up with things that reach across into the content area, that add paid hyperlinks in the content area, or that otherwise interfere with my ability to use my browser (popups, disabling the "go back" button, etc.). 

There are millions and millions of pages on the internet, and if yours annoys me, I will leave.

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In a Ph.D. thesis called "The Paradox of the Guided User," a dutch researcher examined the productivity of users who were dependent on computers, and users who had a pen-and-paper alternative. The article doesn't link to the full dissertation, so it's risky to extrapolate beyond the quotes in the article, so I'll just repeat a few here:

"Present-day software must be user-friendly. Indeed, train ticket machines at railway stations should be simple and provide us with a ticket quickly," van Nimwegen told Deutsche Presse-Agentur dpa.

"But in other situations, I think we should not be assisted as much as graphic software interfaces like Microsoft Windows or Apple OSX are doing today," he added.

Van Nimwegen says much software turns us into passive beings, subjected to the whims of computers, randomly clicking on icons and menu options. In the long run, this hinders our creativity and memory, he says. --eNews 2.0
This article meshes nicely with a unit I'm preparing to spring on my Writing for the Internet students later this week.  I'm trying to get them past the "creative hypertext is confusing and boring" attitude that sometimes prevents experienced 'net users from appreciating the hyperauthor's use of a medium that can, in fact, be disorienting and alienating. 

Next, I'm going to introduce them to the command line, in order to prepare my English majors to appreciate the lesson I'm trying to teach them when I ask them to do some elementary programming and game-creation tasks.

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That's the story that's been set up for the player to experience, and he travels along that path like a tourist on a Disneyland ride. However much choice the player seems to have in between these story checkpoints, the overall path of the game is geometrically equivalent to those of film or theater or books. We choose to ignore the fundamental quality that makes games different and so compelling-- their interactivity.

The other approach is to "open up" Moby Dick, to allow the player real, significant choices in the course of events and their outcomes. In this configuration, an especially skillful player might be so good at the game that he does indeed catch and kill Moby Dick, triumphantly achieving Captain Ahab's revenge-- and along with it, destroying the whole point of Melville's story. Allowing such an alternate ending robs the work of its power; the story of Moby Dick is engaging precisely because Captain Ahab cannot find extra lives, rewind time or load an old save for a second chance, and the story of his obsession and undoing is fixed over time, a static sculpture in four dimensions.

The issue of these changeable outcomes is what the critic Roger Ebert infamously identified as the central problem with games-as-art, and despite the emotional flurries and dismissive grumblings from the gaming community, it is actually a good point without a clear answer. If Melville had so much as allowed for any possibility at all where Captain Ahab "wins," no matter how remote, the work's message and its interpretation of the world completely changes. Instead of destiny and fate, we would now speak of probability and chance. Work hard enough, get lucky enough, and anything is possible -- Matthew Wasteland, GameSetWatch


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Beautiful, beautiful 1980s introduction to "sophisticated word-processor" technology.

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'Hi YouTube, it's me, Kiki,'' the teenager said to the camera as she swiveled in her chair to jazzy background music. ''And today I'm going to show you how to cheat on a test - the effective way.''

She demonstrates her technique, slipping a small piece of paper with the answers in a clear-tubed pen as she rationalizes her reasons for cheating. (Chicago Sun-Times)

Kiki's video includes a link to her blog, where we learn she is a community college student who wrote a few weeks ago, "I think I want to start being in the media right now. You know, being seen in movies and television."  Well, you've got part of your wish, Kiki.

It's hard for me to imagine what's going through the head of someone who posts a video like this, but at the same time, I can't help but feel amused. First of all, there's a lot of stuff on YouTube, so it's not surprising to find someone has posted a video about cheating.

Second, how many words can you put inside a clear plastic pen tube?  We're talking about filling up the inside diameter, not the outside diameter.  Even if you have really good eyes, and can discern two lines of text, we're talking about 20 words.  In the time it takes to watch Kiki's video, you could say those 20 words to yourself 20 times over, or spend a minute making up an acronym to help you memorize key terms. (The YouTube article on how to cheat on a test with a fake Coke bottle label actually describes something that requires some forethought and talent, and users have rated it much higher than Kiki's method.)

Since I teach small classes where each student is expected to contribute during class, and because most of my classes are writing classes, I can de-emphasize the "memorize facts and spit them back" activities, and instead focus on process. 

When I gave a vocabulary quiz last semester, I let my students bring in a one-page cheat sheet.  I figured that the benefit the student would gain from having to filter the material and decide what was important enough to go onto the cheat sheet would be more beneficial to their learning than cramming. But in that case, I wasn't intersted in getting them to memorize any particular vocabulary words. Rather, I was calling attention to the process of deducing the meanings of unfamiliar words by having them break a word down into its components (prefix, root, suffix).  I also had them invent new words. (Examples I included were "post-cardiofractal" and "circumvore".)

Along the same lines, I let students in Writing for the Internet consult their textbooks and even look on their classmates' computers while they were doing an in-class HTML exercise. (My only stipulation was I didn't want them to ask each other for answers.)  Again, I wasn't asking student to memorize HTML, but rather asking them to internalize the technical steps that go into creating and uploading a web site, so that we can move on to the much more important issues of content and audience.

For my second time teaching "New Media Projects," I have replaced routine "prove you can use this tool" quizzes with peer-focused screencasts.  Rather than have students prove to me that they can perform certain design and programming skills in class, I am asking them to use Cam Studio to record a video of them talking a novice through some steps that demonstrate their skills.  So far we have screencasts on Blender 3D (a modeling and animation tool), Inform 7 (a programming environment for text-based games, which I don't think had been covered on YouTube before), and an open topic that's simply supposed to be interesting to Seton Hill University students.  This phase of the course is designed to get students familiar with various unfamiliar tools. Of course there's only so much they can learn in the two or three weeks we spend on each tool, but when each time they watch and comment on a peer's screencasts, they'll get a slightly different approach to using the tool.

(BTW, also quoted in the Sun-Times article is Liz Losh, whose path I cross on the blogosphere from time to time.)


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September 28, 2008

Paleo-Future: robots

This is from the robots category of Paleo-Future, which also has categories devoted to picturephones, jetpacks, and each decade's collected futurism (that is, see what our future looked like to people writing in the 1880s, the 1930s, or the 1980s).
Try as it might the robot could not make its desired turn. Its little broken wheel jerked and jumped, but to no avail. Malorie then started crying uncontrollably, quietly pleading, "Why won't someone help that robot! All he wants to do is pick up the ball and put it in the middle so that he can get some points!"

This may be an extreme example, but it illustrates our ability to anthropomorphize robots.

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September 19, 2008

The Corpus Clock & Chronophage


Renowned scientist Stephen Hawking is going to unveil a remarkable clock that has no hands and shows time with the help of light. Known as the Corpus Clock, the machine has been invented by and designed by Dr John Taylor for Corpus Christi College Cambridge for the exterior of the college's new library building. The Clock will be unveiled on 19th September by Stephen Hawking, cosmologist and author of the global bestseller, A Brief History of Time. Dr Taylor, an inventor and horologist, has put 500,000 pounds of his own money and seven years into developing the clock, which has been inspired from a design by a clock made by the legendary John Harrison, the pioneer of longitude. Of John Harrison's many innovations, he came up with the 'grasshopper escapement, explained Dr Taylor, referring to the device used by Harrison to turn rotational motion into a pendulum motion for timekeeping. No one knows how a grasshopper escapement works, so I decided to turn the clock inside out and, instead of making the escapement 35 mm across, it is 1.5 m across, he said.

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September 16, 2008

Crazy song

Good editing skills and random, candid video = 2 minutes of awesomeness. This is why I love the internet.

Takes just a tad too long to get started -- give it about 45 seconds before you decide to bail out. You'll be hooked by the second time you see the flip-flops. Via.

"Ah-ah-ah ooh, ah-ah, ah-ah-ah-ah ooh!"  I'll be humming it all week.



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September 12, 2008

Not The User's Fault

A wonderfully expressive, almost wordless essay on language, problem-solving, and code.
The Synonym Problem  (See also Jono DiCarlo's "These Things I Believe" -- a humanist manifesto about computer code.)
SynonymProblem.png




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Most gamers have never heard of Braunstein. Sad but true. In the hierarchy of self-awareness you'll find the circle of gamers who know what D&D is (a very, very large circle), then inside of that is the circle of gamers who know what Greyhawk is (large but smaller), and inside that the circle who knows what Blackmoor is (smaller still). And then in the very center, vanishingly small, are the people who've heard of Braunstein. Which is a pity, because Braunstein is the granddaddy of them all. (Metafilter)

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