Wednesday, March 23, 2011

DAI 227 Week 8 Geert Lovink



1) In his introduction, Lovink quotes G.H. Mead who describes "Sociality" as what?

G.H. Mead describes “sociality” as the capacity of being several things at once.

2) Where did Silicon Valley find inspiration in the post 9/11 reconstruction period? (two things)

Silicon Valley found inspiration in two projects which were the vital energy of the search start-up Google and the rapidly emerging blog scene. Blogging enabled companies to perform targeted advertising and although the information was free they found that they could profit from placing ads in the right places.

3) With tools to oversee national IP range, it is possible for countries to do two things with these technologies. What are they?

It is possible for countries to block users outside the country from viewing certain material and also prevent citizens from visiting foreign sites.

4) Lovink argues top-down considerations with Web 2.0 are less interesting than 'bottom-up' ones. What does he mean by this?

Top-down considerations with Web 2.0 refers to the simple use of market information. Bottom-up will be much more interesting because it encompasses the notion of “activists” using their own Web 2.0 tools to create their own. The spontaneity and natural element will make it more interesting since top-down mainly generates information for advertisers and large corporations.

5) What is the function of profiles abstracted from 'user generated content' - how is it then used?

“User generated content” is sold to advertisers as direct marketing data. Lovink mentions social networking sites not originating from a social movement setting. With this in mind the function of profiles is to give out information for marketing purposes.

6) What is 'massification'

Massification is the sheer number of users and the intensity in which people engage the internet.

7) Geert Lovink describes the Internet as an 'indifferent bystander' as a revolutionary tool in the global recession. What does he mean by this?

By describing the Internet as an ‘indifferent bystander’ Lovink means that it does not lend itself easily as a revolutionary tool. It all depends on how it is being used. It allows regimes to control the population through technological means such as blocking content and monitoring the inside population.

8) Lovink says that power these days is not absolute but ________ ?

Lovink says that power these days is no absolute but dynamic.

9) "Managing complexity" is the aim of authoritarian uses of the internet such as the Great Chinese _______________?

Great Chinese Firewall

10) What are "organized networks"?

“Organized networks” are organizations of social change against the administrative approach of governments.

Wednesday, March 16, 2011

DAI 227 Week 7 Questions


Andrew Redoble

DAI 227

Week 7 Questions



1.     Who invented the first computer game on the PDP1?

 Steve Russell invented the first computer game on the PDP-1

2.     What was the name of the game?

 The name of the game was Spacewar

3.     What was the name of Morton Helig's amusement device that let you smell, hear and see in 3D filmed experiences?

Morton Helig’s amusement device that let you smell, hear and see in 3d was Sensorama

4.     What early 1970s movie does an arcade console machine of Spacewar appear?

The early 1970s movies that Spacewar appeared in was Soylent Green in the year 1973

5.     What was the name of the man who developed the first TV tennis game?

Ralph Baer was the man who developed the first TV tennis game by 1967.

6.     Who was the man whose company Atari commercialized the idea of the arcade computer tennis game?

Nolan Bushnell founded Atari.

7.     What was the name of this version of the game?

Instead of being called tennis, it was called Pong and Atari was immediately sued due to its similarity to Ralph Baer’s home-tennis game

8.     What are vector graphics?

Vector graphics consist of straight lines that are often used to create perspective and geometric shapes.

9.     What types of games do vector graphics lend themselves to?

Vector graphics lend themselves to games with perspective such as Tempest and Battlezone.

10.  When home computers were first made available, how did owners load games into them?

Videogames came on cassettes for the first home computers.

11.  What is the name of the 1985 film in which a young Matthew Broderick starts World War III with his home computer and modem?

The movie that Matthew Broderick starts World War III was Wargames.

12.  From what sources did the designer of the Space Invaders aliens draw inspiration?

Tomohiro Nishikado drew his inspiration from The War of the Worlds. He also had some inspiration from Star Wars, which made him consider the space fad and made the crab-like creatures space invaders.

13.  What is the name given to the contemporary subculture of 8 bit music made with gameboys and other 80s game technology

The name given to the subculture of 8 bit music is Chiptunes.

14.  "Escape from Woomera" was a videogame which was used to draw attention to the plight of inmates at a remote detention center in desert town in what country?

“Escape from Woomera” drew the attention to inmates in Australia.


Wednesday, March 9, 2011

DAI 227 Week 6 Questions

1.       Steve Mann describes his wearable computer invention as a form of ________ for one person (fill in the blank)
(see youtube link to Mann interview in web resource page)
Building; architecture of one
2.       Steve Mann's concept of opposing camera surveillance with "Sousveillance" is described as a form of “reflectionism”. What is meant by this?
(in ReadingsF)
Sousveillance described as reflectionism refers to the philosophy and procedures of using technology to mirror and confront bureaucratic organizations. Organizations were observing people to an increasing extent and reflectionism especially relates to “detournement,” which is the tactic of appropriating tools of social controllers and resituating these tools in a  disorienting manner to equal the playing field between the surveiller and the person being surveilled.
3.       In the section of "Sousveillance" called "Performance Two" Steve Mann describes how wearing his concealed device becomes more complex when used in what type of spaces?
Spaces such as shopping malls which are semi-public rather than fully public make his concealed device become more complex. Since the potential for confrontation between the wear and security is increased it becomes more interesting, however, if this boundary is crossed too much it becomes less playful.
4.       The final paragraph sums up what Mann considers the benefits of "sousveillance" and "coveillance". What are they?
(ReadingsF)
The benefit of Sousveillance is that it allows those being surveilled to surveil the surveillers. Essentially, it is empowerment for the common people in a situation that used to be one-sided and favored large hierarchical organizations.
5.       In William J Mitchell's 1995 book "City of Bits" in the chapter "Cyborg Citizens", he puts forth the idea that electronic organs as they shrink and become more part of the body will eventually resemble what types of familiar items?
(ReadingsF)
As electronic organs shrink they will become small cameras that can reach small scales that we could not even grasp before. These electromechanical bugs can act as miniature spies, which relates back to the idea of sousveillance.
6.       From the same book/chapter, list two of the things that a vehicle that 'knows where it is' might afford the driver & passengers.
(ReadingsF)
Vehicles that ‘know where it is’ can also look up interesting information that is related to the designated location. With a little more programming it can even learn what the driver cares about and will highlight specific information that pertains to the owner. No matter what the driver is looking for, the vehicle will know the facts. It will even be able to calculate efficient routes, finding the shortest and quickest path.
7.       Mitchell tells the story of Samuel Morse's first Washington-to-Baltimore telegraph message. What was it?
(ReadingsF)
The message was “What hath God wrought”
8.         Donna Harroway in "A Cyborg Manifesto" argues that women should take the "battle to the border". What does she say are the stakes in this border war?
(in ReadingsF)
The stakes in this border war are territories of production, reproduction, and imagination.
9.        Harroway posits the notion that:
"We require regeneration, not rebirth, and the possibilities for our reconstitution include the utopian dream"
What is this dream?
(in ReadingsF)
This dream is a monstrous world without gender.

10.   Many have argued that 'we are already cyborgs' as we use devices such as glasses to improve our vision, bikes to extend the mobility function of our legs/bodies etc, computers and networks to extend the nervous system etc. What do you think? Are we cyborgs?
(one paragraph)
The majority of the human population may not literally be extending their bodies, but the human dependency as well as the infrastructural dependency is definitely significant. In a sense, we are now cyborgs. Not yet literally, but if we lost our computers today society will crumble since many systems are embedded in technology. One example would be this class; we would have to reconstruct the entire structure of this class since homework is done online and the lecture runs on technology.

Thursday, March 3, 2011

DAI 227 Week 5 Video Game Assignment

DAI 227
Rethinking Digital Visual Media
Vintage Gameplay Activity

Andrew Redoble
3/3/2011

Game Title: Tempest
Year of Publication: 1980
Game Publisher: Atari
Game Developer: Atari
1 - What is the game genre (e.g. shoot-em-up, racing, sports, puzzle, MMORPG, ‘sandbox’, music sequence following game (e.g. DDR, guitar hero)
This game genre is a fast paced tube shooter; shoot-em-up game where enemies attempt to pass the player in a tube-like environment.

2 -What is the type of game ‘world’ or environment (e.g. flat environment, puzzle/maze space, 3D world?)
Tempest has a 3D environment with a perspective view that has a vanishing point near the center of the screen. It appears as if the player travels further and further into a tube.

3 - What is the perspective taken by player (e.g first person, third person perspective, top down, isometric) in relation to main player controlled character.
I haven’t played games with this type of perspective so I’m not entirely sure how to categorize it. It has a 3D perspective that isn’t necessarily first person since the ship if visible.
 
4 - What is the actual gameplay – what does the player have to do?
The player is in a tube and numerous enemies of varying types try to pass by and/or destroy the player. The difficulty varies since the enemies that show up are different and the layout of the tube changes drastically. The player’s priority is to shoot and destroy all enemies before they reach the end because that is when they are the most dangerous. It’s not game over when enemies get to the end, but then they attack the player from the side. The player is granted only one zapper per level to use in case of emergencies such as too many enemies reaching the player’s position along the tube.

5 - Is the gameplay intuitive? (i.e. is it easy to understand what to do without instructions?) describe.
It is very easy to understand after the person adjusts to the different colors that make the game very busy. The game is very quick and after two or three attempts the concept is easy to understand. All the player has to do is shoot enemies and will progress after shooting down all or most of them.

6 - Is the gameplay patterned (game does the same thing over & over) or is it random (happens differently every time?)
The gameplay pattern is the same, but as mentioned earlier the layout of the tube changes and the enemies have different behaviors. The colors and perspective make the game appear very busy and the player can get lost and accidentally run into an enemy bullet or ship. Overall, the gameplay pattern stays the same but the difficulty doesn’t.

7 - What does the type of graphic approach used as well as the audio tell you about the limits of the technology at the time the game was published?

The simple vector color graphics make it evident that this was the best technology available at the time. The 8-bit noises also reveal how far the technology has come at the time. This game is known as the first video game with a selectable level of difficulty, so gameplay was still evolving at this time and didn’t have much variety.
8 - Describe your views about the game from the point of view of

1. ease of play

2. enjoyability

c) level of engagement/immersion
With all the sophisticated games that are out now, Tempest is very primitive and boring compared to other games. However, I still enjoy it because it helped the progress of video games, as it utilizes various levels of difficulty as well as the latest audio and visual technology.
This game was really easy to play and was actually pretty entertaining to watch the transition between levels. It gets boring pretty fast since all that I do is shoot the same enemies over and over and over.
It does require constant attention since it only takes a second or two for an enemy to get close enough to become a major threat.  In juxtaposition to other classic arcade games, Tempest definitely tops them all since it has a perspective view rather than a simple 2D or primitive top down view.

9 - Had you played this game prior to this time? If so, when?I have never played this game before but I have seen it. I never understood what was going on until I played it myself

10 - what does playing the game remind you of in terms of other games/media?
It reminds me of first person shooter that immerse the player in detailed environments. To me, it relates more to space and alien  themed games like Halo rather than Call of Duty because of the awkwardly shaped enemies.