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Archive of the category 'Software'

The Digital Future of Books

Image and text source: Wall Street Journal

Published on May 19, 2008; Page A13

Note: Also see the comment written against this article titled, Books Have a Bright Future, Not Just a Digital One

After a long hiatus, online bookseller Amazon is back trying to encourage us to read in a new way. Its Web site now features this description of its Kindle reading device: “Availability: In Stock. Ships from and sold by Amazon.com. Gift-wrap available.” This good news for consumers comes after the first batch of the devices sold out in just six hours late last year.

This seems like a fitting time to ask: If the Internet is the most powerful communications advance ever – and it is – then how do this medium and its new devices affect how and what we read?

Aristotle lived during the era when the written word displaced the oral tradition, becoming the first to explain that how we communicate alters what we communicate. That’s for sure. It’s still early in the process of a digital rhetoric replacing the more traditionally written word. It’s already an open question whether constant email and multitasking leaves us overloaded humans with the capability to handle longer-form writing.

Read the entire article at Wall Street Journal

Error, the Unforeseen, and the Emergent, The Error and Interactive Media Art, by Tim Barker

Image: Participant in Blast Theory’s Desert Rain

Image and text: M/C Journal

The condition that marks the post-digital age may be the condition for error. In the condition where machinic systems seek the unforeseen and the emergent, there is also a possibility for the unforeseen error to slip into existence. This condition can be seen in the emerging tradition of artists using error as a creative tool. In his paper “The Aesthetics of Failure: ‘Post-Digital’ Tendencies in Contemporary Music,” Kim Cascone points to the way in which composers, using digital means, exploit the inadequacies of a particular compositional or performative technology (Cascone 13). Cascone cites composers such as Ryoji Ikeda who create minimalist electronic compositions using media as both their form and theme. In these compositions, the errors, imperfections, and limitations of the particular compositional media are the central constituting elements of the piece. In addition to music, this glitch aesthetic is also exploited in the visual arts. Artists such as Tony Scott set up situations in which errors are able to emerge and be exploited in the art making process. In these types of work the artist’s role is to allow a glitch or an error to arise in a specific system, then to reconfigure and exploit the generative qualities of the unforeseen error.

Read the entire article: M/C Journal

Youtube Video: DJ Spooky – That Subliminal Kid -Remix Culture

Still from Youtube upload: Spooky lectures on Remix Culture and Sampling

Looking for material on Remix Culture, I recently ran into this two hour lecture by DJ Spooky at University of North Carolina at Chapel Hill. Spooky beat juggles history to argue his position on sampling. From the Phonograph to the Jamaican Sound System, one gets a good sense of the potential creativity that Spooky and other promoters of Remix Culture believe in. Some of the questions at the end are quite interesting, and challenging. Definitely worth the 100 minutes of your time.

Text and Interview for the Exhibition “An 8-bit Moment in Gameplay,” by Eduardo Navas

Image and text source: gallery@calit2

The following text and interview were written for the exhibition “An 8-bit Moment in Gameplay: [giantJoystick],” featuring a ten-foot scale working model of the Atari Joystick by artist and media theorist, Mary Flanagan. The exhibition takes place from February 4 to March 17, 2008. You can read more about it at http://gallery.calit2.net.

Both, text and interview, focus in part on the concept of gameplay and its relation to the mainstream as well as the fine arts. The texts are worth archiving in Remix Theory because they shed light on video game culture which, as it’s no secret, relies extensively in concepts of appropriation intimately linked to the current practice of remixing (Remix). For instance, video game players, or gamers, are no longer only expected to play games as out of a package, or as released online; gamers are expected to actually contribute to the game infrastructure by customizing it, either for personal play, or for the enjoyment of the larger community, following the tradition of open source. Examples of this activity are numerous (see Wikipedia list).

Video game culture is in large part fueled by the same principles that have made networked culture possible: the possibility to share and remix code as desired, to then re-release it for the community to use and improve upon, again. This tendency follows my proposition about the blogger which encapsulates a consumer/producer model that is proactive in media culture. Some skepticism is healthy here, and it must be acknowledged that romanticizing such model is a real danger for new media and remix culture.

The following texts, then, offer a window to some of the issues that inform gameplay today. The texts can be considered valuable because they reflect upon and extend the opinion of one of today’s gameplay insiders, Mary Flanagan.

TEXT: An 8-bit Moment in Gameplay: [giantJoystick]

gallery@calit2
Atkinson Hall
University of California, San Diego
February 4 to March 17, 2008
Featuring [giantJoystick] by Mary Flanigan

gallery@calit2 proudly presents “An 8-bit Moment in Gameplay: [giantJoystick],” featuring a working, large-scale game-interface-sculpture designed for collaborative play by artist and media theorist Mary Flanagan. [giantJoystick] (2006) takes us back to the early days of video games when they entered the home. It features classic Atari games from the 1980s, including Adventure, Asteroids, Breakout, Centipede, Circus Atari, Gravitar, Missile Command, Pong, Volleyball, and Yar’s Revenge. The recontextualization of such classics opens a space to reflect on the brief and dense history of video games and the aesthetics of play.

Video game consoles, which offered low-resolution graphics known as 8-bit, were made popular in large part by Atari in 1977. However, video games did not enter the average household in full force until the early 1980s. To many, the years 1979 to 1986 are remembered as the “golden age” of video games – a period when popular culture would also be exposed to digital technology with the introduction of the personal computer. It is, then, not surprising that video games entered the home in this time period. Flanagan’s [giantJoystick] takes us back to this pivotal moment by turning the Atari joystick into a work of art, which carefully combines her interests in art-making as well as gameplay.

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Mashups Are Breaking the Mold at Microsoft, by John Markoff

Image and text source: NYTimes

Published: February 10, 2008

REDMOND, Wash. — TUCKED away in a building on this forested corporate campus, John Montgomery and his team of 17 programmers might be more at home in Silicon Valley than at Microsoft.

Compared with its tenacious Internet competitors like Google and Yahoo, Microsoft is generally still viewed as being more of the shrink-wrapped software generation than the Web 2.0 world.

In Silicon Valley today, software is increasingly delivered as a Web service, it is often put together by teams of programmers who might be scattered on three continents, it’s often free to users, and Web surfers usually do the testing soon after the first prototype is complete.

By contrast, Microsoft has long been a software engineering culture in which huge projects like Windows Vista are developed and tested by teams of hundreds, and whose completion time is measured in a large fraction of decades.

Although it is not yet widely visible to the outside world, some people inside Microsoft are beginning to break that mold.

Mr. Montgomery, a veteran product manager who has also worked as a computer industry writer and editor, is an example of how it just might be possible to teach dinosaurs to dance.

Read the entire article at NYTimes

Eduardo Navas Interview, by Greg Smith

Image source: galibier design‘s quattro turntable

Text source: Serial Consign

Original post: September 24, 2007

One of my favourite blogs over the last year has been Remix Theory, a writing project quarterbacked by media theorist and artist Eduardo Navas. Eduardo is also the author of Remediative and Reflexive Mashups in Sampling Culture, a fantastic essay that beat-juggles a variety of paradigms that range from remix history through to data mashups. Eduardo and I have been firing questions back and forth over email for a few weeks and he has provided a compelling window into his research.

How did you get started researching the remix as a critical paradigm?

It was more a matter of bringing together activities that I had been exploring throughout my life. At the age of 12, during the early eighties, I became a break-dancer and at the age of 18, or so, I bought my own turntables and sound system. Then I began to DJ in the Los Angeles area, something I would do until 2001 or so. During this time I also played percussion in a couple of Salsa cover bands. I was also very involved in the visual arts since I was a kid, and when I reached my mid-twenties I decided to focus in art as a profession and enrolled in art school in the mid-1990’s.

I eventually got a BFA from Otis College of Art, followed by a residency at Skowhegan School of Art, and then I received an MFA from California Institute of the Arts. It was during my Graduate studies at Cal Arts when I became heavily invested in New Media. While at Cal Arts, I also played percussion with the Cal Arts Latin Jazz Band, and I also developed various music projects with another visual artist, Justin Peloian. Obviously, being part of a visual arts program meant that I would make “art” and so I was also heavily invested in studio based art. I was very influenced by Conceptualism. I simply loved (and still love) ideas, and I embraced my time at Cal Arts because the school has very good critical thinkers teaching.

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Busy weekend: Kindle and Facebook beatings, by Dan Farber

Image source: scifi.com

Text source:  ZDnet

Published: November 25th, 2007

Robert Scoble spent the last week giving his new Amazon Kindle ebook reader a test drive, reading a couple of books and declaring the progeny of Jeff Bezos a failure. He thinks the usability and user interface suck and it lack features such as a touch screen, social networking and the capability to send electronic goods to others. He wants version 3.0 of the device.
David Pogue of the New York Times is far kinder to the Kindle.

So if the Kindle isn’t a home run, it’s at least an exciting triple. It gets the important things right: the reading experience, the ruggedness, the super-simple software setup. And that wireless instant download — wow.

Even though most people will prefer the feel, the cost and the simplicity of a paper book, the Kindle is by far the most successful stab yet at taking reading material into the digital age.

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Amazon Pitches a Wireless IPod for Books, by Saul Hansell


Jeff Bezos, Amazon’s founder and chief executive, introduces its new e-book, called Kindle (Mark Lennihan /Associated Press)

Image and text source NYTimes.com 

November 19, 2007

Amazon.com introduced its electronic book reader today at a packed event in New York. Unlike other products in this area, Amazon’s $399 Kindle is designed to be used without ever connecting to a computer. Instead it has a wireless Internet connection that lets users browse Amazon’s online store on the device and download a book in less than a minute.

Amazon is trying to do for books what Apple has done for music. It has linked its device tightly to its own online bookstore, just as the iTunes music store is tied into the iPod. Amazon has 90,000 titles for sale at launch, including books from all major publishers.

Best sellers and new releases will cost $9.99. That represents a substantial savings off of Amazon’s already discounted prices. Amazon is currently selling hardcover bestsellers for roughly $13 to $20 and trade paperbacks for $8 to $11.

Read the entire article at NYTimes.com 

TV Torrents: When ‘piracy’ is easier than legal purchase, by Chris Soghoian (Reblog)

Screenshot of Miro media player
(Credit: Miro)

Image and text source: CNet, State of Surveilance Blog

NBC’s recent withdraw from the iTunes store leaves the millions of users of Apple iPods without a legitimate way to purchase and watch NBC’s content. Could this be the push that brings easy-to-use ‘piracy’ to the masses? This article discusses the issues, and then provides step-by-step instructions to setup a computer to automatically download any of hundreds of TV shows as soon as they are broadcast and put online.

With Apple’s recent lovers’s spat with NBC making the headlines, it seems like a good opportunity to examine the state of the online TV downloads, be they paid or ‘pirated’. The end result of the dispute between the companies is that NBC’s shows, which currently count for approximately one third of iTunes’ TV show sales will no longer be available for sale at Apple’s iTunes store. Customers wishing to purchase NBC’s shows will now need to go through Amazon’s Unbox service. While Unbox supports users of Windows and TiVo, Mac users, as well as those millions of iPod users are left out in the cold. Linux geeks, and those customers who have purchased divx/avi capable portable music players are also excluded, but this small subset of the market were equally ignored by Apple. (more…)

Mashup design Patterns, by Alex Barnett

Image and text source: Alex Barnett Blog

Posted on May 22 2007

In the middle of last year, I invited Dion to meet with me and other members of Microsoft’s Data Programmability team to discuss REST in the context of data access over the web. Dion’s perspective is one of the reasons our team was able to recognise the potential of a RESTful programming model against relational data, manifested today as Project Astoria.

I’ve been waiting to read Dion’s thoughts on Project Astoria (via John Musser). It’s an interesting take, contextualizing Astoria within the overall architectural trends we’re seeing take place.

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