Tag Archives: new media
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HDCP and Apple

This sounds like complete crap to me. AppleInsider and Ars Technica report that Apple has adopted a new hardward standard that will limit the playback of “Freeplay”-enabled media on non-compliant devices — even if no laws are being broken. Based on the report, it seems that this is going to be a reality across Apple’s whole line of computers, as the current batch of HDCP-enabled MacBooks attest.

Once again, the conglomerates are missing the point. Folks, we are not the criminals, and I’m tired of buying hardware that comes to me broken.

Case in point: I hate my iPod Shuffle. It seems like every time I decide to plug it into my MacBook Pro — the only computer I have ever used with my Shuffle — it tells me that iPod can only used with one iTunes library. The only options I have are “Cancel” or erase the iPod. Huh? Now this wouldn’t be such a big deal if it didn’t take so bloody long to put music back on the thing. And, sheesh, it’s only a gigabyte! How much music could I possibly steal?!

I’ve said it before: I liked Apple better when they were not so successful.

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New Media Video

Macon State student Brandon Thompson created a digital story about new media, featuring some brief sound bytes from yours truly. He did an excellent job and is a credit to MSC-TV and the college. Way to go, Brandon.

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Writely

As if Google Notebook wasn’t cool enough. Now there’s Writely, an online word processor that seems to have been acquired by Google (of course). Who needs Word when you can do all of your word processing online? According to their web site, documents can be shared and stored online, to be edited from any web browser. Sweet. Not only can I free up my hard drive, but I can have all of my documents from any computer with an Internet connection. I think I’m less excited about the word processing functions than I am about putting my documents on Google severs. Where are your most important documents more safe than on the most redundant server on the planet?

To me, this is what the Interenet should be: slick applications and plenty of server space, especially for applications that have bridged the gap between the world of paper commnication and digital networks. It seems that programmers and those web 2.0 startups are finally starting to get it. While a word processor used to be where I spent most of my time on a computer, Firefox now occupies the front position on my monitor. With sites/applications like Flickr, Wikipedia, Del.icio.us, YouTube, Digg, FeedBurner, and all those Google resources — Gmail, Calendar, Analytics, Notebook, Videos, Reader, Bookmarks, Help (thanks for the link) — using the Internet is actually exciting again. In fact, I can’t remember the last time I launched a word processor, and I’m an English professor!

I’m happy to say that my Mac has been Microsoft-free for over a year now. Much of this I credit to Apple, but lately, Google and those others I’ve just mentioned have eclipsed Apple as the true software innovators. Apple, what have you done for me lately? .Mac? Pluh-leese. Google might have replaced Apple as my favorite tech company. A shame, but damn they deserve it.

Writely is presently not taking new members until they’ve moved to Google servers, but you can bet I’ve asked to be notified.

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New Media?

“It’s now obvious nobody yet knows how to create a successful, and truly new, medium.” Steve Lohr, in yesterday’s NYTimes, observes that new media, specifically that based around the Internet, revolves around two aspects: searching and shopping. All else — the promise of virtual reality, multimedia dissemination, and other interactive digital components — has not appeared and is not likely to anytime soon. I tend to put much of the blame on the capitalists — not all mind you, but those like Microsoft, the RIAA, and the MPAA. Progress to these companies means losing control, so they use bullying techniques and special interest lobbyists to keep the potential of new media limited. See any of the “Super-DMCA” legislation that has already passed in several states.

We are not stopped by the technology, folks, just the backward looking companies that are afraid that progress will mean the collapse of their mighty empires. Lohr sees some hope, but progress will come slowly — at least until the powers-that-be can find a way to make a buck and keep it.

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Janet Murray’s Holodeck (Or, Technology and the Creative Artist Wrap Up, Part 2)

Janet Murray’s Holodeck (Or, Technology and the Creative Artist Wrap Up, Part 2)

Janet H. MurrayFor many, Janet Murray‘s Hamlet on the Holodeck represents the foundational text that defines cyberdrama and narrativism. Her seminal work theorizes a “universal fantasy machine” that the “half hacker, half bard” could use “to write stories that cannot be told in other ways” (15, 9). This experience, one that Murray likens to Star Trek‘s holodeck, would be continuous with the tradition of storytelling and would be valuable in allowing humans to explore their inner lives through a technology that aims to become transparent: leaving us to experience only the power of the story and what that says about our humanity (26, 27).

Murray’s Hamlet seeks to align humanity’s literary past with our need to push beyond the boundaries of linear storytelling (29). Central to her discussion is the current manifestation of what might one day become the holodeck: the personal computer. Murray sees as representing the promise for a narrative entertainment of pullulation — one that could represent multiple and even contradictory realities — that our current media cannot (33). We are facing a unique time when our demand for multiple representations of reality is pushing the borders of our artistic representations, resulting in a convergence of formats that only a computer can facilitate (64).

One criticism leveled at Murray — and, in fact, most of the proponents of narrativism — is that she borrows theoretical language and approaches from other disciplines and applies them to what they see as a unique genre: the computer game. I discuss the ludologists a bit later, but Murray’s approach does borrow from other disciplines, namely literature; however, she seeks to remain in a tradition of artistic production, and her study begins with the two-thousand-plus years of literary tradition. Since my training is in literature, I must admit my bias here. And let’s face it: if Murray wrote about video games, her book probably would not have held the weight it does today.

In order to talk about a new genre, Murray defines the essential properties of digital environments. They are: procedural, participatory, spatial, and encyclopedic. The former two represent what is popularly known as “interactive,” while the latter two further nuance “immersive” (71). She spends much of the book defining and illustrating these essential properties of the computer in an effort to develop a poetics of cyberdrama, to learn what the characteristic pleasures of digital media and just what truths it suggests about our unique time (Murray 94).

Murray places her cyberdrama between the goal-driven maze and the open-ended rhizome, suggesting that users do not want to totally give up a authorial voice, but want to participate more in a narrative than just turning the pages of a book (134-35). This desire, seemingly born of our relationship with computers, Murray suggests, could provide us with opportunities to role-play in ways never before possible, giving users more agency in mini-dramas that can be rehearsals for life (144). In this way, Murray envisions the computer as the defining device of our time that holds the potential to express our unique truths and beauties, like Shakespeare’s soliloquies did for his (274). In this way, too, the artistic expressions that utilize the computer align themselves in an artistic tradition of storytelling:

In our ordinary lives, we turn to stories of every kind, again and again, to reflect our desires and sorrows with the heightened clarity of the imagination. We will bring these same expectations to digital narrative.

In trying to imagine Hamlet on the holodeck, then, I am not asking if it is possible to translate a particular Shakespeare play into another format. I am asking if can hope to capture in cyberdrama something as true to the human condition, and as beautifully expressed, as the life that Shakespeare captured on the Elizabethan stage. (Murray Hamlet 274)

For Murray, the computer represents the machine that can hold the media through which humanity can “confront the unanswerable questions of human existence” (280). This seems like one of the functions of art: a process which engages like tragedy, rather than one that offers an escape, like Quake. I’m not suggesting that both aren’t integral to defining the human condition, nor do I think is Murray. Yet, it seems that her vision of cyberdrama allows humans a place where they can engage reality, not escape from it. We have the TV to do that already. The computer, she continues in “Game-Story to Cyberdrama,” is redefining both stories and games by allowing

us to tell stories we could not tell before, to retell the age-old stories in new ways, to image ourselves as creatures of a parameterized world of multiple possibilities. to understand ourselves as authors of rule systems which drive behavior and shape our possibilities. (8)

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Hey, What About Truth and Beauty? (Or, Technology and the Creative Artist Wrap Up, Part 1)

Hey, What About Truth and Beauty? (Or, Technology and the Creative Artist Wrap Up, Part 1)

DomI began this semester by asking the question “what is art”? After a discussion that suggested art was anything from an escape to humanity’s finest achievement, we, perhaps artificially, narrowed our definition to state that art is always:

  • critical, penetrating, challenging, engaging
  • public: influential, inspiring, controversial
  • historically positioned: technologically positioned/determined
  • imaginative
  • narrative
  • mimetic: mirrors the human condition

I note that this definition seems not to address certain aspects of art that one might expect, like beauty, truth, pleasure, spectacle, emotion, agon, and other criteria traditionally ascribed to art. These omissions are, perhaps, problematic as several critics have observed in our course readings. More on that later. This course only cursorily touches aesthetics, so in order to progress, some criteria needed to be agreed upon.

We further limited our study’s purview to the production and presentation of art for which a computer is integral. This is our definition of “technology” in this context. This class explored the current, and incunabular, connections between art and the computer. Taking a cue from Janet Murray’s Hamlet on the Holodeck, we are interested in stories that cannot be told in other ways (9), ones for which the conventions are still evolving (28), ones which need a convergence of formats (64), ones that suggest play as an integral aspect of the aesthetic (61), and ones that push the boundaries beyond the linear in order to express parallel possibilities (37).

Carolyn Handler Miller’s Digital Storytelling addresses some of the practical concerns that storytellers working with computers must face. Miller stresses that digital storytellers should use both the strengths of the format and their individual strengths in a collaborative, interdisciplinary effort when authoring digital media (33, 46). She introduces several terms in an attempt to characterize the unique aspects of computers:

  • Interactivity — Miller suggests that interactivity is what makes digital entertainment unique: users are directly involved. She calls interactivity an “active relationship” between the “user and the content” (56). This idea, she states, puts more responsibility on the creators to provide a rich and stimulating environment, and also requires them to give up some of the control traditionally ascribed to the author (58, 61).
  • Convergence — A coming together of various media in a single package (40). She gives four elements necessary for convergence: (1) a communications delivery system, such as broadband or wireless; (2) hardware, such as a computer or wireless device; (3) digitized content, such as video or text; and (4) computerized technology with which to interact with the content (41). The content should use the medium best suited for it, like an iPod for listening to MP3s (46).
  • Adaptation — Properties of one medium used in another in order to get more milage out of good material (47). For example, a video game made from a movie. This also suggests that media interconnect and influence each other in various ways: ways that the computer can take advantage of.
  • Immersion — Miller posits that immersion envelops users in a rich, simulated environment that should stimulate all of the senses (58).
  • Edutainment — An attempt to derive effective pedagogy through that which most engages and engrosses (Miller 136). “The challenge,” states Miller, “is to find the right balance between the serious stuff and the fun stuff — between the medicine and the sugar” (137).

Miller’s book, though not theoretically rigorous, provides a strong foundation for engaging in the consideration and authoring of hypermedia. Though, as her title suggests, her approach is in the tradition of storytelling: an epistemology of narrative. She emphasizes collaboration in an increasingly interdisciplinary field, suggesting that team members should use their individual strengths toward the efficacious completion of evermore complex projects. Miller introduces in popular lay terms the ongoing debate between narrative and play and the ambiguity between these practices that the computer presents.

Part two of this overview will address the key concepts from probably the most influential theorist of narrativism: Janet Murray.

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Configuration and Interpretation

The section of First Person: New Media as Story, Performance, and Game on ludology suggests that video games should be studied differently than one would study a narrative; i.e., they are not (just) stories, so the considerations of play must be considered foremost. The most useful discussion in this section centers around configuration.

Read more on Big Jelly.

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