Friday, July 17, 2009

Warjamming / Realityjamming



The documentary we shot during the Warjammers MMORPG addiction experiment has been put up on youtube (thanks anna). Looking back, I REALLY value what we did.

Didn't get much support, didn't succeed in becoming addicted,

...learned a lot about the way things work in academia and the un-force-able nature of play.


I took a good two weeks off from touching a computer. Again, the effect was profound. I slept better, thought better and felt better when I wasn't wired in. Computers accelerate the mind and split it into a thousand places (if you know how to find the information and how to scan it fast enough). Useless garbage...


Yet without a laptop I also do about 5% as much. I am trained to write / research / think with this tablet as a guiding force. Way fast, very extensive.... incredibly limited in ways I am only beginning to realize. So What's the next step?

Learning how to program.

haha. yeah, close the window. Who the hell cares about programming? People turn away from it, laugh at it. They fear it. But that's why I'm going in. "I am a designer" is often just an excuse for not being willing to figure out how things work on a basic level. NO ONE in our society has any idea how their computers are really working.

This whole time spent looking at a Digital Humanity and I never took coding seriously, never thought I could. I was scared away from it by a hostile intro to compsci prof, by the stigma. I spent 2 years studying that fear, looking at what computers were doing to me.

So now I'm getting my hands dirty, seeing what I can do to it. Logic logic logic. It's beautifully different from how I am used to thinking. It seems like every programmer I've met has let go of a certain degree of flexibility (spiritual?). I hope I don't lose touch. But I don't think I have to. Programming is the newest artform, and only a certain kind of person has been willing to engage with it. As the forward in "Foundation ActionScript 3.0" explains:

"Today, we look upon programming as a purely technical pursuit. We talk of a divide between the creative and the technical, and lump programmers in the latter. The programmer is today as the filmmaker was early last century: an artist toiling in relative obscurity, awaiting a code-literate society to appreciate the nuances of her art. Will it take a century to happen? I don't think so."

Wednesday, May 27, 2009

Design = Creating "There"

[Originally posted on www.tiltfactor.org]

The word "design" comes from the German "da", meaning there, and "sein", which means being. So design is simply the way of "there-being" that all humans have.

We see it more as an activity now, the steps that one can take toward improving or strengthening the human condition.

Game designers go a step further.

halo-level

We are people who construct situations which remodel the human way of "there-being" around new goal structures. We evoke the human sense of being within fictional, simulated environments. We let people fly, swim and build on scales that reality does not permit.

Yet these experiences fail if they do not remain loyal to the basic human sense of being that each player brings to a designed world. Game designers get to build the "there" so as to evoke being, and the "there" we build can be sculpted in ways that evoke certain aspects of the human mind or influence a subtle shift in the human way of being

External circumstances have a direct influence on human conceptions of the self. Thus many basic aspects of humanity (murder, violence, destruction....) become enhanced and rewarded when the goals within a system are mainly combative or competitive. The goal structures that comprise games can be tailored to attract escapism, hallucination, and gamer compulsion for the sake of corporate profit. These experiences can evoke lower aspects of human "being" while repressing higher functions like creativity, community or thoughtfulness. Many games evoke both.

But at Tilt we choose goals that foster education and inspiration. 

Sounds simple but it's pretty hard. It actually might be impossible to build a "there" without it's own bias, it's own tailored agenda that leaves out certain aspects of human "being".

Is it okay to design only for the aspects of human "there-being" with which we agree?

Or does doing so just lead to repression?

Wednesday, May 13, 2009

Adderall and Hyper-Cognition

Diana emailed out to a short list of students and professors quoting this article.

"But it's not the mind-expanding sixties anymore. Every era, it seems, has its own defining drug. Neuroenhancers are perfectly suited for the anxiety of white-collar competition in a floundering economy. And they have a synergistic relationship with our multiplying digital technologies: the more gadgets we own, the more distracted we become, and the more we need help in order to focus."

(I emailed back)

"Unfortunately there's a direct correlation. Computers give us the ability to do too much. The drugs introduce a compelling form of anxiety, a helpful (false?) sense of purpose in the face of infinite possibility (firefox).


It's like coffee and confidence. English papers become as interesting as dinosaurs in 4th grade.


YET they leave people completely dependent. I've heard speeches from graduating seniors warning against use: "I just can't bring myself to work without it anymore."


But i guess I would say the same about my laptop."


-Cos

Sunday, May 3, 2009

Bionics, human vulnerability and the media

Take a look at how radical new technologies are being presented to us: digestible, friendly. Like some vegan cooking how-to videos.

Robot penguins.

Robot snakes.

Robot us.

"Oh yeah don't mind us, just re-crafting nature to suit our needs. Please invest!"

My new media-immunities are down: I'm actually worried about the swine flu but I'm cool with simulated animals.

The media has a vicegrip on my emotions with this one. The fear is the real contagion. If it meant not having to worry about getting sick, I'd let the biotechnicians do whatever they please, make robot viruses that keep away the ones we didn't create. On one end they have us too scared to ask questions, on the other, too complacent.

We are overpopulated, and the crash is just going to get worse the further we push it away with technology. Five people were diagnosed on campus with swine flu today. They're being given some magical treatment. People are on edge.

And in response to this fear you get people saying, "yeah well, no one cares about AIDS," or "no one talks about Cholera!" Well, no one cares about technology either. I... can't even say for sure what it is about these links that moves me. There's something. Something we're after. Perfection. Self-simulation. Invulnerability. Scary I-Robot kinds of questions should be asked, but when you dress it up like a penguin... who cares?

I'd buy an air-penguin and let it float around my yard. The snake, maybe not. It's all about how things are presented, and that makes me susceptible to infection.

But now that we've built it, now that society is there to be sustained and the technology is so easy to mess around with, we're going to sprint to the end. Till viruses don't matter. Till mortality, pain, hunger... till every fear has been mastered and streamlined with shiny chrome labels and gadget-laden life preservers. Until that point, the media had better keep our hands and feet inside the tram.

"But why? it's more fun with your hands in the air, it's more scary!"
"Hey kid look its the swine flu!"

you got me.
scared and stupid.

-Cos

Wednesday, April 22, 2009

Twitter =


[a draft I found, posting it finally jan 2010]

Why is twitter valuable? Because if you use it the right way, if you don't talk about yourself and succinctly post good ideas over time, then future employers will have a record of your creative identity. They'll be able to look into the memories your perceptions have bothered to record (the pictures, the articles, the "ah-ha" moments) and assemble an accurate understanding of your personality.

Racism Against Robots (Quickpost)


Sitting in my Philosophy and Computers class. People arguing that computers (AI) will never be creative like humans are. "Computers can't come up with a new way of seeing..."

Going to ask if there's a word for racism against robots. Here we go.

Talked about the infant in a white room experiment: child dies due to lack of stimulus. talked about creativity, my inability to communicate ultraviolet in art because I can't see it. Lamented that we are holding on to identity and authorship. Asked the racism question. Answer I recieve: something like Specism. (species-ism?) Carbon-centrism?

People laugh, but i got the prof's attention. He goes on to read poems written by A.I. and poems written by humans. No one gets them all right.

No one is trying to let go of their self-importance. It's hard, like pushups. We've gotta try harder to accept how cool our existence is even though we might not be IT.

And god damnit, when AI shows up my "wired" generation might not be willing to lighten up.

-Cos?

Text-Based Graphics


D+D has me thinking about visualization; it's just a better way to build fictive space. So here's some interactive fiction Nick Montfort suggested which plays off the same effect:

Varicella by Adam Cadre


Bronze by Emily Short


Aisle by Sam Barlow


Book and Volume by Montfort


Then if you're looking for a multiplayer experience, I've been messing around on DARTmud, which is Everquest meets.... a really good book. I like it more than the single player experiences, but sadly the world is a bit empty now that graphics have taken over:
www.dartmud.com

As if any of us have time for this stuff.

-Cos