Tuesday, December 11, 2007

TIMELINE

1936 – Walter Benjamin publishes the widely discussed essay, “The Work of Art in the Age of Mechanical Reproduction.”
1940-45 - Vannevar Bush – Primary organizer of the Manhattan Project. Created groundbreaking analog computing projects at MIT. 1940 got grand by Franklin Roosevelt for funding and research between military, industry and academic “iron triangle” which led to new media. 1945 wrote As We May Think. Doug Engelbart – Inspired by Bush’s “As We May Think”, he invented the mouse, word pressor, and the hyperlink.
1950 – Alan Turing worked to decrypt encoded language. He wrote an essay, Computing Machinery and Intelligence, which discusses the many aspects of artificial intelligence.
1952 – “Grace Murray Hopper programmed the first compiler, computer languages began to take shape.”
1954 – Norbert Wiener began working toward cybernetics, which is “the science of communications and automatic control systems in both machines and living things.” (Apple Dictionary). Wrote the essay Men, Machines, and the World About.
1957 – Allan Kaprow established a new trend in performing arts where the audience became more and more involved with the performance, these were called “happenings”.
1959 – Brion Gysin was an artist who made popular the “cut-up” technique, where he would cut newspapers into sections and rearrange the text.
1960 – J.C.R. Licklider was an American computer scientist famous for his publication of “Man-Computer Symbiosis”. This article describes the need for the symbiosis of computers and man-power.
1962 – Doug Engelbart invented the computer mouse.
1963 – Ivan E. Sutherland – Sketchpad was created, which is a three dimensional communication program.
1966 – E.A.T. (Experiments in Art and Technology) was founded by Billy Kluver, Robert Rauschenberg, Robert Whitman, and Fred Waldhauer.. Which led to the development of the relationship between artist and engineer.
1967 – Negroponte founded the Architecture Machine Group at MIT.
1968 – “The mother of all demos” Douglas Engelbart and others demonstrated the research behind ARC (Augmentation Research Center) about interactive computing. This led to an explosion of interest in the field.
1974 – Augusto Boal writes “Theater of the Oppressed”, which brought about ideas of interactive theater, further blurring the line between audience and actors.
1975 – Nicholas Negroponte publishes “Soft Architecture Machines”; an article that depicts the importance of humans being empowered by computers, allowing for creative experimentation.
1976 – Joseph Weizenbaum writes “Computer Power and Human Reason”; which brings up concerns about the effects human relations have with the advance of computer interaction.
1977 - Burroughs and Gysin publish “The Third Mind,” a collection of cut-up writings and essays.
1977 – Myron Kreuger publishes “Responsive Environments”. He is the godfather of virtual reality, and interactive computer spaces.
1977 – Alan Kay and Adele Goldberg publish “Personal Dynamic Media”. They developed the ideas that led to the development of the laptop and desktop computer.
1978 – Joseph Weizenbaum publishes “Computer Power and Human Reason”. He wrote one of the most famous chatterbox in the history of computing, and then perceived the dangers of some of the uses that can come from it. He then demanded that scientists and technologists take responsibility for what they develop.
1979 – The first interactive video art installation, “Lorna”, is created by Lynn Hershman.
1980 – “A Thousand Plateaus” is written by Gilles Deleuze and Felix Guattari.
1982 – “Literary Machines: proposal for a Universal Electronic Publishing System and Archive” is published. Written by Ted H. Nelson, it explains Xanadu.
1983 – “Direct Manipulation: A Step Beyond Programming Languages” is written by Ben Shneiderman. He tries to bring about the idea of communicating based on a visual language, rather than a literary language.
1984 – Sherry Turkle publishes “Video Games and Computer Holding Power”. This article explores the psychology behind video games.
1985 – The definition of a cyborg is explored in Donna Haraway’s article, “A Cyborg Manifesto: Science, Technology, and Socialist-Feminism in the Late Twentieth Century”
1985 – Open source software, the idea that the programming is open to the public, is discussed in “The GNU Manifesto”, written by Richard Stallman. He coins the term “copyleft”.
1986 – “Mythinformation” by Langdon Winner articulates how computers can be used for positive social change.
1987 – Lucy A. Suchman criticizes AI research in “Plans and Situated Actions”. She presents two unsolved problems: the self-explanatory tool, and giving the computer a purpose.
1988 – Bill Nichols publishes “The Work of Culture in the Age of Cybernetic Systems”. This essay updates Benjamin’s essay on mechanical reproduction, and addresses contemporary forms of reproduction.
1988 – Ivan Sutherland won the Turing Award for his invention of the Sketchpad
1990 to 1992 – the “golden age” of hypertext fiction.
1991 - Pelle Ehn and Morten Kyng published “Cardboard Computers: Mocking-it-up or Hands-on the Future” on the human use of comuters. Their focus is on human-relations, and has had a strong effect on the “usability” of computers.
1991 - Chip Morningstar and F. Randall Farmer created one of the first interactive virtual environment called “Habitat”.
1991 - Bolter points out the importance of understanding typography and how computers relate to the movement of writing in his essay “Seeing and Writing”.
1991 – “You Say You Want a Revolution? Hypertext and the Laws of Media” by Stuart Moulthrop is a very in depth discussion on the hypertext, and brings up many interesting observations on the internet
1992 – Robert Coover tries to create a new form of fiction. His essay “The End of Books” describes hypertext fiction, and declares that it will end books as we know them.
1993 – Scott McCloud writes the comic book version of Aristotle’s Poetics. He describes the laws and dynamics of how comics work.

Wednesday, December 5, 2007

Museum of Moving Images

I really enjoyed the Museum of Moving Images. I loved seeing all the old cameras, and it makes me realize how grateful I am for the new technology. Those people who made films on those machines must have been truly dedicated. I also really liked how interactive the museum is. I could have spent a long time there. It was fun seeing the old video games, like the original Pong, as well as the new Dance Dance Revolution (which I learned I am not very good at). I think it was a great museum for the end of the year, it was a lot of fun, and a nice little bit of relaxation during the finals time.

New Media Reader 649 - 735

Cardboard Computers: Mocking-It-Up or Hands-On the Future

Pelle Ehn and Morten Kyng published this essay on the human use of comuters. They noticed that the programming language has become more complicated, so the ideal that Alan Kay and Adele Goldeberg stated has not been achieved. Ehn and Kyng have noticed a trend that is heading in the opposite direction; one where programming is more company driven, than for individual users. They created “Utopia”; a project that takes the approach of working with users to design new media tools. This seems like an obvious step, but their focus is on human-relations, and has had a strong effect on the “usability” of computers.


The Lessons of Lucasfilm’s Habitat

Chip Morningstar and F. Randall Farmer created one of the first interactive virtual environment called “Habitat”. This program first showed us the experience of the simulated world, and taught us many lessons in online interaction. This essay hits on two important approaches to new media, and that is the computer-mediated communications, and virtual environments. These guys helped create the online gaming world, which is something I grew up a part of. I still love getting into the cyber world and shooting at each other. This essay shows us the origin of all that.


Seeing and Writing

Bolter points out the importance of understanding typography and how computers relate to the movement of writing. He explores the concept of how new media influences our concepts of reading and writing. He observes that while electronic spreadsheets are native to the computer, the program itself relates to structures that are evident in paper accounting practices. This is very true. I am using this program in a view that allows me to see the edges of the paper, so I know where I’m writing on the page. Bolter states that it is important to study the history of typography, and to adjoining better-understood territory and new media.


You Say You Want a Revolution? Hypertext and the Laws of Media

Moulthrop uses McLuhan’s plan for a four-part media interrogation, he subjects the idea of a hypertext to scrutiny. He points out that the hypertext does not replace the book- it’s more like a replacement for TV, stating that middle-school and high-schoolers are spending the time on the computer rather than on the TV. The four questions from McLuhan that he poses in this essay are: What does hypertext enhance or intensify? What does hypertext displace or render obsolete? What does hypertext retrieve that was previously obsolete? And what does hypertext become when taken to its limit? This essay is a very in depth discussion on the hypertext, and brings up many interesting observations on the internet we have today.



The End of Books

Robert Coover explores the idea that the hypertext will destroy the book. He actually has taught classes in writing in the form of a hypertext. This is a very interesting idea, and I don’t think I’ve ever read, or would want to read, a story in this form. His classes only lasted for two years, from 1990 to 1992, and he declared that the “golden-age” of hypertext fiction is over, and perhaps there will be an enjoyable silver age. I think that new forms of literary media will appear, but I have yet to see anything that rivals the book publications. Maybe there just hasn’t been enough money put into pursuing new literary styles, but I hope it doesn’t end books altogether, I rather like the old fashioned hard-cover novel.

Time Frames

Scott McCloud has written the blueprint for all of comic writing, which is why he is proclaimed the “Aristotle” of comics. He describes the underlying structures and techniques that make comics work. His explanation is complete, and comprehensible. What I like best about this essay is that it is written in comic form. He not only describes how the different techniques work, but he shows directly in the essay how they work. This work shows that this form of media does indeed have conventional rules and methods. I really enjoyed reading this essay. It really taught me a lot about what I look at as I read a comic, and how time relates to comics.

LibraryThing

LibraryThing is a great resource to be aware of. It’s always hard for me to find good books to read, and this is a great website that will refer you to books you might like based on your list. This is great because I basically only read books that have been recommended to me, and this will help me find new books to read. This will also be a good source for when I’m figuring out which books to use in my rationale.