Thursday, December 10, 2009

The Rest of NMR

Chapter 16
--"demo or die"
--1968 - Fall Joint Computer Conference, a demonstration of the Augmentation Research Center's work so far, the "mother of all demos"
--After this, the ARC developed programs that went on to overtake the market

Chapter 17

--1970 - Exhibition Software - invited visitors to operate the computers
     --Mostly failed, but some good things came out of it
     --Useful to get artists and technologists in the same room, "cybernetic serendipity"

Chapter 18
--Ezensberger
     --Media produces new forms of complete "intellectual property"
     --All forms of media are melding together to form one


Chapter 19
--Baudrillard - argued against Ezenberger
     --Said a situation won't improve by allowing everyone creative freedom, that will just make it worse

Chapter 20
--Concept of flow is main way to organize television
     --Allows for a fluid combination of programs and commercials
--Television remains a major part of media in our culture

Chapter 21
--Theodore H. Nelson, 1974
     --Computer Lib predicts the rise of personal computers; challenged the purpose of computers at a fundamental level
     --Dream Machines sees computer as a new form of media
          --The essential message was about media and design
--Nelson suggested new media experiences should be published on basically the internet

Chapter 22
--Augusto Boal, 1974, Theater of the Oppressed
--1992, Boal runs for public office
--Boal imprisioned for practicing interactive techniques
--Boal's techniques are effective for creating embodied interaction
--Some of techniques now practiced around the world.

Chapter 23
--Nicholas Negroponte, 1967
     --Founded the Architecture Machine Group at MIT
     --Developed methods of managing data spatially
--1975 "Soft Architecture Machines"
--1985 MIT Media Lab opens with aid of MIT President Jerome Weisne
     --Researches future applications of technologies via academic disciplines
--Structures for human activity are the basis for architecture and human computer interaction
--Negroponte believed users should be empowered by computers
--Co-founder of Wired Magazine!

Chapter 24
--Joseph Weizenbaum, 1964-1966
--Invents Eliza [chatter box system]
     --System can interact and respond to humans using a script called "Doctor"
--He explains the influence computing has had on linguistics
--His specific concern is that people are unable to draw the boundaries between the proper use of computer technology and computer applications

Chapter 25
--Myron Krueger, 1977, Responsive Environments
--"Father of Virtual Reality"
     --Worked on virtual reality concepts and received mixed feelings from the community
     --Losts of critical response for "lack of humanism"

Chapter 26
--Alan Kay and Adele Goldbergm 1977
--Foretold notebook computing
--Almost all the specific ideas for the uses of notebook computing developed in the group that Kay directed at Xerox Palo Alto Research Center
--Kay believed computers would be used creatively and even by children
--Their group at Xerox PARC developed not only the notebook computer, and the personal desktop computer.

Chapter 27
--Gilles Deleuze and Felix Guattari, 1980
--The idea of rhizomatic writing, sometimes used to describe hypertext
--Challenges the reader to consider dualisms
--Foucault calls their writing an introduction to the non-fascist life - "a call to be radical without being sad."

Chapter 28
--Seymour Papert, 1980
--Papert believes in the power of the computer to facilitate educational experiences
--Constructionism
--Mindstorms is a hypothetical conversation between two children who are working and playing with a computer

Chapter 29
--Richard. A. Bolt, 1980
--Multimodal interfaces, combining speech and gesture input, etc.
--Data represented spatially on all graphical computers today
     --Almost always in two-dimensional space
--Multimodal interfaces allows people to communicate with a computer by simultaneously using channels such as speech, gesture, gaze and facial expression

Chapter #30
--Theodore H. Nelson, 1980
--Literary Machines
     --Complete outline of his Xanadu project and the concepts behind it
--In this vision, people will read and write almost everything from and to a global computer network
--Xanadu is the ultimate archive with each element of this archive constantly in process
--The Web is only a slice of this vision

Chapter 31
--Bill Viola, 1995
--Video artists vs interactive video artists
--In the 1960's video appeared to be only lesser version of film
     --His interactive video relates to an instruction manual that makes us consider language anew
--He takes a poetic approach to exploring the video medium

Chapter 32
--Ben Bagdikian, 1983
--Old and new media are becoming increasingly compatible, comparable
--New media is becoming big business, and no longer operates as a marginal phenomenon
--He traces the changes over nearly 20 years in his book "The Media Monopoly"
-6 firms now control all U.S. mass media

Chapter 33
--Ben Shneiderman, 1983
--His idea of direct manipulation
     --Data is being processed, exposed and accessed in a graphically representational way
     --GUI, visual programming environments, etc
     --Relates the computer activity to an ordinary action
-Wrote how it can take a great effort to learn certain specialized direct manipulation interfaces

Chapter 34
--Sherry Turkle, 1984
--She noticed how video games were descriptive of how we interact with computers
-- Asked players about their experiences to determine why they played video games
--Discovered these games play a social and psychological role
--Games provide a way in which people can take on different roles that are important to them psychologically
--Considers the nature of games themselves
--Adults think the stories associated with arcade video games irrelevant to their play
I find this to be untrue--a lot of people don't like games with no story. But some do. To generalize this in this manner is short-sighted.

Chapter 35
--Donna Haraway, 1985
--Her cyborg is a socialist-feminist mythology not founded on belief in an idyllic past
--Feminists have not always engaged with the mythology of the goddess
--Boundaries between humans/machines, physical/virtual
--Technologically mediated societies
--Approaches cyborgs/feminism from a whole new and different perspective

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