Every year, I've seen less trick or treaters come to my door: it seems like fear of terrorists and other such "boogeymen" has driven this holiday to nearly a halt. I spent too much of my evening while awaiting children [I was dressed up as Jack Sparrow myself...] online, and saw a dismaying number of people engaged in facebook Mafia and Scrabble. Rather than join them I grabbed a friend and we went trick or treating ourselves. We saw perhaps 20 or 30 other people out during our wanderings through the neighborhood and encountered the rare outpourring of Halloween spirit in the form of a costumed man waiting to chase children out of his yard or a nicely decorated house with moving ghosts in the windows. But mostly these were blips in a generally dismissive scene.
The virtual world holds its counterpart to the more traditional Halloween. It's possible to go "trick or treat" within World of Warcraft: visiting the innkeepers in any town and passing the virtual pumpkins and apple bob my character can possibly get candy or be transformed into a costume for a while representing another race [or even a ghost!]. Sometimes the virtual innkeepers are feeling mischievous, and then my character might end up hopping around helplessly as a frog for a while. The spirit of Halloween even continues in the form of quests, from taking orphan children around the smaller villages to a very high level quest to defeat the Headless Horsemen. I can trick or treat within Facebook, too, visiting friends for Bloodtinis and other such goodies.
Second Life doesn't feel like a place for trick or treating: it's a costume party year round, and I didn't get the sense of much different in the world for Halloween. Perhaps somewhere more was happening, but mostly it felt to me like Halloween is too generic a metaphor for daily Second Life existence to be of much particular interest to the Second Life denizens. The trappings of Halloween, however, seem to be everywhere. I see people dressed as beasts or bunnies or strippers or pimps. In many ways the more wild outfits in Second Life wouldn't be at all out of place in a costume shop. There's even some of the same focuses I've seen in the transformation from children's costumes to "adult" costumes as sex replaces both cute and evil as the defining characteristic and everything from pilot to french maid is recast in objectified extremes.
What is it that's killed Halloween? Is it fear of neighbors as pedophiles and candy as poison? Or is it that we spend so much more time now in virtual masquerade that the real thing has lost its magic?
Showing posts with label tech toys. Show all posts
Showing posts with label tech toys. Show all posts
Thursday, November 1, 2007
Thursday, October 11, 2007
Textual Memory
I've spent the last two days exploring an new Facebook application, Visual Bookshelf, that's been surprisingly apt at triggering my memories: all it is at heart is a database for storing all the books I've read, but it's given me a different way to think about my reading. I have an easier time remembering those books that I devoured in youth than the books I've read over the last few years. Of the hundreds of titles I've uncovered just wandering about and trying to remember my past favorites, most are picture books or children's fantasy novels.
Perhaps the most disturbing part has been trying to recognize the covers that I remember so clearly in the modernized rereleases of most of the "classic" children's books--though that's at least more heartening than seeing other books I grew up loving, like The Last Elegant Bear and Amy's Eyes, that have fallen so from the world that even Amazon can't bring up an image of their covers anymore. Some of the titles leap to mind as I delve further into the virtual bookshelf, like Dragonsong or The Power of the Rellard. I remember little stories... like trying to find my own copy of The Power of the Rellard after checking it out of the library almost constantly for years to read the story of a crippled girl who comes into tune with a strange natural force. I finally asked one summer at a used book store in California if they could hunt it down, but before I talked my parents into forking out the fees for the search I happened across the book in a remainder bin at a Books a Million of all places. [This was before the days of point and click used book internet surpluses, which have sadly made great quests for a remembered book obsolete].
There are books just beneath the surface of my memory that I still can't find, like a series of science fiction novels involving a girl and psychic struggles that I could have sworn was by Anne McCaffrey or a story of a rat living in the sewers with a matchbox for a bed...
Then there are the books long forgotten that suddenly emerge full-thrust into my brain at the sight of the cover unwittingly pulled up through the library's recommendation feature, like Mrs. Piggle Wiggle and Mr. Popper's Penguins. How could I have forgotten those? I must have read them each more times than any book I've picked up as an "adult." Or what about The Cricket in Times Square? When I saw the picture of the cover of that story--a cover that was so perfect it's been spared the changes of time--the big city adventures of Chester the Cricket and Tucker the Mouse seem like they were part of my life only yesterday.
There's some memories that are so old I didn't know I still could call them up: like my old school addiction to John Bellairs's children's horror novels, long forgotten. I stopped reading them years and years ago when I read one called "The Eyes of the Killer Robot" and couldn't get the memory of the robot out of my head. I hid the novel under the sink downstairs so I wouldn't have to keep it in my room, and I never read them again. With a click of a mouse I can have another copy sent to me...I might cave to that particular impulse. I'd like to know why it left such a mark on my psyche.
The pictures come to my mind and disappear faster than the search engine works. I find myself wishing for a search engine that would let me type queries like "that book with two women, one a mage, one a warrior, sworn to the same bloodoath quest in a strangely dark universe that bears no resemblance to Xena, Warrior Princess, I swear." I'd love to put my own memories on a data network in searchable form, and figure out more of the patterns of the memory. I'd like to see the day of reading books hidden in my texts through class after class that links a glimpse of a familiar pattern of equations with Raistlin Magere's haunting golden hourglass eyes. [I went back to visit one of my science teachers from middle school and to judge their science fair a few years back. She still remembered me as the girl she constantly caught reading books during the lecture. Eventually she'd given up on stopping me.]
I found the Anne McCaffrey science fiction novels only because the cover--The Rowan--hasn't changed. I still can't remember what happened within them, even though I must have read them all a dozen times and even checked out the books on tape over and over again. The covers tell me absolutely nothing, just beautiful women sitting alone in graceful poses on each sequel, looking defiant and inscrutable. Another remembered story I may have to visit as an adult.
When old stories come through my dreams each night I never know where they come *from*, but I sometimes feel the threads of old stories--of mice come to life and organized for battle, of children hiding in libraries, of closet doors that contain whole worlds. I know there was a book where a boy ordered mail order wings. He painstakingly assembled them and flew across the world only to learn that the price of wings was gradual transformation away from humanity. [This book I still can't find, much to my dismay. When armed with neither title nor author, I can't even expect the "Visual Bookshelf" to be of much use.] There was another book about a girl captured by another Indian--I suppose the PC term is Native American, back when I learned it we still said Indian--tribe who runs back across the country to her own people. That book I found--Naya Nuki, Girl Who Ran. I don't think I have it anymore, though I remember where I got it, in the small children's section of the UCSD bookstore. These stories, of escape and flight and transformation, these still shape my dreams.
I recognize the fragments even though I've long forgotten the whole.
Perhaps the most disturbing part has been trying to recognize the covers that I remember so clearly in the modernized rereleases of most of the "classic" children's books--though that's at least more heartening than seeing other books I grew up loving, like The Last Elegant Bear and Amy's Eyes, that have fallen so from the world that even Amazon can't bring up an image of their covers anymore. Some of the titles leap to mind as I delve further into the virtual bookshelf, like Dragonsong or The Power of the Rellard. I remember little stories... like trying to find my own copy of The Power of the Rellard after checking it out of the library almost constantly for years to read the story of a crippled girl who comes into tune with a strange natural force. I finally asked one summer at a used book store in California if they could hunt it down, but before I talked my parents into forking out the fees for the search I happened across the book in a remainder bin at a Books a Million of all places. [This was before the days of point and click used book internet surpluses, which have sadly made great quests for a remembered book obsolete].
There are books just beneath the surface of my memory that I still can't find, like a series of science fiction novels involving a girl and psychic struggles that I could have sworn was by Anne McCaffrey or a story of a rat living in the sewers with a matchbox for a bed...
Then there are the books long forgotten that suddenly emerge full-thrust into my brain at the sight of the cover unwittingly pulled up through the library's recommendation feature, like Mrs. Piggle Wiggle and Mr. Popper's Penguins. How could I have forgotten those? I must have read them each more times than any book I've picked up as an "adult." Or what about The Cricket in Times Square? When I saw the picture of the cover of that story--a cover that was so perfect it's been spared the changes of time--the big city adventures of Chester the Cricket and Tucker the Mouse seem like they were part of my life only yesterday.
There's some memories that are so old I didn't know I still could call them up: like my old school addiction to John Bellairs's children's horror novels, long forgotten. I stopped reading them years and years ago when I read one called "The Eyes of the Killer Robot" and couldn't get the memory of the robot out of my head. I hid the novel under the sink downstairs so I wouldn't have to keep it in my room, and I never read them again. With a click of a mouse I can have another copy sent to me...I might cave to that particular impulse. I'd like to know why it left such a mark on my psyche.
The pictures come to my mind and disappear faster than the search engine works. I find myself wishing for a search engine that would let me type queries like "that book with two women, one a mage, one a warrior, sworn to the same bloodoath quest in a strangely dark universe that bears no resemblance to Xena, Warrior Princess, I swear." I'd love to put my own memories on a data network in searchable form, and figure out more of the patterns of the memory. I'd like to see the day of reading books hidden in my texts through class after class that links a glimpse of a familiar pattern of equations with Raistlin Magere's haunting golden hourglass eyes. [I went back to visit one of my science teachers from middle school and to judge their science fair a few years back. She still remembered me as the girl she constantly caught reading books during the lecture. Eventually she'd given up on stopping me.]
I found the Anne McCaffrey science fiction novels only because the cover--The Rowan--hasn't changed. I still can't remember what happened within them, even though I must have read them all a dozen times and even checked out the books on tape over and over again. The covers tell me absolutely nothing, just beautiful women sitting alone in graceful poses on each sequel, looking defiant and inscrutable. Another remembered story I may have to visit as an adult.
When old stories come through my dreams each night I never know where they come *from*, but I sometimes feel the threads of old stories--of mice come to life and organized for battle, of children hiding in libraries, of closet doors that contain whole worlds. I know there was a book where a boy ordered mail order wings. He painstakingly assembled them and flew across the world only to learn that the price of wings was gradual transformation away from humanity. [This book I still can't find, much to my dismay. When armed with neither title nor author, I can't even expect the "Visual Bookshelf" to be of much use.] There was another book about a girl captured by another Indian--I suppose the PC term is Native American, back when I learned it we still said Indian--tribe who runs back across the country to her own people. That book I found--Naya Nuki, Girl Who Ran. I don't think I have it anymore, though I remember where I got it, in the small children's section of the UCSD bookstore. These stories, of escape and flight and transformation, these still shape my dreams.
I recognize the fragments even though I've long forgotten the whole.
Wednesday, September 19, 2007
Mirages of Cuisine
I've got an article up on CinCity today: The Culinary Arts: A Gourmet's Appreciation For Film. Writing that piece, I've been doing a lot of thinking on how food is presented to us in media: the Internet's even made it so online ordering from restaurants and the grocery store ala PeaPod can allow for the coveting of food through a virtual image right through delivery. Seems to me there's something lost from the experience of going to a grocery store--or better yet, a farmer's market--and selecting the perfect parts from which to craft a meal. I won't be surrendering my food purchases to a clickable shopping system anytime soon.
Wednesday, September 12, 2007
Teddy Ruxpin
When I was little, I grew up on stories of Teddy Ruxpin. He was a teddy bear with his own world and stories of quests for crystals and fights against evil. Thanks to YouTube, you can see him again [or for the first time, if you weren't a child of the late 80s].
Teddy wasn't just a show. He's not a distant animated character on a TV screen. Teddy was a robotic bear. His lips moved when he told me stories. His eyes opened and closed. It doesn't sound like much now, but to me it was as good as him being alive. I cycled through story tape after story tape, reading along in the little picture books and imagining rainbow waterfalls and magical airships across fantastical lands.
But one day, Teddy stopped talking to me. It wasn't just his battery: he was dead. My parents couldn't afford to replace him. I cried over a teddy bear that wouldn't talk to me anymore. For years he sat up on the shelf, looking down with open, still eyes. He wasn't even very huggable now that his life had drained: the bulky plastic cassette mechanism stuck out of his back and the padded clothing over it couldn't disguise the harsh edges.
Teddy Ruxpin is back for the current generation: his newest incarnation is hopefully more durable. Doesn't look likely--he only comes with a 90 day warranty. I'm tempted to bring him home and see if a talking bear can still bring to life a peaceful world--but I suppose it's too late for me. When I was growing up, a talking bear was a revelation. Now Furby has brought to life the "emo-tronic" friend who learns its name and thrives on attention. Giga pets forced school children to interrupt their class schedule to remember to feed and care for their tiny on screen friends. Catz and Dogz inhabit the desktop.
In A.I, a robotic child is the new generation of the emo-tronic pet: he carries around the old style, a teddy who can only walk about stiffly and speak in a halting voice. Each older generation of animatronic companion is discarded as we ask for more features, more responsiveness, more love. I'd settle for my old Teddy Ruxpin back, and perhaps a bit of that childish joy that allowed him to be, for me, real.
Teddy wasn't just a show. He's not a distant animated character on a TV screen. Teddy was a robotic bear. His lips moved when he told me stories. His eyes opened and closed. It doesn't sound like much now, but to me it was as good as him being alive. I cycled through story tape after story tape, reading along in the little picture books and imagining rainbow waterfalls and magical airships across fantastical lands.
But one day, Teddy stopped talking to me. It wasn't just his battery: he was dead. My parents couldn't afford to replace him. I cried over a teddy bear that wouldn't talk to me anymore. For years he sat up on the shelf, looking down with open, still eyes. He wasn't even very huggable now that his life had drained: the bulky plastic cassette mechanism stuck out of his back and the padded clothing over it couldn't disguise the harsh edges.
Teddy Ruxpin is back for the current generation: his newest incarnation is hopefully more durable. Doesn't look likely--he only comes with a 90 day warranty. I'm tempted to bring him home and see if a talking bear can still bring to life a peaceful world--but I suppose it's too late for me. When I was growing up, a talking bear was a revelation. Now Furby has brought to life the "emo-tronic" friend who learns its name and thrives on attention. Giga pets forced school children to interrupt their class schedule to remember to feed and care for their tiny on screen friends. Catz and Dogz inhabit the desktop.
In A.I, a robotic child is the new generation of the emo-tronic pet: he carries around the old style, a teddy who can only walk about stiffly and speak in a halting voice. Each older generation of animatronic companion is discarded as we ask for more features, more responsiveness, more love. I'd settle for my old Teddy Ruxpin back, and perhaps a bit of that childish joy that allowed him to be, for me, real.
Tuesday, September 11, 2007
Comic Relief
There's a charming bit of generational web humor in Doonesbury this weekend. I read it in print through that archaic method of home delivery, but of course now it's one click away online. Second Life enterprenuership is apparently alive and well, and Jeff Redfern is doing well for himself. Everything I need to learn about American political and social history of the last few decades I learned reading my mother's Doonesbury collection. I've followed the iconic representations of presidents and watched Zonker convince a gullible reporter that the next generation is following a national trend of casual drug use.
I still love my daily dose of Doonesbury, but now it's accompanied on my reading list by dozens of other comics, none of which are found in the appalling selection of the local paper. The newsprint comics have remained stagnant and inoffensive: even when some well meaning editor trys to get rid of Peanuts reruns or Family Circus, there's a protest among the older set who don't want they're comfortable status quo challenged. Thus to find socially intriguing comics today I look beyond print and end up squarely on the web.
There are many great moments of twisted social commentary going on around the web today. My personal favorite is Something Positive, Randy Milholland's dysfunctional twenty-something strip. There are also fabulous niche strips, like PhD Comics for all of us grad students and PvP and Penny Arcade for the gaming geeks.
There's a new exhibit opening up in New York at the Museum of Comic and Cartoon Art that'll have several of these webcomic artists featured. The exhibit is called Infinite Canvas. The name Infinite Canvas is a reference to a concept of the web as providing an unending space for a comic to fill: with paper, comics are always limited to the presentable surface, but online a comic can transcend these boundaries. The last course I designed over at the Corcoran was in Sequential Art, and we ended with looking at Scott McCloud's Reinventing Comics, his graphic work exploring the potential future for comics within this infinite canvas world.
Scott McCloud envisions possibilities for graphic novels online that break the traditional frames of the page. One of these, "The Right Number", uses a framework of continually embedded images to create a different order for a story: the panels are linear in their construction, but they are within eachother, not next to eachother. McCloud also created the idea of linear panels that don't take into account the monitor size: instead, you scroll down the document to follow the images further and further, as in his further essays on comics, "I Can't Stop Thinking!"
McCloud's ideas offer the notion of a place for webcomics that transcends the traditional boundaries of the page. However, the comics I mentioned previously and those that will be featured at this upcoming exhibit don't have any of the excitement of design that McCloud envisioned. These traditional web comics work just as well printed onto paper as they do on the screen: they follow the same general format of what you'd see in a graphic novel or the newspaper.
Thus, we have a form with all this amazing potential--and a few experimental works trying to take advantage of that potential--but even in the artistic world of the museum, all that's being recognized is the same traditional style of encapsulated panels...
I still love my daily dose of Doonesbury, but now it's accompanied on my reading list by dozens of other comics, none of which are found in the appalling selection of the local paper. The newsprint comics have remained stagnant and inoffensive: even when some well meaning editor trys to get rid of Peanuts reruns or Family Circus, there's a protest among the older set who don't want they're comfortable status quo challenged. Thus to find socially intriguing comics today I look beyond print and end up squarely on the web.
There are many great moments of twisted social commentary going on around the web today. My personal favorite is Something Positive, Randy Milholland's dysfunctional twenty-something strip. There are also fabulous niche strips, like PhD Comics for all of us grad students and PvP and Penny Arcade for the gaming geeks.
There's a new exhibit opening up in New York at the Museum of Comic and Cartoon Art that'll have several of these webcomic artists featured. The exhibit is called Infinite Canvas. The name Infinite Canvas is a reference to a concept of the web as providing an unending space for a comic to fill: with paper, comics are always limited to the presentable surface, but online a comic can transcend these boundaries. The last course I designed over at the Corcoran was in Sequential Art, and we ended with looking at Scott McCloud's Reinventing Comics, his graphic work exploring the potential future for comics within this infinite canvas world.
Scott McCloud envisions possibilities for graphic novels online that break the traditional frames of the page. One of these, "The Right Number", uses a framework of continually embedded images to create a different order for a story: the panels are linear in their construction, but they are within eachother, not next to eachother. McCloud also created the idea of linear panels that don't take into account the monitor size: instead, you scroll down the document to follow the images further and further, as in his further essays on comics, "I Can't Stop Thinking!"
McCloud's ideas offer the notion of a place for webcomics that transcends the traditional boundaries of the page. However, the comics I mentioned previously and those that will be featured at this upcoming exhibit don't have any of the excitement of design that McCloud envisioned. These traditional web comics work just as well printed onto paper as they do on the screen: they follow the same general format of what you'd see in a graphic novel or the newspaper.
Thus, we have a form with all this amazing potential--and a few experimental works trying to take advantage of that potential--but even in the artistic world of the museum, all that's being recognized is the same traditional style of encapsulated panels...
Saturday, September 8, 2007
Second Life: The New Economy
Graziella pointed me to this tidbit of Second Life industry, answering the immortal question, "Where do baby unicorns come from?" The author of this particular article is somewhat appalled; for a [slightly] less one-sided view, the Second Life Herald has an article on the new trend that mentions a few more of the creations going on these days. Apparently, virtual statues can be a bit more threatening than they first appear.
So while CNet may be informing us that business in virtual worlds is going bust, there's a thriving market for services IBM and co aren't accounting for...
So while CNet may be informing us that business in virtual worlds is going bust, there's a thriving market for services IBM and co aren't accounting for...
Friday, September 7, 2007
Garage Gaming
Booting up Rise of the Dragon for the first time my parents and I huddled around our tiny new computer and spent hours just trying to get out of the first screen: a static, comic book style image of an apartment room where our avatar “Blade Hunter” was preparing himself for his task of saving the world from horrible death by mutation. Most of all I remember the death scenes – comic sequences where we took a drink from the water fountain and ended up mutated and dead, or shot in an alley, or otherwise eliminated, over and over again.
Now I log on to World of Warcraft – still cartoon graphics, but now 3D, beautifully realized, huge worlds where my avatar is no longer alone and thanks to the web we have whole communities of elves and trolls and gnomes running around killing each other. The progress the industry and the Web have made in just over ten years is absolutely breathtaking, as now games with the same quality of Rise of the Dragon can be produced by a teenager working on their computer in the basement, and developing tools that were once for the elite of design teams and companies are now accessible to the general web user. With the constant improvements in creation technology allowing for literally the “garage Kubrik” and digital media being, at least for the moment, just as much in the hands of the individual as the commercial studios, the future of digital works is yet to be determined.
My own interest in independent digital creation is focused on the adventure game genre, which in itself is now a fairly antiquated genre--adventure games are driven by story and puzzles, and generally contain no major violence, so naturally most publishers have abandoned them as unprofitable when presented to a general audience of attention span lacking teenage males. The number of adventure titles released by computer gaming companies has dwindled and even when projects are announced they are quickly cancelled with a few impressive exceptions such as the recent Sam and Max revival. However, the form is being kept alive in a fan maintained world of independently created computer games. Using fan created software tools that allow for the mimicking of classic game interfaces, fans are creating both sequels to classic games and their own orignal works. These intensive processes of creation are embarked upon not with the hope of financial reward, but for personal satisfaction and the opportunity to make something a popular success within a discriminating niche market.
In theory, people entering the realm of independent game design in this nature are limited in their storytelling only by their own imagination. On the website for one popular 2D adventure game design program, AGS or Adventure Game Studio, there are games listed that don't generally live up to that hope. Many are parodies, some clever, others are simply exercises in escaping a puzzle house [or castle, or island...]. But the occasional moments of brillance make up for the general lack of innovation. A fantasy story, A Tale of Two Kingdoms, bring's back the King's Quest era with an original, if slightly Tolkeinesque, fairy tale. Cirque du Zale starts with a story of a young man brought to save a fantasy princess--who starts a circus instead.
These are not the games you'll find reviewed in the latest Computer Games magazine. They owe their existence to digital distribution: the ability to freely make available large files of creative efforts without vying for shelf space. The closest parallel to these endeavors in pre-Internet society was the zine movement, when the photocopier allowed for the home "publication" and mailed distribution of fan writing and news to groups of subscribers. The digital distribution of these games seven suffers from some of the same limitations: they are unlikely to reach the attention of anyone who doesn't know where to look.
Now I log on to World of Warcraft – still cartoon graphics, but now 3D, beautifully realized, huge worlds where my avatar is no longer alone and thanks to the web we have whole communities of elves and trolls and gnomes running around killing each other. The progress the industry and the Web have made in just over ten years is absolutely breathtaking, as now games with the same quality of Rise of the Dragon can be produced by a teenager working on their computer in the basement, and developing tools that were once for the elite of design teams and companies are now accessible to the general web user. With the constant improvements in creation technology allowing for literally the “garage Kubrik” and digital media being, at least for the moment, just as much in the hands of the individual as the commercial studios, the future of digital works is yet to be determined.
My own interest in independent digital creation is focused on the adventure game genre, which in itself is now a fairly antiquated genre--adventure games are driven by story and puzzles, and generally contain no major violence, so naturally most publishers have abandoned them as unprofitable when presented to a general audience of attention span lacking teenage males. The number of adventure titles released by computer gaming companies has dwindled and even when projects are announced they are quickly cancelled with a few impressive exceptions such as the recent Sam and Max revival. However, the form is being kept alive in a fan maintained world of independently created computer games. Using fan created software tools that allow for the mimicking of classic game interfaces, fans are creating both sequels to classic games and their own orignal works. These intensive processes of creation are embarked upon not with the hope of financial reward, but for personal satisfaction and the opportunity to make something a popular success within a discriminating niche market.
In theory, people entering the realm of independent game design in this nature are limited in their storytelling only by their own imagination. On the website for one popular 2D adventure game design program, AGS or Adventure Game Studio, there are games listed that don't generally live up to that hope. Many are parodies, some clever, others are simply exercises in escaping a puzzle house [or castle, or island...]. But the occasional moments of brillance make up for the general lack of innovation. A fantasy story, A Tale of Two Kingdoms, bring's back the King's Quest era with an original, if slightly Tolkeinesque, fairy tale. Cirque du Zale starts with a story of a young man brought to save a fantasy princess--who starts a circus instead.
These are not the games you'll find reviewed in the latest Computer Games magazine. They owe their existence to digital distribution: the ability to freely make available large files of creative efforts without vying for shelf space. The closest parallel to these endeavors in pre-Internet society was the zine movement, when the photocopier allowed for the home "publication" and mailed distribution of fan writing and news to groups of subscribers. The digital distribution of these games seven suffers from some of the same limitations: they are unlikely to reach the attention of anyone who doesn't know where to look.
Wednesday, September 5, 2007
Miles to go before I sleep...
So I'm returning this evening after a rather disappointing foray out into the city--the city being in this case Arlington, VA by way of DC, and frankly there's nothing I hate more in the world of driving than adventures through that particular area. I was intending to attend a talk on Usability standards, but ended up spending about an extra hour on the drive and getting lost. When it got to the point where the talk would have been half over, I surrendered and drove home. All in all not a profitable evening. My technology failed me, first through its absence: for journeys like this I usually borrow my boyfriend's GPS, this time I didn't manage to acquire it. Even worse, the Mapquest directions I copied down [the printer in the new apartment isn't connected yet] were vague and unhelpful, leaving me to spend my time looping back and forth from 50 to Arlington Blvd to 395 to Washington Blvd to Ridge Rd and so on. I'm now very familiar with the names of roads in that area, though I still can't tell you where that lecture was held.
So I'm afraid I don't have any insights on usability to post tonight. Instead, I'd like to muse a bit about a sense of direction. I am well known for not having one: give me an inch, and I'll end up in the wrong state. Missing this lecture is just the latest in an ongoing series of navigational mistakes that have defined my life. Technology has yet to fix that for me. Nothing short of a GPS shouting "Recalculating" at me over and over again can keep me on a proper route--MapQuest and GooogleMaps are just placeholders, digital versions of an old trick. I remember when I was younger and every year for Christmas my family took a drive down to Florida. Before we left, I'd go with my mother to the AAA where we got a TripTik. For those of you unfamiliar, a TripTik is a bound roadmap for a journey that moves from map to map that one of the specialists at AAA creates based on your itinerary. This is old school MapQuest: they even mark construction and similar concerns and give you a "best route" of sorts. On that long drive to Disney I used to look at it and try to visualize how many hours of books on tape each page of miles represented.
Now MapQuest can bring all this up for you instantly on demand and give a guess as to how long the trip will take you, but it still doesn't take into account all the variables en route. I'd like to be able to input my actual travel times into Mapquest and get something back from it, have it improve its estimates based on reality and not its idealized system--all its estimates of travel time to and from DC would certainly change once the reality of the beltway gets factored in. Maybe as the GPS becomes more ubiquitous the technology will start to track the results of people's travel, and realistic suggestions and times for a commute will be compiled.
Of course, keeping track of how much time we all waste on the road might make this whole commuting idea sound even worse than it already does...
So I'm afraid I don't have any insights on usability to post tonight. Instead, I'd like to muse a bit about a sense of direction. I am well known for not having one: give me an inch, and I'll end up in the wrong state. Missing this lecture is just the latest in an ongoing series of navigational mistakes that have defined my life. Technology has yet to fix that for me. Nothing short of a GPS shouting "Recalculating" at me over and over again can keep me on a proper route--MapQuest and GooogleMaps are just placeholders, digital versions of an old trick. I remember when I was younger and every year for Christmas my family took a drive down to Florida. Before we left, I'd go with my mother to the AAA where we got a TripTik. For those of you unfamiliar, a TripTik is a bound roadmap for a journey that moves from map to map that one of the specialists at AAA creates based on your itinerary. This is old school MapQuest: they even mark construction and similar concerns and give you a "best route" of sorts. On that long drive to Disney I used to look at it and try to visualize how many hours of books on tape each page of miles represented.
Now MapQuest can bring all this up for you instantly on demand and give a guess as to how long the trip will take you, but it still doesn't take into account all the variables en route. I'd like to be able to input my actual travel times into Mapquest and get something back from it, have it improve its estimates based on reality and not its idealized system--all its estimates of travel time to and from DC would certainly change once the reality of the beltway gets factored in. Maybe as the GPS becomes more ubiquitous the technology will start to track the results of people's travel, and realistic suggestions and times for a commute will be compiled.
Of course, keeping track of how much time we all waste on the road might make this whole commuting idea sound even worse than it already does...
Monday, September 3, 2007
More on 3D Printing
Fabathome.org is home to a fascinating diy movement dedicated to allowing anyone with the tech know-how to "print" in 3D. The home creation of 3d knick knacks is interesting, but generally the replicas are without any great function. Finally, there's a practical use for these toys: Candy Fab chronicles a printer that makes candy, fueled with sugar as its raw material. How far can we be from the dream Neal Stephenson presented in Diamond Age of the matter compiler, which like its Star Trek counterpart functioned as an easy way to create objects and food programmed to the user's immediate desire? It's not quite the era of the transporter, but it's a start...
[As a sidenote, with Halloween only a few months away, isn't it time to start decorating ala Evil Legos?]
[As a sidenote, with Halloween only a few months away, isn't it time to start decorating ala Evil Legos?]
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