Blog 10: DTC Showcase Reflection

It was my first attendance to a DTC award ceremony and as long as I’m in Pullman I’ll be sure to attend as many as possible. The experience was amazing if I were a an employer seeking DTC skill that is were you would find me. I am not sure if it is something already done but if not, the DTC department should really make an effort to invite employers as scouts. There is truly an immense amount of talent displayed by DTC students. One particular video and award winner that stood out for me was Jacob Oster’s Not-So-Serious Ski Movie. He did an amazing job both filming and editing. In addition, the story arc was amazing as it was comical and very entertaining. Before his award the presenter mentioned the companies that sponsored the film which I find additionally amazing. There are not many individuals who can make such a skilled video and still find sponsors. The very idea to go out and get companies to back you is not only dedication but smart. In many ways the video was inspiring. It inspires one to go out and have fun filming, while taking a business approach such as acquiring sponsors. My hat goes off to Jacob, well played.

Other DTC segments were great the whole environment in fact was great. There is so much energy in the room and a person can really see how hard those students worked, as well as how well it payed off. Similar to art, I feel a person must have an open mind as there are various entries such as animation, short films, and web design to name a few. An open mind is crucial because there are many styles and ways that students express themselves through their work as was witnessed. Nevertheless, it was an amazing experience to be in a room full of bright individuals harnessing and displaying various DTC skills. In connection with this course a lot can be said about DTC. I stand amazed by what DTC as a department has to offer and it appears to be a little of everything. For example, this course explored details of game theory along with critical values needed to engage users. In addition, during exploration a person also learned the importance and impact games can offer. For example, educational games we find to be powerful in that they offer the user to not only play but learn in ways the classroom, professor, and books may not allow. Furthermore, it was discovered that games have an unrecorded potential for not only educating but problem solving and training people for just about anything. Lastly, a person learns that creating a game is nothing simple and in fact involves a lot of time and effort. Many things have to be considered and those things were learned through out the course in readings such as one by Ian Bogost titled How To Do Things With VideoGames. Other readings like Dennis Baron’s A Better Pencil offered great insight to how the public reacts to emerging technologies, and how to deal with social criticism. Lastly, what a person takes away from this course is an understanding that games have multiple applications and have a serious potential to stimulating any persons mind.

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Blog 9: Freestyle

In chapter 10 Author Bogost makes some interesting claims comparing the first Brownie camera from Kodak to tools used today for creating videogames. To Bogost the Brownie represents a shift from a professional to an at home do it your self photographer.were once it took a professional to take and develop images, the Brownie’s cheap camera and film allowed for the average person to take shots. Furthermore, Kodak made it simple to develop images as the user would have it developed by Kodak so all the person had to do was press the button while Kodak did the rest (70-71). In fact, Kodak used the phrase You press the button and we do the rest (Bogost 71). 

However, the interesting claims came when bogost compared the Brownie to current hardware and software tools used today to create videogames. For example, Bogost argues today’s computer culture values a similar strain of creative populism. Websites and software provide tools that promise to ‘democratize’ the creative process (Bogost 71). He further explains that because of such tools at everyones disposal that  professional fields such as video editing and DVD production can now be practiced by everyone (Bogost 71). The comparison gets further interesting with his examples of Microsoft’s Popfly Game Creator which as Bogost claims are taking a similar role as the Brownie camera. Microsoft’s Popfly Game Creator never-minds the professional and instead invites the average user to create their own unique game with ready made tools. The ready made tools have a potential to spur something new if it has not already, like the Brownie did for snapshots. 

In agreeing with Bogost I connect his arguments with the term wysiwyg which is what you see is what you get. The term has come about to refer to the editing a person does to a document that resembles the look and feel of the end result. Perhaps most importantly is the fact that the user does not have to remember any special code nor commands (Wikipedia Contributors). This is because the very nature of how wysiwyg works allows for users to easily do what once took an expert in the field to do. Lastly, Microsoft’s Popfly and Adobe’s creative suite utilize these wysiwyg tools allowing average people to do nearly professional work. In closure, as Bogost argues perhaps such tools can allow ordinary people to not only appreciate the craft but also allow game creators to show other users how to include them into their own lives (Bogost 76).  

Blog 8: Freestyle

Are Video Games art? 

 

Author Ian Bogost In his first three chapters goes over some interesting topics. In addition, Bogost brings awareness to some questions worth pondering in relation to games. Furthermore, these topics require some deep thought and author Bogost helps bring some of the argued questions to light. Beginning with the Introduction,  Bogost describes two individuals one who is on each side of the argument that the Internet either helps or ruins society (Bogost 2). Moreover, in chapter one titled Art Bogost goes in depth with the question of whether video games can be or should be art. For example, he describes how art can be something complicated to define and as well as difficult to classifying something as art. Another example, is one provided by Bogost himself that well established artist such as Duchamp, Tzara, and Jackson Pollock to name a few are examples that art is hardly a fixed and uncontroversial topic (Bogost 11). In other words they are great examples that art is not something easily defined with set boundaries but rather a lack thereof. I agree and feel games like many things can and should be considered art. This is because games can offer a person with virtual representation as well as a sense of experience with myriad possibilities. For example, the term suggested by Bogost proceduralism describes a style that he defines to be games that are process intensive and rely primarily on computational rules to produce their artistic meaning (Bogost 13). This is to say games so complex as to mimic reality  or create real life scenerios can possess a lot of artistic factors within the umbra of game design. In addition, these proceduralist games offer the end user a virtual model with outcomes contingent on the players interaction with the games environment (Bogost 13). However, proceduralism does it in a radical form according to Bogost proceduralism shares some of the values of expressionism in art, especially as both relate to the subjective interpretation of emotion (Bogost 16). This shows the potential and capacity that video games have to influence and shape society. However, it appears as if the notion of video games as art will never be settled and therefore instead offer the idea that video games at the least can undoubtedly offer many uses. Take for example simulators that pilots use for training, or a game that teaches a baby how to pronounce their first words. Games have a lot of potential and how beneficial, artistic, educational, influential, etc., is up to the creator and the user. Lastly, video games in its finished product involves a lot of work by various individuals who collaborate in effort to provide something meaningful to the end user. With each person taking part in offering their unique artistic touch that as a result influences the end user. Therefore, whether a person perceives a game to be artistic or not one can not deny a video games potential and to say any less is offensive to those who create and continue to create games for what ever entertainment or educational purpose. 

Blog 7: Freestyle

Is commenting on websites a subculture of its own? 

Social media subcultures such as blogs along with many others are interesting in that they are almost subcultures of subcultures. This is because blogs, social media, and web applications to only name a few, are themselves considered to be subcultures of Web 2.0 (O’Reilly). Therefore, any product of those can be interpreted as subcultures of subcultures. For instance, Dr. Edwards’ lecture on 03/24/2014 required one to look at current websites in contrast to its older version on the web. The differences were large in many respects. Furthermore, when analyzing older websites a person may notice heavy use of links, gifs, and a lack of user interaction to name a few. All of which can be considered characteristics to web 1.0 (O’Reilly). Moreover, what a person can see with modern websites is that they are user minded meaning they in many ways welcome user interaction. For example, the ability to leave comments on a website is part of web 2.0 and creates a subculture within itself as those leaving comments are creating a community within a larger site. Furthermore, those leaving comments are the users who become involved and therefore interact with other users at times going back and forth about a given topic. Websites allowing comments can create subcultures within it as commentators hold mini discussions in their comments. From an anthropological standpoint it becomes interesting as a person can go to just about any website and watch a video, or read an article and scroll to the bottom and see a community of users commenting on the related media. It further shows our social/cultural desire as well as curiosity to become involved and want to further discuss matters with an online audience such as those commenting. Furthermore, a Youtube video for example will have comments bellow it with a subculture discussing relevant matters. This practice of leaving comments and interacting with an online community of members I would argue is a micro version of blogging. A person who blogs creates a community when others comment and they go back and forth in discussion, the same is witnessed in micro form among various sites when users actively participate and engage with others through the commenting feature on all sites. It can become entertaining at times just reading peoples comments to online articles, videos, pictures etc. Finally, It is interesting to note that subcultures such as the commenting community can offer further information and or insight on matters relevant to the topic.

REFERENCE

O’Reilly, Tim. “What Is Web 2.0.” Oreilly. N.p., 30 Sept 2005. Web. 27 Mar 2014. <http://oreilly.com/web2/archive/what-is-web-20.html&gt;.

 

Blog 6: Freestyle

This blog although a Freestyle will closely relate to the Stock option however, it will take a different approach. For example, instead of presenting old-school technology to a younger generation that may not adequately recognize or understand, I will present old-school technology to that same generation that he or she will understand or more adequately recognize. The questions of concern being why these old-school technologies still exist and have become a staple competing still with modern technology? I will discuss three in particular such as Ray-Ban’s Wayfarer sunglasses, Gillette Safety Razor, and Converse Chuck Taylor shoes. A person could argue the former are mere products and not so much technologies but to understand my angle I see these as technologies each in their respected fields. Take for instance Wayfarer sunglasses being in the field of optics and frame technology, Safety Razors being in the field of shaving and blade technology, and Chuck Taylor’s in the field of shoe technology.

Ray-Ban Wayfarer’s were first issued in 1952 and have since then been popular among celebrities, artist, and the general population (“Original Wayfarer”). Furthermore, since its inception the Wayfarer has inspired other brands to design similar sunglasses because of its sleek eye catching style (Wikipedia contributors). Flash-forward to today, Ray-Ban has the same original design along with variations of the original design. I myself own a pair of the New Wayfarer, a smaller frame of the original design.

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Figure 1: All images from Google Image Search. Click Image for link.

Gillette’s Safety Razor’s came into to market around 1901-1904 when King Camp Gillette obtained a patent for his invention (Wikipedia contributors). Moreover, Gillette’s design much like the Wayfarer has inspired various brands to follow suit. For example, although Gillette no longer sells safety razors in the US other brands such as Merkur continue to sell double edge safety razors thus maintaining the tradition of shaving like grandpa alive.

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Figure 2: All Images from Google Image Search. Click Image for Link.

Chuck Taylor shoes are a good example of an unchanged long lasting technology still favored by many of all ages. Complex magazine in 50 Things You Didn’t Know About Converse Chuck Taylor All Stars states the following:

The Converse Chuck Taylor All Star — formerly just the All Star — has been in constant production since 1917, and has gone virtually unchanged since 1949. Its gone from the world’s most prevalent basketball sneaker to a lifestyle staple (Bengtson, and Engvall).

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Figure 3: All Images from Google Image Search. Click Image for Link.

Furthermore, these shoes like the former products mentioned have inspired other brands to create similar style of shoes. All three technologies have outlasted the test of time, evolution of style, competition, and evolved technologies. What is further interesting is that people of all ages and both genders use them. Perhaps an exception could apply to the safety razor although there is a range of ages that use the product as well. I myself shave with one and it goes to show how a younger generation is using an old-school technology given coexisting shaving technology. In closure, what is relevant about these technologies is their ability to succeed into the future given modern technologies and social changes. Lastly, the importance of these technologies is the ability to learn from them how a product can be designed to last generations despite social, economical, political, cultural, and style changes.

Work Cited

“Original Wayfarer.” Ray-Ban. Ray-Ban. Web. 19 Mar 2014. <http://www.ray-ban.com/usa/sunglasses/RB2140 unisex 1-ORIGINAL WAYFARER CLASSIC-Black/805289126591>.

Wikipedia contributors. “Ray-Ban Wayfarer.” Wikipedia, The Free Encyclopedia. 23 Feb 2014. <http://en.wikipedia.org/wiki/Ray-Ban_Wayfarer&gt;.

Wikipedia contributors. “Safety Razor.” Wikipedia, The Free Encyclopedia. 5 Mar 2014. <http://en.wikipedia.org/wiki/Ray-Ban_Wayfarer&gt;.

Bengtson, Russ, and Nick Engvall. “50 Things You Didn’t Know About Converse Chuck Taylor All Stars.” Complex. Complex, 28 May 2013. Web. 20 Mar 2014. <http://www.complex.com/sneakers/2013/05/50-things-you-didnt-know-about-converse-chuck-taylor-all-stars/&gt;.

Blog 5: Freestyle

Right off the bat In Baron’s A Better Pencil, I noticed some interesting overlapping information from McLuhan. On page 113 McLuhan provides a block quote from Socrates Phaedrus that goes as follows:

‘The discovery of the alphabet will create forgetfulness in the learners’ souls, because they will not use their memories; they will trust to the external written characters and not remember of themselves… You give your disciples not the truth but only the semblance of truth; they will be heroes of many things, and will have learned nothing; they will appear to be omniscient and will generally know nothing.’  (McLuhan 113).

I find this to be somewhat true. For instance, if a person uses a calculator to compute 5 factorial or 5!, and does not know how to do it by hand could it then be argued that he does not know how to really solve it? However, could this also be subject to what Baron mentions when he argues that the transition to writing at its beginning required an enormous leap of faith (Baron 5). Does the calculator and similar technologies of today resemble that distrust we as a society once had with the initial emerging technology of writing? As Baron has put it I want that in writing, is still very much the goal but sometimes a person is never satisfied and at times may require the information to be typed, handwritten, signed and witnessed (notarized), in ink, etc (Baron 5-6). Also, as in the case of this course it may continue on to quotes, paraphrase, and citing others. However, it still does not stop there as we are asked to provide specific detail  in a specific amount of words like 400 or 800.

It is evident that were living in an emerging electronic age that is filled with a myriad of technologies that as a society we have yet to grasp. Moreover, it seems that we are struggling to find ways to adopt this technology into our educational system. Take for example the many websites a person has to use as a student here at Washington State University. We have Zzusis, Angel Learning, WSU Library, and the e-llrc (Foreign Language & Cultures) to name a few. Websites among websites all for one institution and still as if that were not enough, we have each professor referring students to their own sites, blogs, and course website (separate from their own website). Furthermore, if a student is using a book from a specific publisher then he or she might have still more websites to view like WileyPLUS and Pearson’s series of myspanish, mymath, and mystatlab to only name a few. It is a fragmented mess of information being thrown at students for them to scramble among these sites and figure out what exactly it is they have to do for ONE course. Put that together for a full time student taking on at least 3 courses and you have a mess of inefficiency.

Finally, I compare the previous information to the mess of papers we have to deal with when going to the doctor. Not only is it a lot but also annoyingly repetitive. What you fill out in one doctor’s visit you may fill out again in another and information is never stored nor passed from one medical institution to another (even more annoying when the same institution does not communicate to its many sub units) so a person must again fill out more of the same information. Now, we have efforts such as those by the Obama Administration to make medical records electronic. This is great in that it will aid in areas like identifying patience, monitoring, and improve quality and efficiency to name a few. For more information a person can visit http://www.healthit.gov/providers-professionals/electronic-medical-records-emr. Lastly, I believe similar efforts must be made in the educational system to eliminate so many websites and departments within it not communicating, and instead unify the source of information that students are required to seek.

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Blog 4: Freestyle

After going over the assigned readings on ways to create a game and what makes them appealing, I observed a few things they had in common. The two titled: A Brief Crash Course on Game Design and First Steps in Board Game Design, both express the need to sketch or get the game idea onto something visual. This mean drawing, cutting figures out, staging toys, listing off ideas, making your own board game etc. The overall idea being that the thought becomes not only visual but also turned into something more concrete that could be manipulated and built upon. Another thing I found in common among the three links is the need to establish a sense of pace and ultimate goal. For example, A Brief Crash Course on Game Design describes pacing and wining or in what fashion the player should win. Moreover, it highlight some of the key ideas to think about through the development of the game which are how players win/loose as well as how the game ends. With out a doubt the linked readings provide insight to basic principles one must follow when developing games.

Secondly, the reading titled Game Theory 101 further offers another great point to keep in mind during the first stages of developing a game. The important thing to walk away with is the story arc, with a good story arc a player can expect to be engaged into a series of escalating events that could unexpectedly go another way. This turn of events can be triggered in many ways making it part of the thrill. In addition, a winning player becoming the loosing player and setting the stage for another player to potentially win the game creates an appealing trait. As a result players are entertained by the unexpected turn of events that allows for anyone to win. Lastly, I have found these particular points to be most meaningful and will do my best to incorporate them toward my own projects.

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Blog 3: Freestyle

McLuhan’s point of view is interesting in that he describes a world were everyone is involved and or affected. For example, he makes a couple of references such as on page 63 that we are living in a “global village.” Furthermore, he argues that because of electronic means of communication, “visual means of apprehending the world are no longer possible” (63). I believe what McLuhan is trying to argue is that old ways of experiencing and perceiving the world, were accomplished only through what the individual himself experienced in his environment. Moreover, he argues that the new electric technology has radically changed how a person learns and perceives the world around them. In addition, not one person is left out meaning everyone is affected by this new technology. As a result, the world could be described as being united by electric technology making it possible for information to travel rapidly among people in different countries thus creating what McLuhan has called a “global village”. 

Similarly, today we have the phenomenon of the Internet taking McLuhan’s principle idea even further. For example, through use of the Internet we communicate instantly with individuals from various parts of the world trading insight, ideas, thought, knowledge etc. In this age of the Internet we share a multi media means of communicating with one another and have created an even more unified civilizations since McLuhan’s first idea of the “global village”. Finally, what McLuhan was setting the stage for was the idea of globalization greatly powered by electric technology as he stated, “Print technology created the public. Electric technology created the mass.” (68)

Blog 2: Stock

The difference between a students expenditure versus a Pullman local and professor, lies in the source of income. For example, a student typically receives money from either or a combination of loans, parents/family, and a part time job. In contrast, a professor or any non student for that matter has a different source of income. As a result, the student has a limited resource to funds and is entirely dependent on another system. Professors and Pullman natives for the most have a steady reliable source of income than that of the students. Also, because of this difference a student is not likely to be seen purchasing a new car or home.  Therefore, a student is prone to  smaller incremental purchases.

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Blog 1: The Synopsis

The Medici family served as merchants and bankers. Holding offices in Ancona, Antwerp, Avignon, Basel, Bologna, Bruges, Geneva, London, Lubeck, Lyons, Milan, Naples, Pisa, Rome, and venice (P.83). French invade Florence in 1494 and take mostly everything from Medici family (P.84).

In 1202 Fibonacci introduces Arabic numerals that Arabs themselves borrowed from India (P.85). This allowed merchants to compute numbers more easily and on paper vs using an abacus. Universities, Government, and Religious sectors had great suspicions about Arabic numbers for reasons such as merchants not using the abacus, because it came from infidels, and could be easily forged by people with little education (P.85). Despite suspicions merchants quickly adopted the new number system as it proved to be efficient.

The adoption of Arabic numbers and the newly developed printing press sparked a revolution . Textbooks soon were made available teaching ordinary people mathematics. Thus, both the growth of money and banking led to interest and knowledge in mathematics, art, and humans (P.89).

Lastly, it is ended by the Spanish reaping silver and importing tons of silver and gold from the Americas. As a result, coins became more abundant and common to have that it is said it brought the lower class into the realm commerce (P.107).

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