Terra Nova -- Life c. 2000: The Massively Single-Player Game by Edward Castronova
february 2012 by adamcrowe
'The assumption that people want to have community, indeed that they would agree to be forced into it, is denied by tale of the suburb. Housing prices are highest in the suburbs, places that often look very village-y but are in fact built to provide each person with solitude. Soft barriers protect suburban residents from too much interaction. Yet unlike residents of rural areas, suburbanites are not completely alone. Suburbanites are alone together. Over the past decade, online game communities have evolved from forced grouping models to alone-together models... We've moved from massively multiplayer online games to massively singleplayer online games. Our virtual worlds are becoming like suburbs – places where most people, most of the time, are doing whatever they please and having no effect or interaction with anyone else. Protected from others, but not separated. The massively singleplayer outcome is perhaps a very solid equilibrium between the competing tensions freedom and community. ...it spells doom for all kinds of social engineering projects. The New Urban neighborhood? The Global Village? The online game that purportedly makes people into good citizens? These will all remain as empty as the dead little towns that dot the rural landscape, or as decrepit and bully-plagued as the once-vibrant urban neighborhoods that dot the cities. In the end, people just want their space.'
simulation
communities
nearfar
virtualworlds
globalvillage
space
february 2012 by adamcrowe
Vimeo -- Earth - Time Lapse View from Space, Fly Over: NASA, ISS
november 2011 by adamcrowe
Fiery the angels fell...
space
earth
universe
november 2011 by adamcrowe
Gamasutra -- Designing Better Levels Through Human Survival Instincts
july 2011 by adamcrowe
'...many of our concepts of what are "pleasurable" in a spatial environment trace back to our own survival instincts. Architecture is for creating pleasure by creating spaces that feel safe, while level design is about creating spaces that create a sense of danger that is pleasurable to battle and overcome. If to architects the house was the machine for living, the game level should be the machine for living, dying, and creating tension by exploiting everything in between. #Prospect/Refuge: Prospect Space describes a spatial condition that is wide open, within which the occupant is exposed to potential enemies. The idea that this type of space is unpleasant originates in ancient times when humans would have to cross open wilderness to reach food, shelter, and safety, facing the threat of predators and the elements. The fear of these places is called agoraphobia. The people that suffer from this disorder feel uncomfortable in open spaces with few places to hide.'
evolutionarypsychology
space
stage
narrativeenvironments
gamedesign
possibilityspace
probabilityspace
agoraphobia
from delicious
july 2011 by adamcrowe
Marshall McLuhan Speaks - Centennial 2011 [Videos]
january 2011 by adamcrowe
"At electric speed, everything becomes x-ray." -- Electric Age: #1974 End of secrecy #1976 Instantaneous/simultaneous information world #1977 Post-literate generation #1977 Surveillance #1977 Loss of private identity
McLuhan
media
themediumisthemessage
internet
acoustic
space
leaky
equiveillance
literaryculturevsoralculture
cognitivesurplus
retribalization
from delicious
january 2011 by adamcrowe
Wired -- 10 billion miles from the Sun, Voyager 1 sees solar winds drop to zero
december 2010 by adamcrowe
'In around 2025, we'll lose all contact with Voyager 1. Even then, though, it'll continue whizzing through space under its own momentum -- we just won't be able to talk to it any more.' -- Nooo!!! :'(
space
universe
voyager
from delicious
december 2010 by adamcrowe
SlideShare -- Tim Stock: The Psychology of Space (Design Research Methods)
july 2010 by adamcrowe
'When McDonald's first opened in Hong Kong in 1975, customers crowded around the cash registers, shouting orders and waving money over the heads of people in front of them. McDonald's responded by introducing queue monitors—young women who channeled customers into orderly lines. Queuing subsequently became a hallmark of Hong Kong's cosmopolitan, middle-class culture.'
acoustic
space
literaryculturevsoralculture
linearity
queuing
socialdesign
design
from delicious
july 2010 by adamcrowe
Tweet Radio
february 2010 by adamcrowe
'Using our unpantentable Tweet-to-Speech™ technology, we've made it possible for billions of people to hear the "Pulse of the Planet" as never before.'
twitter
statusupdates
text-to-speech
acoustic
space
february 2010 by adamcrowe
Hack a Day -- Aural Twitter
february 2010 by adamcrowe
'[POTUSCamacho] listens to his @public_timeline rss feed. In part one of his project, he describes creating a bash script in which he uses cURL get his private feed, sed to clean it and eSpeak to output a WAV file. In parts two and three, he goes on to discuss how he created an audio stream of @public_timeline and how he plans on tweeting vocally.'
twitter
statusupdates
text-to-speech
radio
acoustic
space
february 2010 by adamcrowe
Edge -- 2010: How Has The Internet Changed The Way You Think? -- Gloria Origgi
january 2010 by adamcrowe
'THE POWER OF CONVERSATION -- Arguing is a basic ingredient of thinking: our way of structuring our thought would have been very different without the powerful tool of verbal exchange. So, let's acknowledge that the Internet allows us to think and write in a much more natural way than the one imposed by the written culture tradition: the dialogical dimension of our thinking is now enhanced by continuous, liquid exchanges with others. The way out of the guilty feeling of wasting our time is to commit ourselves to interesting and well articulated conversations... If it happens that what we will leave to the next generation are threads of useful and learned conversations, then [so] be it: I see this as an improvement in our way of externalizing our thinking, a much more natural way of being intelligent in a social world.'
internet
literaryculturevsoralculture
acoustic
space
#bandwidth
dialogue
discourse
publics
january 2010 by adamcrowe
The Onion -- New Solar System Discovered Four Feet From Earth
december 2009 by adamcrowe
'The system, located directly over nearby Van Nuys, is described as "a stable, elliptical binary system with at least four major planets, including two gas giants, an asteroid belt and several moons, approximately 17 million billion miles in diameter and some four feet off the ground." Astronomers say the reason the new system went undetected for so long is that scientists traditionally aim their telescopes outward from the Earth's surface, equipping their observatories with lenses designed to scan trillions of miles away. "Nobody ever thought to look within the one-to-five-foot range before Palo Alto," a NASA spokesperson said.'
TheOnion
space
myopia
lulz
satire
december 2009 by adamcrowe
PSFK -- “Our Most Beautiful Buildings Must be in our Poorest Areas”
october 2009 by adamcrowe
“People who say that a beautiful building doesn’t improve education don’t understand something critical. The first step toward quality education is the quality of the space. When the poorest kid in Medellín arrives in the best classroom in the city, there is a powerful message of social inclusion.”
design
space
architecture
beauty
happiness
learning
poverty
october 2009 by adamcrowe
Wired -- Clive Thompson on the New Literacy
august 2009 by adamcrowe
Texting isn't writing: it's talking. -- '...young people today write far more than any generation before them. That's because so much socializing takes place online, and it almost always involves text. ..life writing, as Lunsford calls it. ...students were remarkably adept at what rhetoricians call kairos—assessing their audience and adapting their tone and technique to best get their point across. The modern world of online writing, particularly in chat and on discussion threads, is conversational and public, which makes it closer to the Greek tradition of argument than the asynchronous letter and essay writing of 50 years ago.' -- See? There's nothing letter-ly/linear going on here. These are sound-words that are meant to be overheard in an acoustic space conducive to overhearing: the internet. -- 'The Stanford students were almost always less enthusiastic about their in-class writing because it had no audience but the professor...' -- Why write for one when you could talk to all?
communication
literaryculturevsoralculture
literacy
acoustic
space
performance
rhetoric
extensionsofman
voice
conversationalbandwidth
#socialization
#complexity
themediumisthemessage
CliveThompson
media
august 2009 by adamcrowe
ImageTexT -- The Tides of History: Alan Moore's Historiographic Vision by Sean Carney
august 2009 by adamcrowe
'"History, unendingly revised and reinterpreted, is seen upon examination as merely a different class of fiction [...]. Still, it is a fiction that we must inhabit. [...] All that remains in question is whose map we choose, whether we live within the world's insistent texts or else replace them with a stronger language of our own." --- ... Moore understands that in order to change history one must become a part of history, and thus engage in a kind of human sacrifice, as much as he would like to imagine some other way. -- "There's no space and there's no time. It's just as easy for you to think about what you were doing this morning as Victorian street scenes. You can go there instantly. You can imagine a scene from ten years in the future." Idea Space is the medium through which human consciousness draws connections across space and time, finds meaningfulness in the immediate through its mediation within larger contexts. -- Fiction is how reality is made...'
*
meta
storytelling
liminality
fiction
reality
dialectics
time
space
simultaneity
literaryculturevsoralculture
history
metanarratives
postmodernism
language
culture
ideaspace
magic
shamanism
sacrifices
semiosis
realityprogramming
consciousness
philosophy
mythology
meaning
AlanMoore
comics
august 2009 by adamcrowe
The American Prospect -- Neo Cities: How online communities are born--and what happens when they die.
august 2009 by adamcrowe
'The geographic nomenclature of GeoCities gave those new to the Internet a familiar shorthand for how social interaction could unfold. Sure, the tools might be different, but the concept of neighbors and like-minded groups of people, would, GeoCities promised, operate the same online as in the real world. The demise of GeoCities is not just the disappearance of a gif-riddled online ghost town--it's the death of a pioneering online community. And it's a reminder that we should think critically about who owns online spaces, how they are managed, and what happens when they are razed ..once online identities are created, are they the property of the users or the corporations that host them? David Bollier calls corporate-controlled spaces like GeoCities and Facebook, "faux commons." For him, true online community spaces are defined by users having control over the terms of their interaction and owning the software or infrastructure. Corporate spaces come with "terms of service" agreements.'
web
socialmedia
geocities
space
globalvillage
communities
publics
commons
archives
death
eschatology
internet
august 2009 by adamcrowe
apophenia -- Twitter: "pointless babble" or peripheral awareness + social grooming?
august 2009 by adamcrowe
'It's all about shared intimacy that is of no value to a third-party ear who doesn't know the person babbling. It's a back-and-forth that makes sense if only we didn't look down at it from outter space. Of course it looks alien. Walk into any typical social encounter between people you don't know and it's bound to look a wee bit alien, especially if those people are demographically different than you. It's about the more subtle back and forth that allow us to keep our connections going. It's about the phatic communication and the gestures, the little updates and the awareness of what's happening in space. We take the implicit nature of this for granted in physical environments yet, online, we have to perform each and every aspect of our interactions. What comes out may look valueless, but, often, it's embedded in this broader ecology of social connectivity. What's so wrong about that?'
twitter
socialnetworking
socialmedia
behaviours
grooming
phatic
communication
ambientintimacy
acoustic
space
performance
DanahBoyd
august 2009 by adamcrowe
Gamasutra -- The History and Theory of Sandbox Gameplay
august 2009 by adamcrowe
'"Sandbox" sometimes challenges traditional narrative, but it always puts something new in its place. ...[it] transforms predetermined narrative into dynamic, responsive narrative. ...the sandbox game distinguished itself by making the responses more significant and meaningful. -- ...a common challenge in sandbox design: player commitment to open story. ...that game design is so fun in itself that, if properly packaged, it can well be reinterpreted as gameplay itself. -- Sandbox play is essentially amoral/non-moral, in the sense that real action is often governed by the hypothetical: "What happens if I run this guy over?" ...until GTAIV, the PC personality was something of a narrative problem; the hero was a bi-polar thug for whom nothing was truly out of character. Such a character is not terribly interesting... With GTAIV, however the scarred warrior turned ironical and embittered anarchist justifies much better the peculiar range of action of a GTA hero.'
*
meta
gaming
play
gameplay
gamedesign
design
sandbox
possibilityspace
space
narrativeenvironments
virtualworlds
simulation
simcity
spore
GTAIV
puppetry
augmentationistsvsimmersionists
storytelling
framing
probabilityspace
narrativearchitecture
causality
contiguity
continuity
morality
realism
psychology
motivation
narrativeacts
emergence
existentialism
august 2009 by adamcrowe
Wikipedia -- Little Red Riding Hood
august 2009 by adamcrowe
'"Little Red Riding Hood" is a famous fairy tale [folk tale] about a young girl's encounter with a wolf. The story has been changed considerably in its history and subject to numerous modern adaptations and readings. -- The tale makes the clearest contrast between the safe world of the village and the dangers of the forest, conventional antitheses that are essentially medieval, though no written versions are as old as that. -- The antagonist is not always a wolf, but sometimes an ogre or a ‘bzou’ (werewolf), making these tales relevant to the werewolf-trials (similar to witch trials) of the time (e.g. the trial of Peter Stumpp).'
folktales
storytelling
liminality
masks
mythology
archetypes
space
allegory
agriculture
august 2009 by adamcrowe
Advertising Age -- Building an Army of Hyper-Local, Mobile-Connected Advocates
august 2009 by adamcrowe
'... the next-generation platform for proximity marketing... social incentives could be the new discounts. Foursquare bills itself as 50% friend finder, 30% social city guide, 20% nightlife game. Co-founder Dennis Crowley puts it this way: "I think Foursquare found some kind of sweet spot between the intersection of social utility (Hey, I know where my friends are), sharing/oversharing (I log everywhere I go/everything I do) and gaming/rewards (every check-in gives you a little piece of candy)." Foursquare is designed with these game dynamics in mind, and it's the absurd appeal of its reward that makes the service so "sticky." "The product is really complex—score, leaderboards, friends, tips, to-dos, etc—and I think different parts of the product speak to different people. If you get on Twitter and search for Foursquare, you find people who think it's 'Delicious for places!' or 'Twitter with location!' or 'Loopt, but with points!'"' -- Capture the flag. Become the flag. Sell the flag.
*
smartmobs
behaviours
socialmedia
foursquare
mobile
location
place
space
navigation
discovery
scentmarking
pheromones
city
psychogeography
lifestreaming
lifecasting
statusupdates
status
gamemechanics
capturetheflag
localism
loyalty
thegamingofeverydaylife
retribalization
august 2009 by adamcrowe
YouTube -- TwittARound
july 2009 by adamcrowe
'This is a video of the first beta version of TwittARound - an augmented reality Twitter viewer on the iPhone. It shows live tweets around your location on the horizon. Because of video see-through effect you see where the tweet comes from and how far it is away.'
statusupdates
twitter
mobile
iphone
applications
augmentedreality
location
acoustic
space
extensionsofman
ear
ambientintimacy
retribalization
july 2009 by adamcrowe
io9 -- 7 Failed Virtual Reality Technologies
june 2009 by adamcrowe
'Here are 7 virtual reality technologies that didn't work, and never will. -- #The Virtusphere: Enter the Virtusphere. Users strap on their VR gear and enter a large translucent sphere. The experience is something like a large stationary hamster ball: as an individual wanders about, the ball freely rotates to allow the user to wander around in the virtual world. While the device clearly does what it claims to do, the average home user seems hesitant to play their games trapped inside something that looks like it just popped out of the water and is trying to bring you back to a prison village.'
virtualreality
virtualworlds
interface
design
immersion
space
technology
june 2009 by adamcrowe
n+1 -- Lingering
june 2009 by adamcrowe
"...this tendency toward distraction and desublimation is for real. It naturally begs to be deplored by literary people. A writer is someone for whom writing is more difficult than for others; what has been written without effort is generally read without pleasure; and so on. But if jabbering semiotic promiscuity entails some familiar costs of social or sexual promiscuity—shallow and ephemeral relationships supplant deeper and more lasting ones—there can be no honest account of online and digitally interconnected life that denies the attractions of novelty, variety, excitement. -- The internet, as its proponents rightly remind us, makes for variety and convenience; it does not force anything on you. Only it turns out it doesn't feel like that at all. The experience of being online has at least as much to do with compulsiveness as with liberty ...it seems unlikely there is any more widespread compulsion among the professional middle-class and their children than lingering online."
internet
web
technology
media
literaryculturevsoralculture
acoustic
space
attention
distraction
ADHD
attentiondeficithyperactivedisorder
addiction
intermittentvariablerewards
boredom
behaviours
via:charlesfrith
psychology
june 2009 by adamcrowe
YouTube -- McLuhan: The Medium is the Massage 2.1
june 2009 by adamcrowe
McLuhan on Twitter: "That one big gossip column that is unforgiveable, unforgettable, and for which there is no redemption, no erasure, no mistakes. Ours is a brand new world of all-at-onceness. Time has ceased. Space has vanished. We now live in a global village. The simultaneous happening; we're back in acoustic space. We've begun and again to structure the primordal feeling, the tribal emotions, from which a few centuries of literacy had divorced us. The tribalising process, the inner trip, the depth involvement in the experience of the unified human family, that is something of which we've had no experience for a many centuries. It is a process that is located so entirely in the present that it does not appear in the rearview mirror to which we habitually look for reassurance and nostalgic orientation. At the high speeds of electric communication, purely visual means of apprehending the world are no longer possible; they are just too slow to be relevant or effective." —McLuhan 1967
twitter
literaryculturevsoralculture
acoustic
space
globalvillage
extensionsofman
centralnervoussystem
McLuhan
quotes
retribalization
june 2009 by adamcrowe
Wired/Ars -- The Future of Social Media: Is a Tweet the New Size of a Thought? by Julian Dibbell
june 2009 by adamcrowe
"What if the reason no one's figured out why Twitter matters is that it's bigger, in fact, than anyone's imagining? ...by forcing users to commit their thinking to the bite-size form of the public tweet, Twitter may be giving a powerfully productive new life to a hitherto underexploited quantum of thought: The random, fleeting observation. It's not that tweet-size sparks of insight haven't always been part of the media ecosystem, in other words. It's just that Twitter now has given them a vastly more exciting social life. And that may be all the point that Twitter needs."
internet
web
twitter
realtime
conversation
digital
compression
themediumisthemessage
acoustic
space
JulianDibbell
#bandwidth
#socialization
#complexity
#ubiquity
media
june 2009 by adamcrowe
OnFiction -- Psychogeography as Seeing with Metaphors
may 2009 by adamcrowe
"As the commodification of values make things generalized and more substitutable for each other, the complex web of social relations that at one point measured meaning and value are substituted by a system that while complex in its own way, undeniably simplifies the meaning of many exchanges... In this context -- an important one for understanding the experience of modernity that's linked to efforts to promote literacy, analytic reasoning, and progressive eye exercises, I cannot help thinking about what is traded for the ability to generalize bears. What sorts of metaphors of understanding are embedded in our preconcieved senses of space? When we seek the ability to 'to look back and see patterns of space construction from a newly alienated vantage-point,' or to seek 'a deeper understanding of the subject space by clearing away mental debris, or to understand better how that debris is constructed in the first place,' what does this cost us?" -- An eye for an ear (McLuhan)
literaryculturevsoralculture
acoustic
space
psychogeography
metaphor
language
linearity
perspective
#bandwidth
#specialization
may 2009 by adamcrowe
thatgamecompany -- Flower
may 2009 by adamcrowe
"The game exploits the tension between urban bustle and natural serenity. Players accumulate flower petals as the onscreen world swings between the pastoral and the chaotic. Like in the real world, everything you pick up causes the environment to change. And hopefully by the end of the journey, you change a little as well."
art
games
flow
space
JenovaChen
may 2009 by adamcrowe
PC World -- Facebook Has a Bad Case of the Twitters. Is There a Cure?
may 2009 by adamcrowe
"Sure, the two services overlap. Groups of friends do share on Twitter, but the service makes even more sense as a tool for reaching people you do not actually know. There is a reason why celebrities like Twitter. It allows them to reach fans with little expectation they will actually interact with them. Facebook, meanwhile, demands interaction. Twitter's length restriction, doubtless part of its genius, also makes it better suited for announcements than conversation. Facebook, by comparison, is a two-way street. I have had long discussions on Facebook that eventually involved perhaps a dozen people, each of whom could easily read all the others' sometimes lengthy comments. Maybe there is a way to do this on Twitter, but I have not found it." -- Like chance encounters in the street, exchanging 'catch-ups', then moving on to the pub for a proper 'conversation'. Shifting into different 'performance' space-places is half the fun.
facebook
twitter
socialnetworking
socialmedia
behaviours
asynchronous
conversation
context
space
place
performance
#bandwidth
#specialization
may 2009 by adamcrowe
Vodafone receiver -- Riding the timeline with widgets by Paul Golding
april 2009 by adamcrowe
"The essence of Twitter is all about how it redefines our relationship with time. We experience time as a series of moments measured out by events. Our personal timeline is a series of events that happen moment by moment and are dominated by the events that happen in our brains – thoughts, contemplations, urges and emotions bubbling up from our sub-concious stream, some of them converted by the conscious into intentions and sometimes into actions. It is communication and self-expression at the speed of thought. And, it is no coincidence that the length of a tweet fits nicely into the size of a text message, for what better way to seize the moment than to do so using a mobile – the only device that is with us moment by moment. It is a seizing the moment machine. The medium is the moment. The tools invented to seize the moment have began to define the moment." -- Use cases inside.
design
serviceecologies
mobile
communication
push
protocols
twitter
commandline
statusupdates
contextaware
widgets
ambientintimacy
ambientimmediacy
time
realtime
realitymining
ambientexposure
behaviours
socialgraph
storygraph
coordination
acoustic
space
proximity
sensors
presence
meatspace
#complexity
#specialization
april 2009 by adamcrowe
Boing Boing -- People live in tiny cubicles in Japanese cyber-cafe
march 2009 by adamcrowe
'The BBC reports on a cyber cafe outside Tokyo that has a dark room divided into tiny cubicles where 60 people "who rarely emerge" live. These folks are called cyber drifters and "they have just enough money to stay off the streets." It costs $500 a month to live in one of these "coffin-size booths," which have no natural light or fresh air. "In Tokyo it doesn't get any cheaper than that, or more claustrophobic." The owner of the cyber cafe is making a tidy sum off the rent: 60 X $500 = $30,000' -- 'His only window on the world is his computer screen.' -- Video inside
space
place
internet
extensionsofman
skin
cocooning
hikikomori
solitude
aloneness
homelessness
shame
japan
psychology
march 2009 by adamcrowe
BBC -- A step closer to reading the mind
march 2009 by adamcrowe
'Neurons in the hippocampus, also known as "place cells", activate when we move around to tell us where we are. ... all young men with experience of playing videogames - moved around the virtual reality environment. The data was then passed through a computer. "We asked whether we could see any interesting patterns in the neural activity that could tell us what the participants were thinking, or in this case where they were," said Professor Eleanor Maguire. "Surprisingly, just by looking at the brain data we could predict exactly where they were in the virtual reality environment. In other words we could 'read' their spatial memories."' -- !!!
neuroscience
virtualworlds
place
space
navigation
memory
mapping
surveillance
interface
march 2009 by adamcrowe
The Pirate's Dilemma -- The Network is the Story
january 2009 by adamcrowe
"Stories that include their audiences in the creation process become more complex, go off on tangents and create new relationships between the broadcaster and the audience. Giving the audience space to create their own stories within the broadcast story is a great way to create mass media. Instead of creating one story with broad enough appeal for a mass audience to find it palatable, it’s now possible to create a piece of mass media without much of a storyline at all, but instead, the tools the audience needs to create millions of their own, that they in turn can change and narrowcast to their peers. The audience knows what they need from narrowcast entertainment better than the broadcaster does, and they know the target audience for that entertainment (their friends and families) better than the broadcaster ever will. When mass entertainment properties encourage and add value to the networks that grow around them, they make it easier for the network to reciprocate."
storytelling
transmedia
space
narrativeenvironments
fanon
fandom
fanfiction
socialmedia
openmedia
production
content
sandbox
roleplay
january 2009 by adamcrowe
YouTube -- HBO Voyeur Cannes Lions Promo Grand Prix (2008)
january 2009 by adamcrowe
"HBO Voyeur was expressed as a multi-media, multi-platform program, each touch-point acting as an invitation to engage with the project as a whole. It began with a life-size projection on the side of an apartment building in downtown Manhattan, creating the illusion that the wall had been cut away and allowing viewers to experience the story by seeing the lives inside. The viewers became essential players within the story - their gaze the very essence of the concept for HBO Voyeur:sometimes the best stories are the ones we were not meant to see. It encouraged viewers to seek more, become a part of the story and engage with the content." -- Wow! The building set-up reminds me of Jean-Luc Godard's 'Tout Va Bien'
transmedia
storytelling
narrativeenvironments
space
navigation
augmentedreality
projection
mobile
voyeurism
cctv
HBO
january 2009 by adamcrowe
Tate -- Altermodern: Manifesto by Nicolas Bourriaud
december 2008 by adamcrowe
"The artist becomes ‘homo viator’, the prototype of the contemporary traveller whose passage through signs and formats refers to a contemporary experience of mobility, travel and transpassing. This evolution can be seen in the way works are made: a new type of form is appearing, the journey-form, made of lines drawn both in space and time, materialising trajectories rather than destinations. The form of the work expresses a course, a wandering, rather than a fixed space-time. Altermodern art is thus read as a hypertext; artists translate and transcode information from one format to another, and wander in geography as well as in history. This gives rise to practices which might be referred to as ‘time-specific’, in response to the ‘site-specific’ work of the 1960s. Flight-lines, translation programmes and chains of heterogeneous elements articulate each other. Our universe becomes a territory all dimensions of which may be travelled both in time and space."
*
manifesto
altermodernism
art
theory
criticism
relationalobjects
relationalaesthetics
space
time
metanarratives
paradigms
history
reflexivity
transformation
multitude
navigation
networks
#bandwidth
#socialization
#diversity
NicolasBourriaud
itr
retribalization
december 2008 by adamcrowe
AppleInsider -- Apple working on 3D Mac OS X user interface (images)
december 2008 by adamcrowe
"... the filings depict a 3D interface by which side walls, a top, and a floor all protrude from a back surface that resembles today's two-dimensional Mac OS X desktop. A few examples also suggest a radical departure from traditional interface design by which the Mac OS X menubar would be removed from the top of the screen and thrown into a stack or floating element."
apple
mac
osx
gui
interface
design
3d
navigation
space
synaptics
via:damiano
december 2008 by adamcrowe
New York Times -- Yours for the Peeping
december 2008 by adamcrowe
'There is a behavioral connection between the unconsciously “for show” lives of those living in glass condos and the consciously “for show” lives of those spending more and more of their time online, where domestic activities are recorded in achingly specific detail. The result is a cultural confusion about private and public.' --- Sherry Turkle: “There is real confusion about intimacy and solitude. Are we alone in these buildings, facing the anonymity of the city, or are we connected to the city? What do we show and what do we hide? That mirrors what happens when we’re on the computer, on our networks in Facebook. We are no longer able to distinguish when we are together and nurtured and when we are alone and isolated. I can be in intimate contact with 300 people on e-mail, but when I look up from my computer I feel bereft. I haven’t heard a voice, touched a hand, for hours or days. I think people are no longer certain where the self resides.”
behaviours
architecture
curation
space
extensionsofman
skin
transparency
self
surveillance
sousveillance
ambientintimacy
intimacy
privacy
anxiety
identity
psychology
exhibitionism
voyeurism
SherryTurkle
december 2008 by adamcrowe
oblong industries, inc. -- g-speak
november 2008 by adamcrowe
"Oblong Industries is the developer of the g-speak spatial operating environment. The SOE's combination of gestural i/o, recombinant networking, and real-world pixels brings the first major step in computer interface since 1984; starting today, g-speak will fundamentally change the way people use machines at work, in the living room, in conference rooms, in vehicles. The g-speak platform is a complete application development and execution environment that redresses the dire constriction of human intent imposed by traditional GUIs. Its idiom of spatial immediacy and information responsive to real-world geometry enables a necessary new kind of work: data-intensive, embodied, real-time, predicated on universal human expertise."
space
gesture
interface
gui
synaptics
minorityreport
productnarratives
november 2008 by adamcrowe
Russell Davies -- Speculative Modeling
november 2008 by adamcrowe
"How about I get a load of Lyddle End properties and we try and build a version of what we think Lyddle End might be like in 2050? Everyone who wants one gets a little building and they have to alter it, mod it, change it, play with it, to reflect how they think the world will be in 42 years time. Then, we'll put them all together, either physically or through the magic of photography, and see what it might tell us about our visions of the future. I can't help thinking we might be able to build ourselves a rather intriguing speculative diorama."
alternativehistory
prototyping
space
storytelling
objects
narrativeobjects
narrativeenvironments
november 2008 by adamcrowe
bobblebrook -- coign of vantage
september 2008 by adamcrowe
"Put your spatial perception into perspective with this 3d puzzle game. Assemble as many images from an abstract cloud as you can before time runs out." -- Fun!
games
3d
space
synaptics
via:iaintait
september 2008 by adamcrowe
Wikipedia -- Agoraphobia
september 2008 by adamcrowe
"Research has uncovered a linkage between agoraphobia and difficulties with spatial orientation. A disproportionate number of agoraphobics have weak vestibular function and consequently rely more on visual or tactile signals. They may become disoriented when visual cues are sparse as in wide open spaces or overwhelming as in crowds."
agoraphobia
control
environments
proprioception
space
kinesthetic
synaptics
september 2008 by adamcrowe
CBS News -- Real-Life Fears Faced In Online World
september 2008 by adamcrowe
"It was too much people, too much noise, too much stimulation. I just felt too exposed, I guess. It makes you feel very confined ... because you see the world out there and you want to go, but you can't." -- 'Too much stimulation' *nods*
agoraphobia
stimulation
environments
emotionalintelligence
therapy
space
synaptics
september 2008 by adamcrowe
Gizmodo -- Hubble Finds Unidentified Object in Space, Scientists Puzzled
september 2008 by adamcrowe
"We suggest that the transient may be one of a new class."
space
wtf
september 2008 by adamcrowe
Adam Greenfield’s Speedbird -- Data-driven, realtime advertising: The aura of approach
august 2008 by adamcrowe
Lev Manovich: “Its continuously changing surfaces illustrate the key effect of a computer revolution: substitution of every constant by a variable.” -- build $reality[0];
data
digital
everyware
aura
acoustic
space
retribalization
august 2008 by adamcrowe
Paul Feldwick -- Exploding The Message Myth
august 2008 by adamcrowe
"Successful and truly creative ads, I think work in quite a different way. If we pretend that advertising is predominantly digital, then we'll feel justified in thinking of any ad as being reducible to an intellectual, verbal construct, a message or a proposition or an idea. But if we understand that the important relationship building communication is taking place through the analogue mode, then we should really change our focus away from this abstract digital idea, back to the visual, visceral power of the entire advertisement; its colour, movement, music, timing and every detail."
marketing
advertising
planning
communication
theory
mentalmodels
literaryculturevsoralculture
themediumisthemessage
acoustic
space
ambient
synaptics
lowdefintion
#bandwidth
#socialization
psychology
emotionalintelligence
via:diemkay
media
august 2008 by adamcrowe
Rough Type: Nicholas Carr's Blog -- The multi-tasking virus
july 2008 by adamcrowe
Comment: Bertil: "... plan, remember, schedule... any night-out demands the managing capabilities of a wedding planner, simply because the cell-phones have transformed a drink into the most social occasional. Too much in their mind implies they optimize."
information
acoustic
space
extensionsofman
skin
proprioception
navigation
mapping
literaryculturevsoralculture
contextswitching
continuouspartialattention
ADHD
attentiondeficithyperactivedisorder
attention
multitasking
productivity
learning
addiction
psychology
#processing
#storage
retribalization
july 2008 by adamcrowe
Nicholas Carr -- Is Google Making Us Stupid?
june 2008 by adamcrowe
Regarding the cultural shock of clocks... "In deciding when to eat, to work, to sleep, to rise, we stopped listening to our senses and started obeying the clock."
information
culture
literaryculturevsoralculture
acoustic
space
time
technology
behaviours
psychology
ADHD
attentiondeficithyperactivedisorder
attention
continuouspartialattention
neuroscience
synaptics
june 2008 by adamcrowe
Orange -- World's first internet balloon race
june 2008 by adamcrowe
Like Wacky Races, but on the internet!
orange
campaign
web
space
fun
propagation
june 2008 by adamcrowe
CNN.com -- Cell phone users secretly tracked in study
june 2008 by adamcrowe
"The results also tell us something new about ourselves, including that we tend to go to the same places repeatedly, he said." -- This is new??
womb
mobile
surveillance
mapping
anthropology
psychogeography
space
june 2008 by adamcrowe
Motherhood is Hell...a....Cool! -- Confessions of a Middle-Aged Webkinz Addict
may 2008 by adamcrowe
"... the kids decided I should have a Webkinz, so I could come over to visit their homes." -- Read that again.
webkinz
virtualworlds
space
simulation
access
behaviours
psychology
relationships
parenting
children
may 2008 by adamcrowe
Science Daily -- 'What Can I, Robot, Do With That?'
may 2008 by adamcrowe
"The MACS project does not attempt to get robots to perceive what something is, but how it can be used.... the cognitive theory of ‘affordances’... focuses on what a thing or environment enables a user to do."
artificialintelligence
robotics
robots
research
machinelearning
cognition
affordances
improvisation
performance
design
kinesthetic
space
synaptics
improv
may 2008 by adamcrowe
Wikipedia -- Montessori method
april 2008 by adamcrowe
"Children develop their observation skills by doing many types of activities [including the] use of the five senses, kinetic movement, spatial refinement, small and large motor skill coordination, and concrete knowledge that leads to later abstraction."
embodiedcognition
learning
education
children
toys
play
failure
kinesthetic
space
synaptics
montessorimethod
april 2008 by adamcrowe
ESOC - Space debris: evolution in pictures
april 2008 by adamcrowe
"Between the launch of Sputnik on 4 October 1957 and 1 January 2008 approximately 4600 launches have placed some 6000 satellites into orbit, of which about 400 are travelling beyond geostationary orbit or on interplanetary trajectories" -- World's a stage
visualization
earth
space
junk
kipple
satellite
extensionsofman
eye
ears
skin
centralnervoussystem
radio
camera
panopticon
storytelling
narrativeenvironments
stage
roleplay
performance
design
eyes
april 2008 by adamcrowe
Times Online - Amazon’s e-reader, the Kindle, reviewed
march 2008 by adamcrowe
Naomi Alderman: "Stories could become pervasive: when you’re lost in a good book, your whole online world could blend seamlessly with it. Of course, all that additional content will have to be written. Therein lies one of the problems." -- Written?
acoustic
space
immersion
endogenous
exogenous
diegesis
narrative
objects
narrativeobjects
narrativeenvironments
storytelling
narrativeactivism
augmentedreality
generative
writing
retribalization
march 2008 by adamcrowe
Behance - Tip: Surround Yourself With Progress
march 2008 by adamcrowe
Visual: "Why not decorate your work space with completed action steps?" -- Great tip.
gtd
space
do
march 2008 by adamcrowe
Guardian -- McLuhan would blow hot and cool about today's internet
march 2008 by adamcrowe
"...computers, rather than freeing us from the printed word, have made text more ubiquitous than ever...surfing the web, typing messages on our phones...we are wrapped in a cocoon of text that would have boggled McLuhan's mind." -- ?? Type=Sight Text=Speech!
McLuhan
decentralisation
internet
digital
type
text
speech
voice
acoustic
space
retribalization
decentralization
march 2008 by adamcrowe
Technology Review - Historical Maps in Second Life
march 2008 by adamcrowe
"Visitors can also travel through an 1836 map of Old New York by J. H. Coton. [Rumsey says:] "There's something about walking on it that is just fantastic," he says. "I love walking from Battery up to Harlem and feeling the history."
history
simulation
mirrorworlds
geography
cartography
maps
mapping
navigation
kinesthetic
space
nature
synaptics
virtualworlds
march 2008 by adamcrowe
Campus Turf
february 2008 by adamcrowe
Turn-based turf war game. "There is a 45% chance the attacker wins and a 55% chance the defender wins" -- Surely you should be able to buy weapons to help attack and defend. Virtual items business? Come on, get on it! $$$
biggaming
mixedreality
gamemechanics
games
design
gametheory
turnbased
strategy
tactics
space
virtualgoods
february 2008 by adamcrowe
Who's slowing you down? - Working alone may be the key to better productivity
february 2008 by adamcrowe
"... a built-in response-interpretation mechanism that is hard-wired into our central nervous systems... If we see someone performing a task we automatically imagine ourselves performing that task. This behaviour is part of our mirror neuron system."
work
modelling
simulation
centralnervoussystem
flow
psychology
performance
design
productivity
space
february 2008 by adamcrowe
Washingtonpost.com - For Males, Video Game Rewards Are All in the Mind
february 2008 by adamcrowe
'"Women and men showed activity in the reward circuitry, which overlaps with addiction circuitry," Hoeft explained. "Men activated those regions more than women, and the brain regions moved together more than women."'
neuroscience
addiction
brain
psychology
motivation
rewards
gaming
space
february 2008 by adamcrowe
Vodafone receiver magazine » #18 - Socializing digitally (Danah Boyd)
february 2008 by adamcrowe
"... the digital world requires people to write themselves into being ... Of course, because imagery can be staged, it is often difficult to tell if photos are a representation of behaviors or a re-presentation of them."
curation
socialnetworking
identity
behaviours
self
status
popularity
profile
youth
myspace
facebook
psychology
control
space
february 2008 by adamcrowe
Vodafone receiver magazine » #19 - Generation Mesh
february 2008 by adamcrowe
"Laptop screens are often used to indicate when someone is engaged in their work or open to being interrupted. Similarly, iPods and other portable music players are used to create bubbles of privacy in the midst of the public space of the café. "
wifi
internet
networks
behaviours
freelance
work
communities
extensionsofman
skin
womb
warmth
fire
space
place
retribalization
february 2008 by adamcrowe
Charm And Rigor - Post-Its for Passers-By
february 2008 by adamcrowe
"The topic of Mr. Pietri's first post to Socialight was his arrest, but he quickly moved into less personal material: the spot where Malcolm X was killed... ''I didn't want to just say, 'There's a good mojito here' or 'There's good pizza here,'"
geotagging
location
storytelling
history
warchalking
secrecy
space
navigation
scentmarking
pheromones
mobile
sociallight
february 2008 by adamcrowe
BBC Four - Visions Of The Future (3 of 3) The Quantum Revolution
february 2008 by adamcrowe
"In this new three-part series, leading theoretical physicist and futurist Dr Michio Kaku explores the cutting edge science of today, tomorrow, and beyond." (Type 0 Civilisation.)
documentaries
MichioKaku
future
science
technology
physics
quantum
mechanics
antigravity
materials
manufacturing
fabrication
mattercompilers
space
travel
consciousness
civilization
progress
energy
nuclear
fusion
nanotechnology
health
extensionsofman
immunesystem
immunocules
proteins
hacking
bacteria
nanobots
micromachines
virus
selfreplication
greygoo
weapons
war
cookiecutters
teleportation
exponential
evolution
life
code
february 2008 by adamcrowe
YouTube - How Panic-Proof are you?
january 2008 by adamcrowe
Panic. Ultimate weapon?
psychology
retro
publicinformation
films
panic
control
space
january 2008 by adamcrowe
Kzero - The Google virtual world game plan
january 2008 by adamcrowe
"People resonate towards points of familiarity. So, the most likely strategy being developed is the managed roll-out of a synthetic world, starting with major cities based entirely on the real world - a more manageable and controllable option."
google
virtualworlds
mirrorworlds
simulation
space
place
january 2008 by adamcrowe
BBC - Horizon - Parallel Universes (2001)
january 2008 by adamcrowe
"Scientists now believe there may really be a parallel universe - in fact, there may be an infinite number of parallel universes, and we just happen to live in one of them."
documentaries
universe
dimensions
multiverse
physics
science
space
time
january 2008 by adamcrowe
Fast Company - Retail Therapy
january 2008 by adamcrowe
"Selfridges's department store in London even describes itself as a theme park where customers are encouraged to buy souvenirs of their visit."
retail
environments
space
shoping
consumerism
via:chromacomms
january 2008 by adamcrowe
YouTube - Skyscraper Construction - Shinjuku Skyscrapers Time-lapse
january 2008 by adamcrowe
"35 years of Shinjuku for 10 seconds (From July 1969 To July 2004)"
history
architecture
space
japan
january 2008 by adamcrowe
YouTube - Louis Vuitton Stairs Rome
january 2008 by adamcrowe
"Inside the Louis Vuitton Store in Rome, they had this incredible animated staircase"
colours
interiors
retail
architecture
space
january 2008 by adamcrowe
Edge Online - Secrets of Multiplayer Maps
january 2008 by adamcrowe
"For Johnston, one way he can see multiplayer maps possibly changing is in becoming more dynamic: “The level you start playing in the evening might look very different a couple of hours later."
gaming
gameplay
games
design
gamemechanics
narrativeenvironments
storytelling
objects
narrativeobjects
space
architecture
navigation
flow
january 2008 by adamcrowe
OLE Coordinate System
january 2008 by adamcrowe
One for the math teachers.
playstation
echochrome
games
puzzle
optical
illusion
escher
space
3d
january 2008 by adamcrowe
OLE Coordinate System - Demo
january 2008 by adamcrowe
Video: Echochrome demo movie
playstation
echochrome
games
puzzle
optical
illusion
escher
space
3d
january 2008 by adamcrowe
digista Lab - OLE Coordinate System
january 2008 by adamcrowe
Make/play your own Echochrome in a browser.
playstation
echochrome
games
puzzle
optical
illusion
escher
space
3d
january 2008 by adamcrowe
New York Times - You Won’t Find Me in My Office, I’m Working
january 2008 by adamcrowe
'The term “white space” implies a place set apart, physically and mentally.'
space
work
productivity
january 2008 by adamcrowe
Wired - NASA Dreams of an Interplanetary 'Second Life' for Mars Crew
january 2008 by adamcrowe
"If we were meeting in Second Life or World of Warcraft to chat, we would both have the sense of being in the same place overlaid on our sense of physical location," Laughlin muses,"The experience encodes into our memories as if we were in the same place"
nasa
space
simulation
training
memory
synaptics
virtualworlds
january 2008 by adamcrowe
Jason Calacanis - Why Facebook isn't Google, in 100 words
november 2007 by adamcrowe
Video: 6:55: "Social networking is the worst place to advertise. The content there from your friends and your family is more compelling than any advertisement. Google has the greatest advertising in media history - search advertising." -- Intent is king?
*
google
facebook
socialads
search
advertising
socialgraph
news
networkeffects
seeding
sneezers
mavens
influence
celebrity
fame
brandmodels
brandedenvironments
storytelling
productnarratives
attention
intention
businessmodels
context
socialnetworking
time
space
place
monetization
theadvertisedlife
identity
feedback
uncanny
worldvsplatform
propagation
november 2007 by adamcrowe
recreating movement
november 2007 by adamcrowe
"Recreating Movement makes it possible to extract single frames of any given film sequence and arranges them behind each other in a three-dimensional space. This creates a tube-like set of frames that "freezes" a particular time span in a film." LOOK!
graphics
animation
art
video
film
digital
information
visualization
time
space
research
software
tools
diagrams
motion
bullettime
editing
interesting
november 2007 by adamcrowe
YouTube - Don't Give Up on Vista Ad
november 2007 by adamcrowe
Clever clever.
advertising
web
space
flash
apple
november 2007 by adamcrowe
Nokia Sports Tracker Beta
november 2007 by adamcrowe
"Nokia Sports Tracker is a GPS based activity tracker that runs on Nokia smartphones. Information such as speed, distance and time are automatically stored to your training diary, and on this site you can store and share your workouts and routes."
nokia
nike+
gps
bluetooth
training
geo
location
mobile
sport
tools
storytelling
productnarratives
navigation
mapping
space
time
lifecasting
socialgraph
surveillance
panopticon
november 2007 by adamcrowe
Rands In Repose - A Nerd in a Cave
november 2007 by adamcrowe
"World-canceling features such as a door or noise-reducing headphones. These features are a nuisance to significant others interested in communication." - Hehe
space
place
cocooning
nerds
geeks
home
life
psychology
privacy
solitude
emotionalintelligence
introversion
november 2007 by adamcrowe
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