adamcrowe + space   137

Terra Nova -- Life c. 2000: The Massively Single-Player Game by Edward Castronova
'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
Gamasutra -- Designing Better Levels Through Human Survival Instincts
'...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]
"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
'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)
'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
'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
'[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
'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
'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”
“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
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
'"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.
'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?
'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
'"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
'"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
'... 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
'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
'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
"...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
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
"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
"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
"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?
"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
"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
'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
'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
"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)
"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
"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)
"... 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
'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
"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
"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
"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
"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
"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
Adam Greenfield’s Speedbird -- Data-driven, realtime advertising: The aura of approach
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
"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
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?
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
CNN.com -- Cell phone users secretly tracked in study
"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
"... 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?'
"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
"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
"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
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
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
"...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
"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
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
"... 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
'"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)
"... 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
"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
"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
Kzero - The Google virtual world game plan
"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)
"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
"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
"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
"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
"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
New York Times - You Won’t Find Me in My Office, I’m Working
'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
"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
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
"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
Nokia Sports Tracker Beta
"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
"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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