September 8, 2009

Video Link!

If one desires, one may click this link to access the short video montage I created for last week's CTIN499 class. To review the interfaces:

1. The Gamepod interface from eXistenZ, a film by David Cronenberg in which he explores avatars and abstractions.

2. An interface from Star Trek: The Next Generation, in which Data competes with a regional master playing a game that utilizes a 10-input interface attached to the user's fingers, allowing game manipulation through finger movement.

3. Another interface from Star Trek: The Next Generation, which allows the user to control several simple holographic projections with literally the blink of an eye.

Without further adieu, the video link.

February 16, 2009

What I Do When I Should Be Debugging Code (Copyright, Politics, Digital Media, Academic Cultural Criticism itt)

When, as happens in many cases, a company that owns the intellectual property of a song, movie, image, or other cultural object included in a YouTube video submits successfully a DMCA takedown notice, does that, in and of itself destroy culture?

Consider a novel. When there is a concept or idea pivotal to a paper being written by an academic attempting to prove a point, that point is supported by an argument that includes evidence in the form of citations. If the novel is illustrative of the point or an aspect therein, it is included in the paper’s citations. This novel, as a cultural object, represents a portion of the foundation of an argument that seeks to illustrate an observation that, bluntly, is more than the novel examined alone. Thus, the novel represents part of a new cultural work (the paper), and the paper is dependent on the novel’s existence for its existence. Currently, publishers do not require that novels "disappear" under certain circumstances, nor do they have the ability to remove a novel from libraries, bookstores, or homes.

Now, consider the example of a piece of media on YouTube, created by a YouTube user, that is perfectly communicative of a given cultural trend or a larger body of cultural work that is becoming pervasive at the time of its inception. When this object of culture, which happens to be situated on YouTube, is observed it is simply a piece of media - this includes both visual and aural aspects of the YouTube video. Suppose an academic, or for the purposes of this argument, any person who considers him or herself a part of culture who can comment on this video in the context of culture, begins to form an argument centered around that video. In its final form, the argument represents more than just the YouTube video (or videos as the case may be), and represents a new cultural object, separate entirely from the video by which its creator was inspired. Thus the author references that video in his or her argument as evidence of a larger cultural trend.

Suppose the video evidenced includes known copyrighted music by a large rights-owning organization such as Warner Music or Sony BMG. YouTube is required to remove a video that utilizes some form of copyrighted material, iff the rights-holding organization requests its removal. However, given that this video has now been inspiration for and acts as evidence/grounding for a new and separate cultural work, does the right to view this video remain in the hands of that rights-holding organization? The video clearly embodies more meaning than can be attributed to its soundtrack or the nature of its visual elements – the video represents a piece of culture created separately from its elements and its meaning cannot be attributed only to an element such as a portion of its soundtrack.

Furthermore, now that this video is the basis for the creation of a new piece of culture, where lie the rights to its existence? Does an organization that owns a piece of the aural or visual elements of the work retain the right to remove this object from culture?

If the video is removed, where does that leave the derivative work that relies on the video to illustrate a trend or aspect of culture? The observation remains valid, but the argument does not.

This “veto” should not lie in the hands of an organization that has no true stake in the created culture. Each piece of culture created is more than the sum of the visual/aural elements by which it is characterized. Further, the ability of a rights-holder to remove a piece of culture from existence, to make it inaccessible to the culture by which it was created, nullifies the institution of academic observation and criticism that has driven our understanding of cultural trend and meaning throughout history.

The conceptual assertions “YouTube is culturally significant” and “The broadcast rights of rights-holding organizations for media must be controlled legally and are of utmost importance” are in direct opposition, and cannot be reconciled without a retooling of both copyright law and the legal system by which it is harbored.

February 5, 2009

The Pirate Bay Creates Interactive Map of Torrent Connections

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Pretty cool development: The Pirate Bay has created an interactive map of torrent connections around the world. It's obviously not 100% accurate as it doesn't include all torrent trackers across the internet, but it does give a little bit of insight into the behavior of one set of users. It's separated by country and as of writing it looks like the US is responsible for 8.37% compared to China's 25.75%.

Check out the map here.

November 21, 2008

Eidos Attempting to Artificially Inflate Reviews of a New Game... Again

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In case you missed it, Tomb Raider: Underworld was recently released to mediocre reviews and even less excitement, but the kicker was this twitter message posted by Guy Cocker, UK editor for Gamespy:

call from Eidos--if you're planning on reviewing Tomb Raider Underworld at less than an 8.0, we need you to hold your review till Monday.

It was later confirmed (and then denied, of course) by two different industry spokespeople that Eidos was indeed trying to stifle low reviews of the new Tomb Raider game in order to keep metacritic ratings high.

This is not the first time this has happened - not too long ago Eidos embroiled itself in controversy over Kane & Lynch for posting fake reviews/scores of the game on its website. This was in response to a slew of bad reviews the game received because it was - get this - not that good of a game.

The overwhelming opinion of the internet is that the best way to stack metacritic scores is to make a good game. Sounds right to me.

November 20, 2008

Google Lively Not So Lively

Google has decided to shut down its little not-game interactive chat room experiment called "Lively." Currently, plans are to shutter the service on December 31st, putting the almost 1.2 thousand users out of a place to chat on the internet. But seriously, folks.

It's not every day that Google actually shuts down a service it has invested time and money into, but really, who didn't see this coming? The stylistic art was kind of interesting, but there's not really anything to do in their little rooms but chat. Which I guess is fine, but that's not much of a hook.

Sad times for the users who liked to hang out in the Pyjama Partie room though:

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According to a post on Google's blog, they want to "ensure that we prioritize our resources and focus more on our core search, ads and apps business."

Check it out before December 31st if you want to see what this (failed) experiment actually was.

November 19, 2008

Postcard!

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"A Day in Highland Park"

Conceptual: This postcard is both longer and thinner (in terms of ratio) than a normal postcard, and the reason is to allow a progression and to capture aspects of a moment more than just to show a picture. A postcard like this could be one that is purchased, or one that is made from a machine. One could write on the post card, or one could send it without anything on it - the point is to receive the images, not the post card. The images provide the personality and personalization.


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Absent of any text, this post card is also representative of a moment of time, with both front and back two different perspectives on the same scene.

November 18, 2008

The Creation of Conceptual Art

This month's Believer has a very interesting piece by Chris Cobb on conceptual art and the process by which it is created. The article is entitled "A Perfunctory Affair," referencing a quote by Sol LeWitt from his piece "Paragraphs on Conceptual Art" from Artforum, published in 1967. The quote in question (which also kicks off the article):

When an artist uses a conceptual form of art, it means that all of the planning and decisions are made beforehand and the execution is a perfunctory affair. The idea becomes a machine that makes the art.
Really, the most interesting part of this process for me right now is the way it is affected by intellectual property and copyright/patent law. Currently, musical artists hold several different copyrights (assuming that they were not cheated out of them by their label) for each song they have written. When considering how one would go about the process of creating conceptual or procedural art, a patent can apply to the process by which you create the art, and a copyright would apply to both the artistic concept and the final product.

Arstechnica's Julian Sanchez provides an interesting analysis and discussion of these concepts in his article "Conceptual Art and IP." In it, he highlights exactly why I find this discussion interesting: Where does your work end and mine begin? Exactly how different in process and execution does my piece need to be for me to be free from liability? When your process informs my final piece, are both my property? Are either?

Interesting enough to warrant more discussion than we currently have on the subject, I think. Do these types of process patents apply when you're leading a player through your piece - is the way that the player experiences the piece open to patent, simply because it's a process by which a piece is created, when the piece is a space open to exploration?