Digital Innovation

Apple thinks COBOL is evil, “GOTO 10″ Bullshit

Posted in Digital Innovation, Eschatology on April 14th, 2010 by Elijah Meeks – Comments Off

There’s a great post on the entire Adobe-Apple debacle over at /dev/why!?! that not only explains the technical issues at play with Apple’s closing off of the iWhatever to outside SDKs but also points out that this “makes it a license violation to include a language interpreter inside a game.”  (Interestingly, enough, this apparently already violates the current SDK)

I don’t know contract law (thank God) but wouldn’t you think that inconsistent enforcement of a legal contract would somehow damage its value?

There’s a reason why he won the Ultimate Showdown of Ultimate Destiny

Posted in Digital Innovation on April 12th, 2010 by Elijah Meeks – Comments Off

Very frankly, I am opposed to people being programmed by others.

Mr. Rogers

Kill It With Magma

Posted in Art, Digital Innovation, Games on April 8th, 2010 by Elijah Meeks – Comments Off

There’s a great interview with Tarn Adams up on Negative Gamer.  Tarn and his brother are creating Dwarf Fortress, as inexplicable as it is marvelous.  How marvelous and inexplicable and crazy?  Well, if Baudrillard was writing Simulacra and Simulation today, he’d use Dwarf Fortress as his example, not Crash.  Dwarf Fortress makes Crash look like Parcheesi.

This is why we can’t have nice things

Posted in Digital Innovation, Eschatology on April 8th, 2010 by Elijah Meeks – Comments Off

The more I code, the more I think coding is for tools.  For tools, by tools, to keep all the power in the hands of the needy pedants that have the time and delusion to keep track of the absolute normative disaster that are programming languages.  For instance, let’s just say you want to have a little border resize to your image in your wee Flex app, that should be easy, right?  Just get the size of the image and change the border to be a bit bigger.  Oh wait…

  1. width is the width of the Image loader control and not the loaded image’s. If this property is not set, it will be adjusted automatically based on the loaded image’s width. The auto adjustment will not occur in the Image control’s complete event. This value will be updated in the last updateComplete event (the one after the complete event).
  2. contentWidth is the width of the loaded image when scaled. The loaded image has not been scaled yet in the Image control’s complete event so you won’t get the correct value, you will get the original width instead of the scaled value. You have to wait for the Image control’s updateComplete event after the complete event finishes to get the correct value.
  3. content.width is the width of the loaded image without regard to scaling. This will be immediately available during the Image control’s complete event. Note that content is actually the loaded image.

Right?  And Actionscript is one of the easy languages (reason number two why it’s now cool to hate Flash, along with “Steve told me to.”).

Tomorrow, AD

Posted in Digital Innovation, Epiphenomena, Eschatology on March 31st, 2010 by Elijah Meeks – Comments Off

For all of us who find it completely not suspicious at all that everyone at Boing Boing loves Hot Tub Time Machine (starring action spectacular superstar John Cusack, not coincidentally soon to be a guest blogger at Boing Boing, which I wouldn’t have known except they mention it in every post, along with how impressed they are by the cinematic quality of John Cusack Presents Hot Tub Time Machine starring John Cusack) and are intrigued by the idea of “time travel” I direct you to a blog, from the future.

Ascii Dreams

Note the dates, note the prescient information that could only come from someone who actually came back from one week in the future.  Or perhaps the blog has become quantum entangled with a stray waveform tabby, and it exists both now and later.  Note that Dwarf Fortress Alpha is about to have a new iteration that includes the kinds of features I spent eight years looking for in Nethack (and all I ended up with was a rusty longsword, which is not, thank you very much, a metaphor).

Visualizing Spatial History

Posted in Academia, Digital Innovation on March 22nd, 2010 by Elijah Meeks – Comments Off

We’re all spoiled by cartoon maps of the allies storming Normandy or the melting ice caps, and so a visualization of spatial change in medieval China, while accurate (at least according to the Songshi, Taiping huanyu ji & Yuanfeng jiuyu zhi), doesn’t seem nearly as dramatic as thick-lined cartoon arrows rushing across the French countryside.

You can make your own slowly shifting maps of Song Dynasty political geography by downloading the Digital Gazetteer of the Song Dynasty. Or maybe you can just load it into Flash and draw some arrows flying from Wang Anshi’s hands out toward the northern counties, abolishing them hither and thither.

Learning Incorrect Schema

Posted in Academia, Digital Innovation, Epiphenomena, Fiction, Games on February 17th, 2010 by Elijah Meeks – Comments Off

Just finished watching Will Wright’s presentation for the Games for Learning Institute.  It’s cleansing, I think, to move from some of the raw intuition that open source types present as social commentary and listen to someone like Will Wright, who’s actually considering the difference between “the social landscape and the material landscape” and has been doing so for years.  The talk itself focused on the concept of games and stories as schema, fostering understanding of our world through lessons and cause-effect chains.

Wright obviously has been engrossed in story for his entire career, and during the unplanned delay before the talk engaged with an audience and pointed out that games do not supplant the linear narratives of books, but rather modify and complement them.  This comes up at the end of the talk, where he discusses Fractal Entertainment– How modern “properties” or “worlds” are not a single piece of media, but rather multiple expressions (some cinematic, some interactive, some linear, some board game, some RPG).  This includes not only top-down licensed expressions but also crowd-driven epiphenomena such as machinima and graphic novels based on Sims gameplay.

Also interesting is the concept of emergence not only within a game but also around a game, where the activity that surrounds, say, Wii Bowling, is as important to the enjoyment and definition of the game as the hardware and software.  As Wright puts it, the absurd gesticulations one makes while trying to bowl with a plastic stick.  But emergence plays a role outside the story proper, and becomes part of the meta-story, where the story is dissected and used as lesson (Wright notes that Blade Runner is the inspiration for city planners for The Dystopian Future to Avoid) and also as Story deconstructed into components to create what the designer calls “possibility space”.  And once that space is created, story emerges from it, to start the dialectical chain all over again.

Of course, story is too narrow, and Wright deals with this by settling on describing movies and books as linear narratives, which is broad enough not only to cover romance novels but also monographs and encyclopedias.  The convergence presented by Wright is mirrored by the convergence of high end research, focusing on model building and schema pattern strategies.  And while these schemas and models are arbitrary, they allow, as Wright points out, the ability to map the patterns that emerge within possibility space.

So many years of so many toys has left the theorists of the world in flux.  That’s why we have so many would-be philosophers with no background in the matter and so many academics struggling to understand their place in  society cut loose from the linear narrative.  It’s good to see someone like Will Wright, who is knowledgeable and systematic in his understanding of how the digital world and the social world mesh and the new subtleties available as a result of that meshing.  And on top of all that, there’s a great story about the Soviet space program accidentally crash-landing in China.

“Dinner for wolves”

Esoterica

Posted in Art, Buckeye, Digital Innovation, Epiphenomena, Eschatology on February 9th, 2010 by Elijah Meeks – Comments Off

It’s hard to tell if there’s such a fragmentation of visual culture that the post-ironic, repurposing crowd exists at a convex location from the materialist/idealistic crowd or if they’re right next to each other but, because of how we project them, they get split in half and floated away on an imaginary ocean.  You know, like Greenland when you run a Lambert Asian Conformal Conic.

To muddy the water a bit, I offer this piece of <3000 viewed Youtubedness:

What’s going on here?  Is it an attempt to show how absurd dancing is, or to show how absurd arguments are?  Or is it just playing a game with highly responsive digital tools (that’s about the only excuse I can imagine for the Brendan Frasier clapping meme) and the actual message isn’t a message at all, other than, “Look, I did something cool with Final Cut!” which is, ultimately, so idealistic as to be childlike, and hence the exact opposite of the ironic implication of much of these memes.  I think there’s a serious schizophrenia in modern underculture media production, to the point where I’m no longer sure if anyone is reflecting at all about what they’re producing and how it’s communicated.

Updated Apple Downloads for Flash Player

Posted in Art, Digital Innovation, Epiphenomena on February 3rd, 2010 by Elijah Meeks – Comments Off

I took the liberty of updating Apple.com’s woefully out-of-date description of its Adobe Flash Player for Mac.

Now includes information for iPad and iPhone owners!!!

Now includes information for iPad and iPhone owners!!!

Apple Hates Homestar, Seriously

Posted in Buckeye, Digital Innovation, Epiphenomena on February 1st, 2010 by Elijah Meeks – Comments Off

I’ve stumbled upon an imbroglio:  Apple hates Flash.

I had no idea until Stanford got me an iPhone and said “Develop scholarly digital media for mobile devices!” and I said, “Yeah, sure–John Milton’s Paradise Lost: Mobile Edition!”

And then I found out that the iPhone doesn’t support Flash, and that Steve Jobs thinks Flash is awful because it makes Safari crash and that the only way to get your Flash app working on an iPhone or iPad is to use some packager from Adobe that isn’t even out yet.

Way to go, Nintendo.  Seriously, now that Apple has locked in a revenue stream by controlling the applications that run on their proprietary mobile environment, they’re happy to lock out the greatest tool for rich internet applications because they, claim, it’s not open.  It’s two issues, really:  Apple wants to break the chokehold Flash Video has on the net, and I don’t give a hoot about that, but I do care about issue two: Apple wants to control the “software processes” that run on its little closed-core world, and that sounds like it puts Apple on the wrong side of 1984.  The amazing genesis of Web 2.0 came about because of platform-independent application environments, not because of Quicktime.  Closing down the fun little platform that Apple has created means someone like me, who already knows a perfectly usable platform independent language for writing code, has to go and buy the Nintendo SDK (or whatever it’s called for the iEnvironment) and submit any application for review by the Standards Board so that it can appear in the official company store, even if it’s free.

Don’t get me wrong, I love svg and HTML5, and maybe in two or three years that’ll provide a competitor to Flash, but the idea that Apple is going to close itself off because HTML5 will be here someday doesn’t ring true.  They might as well say they’re not implementing Flash because the iPhone is waiting for the Semantic Web.