Friday, November 30, 2007

50. Time Frames

1993 - "Time Frames" a chapter from the book Understanding Comics was published

Time Frames uses comic book story-telling to write about comics and how they work. It discusses the purpose of time frames in creating the illusion of motion.

49. The End of Books

1992 - "The End of Books" by Robert Coover was published

The web has provided outlets for writers to reach audiences world wide and collaborations which are useful in the writing process. Books, however, are still very important to human life and will not die out due to the development of the web.

48. You Say You Want a Revolution?

1991 - "You Say You Want a Revolution?: Hypertext and the Laws of Media by Stuart Moulthrop was published

The Web has brought us to where we are today in communications and media. Additionally, MP3 sharing, IMs, Quake tournaments, and multiplayer games made possible by Internet connectivity have allowed for direct communication in real-time. I don't think any kind of revolution in relation to hypertext environments is neccessary. It is what it is and things will only progress forward from this point in the World Wide Web.

47. Seeing and Writing

1991 - "Seeing and Writing" by J. David Bolter was published

I agree with Bolter's idea that much of what we experience in the virtual spaces we view which are provided by computers is influenced by life apart from the computer. It is the ideas of the past,the ideas of writing on paper pages, spreadsheets, and the inclusion of photos/diagrams to illustrate particular points that have been integrated in computer programming to provide users with tools that are easy to understand and recognizable.

46. The Lessons of Lucasfilm's Habitat

1991 - The Lessons of Lucasfilm's Habitat by Chip Morningstar and F. Randall Farmer was published

Although the virtual world created in Habitat was far more primitive than its predecessors such as Ultima Online and EverQuest by Song, it was more appropriate for its uses. The program although in a 2-D environment, was able to effectively fix the problems posed by Ultima Online and EverQuest which were too advanced and insufficient in that they caused users to experience downtime and lagging.

45. Cardboard Computers

1991 - Pelle Ehn and Morten Kyung wrote Cardboard Computers: Mocking-It-Up or Hands-On the Future

I think that Ehn and Morten's approach of involving users in the process of software development is critical to the success of new digital tools. If the tools are too difficult for users to even understand, what purpose could they serve? User participation in product development was a great idea on the part of Ehn and Kyung and continues to be used as an effective method in producing tools that are user friendly.

The Museum of the Moving Image

During our class trip to The Museum of the Moving Image, my favortie part of our guided tour had to have been the display in the strobe light room. I was also really interested in the zoetrope and the optical illusions they presented.