Author Archives: sol gaitan

the year in ideas

In developed nations, and in the US in particular, high-speed wireless access to the Internet is a given for the affluent and an achievable possibility for most. In the rest of the world, owning a computer is a dream for a community, and a fantasy for the individual. At this moment, away in the central mountains of Colombia, I am virtually disconnected from the world, though quite connected to the splendor of nature. I’m writing this relying on uncertain electricity that, if it fails, will be backed up by a gas generator that will keep food fresh and beer cold, the hell with the laptop. Reading one of last week’s Medellín’s newspapers, I was surprised to see news of the advent of the BlueBerry as a technological advance that will reach the city in early 2006. Medellín is a booming, sophisticated Third World city of more than 3.5 million people. This piece of news made clearer for me, more than ever, how in the US we take technology for granted when, in fact, it is the domain of only a small minority of the world. This doesn’t mean that the rest don’t need connectivity, it means that if they are being pushed to play in the global monopoly game, they must have it. From that perspective, I bring the New York Times Magazine’s fifth edition of The Year in Ideas” (12/11/2005.) As always, it examines a number of trends and fads that, in a way or another, were markers of the year. Considering the year at the Institute and its pursuit of the meaningful among myriad innovations, I’ll review some of the ideas the Times chose, that meet the ones the Institute brought to the front throughout the year. Beyond the noteworthy technological inventions, it is the human contribution, the users’ innovative ways of dealing with what already exists in the Internet, which make them worth reflecting upon.
The political power of the blogosphere is an accepted fact, but it is the media infrastructure that passes on what is said on blogs what has given the conservatives the upper hand. Even though Howard Dean’s campaign epitomized the power of the liberal blogosphere, the so called “Net roots” continue to be regarded as the terrain of young people with the time in their hands to participate in virtual dialogue. The liberal’s approach blogs as a forum to air ideas and to criticize not only their opponents but also each other, differs greatly from that of the conservatives’. They are not particularly interested in introspection and use the Web to support their issues and to induce emotional responses from their base. But, it is their connection to a network of local and national talk-radio and TV shows what has given exposure and credibility to the conservative blogs. Here, we have a sad, but true, example of how it is the coalescence of different media what matters, not their insular existence.
The news media increasingly have been using the Web both as an enhancer and as a way to achieve two-way communications with the public. An exciting example of the meeting of journalism and the blog is the New Orleans Times-Picayune. Before Katrina hit the city, they set up a page on their Web site called “Hurricane Katrina Weblog.” Its original function was supplemental. However, when the flood came and the printed edition was shut down, the blog became the newspaper. Even though the paper’s staff kept compiling a daily edition as a download, the blog was brimming with posts appearing throughout the day and readership grew exponentially, getting 20 to 30 million page views per day. The paper continued posting carefully edited stories interspersed with short dispatches phoned or e-mailed to the newspaper’s new headquarters in Baton Rouge. In the words of Paul Tough, “what resulted was exciting and engrossing and new, a stream-of-consciousness hybrid that combined the immediacy and scattershot quality of a blog with the authority and on-the-scene journalism of a major daily newspaper.”
Joshua M. Marshall, editor of the blog Talkingpointsmemo.com, decided to ask his readers to share their knowledge of the ever spreading Washington scandals in an effort to keep abreast of news. He called his experiment “open-source investigative reporting.” Marshall’s blog has about 100,000 readers a day and he saw in them the potential to gather news in a nationwide basis. For instance, he relied on his readers’ expertise with Congressional ethics code in order to determine if Jack Abramoff’s gifts were violations. What Marshall has come up with is a very large news-gathering and fact-checking network, a healthy alternative to traditional journalism.
Podcasting has become another alternative to broadcasting which provides the ability to access audio and video programs as soon as they’re delivered to your computer, or to pile them up as you do with written media. Now, through iTunes, we are experiencing the advent of homemade video postcasts. Some of them have already thousands of viewers. Potentially, this could become the next step of community access television.
The mash-up of data from different web sites has gained thousands of adepts. One of the first ones was Adrian Holovaty’s Chicagocrime.org, a street map of Chicago from Google overlaid with crime statistics from the Chicago Police online database. Following this, many people started to make annotated maps, organizing all sorts of information geographically from real-estate listings to memory maps. The social possibilities of this personal cartography are enormous. The Times brings Matthew Haughey’s “My Childhood, Seen by Google Maps,” as an example of an elegant and evocative project. If we think of the illuminated maps that expanded the world and ignited the imagination of many explorers, this new form of cartography brings a similar human dimension to the perfect satellite maps.
Thomas Vander Wal has called “folksonomy” to tagging taken to the level of taxonomy. The labeling of people’s photos, on Flicker for instance, gets richer by the additions of others who tag the same photos for their own use. Daniel H. Pink claims, “The cumulative force of all the individual tags can produce a bottom-up, self organized system for classifying mountains of digital material.” In an interesting twist, several institutions that are part of the Art Museum Community Cataloging Project, including the San Francisco Museum of Modern Art and the Guggenheim, are taking a folksonomic approach to their online collections by allowing patrons to supplement the annotations done by curators, making them more accessible and useful to people.
The effort of Nicholas Negroponte, chairman of the MIT’s Media Lab, to raise the funds to have a group of his colleagues design a no-frills, durable, and cheap computer for the children of the world is a terrific one. Having laptops equipped with a hand crank, in absence of electricity, and using wireless peer-to-peer connections to create a local network will make it easier to access the Internet from economically challenged areas of the world, notwithstanding the difficulties this presents. The detractors of Negroponte’s effort claim that children in Africa, for instance, will not benefit from having access to the libraries of the world if they don’t understand foreign languages; that children with little exposure to modern civilization will suddenly have access to pornography and commercialism; and that wealthy donors should concentrate on malaria eradication before giving an e-mail address to every child. Negroponte, as Jeffrey Sachs, Bono, Kofi Annan, and many others, know that education along with connectivity, are key to bring the next generation out of the poverty cycle to which they have been condemned by foreign powers interested in the resources of their countries, and by every corrupt local regime that has worked along the lines of those powers. The $100 laptop, accompanied by a sound and humane program to use them will bring enormous benefits.
A. O. Scott’s review of the documentary as a genre that supplies satisfaction not from Hollywood formulas but from the real world, reminded me of Bob Stein’s quest for thrills beyond technologically enhanced reality. A factor of the postmodern condition is the unprecedented immediate accessibility to the application of scientific knowledge that technology brings, accessibility that has permeated our relationships with and towards everything. Knowledge has acquired an unsettling superficiality because it has become an economic product. Technology is used and abused, forced upon the consumer in all sorts of ways and Hollywood’s productions are the obvious example. 2005 was the year of the documentary, and I suspect this has to do with a yearning for the human, for the real, for the immediate, for the unmediated. A. O. Scott eloquently traces that line when he praises Luc Jacquet’s “March of the Penguins” as the documentary that hits it all; epic journey, humor, tenderness and suspense, as well as “an occasion for culture-war skirmishing. In short it provided everything you’d want from a night at the movies, without stars or special effects. It’s almost too good to be true.” With that I greet 2006.

making games matter

Game Design Reader book cover
Making Games Matter, a roundtable discussion on the past, present and future of games at Parsons the New School for Design (12/9/05), was a thought-provoking event that brought together an interesting, and heterogeneous, group of experimental game developers, game designers, and seasoned academics. Participants ranged from the creators of Half-Life, Paranoia, and Adventure for the Atari 2600 to theorists of play history and game culture. This meeting was part of DEATHMATCH IN THE STACKS celebrating the launch of The Game Design Reader: A Rules of Play Anthology, edited by Katie Salen and Eric Zimmerman, and published by MIT Press. The book is a collection of essays that spans 50 years of game design and game studies.

The need to define the present of games was central to the conversation. The academics find that there is a lack of a precise vocabulary exclusive to games. At the same time, they question the use of certain terms by game designers. Videogames started outside the academy and they exhibit a certain hybrid nature, especially as they incorporate aspects of many disciplines. Now, when they are claiming their academic legitimacy, they encounter the “territorial” resistance distinctive of academia. Film or literature, for instance, can be defined within their own terms, but game theory still borrows from other disciplines to define itself. Even though games function as abstract linguistic systems, there is a resistance to analyze and to validate them. “Interactive narrative” is a new concept and it should be studied as such, not by substituting or superimposing it to other disciplines.

The term “industry” that kept coming up in the conversation, was questioned by one of the participants, as it was the use of the verb “to play” in reference to what one does with a videogame. However, do film schools question that film is an industry? What is book publishing anyway? On the other hand, the interactive nature of games, the fact that the players are part of them, is intimately tied to the notions of pleasure and enjoyment that are at the core of the concept of playing. New forms of media technology replace each other, but everyone who has played as a child has used some sort of toy, a medium for amusement and imaginative pretense. So, in fact, one “plays” videogames. When these questions were raised, game designers brought up, as a sort of definer, the differentiation between the industry as producer and the gamer as part of a community. This difference is illustrated in an article by Seth Schiesel, “For the Online Star Wars Game, It’s Revenge of the Fans,” in The New York Times (12/10/05). He reports on how for the players of the online Star Wars game, the camaraderie and friendship they developed with other players became far more important than playing itself, as they formed “relationships that can be hard to replicate in ‘real life.'” This affirmation in itself provocative, raises important questions.
star wars galaxies

Last month, LucasArts and Sony’s online game division, which have run Star Wars Galaxies since its introduction in 2003, unsatisfied with the product’s moderate success, radically revamped the game in an attempt to appeal to a younger audience. But to thousands of players, mostly adults, the shifts have meant the destruction of online communities. “We just feel violated,” said Carolyn R. Hocke, 46, a marketing Web technician for Ministry Medical Group and St. Michael’s Hospital in Stevens Point, Wis. “For them to just come along and destroy our community has prompted a lot of death-in-the-family-type grieving,” she said. “They went through the astonishment and denial, then they went to the anger part of it, and now they are going through the sad and helpless part of grieving. I work in the health-care industry, and it’s very similar.” One of the participants in Making Games Matter, referred to games as “stylized social interaction,” and Scheisel’s report shows a strikingly real side of those interactions.
After the roundtable, there was an event described as “an evening of discussion and playful debate with game critics, game creators, and game players about the past, present, and future of games.” The make-up of the group shows a refreshing permeability that academia is reluctant to acknowledge, but that is enriching and opens up all kinds of possibilities for experimentation and innovation well beyond the mere notion of play.

gaming and the academy

So, what happens when you put together a drama professor and a computer science one?
You get an entertainment technology program. In an article, in the NY Times, Seth Schiesel talks about the blossoming of academic programs devoted entirely to the study and development of video games, offering courses that range from basic game programming to contemporary culture studies.
Since first appearing about three decades ago, video games are well on their way to becoming the dominant medium of the 21st century. They are played across the world by people of all ages, from all walks of life. And in a time where everything is measured by the bottom line, they have in fact surpassed the movie industry in sales. The academy, therefore, no matter how conservative, cannot continue to ignore this phenomenon for long. So from The New School (which includes Parsons) to Carnegie Mellon, prestigious colleges and universities are beginning to offer programs in interactive media. In the last five years the number of universities offering game-related programs has gone from a mere handful to more than 100. This can hardly be described as widescale penetration of higher education, but the trend is unmistakable.
The video game industry has a stake in advancing these programs since they stand to benefit from a pool of smart, sophisticated young developers ready upon graduation to work on commercial games. Bing Gordon, CEO of Electronic Arts says that there is an over-production of cinema studies professionals but that the game industry still lacks the abundant in-flow of talent that the film industry enjoys. Considering the state of public education in this country, it seems that video game programs will continue flourishing only with the help of private funds.
The academy offers the possibility for multidisciplinary study to enrich students’ technical and academic backgrounds, and to produce well-rounded talents for the professional world. In his article, Schiesel quotes Bing Gordon:

To create a video game project you need the art department and the computer science department and the design department and the literature or film department all contributing team members. And then there needs to be a leadership or faculty that can evaluate the work from the individual contributors but also evaluate the whole project.

These collaborations are possible now, in part, because technology has become an integral part of art production in the 21st century. It’s no longer just for geeks. The contributions of new media artists are too prominent and sophisticated to be ignored. Therefore it seems quite natural that, for instance, an art department might collaborate with faculty in computer science.

elements of style

On NPR’s “Morning Edition” (11/2/2005) Lynn Neary reported on the multimedia new life that The Elements of Style by E.B. White and William Strunk Jr. has been going through. The classic manual on writing and usage in American English first published in 1919 has sold millions of copies, and has been the guide for practically all writers from the 1950’s on. The authors advocated a simple and direct way of expressing ideas in a manual full of witty sentences that serve as examples on how to use those rules.
Maira Kalman, illustrator of children’ books and “The New Yorker” found the book at a yard sale and immediately knew she wanted to illustrate it. She saw the visual potential not in the rules but in the examples the authors used to illustrate them. She saw humor, eccentricity and an interesting combination of beauty and truth in their sentences, and felt compelled to draw them. The result is an illustrated, humorous and eccentric manual of style.
After illustrating the book, Kailman decided to create an opera. She commissioned Nico Muhly to create operatic songs with lyrics from The Elements of Style. The music was recently played at the New York Public Library. The songs are beautiful and convey the book’s sense of humor and eccentricity, at the same time they make it uncannily contemporary.
Examples of illustrations and songs are at NPR.

is the future of the book a video game?

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“What ultimately sets gaming apart from prefabricated media like television and books is that the consumer is in control of the action; the consumer is the protagonist of whatever story the game might tell.”

Seth Schiesel affirms this in an article on The Godfather video game coming out early next year (“How to Be Your Own Godfather,” NY Times, July 10, 2005 – also audio slideshow narrated by Schiesel). Schiesel’s article intrigued me from the view point of the movie junkie and the book lover. The Electronic Arts team that created this video game, used scenes and characters from the first Godfather to create a virtual universe where the players can manipulate the plot and create their own narrative. This player becomes the ideal reader that Flaubert and Borges dreamt about, and that the French literary theorists wrote about. Reading/playing becomes writing. The desire to directly involve the reader/audience in the creative act can be traced to the notion of catharsis in Greek tragedy, to Shakespeare’s play inside a play, to the second part of Don Quijote and so on, but it is now, thanks to electronic media, that the concept becomes reality, a virtual reality with all its possibilities yet to be explored.
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Much has been said about the difficulty to faithfully adapt books to film. García Márquez, whose first love is film, defends his refusal to sell the rights of One Hundred Years of Solitude to Hollywood, saying that the screen robs the viewer the freedom of completing the characters of the novel in his imagination. His readers can, for instance, identify José Arcadio Buendía with an uncle or a grandfather. But, he argues, if that character were to be played by Robert Redford, that freedom of association would be lost. It would also be quite difficult to re-create on film the complex time structure of García Márquez’s novel, or to render credible the many instances of magical realism that, when reading, one doesn’t doubt for a second. Could this be done using electronic media?
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The executive producer of the Godfather video game, David DeMartini, talks about time linearity in film, usually limited to 80 -120 minutes, in which the director has to provide his narrative version of a book. What is interesting in the use of a movie, based on a novel, as a video game is that the player actually goes through the story living it. Here, he doesn’t only complete the characters in his imagination; he is his own character. Time is not limited or externally imposed upon the player/viewer as in film, he actually has 20, 30, 40 hours to experience and deal with the many choices he has as a character of the narrative. What we have here is not only the ideal reader; it’s the ideal fiction. Brando, who absolutely bought into this project, puts it clearly; “It’s the audience, really, that’s doing the acting.” Incidentally, the BBC reports today that a similar video game franchise is to be made from the Jason Bourne novels of Robert Ludlum – or rather, from the popular films starring Matt Damon adapted from Ludlum’s books.
Francis Ford Coppola, on the other hand, disapproves of the game as a typically violent kill and get killed video game. Seth Schiesel makes an important argument in favor of games bringing the Grand Theft Auto series as a parallel to the Godfather, by saying that there is something more than just violence in these kinds of video games.
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What is exciting is the game’s form. In G. T. A. the player has an entire city to explore. There are missions and a story available, and plenty of violence, but there is also the freedom one has to experience an open-ended virtual urban environment. I dare to add: what I see here is the book of the future.

genre-busting books

Bob Stein’s comment about Sekou Sundiata and his desire to have a DVD recording of Blessing the Boats in order to be able to savor it, “it wouldn’t do just to have a text transcription since hearing the many voices is a crucial aspect of the piece. it really was a genre-busting performed essay,” brings to mind the origin of poetry and its deep roots in the oral tradition. Rhymed stories that were to be sung, so people would still remember them generations later. This tradition is almost universally shared across cultures, and is still alive today. Think of hip-hop, epic poems, the Colombian vallenato, “Martn Fierro” that repository of everything Argentine, or the itinerant poets whom one can still hear in the markets of Central Asia and North Africa. It is precisely that centuries old internal rhythm which makes poetry practically untranslatable, but also gives us a tinge of shared pleasure when we hear poetry in a language we don’t understand.
The “genre-busting” aspect has been there all along. It was concealed when poetry became so obscure in the baroque, that one had to possess all the codes in order to understand it. It became a mind game and reading it was easier than listening to it. Then, in the 19th century, poetry began to look inside itself becoming aware of its raison d’tre; to give shape to an ontological reality, a sort of miracle that, in Baudelaire’s words, is flexible enough to adapt to the lyrical movements of the soul. So poetry was freed from form, inaugurating true genre-busting. The poem in prose was born. Musicians have set poems to music, or composed symphonic poems. Genre became blurry, because poetry was going back to what was meant to be.
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All this brings us to the future of the book. I often think that today there is a sort of “presentism,” of looking towards the future in the form of the last gadget on which we can read, listen, watch, play, in a word, communicate. But there is a lot to learn from the past, from the visionaries that have been advancing history all along. Think of Alfonso X, the Wise, the poet king in whose court flourished Arab, Jewish and Christian cultures. Thanks to his books of poetry, mostly zejels (Arab-style poetry set to music) it has been possible to study Romanesque, Gothic and Arab instruments. Why? Through the illuminations (in the most complete sense of the word) that adorned his “Cntigas de Loor.” Those miniatures depicting Arab musicians playing the instruments upon which most of the modern orchestra originates. We now have in our hands the tools to advance this concept ad infinitum. And, what ‘s best, knowledge can be shared in a democratic way that resembles its origins.
aflighTh.jpgSo, we wish to be able to hear poetry. Reading alone doesn’t do it any more. Sundiata belongs to an old, illustrious tradition, so do Bob Holman, Sarah Jones, Joan La Barbara, Pedro Pietri, Algarn, and the poets that in the 70’s dared to bring poetry to the forefront. Jaap Blonk’s poetry of sounds without words, “Messa di Voce,” that was so beautifully illuminated by Golan Levin, is another example of the hybrid. Poets have become performers, claiming their old role. Genre has been definitely busted. Think of hip-hop without its sounds, or Pedro, or Bob, or Sekou without theirs. I continue to be obsessed with a multiple book, the book of the future, the only one that does justice to poetry, and to them.

game theory

I wasn’t surprised by two adverse reactions to the blog entry “The Book is Doomed”; scary news for a lot of people. Think about the jargon embedded in those pieces that deal with e-books, or the cryptic messages that pop-up on the screen when the uninitiated tries to access an actual e-book… In order to read a paper book one doesn’t need to know proofreader’s marks or bookbinding jargon. So, a paper book is friendly. At this point, that seems to be the approach almost anyone takes to the idea of a different kind of book. Even audio books have their detractors, those who say that listening to a book isn’t the same as reading a book.
A couple of news in last week’s Times made me think of issues not yet addressed by the Institute’s site. One is the prevalence of videogames in the lives of children and the fact that the “future of the book” really belongs to those children. For me, finding hot and dusty Internet cafes in the oases of the Tlakamakan desert was, in a way, unexpected. Finding those places full of school-age children playing videogames was a revelation. In “Is Instructional Video Game an Oxymoron?” Matt Richtel talks about nonprofit organizations adopting the game format to advance their agenda. “For the current generation, the Net is the medium, and the message includes ‘Become a Unicef World Hero,’ as conveyed by a game on the unicefgames.org site. He also mentions a shooting gallery game from the American Cancer Society that “lets players flip virtual rubber bands at passing cigarettes in the Smokeout Café,” or the Greenpeace site, where “players can intercept harpoons fired from a Japanese whaling ship – or, by getting three ‘activists’ aboard the ship, force its crew to surrender.” The Bureau of Engraving and Printing lets youngsters color and design currency while learning to spot counterfeits.
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“Through online games, we’re teaching a whole generation to authenticate their currency,” said Dawn Haley, a spokeswoman. “It was one easy way to get children involved. Gaming is huge these days.”
negroponte-school-girls.jpg What they are doing is updating the old didactic tradition of using games to teach, they are teaching in the digital age. That brings me to my second thought, is the future of the book the domain of brainy sophisticates or is it a democratic move? In “New Economy; At Davos, the Johnny Appleseed of the Digital Era Shares his Ambition to Propagate a $100 Laptop in Developing Countries,” they mention that Nicholas Negroponte in partnership with Joseph Jacobson, a physicist at M.I.T., wants to persuade the education ministries of countries like China to use laptops to replace textbooks (see also Laptops for the Masses on this blog). At Davos, Negroponte said that he found initial backing for his laptop plan from Advanced Micro Devices and that he was in discussions with Google, Motorola, the News Corporation and Samsung for support. “You can just give laptops to kids,” he said referring to an experiment in Cambodia. “In Cambodia, the first English word out of their mouths is ‘Google.'” In my opinion that is/should be the future of the book.
(photograph: girls at the Elaine and Nicholas Negroponte School in Cambodia)