Computing Comes to the Surface
Sent from my iPad
As a part of my, "What makes a place fun?" research, I have postulated the idea of the "fun house" as an actual home anchored in fun as much as much as some homes are designed to be beautiful.
"Haha, I knew a bunch of boingers would be big downers on this. This just in: Boingboing readers have decided that having fun is irresponsible."
"Dude, this is totally killer!! That's a frickin dream-house right there. Closing my eyes and ears to all of the bummer comments... ignorance is bliss."
Conclusion of the moment, a fun house is a battleground around the concept of fun!
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Video Game Spaces: Image, Play, and Structure in 3D Worlds http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=11754 What does architecture have to do with games? For Michael Nitsche the answer is 3D. Plenty of writers have noticed the inherent spatiality of games. But Michael tackles the subject in a manner more useful to thinking about the connection of architecture to games by honing in on 3D games. Sure, there are all kinds of non-3D games. But the market has definitely favored 3D virtual spaces. So, this book is particularly relevant in its analysis of those games spaces. I've read through the introduction (available on the MIT link above) and am looking forward to reading the rest of the book. My big question as I aborb Michae's ideas is this: OK, we can borrow certain forms of architectural theory to talk about game space. But what can we borrow from game space to talk about architectural spaces? See the post above for possible answer! Also, check out Michael's interview with Henry Jenkins: |
OK, the tilt-shift technique--the one that makes real photos look like shots of miniature models by way of manipulating the depth of field--may be the fad of the moment. But it also points a finger at just how delicate our grasp of media is in a much more profound way. Without much effort, we can fool the eye that an image of a real place is actually an image of a fake place. The point is, of course, that media can very well be the message. It also happens to support the argument that mediation of any type is a step toward fantasy. Why else do we see the tilt-shift universe as a cute, wonderful and magical doll house world?
Cities are systems, or rather, many systems that interconnect. Like buildings, they can be thought of as having layers, each changing at its own pace. If those layers are loosely coupled, the city — like the building — can adapt. Recently, new urban layers/systems have started to emerge. They are made up of rapidly proliferating computing power, carried by people and embedded in the environment, used to access vast amounts of data.At the same time, games have given rise to a new form of literacy —systemic literacy. However, to date, players have mostly inhabited the systems that make up games. They can read them. Writing, on the other hand, is another matter. True systemic literacy means being able tochange the systems you inhabit. True read/write systemic literacy can be used to craft games, yes. But it can also be used to see that many other problems and challenges in daily life are systemic ones.
A few things collided in my head a while ago:* How much I like model railway lay-outs (a lot) * A wondering about why model railway lay-outs always evoke the past - rarely the future