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September 26, 2006

Response to Benjamin

Even though I'm now a graduate student at a prestigious university, I (still) feel unqualified to critique a Marxist. So I'll let slide the stuff I disagree with (film is fascist? dadaism is a "waste product?") and focus instead on ideas and inspiration I was left with after reading the article.

1. "Just as lithography virtually implied the illustrated newspaper, so did photography foreshadow the sound film." Otherwise phrased: Technology dictates how people communicate. A McLuhanesque idea for sure! (Don't worry, I can use the word "McLuhanesque." I'm a graduate student at a prestigious university.) I like Benjamin's formulation of this idea, and I wonder what it is that the Internet "virtually implies." The blog, for one. Participatory media, for another (thereby completing, incidentally, the dissolution of Benjamin's "distinction between author and public").

I think if Benjamin were writing today, he might say that movable type, lithography, film and electricity together implied the Internet itself. From his perspective, the Internet might seem like nothing more than a vehicle for the mechanical replication of media—the ultimate fulfilment of Valery's prophecy ("visual or auditory images, which will appear and disappear at a simple movement of the hand").

Of course, I don't think he could have foreseen the participatory element of the Internet. In footnote 7, Benjamin writes that "the production of a film is so expensive that an individual who ... might afford to buy a painting no longer can afford to buy a film." This is clearly no longer true. Many Americans, at least, already own a device that can make a movie (digital cameras, cell phones, iChat cameras), or can procure such a device on the cheap (the $20 rent-a-digicams at CVS, for example). The economic barrier to making a film is low and getting lower, and the Internet makes it easy to distribute such films. The barrier to making or buying a painting, on the other hand, remains essentially the same as it's always been. Because of this, I think that film might turn out to be more of a revolutionary technology than Benjamin seemed willing to admit.

2. The "Aura." I think it's clear that certain works of art, replicable though they may be, maintain an aura, and may still engender "cultish" feelings. My girlfriend's cult is Miro's Red Sun. Whenever I'm in San Francisco I have to visit No. 14, 1960. Benjamin says that the cult value of art and the exhibition value of art are polar opposites, but for these two paintings, it's the circumstances of the exhibition that give them their aura. I own a poster of No. 14, but it's nothing like seeing it in person. That isn't just because of the scale, either (the painting is about ten yards square). It's the uniqueness of the museum experience itself, combined with my own history of the place and the painting.

Benjamin says that reproducibility precludes aura, which might explain the trend in contemporary art to make location-specific installations, or intentionally ephemeral works that are expressly not designed for reproducibility. On the other hand, purely digital works are, at a very fundamental level (bytes and bits), designed to be reproduced, even if it's in the form of a download. So I'm wondering if such works can have an "aura." Can they be unique? Can they have ritual value? What form would that take?

3. This may seem like nitpicking, but I think it's important. Egyptian hieroglyphics are not pictographic. Pictographic elements in hieroglyphics must be expressly marked as such; otherwise, it's a consonant-centric, phonetic writing system, very much along the lines of Hebrew or Arabic. It's surprising to me that even intelligent scholars like McLuhan and Benjamin (through a quote from Abel Gance) persist in thinking that hieroglyphics are some kind of concrete pictoral storytelling system, like comic strips without speech bubbles. All of these guys are writing over a hundred years after the Rosetta Stone, so there is really no excuse.

(McLuhan even thinks that Chinese writing is pictographic, which is even less excusable.)

Manipulated images: Meme edition

A history of "Bertsama." This image started life as just one of many similar images on Bert is Evil, winner of the 1998 Webby for "Best Weird Site." After September 11th, it was frequently found as part of a poster collage used in pro-Bin Laden protest events.

Bonsai Tubcat, "virtually implied" by the Tubcat and Bonsai Kitten Internet memes.

I can't explain this. My girlfriend sent it to me.

Sounds from Canal Street

The following MP3s were captured during the morning and evening rush hours in the Canal Street subway station.

Card Swipe Symphony

Fiddle, train, card swipe

Zombie shuffle (best listened to looped)

Click clack

Water, announcement, arrival

September 19, 2006

Comments on Week 2: CSS

I wrangle HTML and CSS for a living, so I used this week's assignment as an opportunity to play around a bit. The challenge I imposed on myself was to see if I could functionally change the page by modifying only the stylesheet and not the layout templates. (I did end up changing the HTML template a little bit, just to change the format of the date.)

So, I thought to myself: What makes a blog a blog? Its linear format, for one: the newest entry is always at the top and older entries proceed downward, in reverse chronological order.

This, however, is very different from other things that grow over time. We conceive of the written page, for example, as having older material at the top with newer material added at the end; in English, the left side of the page comes first and we proceed to the right side. One of the primary metaphors for time is the timeline, which is usually horizontally oriented, with older items on the left and newer items proceeding to the right.

In the pursuit of exploration, then, I threw out the existing stylesheet and started with this basic idea: float the entries left, so that they proceed from left to right instead of from top to bottom, like a timeline in reverse. I wanted to see what this would feel like from the perspective of both aesthetics and usability.

The results are mixed, I think. It isn't inherently less usable: you just have to press the right arrow to scroll instead of the down arrow. The horizontal layout encourages side-by-side comparisons of entries, which might reveal patterns in a blog's style and content that would be invisible in a traditional vertical layout.

Here's another consideration. A blogger using this layout would have to be economical about what they choose to put "before the jump." If the text overflows the vertical limits of the page, the browser might need to scroll up and down in addition to left-to-right, which seems a bit too much to ask. The paucity of text required on the front page could be a blessing—snappier entries—or a curse (lots of extra clicks to get to the real content).

My implementation of this idea has a number of loose ends, of course. Some of the templates still don't look right (the preview template for one), and I'm unsure of what to do with comments. I'm also dissatisfied with the amount of unused space in the layout. We'll see if the idea is worth pursuing further.

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September 11, 2006

This Week's Reading: A Reaction

I want to talk briefly about the "country" metaphor for MMORPGs, in which games like EverQuest and WoW are seen as countries, and their "economies" viewed as analogous to those of actual countries. The metaphor goes unquestioned, in both the Clive Thompson article and the excerpt from the article entitled "Economic Petri Dish." EverQuest is a country, its "citizens" generate revenue, we need people like Alan Greenspan to regulate these economies, etc.

It's obvious that the people who play these games experience them as countries ("I live in Norrath but I travel outside of it regularly"). But I'm curious as to why outside observers are so anxious to attribute country-hood to them. I don't think these same observers would make similar attributions for other games (even if it could be shown that playing those games "generates wealth"). No one, for example, would talk about the GDP of golf, or claim that Online Poker is the Nth Richest Country in the world.

It's true that the relationship between real-world resources and in-game resources is more transparent in these latter examples (winners of golf tournaments get cold cash, for example, and not GolfBucks). But the system seems pretty much the same to me. Real world resources—like cash and time—get traded for in-game resources, like clubs, chips, and studded leather armor.

So I guess I'm left with two questions. (a) Why do players of EverQuest, WoW, There.com, etc. experience those games as "countries"? What gives an interactive experience place-hood? (b) Do games like EverQuest and WoW functionally differ from other games (from bridge to professional basketball) when it comes to their impact on the real-world economy?

The 55-word challenge

I wrote up a few of these and couldn't decide which to post. So you get subjected to BOTH.

Fifty-five Word Story #1: Dashiell Hammet-style

"So long, shamus!" Aswan gripped the paper package. His goon's heater eyed
us from their heap's window.

Me and the girlie grabbed air until they swerved out of sight.

"Another hood takes a powder," she sighed.

I shrugged and showed her my shiv. "Canyons get tricky at night. Especially
with a sliced-up brake line."

Fifty-five Word Story #2: Rockin' the Lovecraft

"Thank you for coming so soon, Fred."

I slipped as the door clicked behind me. Darkness fell. The floor, to my
horror, hid under fluorescent slime.

I hesitated. "Your call startled me. Are you— did they—" The face before
me was Fitzgerald's, but changed. Alien.

His lips twisted upward.

"Yes," he croaked. "THEY have arrived."

Evaluation

I like the first better, but my girlfriend could make neither head nor tail of it. The major challenges for me were (a) coming up with some kind of narrative to begin with; (b) taming my prolix tendencies and (c) avoiding the passive voice, even when the result is more stilted than the active.

Solving (a) is easy; just ape the greats. The passive voice problem was more complicated, and I spent a while trying to find a more satisfying active verb for "hid" (in "the floor, to my horror, hid under..."). Everything else was either a passive verb, which automatically docks at least one and up to two words (was and by, e.g., was obscured by), or a phrasal verb, which sticks you with an extra preposition.

I used wc -w (the UNIX word counting tool program thing) to count my words. I did double-check to make sure that wc's count matched up with the official rules, but I apologize if I messed that part up. Damn natural language with its context-sensitive word boundaries!