Brain Pickings

Archive for the ‘multimedia’ Category

08 FEBRUARY, 2011

Invisible Cities: A Transmedia Mapping Project

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What social media activity has to do with the literal lay of the land.

In December, the now-infamous map of Facebook friendships revealed an uncanny cartography of the world depicted purely through social relationships data. Now, a project by Christian Marc Schmidt and Liangjie Xia is taking the concept ambitiously further: Invisible Cities is a transmedia mapping project, displaying geocoded activity from social networks like Twitter and Flickr within the context of an actual urban map — a visceral, literal embodiment of something VURB‘s Ben Cerveny has called “the city as a platform,” the idea that cities are informational media and living computational systems for urban society.

By revealing the social networks present within the urban environment, Invisible Cities describes a new kind of city — a city of the mind.”

Individual nodes appear whenever real-time activity takes place and the underlying terrain represents aggregate activity. As data accumulates, the landscape morphs into peaks and valleys that represent highs and lows of data density and information activity — a data topography visualization not dissimilar in concept to Aaron Koblin’s Amsterdam SMS project, and also built with Processing.

The interplay between the aggregate and the real-time recreates the kind of dynamics present within the physical world, where the city is both a vessel for and a product of human activity. It is ultimately a parallel city of intersections, discovery, and memory, and a medium for experiencing the physical environment anew.”

Invisible Cities is available as a free download for Mac OS X and Windows — read the instructions and go play on your own.

via Creators Project

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20 JANUARY, 2011

Reality Is Broken: How Games Make Us Better

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Becoming better versions of ourselves, or how the basic paradigms of gaming culture foster social change.

We’re big fans of game designer and researcher Jane McGonigal, whose insights on gaming for productivity we’ve featured before and whom we had the pleasure of seeing speak at TED 2010. Today marks the release of McGonigal’s debut book, Reality Is Broken: Why Games Make Us Better and How They Can Change the World — a compelling vision for harnessing the basic paradigms of gaming culture to foster social change. Armed with equal parts passion and empirical evidence, McGonigal debunks a number of myths about and prejudices against gamers to reveal a complex and highly motivated subculture of dedication and collaboration — the very qualities most fundamental to laying the foundation for global happiness.

When we’re in game worlds, [we] become the best version of ourselves, the most likely to help at a moment’s notice, the most likely to stick with a problem as long at it takes, to get up after failure and try again.” ~ Jane McGonigal

Through fascinating examples of how alternate-reality games are already improving our lives, scientific insight into the neurochemical processes that take place in our brains during gaming, and psychology-rooted blueprints for employing the reward systems of gaming to motivate real-life behaviors, McGonigal showcases the incredible potential of gamers and gaming culture to change not only how we live our lives on an individual level, but also how we do business and engage in our communities socially and globally.

For a teaser taste of McGonigal’s visionary insight, don’t miss her excellent TED talk:

The average young person today in a country with a strong gamer culture will have spent 10,000 hours playing online games, by the age of 21. For children in the United States 10,080 hours is the exact amount of time you will spend in school from fifth grade to high school graduation if you have perfect attendance.” ~ Jane McGonigal

We anticipate Reality Is Broken will do for gaming culture what Stewart Brand’s Whole Earth Catalog did for the counterculture sustainability movement of the sixties, reining in a new kind of collective awareness and mainstream reverence for a practical ideology that will shape the course of culture for decades to come.

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19 JANUARY, 2011

Knowledge Navigator: An Apple Concept from 1987

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What 1980s futurism has to do with the cola wars and presaging Angry Birds.

In 1987, Apple CEO John Sculley published Odyssey: Pepsi to Apple — a tale of innovative ideas, tumultuous transitions and unabashed practical futurism. Besides the fascinating story of the seminal “Pepsi Challenge,” which allowed Pepsi to gain unprecedented market share over competitor Coke, the book features a peculiar concept called Knowledge Navigator — a networked device that can search a massive hypertext database and retrieve just about any information, using a multitouch interface and powerful voice recognition technology. So, essentially, Wikipedia meets iPhone meets Ford Sync long before there was either.

Alongside the book, Sculley released a series of concept videos showcasing Knowledge Navigator, set in roughly the present day and regarded at the time as an outlandish technological pipe dream. (Here’s where we point you to last week’s piece on vintage visions of the future.)

What’s most remarkable about this Knowledge Navigator video demo is that it was produced six years before the graphical interface of the web even existed, a good 15 years before point-to-point videoconferencing like Skype was a mainstream reality, and some 2 decades before touchscreen technology had widespread device implementation.

Odyssey was republished last August by Betascript Publishing. We highly recommend it not only as a living hallmark of our collective cultural curiosity for information technology, but also as a fascinating presage of today’s digital learning landscape.

via Another Architect, tip via @petrazlatevska

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