Thursday, October 29, 2009

the first color tv


heres a rough thing for the second ad. i thought about bringing in the first color tv and since it is an old product, it will be presented in a new, modern way.
this is just the gist of the idea. please comment with any suggestions~~
thanks~~

Wednesday, October 28, 2009

Abigail Williams has sent you a friend request!

Ugh....so this is hard. Or it's going to be hard. I'm not a comedian so I can't be funny funny, so I'm going to settle for...thoughtful. Anyway, this is more or less how I plan to write the article...it will be sort of an examination of online bullying and violence on or caused by social networking sites. The parallel will be the Salem Witch Trials and throughout the essay part of it, the hysterical Salem Girls will provide some insight into what they were thinking throught a slew of blog post, facebook friendships and maybe even a youtube. My hope is that I'll be able show how social networking online makes it easy for people to to do terrible things to eachother...so basically, I'm going to focus on every possible negative that ever was. If the blog entries from the salem girls help lighten the mood of the piece, then great.

I will continue to work on this and am open to suggestions. I realize we're pushing for a deadline here, so I'll be doing a little each day. I am now going to reread everyone's and comment.



On Jan 13th, 1692 GoodyBabs posted:

Hi Guys,

So I’m finally starting a blog to document my life in Salem because, apparently, Tituba is the opium-ist friend ever and has totally set me up with the glowing rectangular box of the magi. Don’t want to be the last of the Salem girls to be on here especially since I know all of you guys are talking filth behind my back. By the way, ANN! By the time you read this today I’m probably going to be getting switched by my mom because of that stupid stunt you pulled with Rebecca Nurses cows. When I see you at services you had better fess up or may god strike you dead. Tee hee, I’ve only been on here for twenty minutes and I’m already throwing curses around.. Guess I’m officially a member of the Tituba Web.

How do I post pictures on here?

The humorous possibilities of inserting modern technology has probably had pop traction as early as the Flintstones. The previous blog entry posted by GoodyBabs, a young girl in 17th century Salem, MA, does not bring much to the world of historical satire except for more bogus appropriations of period dialect that the writer knows nothing about. I had briefly thought about thoroughly researching puritan speech patterns but instead I was hijacked for several hours by YouTube and the like. In the context of a paper examining the impact of online culture on our lives, having the quality of my paper directly impacted by its subject matter seems authentic so I won’t fret over gaps in my understanding of 17th century Salem. The Salem Witch trials is the setting I have selected because I think it will be easy. After all, what’s to grasp? A small puritan town falls victim to mass hysteria, jealousy, and a possible hallucinogenic contaminate in their food. For all intents and purpose, the memories of college life provide enough fodder to re-imagine the regrettable tiffs between neighbors in Salem. The Internet and social networking shouldn’t be difficult to add either for as several of my quoted news stories imply, pettiness and rumors are potentially harmful no matter what context they’re found in. Certainly, we use the Internet in the same incriminating manner that the Salem girls used their pointer finger.. An appreciation for strife among friends fueled by and vented through online social networking is all we need to appreciate, what I hope, will be thoughtful examination of this not terribly original ‘what if’ scenario: What would happen if the girls of Salem MA back in 1692 were not just riling up mass hysteria but also blogging, facebooking and youtubing about it.

To get things going, the following report posted on gothamist.com, May 5, 2009 is an example of humanities smooth translation of washroom gossip to online gossip. It is an unfortunate real life example of how fluidly the basic human impulses jealousy and violence adapt to the new conventions of online networking. The headline reads ‘My Space Rumors, Jealousy Allegedly Led to S.I. Woman’s Murder’:

Police have arrested a man suspected of fatally strangling Caroline Wimmer in her Staten Island apartment back in March. Calvin Lawson was charged with murder and while police didn't not disclose a motive, Wimmer's parents told the Staten Island Advance that their daughter was killed due to rumors on MySpace: The victim's mother Martha (Marti) Wimmer "said investigators believe a female enemy of her daughter's used the social networking site to suggest to another girl that Lawson had been cheating on her with Ms. Wimmer."

Wimmer's parents had found their daughter's dead body after not hearing from her for a few days. The 26-year-old had been beaten and strangled with a hair dryer cord. Lawson had allegedly gone to Wimmer's West Brighton apartment to confront her, but then snapped. Lawson, when being led from the precinct, told reporters, "I don't have anything to say. I told them who did it already." Police Commissioner Ray Kelly said that Lawson confessed, with his written confession reading, "I choked the victim accidentally. I didn't mean for this to happen and I'm truly sorry."

Marti Wimmer told the Advance that her daughter and Lawson were never involved. She added, "My daughter lost her life over a lie. It was over nothing. I want him to rot in jail for the rest of his life. If I have to live to 100 to go to parole hearings so he never walks out of jail, I will."

Several questions come up. The rumors being spread by the murdered woman’s adversaries were probably no different than the sort that had been relegated to the turn of the century laundry rooms so long ago. But the question that seems to stand out the most prominently is the question that asks: “did the internet context in which these rumors were spread bring about the severity of the outcome.” Had this gossip occurred at a bingo hall, would the S.I woman have been murdered? Was the public nature of the online gossip the straw that broke the camel’s back? Was the heinous rumor against the man who perpetrated the murder made so public, so accessible, and therefore so completely slanderous that murder was the end result? The mother’s grief stricken insistence that her daughter ‘lost her life over a lie’ is tragically evocative of any story that deals with the fatal outcomes of false accusations and misunderstandings.

Megan Meier, a lonely 13-year-old girl, met an equally tragic fate. The case paints a familiar picture of a victim being bullied and conspired against by real life players who could just as easily be recast as characters in Tina Fey's ‘Mean Girls’ or Arthur Miller's ‘The Crucible’. On May 16, 2008, the New York Times reported:

Megan Meier, 13, began receiving nasty messages from a boy after a few weeks of an online flirtation with him, via her MySpace account, ending with one that suggested, “the world would be a better place” without her. Megan, believing she had been rejected by "Josh," committed suicide in her home.

Six weeks after Megan’s death, her parents learned that "Josh Evans" never existed. He was an online character created by Lori Drew, then 47, who lived four houses down the street. Because Ms. Drew, the mother of one of Megan's former friends, had taken Megan on family vacations, she knew the girl had been prescribed antidepression medication, Mrs. Meier said, and that she had a Myspace page.

On Feb 2 AbbeyBabbey11 posted:

Okay you ugly apple cramming ruddy-eyed backhoes! Here’s the root of it: No one is to hang out with Tituba anymore until she stops acting weird. Like, I know it was cool that she was hooking us up with the cool stories and wireless modems, but yesterday she wasn’t any fun and she was trying to make me feel bad about not having done the solstice thing with her. My mom told me that Goody Parris said that Tituba isn’t even doing good housework anymore. COME ON! Can you believe THAT! Like, all of us do housework!!! So, without further adieu, here’s this weeks Abbey Girls decree: No one is to hang out with Tituba. I am THIS close to unfriending her so if she messages any of you, totally ignore her. Anyway, all of that bullshit aside I think I’ve figured out a way to get the eternally fat assed Osborne hag off my back. Meet me at the elms at sundown. SARAH, no excuses this time. Tell your ugly mother that your getting milk or something.

Oh yeah, John Proctor told me he saw an Indian yesterday.

Layout/Columns

Been researching how many columns and layouts for the magazine. Think we should go with an 8 column grid, so that we can split text to 2 or 4 easily. I adjusted the margins appropriately for visual weight. I have the InDesign document and will be sharing it with you, if you are interested in laying out your spread.

Page Size: 8x10, facing (to be printed on tabloid paper)
Columns: 8
Gutter: 0.125
Margins - Top & Outside: 0.75 Bottom & Inside: 1 inch


Design Ideas

If something like this is cost efficient, it could be a nice addition to the magazine. That or a paper band that circles it, where we can put the titles of the articles inside or shout-outs/teasers.



Comic Relief

U.S. Unenjoyment Rate At All-Time High


Despite America's high standard of living, nearly limitless personal convenience, and undisputed status as the most entertained nation on Earth, the national unenjoyment rate soared to a record 82.2 percent in 1997, according to a report released Monday by the U.S. Bureau of Statistics.

The new figures officially extend a three-decade upward trend for the U.S. unenjoyment rate, which has been on the rise since October 1968.

Said Bureau of Statistics director Janet Penn-Warren: "Despite the innumerable home-entertainment, recreational-shopping and snack-treat options available to Americans; despite the continued expansion of the film, television, music and anti-depressant-drug industries; and despite the ever-growing amount of disposable income and leisure time available to the middle class, the fact remains that Americans are enjoying their lives less than at any point in our nation's history."

The federal report, which measures unenjoyment rates by examining a wide variety of hedonistic indicators, found that boredom, jaded detachment, and "a general, creepy sense of ennui" all made unprecedented gains in 1997, as did the National Vague-Sense-That-Everything-Is-Bullshit Index, which rose more than 35 points.

"We have not had a major war since 1975, our personal civil liberties are unrivaled in the world, and we as a nation have more material wealth than any other in history," Penn-Warren said. "But despite all this, the American people have never been more unhappy and dissatisfied than they are today."

The new unenjoyment figures met with calls for action on Capitol Hill.

"The pursuit of happiness is a founding principle of this nation," said House Immediate-Gratification Ways And Means Subcommittee member Sen. Christopher Dodd (D-CT). "If the American people are not feeling happy and entertained, it is our duty as their elected officials to help them, be it by working with top Hollywood producers to make our nation's computer-generated special effects more eye-popping, by developing even more thrilling games for our Nintendo and Sony PlayStation home-videogame systems, or by providing cable-television subsidies to those Americans who are currently forced to do without."

Dodd is co-sponsor of the Mandatory Comfort Act, a new personal-satisfaction bill that would guarantee comprehensive unenjoyment benefits to more than 200 million insufficiently diverted Americans. Among the benefits: movie-theater "gift-pak" subsidies, annual distribution of The NBA's Most Spectacular Dunks videotapes, and the addition of supplemental sugars to all foodstuffs.

While the proposal is said to enjoy strong support in Congress, some observers claim that such a measure would only make matters worse.

"We must ask ourselves why people who face less adversity than any previous generation are so unable to enjoy life," said Mary K. Dewitt, director of the Los Angeles-based National Enjoyment Institute. "As a society, we are free of almost every major impediment to happiness that has plagued mankind through the ages. Nonetheless, we sleepwalk through each day in a numb, emotionally deadened state of joyless catatonia. Why?"

According to Dewitt, the answer may lie in our society's steadily rising entertainment expectations. As the level of entertainment to which people become accustomed rises, so too, she contends, does the level of entertainment necessary to make people feel amused, a phenomenon that some have termed "enterflation."

"The easier our lives become, the harder it is for our entertainment to entertain us, creating a vicious enterflationary cycle that has produced the skyrocketing unenjoyment rates of the past 50 years," Dewitt said. "What was an incredibly thrilling experience to a 10-year-old in 1950—using a decoder ring, for example, to unscramble an Ovaltine commercial during the Tom Corbett Space-Cadet Radio Hour—would leave a 10-year-old of 1998 feeling profoundly empty inside."

Continued Dewitt: "Examples of this diminishing-returns curve abound. An actress with the body of Marilyn Monroe couldn't even get a job cocktail-waitressing in Hollywood today, let alone be enshrined for eternity as the sexiest woman who ever lived. The average cereal commercial on Saturday-morning TV today has as much sensory stimuli in 30 seconds as a 1967 acid-rock freakout had in five hours. It makes my head spin just thinking about it."

Dr. George Hammond of the American Dissatisfaction Research Group agreed with Dewitt. "If the American people want to retain what precious little is left of their ability to experience pleasure, we must curb enterflation now, through a combination of federally enforced per-capita fun limits and massive, broad-based reductions in U.S. recreation."

While such radical views are beginning to gain some acceptance, a vast majority of lawmakers and dissatisfied Americans still believe that the solution to the country's unenjoyment woes is to create more fun now.

"If people want fun now rather than possible increased life-enjoyment in the long run, then those of us in the entertainment industry who wish to stay competitive are simply going to have to give it to them," said David Foster Wallace, co-creator of the hit NBC sitcom Hey, Man! "It's a matter of supply and demand, and that's what America is all about."

http://www.theonion.com/content/node/29678

A thought.



An old ad I saw for Encylopedia Brittanica. Classic.

Tuesday, October 27, 2009

Final Draft/Death of the Salesman

Okay, kids---1,278 final word count. Been to the Writing Center once, but will have them proof it one more time for fun.

++++++

Death of the Salesman

“you have your laptop in the *office*? eww gross lol”

“omg did you see that? That was crazy lol”

“idk my bff Rose”

Perhaps, your friends are wittier than mine. However, the above characters are not jibberish, but are letters derived from the English language and used in actual text messages that I have received. These messages are not indicative of the fact that the median age of my social circle is 30 years of age or that the average number of children per family is 0.9---not to mention 1.3 dogs per capita.

Perhaps, you became one of Ashton Kutcher’s followers when he engaged in a battle against the venerable media conglomerate, CNN, to be the first to garner a million followers on Twitter. If so, you may also remember that Kutcher was victorious in his virtual quest. Kutcher, 1. Mankind, 0.

Perhaps, you remember tinny answering machines utilizing cassette tapes stating that the Smith family was not home right now, but would call you back as soon as they got home. Or, perhaps, one reminisces about dinner trays arranged around the television-on-wheels to watch “The Twilight Zone.” Maybe one can faintly remember when eight-track players were once luxuries in automobiles or when Apple’s original moniker was Macintosh. And, yes, children, EasyMac is not the greatest invention since sliced bread.

As opposed to bridging the divide between strangers, technology has forced us to compartmentalize all of our thoughts into 140 character “tweets,” status updates on Facebook or drawing from a collection of “emoticons” to accurately express our emotions on MySpace. The primary issue at stake is not the incorporation of technology and its many benefits in our everyday lives, but the subversive act of shunning human interaction. The digital age in which we live has removed the need for the answering machine, handwritten letters and actual, physical---and heartfelt---human interaction. Our mailman, Jim, was a staple at our dinner table during major, non-religious holidays and always received $40 and two pairs of socks each year for Christmas. Sadly, his job has largely been replaced by the advent of emails and text messages. The Encyclopedia Brittanica was once sold door-to-door, but is now available now online exclusively. However, because the possibility remains that a compilation of “Greatest Hits” text messages may break onto the New York Times bestseller’s list, this possibility is exemplary of the degradation of human interaction in juxtaposition with media and its complex marriage with technology.

We live in a world where reality television show stars, such as Lauren Conrad of “Laguna Beach” and “The Hills” fame, can write a New York Times bestseller, L.A. Candy, which thereby taints the life’s work of the prestigious authors who preceded her. In addition, these authors before her would have been thrilled to have found singular success during the duration of their lives, even posthumously, let alone half of the cause celebre generated by Ms. Conrad. Her novel, the first of a series of three, tells the story of a 19-year-old teenager who moves to Hollywood and ends up as the star of her own reality show. As arduous and difficult a journey as it may have been to compose such a far-fetched story from her real life, the book remained on the bestseller’s list for two consecutive weeks. In my mind, there is no doubt that her popularity was derived from a reality television show and retained and expanded by blogs, internet fan clubs, websites and word of mouth spread via various compact mass communicative devices, such as cell phones. On MySpace, Conrad’s friends currently total 314,144, with the youngest fan being my 2-year-old niece. Note: Babies which have not yet been conceived were not included in this polling.

The internet provides a wealth of information, but it is up to the users of this technology to determine and disseminate its use and relevance, if any, of the content and context. As coined by PBS’ Frontline: Digital Nation weblog, there are two types of people living in our digital world: Digital Natives---those who have grown up in a digital culture and hyper connectivity---and Digital Immigrants, or those who are new to the changing technologies and are slow to adapt. Digital Natives, however, have been raised with the ideal that opposable thumbs were meant for texting, not sucking. Natives aged 13 to 17 average 1,742 text messages a month; 89 percent of 18- to 24-year-old Americans are online. In addition, Digital Natives aged 12 to 24 spend 4.5 hours a day viewing screen media (TV, Internet, Internet video, mobile video), excluding games.

My Mother’s experience with texting and emailing is exemplary of the daily technological struggles faced by Digital Immigrants. Having wrested with technology over the past six decades, lo and behold, my sexagenarian Mother has even begun learning to text. Similar to the angst she developed as the passenger when I was learning to drive, I feel a coronary developing as my Mother struggles to write a whopping 10-word text message, a feat which surely rivals man landing on the moon. Like a teenager, she developed the need to text message due to the increasing technological mobility adapted by her social circle. Her afternoons are now filled with “lol” and “r u going tonite?” rather than a mere phone call, a shopping excursion or a conversation over coffee, as she did sporadically with her girlfriends in the past. There is hardly a need to verbally or physically communicate with others outside of the home, when emails and text messages are deemed sufficient. However, at her age, where there is much alienation, perhaps even the smallest contact now carries a sense of meaning.

However, the elderly are not alone in their electronic communication woes. Arguably the most technologically advanced nation in the world, Japan is continually pushing the boundaries between technology, culture and lifestyle, despite the invasive nature of this interconnectivity. The Japanese coined the term hikikomori to describe socially withdrawn youth, who seclude themselves in their rooms and rely exclusively upon digital communication in order to avoid public interaction. The internet provides anonymity to these Japanese teenagers, which, in turn, provides a sense of security, yet provides a mode of self-expression, through ambiguity in a culture which values homogeneity. A majority of Japanese social networking sites, such as Mixi, are overflowing with nicknames, aliases and blurry photos. In addition, the interconnectivity between technology and our lives is growing increasingly stronger each day, which causes our backs to strain more with the advent of modern technology. A 2007 study of children's computer use found that none of the participants used a safe posture. I, myself, am slowly developing a Cro-Magnon posture, following hours spent on the computer, both for recreation and profession.

Today, we live in an age of unprecedented technological freedom. However, this freedom has resulted in an equally dynamic oppression of human interaction and, at times, sensitivity. Whereas humans craved interaction and the warmth of company before, their days are now filled with smiley faces, with or without their tongues sticking out. I am, myself, an admitted former abuser of English---guilty as charged. But, I discovered that there is no intimacy in a tweet or a text message or a status update. There is no romanticizing the loss of grammar or the lack of punctuation in these text-based exchanges, which are supposed to provide others with a brief, albeit tightly controlled, glimpse into our lives. Are these online profiles accurate portrayals of our true self? Where have the days of the milkmen and encyclopedia salesman gone?

@Reader, if you’re having your baby or getting married, I don’t want to find out on Facebook. TTYL.

Saturday, October 24, 2009

The History of Games (EDIT Ver. 01) ANNA HUANG

Note: I did some editing and cut down a lot of stuff so here it is. I will probably get it check at the writing center later but this essay is roughly 1200 words total. Also I will be printing this out to bring to class on weds. =]



The History of Games


Since the 1950’s games had improve so much since then. It’s so funny how it used to just be black and white screens with dots on it and it’s considered a game. Nowadays because of the advance technology the games like that back then is nothing now. Our games now are fully rendered three dimensional with high definition screens. Nowadays we can play games on our television, computer, or in any handheld systems. Games play a major part in our culture but it’s not always a positive thing. Definitely without games it would change many people’s lifestyle. Just go ask around, I bet everyone owns at least some sort of a gaming system, and yes including a cell phone.

Did you know that the first game was invented in 1958 by a physicist Willy Higginbotham? It was created at the Brookhaven National Laboratory in Upton, New York. Higginbotham’s game is a table tennis-like game that was played on an oscilloscope; oscilloscope is an electronic device that is able to produce visual displays corresponding to electronic signals. Three years later Steve Russell, a student at Massachusetts Institute of technology (MIT), created another game called “Space War”. It was actually the first interactive computer game. Anyways you get the point how games started out.

During 1983 that is when the Japanese introduces Nintendo. Nintendo debuts their first gaming system Famicom. Nintendo did not plan to market the product in the U.S. because Atari controls such a large percentage of the market. So instead they figured that it would be a smarter idea to offer Atari rights to distribute the Famicom Gaming System. Nintendo’s gaming system did not appear in the U.S. market till 1985. In America the gaming system is known as Nintendo Entertainment System. The following year the Nintendo Entertainment System was released in the U.S. after being test-marketed in New York. During the same year both Atari and Sega introduces their own gaming system to compete in the market.

In 1989 Nintendo came up with the handheld Game boy sold for $109 USD. The gaming industry is definitely earning big bucks and the competition is high. Since games are becoming more and more popular with the public the competition is fierce and many game companies are constantly creating new games some games even contain violence. Since games are extremely popular with the underage kids, violence in the games seems to be more popular. It’s because of that the Senator Joseph Lieberman of Connecticut and Senator Herbert Kohl of Wisconsin launched a Senate investigation. Their goal was to ban all the games with violent content.

A year after the major Senate investigation, 1994, the Entertainment Software Rating Board was created. The Entertainment Software Rating Board rates the video games and then makes sure that the rating symbol it’s marked on every game’s packaging. That way it can help alert the buyers about the contents in the game, it’s definitely a good way for parents to make sure if they are buying a game that is suitable for their children or not.

By 1997 the era belongs to Sony’s PlayStation. It’s considered one of the most popular game consoles where 20 millionth units have been sold. It was incomparable with any other gaming system. While Tiger introduces their “multipurpose” handheld called, “Game.com” to compete with Nintendo’s Game Boy. Tiger’s Game.com also features a calculator, address book, and also a stylus for the built –in touch screen. Another special feature hoping to win over fans was that the Game.com can be connected to the PC where you can access your e-mail. Also during the same year Arizona tries to put down a law where it’s illegal to display or distribute violent materials to underage minors. The result was that the proposed bill was not approved. In 1998 time Wal-Mart, the retail chain, decided to ban more than 50 video games that contains that seems to be inappropriate for underage minors. Immediately a year after the Wal-Mart game banning the Columbine High School Shooting, in Littleton, Colorado, occurred. Quickly right after the incident Sega announced that the company will not be releasing a light gun game for the Dreamcast console in the U.S. Also in addition the guns, that were originally plan to be imported to America, which is compatible with the American Consoles, were instantly banned. In results the Americans had to play the popular House of the Dead 2 with standard controllers. Everyone was afraid that more shooting incidents might occur because of the influence of violent games.

Sony’s PlayStation finally launches their PlayStation 2 in the U.S. in 2000. It was sold for $ 299.99 more expensive than any other console sold from before, but it was a big hit. It was actually sold out quickly in the early morning the day it came out. The demand was so high that it’s really difficult to buy a PlayStation 2 during the first shipment because there were only 500,000 units available during that time. During the same year The Sims was released and quickly became one of the biggest hit.

By now most people know that obesity is a problem in the U.S. It’s because every kid on the block has a computer, a television with cable or/and satellite and many gaming systems including handhelds. The kids are apparently stuffing their face with junk food and sit on their butt all day long watching television, on the computer updating their facebook/myspace/twitter or playing games on whatever gaming system they can find. Also let’s not forget many adults are doing the same.
While other gaming companies concentrated on releasing the same old gaming systems or handheld system, the Nintendo aimed for a more different and unique design for their gaming system. In 2006 Nintendo released their Wii, a gaming console where the controller was made for the purpose where the gamers actually need to move around to play the games. For example the gamers need to swing the controller like a tennis racket or just use it however depending on the games they are playing. This really appeals to a wider range of audiences, especially the older generations.

Nintendo’s Wii became really popular and many good games were created specifically for their game console like the widely popular game Super Mario Galaxy and many more. In 2008 Wii officially launched Wii Fit which is a game where people can exercise in doors in front of the television. Wii Fit is a great way to get people moving and it’s a great way to get gamers of all ages to stay fit. In 2009, which is current the present day, Nintendo’s Wii is currently one of the most popular gaming system and Nintendo’s Wii Sports become one of the best-selling video game of all time.

Games have played such an important and huge role in our culture. I really think games are a great way to relief stress from other daily chores but if you became addicted it’s also creates a negative effect. For example losing your vision quicker or just not getting enough exercises because you become so sucked into the game. Also games did play a pretty big role in the obesity factor. It’s a good thing Nintendo came up with the Wii, so now we know at least some kids out there are exercising. Maybe they are not getting enough vitamin D but its okay there is vitamin pills they can take.

Wednesday, October 21, 2009

GABRIEL LOOK OVER HERE

I was thinking of re-composing my essay into 140-character sentences.

Was wondering if you already beat me to that idea with your Salem Witch Trials/Twitter topic.

If anyone in the group opposes also, feel free to leave your comments.

Thanks, guys. Happy essaying.

Tuesday, October 20, 2009

HELP

OK so either i was not in the room or i was tuned out but wat is this paper that is due tomorrow?!?! please help anyone?????? i do not have any of ur emails!

Monday, October 19, 2009

lay-out


http://www.onlab.ch/?ids=2,2,19,24

thought this was an interesting magazine layout. good for art school. not timeless like we need but it shows good use of the column structure. They do a flip thru on the about link. Keep on lookn xx

Sunday, October 18, 2009

Stressed Out



I've been trying to get back to reading and responding to everyone but I'm swamped. Its midterms and we have that paper due to Rosetta tomorrow; think more writing time is needed for everyone. Revise and post again if you can. We should read them in class again on Wednesday. Maybe start thinking about logos and cover art. I'll bring "The Anachronist" typed out in a bunch of fonts to get the discussion started. I also want to talk about the which column grid we are going to work off. I'll print a few out on tabloid sized paper so we can have something tangible.

Wednesday, October 14, 2009

AD 1

not completely done but any questions, comments, answers???

Writing Center for Editing

As much as I'd like to think I can be a good editor for the articles, I recommend going to the Writing Center and getting help from someone more qualified. They are on the on the south-east side of the building. Think its 210 or 212, the door is open if they are in. The room is orange, hang out on the couch and wait your turn.

Writing Center

The Writing Center provides one-on-one tutoring for all students. The Fall 2009 hours are: M. 10am-1pm and 5pm-9pm; Tu. 10am-6:30pm; W. TBA-6:30pm; Th. 10am-6:30pm; F. 10am-1pm; Sat. 10am-1pm.

In addition to assisting students with writing assignments, the Writing Center can help with presentations, research, and portfolios and cover letters. Tutoring is offered on a walk-in basis and appointments may be limited to twenty minutes if other students are waiting.

The Disappearance of the Encyclopedia Salesmen

“you have your laptop in the *office*? eww gross lol”

“omg did you see that? That was crazy lol”

“IDK my bff Rose ROFLMAO”

Perhaps, your friends are wittier than mine. However, the above text messages which I actually received are not indicative of the fact that the median age of my social circle is 30 years of age.

Perhaps, you became one of Ashton Kutcher’s followers when he engaged in a battle against the venerable media conglomerate, CNN, to garner a million followers on Twitter first. If so, you may also remember that Kutcher was victorious in his virtual quest. Kutcher, 1. Mankind, 0.

Perhaps, you remember tinny answering machines stating that the Smith family was not home right now, but would call you back as soon as they got home. Or, perhaps, one reminisces about crowding around the television to watch “MacGyver.” Maybe you can remember when eight-track players were once luxuries in automobiles or when Apple’s original moniker was Macintosh.

Rather than bridging the divide between strangers, technology has forced us to compartmentalize all of our thoughts into 140 character “tweets,” status updates on Facebook or drawing from a collection of avatars to express your emotions on MySpace. The primary issue at stake is not the incorporation of technology in our everyday lives, but the subversive act of shunning human interaction. The digital age in which we live has removed the need for the answering machine, handwritten letters and actual, physical---and heartfelt---human interaction. Because the possibility remains that a compilation of “Greatest Hits” text messages may break onto the New York Times bestseller’s top ten list, this possibility is exemplary of the degradation of human interaction in juxtaposition with media and its complex marriage with technology.

We live in a world where reality television show stars, such as Lauren Conrad of “Laguna Beach” and “The Hills” fame, can write a New York Times bestseller, thereby tainting the life’s work of the prestigious authors on the same list before her who may have found only singular success for the duration of their lives; or, posthumously. Her novel, the first of a series of three, tells the story of a 19-year-old teenager who moves to Hollywood and ends up as the star of her own reality show. As far-fetched as her story may be from her real life, her book remained on the best-seller’s list for two straight weeks. In my mind, there is no doubt that her popularity was derived from a reality television show and retained by blogs, internet fan clubs and word of mouth spread via teenagers and texting.

Having wrested with technology over the past six decades, my Mother has even learned how to text. Similar to the angst she developed as I was learning to drive, I feel a coronary developing as my kin struggles to slowly, but surely, write a 10-word text message. Like a teenager, she developed the need to text message due to the increasing technological mobility adapted by her social circle. Her afternoons are now filled with “lol” and “r u going tonite?” rather than a phone call or a conversation over coffee. The Japanese even coined the term hikikomori to describe socially withdrawn youth, who seclude themselves in their rooms and rely exclusively upon digital communications in order to avoid any kind of public interaction. The internet provides anonymity, which, in turn, provides a sense of security and ambiguity.

The internet provides a wealth of information, but it is up to the users to determine the use and relevance, if any, of the content. As coined by Digital Nation, there are two types of people living in our digital world: Digital Natives---those who have grown up in a digital culture and hyper connectivity---and Digital Immigrants, or those who are new to the changing technologies and are slow to adapt. Digital Natives aged 13 to 17 average 1,742 text messages a month 89 percent of 18- to 24-year-old Americans are online. In addition, Digital Natives aged 12 to 24 spend 4.5 hours a day viewing screen media (TV, Internet, Internet video, mobile video), excluding games. The interconnectivity between technology and ours lives is growing increasingly stronger each day and our backs strain more with the advent of modern technology. A 2007 study of children's computer use found that none of the participants used a safe posture.

Today, we live in an age of unprecedented technological freedom. But, this freedom has resulted in an oppression of human interaction and, at times, sensitivity. Whereas humans craved interaction and warmth before, their days are now filled with avatars and text messages. There is no intimacy in a tweet or a text message or a status update. There is no romanticizing over the loss of grammar or the lack of punctuation in the brief glimpses into our lives. Where have the days of the milkmen and encyclopedia salesman gone?

@reader If you’re having your baby or getting married, I don’t want to find out on Facebook.

Invisible, "Mouth Magic" Killed the Charade-Star

Big mighty news is now. Don't know? That okay... I, Oog, will swing hairy arms and stomp with Oog's mighty legs, then maybe I learn you of new thing...

Strange noises I hear, it not monsters, it not ancestors, strange noise come from homos. I gesture the truth to you, I swear on the lives of my wives.

Huh? What is then? Why people do new noise? Guess what, Oog know...

Magic, invisible, understand-noise it be. Some homos make it up, it have no hand-symbol name though; it name is a sound, it called "talk". One homo make magic mouth noise and another homo across field get it and understand. NO MOVING, OOG SWEAR IT TRUTH!

It make Oog proud of every homo everywhere. Sometime, Oog lay amongst mammoth furs during moon-time but no sleep, for Oog imagine many suns and moons ahead about the homos Oog's children's children will have.

But, Oog stop and think sometime, even though it hurt head when Oog do. In many moons, will homos all use invisible mouth-magic? What will happen to wives and Oog's friends squatting around fire? Is good old day of gesture going away and never come back? Speared by invisible mouth-magic's arrowhead?

Oog is simple caveman just like you. Oog make baby with one wife at one time, Oog make candle with one ball of ear wax at one time, and if Oog need to communicate, then Oog get up, go over, and move Oog's body to explain like any normal homo do.

Oog have memory of Oog senior when he pass down art of charade to Oog. I, Oog, very proud of my skill. But what happen in many moon? Golden age of dance and fart to propose to new wife gone? What, will Oog now have make invisible mouth-noise just to get annoying children away? Oog hope not, Oog think backhand more fun on annoying children.

Oog notice more homos not communicate with gesture anymore. Homos everywhere no need now get up to explain. Now just sit in cave and yell at wives for saber-leg and baby making. Homos now lazy, forget the teachings of ancestors, and now high cholesterol. What next, Oog think... tool to talk to far off village?

Bah, Oog mad now. Too much new is bad thing. Homos need to forget new technology, it only distract, new is never the homo answer if want all survival! Stay with old way, the old way never change.

Tuesday, October 13, 2009

The Irregular Verb: An Endangered Species - Alejandro Lee


“The common myth in American society is that the English language is now following a single path of change under the irrepressible, homogenizing influence of mass media. However, the truth is that language is far too resourceful and social structure far too complicated to follow any single path.”
[n.a., pbs.org]


        There is an endangered species that no one talks much about. There are but a mere 160 members left but, through wanton neglect and shortsightedness, they have been pushed to the fringes of their domain and may someday be gone for good. I am talking about the English irregular verb. They have been with us for centuries, but like the vestigial wings of a flightless bird, have felt their relevance diminish with each generation.

[Illustration; theme: “Verbs Dying Off”]

       Words come and go all the time; English is always evolving. I’ll probably make up at least a few new terms before this article is done. However, I cannot help but wince when people use “bringed” and “breaked” without hesitation. This is not just an online phenomenon; I hear the same blunder when a journalist reads from prepared statements. What’s happening? Have we become so acclimated to our lackadaisical use (and misuse) of basic grammar, via looking at online type, that we’ve ceased to perceive their audible clunkyness?

        It’s 2009. Children born after 1994 (the advent of the World Wide Web) have begun entering their formative years. Consider: this is a whole new generation of human beings who will have never known a world without the Net. And, with the Net, came unprecedented new terms and definitions for our English language:

       - Google: to search for (even in real life)
       - Spam: to send too much useless information
       - Bandwidth: a metaphor for our attention span

        Where once people were nourished in the form of books, high-minded journalism, and yes- complete sentences, the preeminent form of mass communication comes to us in a medium that breaks and reshapes the rules and proliferates at warp speed. The Net encourages mish-mashing amongst its users for two basic reasons: the true democratization of discourse, and the social pressure to fit in.

        Beginning with Gutenberg and lasting for another 500 years, the printed word was factual and authoritative. It gave rise to popular revolution and government by the people. However, print (and subsequently radio and TV) were still roundly criticized as tools of the elite- after all, how many of us own our own metal press or geostationary satellite? Then there came the Internet. “The Net, as it developed, became imbued with hacker principles and characteristics. For example, the hacker maxim, ‘Information wants to be free,’ is mainly responsible for the oft-seen desire to share data with anyone who requests it as well as, to a lesser extent, the reluctance of many people to want to pay for information purveyed online.” [McFederies, pbs.org] “In the process of connecting everything to everything, computers elevate the power of the small player.” [Kelly, Harpers] So there you have it: Freedom of Speech, Freedom of the Press, Freedom of Assembly, and now Freedom of the Upload. We are closer now to giving everyone their say than ever before in human history.

        Nonetheless, even with that freedom we find patterns to coexist and share ideas. In other words, we continue to seek a common culture via how we communicate online. “Language has always helped to signify who we are in society, sometimes serving as a basis for exclusion.” [Fought, pbs.org] Tragically, I believe, this new common culture is has taken off on a maddening, ADHD-stricken roller coaster that will only accelerate to the nth degree.

[Illustration; theme: “Culture Spinning Out of Control”]

        Indeed, the sheer speed and bulk of information coming our way forces us to think faster and filter more. Users who crave attention (or your dollars) continue to be BOLDER and FLASHIER to grab just one extra iota of your mental bandwidth. “In online dialogue, spelling and punctuation are loose and playful. On Web pages, in chat rooms, and across blogs, we see the rules of writing loosening as tone and style become more informal.” [Hale, pbs.org] The results have been atrocious. Typos become lauded and embraced (a classic was “teh” in place of “the”, and “1” instead of “!” especially in a major exclamation). Ignorance and outright stupidity of our language has become the new wit. People who criticize poor sentence structure are labeled “Grammar Nazis” (and not surprisingly, they’re proud to be labeled thus).

       Irregular verbs continue to brave this toxic gumbo of slang, but the odds are stacked against them. Before Modern English, the language was dominated by irregulars. Now it’s entirely reflexive to attach “-ed” to a past tense verb (“I’ve been getting spammed”, not “I’ve been getting spum”). Exacerbating the predicament of irregulars is that they’ve been passed on in schools and books, but those are the realm of authoritativeness and snobbishness; of looking backwards against the tide.

       Still, These long-lived conjugations have survived many changes to the language. Perhaps, because they thankfully sound correct to our ears, they will continue to live on, even if they’re only preferred by an elite class.


Citations


n.a.
       pbs.org/speak/words/sezwho/

Kelly, Kevin. (1994, May 1). "Embrace it."
       Harper’s Magazine, 20-21, 24-25.

McFedries, Paul. “World Wide Web of Words.”
       pbs.org/speak/words/sezwho/cyberspace/

Hale, Constance. “Wired Words.”
       pbs.org/speak/words/sezwho/wiredwords/

Fought, John G. “Gatekeeping.”
       pbs.org/speak/speech/correct/gatekeeping/


BTW: here's where I got the HTML code for paragraph indents http://webdesign.about.com/od/faqsandhelp/f/bl_faq5_3a.htm
(I used the & nbsp; trick) Also, I'm using Firefox.

Monday, October 12, 2009

GAME HISTORY -ANNA HUANG

The History of Games

note: Apparently the "indents" won't show up so I each new paragraph is when it skips a line.

Since the 1950’s games had improve so much since then. It’s so funny how it used to just be black and white screens with dots in it and it’s considered a game. Nowadays because of the technology the games like that back then is nothing now. Now our games are fully rendered three dimensional with high definition screens. Our generation is certainly one of the luckiest generations with the fancy and flashy graphics and awesome technology on every electronic system.

Did you know that the first game was invented in 1958 by a physicist Willy Higinbotham? It was created at the Brookhaven National Laboratory in Upton, New York. Higinbotham’s game is a table tennis-like game that was played on an oscilloscope; oscilloscope is an electronic device that is able to produce visual displays corresponding to electronic signals. Three years later Steve Russell, a student at Massachusetts Institute of technology (MIT), created another game called “Space War”. It was actually the first interactive computer game. Anyways you get the point how games started out.
As time progresses the improvement of games also progresses. In 1967 Baer and his team successfully created two television games. One of them was a chase game and the other one is a tennis game. At that time they also discovered that they are able to manipulate a toy gun to detect spots of lights on the television screen. Soon after in 1970 Nolan Bushnell and Ted Dabney, who are actually future founders of Atari, started to try to create the arcade version of Spacewar but instead it’s called Computer Space. Soon after in 1971 Computer Space became the first video arcade game ever released. Soon after, the public said in the survey that the game is too difficult to play. A year later Nolan and Ted created and also showcased Magnavox’s Odyssey, the first home gaming system, at a convention in Burlingame, California. Later that year the home gaming system was released to the public. Nolan and Ted founded and named the company “Atari” after a Japanese word which is equivalent to “check” in a chess game. Quickly a year after the game system was released the very first game created by Atari is “Pong”. Atari’s Pong was not release till 1975 and became one of the hottest items during that Christmas year.
In 1977 Atari finally introduces their first cartridge-based home video system that was called the Video Computer System. Later on it was known as the Atari 2600 and was sold for $249.95 at retail prices. Anyhow long story short from Atari’s first creation till 1980 was definitely their era in the entertainment gaming industry. In 1980 is when many other gaming companies start to debut their products. Mattel’s debuts their company’s first gaming system called Intel vision, it was actually the first gaming system that could compete with Atari’s 2600. Intel vision has better graphics than Atari’s 2600 but sold at a higher retail price of $299. Also Activision became one of the first third-party video game vendor which was actually created by Atari programmers who wanted individual recognitions for creating Atari’s games. Also in the same year 300,000 units of Pac-Man were released by Namco. In 1982 Atari released a new gaming system called Atari 5200 to compete with Coleco’s Colecovision.

During 1983 that is when the Japanese introduces Nintendo. Nintendo debuts their first gaming system Famicom. Nintendo did not plan to market the product in the U.S. because Atari controls such a large percentage of the market. So instead they figured that it would be a smarter idea to offer Atari rights to distribute the Famicom Gaming System. Nintendo’s gaming system did not appear in the U.S. market till 1985. In America the gaming system is known as Nintendo Entertainment System. During the same year while the Nintendo is being introduced to the U.S. in Russia a programmer named Alex Pajitnov developed a very popular game called Tetris. The following year the Nintendo Entertainment System was released in the U.S. after being test-marketed in New York. During the same year both Atari and Sega introduces their own gaming system to compete in the market. Atari releases Atari 7800 while Sega releases the Sega Master System.

First it was the video game consoles but in 1989 Nintendo came up with the handheld Game boy sold for $109. Atari also tries to enter the market with their color handheld Lynx sold for $149. Nintendo also releases the first 16-bit console in the U.S. it’s called the TurboGrafx-16. It’s the first system to run video games while being stored in compact discs that was sold for $189. Sega also debuted their new game console the Genesis. It’s the first 16 bit home game console sold for $249.95. Around this time is definitely when technology starts to grow a bit quicker and more game companies are working harder and harder to compete in the market.
Two years later Super Nintendo Entertainment System was released in the U.S. sold for $249.95. In 1993 Atari released the Jaguar who is trying to be the first 64 –bit console the actually the product only runs two 32-bit processors. The market definitely gotten more competitive since Atari’s first release because of the competition many game companies are constantly creating new games some games even contains violence. It’s because of that the Senator Joseph Lieberman of Connecticut and Senator Herbert Kohl of Wisconsin launched a Senate investigation. Their goal is hoping to ban all the games with violence in it.

A year after the major Senate investigation, 1994, the Entertainment Software Rating Board was created. The Entertainment Software Rating Board rates the video games and then makes sure that the rating symbol it’s marked on every game’s packaging. That way it can help alert the buyers about the contents in the game, it’s definitely a good way for parents to make sure if they are buying a game that is suitable for their children or not.
In 1995 Sony finally brings the PlayStation to the U.S. after making their debut in Japan the year before. The PlayStation console was sold for $299 in the U.S. During the same year Nintendo also released Nintendo 64 in Japan, which was also released in the U.S. the year after.

At this point many game companies seem to go into hiatus because in 1996 it seems like a new fade happened. The Tamagotchi virtual pet instantly became a hugely popular and a success in Japan. It was also released in U.S. the same year but in May and it sold all 30,000-unit supply in three days! Also the companies seem to be more focused on arcade games. They created a more “ride –and –video” games for example: skiing, jet skiing, snowboarding. It seems that these types of “ride –and –video” are more popular than the original “gun shooting” games at that period of time.

By 1997 the era belongs to Sony’s PlayStation. It’s considered one of the most popular game consoles where 20 millionth units have been sold. It was incomparable with any other gaming system. While Tiger introduces their “multipurpose” handheld called, “Game.com” to compete with Nintendo’s Game Boy. Tiger’s Game.com also features a calculator, address book, and also a stylus for the built –in touch screen. Another special feature hoping to win over fans was that the Game.com can be connected to the PC where you can access your e-mail. Also during the same year Arizona tries to put down a law where it’s illegal to display or distribute violent materials to underage minors. The result was that the proposed bill was not approved.

In 1998 Sega introduces the game console Dreamcast in Japan. The Dreamcast console can be operated on the Microsoft Windows CE which can be easier for the conversions between the Dreamcast and PC games. Around the same time Wal-Mart, the retail chain, decided to ban more than 50 video games that contains that seems to be inappropriate for underage minors. Immediately a year after the Wal-Mart game banning the Columbine High School Shooting, in Littleton, Colorado, occurred. Quickly right after the incident Sega announced that the company will not be releasing a light gun game for the Dreamcast console in the U.S. Also in addition the guns, that were originally plan to be imported to America, which is compatible with the American Consoles, were instantly banned. In results the Americans had to play the popular House of the Dead 2 with standard controllers.

Sony’s PlayStation finally launches their PlayStation 2 in the U.S. in 2000. It was sold for $ 299.99 more expensive than any other console sold from before, but it was a big hit. It was actually sold out quickly in the early morning the day it came out. The demand was so high that it’s really difficult to buy a PlayStation 2 during the first shipment because there were only 500,000 units available during that time. During the same year The Sims was released and quickly became one of the biggest hit.

The competition is getting fiercer and fiercer. In 2001 Microsoft and Nintendo introduced their “next – generation systems” within only days of each other. Both companies were bumping head on head with each other because Microsoft claims that their Xbox offers “the most powerful game experiences ever.” The Xbox was sold at $299.95 and it comes with an Ethernet port and a built-in hard drive. While Nintendo introduces their Nintendo’s GameCube that is sold for $199.95, which is able to deliver new forms of interactive gaming for the players. While Nintendo was presenting their GameCube they also released the GameBoy Advanced. This is an updated version of their GameBoy Color, who is also an updated version of the original GameBoy. Sega finally gave up on competing in the market and officially announces that they will no longer manufacture any hardware.

For the next three years none of the companies release any new product. In 2004 Nintendo continue to update their GameBoy series again. The Nintendo Company released the Nintendo DS, which DS stands for Double Screen; it’s still a portable handheld system with two screens. The top screen is just for a better viewing of the game and the bottom screen can be used as a touch screen.
In the following year Sony releases their PSP system. It’s also a portable handheld system but with a high –resolution display. By now all the handheld systems are so fancy and high tech it doesn’t matter if you are playing a game with one of those handheld or on your television at home. Microsoft wants to keep competing in the market so they introduced their Xbox 360; another updated version of their original Xbox console system. During that time it was already planned that Nintendo and Sony’s will be competing with each other with their new console systems that will be release the following year. In 2006 Nintendo released their Wii, a gaming console where the controller was made for the purpose where the gamers actually need to move around to play the games. For example the gamers need to swing the controller like a tennis racket or just use it however depending on the games they are playing. Sony released their PlayStation 3, an updated version of PlayStation 2, a more sophisticated game system that costs way more than any other game system out there. A lot of people who bought the PlayStation 3 didn’t like the system very much so it was definitely a disappointment to many fans.

Nintendo’s Wii became really popular and many good games were created specifically for their game console like the widely popular game Super Mario Galaxy and many more. In 2008 Wii officially launched Wii Fit which is a game where people can exercise in doors in front of the television. Wii Fit is a great way to get people moving and it’s a great way to get gamers of all ages to stay fit. In 2009, which is current the present day, Nintendo’s Wii is currently one of the most popular gaming system and Nintendo’s Wii Sports become one of the best-selling video game of all time.

Saturday, October 10, 2009

MLA Citation

For the articles, we have to have a source page. I'm not a stickler about the MLA citation teachings at Art Center, but since everybody should have a uniform way of providing their sources, it would be best if you can adhere to that format. Just keep that in mind when you are finding your material. Looking fwd to reading whatcha got!

Wednesday, October 7, 2009

Letters are (not) pictures

If you guys will indulge me for a moment, I just wanted to post this:



Some of you may have noticed this is the shirt I was wearing in class today. A while back my friend spontaneously snapped a photo of it with his cell phone.

So, aside from the already-ambiguous message, you're now looking at a picture of a thing with letters printed on it talking about how letters are or perhaps are not pictures or things.

... ☻

Prep for Week 6 - 10/14

Magazine prep, finally getting a little serious:

By next week, post your article on this blog. Have it written, in paragraph form (not clusters or bullet points). Consider this your first draft, from which we will all comment on and I will edit to the best of my ability. Week 7, expect to do the same, but have all content finalized. From this word count, I will block out article space in the magazine. By Week 8, all final edits are to be in so we can finish the production of the magazine in time.

Week 6 in class, we will respond to each others articles. Would be best if we have read the blog the night before so we don't have to read in class. Articles should have a working title. Accompanying illustrations or photography should be considered. Illustrators/Writers collaborate. Storyboarding and sketching.

Also, something that can be tackled Week 7, but we can start drawing up - the cover and logotype for "The Anachronist" .. that week, we should bring in our sketches and be prepared to present. Can imagine that all of us would like to do the cover, but when it comes down to it, its either photography, illustration, or design. Too many hands in one pot will be confusing, so execution will be delegated to one lucky person. I will help set type. Have your idea ready to fly and present. Samples or a portfolio of your illustration and photography work will help us decide what your abilities are. Remember cost before getting too attached to dye-cutting etc. We can make it exciting and dimensional through the design itself. Anything other than being printed must have a VERY good reason.

More TBD ... onward !!

Thursday, October 1, 2009

ADS FOR OUR MAG

so ive been trying to think of products we can advertise for in our magazine. thinking along the terms of old products vs new, i've decided to list some of the stuff im working on now so we can do more and save time. im currently doing concepts for red bull, a product that surprisingly plays a huge role in our society today.
other products ive thought of are household items, both old and new? or services such as UPS or Club Med, another im working on right now, which can be interesting to do for both past or future. anyway please leave suggestions for these ads and a general idea that applies for our magazine. thanks guys