Wednesday, October 14, 2009
The Disappearance of the Encyclopedia Salesmen
“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
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.
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.
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 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
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
Wednesday, October 7, 2009
Letters are (not) pictures

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
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 !!