Ramesh Raskar joined the MIT Media Lab in 2008, where he heads up the Lab’s CamÂera CulÂture research group. For some time, the researcher has drawn inspiÂraÂtion from anothÂer MIT proÂfesÂsor, Harold EdgerÂton, a pioÂneer of stop-action phoÂtogÂraÂphy, who famousÂly phoÂtographed a bulÂlet movÂing through an apple in 1964. Decades latÂer, Raskar and his MIT crew have takÂen phoÂtogÂraÂphy to a new levÂel, creÂatÂing imagÂing hardÂware and softÂware that can capÂture light as it moves. They can visuÂalÂize picÂtures as if they were recordÂed at a rate of one trilÂlion frames per secÂond. His cutÂting edge work in femÂto-phoÂtogÂraÂphy is all on disÂplay above.
In 1995, a group of 5th grade kids in HeleÂna, MonÂtana got togethÂer and made a PSA for the InterÂnet (above). And, man, were they hip, with their techÂno music and their “by the time I’m in colÂlege, the interÂnet will be your teleÂphone, teleÂviÂsion, and workÂplace.” In the annals of overblown preÂdicÂtions and techÂnoÂlogÂiÂcal hubris, mid-nineties interÂnet-fever will go down as the ultiÂmate excepÂtion. These kids even anticÂiÂpatÂed the cute cat mania that would infect the interÂnet forÂevÂer. Of course, none of them could have foreÂseen the TwitÂter revÂoÂluÂtion, the FaceÂbook decline, rubÂbable gifs, or spherÂiÂcal panoramÂic views of Mars, but that’s just quibÂbling.
It realÂly is astonÂishÂing to look back a mere sevÂenÂteen years at what a primÂiÂtive techÂnolÂoÂgy the interÂnet was. Of course it wasn’t necÂesÂsarÂiÂly eviÂdent at the time that the online world would indeed become our “teleÂphone, teleÂviÂsion, and workÂplace,” and some naysayÂers, like astronomer and hackÂer-catchÂer ClifÂford Stoll, called BS on the hype. In a 1995 Newsweek artiÂcletitled “The InterÂnet? Bah!,” Stoll wrote:
The truth is no online dataÂbase will replace your daiÂly newsÂpaÂper, no CD-ROM can take the place of a comÂpeÂtent teacher and no comÂputÂer netÂwork will change the way govÂernÂment works.
In 2010, Stoll was forced to retract, comÂmentÂing on Boing Boing covÂerÂage of his sourÂpuss skepÂtiÂcism with:
“Of my many misÂtakes, flubs, and howlers, few have been as pubÂlic as my 1995 howler.
But who could blame him? This was the age of such clunky Web serÂvices as AOL, which promisÂes much in a 95 ad below, but ultiÂmateÂly delivÂered litÂtle.
Not all web adverÂtisÂing in 1995 looks so datÂed and silÂly. AOL’s comÂpetiÂtor ProdiÂgy, which fared even worse, cerÂtainÂly had a betÂter ad agency. Their 95 ad below, feaÂturÂing BarÂry White, is a romp.
All of this reflecÂtion warÂrants more wisÂdom from a chasÂtened ClifÂford Stoll, who in a 2006 TED talk says: “If you realÂly want to know about the future, don’t ask a techÂnolÂoÂgist, a sciÂenÂtist, a physiÂcist. No! Don’t ask someÂbody who’s writÂing code. No, if you want to know what society’s going to be like in 20 years, ask a kinderÂgarten teacher.”
A theÂoÂry: one of the driÂvers of our curÂrent wave of nostalgia—lo-fi anaÂlog hiss and pop in music and readyÂmade vinÂtage filÂters in digÂiÂtal photography—is the loss of imperÂfecÂtion. IncreasÂingÂly powÂerÂful techÂnoloÂgies renÂder sound and vision too slickÂly prisÂtine, glossy, hyperÂreÂal, and thus imperÂsonÂal and alien. The latÂest episode of PBS Arts’ “Off Book” series (above) feaÂtures a trend toward disÂruptÂing digÂiÂtal overÂproÂducÂtion by delibÂerÂateÂly exploitÂing the weakÂnessÂes in new techÂnoloÂgies. Glitch artists makes use of “natÂuÂralÂly occurÂring” (so to speak) corÂrupÂtions of softÂware, or creÂate their own corÂrupÂtions in a process called “dataÂbendÂing”—openÂing images as text files, for examÂple, and adding and/or deletÂing inforÂmaÂtion from the image.
Unlike punk rock, to which glitch is comÂpared by one of the artists above, some glitch art requires a fairÂly sophisÂtiÂcatÂed underÂstandÂing of digÂiÂtal techÂnoloÂgies. For examÂple, video artist Anton MariÂni describes how he writes his own softÂware to proÂduce glitch effects. But since virÂtuÂalÂly anyÂone can access a pc and stanÂdard text and image-editÂing softÂware, it remains a fairÂly demoÂcÂraÂtÂic aesÂthetÂic, simÂiÂlar to the bedÂroom techÂnoloÂgies that enable almost anyÂone to proÂduce and disÂtribÂute their own musiÂcal comÂpoÂsiÂtions. There are sites offerÂing tutoÂriÂals on how to creÂate your own glitch art and even a Flickr account called GlitchÂbot that will autoÂmatÂiÂcalÂly genÂerÂate glitch images for you, like HipÂstaÂmatÂic or InstaÂgram will conÂvert your careÂless snapÂshots into intriguÂing vinÂtage artiÂfacts. Sound too easy? Maybe, but so was Duchamp’s uriÂnal. ConÂtext, as always, matÂters, and whether glitch art is “art” may ultiÂmateÂly become a hisÂtorÂiÂcal quesÂtion. At the moment, glitch images, video and music offer a way to humanÂize all-too-inhuÂman corÂpoÂrate prodÂucts and techÂnoloÂgies.
Damon Horowitz, a phiÂlosÂoÂphy proÂfesÂsor and “serÂiÂal entreÂpreÂneur,” recentÂly joined Google as an In-House Philosopher/Director of EngiÂneerÂing. PriÂor to his work at Google, Horowitz co-foundÂed AardÂvark, PerÂspecÂta, and a numÂber of othÂer tech comÂpaÂnies. In this talk at StanÂford UniÂverÂsiÂty’s 2011 BibÂlioTech conÂferÂence on “Human ExpeÂriÂence,” Horowitz explains why he left a highÂly-paid tech career, in which he sought the keys to artiÂfiÂcial intelÂliÂgence, to purÂsue a Ph.D. in PhiÂlosÂoÂphy at StanÂford (the text of the talk is availÂable here).
Horowitz offers felÂlow techies a forÂmiÂdaÂble chalÂlenge, but a worthÂwhile one. In sayÂing so, I must conÂfess a bias: As a stuÂdent and teacher of the humanÂiÂties, I have watched with some disÂmay as the culÂture becomes increasÂingÂly domÂiÂnatÂed by techÂniÂcians who often ignore or disÂmiss pressÂing philoÂsophÂiÂcal and ethÂiÂcal probÂlems in their quest to build a betÂter world. It is gratÂiÂfyÂing to hear from someÂone who recÂogÂnized this issue by (temÂporarÂiÂly) givÂing up what he admits was a great deal of powÂer and sociÂetal privÂiÂlege and headÂed back to the classÂroom.
Horowitz describes his intelÂlecÂtuÂal jourÂney from “techÂnolÂoÂgist” to philosoÂpher with pasÂsion and canÂdor, and conÂcludes that as a result of his acaÂdÂeÂmÂic inquiry, he “no longer looks for machines to solve all of our probÂlems for us,” and no longer assumes that he knows what’s best for his users. This kind of humilÂiÂty and intelÂlecÂtuÂal flexÂiÂbilÂiÂty is, ideÂalÂly, the outÂcome of a highÂer degree in the humanÂiÂties, and Horowitz uses his own triÂals to make a case for betÂter critÂiÂcal thinkÂing, for a “humanÂisÂtic perÂspecÂtive,” in the tech secÂtor and elseÂwhere. For examÂples, see HorowÂitz’s TED talks on a “moral operÂatÂing sysÂtem” and “phiÂlosÂoÂphy in prison.” ComÂpliÂcatÂing Google’s well-known, unofÂfiÂcial sloÂgan “don’t be evil,” Horowitz, drawÂing on HanÂnah Arendt, believes that most of the evil in the world comes not from bad intenÂtions but from “not thinkÂing.”
In a relatÂed StanÂford talk (above) from the same semÂiÂnar, MarisÂsa MayÂer, forÂmer Vice PresÂiÂdent of ConÂsumer ProdÂucts at Google, disÂcussÂes how she incorÂpoÂratÂed the humanÂiÂties into prodÂuct innoÂvaÂtion at Google. The first female engiÂneer at Google (and its youngest execÂuÂtive at the time of this talk), she has made headÂlines recentÂly, becomÂing the new CEO of Yahoo.
Back in March, we told you about the launch of The NelÂson ManÂdela DigÂiÂtal Archive, which makes availÂable thouÂsands of papers belongÂing to the man who galÂvaÂnized the anti-apartheid moveÂment in South Africa, before evenÂtuÂalÂly becomÂing the leader of the nation. PartÂly fundÂed by Google, the archive lets you revisÂit imporÂtant moments in ManÂdeÂla’s life — his EarÂly Life, his Prison Years, and his PresÂiÂdenÂtial Years.
That DigÂiÂtal Archive offers one way to tell ManÂdeÂla’s stoÂry. Now here’s anothÂer. The creÂators of the web site ManÂdela StoÂry launched a short video yesÂterÂday that looks at ManÂdeÂla’s life through the lens of social media. And it’s meant to raise a seriÂous quesÂtion: “Would ManÂdela have spent 27 years in capÂtivÂiÂty if he (and othÂers) had access to the same techÂnolÂoÂgy, social media platÂforms and tools as we do today?”
It’s short and cerÂtainÂly creÂative. And if it speaks to you, you should check out Rembrandt’s FaceÂbook TimeÂline, a clip creÂatÂed by The RijksmuÂseÂum that imagÂines the social life of the great Dutch painter.
FolÂlow us on FaceÂbook, TwitÂter and now Google Plus and share intelÂliÂgent media with your friends! They’ll thank you for it.
Both ScotÂt’s and ShackÂleÂton’s huts have been preÂserved intact as hisÂtorÂiÂcal sites by New Zealand’s AntarcÂtic HerÂitage Trust. The explorÂers’ tools and supÂplies, in their origÂiÂnal arrangeÂment, are on full disÂplay in detailed panoramÂic images of the huts’ interiors—a deparÂture from the typÂiÂcal exteÂriÂor perÂspecÂtives of Street View. Also viewÂable in the AntarcÂtic series of views is the Cape Royds Adelie PenÂguin RookÂery, the world’s southÂernÂmost penÂguin colony and home to many thouÂsands of Adelie penÂguins. Like all Street View images, includÂing the Scott and ShackÂleÂton huts, the RookÂery views are static—images of bygone moments frozen in time—but they are no less breathÂtakÂing for it.
The image below shows the inteÂriÂor of Shackleton’s hut and all of its belongÂings.
Neal StephenÂson (CryptoÂnomÂiÂcon, Snow Crash, AnathÂem) is a hardÂworkÂing man. In addiÂtion to not getÂting any of his sci-fi novÂels made into movies, hangÂing out at Google, writÂing some of the most fasÂciÂnatÂing nonÂficÂtion in print or online, and being aweÂsome, he’s workÂing on a project called Clang, a first-perÂson swordÂfightÂing game, and he’s fundÂing it through KickÂstarter. As of yesÂterÂday he exceedÂed his goal of $500,000 with over 9,000 backÂers. And why not? Like most of Stephenson’s ideas, it’s brilÂliant.
Stephenson—a self-described “swordsÂmanÂship geek”—explains in the video above why he’s decidÂed to creÂate a realÂisÂtic sword fightÂing game, in a gamÂing scene ridÂdled with high-tech first-perÂson shootÂers. And even though StephenÂson admits to being only a “casuÂal gamer,” as you can see, he’s deadÂly seriÂous about the develÂopÂment of Clang. Watch him test sevÂerÂal difÂferÂent medieval weapon designs to repliÂcate the weight and feel of a real blade and creÂate the intense interÂacÂtive expeÂriÂence of games like Medal of HonÂor and MetÂal Gear SolÂid.
StephenÂson and his team are makÂing use of a cutÂting-edge trackÂing techÂnolÂoÂgy develÂoped by a comÂpaÂny called SixÂense, which promisÂes very low latenÂcy and “unparÂalÂleled preÂciÂsion.” The Clang team are conÂfiÂdent that their trackÂing techÂnolÂoÂgy, embedÂded in the RazÂer Hydra game conÂtroller, will bring the thrills and chalÂlenges of Medieval sword fightÂing into the hands of felÂlow geeks very soon.
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