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Marvellous, touching, sad short story from Jonathan Safran Foer, about how families communicate.
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"Words in other languages are like icebergs: The basic meaning is visible above the surface, but we can only guess at the shape of the vast chambers of meaning below. And every language has particularly hard-to-translate terms, such as the Portuguese saudade, or "the feeling of missing someone or something that is gone," or the Japanese ichigo-ichie, meaning "the practice of treasuring each moment and trying to make it perfect."" Lovely little article on the untranslatable.
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"I suppose this goes to show that, from an anthropological point of view, the truly interesting part of any human encounter is its beginning. I can instantly identify friends and colleagues from the rhythm of their knock at the door, or the slight pause before they identify themselves on the phone – those tiny gestural and auditory signatures, both idiosyncratic and culturally produced, that make us human." Greetings and openings, principally, to do with telephones.
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"Seems to me people help people go through stuff, life and things. Technology and infrastructures are not the only tool we have and social interactions count more in my opinion. When technology fails, you’ll still have to ask for directions whether you like it or not :) and whether you think your laptop is user-friendly or not is absolutely not related to your gender."
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"Briefs is a framework for packaging concept screens & control schemes that run live on the iPhone and iPod Touch. This allows you to experience the feel of your concept without the expense of development." Ooh.
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"rush is a replacement for the unix shell (bash, zsh, etc) which uses pure Ruby syntax. Grep through files, find and kill processes, copy files – everything you do in the shell, now in Ruby." Equal parts "ooh" and "hunh?", I think.
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"Accept that everything you say will be forgotten and ignored but write as if you and your words are immortal. Don’t just describe but justify – make sure the reader knows WHY the record exists whether the reasons are righteous or rascally. And always remember you’re not here to give consumer advice or help with people’s filing. You’re here to set people’s heads on fire."
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"In business, words are like fashion. You try a word on because important people around you are saying it and getting results, but you may not actually know what it means." Rands helps you discover what the words actually mean. As usual, he is right.
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A game about protest, conflict, and shades of gray. Worth playing through to the 'end'; certainly made me think, and unlike any game I've played in a while. Not sure how this passed me bay.
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Jolly good, this, with lots of sensible points and a real clarity of thought for what otherwise could just be Powerpoint-by-numbers.
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Cordell Barker's 1988 cartoon. I didn't even think this might be on Youtube.
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After yesterday's stop-motion, this is perhaps even more remarkable and strange. Seriously, it's jaw-droppingly clever; daren't think how long it took.
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"For the next few decades, journalism will be made up of overlapping special cases. Many of these models will rely on amateurs as researchers and writers. Many of these models will rely on sponsorship or grants or endowments instead of revenues. Many of these models will rely on excitable 14 year olds distributing the results. Many of these models will fail. No one experiment is going to replace what we are now losing with the demise of news on paper, but over time, the collection of new experiments that do work might give us the journalism we need." Late to link to this, but as everyone else who has done already would point out: it's great.
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"The truth is, I think I’m famously awful at developing games. Before, I’d walk into the office, wave my arms and say ‘I’ve just had a cool thought’ – usually after severe alcohol abuse – and that lead us to spending a lot of money very foolishly on things that weren’t going to get anywhere. Quite a while ago now, we sat down and thought, well, this is ridiculous – we can’t keep this notion that game development is a purely creative process, and that you have to build it to be able to see it. There’s got to be another way." Peter Molyneux becomes a bit more self-aware, possibly a little too late.
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How did I miss this when Lee first wrote it? This is all-encompassing, wonderful stuff about visualisation, exercise, comics, futurism, privacy, and the whole shebang. Top notch stuff, worth a read.
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"Clatter is a wireless IM Lens instant messaging system built on to a soft contact lens. Clatter differs from other, commercial lens services by being open source and "riding" other services to create free cross-platform access." From Warren Ellis' Doktor Sleepless.
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"The question of responsibility and accountability gets sticky here – especially if we consider that technologies are too often viewed as neutral tools or isolated artefacts. If we draw out these flows, these networks, these interconnections, we find ourselves faced with the possibility of being connected to people/objects/places/activites/ideas that we may never see. And with intimacy always comes risk."
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"Commissioned by the advertising agency Nordpol+ Hamburg I designed the origami models and consulted the stopmotion as well as the computer animators of this world wide corporate movie that tells the story of the japanese sports brand ASICS. The movie won a Grand Prix at the Eurobest, gold at the New York festival, gold at the London International Awarts, silver at the Clio in Miami and two times bronze at ADC Germany." And it deserves all those awards; a beautiful piece of animation and paper-folding.
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"In the 14 months since [TeamFortress 2] shipped, the PC version of the game has seen 63 updates – “that’s the frequency you want to be providing updates to your customers,” [Newell] adds. “You want to say, ‘We’ll get back to you every week. The degree to which you can engage your customer base in creating value for your other players” is key, says Newell. “When people say interesting or intelligent things about your product, it will translate directly into incremental revenue for the content provider.”" Great write-up from Chris Remo of Gabe Newell's DICE talk.
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"This is a sort of thorough, empirical, sociological study of art students at two British art schools at a very interesting moment, the late 1960s (a moment when, as the book says, anti-art became the approved art, bringing all sorts of paradoxes to the fore). I find it fascinating that such a subjective thing as developing an art practice can be studied so objectively, but then I find it amazing that art can be taught at all. The book shows the tutors and students circling each other with wariness, coolness, misunderstanding, despair, appreciation." Some great anecdotes and observation.
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"Busker Du (dial-up) is a recording service for buskers through the telephone (preferably public payphones hidden in subway stations). Audio recorded will be posted to this audio-blog and made available to all who cherish lo-fi original music. Try it out at your favorite subway station or street corner." Dial-A-Song comes full circle.
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"Poole – HAL 9000 is a fictional chess game in the movie 2001: A Space Odyssey. In the movie, the astronaut Frank Poole is seen playing chess with the HAL 9000 supercomputer… The director Stanley Kubrick was a passionate chess player, so unlike many chess scenes shown in other films, the position and analysis actually makes sense. The actual game seems to come from Roesch – Schlage, Hamburg 1910, a tournament game between two lesser-known masters."
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Lovely demo – some interesting interfaces that feel quicker than current alternatives, as well as experimental ones that, whilst slower and clumsier, represent information a bit better. I mainly like the form-factor, though – but what's the unit cost? These things get a lot better the more you have.
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"Something like: Trying to create a reading list that gives the best introduction to everything. This may change." Phil is trying to collect the Good Books in many fields. It's an interesting project, for sure; it'll also be interesting to see how it pans out.
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I was a little excited from the ongoing Offworld love in, but Oli Welsh's review suddenly makes me insanely excited about Keita Takahashi's new plaything. Why is it that all the reasons for me wanting a £300 PS3 are £3 PSN titles?
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"…the biggest consequence [of a universal micro-USB adaptor] will be the ease of transferring data/content from street service provider to consumer, and consumer to consumer… There is a place at the edges of the internet where the level of friction makes content and data grind to a halt. It's largely unregulated. And it just got seriously lubed."
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"30 Second Hero is an action RPG which consists of really short battles that require no interaction, as players race against the clock to save the kingdom from an evil wizard's wrath. As indicated by the title, you only have thirty seconds to level up your character sufficiently for the final battle, although additional time can be bought from the castle at the cost of a hundred gold pieces per increment of ten seconds." Hectic; the entire early JRPG genre (FF1, et al) condensed into a minute-long rush. Grinding as poetry.
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"I was convinced that it was a spoof. As if there’d be a genre called Donk. Everything is wrong about the video. The knowing subtitles over subtle Northern Accents. The presenter’s slight grin when he’s chatting to folk. The funnily named shops. Everything. There’s no way I’m falling for a prank like that. It reminds me heavily of the episode of Brass Eye where they whang on about Cake (the made up drug). And all the characters and the interviews look like they could be setups or clever edits." But no, it's real. Iain Tait discovers Donk.
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"…with that sad note from Sarinee Achavanuntakul, one of the most enduring (if illegal) tributes to gaming history came to an end." Home of the Underdogs is no more; just gone, like that. It wasn't that it had the best games or the worst games, or that they were illegal, or free; it was history, and childhood, and the smell of cardboard and boot disks, all wrapped up in one giant cathedral to Good Old Games. Most things I played on my old DOS machine were there. A shame; I hope they're elsewhere. This is why we need proper game archives.
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Tweaking a game five months after launch to make it both more playable, and also more realistic; understanding that realism is key to NHL09 fans, and delivering on that as an ongoing promise.
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"Warcraft’s success has always been substantially due to the extraordinary physicality of Azeroth, to the real sense of land transversed, of caves discovered, and of secrets shared. Players old and new bemoan the endless trudging that low-level travel requires, but it’s crucial for binding you to the world." Yes. Despite QuestHelper, I'm always in awe of the new areas. I just wish more people were playing the game as slowly and badly as me. Another beautiful One More Go, and one that resonates a lot right now.
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Jolly good – easy to configure and get going, nice templating, and fast, because it's based on a databased index. Also, it looks like it's very actively maintained. Now added to this blog!
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"Are all these industries in such terminal decline that they’re grasping around for any revenue stream or way out? Or is this the converged future, where business and culture are one and the same? Not only can’t I tell whether things are real or marketing vehicles any more, I can’t even determine what’s being marketed." Chris has a point.
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Which is the sensible way to do things, and this feels about right.
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The title says it all. Proper good, especially the sheer volume of A Lot Of Guys With Drums, and the way the brass replace some of the keyboard and bass parts.
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"One Amish-man told me that the problem with phones, pagers, and PDAs (yes he knew about them) was that "you got messages rather than conversations." That's about as an accurate summation of our times as any." A wonderful quotation in the midst of this dense, fascinating article.
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Pup ponders the heat-death of the universe. Beautiful, and a lovely use of space, too.
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"CRM training encompasses a wide range of knowledge, skills and attitudes including communications, situational awareness, problem solving, decision making, and teamwork; together with all the attendant sub-disciplines which each of these areas entails. CRM can be defined as a management system which makes optimum use of all available resources – equipment, procedures and people – to promote safety and enhance the efficiency of flight operations."
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Scrapes lots of things, produces a useful page which actually manages to stay up. Also, it spells TRANSPORT CHAOS the only way it should be spelt: in capitals.
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Named for the year the BJP was founded; nicely written, and not just a fast-moving press release stream.
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All Kenta Cho's code on wonderfl.
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Kenta Cho's making stuff on wondfl, in ActionScript. This example is ASCII-based bulletty goodness.
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"So perverse as it might sound, I'm going to plead for less choice in video games. It's a paradox: by limiting the player's discretion, you can expand the narrative possibilities of the medium. Coercion can create a kind of emotional heft that you can't achieve within the confines of the empowerment-myth." All true, and FC2 is a fantastic example of this. But: this is just one way of making games. More of this, yes, but don't forget all the other approaches.
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"write Actionscript3 code in a textarea, and your code will be compiled server side. Your compiled Flash will be reloaded automatically in the right side of the page, so write code and see it real-time." And you can fork other people's code. It's like github and Heroku all at once, but for Flash.
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"Herzog Zwei was a lot of fun, but I have to say the other inspiration for Dune II was the Mac software interface. The whole design/interface dynamics of mouse clicking and selecting desktop items got me thinking, ‘Why not allow the same inside the game environment? Why not a context-sensitive playfield? To hell with all these hot keys, to hell with keyboard as the primary means of manipulating the game!" Brett Sperry, of Westwood, on the making of Dune II. Via Offworld.
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"Changing the Game (order via Amazon or B&N) is a fast-paced tour of the many ways in which games, already an influential part of millions of people’s lives, have become a profoundly important part of the business world. From connecting with customers, to attracting and training employees, to developing new products and spurring innovation, games have introduced a new level of fun and engagement to the workplace.
Changing the Game introduces you to the ways in which games are being used to enhance productivity at Microsoft, increase profits at Burger King, and raise employee loyalty at Sun Microsystems, among other remarkable examples. It is proof that work not only can be fun–it should be." I shall have to check this out.
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"As a result, vendors here are more likely to decline to sell you something than to cough up any of their increasingly precious coins in change. I've tried to buy a 2-peso candy bar with a 5-peso note only to be refused, suggesting that the 2-peso sale is worth less to the vendor than the 1-peso coin he would be forced to give me in change." They're running out of coins in Argentina, and it makes for a seriously odd situation – and a reminder of the differences between value and worth.
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"The artist Keith Tyson is offering 5,000 Guardian readers the opportunity to own a free downloadable artwork by him. The costs you'll have to bear are those of printing out the work on A3 photographic paper – and framing, if you so choose… You will be asked to enter your geographical location – which forms part of the unique title of each print."
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"The media would have us believe that those with the best ability in Parkour require and condition to bodies of hypermasculine levels, and the first notions of this concept seem quite logical. However, it is known to any traceur that the spectacle of the masculinized body is not in necessary relation to one’s ability of movement. Mass media tries to paint another picture with a careful selection of handsome, muscular men as traceurs… At its simplest, the hypermasculine spectacle is an easier sell to masses. However, our problem does not end at the body. It is not only the body that is masculinized, though, as we see the same pattern occurring to the discipline itself." Interesting article on Parkour and gender; specifically, the hyper-masculinisation of the art by the media.
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"Over three years ago I set a goal for myself. That goal was to have a max level character for every class in the game… Tonight, at long last, I’ve finally achieved my goal." Blimey.