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"Often, on a Friday or Saturday night in the cottage on the tiny Orkney island where I lived alone for two winters, I wanted to be on a crowded dance floor in small clothes with sweat running down my back. I felt like an old woman before my time, beside the fire with a blanket over my knees, and missed the throb of the city and of nightlife. Lately, I’ve learned the German word “Fernweh” (literally, “distance pain”) which describes the feeling of wanting to be somewhere else, like a reverse homesickness (“Heimweh”), a longing for a place that isn’t where you are. I was struck by the word because I know how it is to be uneasy and never quite at home." Amy Liptrot, in Berghain.
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" I think Zemeckis and Gale knew all the timely accoutrements signifying "the present" in Back To The Future would inevitably look like 1985 within just a couple of years; in fact, they were banking on it. Zemeckis and Gale were trying to create an archetypical representation of 1985 just like they did for 1955, with its soda fountains, social repression, and subjugated black people. In this way, Back To The Future only gets better the further we get from the '80s. Everything that defines Marty McFly—how he walks, talks, acts, and dresses—acts as instantly recognizable shorthand for the year he comes from." This is great.
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"Let’s own the work that goes live, understand and explain why it is as it is, and work on the skills we need to make sure more good design actually makes it over the line. Otherwise, what’s the point?" Yes.
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"Unsurprisingly, having recognizable cartoon characters on the boxes caused kids to rate a cereal as better tasting, affecting their subjective assessment of it."
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"…your equivalent to a computer looking up data from a chip is remembering a fact from your own brain. Your equivalent to a computer looking up data from a disk is fetching that fact from Pluto. Computers live in a world of commonplace interactions not the size of a house, like us, but the Solar System. On their own terms, they are long, long lived, and vast."
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"It's funny, but from the 1890s and until the First World War, photographers prized lenses for their unsharpness: when artists found the lenses that gave them just the right degree and quality of unsharpness, they treasured them like jewels. This attitude survived until the 1940s among portrait photographers. The unsharpness of their lenses of choice was considered by many portraitists an indivisible part of their aesthetic signature." Mike Johnston on the taste for sharpness of portrait lenses.
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"The amygdala is the “fight or flight” and emotional memory part of the brain. Its job is to protect by comparing incoming data with emotional memories. An amygdala hijack occurs when we respond out of measure with the actual threat because it has triggered a much more significant emotional threat." Wow, there's actually science behind that feeling. Useful to give it a name, too.
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"This is why I tell people over and over again: you cannot trust what you see even with your own eyes. Your eyes are not cameras faithfully taking pictures of absolute truth of all that surrounds you. They have filters, and your brain has to interpret the jangled mess it gets fed. Colors are not what they appear, shapes are not what they appear (that zoomed image above is square, believe it or not), objects are not what they appear." This is crazy – and one of the few optical illusions I've seen that still works when zoomed-in super close. It's so hard to make head or tail of.
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"So, to sum up: Transformers: Revenge Of The Fallen is one of the greatest achievements in the history of cinema, if not the greatest. You could easily argue that cinema, as an artform, has all been leading up to this. It will destabilize your limbic system, probably forever, and make you doubt the solidity of your surroundings. Generations of auteurs have struggled, in vain, to create a cinematic experience as overwhelming, and as liberating, as ROTF." This review is, essentially, amazing, and has elevated ROTF to a must-see for me.
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"I'm continually drawn in by the belief that everyone finds their own way through life, age, cities, networks, whatever. And as Meehan's tale recounts, it's the whispers we leave on the wind that entice others to follow our hints." Just go and read the story; it's wonderful, and the fragments George picks out so carefully constructed. That made my evening.
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"So we decided to treat Availabot as a world probe: it was decided that we would take Availabot through to the position of being factory ready, and in the process learn as much as possible about the processes of manufacture, and how to develop these kind of complex products with so many moving parts." And, best news of all: Availabot will be coming to market. Excellent.
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"…this leads up to a discussion of two things: the OAuth protocol which aims, amongst other laudable goals, to help safeguard users’ passwords, and the distinctly unnerving trend which Jeremy Keith has christened the password anti-pattern, which really doesn’t." A clear, articulate explanation of the issues around authentication.
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In 2000, a group of seventh-graders were asked to draw what they thought scientists looked like and describe their pictures. Then, after visting Fermilab, they were asked to repeat the exercise. Some of the quotations are genuinely excellent, cf "Some people think that (scientists) are just some genius nerds in white coats, but they are actually people who are trying to live up to their dreams and learn more." Aren't we all?
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"At GDC 2006 Sony’s Lead Programmer – Tim Moss had talk titled “God of War: How the Left and Right Brain Learned to Love One Another”. I read it, remembered mainly that it was interesting they had used Maya as main tool and kinda forgot about it. Only recently I’ve found out that recording from this session has been made available (for free) as well. You can download it here. Combined together they’re really interesting and I recommend everyone to spend few minutes and listen to it while reading slides." Some interesting stuff – God of War pre-scripts a lot of things that other people might want to do in real time, and as such, makes some stuff simpler, and makes controlling the players' experience easier.
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A detailed look at various techniques for greebling Lego models.
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"To me, these bizarre sequences represent adaptations of classical Brechtian stagecraft to video games. The way we interact with a game is different than the way we interact with a staged fiction, and by manipulating the tools specific to game-interaction– the interface and the mission-delivery system– Kojima delivers that sense of alienating weirdness that's the hallmark of the Verfremdungseffekt." I like Pliskin's commentary here – the absurdity of Arsenal Gear was great, and much preferable to the boss-rush that followed it.
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"The dissertation builds on available sociological approaches to understanding everyday life in the networked city to show that emergent technologies reshape our experiences of spatiality, temporality and embodiment. It contributes to methodological innovation through the use of data bricolage and research blogging 1, which are presented through experimental and recombinant textual strategies; and it contributes to the field of science and technology studies by bringing together actor-network theory with the sociology of expectations in order to empirically evaluate an area of cutting-edge design." Anne Galloway's PhD thesis, now online.
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A remake of "You Have To Burn The Rope", in the style of an Intellivision game. They've changed an important play mechanic and given the game an entertaining twist ending. Fun.