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Sure, it's just a Max4Live device to map a monome Arc to parameters. But I love the detail and thoroughness in the implementation, and how tactile it seems – the varibright LEDs, and the number of them, help a lot there, as does the bidirectional feedback.
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Broken down, chapter-ified version of the Mother of All Demos (made by Bret Victor and Christina Englebart). And now easily pointed at.
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This is really good. I had some beginning-threads of thought at the time of the Bogost article that I just couldn't frame, and in the meantime, CJP has run with similar threads, a good dose of history, and come to some sharp conclusions, and basically reminded me what I actually think. So I'm just going to point at this to say "yes, I think this, and this is better expressed than I could ever have put it". Strong stuff.
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Excellent stuff – as always – from Matt B; I'm somewhat envious of his focus and the quality of his output. Nodded along heartily throughout.
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"The lesson games have for design is not really a lesson about games at all. It’s a lesson about play. Play isn’t leisure or distraction or the opposite of work. Nor is it doing whatever you want. Play is the work of working something, of figuring out what it does and determining how to operate it. Like a woodworker works wood. By accepting the constraints of an object like a guitar (or like Tetris), the player can proceed to determine what new acts are possible with that object. The pleasure of play—the thing we call fun—is actually just the discovery of that novel action." Not just this quotation, but all of this article, really. So good. Immaterials, again.
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"Software is a spidery, ambiguous apparatus that reaches through society and culture at all levels to shape our behaviours, practices and beliefs. CGI itself is complex, expensive, time-consuming and difficult to master. The impenetrable CG image masks a complex reality of representational bias, human-computer collaboration, software politics, soft power tax incentives, 24/7 render farms, international trade deals, mineral extraction, gender imbalances, bankruptcy and wage fixing. It’s far more than nerds clicking buttons, it’s a multi-billion dollar industry whose influence continues to proliferate." This is fantastic stuff from Alan Warburton.
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Well that fixes one of my main problems with that funtionality.
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A great summation – and some choice quotations – from one of my favourite books about games, design, and play.
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I've not been pre-amping my piezos, so this sounds like something I should put together.
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Simple, but non-horrible Processing GUI library that isn't ControlP5.
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"The result is a rhythmic meditation on the tonality inherent in her instrument. To hear bits of the viola on repeat is to hear the organic turned into a machine, as nuances are frozen into employment as compositional elements." Yep.
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It's great to see Omata leaking into the world, and I enjoyed this for the early sketches, the playful renderings, and the box of prototypes, as much as the interview.
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"There are so many good stories to tell about relationships with some history. The stakes are higher than the stakes of a first crush; there’s all that context to add meaning to the interactions. The characters are invested in each other. And relationships between older people typically have involve juggling other responsibilities and commitments — jobs, children from previous relationships." Excellent stuff from Emily Short on all the *other* shapes of relationships you can show. (It made make think of two very different films I've seen recently that showed deep, adult, *sibling* relationships, for starters).