metaverse roadmap

Over the past year the Acceleration Studies Foundation (ASF) and its supporting foresight partners have explored the virtual and 3D future of the World Wide Web in a first-of-its-kind cross-industry public foresight project, the Metaverse Roadmap (MVR). We use the term Metaverse in a way that includes and builds upon Neal Stephenson’s coinage in the cyberpunk science fiction novel, Snow Crash, which envisioned a future broadly reshaped by virtual and 3D technologies. SMART, JOHN, JAMAIS CASCIO, AND JERRY PFAFFENDORF. 2007. ↑Metaverse Roadmap Overview. Mountain View: ↑Acceleration Studies Foundation, ↑metaverseroadmap.org. Electronic Document. Available online: http://www.metaverseroadmap.org/overview/ http://www.metaverseroadmap.org/MetaverseRoadmapOverview.pdf … Continue reading

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charlie’s demons

Imagine a world where speaking or writing words can literally and directly make things happen, where getting one of those words wrong can wreak havoc, but where with the right spell you can summon immensely powerful agencies to work your will. Imagine further that this world is administered: there is an extensive division of labour, among the magicians themselves and between the magicians and those who coordinate their activity. It’s bureaucratic and also (therefore) chaotic, and it’s full of people at desks muttering curses and writing invocations, all beavering away at a small part of the big picture. The coordinators, … Continue reading

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brave new world ethnography

Just got an e-mail from my friend ↑Maurizio Teli, whom I learned to know ↑eastward in ↑Brno at ↑daylight. He presented a paper in the same workshop where I did, and I was completely blown away by his systematic and clear-cut thoughts on the methodology of doing ethnographical fieldwork online. If you are interested in this topic, head over to his website, dig down into his ↑publications section, download, read, and get wise. By the way, why does everybody (who was at the Cyberspace 2005 conference) in conversation with me mention those distracting girls there and adds a smiley? … Continue reading

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rendered arena

↑STOCKBURGER, AXEL. 2006. “↑The rendered arena: Modalities of space in video and computer games“. London: University of the Arts. Available online [.pdf | 3.7MB]: http://www.stockburger.co.uk/research/abstract.html abstract: During the last 30 years computer and videogames have grown into a large entertainment industry of economical as well as cultural and social importance. As a distinctive field of academic inquiry begins to evolve in the form of game studies, the majority of approaches can be identified as emerging either from a background of literary theory which motivates a concentration on narrative structures or from a dedicated focus on the rules in video and … Continue reading

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open source annual 2007

  The ↑Open Source Annual ↑2007 has been succesfully presented at the CeBit 2007.  LUTTERBECK, BERND, MATTHIAS BÄRWOLFF, AND ROBERT A. GEHRING (eds.). 2007. ↑Open Source Jahrbuch 2007: Zwischen freier Software und Gesellschaftsmodell. Berlin: Lehmanns Media. From now on it is available at bookstores and ↑can be downloaded for free in several formats. On pages 59 through 72 you’ll find my contribution “↑Die Deutungsoffenheit der Quelle“ [The source’s interpretative flexibility], which—as ↑all the other contributions—can be downloaded separately:  KNORR, ALEXANDER. 2007. “↑Die Deutungsoffenheit der Quelle,” in Open Source Jahrbuch 2007: Zwischen freier Software und Gesellschaftsmodell edited by Bernd Lutterbeck, Matthias … Continue reading

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game noir

  Michael Mosel, a student at Marburg University, CC-licenced his paper “↑Film noir Computerspiele—marketing gag oder reales ‘noir gaming’?“ [“Film noir computer games—marketing ruse or real ‘noir gaming’?” | .pdf | 907KB] and ↑published it online, as his brother ↑notified us at ↑PlasticThinking.  MOSEL, MICHAEL. 2006. Film noir Computerspiele—marketing gag oder reales ‘noir gaming’? Thesis for the seminary Film Noir by Burkhard Röwekamp, Institut für Medienwissenschaft, Fachbereich 09: Germanistik und Kunstwissenschaften, Philipps-Universität Marburg. After giving a nice introduction into the subject of “film noir”, the paper deals with the games “↑Max Payne“ and “↑Grim Fandango“. Until now I only was … Continue reading

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bureaucracy

  Die Bürokratie ist der nicht greifbare Feind des gesunden Menschenverstandes und der Gerechtigkeit, sie fördert Trägheit und Willkür, und oft haben wir das Gefühl, machtlos zu sein gegen kleinkarierte Beamte, die sich gegen alle Vernunft und manchmal mit tragischen Folgen an ihre Vorschriften klammern. Der Prozess ist ein beeindruckender Roman, weil er uns schonungslos vor Augen führt, dass die Bürokratie die Wegbereiterin eines Totalitarismus ist, in dem der Einzelne der geballten Macht der Funktionäre wehrlos ausgeliefert ist. Was diesen Roman für den aufmerksamen Leser von heute so bedrückend macht, ist die Erkenntnis, dass die Bürokratie als solche alle totalitären … Continue reading

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pulp surrealism

Pulp Surrealism is about the secret life of mass culture, specifically its surrealistic undercurrents. It establishes a low-brow, anti-establishment genealogy of the Parisian dada and surrealist movements in the popular realms of crime fiction and sensationalist journalism. Mass culture was not generally inspirational to the surrealists; the vast amount of it was rejected by them as commercialized and mind-numbing. As Aragon stated in Traité du style, “not any old smut is the equivalent of surrealist poetry.” However, the surrealists were connoisseurs of mass culture and they found great sympathies between subterranean impulses in mass culture and their own intellectual and … Continue reading

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artform

Gaming is the most vital artform of the age, a field that has burgeoned from virtually nothing to one of the world’s most popular forms in no time flat, a field that has seen and continues to see an enormous ferment of creativity, a field that may well become the predominant artform of the 21st century, as film was of the 20th, as the novel was of the 19th. By God, we’re privileged to be here at the birth of this great form, of the creation of a democratic artform for a democratic age, the creation of structures of desire, … Continue reading

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ten years of doom

Ten years ago on December 10th, 1993, ↑id Software released the ↑Doom shareware, forever changing the world of PC games. Doom pretty much defined the very young ↑first person shooter genre, and set the bar for future games to come. With immersive, colorful levels, deadly enemies and some of the greatest gameplay any game has ever seen, Doom can be best described as nothing short of a masterpiece. Even to this day it is still cited as one of the best and most significant games made. Well, I am more than three years late with this “news”, but still “↑10 … Continue reading

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