↑Computer Choppers of West Linn, Oregon, builds custom computers, laptops, and electronics on request. Additionally they manufacture “limited-run specialty items,” of which the above pictured, 24karat goldplated MacBook Pro with diamonds is an example. Besides the fictional Auric Goldfinger, another ↵potential customer for items like those meanwhile is deceased …
my writing
There really is no use in having manuscripts merrily rotting away in drawers and on HDDs. So here are some pieces of mine, on cyberanthropology, appropriation, and game modding:
KNORR, ALEXANDER. 2007. ↓Game modding [136KB | .pdf]. [unpublished manuscript]
KNORR, ALEXANDER. 2007. ↓Die kulturelle Aneignung des Spielraums: Vom virtuosen Spielen zum Modifizieren und zurück. [ 220KB | .pdf]. [second version of the manuscript] Scheduled for publication in Shooter: Ein Computerspiel-Genre in multidisziplinärer Perspektive [working title], edited by Matthias Bopp, Peter C. Krell and Serjoscha Wiemer. Berlin: suct Verlag. [in preparation / in print]
KNORR, ALEXANDER. 2007. ↓Die Deutungsoffenheit der Quelle [224KB | .pdf]. in Open Source Jahrbuch 2007: Zwischen freier Software und Gesellschaftsmodell edited by Bernd Lutterbeck, Matthias Bärwolff and Robert A. Gehring, pp. 59-72. Berlin: Lehmanns Media.
KNORR, ALEXANDER. 2006. ↓The online nomads of cyberia [340KB | .pdf]. Presentation given during the
workshop Understanding media practices at the 9th EASA Biennial Conference: Europe and the
World, 18th-21st. September 2006, Bristol, United Kingdom.
KNORR, ALEXANDER. 2005. ↓The stability of cyberspace [108KB | .pdf]. Presentation given during the Cyberspace 2005 International Conference, 07.-08. November 2005, Masaryk University, Brno, Czech Republic. Scheduled for publication in Proceedings of the Cyberspace 2005 International Conference, edited by Radim Polcak. [seemingly still in print]
Btw, for this here I introduced yet another of those tiny li’l arrows—the downward pointing one ↓ for signifying an URI leading to the download of a file.
hooked
A matching sneaker, I even bought a matching sneaker—it’s that serious. But allow me to start at the beginning. The things I am dealing with more or less dictate that I am working on a PC and not on a Mac. Computer games—’nough said, I guess. Accordingly all my three laptops, which I collected over the years, are PCs, too. The best laptop I ever had was an absolutely no-name thing. I bought a chassis from a company called Nature and had some geeks, who appeared when the iron curtain fell, pry in the components I wanted. Besides its innards and the gorgeous display, one of the best things on this machine is the keyboard. There is no clickety-click to be heard while typing and the keys deliver exactly the amount of resistance I embrace. Today, at this very moment while typing this entry, I have this feeling again—for the first time since the day I had to substitute said machine for a newer model, which was ages ago.
This morning I had some business to do downtown. Having coped with it, strictly for relaxing, I went into a large hardware store and skimmed through the mice and keyboards on display. I tried every keyboard on the shelves by simulating some ↵strafe-jumping runs. No single one gave me the feeling. Once on location I decided to wander a bit through the integrated Apple store. And there it was, the newly designed Mac keyboard. Solid aluminum, not littered with flashy multimedia keys, studs, and whatyouhave, straight understatement design—the thing one expects from Apple. Just for the fun of it I put the fingers of my left hand on A, W, D, and space, and started to perform the strafe-jumper’s haptic mantra. And there it was, the feeling.
Elated and frustrated at the same time I went to my office, but the thing did not leave my mind. Then I thought, what the hell, in the end it has a standard USB-connector … may well work with a PC. A quick search confirmed that it indeed would work. There is a ↑workaround for getting back printscreen, else the ↑GNU licenced world is your friend. So I went downtown again and bought my very first piece of Apple hardware. And, well yeah, matching sneakers.
I completely agree with ↵Xah‘s critique, pointing out ↑a flaw in ergonomical placement: “Many keyboards don’t have full set of modifier keys on the right side, and when they do, they are positioned far to the right, making them not much usable for touch typing. For example, the keyboards made by Apple Computer, their right-side Command/Alt/Ctrl keys are inferior citizens. They are placed far more to the right, making the Alt key impossible to reach with the thumb. It makes these keys essentially decorative in nature. (Apple did this to make the keys flush at the lower right corner; sacrificing function for æsthetics as they are wont to do.).” Exactly this is where the hookage comes in.
While researching the keyboard I stumbled over the new ↑MacBook Air, which, according to the very sensible ↑article by Scot Finnie, “is technically and aesthetically stellar, but its usability in the real world falls far short.” Time to buy my second piece of Apple hardware.
Well, what do you expect from a man who buys sneakers matching a keyboard?
computer games as a sociocultural phenomenon
we like the moon
abaddon machinima
the nine deaths of alex black
Finally the (SLurl:) ↑City of Abaddon—my home—is put to use for what it truly is predestined: ↑machinima making. With permission from ↑Detect Surface writeress ↑Noelani Mahana films “The nine deaths of Alex Black” there, shooting of episode one is said to be completed. I have not talked to Noelani herself yet, but seemingly it all began, when ↑Looker Lumet, who ↑discovered Abaddon in last year’s October, ↑took her there for a photo session. Later a ↑whole set of ↑Alex-Black posters was made. The picture above is a detail from one of the images by Looker. Meanwhile there are moving images, too—Noelani has released a ↑teaser, and ↑two versions of a trailer. The rendition of this story “of a black female assassin kicking some serious ass,” looks very stylish, I like the soundtrack, and the series has a cyberpunk setting:
Evolution landed one final blow to humanity and survival was in the hands of those who had the guts to fight for it.
Last night I talked to acid, who was the first to tell me about the whole thing, and learned that he was making some inworld special effects for Noelani’s project—so be prepared for visuals of the highest quality possible in “↑Second Life“ (SL). Until episode one is released, watch the trailers, give some feedback to Noelani ↑at her blog
, discuss the project in the ↑according forum thread at machinima.com, and excitedly expect the things to come.
max in cyberspace
This time by “Max” I do not refer to “↑Max Payne“, but to anthropologist ↑Maximilian Forte, who offers the course ↑Cyberspace Ethnography at Concordia University, Montreal. Besides this, on all account read his article ↑Another Revolution Missed? Anthropology of Cyberspace at ↑Open Anthropology.
countach evolution
When Marcello Gandini showed his concept drawings for the projected successor to the Lamborghini “Miura,” the LP500 prototype, to Nucchio Bertone, the latter exclaimed “Countach!”—the Piemontese equivalent to “fuck me sideways!” Ferruccio Lamborghini, who was present, decided that the exclamation should stick, and stick it did. Although the “Countach” was not the first wedge-shaped sportscar, and although it was not the first car which had scissor doors, opening to the front and upwards, it was the most radical and futuristic design of its times. The car is extremely flat, wide, aggressively pointed, and sports elegant flowing lines, decidedly distinct from everything before it. The cut-outs for the rear tires are more angular than round, right behind the inward slanted side-windows there are air intakes, structured like shark’s gills, supplying the V12 Lamborghini engine, which is placed lengthwise behind the passenger cell [LP = “longitudinale posteriore”], with cool air. Flatness of the car and size of the engine dictated the rear window to be very low—in consequence a periscopic sight was installed instead of a conventional rear mirror. There would be a lot more to mention, but I will focus on bodywork design, the side elevation in particular.
During testing of the prototype it very quickly became clear that the engine needed more cooling. The problem of overheating was countered by enlarging the air intakes behind the side windows, plus placing scoops there, leading more air inside. Behind the scoops, on top of the rear fenders, vents for exhausting the heat were placed. Additionally ↑NACA ducts were cut into the car’s flanks. This elements, together with the still intact lines Gandini drew, combine to the original “Countach” look, first to be found with the LP 400.
As soon as wider Pirelli tires became available, they of course had to be mounted on the “Countach”. Alas, the bodywork could not house them. Fiberglass extensions were “pasted” on the wheel archs. Now the front wheel arch became angular, too, and got integrated into a newly added front skirt, which gives the—still pointed—tip of the car a new character. The general lines of the original draft are preserved, but a bit broken, or roughened up by the added elements. This is not necessarily negative, as both futuristic look and aggressiveness are emphasized. The opinion is to be heard, that the LP400S and LP500S represent the definitive “Countach” look.
The stronger engine of the LP5000S QV [“QV” means “quattro valvole”—four valves per cylinder. When, as a boy, I first heard about the “Quattrovalvole,” I thought it meant “four wheels” and sharply deduced that it was four-wheel driven. Meanwhile Lamborghini has caught up with my error—the contemporary models indeed are four-wheel driven.] had the carburetors on top, causing a hump on the central engine deck. Apart from that the bodywork was unaltered first. In later series of the car the rocker panels were inflated to sideskirts, connecting the front and back wheel arches.
The late 1988 sideskirts of the LP5000S QV feature a new element, which will gain ever more prominence with the reincarnations of the “Countach.” At the rear end of the sideskirts yet another air intake has been placed, structured and emphasized by longitudinal strakes reaching out to the front, a bit reminiscent of the flanks of the 1984 ↑Ferrari Testarossa. Let us simply ignore the monstrous rear wing seen on the car in the picture. It is ugly, unnecessary, and downright counter productive. The aerodynamics of the “Countach” never needed additional downward presure on the rear axis, the thing only produces drag and thereby reduces the top speed. Not to speak of its absolute misplacedness, designwise. In fact the wing only was a costly add-on offered by Lamborghini, but a lot of customers ordered it.
Also in 1988 the 25th Anniversario made its debut, the last of the models named “Countach”. The longitudinal strake theme now dominates. The air intake behind the side windows has been rededsigned, there no more are a vertical and a horicontal element, but only a scoop with backward slanted intake, guarded by a longitudinal straked grill. The heat exhaust vents behind suffer the same fate. The straked intake at the rocker panel is there again, and now gets mirrored with an analogous intake at the front wheel, carved into the sides of the slightly more dominant front skirt. The nose betrays the former sharpness and starts to become a bit stubby. To my eye the worst of the design changes is the splitting of the rear end into an upper and a lower part. In order to meet US criteria some of the QVs already had grown ugly rubber bumpers, and I suspect that this separation of the lower part of the rear was Gandini’s effort to create a sufficient bumper which feels more or less integrated, and not pasted-on like the rubber elements. But in my opinion it completely destroys the elegance of Gandini’s original design of the rear end. Even worse, now the “Countach” is completely encircled by skirts, wheel archs, and the rear bumper, splitting the car in an upper half, which tries to preserve the elegant lines of the whole, and a lower half onto which the former seems to be placed. With the Anniversario the original concept of the “Countach” has been beaten to death—it was high time for a full-fledged reincarnation.
Gandini could start from scratch, and with the Diablo his genius indeed once again shines brightly. From start on the bodywork is wide enough to comfortably house the widest tires available, no need to plaster anything onto the wheel archs.The dreaded longitudinal strakes have vanished, and so has the NACA duct. Only three years earlier Ferrari had littered its ↑F40 with all in all eight of them! Also gone are the upper air scoops. At the analogous spot there still are air intakes, but they are led inward, integrated intro the bodywork’s overall line, very true to Gandini’s vision as seen on the 1971 prototype, although without the shark gills structure. The lower air intake in front of the rear tires is there again, but, like with the upper intake, its duct is curved into the body, not glued upon it. The lower rim of the duct at the same time is the sideskirt, perfectly integrated into the design. The whole slender curvature of the duct, which in fact starts right behind the front wheel arch, together with the shaping of the doors, the sidewindows in particular, in my mind leads up to the most beautiful thing on the “Diablo”. The whole car is characterized by an elegant bend, reminiscent of maybe an airborne dolphin—an energetic curve, like if the vehicle would lean or crouch forward, a predator on the very brink of an explosion of speed and power. The lines lead forward, pointing to the centre of the front axis—hence it makes sense that the front wheel archs no more are angular, but round again. In respect to the side elevation of the “Diablo” I only have two points of critique: the divided rear end and the stubby nose.
With the 1993 Diablo VT the front skirt develops a lower lip—maybe needed aerodynamically for downward pressure on the front wheels, but unelegant. The lower air intake again has been graced with horicontal strakes, but fortunately with short ones, not outreaching.
With the Diablo SE30, also in 1993, Gandini has achieved the optimal design of the lower intakes, I think. Now they are slanted forward, and structured by gills. This is a shark, isn’t it? The rear wing? Well …
For the 1996 Diablo VT Roadster the upper air intakes had to be redesigned, but the shark gills remained—very much to my satisfaction. The Diablo GT (1999) has no strakes or gills, but the opening still is “correctly” slanted forward, plus there is an additional intake on the roof—not a beauty, but then again the machine needed the air, as with a top speed of 338 km/h it was the fastest production car of its time. The Diablo VT 6.0 (2000) and VT 6.0 SE (2001) sport the original “Diablo” openings behind the doors—the design achievement of the SE was lost again. I am not sure if it can get regained, because the “Diablo” was the last Lamborghini production car designed by Marcello Gandini.
After economical chaos and an unfortunate history of several owners, Lamborghini was taken over by the German Audi AG in 1998. The tremendous economical and technological resources the new owner provides very much show up in the next reincarnation of the “Countach”, the 2001 Murciélago. Seen from a technical viewpoint this car is maybe the most perfect of all Lamborghinis, four-wheel driven and everything. To say that ↑Luc Donckerwolke‘s design is a step backward, away from revolutionary futurism, towards the more conventional, would be gravely unfair, as there are a lot of pros and cons. First of all the new solution for the upper air intakes is absolutely brilliant. True to Gandini’s original “Countach” design, and true to the “Diablo”, the intakes are fully integrated into the lines of the bodywork. But at higher speeds they automatically extend upwards to scoop in more cooling air. That way the “Murciélago” features both the looks of the “Countach” prototype and the LP400. Fittingly enough “Murciélago” is Spanish for “bat,” and the car is able to spread the wings like its namesake. Speaking of intakes, the new lower intake I deem to be a catastrophy, because again something has been glued on—a scoop. The scoop itself is slanted forward, and its duct still is slanted inwards, but Gandini’s dynamic curve of the “Diablo” has completely vanished. Furthermore the whole area of the windows and roof looks very conventional—in contrast to this the “Countach” featured angles and divided side windows, and the “Diablo” had the beautifully curved side windows. Although dominated by large and aggressive air intakes, the nose is too stubby for my taste. A great thing is the reintegration of the backend into one part. Not as pointed as the one of the “Countach,” but definitely an aesthetic solution, going very good with the whole car.
But just to make things worse, the technically most advanced “Murciélago,” the 2006 LP640, has different lower airscoops on its two sides. The left one gives a home to the oilcooler and thus is even more emphasized with its rear outlet.
Just as the Anniversario was based on the strongest “Countach,” the QV, so is the 2007 Reventón based on the LP640, but this time the redesign is far more radical. Don’t get me wrong—I very much embrace the stealth plane inspired “design language,” and a lot of other things in and on the “Reventón.” I already ↵raved ↵about ↵that, and easily could go on for quite some time, but there are some things I dislike, consider to be “faults.” First of all the lower airscoops, asymmetrical again. Then the rear wheel houses, bulging out of the bodywork. This is a bit reminiscent of Giulio Alfieri’s 1987 attempt of creating a “Super Countach” out of the QV, which encompassed the addition of widened rear fenders. But then Alfieri tried to do away with the added fiberglass elements, as the “Countach’s” bodywork simply was not wide enough for the huge tires. In the case of the “Reventón” the bulges are on purpose, not born out of the struggle with shortcomings. But the “Reventón” does not need this kind of metaphor for bringing force to the street—leave the making of fat-bottomed cars to Ferrari.
BOSNELL, THOMAS E. 1988. Lamborghini. New York: Gallery Books.
HARVEY, CHRIS. 1982. The Lamborghinis. London: Motor Racing Publication.
What all this has to do with ↵my research project, or ↵anthropology? I will get back to that later on. Thanks for reading, and stay tuned.
dashboard futurism
Some day back in the 1980s I got my hands on some SciFi-movie aficionado book, which, among many other things, contained concept paintings for “↑Blade Runner“ (1982) by ↑Syd Mead, who is labelled as “visual futurist” in the movie’s credits. Above is a detail of the interior of the policecruiser—not the “Spinner,” piloted by Gaff, but the surface vehicle driven by Deckard—as Mead envisioned it. What struck me back then was the dashboard being dominated by flatscreens. Flat panel display devices like ↵LCD or plasma screens were not exactly the standard in the 1970s and ’80s. My first idea was that you could display any relevant data from the engine and beyond in any fashion on this screens. I showed the picture to some hardcore automobilists and told them my idea. But the reply was, they would prefer the traditional representation, circle-shaped gauges. In turn my reply was, that this was of course also possible on the screens, but was countered by the remark that they need reliable mechanical instruments—I gave up. What I did not know is, that the first prototype (1971) of the Lamborghini “↑Countach“ was equipped with digital instruments on the dashboard. But Bob Wallace soon took them out and replaced them by traditional ones. With the “↵Reventón“ Lamborghini finally realized all of the above.
Not only does the dashboard consist of TFT-screens, but you can also switch modes between futuristic and traditional representation of relevant data:
There is a third, smaller TFT-screen situated in the middle above the two main screens, sporting a g-meter as used in Formula 1 racing, but better known from fighter jets—in the latter context it indeed relates crucial information. Anyway, design inspiration from aeronautics in the interior as well. As ↵reported Gerald Wiegert was very much inspired by fighter jets, when he built the “Vector W2”. Wiegert: “I wanted to be a Jet Pilot, but I didn’t have the eye sight for it, so I decided to make a car that is just like a jet.” Here is the interior of the “W2”, which really deserves being called a cockpit:
See? The instruments indeed are very matter-of-factly, like straight out of an aircraft, similarly cramped in. For comparison’s sake, here is a glimpse of the instrument panel of a real F-18:
shooter saves life
The computer game “↑Max Payne“ (MP, 2001) was ↑banned in Germany, due to “socioethical disorienting effects,” it supposedly causes. In July of 2002 “↑America’s Army“ (AA) was released—since then I am wondering why nobody over here has the idea to ban that game. AA, which is distributed for free over the Internet and on free DVDs, is
Professor Michael Zyda, the director and founder of the MOVES Institute, acknowledged “↑Counter-Strike“ (CS) as the model for the game.
America’s Army is relatively authentic in terms of visual and acoustic representation of combat, especially pertaining to its depictions of firearm usage and mechanics, but its critics have alleged that it fails to convey wartime conditions as accurately as it claims.
America’s Army is the first computer video game to make recruitment an explicit goal and the first well-known overt use of computer gaming for political aims. The game is used as a playable recruiting tool and critics have charged the game serves as a propaganda device.
Well, now we get enlightened, why AA does not fall into the category of “killergames,” as, quite to the contrary, it teaches how to save lifes. Try to swallow this quote from the official press release ↑America’s Army medic training helps save a life
:
“Because of the training he received in America’s Army‘s virtual classroom, Mr. Galvanek had mastered the basics of first aid and had the confidence to take appropriate action when others might do nothing. He took the initiative to assess the situation, prioritize actions and apply the correct procedures,” said Colonel Casey Wardynski, America’s Army Project Director. “Paxton is a true hero. We are pleased to have played a role in providing the lifesaving training that he employed so successfully at the scene.” […]
On November 23, 2007, Galvanek was driving West-bound on I-40 in North Carolina with his family. About 25 miles south of Raleigh he witnessed an SUV on the east-bound lanes lose control of the vehicle and flip about five times. While his wife called 911, he stopped his vehicle and ran across the highway to the scene of the accident.
Assuming the role of first responder, he quickly assessed the situation and found two victims in the smoking vehicle. Needing to extract them quickly, he helped the passenger out of the truck and noticed he had minor cuts and injuries. He told the man to stay clear of the smoking car and quickly went to the driver’s side where he located a wounded man. He pulled the driver to safety on the side of the road.
Galvanek immediately noticed the man had lost two fingers in the accident and was bleeding profusely. The victim had also suffered head trauma. Galvanek located a towel, put pressure on the man’s hand, and instructed him to sit down and elevate his hand above his head while pressing the towel against his lost fingers. Galvanek then attended to his head cut and determined that injury was not as serious as his hand.
Roughly five minutes later, an Army Soldier [who else?] in plain clothing arrived on the scene of the accident and informed Galvanek that he was medically trained and could take over until the paramedics arrived. He looked over the injured men and told Galvanek that he had done a great job. Once the Soldier assured Galvanek that the two men were in stable condition and there was nothing more he could do to assist until the paramedics arrived, Galvanek left the scene and continued on his journey.