Believe it or not—there is not yet an entry for it at Wikipedia: ↑gamic [pronounced. game-ick] is a combination of the words ‘game’ and ‘comic’, meaning a graphic novel based on screenshots made ‘inside’ a computergame. Gamic is the ‘still-side’ of ↑machinima. One could say that gamic has the same relation to machinima as graphic novels have to animated cartoons. As gamic and machinima are no formally defined genre-concepts, but contemporary ‘native cyberculture concepts’ the boundaries are bleeding. Sometimes gamics are seen as a sub-genre of machinima, and there are true borderline cases ↵like the MP2-based “↑The White Room“, to which e.g. ↑Bryan Alexander referred to as “a form of machinima”. But in this “set of photographic prints resulting from an in-game photo shoot that documents a series of constructed disasters” neither animation is involved, nor does this set of standalone pictures constitute a graphic novel. A fine pure gamic specimen is “↑Sadie Payne“ by ↑Mariamus, an online Graphic novel, set in the Max Payne universe.
a coder in courier land
Simply a ↑great story, in my opinion: “There are a number of reasons why the courier life was particularly attractive to this budding young programmer. Part of it was of course standard Office Space fantasy. But there was more. Gibson and Stephenson had taught me that the messenger, the mailman, was a vital romantic figure. The soldier of the information age.”
tsunami audio slideshow
A bit belated, I know, but nevertheless big congratulations to my friend Matthias Eberl, who succeeded in having published his audio slideshow “↑Drei Jahre nach dem Tsunami“ [“Three years after the Tsunami”] at ↑Spiegel online. For the international readership—serverlogs tell me that half of you who drop by here come from the US—, “Der Spiegel” [“The Mirror”] is Europe’s biggest and Germany’s most influential weekly news magazine, published in Hamburg, with a circulation of around one million per week. “Spiegel online” is its online presence. For his piece of multimedia journalism Matthias has recorded and shot material on location in Tamil Nadu, southern India. At his weblog ↑Rufposten there is a comprehensive ↑making of [in German], comprising very worthwhile theoretical ponderings on the format in general. In my opinion Matthias’ developing of true multimedia formats is of tremendous interest for representing anthropological knowledge. Hence I advise every anthropologist who is interested in questions of representation [and is able to read German], to take a look at the contents of “Rufposten”. Matthias is a professionally trained journalist and holds a Dr. phil. in anthropology. This term he teaches a course on “↑Multimedia ethnography online“
, ↑accompanied by a website, at the University of Bayreuth’s anthropology department.
reification
reification
There is much discussion about what anthropologists should do or should not do with their knowledge and skills. Indeed this is not an easy issue to deal with. When it comes to anthropologists working for the industry, or even for governmental institutions, a plethora of ethical and moral controversies arise. Due to the complexity and manifoldness of the problem there can not be a simple solution, a recipe which covers all. My own position varies a bit from case to case, but I am convinced, that the stance of complete negation is fundamentally wrong. By complete negation I mean the opinion, that anthropologists should completely stay out of every association with the industry and governmental institutions. Time and again I hear this very notion voiced. Its consequence would mean that anthropologists and anthropology stays within the ivory realm—and that would be just as bad as an all-encompassing sell out, I think, because that stance ignores vast parts of empirical reality. In ↑China Miéville‘s brilliant introduction to ↑H. G. Wells‘ “The first men in the moon” (1901) I found a sentence which sums it up perfectly: “It is not only commerce, but science, Wells implies, which untethered from social reality reifies human beings with incidental cruelty.” (Miéville 2005: xxiv)
“First men” addresses a lot more topics of burning interest for anthropologists, hence I urge everybody in the profession to read it. My advice is to get a copy of the new edition by Penguin Classics, because that way you not only get the main text in a state-of-the-art edited form, but although the additional material by Patrick Parrinder, Miéville’s introduction, and the comprehensive notes by Steven McLean.
robotics
Both “cyberspace” and “robotics” are neologisms by influential Science-Fiction writers. Both neologisms in turn are based on neologisms, too. For “cyberspace” ↑William Gibson preyed on ↑Norbert Wiener‘s concept of “cybernetics”, for “robotics” ↑Isaac Asimov preyed on writer ↑Karel Capek‘s “robot,” when he wrote this sentence: “Compare Speedy with the type of robot they must have had back in 2005. But then, advances in robotics these days were tremendous.” (Asimov 1995b [1942]: 257)
Why I am writing about this here, is the fact that both neologisms and their contexts, the stories within which they appeared, somehow developed into self-fulfilling prophecies, shaping the things to come [allusion intended, I will dwell on H. G. Wells some time later]. Here are Asimov’s own thoughts:
The word has now come into general use. There are journals and books with the word in the title and it is generally known in the field that I invented the term. Don’t think I’m not proud of that. There are not mayn people who have coined a useful scientific term, and although I did it unknowingly, I have no intention of letting anyone in the world forget it. […]
When I wrote my robot stories I had no thought that robots would come into existence in my lifetime. In fact, I was certain they would not, and would have wagered vast sums that they would not. (At least, I would have wagered 15 cents, which is my betting limit on sure things.)
Yet here I am, forty-three years after I wrote my first robot story, and we do have robots. Indeed, we do. What’s more, they are what I envisaged them to be ina away—industrial robots, created by engineers to do specific jobs and with safety features built in. […]
One thing we can be sure of. Robots are changing the world and driving it in directions we cannot clearly foresee.
Where are these robots-in-reality coming from? The most important single source is a firm called Unimation, Inc., of Danbury, Connecticut. It is the leading manufacturer of industrial robots and is responsible for perhaps one third of all robots that have been installed. The president of the firm is Joseph F. Engelberger, who founded it in the late 1950s because he was so interested in robots that he decided to make their production his life work.
But how in the world did he become so interested in robots so early in the game? According to his own words, he grew interested in robots in the 1940s when he was a physics-major at Columbia University, reading the robot stories of his fellow Colimbian Isaac Asimov.
My goodness!
You know, I didn’t write my robot stories with much in the way of ambition back in those old, old days. All I wanted was to sell them to the magazines in order to earn a few hundred dollars to help pay my college tuition—and to see my name in print besides.
If I had been writing in any other field of literature, that’s all I would have attained. But because I was writing science fiction, and only because I was writing science fiction, I—without knowing it—was starting a chain of events that is changing the face of the world. (Asimov 1995a: 10-12) [bold typeset emphasis mine]
Quite self-confident, alas ↑George Devol, the pioneer engineer at Unimation, credited with being the inventor of the first industrial robot, “insists he has never read a science fiction book in his life nor seen a science fiction movie.”
ASIMOV, ISAAC (1920-1992). 1995b [1942]. “Runaround,” in The complete robot: The definitive collection of robot stories by Isaac Asimov, pp. 257-279. London: Voyager, HarperCollins.
magic indeed
↑Watch this—now you know, what magic is. And if you want to know what accumulated idiocy is, ↑watch this …
mana’o
The ↑Mana’o Project
is “an experimental open access anthropology repository.” It is just some months old, but there already are items as far back as 1891, including some classics. Of course the frequency of items gets bigger and bigger as you get closer to the present day. Additionally the topics are tell-tale in some respect, too. Below I listed what generated a search according to my current focus of interest. Alas, it would be premature to deduce, that the things “cyber” have conquered whole anthropology, because those working on said topics of course are the first to publish their texts online and as open access. Anyway, don’t get deluded by my list below, there is a wealth of other topics there already. Go and read, and join, and upload.
Golub, Alex and Lingley, Kate (2007) ↑“Just Like the Qing Empire:” Internet Addiction, MMOGs, and Moral Crisis in Contemporary China. Games and Culture: A Journal of Interactive Media . ISSN 1555-4120
Malaby, Thomas M. (2007) ↑Beyond Play: A New Approach to Games. Games and Culture: A Journal of Interactive Media, 2 (2). pp. 95-113. ISSN 1555-4120
Malaby, Thomas M. (2006) ↑Coding Control: Governance and Contigency in the Production of Online Worlds. First Monday, Special Issue #7 . ISSN 1396–0466
Malaby, Thomas M. (2006) ↑Parlaying Value: Capital in and Beyond Virtual Worlds. Games and Culture: A Journal of Interactive Media, 1 (2). pp. 141-162. ISSN 1555-4120
Kelty, Christopher (2005) ↑Geeks, Social Imaginaries, and Recursive Publics. Cultural Anthropology, 20 (2). pp. 185-214. ISSN 0886-7356
Kelty, Christopher and Landecker, Hannah (2004) ↑A Theory of Animation: Cells, L-systems, and Film. Grey Room (17). pp. 30-63. ISSN 1526-3819
Chan, Anita (2004) ↑Coding Free Software, Coding Free States: Free Software Legislation and the Politics of Code in Peru. Anthropological Quarterly, 77 (3). pp. 531-545. ISSN 0003-5491
Brown, Glenn Otis (2004) ↑Commentary. Anthropological Quarterly, 77 (3). pp. 575-580. ISSN 0003-5491
Golub, Alex (2004) ↑Copyright and taboo. Anthropological Quarterly, 77 (3). pp. 521-530. ISSN 0003-5491
Kelty, Christopher (2004) ↑Culture’s Open Sources: Software, Copyright, and Cultural Critique. Anthropological Quarterly, 77 (3). pp. 499-506. ISSN 0003-5491
Coombe, Rosemary J. and Herman, Andrew (2004) ↑Rhetorical Virtues: Property, Speech, and the Commons on the World-Wide Web. Anthropological Quarterly, 77 (3). pp. 559-574. ISSN 0003-5491
Coleman, Gabriella (2004) ↑The Political Agnosticism of Free and Open Source Software and the Inadvertent Politics of Contrast. Anthropological Quarterly, 77 (3). pp. 507-519. ISSN 0003-5491
Book Section
Nardi, Bonnie and Ly, Stella and Harris, Justin (2007) ↑Learning Conversations in World of Warcraft. In: 40th Annual Hawaii International Conference on System Sciences. IEEE, 79a. ISBN 9780769527550 ; 0769527558
Kelty, Christopher (2005) ↑Free Science. In: Perspectives on Free and Open-Source Software. MIT Press, Cambridge, Mass., pp. 415-430. ISBN 0-262-06246-1
Conference or Workshop Item
Golub, Alex (2007) ↑Being in the World (of Warcraft): Raiding, Care, and Digital Subjectivity. In: 106th American Anthropological Association Annual Meeting, November 28 – December 2, 2007, Washington, DC. (Unpublished)
Nardi, Bonnie and Kallinikos, Jannis (2007) ↑Opening the Black Box of Digital Technologies: Mods in World of Warcraft. In: 23rd EGOS Colloquium, 5-7 July 2007. (Unpublished)
Thesis
Levant, Efe (2007) ↑“Just Like IRL”: Play, Spatiality and Sociality in Online Fantasy Games. Masters thesis, University College London.
unanthropology
During this year’s summer term I am going to offer an advanced seminar I christened “Ethnologie enzyklopädisch”, roughly translated “Sociocultural Anthropology encyclopedia style”. The widely visible result of the seminar shall be a completely overworked entry ↑Ethnologie—and maybe changing of items closely linked to it—within the German version of the Wikipedia. The rationale behind the project consists of a row of strategical thoughts and didactical ponderings.
First of all the Wikipedia is widely consulted and read, an empirical piece of reality not to ignore. Hence for the sake of the discipline we simply have to make sure that the entry on it is not only accurate, but state-of-the-art. Or, as Lord Nelson would put it: Academia expects every anthropologist to do his duty. The current entry “Ethnologie” is not to my satisfaction, so something has to be done. Especially because not only the “wider public,” but also students of anthropology use the Wikipedia. This leads me to the next point, because “know your tools” is an indispensable rule. In my mind students nowadays simply have to be informed about the principle, the system, and the inner workings of Wikipedia, and although about the adjoined controversy and discussion.
While working on and maintaining the entry ↑DeFRaG at the English version of Wikipedia, I came into close contact with a lot of the so-called policies. The latter are a great repository of fundamentals of precise academic writing—especially encyclopedic writing, of course—, in other words usable as a didactic means. To a certain degree at Wikipedia all that which happens behind closed doors at the traditional encyclopedias happens in public. A chance not to be bypassed in teaching, in my opinion.
Now, via ↑Warauduati I was redirected to ↑Maximilian Forte‘s ↑Open Anthropology and there I found an entry on the ↑Uncyclopedia, Wikipedia’s satirical pendant. The entry ↑Anthropologist there simply is hilarious, ↑Ethnologie in the German version of the Uncyclopedia to a certain degree, too. Well, I won’t redirect my seminar to the Uncyclopedia, but writing satire is apt to sharpen once intellect and furthermore, the Uncyclopedia can be used as a kind of overpressure valve for the seminar’s crew. I will force the attendants to form task groups, and I know that a lot of unimaginable jokes are coming up, when working within a group. Jokes are valuable, now there is a place to dump them and thus prevent them from vanishing into oblivion.
P.S.: For those into computer games and being able to read German, check out the Uncyclopedia entries ↑Counter Strike and ↑Counter-Strike.
vlc media player
The ↑VLC media player by the
↑VideoLAN group, stemming from the École Central Paris, France, is by far the most versatile and platform independent media player available—it plays just everything, including DVDs and much more. It is available for free under GPL.
dart plane
Remember Gaff (Edward James Olmos) continuously leaving behind tiny origami artefacts, thereby more or less cryptically commenting situations in “↑Blade Runner“? The ↑famous unicorn in particular? Well, during the Christmas days I unearthed a book I 15 years ago ordered from Dover Publications: Gery Hsu’s 1992 “How to make origami airplanes that fly.” The inside of my copy is littered with quarter- and half-finished specimen. Obviously I tried out a lot of models, but always had to give up and abandon the projects—with the exception of the very first model in the book, the “Space Shuttle” (pp. 12-15)—glides greatly! With zeal and determination this time I managed to finish one of the complex designs! Above you see my first two renditions of the “Dart Plane.” (pp. 64-71) The piece to the right is my first attempt—believe it or not, it took me three days. The problem is that Hsu clearly is an expert and in between steps simply takes a lot of things for granted. At several stages it took me hours to fathom how to get from the shape in one diagram to the shape in the next one. Sometimes it seems downright impossible. By Zen-like patience and a lot of folding and unfolding, trial and error, finally you can indeed achieve it. When I had done it I took the liberty to get my breath again for a day and then restarted. The result is the way clearer and less crumbled one to the left, which only took me about two hours.
There are several things which fascinate me with this. First of all that it is possible to create a complex shape like that, which really looks like a fighter plane, from a single piece of square paper alone, without doing any cutting or gluing. It is folding only. Secondly the fact that all the models in Hsu’s book indeed do fly, and hence are the product of the fusion of artistic paperfolding and aeronautics. Thirdly, a bit metaphysically, the fusion of an art stemming from the Edo era (1603-1867) with contemporary high-end design and technology.