Tagged with Writing

On Music

I used to be seriously into music. Like, seriously spending all my money on CDs, reading about music, and playing instruments. I’ve mentioned a little just how staid my hometown is, but in middle school I was carting around a seriously boring instrument, the Bassoon (if you ever want to kill a kids interest in music, give them a bassoon). That basson was the closest I could get to rock and roll in Bedfordshire, so I dutifully joined the orchestra – and then found that I totally hated the entire orchestra experience.

Later on I would get a guitar, but after years of trying to herd stoned guys into doing something, I jacked it in and concentrated on getting enough qualifications to go to art college. These days my music skills are so rusty that although I can technically play the piano, violin, tabla, guitar, bass, and bassoon, it’s probably more accurate to say I can hold them in the right way to make a noise.

Still, that idea of being a musician still holds some sway. Perhaps I should pick up the cello that my Dad has here, and learn to play it? Surely I could get somewhere good within about six months… good enough to do a Yeah Yeah Yeahs cover, perhaps. Wait, I’ll just google it and see if anybody else is doing that…

Shitnuts.

On the other hand, it looks like nobody is doing Fugazi covers with a bassoon. That could be my big break-through.

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Countryside Invites

It is now officially summer. And with summer, there comes the dreaded “Countryside Invite”. That’s my term for those parties that are held in the middle of nowhere, but that you have to attend. It’s usually a not-too-interesting event – a relatives birthday, an engagement party, or some sort of art event – but it’s the sort of invite that it’s very hard to turn down owing to emotional blackmailing.

It’ll usually be somewhere really hard to get to, making it doubly unappetising because you don’t really want to be there in the first place, but you have to go somewhere that the Daily Mail is regarded as being too liberal. Maybe you can cadge a lift, or perhaps there will be some sort of rudimentary public transport system that will take you to the village hall you need to be at, but don’t expect to be able to rely on that transportation in order to get home.

The event itself isn’t usually fun, because you are far from home, with people who you hardly know, and that’s a recipe for awkwardness. And then, at the end of the party, you’ll have to leave.

It’s at this point the true horror of the Countryside Invite makes itself known. Your reason for being in the countryside is now over, and you now face a journey back to civilisation that will form the backbone of your conversations with friends for the next few weeks.

I personally have jumped over rivers, slept on air-beds in the middle of nowhere, and walked home through fields of sleeping cows after these events. But this year, finding myself single and about 250 miles away from my friends, I think I’ll be able to dodge any of this seasons Countryside Invites. Thankfully.

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GTA:CW – GTFO

I had Grand Theft Auto: Chinatown Wars on my iPhone for about 72 hours before I deleted it.

GTA:CW is supposed to be one of the best games out there for the iPhone. It offers an immersive world, with full sandbox features, and it’s a continuation of one of the best game franchises around. So why is it so terrible on the iPhone? It’s not a straight port of it’s earlier incarnation on the Nintendo DS, but a well-crafted rejigging of the game for the iPhone’s particular aesthetic.

What it fails to do is to take into account the situation it will be played in. The most successful iPhone games offer the chance to step out of whatever mode you are in (say “waiting for the bus” mode) and indulge in some frantic button-bashing. Nobody can resist the simple charms of Canabalt (also available online as a free flash game), but GTA:CW is a far more complex affair. And, as a more complex affair, it suffers from needing more complex controls.

It’s been mentioned in other reviews that GTA on the iPhone suffers from control issues. This is true. It’s almost impossible to control the game “in the heat of the moment”, and I struggled to drive cars around corners when not being chased by the police. It was like playing whilst wearing gloves, and led to a lot of aggravation when trying to complete some of the missions.

This game cost me six pounds, and unlike nearly every other game I’ve brought (on any platform) I realised it was a lemon. I think what really did it was the inclusion of mini-games, something I’ve always found annoying. Why would I want to break the flow of one activity I’ve committed to to play another, smaller game? This was an essential flaw in all of the later Final Fantasy games following FF7 – if I wanted to play cards, I’d play a card game. Quit wasting my time. Similarly, if I want to buy molotov cocktails, I will resent any time spent playing the “make molotov cocktails” game. Particularly the little stroking motion required to stuff the rag into the bottleneck.

This is a game that demands attention, but this is the wrong format for that. iPhone games are about distraction, not immersion, and GTA:CW requires you to log in some long hours, focusing on a (simulated) life of crime. If it had an adequate control system, allowing you to rampage across the city (as the earlier console versions did) then I could forgive it and utilise it as a cathartic release. But it doesn’t, and I can’t.

GTA Chinatown Wars might be the iPhone game most likely to appeal to hardcore gamers. For everybody else, it’s a bad introduction to what gaming can be.

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Slint and Swainston’s Fourlands

Slint are a seminal alternate guitar-rock band from the 1990s. I first came across them on the soundtrack to Larry Clark’s Kids, which was one of those albums which promised that the film would be a-fucking-mazing. Instead it was a bit of a bummer, but the majesty of Slint’s “Good Morning Captain”…

Steph Swainston’s Fourlands is the setting for her novels, which are part of the New Weird, an extension to the fantasy genre that allows authors to escape the sword-and-sorcery crap that they’ve been stuck with by certain best-selling authors. Where fantasy had become reliant upon pastiche and re-invention of Tolkein-esque themes, writers operating within the New Weird allowed themselves to create truly new worlds.

Swainston’s books are set in a world ruled by immortals, who fight an endless war against giant insects. There is no orcish horde to defeat, but instead an unknowable enemy who seems to only operate by instinct – something we can all understand, especially if you’ve ever found a cockroach in your kitchen. Familiarity doesn’t end there though, as despite living in a feudal world, her characters wear jeans and t-shirts, know what serial numbers are, and are generally as badly behaved as us in the modern world.

Slint’s work came at a time when Grunge defined what rock was, but they weren’t working alone. Shellac and Helmet released albums around the same time, opening up rock music to a wider range of textures than the pop-orientated sounds that were prevalent within Grunge. The influence that these bands had opened up the sound of rock music in a post-modern sense, meaning that not only could things be heavier but that they could also sound different.

The New Weird is a similar movement in fantasy writing. Swainston’s work, and that of others who accept the genre, are swimming against the idea of fantasy as ‘epic’, or the introduction of vampire mythology into the humdrum present day (such as the Sookie Stackhouse series). It’s a reinvention that enlivens a creative discipline, and while both Slint and Swainston share a common theme of narrative and flawed characters, the best link between them is to see how revolutionary they are.

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Lord of Light: Why Cameron’s Avatar is just the latest reincarnation of Barnum-style showmanship

James Cameron forces me to dress like a Hoxton Twat
I knew it was a bad sign when, halfway through the film, I started regretting not going to Maplin’s. That’s not how it should work if you put the cash down to go and see the latest Hollywood blockbuster; you shouldn’t have the urge to stifle a yawn halfway through, let alone think about checking your emails, or going shopping for obscure electronic parts.

Avatar is, as I’m sure you know, the latest film from James Cameron. His previous works are mostly massive hits, with a strong sci-fi flavour, and Avatar just happens to be his most sci-fi flavoured yet. It’s about blue aliens on another planet, but it also happens to be in 3D.

Most of the computer animated films that have come out recently have been available in 3D and regular 2D, so it’s not so unique for a film to be in 3D. And, at the start of the showing (after the trailers, so you knew it was important), there was an advert for Sky TV, which promised to deliver 3D television to your living room, starting later this year.

Take away the uniqueness of being in 3D, and Avatar becomes a slightly silly retelling of Pocahontas. The film is designed to be seen in 3D, almost as a textbook of ‘filmography using 3D techniques’, and thus we have a lot of very crass shots that utilise the new techniques for changing perception of depth.

Cameron’s previous sci-fi work used urban locations in a sinister way, reflecting the future from darkened streets, giving us paranoia about the urban and suburban surroundings of everyday – but Avatar’s computer-generated forest removes any skill needed to compose a shot using existing locations. Between the lack of mise-en-scene and the need to force three-dimensionality into every shot, this film become the most visually boring blockbuster that I’ve seen in a long time.

This isn’t the first time that Hollywood has become obsessed with 3D filmmaking. The late seventies and early eighties saw a bunch of movies made in three dimensions using the old red/blue glasses technique. And then, later on, all those movies were de-3D’d, so that they could be released on video and DVD, because people didn’t want to sit around and watch Amityville 3D whilst wearing stupid glasses.

The new technique for 3D also requires stupid glasses, which come in different styles depending on what cinema chain you go to. Mine were uncomfortable, and gave me a bit of a “Buddy Holly/Hoxton twat” look (see above). After about an hour I started occasionally slipping them off to relieve the pressure building up around my eyes – badly designed glasses give me weird face-ache – and found that watching Avatar without the 3D-enabling devices wasn’t that bad. Not great, but not that bad.

The idea of this new wave of 3D is to make watching a screen an unbelievable experience, but it’s misguided because it’s just a a screen. When you’re in a cinema, you might be happy to wear an odd pair of glasses to get that special effect, but at home? With the kids and the dog and the dinner on your lap? If you do invest in the ultra-swish home 3D cinema system, at some point you’ll be bound to end up watching 3D programs without the special glasses.

And that’s when you’ll find out that it’s not that much different. A little less focused, a little less worth watching – the fuzzy backgrounds of 3D films without the special glasses on make the craft of cinema inaccessible.

Avatar’s great failure is that it thinks 3D is important enough to overcome plot and pacing, and whilst it is visually impressing, it’s not visually stunning. But it was a film that could not fail – too much money had been poured into it. Perhaps backing was secured because 3D films would be impossible to pirate, or because the new technologies would sell thousands more flat-screen TV’s. The film obviously lies at a pinnacle of complex capitalist network, with layers of merchandising, advertising, and even advances in technology behind it. It is a great spectacle to behold.

But it’s failure is it’s function as entertainment – it’s so slick, so perfectly presented that there’s almost nothing for you to wonder over, after you leave the cinema. And I literally mean wonder, in the sense of wonderment, because the crass materialism at play behind Avatar leaves nothing fantastical in the film.

Endnote: While I was deeply disappointed in Avatar, I have managed to sneak in two SF references in this blogpost. There’s no prize, but feel free to drop me a line (or leave a comment) if you spot one.

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Complimentary Verbage

I set myself a few goals regarding blogging after I got back on my feet. One of those was that I wanted to write more, and to write intelligently about topics that I find interesting, such as the uses of technology and science fiction. So far I’ve almost been keeping to a schedule.

What really slows me down, however, are compliments.

Weirdly, if somebody says that they enjoyed something I wrote, then I get a sort of blockage that takes a few days to pass. Actually it’s not a blockage, but more a written version of diarrhea where I try and use all my fanciest words at once. I have some sort of internal editor that runs along the same aesthetics as Henry Rollins, so the combination of trying to write like a man holding a quill whilst thinking like a DC punk causes me some problems.

I regard fancy words (or ‘long words’, as some people refer to them) to be used as a weapon of last resort OR a shortcut across academic terrain. Seeing as I’m in the process of completing a Masters of Research (now on hiatus for obvious reasons), and with my stated aim of talking about technology and scifi, I figure I’m allowed to use a few of the longer words in my vocabulary.

The trick will be in making it not dull…

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MMX – The Start of the Post-Digital Decade

2010 and after are going to be about post-digital, by which I mean what comes after we’ve finished staring at our screens. We’re going to see an explosion in the amount of physical objects that would have been impossible without using digital process in the workflow, and objects that won’t work without a connection of some kind to the internet.

Spimes and RFID are only part of what I’m talking about here. Short-run publications, bespoke objects, and even distributed craft networks are also part of this new post-digital boom. There are going to be a lot of interesting tools for artists and designers to explore in the next decade, as we move away from computers being the site of the art (on websites) to being tools that enable interesting things to happen.

With this in mind, I’ve got three predicition for what the post-digital will be about:

  1. It’s about fitting the digital into your workflow
  2. It’s not venerating the things that are on our screens
  3. It’s real-world hard work, and engaging with both hands

With this in mind, I looked back at my last decade and I thought about how my use of computers changed over that time. Do you remember using computers in 2000? I had to wrack my brains a bit, but here’s a personal timeline of digital use:

2000 – Started Foundation course. Used Kai’s Power Tools for the first time, made first video, got first real email address (by which I mean not a hotmail account)

2001 – First year of university. My first computer that was mine- a G3 desktop, zipdisks.

2002 - New computer – G4 eMac with OSX! Lots of browsing at uni, then taking software updates home on disks. Became expert on TWAIN, scanning, photoshop, and waiting for photoshop scanning to finish.

2003 – First external hard drive. Also brought Wacom tablet, midi keyboard (both mostly useless). Made videos, learnt non-linear editing software, wrote dissertation, stared out of the window a lot.

2004 - First broadband connection. Brought Max/MSP, downloaded Processing (alpha!), went on PD course. Still confused by all three ‘easy’ languages. Got Gmail account and my first laptop – a G4 powerbook.

2005 – Overused first broadband connection. Made some digital installations, brought Teleo card, got into electronics, nearly blew Teleo card up. Brought first iPod and Arduino.

2006 - Social networking via Flickr. Went on Arduino course in Barcelona with Massimo and David, gave up on Max/MSP and PD as patcher languages suck time, fun, and light from life.

2007 - Joined Twitter and Facebook. Facebook annoying from start. Finally buy proper domain name and start running my own website. Run the Glowbikes project, using SpokePOV’s as part of an art installation.

2008 – Powerbook dies, replaced with MacBook. Attended geek conferences, wrote and taught two courses for wordpress, made serious effort to learn Processing (which is then forgotten) and brought iPhone.

2009 – Discovered international roaming charges. Erk. eBay’d and sold things on Amazon, wrote thematic blog posts, and interviewed serious hacker-types.

2010 - Now.

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Review of “The Wikipedia Revolutions”, by Andrew Lih

This book starts with a potted history of Wikipedia, beginning at it’s predecessor Nupedia, and then follows the development of the site until sometime in mid-2008, when the book was published. As an effort to keep up with both change and the technology, a wiki was set up to act as an afterword. Weirdly, although it’s mentioned in the text of the book, the only place I could find a link to it was the Wikipedia page for the book – not the books flashy website.

The book itself isn’t shy of the typical criticisms of Wikipedia, which are over-reliance on volunteers and exclusion of expert voices, but also adds a new practical consideration by noting that costs might exceed the budget set out. This is something that has obviously turned up in the research of the book, as it is an ongoing concern for the Wikipedia foundation (and at the time of writing in 2010, wikipedia is plastered with “personal appeal” banners from Jimmy Wales).

Obviously a work of considerable sophistication, the book will stand as that rare type of useful academic research that can be read by interested laymen. It does seem that researching the earlier days and structure of wikipedia was easier than discussing the later, more recent days, but considering the charges of revisionism laid at Jimmy Wales’ self-aggrandising claims, this is research that might actually become more useful as time goes on.

Tricker details – as referred to by the case of RickK, the admin who left owing to difference with others of the elite wikipedia admin corps, despite the goodwill he had generated in the community, are briefly touched on in the end. The book was published too early to touch the controversy of when it was found that the short-stock articles explaining several financial practices central to the recent economic meltdown were written by a journalist directly employed by Wall Street investment banks (although it’s hard to fault a book on things that happened after it was published).

Personally, I found the book interesting, if a little too willing to explain some of the easier-to-grasp ideas behind wiki’s. Some of the technological advances that wikipedia had been responsible for were news to me, but the more interesting stories of clashes within the new online/wikipedia culture seemed rushed the further the book went. I’d say that while this book isn’t the definitive history of wikipedia, it’s certainly a start on documenting the massive effect the wikipedia foundation is having upon contemporary culture.

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The Culture (and Appreciation) of Screaming Hand

Screaming Hand

Above is an image by illustrator Jim Phillips, called ‘Screaming Hand’. It’s one of the most famous pieces of graphic design in the skateboarding culture, a piece of marketing that would still be in use as a company icon twenty-five years later.

Such is the fame of this image that Phillips himself relates this tale of an encounter with a skateboarder who had damaged his car:

“I looked at my car, and then at him, as he picked up his skateboard. I said, “I think I can see a dent!”

He looked at me in horror, and said “Oh no! No way… You’re not gonna pin that on me!” I followed with “I think I should be able to see your license!”

He looked even more horrified. “No way man! No way you’re gonna make me pay!”

I was feeling a little cocky, and wondered if I could pull it off, when I yelled, “LISTEN!… you don’t realise who you’re dealing with! I CREATED SCREAMING HAND!!!”

I held up my left hand, making it look anguished like my famous sticker logo for Speed Wheels Santa Cruz.

From Skateboard Stickers, by Munsen and Cardwell

After this, the skater pulls out his wallet, shows his license, and vows to always buy Santa Cruz skateboards. Can you image this happening with any of the top-flight contemporary artists of the art world? Perhaps Jeff Koons (“I CREATED PUPPY!!!”) or Damien Hirst?

Screaming Hand was adopted by the skateboard culture, and still to this day has an iconic status. It’s beyond my ability to say why, but it’s popularity is undeniable. Strangely, the unpopularity of contemporary art is also undeniable, as is it’s inability to create objects beloved of those outside the subculture of art appreciation.

Contemporary art is also usually ignorant of visual culture outside of it’s own milieu, unless it is “appropriating”. Therefore, the stunning imagery of Phillips goes unnoticed, as do many other striking images from contemporary culture. Although Fine Art prides itself on a visual language, with the advent of the internets acceleration of visual culture, it has retreated to a style-less ghetto of unskilled design and tasteless tat. But, as Screaming Hand shows us, there are other cultures.

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Loose Writing on Suburbia, Computing, Design, and a Lack of Variance

“Eighty percent of everthing ever built in America has been built in the last fifty years, and most of it is depressing, brutal, ugly, unhealthy, and spiritually degrading” James Howard Kunstler

What are hackerspaces? I don’t mean in terms of physical location, but in terms of what societal function do they have? Deyan Sudjic’s new book, “The Language of Things” proposes that design is trying to become more interesting, higher up the cultural chain, now that the process of manufacture is so mechanised. Does the existence of playful venues for the exploration of computer technologies point to a similar attempt at cultural evolution? Or, are these venues part of the same upward motion from those involved with design?

The quote at the top of this post by Kunstler is a similar attitude, but this time focused towards the great suburbs of America. These vast non-spaces have been more fully explored in literature by writers such as J. G. Ballard and Douglas Coupland, who have come to the conclusion that their existence shows a flattening of culture and physical location. Where Foucault claimed that our contemporary existence would become an “epoch of space”, Virilio points out that space (as in the place one mile above us) is merely another theatre of war to the ruling classes of the military/industrial complex.

These are all reductionist theories – from Sudjic to Ballard to Virilio, all convinced that the contemporary movement of society is towards a levelling and a widespread homogeneity of variance. Whilst this might be true in some regards (notice the lack of subcultural movements now that the internet is part of the mainstream) there is a barrier of knowledge that stops those involved with Hackerspaces becoming entirely subsumed by fashion. Hackerspaces (and the like, of which more later) are frequented by a type of individual who has a number of unusual skills, and the venue operates as a place where those skills can be celebrated.

Whilst they might be venues that allow for the infiltration of design-led ideas into “High Art”, as positied by Sudjic, most of the artifacts created are either too ephemeral (code-based) or bespoke to enter into a fashion-driven mainstream culture. They might function as early detection centres for work that might go on to be more influential, in the way that the Homebrew Computer Club helped to give birth to modern computing, or they might be another part in an increasing homogenisation of creativity, where even the strangest forms of art are disseminated and discussed.

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