Tag: game feel

Computing without Computers

Because computers are sensory deprived and physically limited there is new search to present computing without computers. Integrating the nanotechnology into the other tools and the environments is a popular trend of the day.

Technology transforms the unintelligent, static objects to mobile, intelligent, active forms. These artefacts are designed to record, categorise, and serve as reflecting personalised taste in return.

On the other hand, these technological artefacts are also in a relationship with each other.

 

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Imagination

Imagination is like going down the rabbit hole. By the origin of the word it is picturing, imaging oneself. It’s a great ability of the human that can connect the different points and creates new ideas, images, concepts of external objects not present to the senses.

Contemporary area, which is governed by scientific taste, creates its narrative genre called science fiction.

From Jules Verne to Star Trek, science fiction has proven to be remarkably prescient in developing new technologies and shaping attitudes towards that technology. As a reminder, a promise of the science fiction requires material, physical, rationalisation rather than a supernatural or arbitrary. Material rather than the supernatural is its key attribution. However, it is hard to differentiate the well-developed technology from the supernatural. So let’s face the music. Isaac Asimov wrote about the connected library that everyone can access, in a short story called “From The ‘London Times’ in 1904, Mark Twain predicted the internet in 1898 when telephones were still a very novel form of communication. John Brunner also wrote about the many issues related to computer technology. One of the contemporary ways of communication has already written by Jelus Verne in 1889. Talking holograms do not only appear in the Star Trek, they become to come around. There was a voice-controlled computer in 2001: A Space Odyssey. Voice control has become mainstream software like Siri on the iPhone 4S. Besides, the first aeroplane television was seen in 2001: A Space Odyssey. Now you can see it anytime you take a flight. Cyberspace was the word from the Necromancer that was written by W. Gibson. Kurtzwell had already written that intelligence machine will win the chess match in 1990 before IBM’s Deep Blue won in 1997.


The Spielberg film A.I. was based on a Brian Aldiss story, “Super-Toys Last All Summer Long”.


The question of imaginary media is: What can be imagined, and under what historical, social and political conditions? What are the conditions for the media imaginaries of the modern mind and contemporary culture, and on the other hand, how do imaginaries condition the way we see actual technologies?(Parikka, 2012, What is Media Archeology pg 47)

Books

  • Treske, Andreas. Video Theory : Online Video Aesthetics Or The Afterlife Of Video. n.p.: Bielefeld : Transcript Verlag, 2015., 2015.
  • Laurel, Brenda. Computers As Theatre. n.p.: Reading, Mass.: Addison-Wesley, 1993., 1993.
  • Murray, Janet Horowitz. Hamlet On The Holodeck : The Future Of Narrative In Cyberspace. n.p.: Cambridge, Mass. : MIT Press, 1998., 1998.
  • Miller, Carolyn Handler. Digital Storytelling : A Creator’s Guide To Interactive Entertainment. n.p.: Amsterdam : Focal Press, c2004., 2004.
  • Swink, Steve. Game Feel : A Game Designer’s Guide To Virtual Sensation. n.p.: Amsterdam ; Boston : Morgan Kaufmann Publishers/Elsevier, c2009., 2009.
  • Moggridge, Bill. Designing Interactions. n.p.: Cambridge, Mass. : MIT Press, c2007., 2007.
  • Nichols, Bill. Representing Reality : Issues And Concepts In Documentary. n.p.: Bloomington : India University Press , 1991., 1991.
  • Manovich, Lev. The Language Of New Media. n.p.: Cambridge, Mass. : MIT Press, 2001., 2001.

  • Cubitt, Sean, Daniel Palmer, and Nathaniel Tkacz. Digital Light. N.p.: n.p., n.d. Openhumanitiespress. 2015. Web.

  • Ernst, Wolfgang, and Jussi Parikka. Digital Memory And The Archive. n.p.: Minneapolis : University of Minnesota Press, c2013., 2013.
  • Parikka, Jussi. What Is Media Archaeology?. n.p.: Cambridge, UK ; Malden, MA : Polity Press, 2012., 2012. BILKENT UNIVERSITY’s Catalog. Web. 9 Nov. 2016.
  • Blom, Ina. Memory in Motion. Archives, Technology and the Social. Ed. Trund Lundemo and Eivind Rossaak. Amsterdam: Amsterdam UP, 2016. Print.
  • Saunders, Dave. Routledge Film Gıidebooks: Documentary. Routledge, 2010.
  • Simanowski, Roberto. Digital Art And Meaning : Reading Kinetic Poetry, Text Machines, Mapping Art, And Interactive Installations. n.p.: Minneapolis, MN : University of Minnesota Press, 2011., 2011. BILKENT UNIVERSITY’s Catalog. Web. 4 Jan. 2017.
  • Campanelli, Vito. Web Aesthetics: How Digital Meida Affect Culture and Society. Rotterdam, NAi Publishers, 2010.
  • L. Manovich, Software Takes Command (version: 20 November 2008), 175. Web: hettp://softwarestudies.com/softbook/manovich_softbook_II_20_2008.doc.
  • Lister, Martin. New Media : A Critical Introduction. n.p.: London ; New York : Routledge, 2007., 2007.