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The list
Machinima
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Machinima (pronounced [mə.ˈʃiː.nə.mə] or [mə.ˈʃɪ.nə.mə]), a portmanteau of machine cinema or machine animation, is both a collection of associated production techniques and a film genre defined by those techniques. As a production technique, the term concerns the rendering of computer-generated imagery (CGI) using real-time, interactive (game) 3D engines, as opposed to high-end and complex 3D animation software used by professionals. Engines from first person shooter and role-playing simulation video games are typically used. Consequently, the rendering can be done in real-time using PCs (either using the computer of the creator or the viewer), rather than with complex 3D engines using huge render farms. As a film genre, the term refers to movies created by the techniques described above. Usually, machinima productions are produced using the tools (demo recording, camera angle, level editor, script editor, etc.) and resources (backgrounds, levels, characters, skins, etc.) available in a game. Although the topics are often based on male-oriented shooter scenarios, others have been made with romantic or dramatic topics as well. Machinima is an example of emergent gameplay, a process of putting game tools to unexpected ends, and of artistic computer game modification. The real-time nature of machinima means that established techniques from traditional film-making can be reapplied in a virtual environment. As a result, production tends to be cheaper and more rapid than in keyframed CGI animation. It can also produce more professional appearing production than is possible with traditional at-home techniques of live video tape, or stop action using live actors, hand drawn animation or toy props.

Hacks
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A hacker is often someone who likes to create and modify computer software or computer hardware, including computer programming, administration, and security-related items. A hacker is also someone who modifies electronics, for example, ham radio transceivers, printers or even home sprinkler systems to get extra functionality or performance. The term usually bears strong connotations, but may be either favorable or denigrating depending on cultural context

Video Mash Ups
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The video mashup has come of age thanks to the likes of YouTube. This is where videos from multiple sources are edited together into a new video. To date, many of these video mashups have been parodies, but even music mashups are being integrated with them to make combined audio-visual mashups. Mashup films can be broken down into several predominant styles and tropes. Most of the Mashups found on the internet fall into one category and more or less obey the unwritten rules of that class of film. These categories, are: word associated mashups, which like Danger Mouse’s “Grey Album” unite two disparate source materials by a pun or joke found in the name; transgressive mashups which transgress the sexual norms put forth in a film, often subverting hetero-normative portrayals; and overdubbing mashups, which use the images from a film and replaces the soundtrack with new dialogue or dialogue from another work, which undermines the original narrative

Audio Mash Ups
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Mashup, or bootleg, is a musical genre which, in its purest form, consists of the combination (usually by digital means) of the music from one song with the a cappella from another. Typically, the music and vocals belong to completely different genres. At their best, bastard pop songs strive for musical epiphanies that add up to considerably more than the sum of their parts.

Nerd Sculpture
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Nerd Sculpture is an emerging genre of Nerd Art where the artist utilizes common characters generally from video games, and creates soft sculptures of them. The sculptures generally utilize previously outdated methods of knitting, and cross-stitch to make new digital looking motifs which are not common to fabric or thread.

Nerd Painting
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Nerd Paintings are paintings of classic video games, HTML code, television, and film. By painting these digital images a permanent replica of the original image is made. This negates the way one generally looks at digital media, and forces the viewer to confront the subject matter in a new and interesting light. If you haven’t noticed I make a lot of these paintings, and they are for sale too:)

Chip Music
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Chiptune, or chip music, or micromusic is music written in sound formats where all the sounds are synthesized in realtime by a computer or video game console sound chip, instead of using sample-based synthesis. The "golden age" of chiptunes was the mid 1980s to early 1990s, when such sound chips were the most common method for creating music on computers. The restrictions the medium posed forced composers to become very creative when developing their own "electronic sounds". This is due to the early computer sound chips having only simple tone and noise generators imposing limitations on the complexity of the sound. The resultant chiptunes sometimes seem "harsh" or "squeaky" to the unaccustomed listener. Chiptunes are closely related to video game music. The term has also be recently applied to more recent compositions that attempt to recreate the chiptune sound, albeit with more complex technology.

Nerdcore Hip Hop
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Nerdcore hip hop, or geeksta rap, is a subgenre of hip hop music that is performed by nerds or geeks, and is characterized by themes and subject matter considered to be of general interest to nerds. Self-described nerdcore musician MC Frontalot coined the term in 2000 in the song "Nerdcore Hiphop". Frontalot, like most nerdcore artists, self-publishes his work and has released much of it for free online. As a niche genre, nerdcore generally holds to the DIY ethic, and has a strong amateur tradition of self-publishing and self-production. The only things required to enter the nerdcore community are a microphone, a computer, and a webserver. No recognized nerdcore albums have ever been released on a major record label, and MP3s, not CDs, are the primary means of distribution

Science Fiction
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In the spirit of releasing works of art online for free. There are a handful of writers who release their entire books for download for free. This spits in the face of those who believe that downloading, and file sharing are hurting the major corporations that control them. Instead it has been shown to do just the opposite. Making works available for free on the internet expands readership, and creates a buzz around the book. Not to mention the fact that if an item is free, one will get tons of free links to your website. Cory Doctrow of Boingboing.net is the most well known science fiction writer who releases his work for absolutely nothing online.

Politics
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There are many various political struggles which face the online community. One of the most popular was the issue of Net Neutrality. Basically the major telecommunications companies wanted to choke the internet, and privatize it, thus making much of it unavailable. Thankfully a grassroots surge of bloggers, and activists put an end to this but the issue has not yet gone away. Another issue which faces a lot of Nerd Artists are copyright issues since much of their work has been appropriated from mass media. I believe that if we have to watch it, or listen to it, we have the right to react to what we see or hear just as many other artists throughout the years have done.

Electronic Frontier Foundation
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The Electronic Frontier Foundation (EFF) is a non-profit advocacy and legal organization based in the United States with the stated purpose of being dedicated to preserving free speech rights such as those protected by the First Amendment to the United States Constitution in the context of today's digital age. Its stated main goal is to educate the press, policymakers and the general public about civil liberties issues related to technology; and to act as a defender of those liberties. The EFF is a membership organization supported by donations and is based in San Francisco, California, with staff members in Toronto, Ontario and Washington, D.C

Robots
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For many years now scientists have been making large moving robotic sculptures. While many would say that these objects are being designed for more practical purposes I would propose that many are being made just to be made. Robots for Robots sake. A perfect blend of aesthetics and science

Street Art
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There are many different ways that nerd artists have taken their work directly to the streets. These can be anything from stickers, stencils, to led graffiti, to the laser graffiti which was breathtakingly created by the Graffiti Research Laboratories in the Netherlands. I love walking around Prague and seeing the new creative ways that nerdy street teams get their message out to the public in the most straightforward way possible.

Vintage Computers / Classic Video Games
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Many Nerd Artists have a general affinity for vintage computers and classic video games. This could be due to the fact that many who are now creating art around this subject matter grew up on these systems, and games. The first generation of gamers and computer users need to find ways to immortalize the digital era in traditional formats. Among the most popular are the Commodore 64 computer as well as Atari, and NES 8 bit games.

Ludology
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Like most academic fields, those who study video games often have differing approaches. While scholars use many different theoretical and research frameworks, the two most visible approaches are ludology and narratology. The term ludology arose within the context of non-electronic games and board games in particular, but gained popularity after it was featured in an article by Gonzalo Frasca in 1999.[1] The name, however, has not yet caught on fully. Major issues being grappled with in the field are questions of narrative and of simulation, and whether or not video games are either, neither, or both. The narrativists approach video games in the context of what Janet Murray calls "Cyberdrama." That is to say, their major concern is with video games as a storytelling medium, one that arises out of interactive fiction. Murray puts video games in the context of the Holodeck, a fictional piece of technology from Star Trek, arguing for the video game as a medium in which we get to become another person, and to act out in another world.[2] This image of video games certainly recieved early widespread popular support, and forms the basis of films such as Tron, eXistenZ, and The Last Starfighter. But it is also criticized by many academics (such as Espen J. Aarseth) for being better suited to some linear science fiction movies than to analysis of interactive video games with multiple narratives.

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Sunday, April 8, 2007
Hillary Clinton gets PwNd by mash up artist!


Haha! well, somebodies got a good viral team on staff:) Great to see a mash up creating such a huge impact. Mostly the talking heads don't know what the fuck is going on. Haha! We can mashxor them later..I love it.


Mainstream interpretation of the "ad"
An online political video has sparked controversy from the Internet to the print media. The ad, a riff on Apple's "1984" advertisement directed by Ridley Scott to promote the first Macintosh computers, has been altered by an anonymous editor as a campaign ad for Barack Obama.

In the altered version, the "overlord" on the video screen, who is brainwashing the masses (a jab at IBM when the commercial first aired), has been replaced by video clips of Hillary Clinton. In the clips, she soothingly reassures the masses that she wants to have a discussion with them, that she doesn't want to tell them what to do, that discussion is good.

In the original commercial, a woman yielding a sledgehammer runs through the auditorium, chased by police, and throws the hammer at the screen, which explodes, thereby freeing the brainwashed masses. In the altered version, the woman's t-shirt has a Barack Obama logo on it. The text at the end of the commercial now says, "On January 14th, the Democratic primary will begin. And you'll see why 2008 won't be like "1984."

The Apple computer logo has been replaced by a rainbow-colored letter 'O' and the address for Barack Obama's website is shown.

The video is posted multiple times on YouTube, and a quick count shows that the video has been viewed at least 600,000 times.
continue

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posted by Jeremiah Palecek @ 8:39 AM   0 comments
Saturday, April 7, 2007
The Gaming Situation
by Markku Eskelinen
1. Introduction

The first point of departure for this article is a kind of paradox or contradiction. Outside academic theory people are usually excellent at making distinctions between narrative, drama and games. If I throw a ball at you I don't expect you to drop it and wait until it starts telling stories. On the other hand, if and when games and especially computer games are studied and theorized they are almost without exception colonised from the fields of literary, theatre, drama and film studies. Games are seen as interactive narratives, procedural stories or remediated cinema (1). On top of everything else, such definitions, despite being successful in terms of influence or funding, are conceptually weak and ill-grounded, as they are usually derived from a very limited knowledge of mere mainstream drama or outdated literary theory, or both. Consequently, the seriously and hilariously obsolete presuppositions of Aristotelian drama, commedia dell'arte, Victorian novels, and Proppian folklore continue to dominate the scene. To put it less nicely, it's an attempt to skip the 20th century altogether and avoid any intellectual contact with it, a consumerist double assassination of both the avant-garde and advanced theory. The final irony is of course that in the long run such a practice may turn out to be even commercially incorrect.

In any case, in what follows I'll try to make some sense of what I call the gaming situation by trying to pinpoint or at least locate the most crucial and elementary qualities that set it apart from dramatic and narrative situations, both of the latter being rather well-studied constellations by now, and existing slightly beyond the necessary formalistic phase that computer game studies have to enter in order to gain independence, or at least relative independence. Historically speaking this is a bit like the 1910s in film studies; there were attractions, practices and very little understanding of what was actually going on, not to mention lots of money to be made and lost.
continue reading

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posted by Jeremiah Palecek @ 8:24 AM   0 comments
Friday, April 6, 2007
Bohr model


Atomic Physics is something that may seem daunting at first. And that is because it is supposed to be. If everyone knew all the secrets of the universe then how the hell are we going to be able to keep having wars. To quote the reverend Bill Hicks "how the fuck are we going to keep bombing one another, when we realise we're all one?" "It's gonna fuck up the economy". Anyway, back to the Neils Bohr Model of the Hydrogen atom. The Bohr model shows the atom as a little positively charged nucleus surrounded by a bunch of electrons which orbit it. The Bohr model is a quantum-physics mod of the Rutherford model. A lot of people just combine the two to make the new super Rutherford-Bohr model.

The Bohr model is really a super basic, and primitive model of a hydrogen atom. Many today believe that it is only an approximation of what a hydrogen atom actually looks like since we now have much more accurate models based upon quantum mechanics. But since quantum mechanics are super confusing it is still generally accepted and taught as a way to introduce students to quantum mechanics.
For all you students out there looking for a way to make a model of a bohr model you can check out this step by step.
Make a Bohr Model
posted by Jeremiah Palecek @ 8:32 AM   0 comments
Gonzalo Frasca
Gonzalo Frasca is an academic researcher and commercial designer of video games. His weblog, Ludology.org, is an important publication for academic researchers studying video games (see ludology for more information). In addition, his Macromedia Shockwave-based game September 12th was one of the first notable political online games.

Frasca hails from Uruguay, where he established a videogame studio in Montevideo. In video game theory Frasca belongs to the group of so called "ludologists", who consider video games to be simulations based on rules. They see video games as the first simulational media for the masses - which means a paradigm shift in media consumption and production.

Frasca's game studies are evolved from the work of Espen J. Aarseth.

Beginning in December 2004, Frasca studies games at the Center for Computer Game Research at the IT University of Copenhagen

read Ludologists love stories, too: notes from a debate that never took place

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posted by Jeremiah Palecek @ 8:21 AM   0 comments
Thursday, April 5, 2007
Nerd and Geek Porn


Well it had to happen didn't it. I stumbled onto nerdpr0n.com (a geek and nerd porn website) very innocently. I wanted to find a picture of a hot girl on a computer to use as the "do you want to exchange links with me" section of my blog, and so after exhaustively searching on google images I decided to hop on over to askjolene.com and ask her. To my surprise I found a new site of this girl named Anna who enjoys "sudoku puzzles, reading comic books, tinkering with new linux distros, and gaming" oh yeah, and getting naked on her webcam for other nerds around the world. I guess it is inevitable that these normally nerdy girls would star becoming internet rock stars making only the best in geek and nerd porn. Hell they're probably a lot cute r than most of the fake silicone bombarding the net today. You go Anna! shake that nerdy ass :) Give all those nerds out there something to look at. She's got a decent free section available at the link below.
Nerd Porn


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posted by Jeremiah Palecek @ 5:24 PM   0 comments
Digital Camera Hack

This tutorial will show you how to disassemble a canon a540/a530 to the sensor to remove the ir cut filter.

Tools:
#00 philips screw driver
soldering iron

couple of notes:
- there is 300 volts or so inside the camera. canon has done a pretty good job shielding those areas, and I haven't gotten shocked even though my fingers have been everywhere, but be careful anyway. it's enough energy to kill you several times if you're unlucky.
- you may end up with an ir sensitive camera, or you may end up buying a new camera.
continue

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posted by Jeremiah Palecek @ 8:17 AM   0 comments
Wednesday, April 4, 2007
What is Public Domain?

Public domain comprises the body of knowledge and innovation (especially creative works such as writing, art, music, and inventions) in relation to which no person or other legal entity can establish or maintain proprietary interests within a particular legal jurisdiction. This body of information and creativity is considered to be part of a common cultural and intellectual heritage, which, in general, anyone may use or exploit, whether for commercial or non-commercial purposes. Only about 15 percent of all books are in the public domain, and 10 percent of all books that are still in print.

If an item ("work") is not in the public domain, this may be the result of a proprietary interest such as a copyright, patent, or other sui generis right. The extent to which members of the public may use or exploit the work is limited to the extent of the proprietary interests in the relevant legal jurisdiction. However, when the copyright, patent or other proprietary restrictions expire, the work enters the public domain and may be used by anyone for any purpose.

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posted by Jeremiah Palecek @ 8:13 AM   0 comments
Tuesday, April 3, 2007
Yuukichan's Papa

Yuukichan's Papa is a pseudonym used by a group of sound designers who worked on the first two Mega Man games for the Nintendo Entertainment System. The real names of the composers who worked on Mega Man are Manami Matsumae and Yoshihiro Sakaguchi. The composers who worked on Mega Man 2 were Ogeretsu Kun (a pseudonym, which is a Japanese term of endearment for a rude person), Manami Ietel (another pseudonym, possibly for the previously mentioned Manami Matsumae), and Yoshihiro Sakaguchi.

And Who Is Mega Man?
Mega Man, known as Rockman (ロックマン, Rokkuman?) in Japan, is a video game developed and published by Capcom in 1987 for the Nintendo Entertainment System/Famicom. It is the first game to ever star Mega Man. Mega Man has been in several series and this is the first game in what is called the Mega Man Classic series. This first game established many of the conventions that would define several Mega Man series. Most notably, Mega Man established the setup of a number of stages, each with a Robot Master at the end that, when defeated, would pass on its unique power to Mega Man.

Later, it would be added to Mega Man: The Wily Wars for Sega Genesis (1994), as well as the Japanese collection game, Rockman Complete Works in 1999 for the Sony PlayStation. In 2004, it was re-released in the anthology game, Mega Man Anniversary Collection for the GameCube, Xbox, and PlayStation 2. There is also a remake called Mega Man Powered Up (Rockman Rockman in Japan) for the PlayStation Portable. It features full 3-D graphics and extra stages were added, making the Robot Master count 8 instead of the original 6. It also features a stage level editor. Another interesting feature of the remake is the super deformed style of Mega Man and other characters. (Keiji Inafune claimed in an interview that he originally planned to make Mega Man look this way, but couldn't, due to the hardware restraints of the NES)

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posted by Jeremiah Palecek @ 7:58 AM   0 comments
Monday, April 2, 2007
Machinima Beauty


American beauty presented as machinima utilizing the Sims video game engine.

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posted by Jeremiah Palecek @ 7:56 AM   0 comments
Sunday, April 1, 2007
The Illustrious Apple II

The Apple II (sometimes written as Apple ][ or Apple //) was the first popular microcomputer manufactured by Apple. Its direct ancestor was the Apple I, a limited production circuit board computer for electronics hobbyists which pioneered many features that made the Apple II a commercial success. Introduced at the West Coast Computer Faire in 1977, the Apple II was one of the very first and most successful personal computers. A number of different models were sold, and the most popular model was manufactured with relatively minor changes into the 1990s. By the end of its production in 1993, somewhere between five and six million Apple II series computers (including approximately 1.25 million Apple IIGS models) had been produced.

Throughout the 1980s and much of the 1990s, the Apple II was the de facto standard computer in American education; some of them are still operational in classrooms today. The Apple II was popular with business users as well as with families and schools, particularly after the release of the first-ever computer spreadsheet, VisiCalc, which initially ran only on the Apple II.

The Apple II was originally running only the built-in BASIC interpreter contained in ROM. Apple DOS was added to support the diskette drive; the last version was "Apple DOS 3.3". Apple DOS was superseded by ProDOS to support a hierarchical filesystem and larger storage devices. Using a diskette or hard-disk, the Apple II could also load the UCSD Pascal operating system. UCSD binaries are compatible with a large number of other computers, including the IBM-PC. Using a Z80 interface the Apple II could run the popular Wordstar and dBase software under the CP/M operating system.

Apple's Macintosh product line finally eclipsed the Apple II series in the early 1990s. Even after the introduction of the Macintosh, the Apple II had remained Apple's primary source of revenue for years: the Apple II and its associated community of third-party developers and retailers were once a billion-dollar-a-year industry. The IIGS model was sold through to the end of 1992. The IIe model was removed from the product line on October 15, 1993, ending an era.

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posted by Jeremiah Palecek @ 7:43 AM   0 comments




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