AMICO dissolved

Amico

I just discovered (about 9 years after the fact) that The Art Museum Image Consortium (AMICO) was dissolved in 2005. For a while AMICO seemed to be one of the major art historical image banks for teaching and research. Now they are gone, though they have kept a web site for archival purposes (see screenshot of entry web page above.)

I have written before about digital centres that have closed down, AMICO isn’t an example of a centre, but it was an important project which is now gone. I can’t find any discussion about the dissolution, but will look. In general, I think we need to learn from the passing of projects.

Scopeware Vision Professional

I was reading about the Yale Lifestreams project which may have been one of the first life-tracking projects. Lifestreams was developed by Eric Freeman (it was his 1997 PhD project) and David Gelernter. They had some interesting ideas about how the computer should organize your data into streams rather than you having to file stuff. The streams could take advantage of the flow of your life. Here is how lifestream is defined:

A lifestream is a time-ordered stream of documents that functions as a diary of your electronic life; every document you create and every document other people send you is stored in your lifestream.

Freeman and Gelernter tried to commercialize the ideas through Scopeware released by Mirror Worlds. If you search Google Images for Scopeware you can see a number of screenshots that give an idea of how the interface organized files into streams.

Many of their interface ideas seem to have reappeared in things like Apple’s Cover Flow and Time Machine which explains why Mirror Worlds sued Apple (unseccessfully).

The idea is supposed to have come from Gelernter’s semi-philosophical book Mirror Worlds: Or the Day Software Puts the Universe in a Shoebox…How It Will Happen and What It Will Mean (1991) in which he reflects on the change from small personal software to large networked software that “mirrors” the world. Google Street View and all the virtual surrogates available on the web would seem to prove him right, though he may have been imagining more of a VR type implementation. (Admission: I haven’t read the book, just reviews.)

What intrigues me is the focus on time and the move away from representations of time as a line that traverses from left to right. In streams you are in time and can swim back like driving down a road to the past.

YOU: A Novel

I recently finished the science fiction novel YOU: A Novel by Austin Grossman. The novel is about Russell’s returning to get a job with Black Arts a game development studio. Russell distanced himself from his high-school friends with whom he got into designing a role-playing computer game. After dropping out of the liberal arts to law trajectory he had been on, he goes back and gets a job with the company  his friends had created in the meantime. Grossman has worked in game design, so the book has an authentic feel. It is also good on how franchises are maintained as the story turns around the creation of yet another sequel to a tired franchise with flashbacks to when they created the other versions. There are a number of interesting ideas and enigmas to YOU including:

  • YOU is about the dream of the ultimate game. The book starts and ends with the question of the ultimate game and how the imagining of that game is so important to gaming,

    Finally, there is the secret of the ultimate game, inscribed on a series of crumbling scrolls in a language that is no longer well understood. But partial translations suggest that the secret of the ultimate game is that you’re already in the ultimate game, all the time, forever. That the secret of the ultimate game is that the ultimate game is a paradox, because there’s no way to play a game without knowing you’re playing it. That games are already awesome, or else why are we making such a fuss? (p. 365)

  • Part of the issue of the ultimate game is the drive to greater realism as if graphical realism were the only metric. The novel forces us to ask what is realism and whether better graphics are necessarily more immersive (compared with better stories or more open worlds.)
  • Simon, the genius behind the game engine of Black Arts dies before the beginning of the novelistic present in an elevator. It isn’t clear how he died, but it seems relevant at the beginning of the novel. Grossman answered questions about the novel here including an answer about how Simon’s death is a “bait-and-switch.”
  • Finally, there is a really interesting reference to the story of love told in Plato’s Symposium that men and women are separated and want to join up again,

    To forestall any future threat, the gods decreed we should each be separated into halves, and each half hurled into a separate dimension. There was the human half, weak but endowed with thought and feeling, and the video game half, with glowing and immortal bodies that were mere empty shells lacking wills of their own. We became a fallen race and forgot our origins, but something in us longed to be whole again. And so we invented the video game, the apparatus that bridged the realms and joined us with tour other selves again, through the sacred medium of the video game controller. The first devinces were primititive, but every year the technology improved, and we say and heard and sensed the other world more clearly. Soon enough we’d be able to feel and smell and taste and live entirely in our own bodies again. And on that day, he finished portentously, we’d challenge the gods once more.

    “First of all,” I said, “you ripped that whole thing off from that story in Plato. …” (p. 301)

Xanadu Released

Screen shot of Xanadu

Hacker Trips has an article about how Ted Nelson’s Xanadu finally gets released after 51 years (with Transclusion). The article describes a conference in Ted Nelson’s honour. At the end he is quoted to the effect,

To wind up his story, Ted Nelson stated that he was “dealt one of the best hands in history, and misplayed it to the hilt. [He] could have accomplished so much more. [He] was here 1st, and it’s all gone wrong. [He] believes this would be a very different world and better world if [he] had gotten leverage. The world has gone the wrong way.”

Nelson also announced a demo of a working version of Xanadu with transclusion. Open Xanadu is up at the Xanadu site.

CSDH-SCHN 2014 Conference

I have posted my CSDH-SCHN 2014 conference notes now that the conference is over. I will probably put up some notes on CGSA 2014 also in there tomorrow. We had great participation this year. You can see the conference programme here. One thing that went well is the Digital Demonstration session which was like a poster session, but with demos of neat tools and digital projects. Some themes:

  • Visualization and text mining
  • Topic modelling and mallet (see theme immediately above)
  • This moment in digital humanities in Canada
  • Studying the history of our disciplines
  • Connecting with the other humanities disciplines and organizations like Compute Canada

Museum of Online Museums

From Twitter I learned about the Museum of Online Museums. The idea is great. It is part of a site by Coudal Partners, “a design, advertising and interactive studio … as an ongoing experiment in web publishing, design and commerce.” I’m not sure what that means? Will this survive? They also have an enormous Board which seems to be voluntary.

On the MoOM I found some neat online museums like the Sheaff : ephemera.

The Isolator, A Bizarre Helmet For Encouraging Concentration (1925)

From Geoff I learned about The Isolator, A Bizarre Helmet For Encouraging Concentration (1925). The Isolator was developed in 1925 by Hugo Gernsback a science fiction pioneer (and editor of Science and Invention magazine.) The idea is to force you to focus on your writing (with lots of oxygen.)

One wonders if it works? Could it be even more useful now?

Around the World Conference

ATW_Logo

Today we are running the Around the World Conference from the University of Alberta. This year’s topic is privacy and surveillance in the digital age. The Kule Institute for Advanced Study is hosting this online conference. Here are some of my opening comments,

I would like to welcome you to our second Around the World Conference. This year’s conference is on Privacy and Surveillance in the Digital Age.

The ATW conference was the idea of the Founding Director of KIAS, Jerry Varsava. The idea is to support a truly international discussion around a topic that concerns us all around the world.

This year we have speakers from 11 countries including Nigeria, Netherlands, Japan, Australia, Italy, Israel, Ireland, Germany, Brazil, the US, and of course Canada.

This ATW conference is an experiment. It is an experiment because it is difficult to coordinate the technology across so many countries and institutions. It is an experiment in finding ways to move ideas without moving bodies. It is an experiment in global discussion.

Buxton Collection of Input Devices

PivotViewer

Bill Buxton has made available his collection his Buxton Collection of Interactive Devices. This collection of input and touch devices like chord keyboards, watches, pen computers, and joysticks. I saw some of his collection when at GRAND in 2011 as he mounted a display for CHI 2011 which took place right before.

What is doubly interesting is the Microsoft Silverlight PivotViewer which is for exploring large sets of visual objects. You can explore the Buxton Collection with Pivot if you install Silverlight. Apparently Pivot is discontinued, but you can still try it on the Buxton Collection.

The interface of the PivotViewer reminds me of Stan Ruecker’s work on rich prospect browsing. He developed an interface that always keeps the full set of objects in view while drawing some forward and minimizes others.