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  <title>[filter] Australian electronic music, arts, media, project listings</title>
  <subtitle>Australian electronic music, arts, news, events, media, project listings, links</subtitle>
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  <entry>
    <title>critical issues in multimedia e-book</title>
    <link rel="alternate" type="text/html" href="http://www.aliak.com/content/critical-issues-multimedia-e-book" />
    <id>http://www.aliak.com/content/critical-issues-multimedia-e-book</id>
    <published>2005-10-26T09:17:55+01:00</published>
    <updated>2005-11-06T06:43:56+00:00</updated>
    <author>
      <name>kathy</name>
    </author>
    <category term="books" />
    <category term="digital life" />
    <category term="internet" />
    <category term="new media" />
    <summary type="html"><![CDATA[<p>I've started reading the <a href="http://www.inter-disciplinary.net/publishing/idp/eBooks/icindex.htm" rel="nofollow" rel="nofollow">Interactive Convergence : Critical Issues in Multimedia</a> e-book and so far it's providing some more useful names of other books/reports to chase up. The first chapter is about the different new media university courses in the UK. pasting snippets here as I come across things to follow up or ideas to think about.<br />
Chapter 1<br />
Locating Interactive Media Production<br />
(page 2)</p>
<div class="quote-msg">
<div class="quote-author">Quote:</div>
<p>A few media/cultural studies writers began to look at the social<br />
and cultural impact of new media, Sherry Turkle (1985) Second Self:<br />
Computers and the Human Spirit; Carolyn Marvin (1988) When Old<br />
Technologies were new; Philip Hayward (1990) Culture, Technology and<br />
Creativity in the Late Twentieth Century; Jay Bolter, (1991) Writing<br />
Space: The Computer, Hypertext, and the History of Writing; Philip<br />
Hayward and Tana Wollen, eds. (1993) Future Visions: New technologies<br />
of the Screen and Roger Silverstone (1994) Consuming Technologies:<br />
Media and Information in Domestic Spaces
</p></div>
<p>This paragraph has an interesting point.. there's not many books or published educational materials for teaching 'new media'  - I suppose the plethora of academic papers are not used for this purpose??<br />
(page 9-10)</p>
<div class="quote-msg">
<div class="quote-author">Quote:</div>
<p>8. Maintaining curriculum integrity - quality teaching resources<br />
There are other difficulties facing interactive media course designers<br />
within any academic context. There is an impoverished supply of good<br />
academic sources and few records of the historical development of design<br />
for CD-ROM or the web. Compared with the sources we can draw on for<br />
the teaching of video and film production for example, good books in the<br />
field of interactive-media production are rare. A simple request to fellow<br />
course leaders of interactive media in 7 different institutions for their<br />
favourite production books, revealed that we are resourceful when it<br />
comes to choosing teaching materials but also that most of our books were<br />
over 4 years old and some were very old indeed. This is their list:
</p></div>
    ]]></summary>
    <content type="html"><![CDATA[<p>I've started reading the <a href="http://www.inter-disciplinary.net/publishing/idp/eBooks/icindex.htm" rel="nofollow">Interactive Convergence : Critical Issues in Multimedia</a> e-book and so far it's providing some more useful names of other books/reports to chase up. The first chapter is about the different new media university courses in the UK. pasting snippets here as I come across things to follow up or ideas to think about. </p>
<p>Chapter 1<br />
Locating Interactive Media Production</p>
<p>(page 2)</p>
<div class="quote-msg">
<div class="quote-author">Quote:</div>
<p>A few media/cultural studies writers began to look at the social<br />
and cultural impact of new media, Sherry Turkle (1985) Second Self:<br />
Computers and the Human Spirit; Carolyn Marvin (1988) When Old<br />
Technologies were new; Philip Hayward (1990) Culture, Technology and<br />
Creativity in the Late Twentieth Century; Jay Bolter, (1991) Writing<br />
Space: The Computer, Hypertext, and the History of Writing; Philip<br />
Hayward and Tana Wollen, eds. (1993) Future Visions: New technologies<br />
of the Screen and Roger Silverstone (1994) Consuming Technologies:<br />
Media and Information in Domestic Spaces
</p></div>
<p>This paragraph has an interesting point.. there's not many books or published educational materials for teaching 'new media'  - I suppose the plethora of academic papers are not used for this purpose??</p>
<p>(page 9-10)</p>
<div class="quote-msg">
<div class="quote-author">Quote:</div>
<p>8. Maintaining curriculum integrity - quality teaching resources<br />
There are other difficulties facing interactive media course designers<br />
within any academic context. There is an impoverished supply of good<br />
academic sources and few records of the historical development of design<br />
for CD-ROM or the web. Compared with the sources we can draw on for<br />
the teaching of video and film production for example, good books in the<br />
field of interactive-media production are rare. A simple request to fellow<br />
course leaders of interactive media in 7 different institutions for their<br />
favourite production books, revealed that we are resourceful when it<br />
comes to choosing teaching materials but also that most of our books were<br />
over 4 years old and some were very old indeed. This is their list:</p>
<p>Curt Cloninger, Fresh Styles for Web Designers: Eye Candy from the<br />
Underground (New Riders) 2001</p>
<p>Bob Cotton and Richard Oliver, Understanding Hypermedia 2000,</p>
<p>Multimedia Origins, Internet Futures (Phaidon Press, London) 1997</p>
<p>Mark Elsom-Cook, Principles of Interactive Multimedia, (McGraw-Hill<br />
Education) 2000</p>
<p>Elaine England and Andy Finney Managing Multimedia (Addison-<br />
Wesley) 1996 revised 2001</p>
<p>Douglas Hofstadter, Gödel, Escher, Bach: an Eternal Golden Braid<br />
(Penguin Books) 1980, anniversary publication 2000</p>
<p>Bob Hughes, Dust and Magic: The Secrets of Successful Multimedia<br />
Design (Addison-Wesley) 1999</p>
<p>Richard Lanham, The Electronic Word: Democracy, Technology and the<br />
Arts (University of Chicago Press) 1995</p>
<p>Brenda Laurel, Computers as Theatre (Addison-Wesley) 1991<br />
Brenda Laurel, ed., The Art of Human Computer Interface Design,<br />
(Addison-Wesley) 1990</p>
<p>Lev Manovich, The Language of New Media, (MIT Press) 2001<br />
Mullet and Sano, Designing visual interfaces (Sun Microsystems Inc.)<br />
1995</p>
<p>Janet Murray, Hamlet on the Holodeck, The future of narrative in<br />
Cyberspace (MIT Press) 1997</p>
<p>Donald A Norman, The Design of Everyday Things (Basic Books)<br />
Original 1988, revised ed. 2002</p>
<p>Robert Pirsig, Zen and the Art of Motorcycle Maintenance: An Inquiry<br />
into Values (Bodley Head) 1974, latest publication 1999</p>
<p>Oliver Sachs, The Man Who Mistook His Wife for a Hat (Picador) 1986</p>
<p>Tom Standage, The Mechanical Turk: The True Story of the Chess-playing<br />
Machine that Fooled the World (Allen Lane The Penguin Press) 2002</p>
<p>Edward Tufte, Envisioning Information (Graphics Press UK) 1990</p>
<p>Tay Vaughan, Multimedia - Making it Work (Osborne McGraw-Hill) 1994<br />
revised 1998</p>
<p>Jefferey Veen, The Art and Science of Web Design (New Riders<br />
Publishing) 2000</p>
<p>Lynda Weimann, Deconstructing web graphics 2.0, (New Riders<br />
Publishing) 1998</p>
<p>Jeffrey Zeldman, Designing with Web Standards (New Riders Publishing)<br />
2003
</p></div>
<div class="quote-msg">
<div class="quote-author">Quote:</div>
<p>Notes<br />
1. Oren, Tim. “Designing a new medium” in The Art of Human<br />
computer Interface Design, ed., Brenda Laurel, 467-479.<br />
Addison-Wesley, 1990.<br />
2. SEEDA and Human Capital. Skills for the Digital Media<br />
Industry-Research and Recommendations for the South East of<br />
England Development Agency, Final Report, June 2000<br />
3. England, Elaine. UK i-professionals–Education, Training and<br />
Development Audit. ATSF ltd. in conjunction with the BIMA,<br />
2002. Details from <a href="http://www.atsf.co.uk/atsf" title="www.atsf.co.uk/atsf">www.atsf.co.uk/atsf</a><br />
4. Department of Culture Media and Sport. Creative Industries –<br />
Internet Inquiry:’snapsjhot of a rolling wave’ – The Report of the<br />
Creative Industries Task Force Inquiry into the Internet.<br />
February 2000. PDF available <a href="http://www.culture.gov/internetinqpdf/" title="www.culture.gov/internetinqpdf/">www.culture.gov/internetinqpdf/</a><br />
5. SkillSet. Identifying Functions relating to the Computer Games<br />
Industry project, report published by SkillSet, 2002<br />
6. Media Employability Project. 2002 Joint project between<br />
University of Sunderland, Sheffield-Hallam University, De-<br />
Montfort University and the University of Central England. The<br />
project’s aims are: To identify skills and attributes (specific and<br />
transferable) which can be defined as enhancing the<br />
employability of Media Studies graduates. To identify those<br />
elements of curriculum and pedagogic practice which deliver<br />
these skills.<br />
Bibliography<br />
Bolter, Jay. Writing Space: The Computer, Hypertext, and the History of<br />
Writing. Lawrence Erlbaum Associates Inc., 1991.<br />
Marvin, Carolyn. When Old Technologies were new: Thinking about<br />
Electric Communication in the Late Nineteenth Century. Oxford<br />
University Press Inc., USA, 1988.<br />
Hayward, Philip. Culture, Technology and Creativity in the Late Twentieth<br />
Century. University of Luton Press,1990.<br />
Hayward, Philip and Wollen, Tana eds.. Future Visions: New technologies<br />
of the Screen. London: BFI Publishing, 1993.<br />
Silverstone, Roger. Consuming Technologies: Media and Information in<br />
Domestic Spaces. Routledge,1994.<br />
Turkle, Sherry. Second Self: Computers and the Human Spirit. Pocket<br />
Books, 1985.
</p></div>
<p>========================================================================</p>
<p>Chapter 2<br />
The Difficulty in Communicating with Computers</p>
<p>Kurzweil has some interesting ideas about reverse engineering the brain. I wonder how he can pinpoint dates/years though for when these ideas will come to fruition. is it a case of talking about it will make people develop the tools/technology like some ideas that have become reality and were originally based in science fiction??</p>
<p>(page 17-18)</p>
<div class="quote-msg">
<div class="quote-author">Quote:</div>
<p>Despite the discouraging results the mechanistic view is still<br />
viable. For example, Pattie Maes’ (1997) view is that the way agents differ<br />
from ordinary software is that an agent is personalized. It means, among<br />
other things, that an agent is proactive, which in her view means that it can<br />
take its own initiative rather than only react to events. According to Maes<br />
another difference between current software and software agents is that<br />
agents can run autonomously while the user goes about doing other things.<br />
She also argues that the reason to call it an agent is the fact that the<br />
software agent’s actions are based on its knowledge of the user’s<br />
preferences.</p>
<p>Here Maes, however in good company, seems to overlook the<br />
very nature of autonomy. It is not only the knowledge of the user that is of<br />
concern for autonomous agent but the possibility to refer to itself. An<br />
autonomy, with its reference to self, refers to some language, because<br />
reference is a linguistic phenomenon. In Maes case, autonomy refers to a<br />
well known language, viz. a programming language or in this context we<br />
may speak of the programming language since the expressability is the<br />
same in all programming languages. However, according to Tarski<br />
(1956), no language can completely free itself from external influences<br />
meaning that a metalanguage is necessary to understand complete<br />
autonomy. Hence, the autonomous agents that Maes refers to, are given an<br />
operational and objective description in a mathematical or formal<br />
language, which leaves the understanding of the autonomy outside the<br />
description. So, here we see that the machine metaphor does not succeed<br />
in describing autonomy because it leaves out of account the language in<br />
which the autonomy is described. </p>
<p>Ray Kurzweil (1999) goes several steps further than does Maes,<br />
arguing that by reverse engineering of the brain we may create computers<br />
that are much more intelligent than the person whose brain is transferred.<br />
This is only a question of time not of biological hurdles. We only have to<br />
await the progress in nanotechnology. Kurzweil (1999, pp. 220-222)<br />
predicts that in 2029, the vast majority of “computes” of nonhuman<br />
computing is now conducted on massively parallel<br />
neural nets, much of which is based on the reveres<br />
engineering of the human brain.</p>
<p>Many – but less than a majority – of the specialized<br />
regions of the human brain have been “decoded” and<br />
their massively parallel algorithms have been<br />
deciphered. […] The machine based nets are<br />
substantially faster and have greater computing and<br />
memory capacities and other refinements compared to<br />
their human analogues. [T]here is extensive use of<br />
communication using direct neural connections. This<br />
allows virtual, all-enveloping tactile communication to<br />
take place without entering a “total touch enclosure”[…]<br />
The majority of communication does not involve a<br />
human. The majority of communication involving a<br />
human is between a human and a machine.</p>
<p>In 2099, Kurzweil anticipates that the reverse engineering of the<br />
human brain appears to be complete. Furthermore (p. 234):<br />
Even among those human intelligences still using<br />
carbon-based neurons, there is ubiquitous use of neural<br />
implant technology, which provides enormous<br />
augmentation of human perceptual and cognitive<br />
abilities. Humans who do not utilize such implants are<br />
unable to meaningfully participate in dialogues with<br />
those who do.
</p></div>
<p>Chapter 3<br />
Accounting for User Needs and Motivations in Game Design</p>
<div class="quote-msg">
<div class="quote-author">Quote:</div>
<p>“If we were always to judge from reality, games would be<br />
nonsense. But if games were nonsense what else would there be left to<br />
do?” -- Tolstoy
</p></div>
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