2008년 5월 30일 금요일

05. 23

05. 23


surveillance
- close watch kept over someone or something
- Technologies of surveillance
- example: Viisage & Superbowl XXXV


surveillance model versus capture model
- surveillance model is built upon visual metaphors and derives from historical experiences of secret police surveillance
- capture model is built upon linguistic metaphors and takes as its prototype the deliberate reorganization of industrial work activities to allow computers to track them [the work activities] in real time


privacy: a definition

- 1. the quality or state of being apart from company or observation
- 2. archaic : a place of seclusion


digital media versus computer science
- digital media studies: some architectures are best designed to be inefficient.
- computer science: efficiency is almost always considered to be a virtue: efficient architectures are usually good architectures


Lessig on code and architecture



Lessig on architecture of privacy
- Life where less is monitored is a life more private; and life where less can be searched is also a life more private.


data mining task


technologies and architectures of privacy

- technologies and architectures are important influences on the production and change of private and public space;
- but, they do not independently determine what is public and what is private
- sometimes inefficient architectures, inefficient technologies are good technologies because they allow for or facilitate resistance by the less powerful in the face of powerful individuals, corporations and governments

Today I learned about history of surveilance, definition of privacy and etc.
It is applied to my real life whatever monitoring or search.
So I was glad to learn this.

05. 16

05. 16


media as extensions or prostheses

- All media are extensions of some human faculty psychic or physical.

ratio of the senses
- McLuhan, in Understanding Media, claims that every new medium institutes new ratios between our senses.
- McLuhan does not say that new media are replacements for older media.
- What I am saying is that media as extensions of our senses institute new ratios, not only among our private senses, but among themselves, when they interact among themselves


media as mirrors versus media as prostheses

- medium as mirror
we see “ourselves” in the medium
- medium as prosthesis
we are radically altered by a medium


a definition of media studies
- digital media studies is a kind of media studies that pays especial attention to the techniques and technologies of computers and computer networks .


biopolitics
- politics carried out through the means, the techniques and technologies of health and illness, statistics, the census, epidemiology and demography, the science of race, eugenics, population, abortion, genomics, and new reproductive technologies.


definition of cyborg

- A cyborg is a cybernetic organism, a hybrid machine and organism, a creature of social reality as well as a creature of fiction


definition of MUD
- MUD stands for multi-user domain
- MOO stands for MUD, object-oriented (referring to a particular way in which the MUD is programmed using an object-oriented language)


what is LambdaMOO?
- LambdaMOO is sort of like a chat room. It's a text-only based virtual community of thousands of people from all over the world.

We learned about "cyborg manifesto ,ratio, nakamura and etc..."
I became to know about cyborg politice and affinity.

5. 09

5. 09



Mod (modification: fps, rpgs, real-time strategy games)
by general public or developer
can be entirely new games in themselves
partial conversions (total conversions)


movies with game engines

games research and development

example groups and events:
–the game developers’ conference:
http://www.gdconf.com/
–game studies: academic journal:
http://gamestudies.org/
–art:
e.g., the show Bang the Machine: Computer Gaming Art and Artifacts
e.g., alternative games competition, Rhizome.org at the New Museum, New York City, March 2004


Ludology versus Narratology


two issues to consider from film theory

1.identification:
–how do people relate to the characters and action on the screen?
2.space:
-what is the space of cinema/games? what can the audience/player see or do there?
-what can the designer or filmmaker do to increase, decrease, or change the space?


more than identification
-When you play a video game you enter into the world of the programmers who made it. You have to do more than identify with a character on the screen.


identification
-Identification is known to psycho-analysis as the earliest expression of an emotional tie with another person. It plays a part in the early history of the Oedipus complex.



hot and cool media

-Telephone is a cool medium, or one of low definition, because the ear is given a meager amount of information. And speech is a cool medium of low definition, because so little is given and so much has to be filled in by the listener. On the other hand, hot media do not leave so much to be filled in or completed by the audience. Hot media are, therefore, low in participation, and cool media are high in participation or completion by the audience.




I learned about computer game and how do games work.
We participated the class.
And I thought about the game that I had played.
This lecture was very funny.
And I reminded about the perspective of an engineer and audience.

2008년 5월 4일 일요일

last week

5. 04

key-point
every digital media technology has an architecture using diagrams to compare physical architectures with digital architectures
Agre
–the surveillance model
–architectures of surveillance
–the capture model & its relation to Winograd and Flores


Winograd and Flores

-Winograd and Flores present a methodology for CSCW analysis and design. This methodology is commonly known as the “language/action” perspective.


design as conversation construction

-any organization is constituted as a network of recurrent conversations (ex: issue, topic, theme…)
-conversations are linked in regular patterns of triggering and breakdown (ex: next issues…)
-in creating tools we are designing new conversations and connections (ex: ways, methods, rules…)
-computers are a tool for conducting the network of conversations (ex: how-to, clues ….)


Winograd and Flores: model of conversation

-conversations are sequences of actions because by saying things people are understood to be doing things;


what happens when we incorporate (perhaps even automate) a network of recurrent conversations in a media technology?

–it changes the conversations or social relations.


Every digital media technology has an architecture that can be used to transform work, play and governance.

physical architecture and digital architecture


what is the architecture of cyberspace?
-consider the hardware and software that links together (or separates) groups of people


surveillance

-close watch kept over someone or something
-Etymology: French, from surveiller to watch over, from sur- + veiller to watch, from Latin vigilare, from vigil watchful


history of surveillance: the panopticon
-Panopticon developed by Jeremy Bentham in the 18th century for prison
-similar designs adapted for hospitals and factories

capture (in comparison with surveillance)

-linguistic metaphors instead of visual metaphors
-instrumentation and reorganization of activities rather than a non-disruptive data collection
-organization using categories of connected activities (cf. assembly lines) instead of organization by “territories” (e.g., private space versus work space)
-local storage and use of captured data versus centrally organized monitoring
-the driving aims are not necessarily political, but philosophical/market driven


five stage cycle of grammars of action
-analysis
-articulation
-imposition
-instrumentation
-elaboration


I more listened the lecture, the more fun.
I took a note and I wrote the important things in the lecture.
I expect next lecture

last week

last week

4.27


key point that has implications for the aesthetic, ethics and evaluation of human-computer interaction
history of HCI from a tools perspective
conversational models of the interface: the intersection of AI and HCI
question for today: what problem does Weizenbaum’s ELIZA system address or solve?
the answer of AI
the answer of Ethnomethodology

Key point

-People often interact with media technologies as though the technologies were people.

–related ideas
Clifford and Nash, “the media equation”
Freud, transference

–see also Sherry Turkle on computers as “second selves” and as “evocative objects”
surrealists, “automatic writing” (recall Tristan Tzara’s “recipe”)
Mannheim/Schutz/Garfinkel, the “documentary method”


related points: ethics


questions of ethics and “others”
–should we treat technologies as people or people as technologies?
–should we only treat others who are like us with care and respect? or, should we also extend our care and respect to others who are radically different?
–what makes believe someone or something is alive, thinking, or simply the same as us?

related points: aesthetics & teleology

questions of aesthetics, goals and intentions
–do objects, technologies and natural phenomena have goals and intentions?

related points: design
If we view objects, technologies and natural phenomenon as if they do, in fact, have goals and intentions, then we will design like an artificial intelligence researcher.
On the other hand, if we view objects, technologies and natural phenomenon as if the just look like they have goals and intentions, then we will design like a tool builder for human “users” or “operators” of our tools.

history of HCI as tools: funding


Johnstone’s “algorithm”

If the last two answers were “No,” then answer “Yes.”
Else, if more than 20 total answers, then answer “Yes.”
Else, if the question ends in vowel, then answer “No.”
Else, if question ends in “Y,” then answer “Maybe.”
Else, answer “Yes.”


ethnomethodology: a definition

Ethnomethodology simply means the study of the ways in which people make sense of their social world
Ethnomethodology differs from other sociological perspectives in one very important respect:
–Ethnomethodologists assume that social order is illusory.

I reminded I wasn't care about study after I finished exam.
so I listened the lecture well.

last week

4. 13


Last week
-social networks as science
-social networks as technology
-social networks as popular culture
-social networks as art


a short history of artificial intelligence in software
–GPS planning as a technical problem (1957)
separated its knowledge of problems from its strategy of how to solve problems : not real-world problems : Soar
GPS as a “solution”: The General Problem Solver by Herbert Simon, Allen Newell, and Clifford
story generation as a planning problem (1976)
-TALESPIN as a “solution”
story understanding as a plan recognition problem (1977)
-FRUMP (Fast Reading, Understanding, and Memory Program) as a “solution”
question answering as a problem
-ELIZA as a “solution”
demo of ELIZA


Alan Turing
-Founder of computer science, artificial intelligence, mathematician, philosopher, codebreaker, and a gay man


Turing’s “imitation game”
“The new form of the problem can be described in terms of a game which we call the ‘imitation game.’ It is played with three people, a man, a woman, and an interrogator who may be of either sex. The interrogator stays in a room apart from the other two. The object of the game for the interrogator is to determine which of the other two is the man and which is the woman.”
“It is [the man's] object in the game to try and cause [the interrogator] to make the wrong identification.”
“The object of the game for [the woman] is to help the interrogator.”


artificial intelligence: a definition


artificial intelligence: research areas

Knowledge Representation
Programming Languages
Natural Language (e.g., Story) Understanding
speech Understanding
vision
robotics
Machine Learning
Planning


planning as a technical problem



a problem with ai planning
-“frame problem (our physical symbol system broke the law of representation in a situation


story generation as planning
–James Meehan, "The Metanovel: Writing Stories by Computer", Ph.D. diss., Yale University, 1976.


problems with story generation: missing common sense
–Answers to questions can take more than one form.
–Don’t always take answers literally.
–You can notice things without being told about them.
–Stories aren’t really stories if they don’t have a central problem.
–Sometimes enough is enough.
–Schizophrenia can be dis-functional.


story understanding as a plan recognition problem



story understanding as plan recognition