Does the internet really remember everything? Do we need to teach computers how to forget?
I wonder if it won't just happen "naturally", like by attrition.
I imagine that sooner or later, irrelevant information will be pushed to the bottom of the pile (or search list) and then eventually be "forgotten", if not completely erased. Google already does this to a certain extent, arranging search results by relevance, estimated by factors like how many other sites link to the information and so on.
If a piece of information exists on a computer connected to the internet, but no website links to it, will anyone ever recover that obscure information? And what about when computers disconnect from the internet? Unless their data are cached somewhere (which, admittedly, Google and others do on a large scale), that information is no longer accessible. Also, over time, as formats and computer languages change, much more information will become inaccessible without translation.
Maybe it's just the same as with current information in "legacy" formats: there's a lot of it that exists, but which we are completely unaware of—like in dusty old tomes in libraries that we would have to spend hours or years searching for because it's not indexed. Still it's there.
I understand the ideal of going "off the grid", and avoiding trails of data that can tell others about one's daily habits or personal life. At its simplest, it means I can just go somewhere and no one will know where I am, or I can do something, and no one will know what I'm doing. Without such protection, we end up in Orwell's Nineteen Eighty-Four, never sure if someone is watching, always afraid to act.
It's not about living by the law or not. I'm sure that for many law-abiding citizens, once they believe that someone is watching their every move, they will reconsider some or many of their actions; they will become unnatural, separate from their desires, alienated from their selves.
Of course, time won't help if someone wants to remove some damning information from the internet right away. Facial recognition certainly won't make it any easier. It's almost enough to make me want to give up on Facebook. Sometimes I don't want to worry about someone seeing my photos or personal information (despite security measures).
I do believe that, in time, much digital information will be lost, in the ways I've mentioned and others. As disasters and time have destroyed copious past knowledge, so they will do to current and future knowledge. Most people probably have little to worry about when it comes to their personal information. That is, besides marketers, identity thieves, and future historians and archeologists, few people care about the average person's information. And for the time being, going off the grid can be as simple as leaving the house without your phone and wallet, and paying for things with cash.
We make much of our dependence on technology, and surely much of the talk is true. Perhaps fewer people each year could survive "in the wild"; and the idea doesn't interest them. Can we say that these people are worse off than others? Is it as dangerous as some say to trade our privacy for convenience? Is it harmful to trust technology with our secrets, some of which we would never even tell other people?
Read on..!
Showing posts with label internet. Show all posts
Showing posts with label internet. Show all posts
Tuesday, 16 August 2011
The internet always remembers?
Monday, 2 November 2009
More thoughts on laptop DJing (in response to...)
Recently I wrote a post for BlogCampaigning on my experience transitioning from a vinyl DJ to a laptop DJ, which, from personal comments, appears to have been generally well received. But the only comment anyone actually posted on the blog was quite negative and passively critical. Initially, I wanted to tell the semi-anonymous commenter where to go, but I decided to take the high road, thanking the fellow for his post and offering a very brief apologetic response.
I was wrong. I've thought about it, and I now recognize that that person's comment was uninformed and thoughtless, and I had no reason to apologize. I don't want to insult him, and I hope this response doesn't simply come off as petty. I have a far more appropriate response in mind, and it is basically a brief description of the nature of entertainment media today.
In his passive-aggressive note, the commenter appears to make three points:
1. DJs who use iTunes (or similar software) don't deserve to entertain club or bar crowds.
2. Whatever happened to DJs who can match beats by simply listening to songs (as opposed to using software to digitally and automatically beat-match)?
3. DJs today suck.
Check out the post at BlogCampaigning.com Read on..!
I was wrong. I've thought about it, and I now recognize that that person's comment was uninformed and thoughtless, and I had no reason to apologize. I don't want to insult him, and I hope this response doesn't simply come off as petty. I have a far more appropriate response in mind, and it is basically a brief description of the nature of entertainment media today.
In his passive-aggressive note, the commenter appears to make three points:
1. DJs who use iTunes (or similar software) don't deserve to entertain club or bar crowds.
2. Whatever happened to DJs who can match beats by simply listening to songs (as opposed to using software to digitally and automatically beat-match)?
3. DJs today suck.
Check out the post at BlogCampaigning.com Read on..!
Wednesday, 22 July 2009
Stuff I've read
So, now I'm scanning through my Delicious links to find stuff that's worth sharing directly with the world, and it turns out—not really surprisingly—that many of the links from a couple of years ago are broken. In some cases, the sites themselves no longer exist; in others, it appears that the articles or items have simply been removed, or the content is no longer free or public, which, in the latter case, I think is bad form. But I guess it makes the internet seem more like the real world of empty storefronts and changes of address. What might be more interesting are some of those pages that haven't changed substantially over two years.
Communications — The internet causes people to think of and do things that are entirely unnecessary, but highly functional. This is Google re-imagined, with all of its features on one page. I have no idea what 90 percent of it means or does. Not so simple now, is it? Simply Google
People — Here is a man named Neil Freeman's collection of semi-random stuff. It's not really random because it's all stuff that he's created. It's worth a peek. His photos on Flickr are also good—maybe better. Fake is the New Real
Entertainment — "Elite" was an amazing, and I think revolutionary, video game from the early 1980s, originally programmed for the Acorn BBC Microcomputer. I first played it on a later Acorn—no idea which one. If you've played this game, you know that it's monochrome polygons lit up your imagination. (Colour did come along, eventually.) This site is maintained by the original game designer, who apparently has no concern for contemporary web design. The Elite Home Page
Environment — Here you can find out all about the rivers that run or ran under our feet in Toronto, along with all sorts of urban ephemera. Toronto Lost River Walks
Arts — Zoomquilt is a sort of three-dimensional semi-immersive exquisite corpse—and it's way more than the sum of its parts. Given it's relative simplicity (the idea, not the artwork), this sort of thing could be really great or really poor. I'm sure this might have been executed better, but it's beyond my skills, so I'll just chill the rock out. Zoomquilt I
Read on..!
Communications — The internet causes people to think of and do things that are entirely unnecessary, but highly functional. This is Google re-imagined, with all of its features on one page. I have no idea what 90 percent of it means or does. Not so simple now, is it? Simply Google
People — Here is a man named Neil Freeman's collection of semi-random stuff. It's not really random because it's all stuff that he's created. It's worth a peek. His photos on Flickr are also good—maybe better. Fake is the New Real
Entertainment — "Elite" was an amazing, and I think revolutionary, video game from the early 1980s, originally programmed for the Acorn BBC Microcomputer. I first played it on a later Acorn—no idea which one. If you've played this game, you know that it's monochrome polygons lit up your imagination. (Colour did come along, eventually.) This site is maintained by the original game designer, who apparently has no concern for contemporary web design. The Elite Home Page
Environment — Here you can find out all about the rivers that run or ran under our feet in Toronto, along with all sorts of urban ephemera. Toronto Lost River Walks
Arts — Zoomquilt is a sort of three-dimensional semi-immersive exquisite corpse—and it's way more than the sum of its parts. Given it's relative simplicity (the idea, not the artwork), this sort of thing could be really great or really poor. I'm sure this might have been executed better, but it's beyond my skills, so I'll just chill the rock out. Zoomquilt I
Read on..!
Labels:
art,
environment,
ideas,
identity,
internet,
miscellaneous,
photos,
progress,
the past
Tuesday, 16 June 2009
The dangers of internet arrogance
So recently, my sister Jane performed one of the internet's cardinal sins and forwarded me an Unsubstantiated Public Service Announcement E-mail on the dangers of microwaving food in plastic containers. Naturally, being the good netizen that I try to be, I turned to Snopes to find the real story. I read the Snopes article, thought to myself: "Well, that little internet tidbit is clearly false", replied to my sister with the link, and smiled the smug smile of self-satisfaction one can only experience after lazily denouncing someone's valid attempt at discourse.
"Jane should know better than that", I thought, upon receiving the message. And maybe she should have. But I had fallen into a now-common trap that can blind even the very reasonable internet visitors among us, and certainly those more prone to tell people when they've done something "wrong" or stepped beyond the ephemeral bounds of netiquette (and there is no shortage of those—in fact, there are websites dedicated exclusively to telling people they're wrong; also, the comments on places like Digg are full of examples of people telling each other they're wrong in really awful ways).
My point is that Jane's chain e-mail activated my critical reflex, but I allowed Snopes to shut the reflex down, because I accept that site as a Reputable Depot for Information on Scams and Frauds and Unsubstantiated or Far-Fetched News Stories. It's not that I don't actually trust Snopes; even in this case, it's clear that the message itself is a fraud. But I had a reality check when I watched an episode of CBC's Doczone called "The Disappearing Male" that was about how certain chemicals which are widely used in plastics and other consumer products appear to be causing damage to the reproductive organs of male fetuses and eventually fertility problems in babies, boys, and men. The documentary presents strong evidence from numerous independent studies that this is in fact the case, and these chemicals—bisphenol-A (BPA) and phthalates—are extraordinarily dangerous, but at the same time points out that the United States Food and Drug Administration and other public bodies—guardians of the public health all—have preferred to rely on industry-sponsored studies for their judgments and recommendations about these chemicals (remember the tobacco debates?). The point being that Snopes defers to the FDA on the matter, and, usually, I would be suspicious of the government in any matter like this.
The Snopes article then goes on to quote a presumably reputable doctor advising: use plastics "specifically meant for cooking" if you must, because "whenever you heat something you increase the likelihood of pulling chemicals out", but it's best to cook with glass, ceramics, or stainless steel (obviously not the latter in the microwave, no matter how curious you might be). In other words, if not quite refuting, then certainly diluting the claim that plastics are safe for microwave (or general) use. This particular Snopes article is strange actually, because it tries to present a balanced view by debunking the form of the message (the fraud disguised as a PSA), but offering another side of the content of the message (the grain of truth in the fraud)—which is fine—but it seems to me that the researchers were maybe more interested in shooting down another bit of presumed internet nonsense rather than providing a public service. I think Snopes too fell prey to the same internet arrogance that prevented me from taking that next critical step.
Anyway, I recommend you watch "The Disappearing Male" and take a look at where these chemicals are around you. Canada recently banned the use of bisphenol-A in baby bottles, where it was very common, but they remain in all sorts of products and in the environment at large. From the Doczone page: "Found in everything from shampoo, sunglasses, meat and dairy products, carpet, cosmetics and baby bottles, they are called 'hormone mimicking' or 'endocrine disrupting' chemicals and they may be starting to damage the most basic building blocks of human development."
So, sorry Jane! I still don't like chain e-mails, but I'll pay better attention next time, and not be so quick to judge.
Read on..!
"Jane should know better than that", I thought, upon receiving the message. And maybe she should have. But I had fallen into a now-common trap that can blind even the very reasonable internet visitors among us, and certainly those more prone to tell people when they've done something "wrong" or stepped beyond the ephemeral bounds of netiquette (and there is no shortage of those—in fact, there are websites dedicated exclusively to telling people they're wrong; also, the comments on places like Digg are full of examples of people telling each other they're wrong in really awful ways).
My point is that Jane's chain e-mail activated my critical reflex, but I allowed Snopes to shut the reflex down, because I accept that site as a Reputable Depot for Information on Scams and Frauds and Unsubstantiated or Far-Fetched News Stories. It's not that I don't actually trust Snopes; even in this case, it's clear that the message itself is a fraud. But I had a reality check when I watched an episode of CBC's Doczone called "The Disappearing Male" that was about how certain chemicals which are widely used in plastics and other consumer products appear to be causing damage to the reproductive organs of male fetuses and eventually fertility problems in babies, boys, and men. The documentary presents strong evidence from numerous independent studies that this is in fact the case, and these chemicals—bisphenol-A (BPA) and phthalates—are extraordinarily dangerous, but at the same time points out that the United States Food and Drug Administration and other public bodies—guardians of the public health all—have preferred to rely on industry-sponsored studies for their judgments and recommendations about these chemicals (remember the tobacco debates?). The point being that Snopes defers to the FDA on the matter, and, usually, I would be suspicious of the government in any matter like this.
The Snopes article then goes on to quote a presumably reputable doctor advising: use plastics "specifically meant for cooking" if you must, because "whenever you heat something you increase the likelihood of pulling chemicals out", but it's best to cook with glass, ceramics, or stainless steel (obviously not the latter in the microwave, no matter how curious you might be). In other words, if not quite refuting, then certainly diluting the claim that plastics are safe for microwave (or general) use. This particular Snopes article is strange actually, because it tries to present a balanced view by debunking the form of the message (the fraud disguised as a PSA), but offering another side of the content of the message (the grain of truth in the fraud)—which is fine—but it seems to me that the researchers were maybe more interested in shooting down another bit of presumed internet nonsense rather than providing a public service. I think Snopes too fell prey to the same internet arrogance that prevented me from taking that next critical step.
Anyway, I recommend you watch "The Disappearing Male" and take a look at where these chemicals are around you. Canada recently banned the use of bisphenol-A in baby bottles, where it was very common, but they remain in all sorts of products and in the environment at large. From the Doczone page: "Found in everything from shampoo, sunglasses, meat and dairy products, carpet, cosmetics and baby bottles, they are called 'hormone mimicking' or 'endocrine disrupting' chemicals and they may be starting to damage the most basic building blocks of human development."
So, sorry Jane! I still don't like chain e-mails, but I'll pay better attention next time, and not be so quick to judge.
Read on..!
Saturday, 25 April 2009
Stuff I've read
In an effort to: a) keep my online presence reasonably up to date; b) justify all of my general interest reading; and c) possibly offer something of value to my friends' lives; I present my first collection of random tit-bits from the World Wide Web.
Communications — First, more news that big business is conspiring to keep consumers in the dark about something that in theory could ruin their profits. It's misinformation and omissions, though; sorry, no uncovered conspiracy (yet). Better still, it's from that paragon of meaningful reporting, London's Daily Mail. The painful truth about trainers: Are running shoes a waste of money?
Arts — This tit-bit is just cool. Art for a Dollar
Science — This is the story of an archivist at NASA who almost single-handedly saved the thousands of images taken by the earliest lunar orbiters, basically against the institutional wishes of her employer, and at some significant sacrifice to herself. I find the story almost as extraordinary as the pictures. NASA's early lunar images, in a new light
Environment — This is just obvious, but sometimes it's okay to beat people over the head just a little bit. Bottled Water Carries Hidden Cost to Earth
Arts — I originally had another link to this, but it didn't show all of the images, so I chose the source instead. Aren't you lucky? Yes. International Garden Photographer of the Year Finalists
Read on..!
Communications — First, more news that big business is conspiring to keep consumers in the dark about something that in theory could ruin their profits. It's misinformation and omissions, though; sorry, no uncovered conspiracy (yet). Better still, it's from that paragon of meaningful reporting, London's Daily Mail. The painful truth about trainers: Are running shoes a waste of money?
Arts — This tit-bit is just cool. Art for a Dollar
Science — This is the story of an archivist at NASA who almost single-handedly saved the thousands of images taken by the earliest lunar orbiters, basically against the institutional wishes of her employer, and at some significant sacrifice to herself. I find the story almost as extraordinary as the pictures. NASA's early lunar images, in a new light
Environment — This is just obvious, but sometimes it's okay to beat people over the head just a little bit. Bottled Water Carries Hidden Cost to Earth
Arts — I originally had another link to this, but it didn't show all of the images, so I chose the source instead. Aren't you lucky? Yes. International Garden Photographer of the Year Finalists
Read on..!
Labels:
art,
internet,
miscellaneous,
news
Thursday, 14 August 2008
A new model for the music industry
In the beginning of Rock’n’Roll music there was the Guitar. It was pretty easy to learn, Chuck Berry and Elvis Presley played it, and it probably corrupted your youth. With the increasing complexity of guitar playing, particularly the Solo, came the Air Guitar. It’s an imaginary instrument—occasionally brought to life by a broom or tennis racquet—that anyone can play with the least amount of skill or coordination, and it has become so popular that somebody made a wide-release zany documentary about it. And now, in the age of entertainment, there is the Virtual Guitar, embodied in such video games as Guitar Hero, Rock Band, Gitaroo man, and Frets of Fire. Here everybody from air guitar wannabes to actual guitar players uses a miniature plastic guitar-shaped controller to play along to some classic and current rock tunes. Maybe you begin to see the possibilities already?
The appeal of these virtual guitar-playing games is very broad: you get to play (or feel like you’re playing) guitar along with some great and some awful songs (you might be surprised by what songs or bands you start to like), and without ever having to take a lesson. Inexperienced players should find that the easier levels are not at all difficult to learn and play, without being boring; it becomes challenging quite quickly for experienced players, and actual guitar-playing ability can be of little help; and at no matter what level, you get to listen to music and play a fun game at the same time—it has your undivided attention—you are taking part in creating the music. That may sound odd at first, but I think it’s entirely warranted and I’ll tell you why.
Here are some things to think about: The music industry is in a sort of crisis, unwilling to admit that the old industry model (much simplified: charging high prices for low quality, and trying to control who “owns” the product, be it a physical CD or a virtual MP3) is no longer viable. In part, mass internet usage and reality TV shows such as American Idol, Big Brother and others that promise instant fame (or at least your 15 minutes), have created widespread demand for a New Experience, not fully passive like television, but not quite physical or social. Both of these factors are exacerbated by growing competition in the entertainment arena, which has increased dramatically, particularly in recent years, with video games making up much of that competition. Also, content pirating is easy and rampant, and, worldwide, legislation on the issue is unclear. Music, which used to colour our lives, has become background music—wallpaper. It is boring, to the point that, for many people, it’s simply not worth the price. What has music done for me lately?
Enter Mediated Interactivity. All the entertainment, but with little of that awkward social-personal stuff, and all within precisely programmed, edited and strictly enforced boundaries. But that’s only a part of my point. Often we don’t realize just how broad the spectrum of entertainment media has become. And as a result, we fail to recognize that we are demanding more from those media. We are now so used to getting what we want when we want it that we find the slow pace at which the big guns in the music industry are changing very frustrating. More media—films, TV, video games, music, books (believe it or not), the internet is a big one with news, “social” networking, gambling, role-playing games, &c.—are competing for an expanding leisure market; but most of these things can only be effectively consumed independently of each other. I can’t listen to music properly while I’m watching TV or a movie. I can’t really surf the internet while playing a video game. Certainly, I can try, but I will naturally divide my attention. In some cases attempts have been made to combine entertainment media. Increasingly, for example, current bands are being featured in TV shows and movies—this is hardly new and it remains passive; and online games have become about as common as e-mail. But even when playing games that allow for some multitasking, I may be “on” the internet, but my attention must be either on the game or on some other website, not both. American Idol on the other hand, though not exactly based on a novel premise, has introduced a measure of interactivity to entertainment. You—lucky you!—get to help choose a pop star directly, without all of that silly intervening stuff like hearing about a cool new artist from an eager friend, waiting for them to come to your town, going to see the show with two other people and the bar staff, buying the shirt anyway because you love them right away, requesting their song on the radio, writing to them, and watching them develop into real talent over years. No! Too much work! Instant stars and disposable songs are what people want (of course I’m not so naïve to think that this is entirely a new development), and so far it has proven a powerful lure to capture the public’s attention: you watch the show (two hours a week, maybe more), then you make your phone calls or text messages, and then you buy (and presumably listen to) the music; though the buying variable is the more important part of that particular equation. Still, American Idol is rather more indicative of the malaise afflicting the music industry than a solution to it. All the show does is make explicit the emptiness of pop music and the root of the reasons many people are less willing to pay for it. Simply put, generic music is not worth it when you can pirate it (and better) for free, or when there is just so much of it and there are so many other things to occupy your time.
Thus Interactive Music, the early stages of which are characterized by Karaoke and Guitar Hero. Guess which one I consider more important? Karaoke on its own could never challenge the powerful music industry in North America, especially not at the time it initially became popular. Those pre-Napster years were good for Big Music. Karaoke is certainly seminal, at least with respect to what I’m talking about. But it seems to me that it was destined to be little more than a parlour game—in the West at least—in its current unchanged form. True Interactive Music, on the other hand, is characterized by the ability of the listener (a.k.a. the consumer, user, or player) to be the creator at the same time—to “make it” his or her own. In practice, you might argue, this can be said of any form of music, and certainly Karaoke: The listener can sing along, play along, rerecord and remix it, and then, in theory, release it publicly. Of course, this is the case, but none of that is sufficiently mediated.
Now, here’s the point: What I see with virtual guitar games like Guitar Hero and their Mediated Interactivity is a new model for the music industry. In this model, a band can release an album or a single song in an interactive format, playable on a video game console, a computer, or any compatible player (and of course you can copy the tunes to your iPod, too, or just play it the old-fashioned way on your stereo). The player can play along with the songs on levels from easy to difficult, and “unlock” different features as she goes: extra tracks, remixes, videos, &c.—this is the obvious stuff, initial but secondary incentives. The key for the listener is the opportunity to play the songs either as recorded, or to improvise them (or certain parts of them), and to be judged or rated on her performance. As always with the modern consumer, fun is the primary motivator and goal.
There are advantages for the bands and labels, too. This interactive model combines an entrenched medium—music—with an entertainment medium that is growing extremely quickly—video games. And there is plenty of potential to integrate other media, such as virtual social networking and chat. That is, with Interactive Music, users don’t need to choose between competing entertainments, because they have several in one. People can and will still choose to consume other forms of entertainment; but that’s not quite the issue. For labels, dominance in the market is part of the game, but nowadays perhaps a larger part is simple sustenance. Though among the media there is often conglomeration, there is rarely monopoly. In this model, there exists the possibility to further the American Idol ideal of instant stardom and disposable music. Songs can be modified, easily rerecorded and remixed, and they can easily be redistributed via the internet. They could then be voted on and downloaded for a cost or free—it doesn’t really matter; charts could be made based on player ratings and downloads, all at next-to-no cost for the labels. Most importantly, there would be a far greater incentive for consumers and fans to buy—to pay for—music: it would be interesting again.
It’s happening right now, in fact. Though not on an industry-transforming scale just yet, many of the features are basically in place. Users can buy and download new songs regularly from Microsoft’s Xbox Live service, and I hear that Sony’s Playstation 3 has some embedded features for social networking that are currently unused. But better than that, independent individuals are taking the initiative to develop the pieces of the puzzle for indie musicians and labels to take things into their own hands. There is a free, open-source Virtual Guitar game—Frets on Fire (fretsonfire.sourceforge.net)—that shows great promise for keeping indie music independent of the majors. CustomHero.net offers a service to convert regular songs into interactive songs, and ScoreHero.com provides an initial framework for scoring and judging. And with the speed at which technology and ideas are moving these days, the cross-platform spread of these games, and their broad appeal, I imagine a time in the near future when in homes across the world we will find families sitting together in front of the TV like they used to, but instead of staring dumbly at the screen, they will play and interact and give each other high fives. And all will be right with the world. Read on..!
The appeal of these virtual guitar-playing games is very broad: you get to play (or feel like you’re playing) guitar along with some great and some awful songs (you might be surprised by what songs or bands you start to like), and without ever having to take a lesson. Inexperienced players should find that the easier levels are not at all difficult to learn and play, without being boring; it becomes challenging quite quickly for experienced players, and actual guitar-playing ability can be of little help; and at no matter what level, you get to listen to music and play a fun game at the same time—it has your undivided attention—you are taking part in creating the music. That may sound odd at first, but I think it’s entirely warranted and I’ll tell you why.
Here are some things to think about: The music industry is in a sort of crisis, unwilling to admit that the old industry model (much simplified: charging high prices for low quality, and trying to control who “owns” the product, be it a physical CD or a virtual MP3) is no longer viable. In part, mass internet usage and reality TV shows such as American Idol, Big Brother and others that promise instant fame (or at least your 15 minutes), have created widespread demand for a New Experience, not fully passive like television, but not quite physical or social. Both of these factors are exacerbated by growing competition in the entertainment arena, which has increased dramatically, particularly in recent years, with video games making up much of that competition. Also, content pirating is easy and rampant, and, worldwide, legislation on the issue is unclear. Music, which used to colour our lives, has become background music—wallpaper. It is boring, to the point that, for many people, it’s simply not worth the price. What has music done for me lately?
Enter Mediated Interactivity. All the entertainment, but with little of that awkward social-personal stuff, and all within precisely programmed, edited and strictly enforced boundaries. But that’s only a part of my point. Often we don’t realize just how broad the spectrum of entertainment media has become. And as a result, we fail to recognize that we are demanding more from those media. We are now so used to getting what we want when we want it that we find the slow pace at which the big guns in the music industry are changing very frustrating. More media—films, TV, video games, music, books (believe it or not), the internet is a big one with news, “social” networking, gambling, role-playing games, &c.—are competing for an expanding leisure market; but most of these things can only be effectively consumed independently of each other. I can’t listen to music properly while I’m watching TV or a movie. I can’t really surf the internet while playing a video game. Certainly, I can try, but I will naturally divide my attention. In some cases attempts have been made to combine entertainment media. Increasingly, for example, current bands are being featured in TV shows and movies—this is hardly new and it remains passive; and online games have become about as common as e-mail. But even when playing games that allow for some multitasking, I may be “on” the internet, but my attention must be either on the game or on some other website, not both. American Idol on the other hand, though not exactly based on a novel premise, has introduced a measure of interactivity to entertainment. You—lucky you!—get to help choose a pop star directly, without all of that silly intervening stuff like hearing about a cool new artist from an eager friend, waiting for them to come to your town, going to see the show with two other people and the bar staff, buying the shirt anyway because you love them right away, requesting their song on the radio, writing to them, and watching them develop into real talent over years. No! Too much work! Instant stars and disposable songs are what people want (of course I’m not so naïve to think that this is entirely a new development), and so far it has proven a powerful lure to capture the public’s attention: you watch the show (two hours a week, maybe more), then you make your phone calls or text messages, and then you buy (and presumably listen to) the music; though the buying variable is the more important part of that particular equation. Still, American Idol is rather more indicative of the malaise afflicting the music industry than a solution to it. All the show does is make explicit the emptiness of pop music and the root of the reasons many people are less willing to pay for it. Simply put, generic music is not worth it when you can pirate it (and better) for free, or when there is just so much of it and there are so many other things to occupy your time.
Thus Interactive Music, the early stages of which are characterized by Karaoke and Guitar Hero. Guess which one I consider more important? Karaoke on its own could never challenge the powerful music industry in North America, especially not at the time it initially became popular. Those pre-Napster years were good for Big Music. Karaoke is certainly seminal, at least with respect to what I’m talking about. But it seems to me that it was destined to be little more than a parlour game—in the West at least—in its current unchanged form. True Interactive Music, on the other hand, is characterized by the ability of the listener (a.k.a. the consumer, user, or player) to be the creator at the same time—to “make it” his or her own. In practice, you might argue, this can be said of any form of music, and certainly Karaoke: The listener can sing along, play along, rerecord and remix it, and then, in theory, release it publicly. Of course, this is the case, but none of that is sufficiently mediated.
Now, here’s the point: What I see with virtual guitar games like Guitar Hero and their Mediated Interactivity is a new model for the music industry. In this model, a band can release an album or a single song in an interactive format, playable on a video game console, a computer, or any compatible player (and of course you can copy the tunes to your iPod, too, or just play it the old-fashioned way on your stereo). The player can play along with the songs on levels from easy to difficult, and “unlock” different features as she goes: extra tracks, remixes, videos, &c.—this is the obvious stuff, initial but secondary incentives. The key for the listener is the opportunity to play the songs either as recorded, or to improvise them (or certain parts of them), and to be judged or rated on her performance. As always with the modern consumer, fun is the primary motivator and goal.
There are advantages for the bands and labels, too. This interactive model combines an entrenched medium—music—with an entertainment medium that is growing extremely quickly—video games. And there is plenty of potential to integrate other media, such as virtual social networking and chat. That is, with Interactive Music, users don’t need to choose between competing entertainments, because they have several in one. People can and will still choose to consume other forms of entertainment; but that’s not quite the issue. For labels, dominance in the market is part of the game, but nowadays perhaps a larger part is simple sustenance. Though among the media there is often conglomeration, there is rarely monopoly. In this model, there exists the possibility to further the American Idol ideal of instant stardom and disposable music. Songs can be modified, easily rerecorded and remixed, and they can easily be redistributed via the internet. They could then be voted on and downloaded for a cost or free—it doesn’t really matter; charts could be made based on player ratings and downloads, all at next-to-no cost for the labels. Most importantly, there would be a far greater incentive for consumers and fans to buy—to pay for—music: it would be interesting again.
It’s happening right now, in fact. Though not on an industry-transforming scale just yet, many of the features are basically in place. Users can buy and download new songs regularly from Microsoft’s Xbox Live service, and I hear that Sony’s Playstation 3 has some embedded features for social networking that are currently unused. But better than that, independent individuals are taking the initiative to develop the pieces of the puzzle for indie musicians and labels to take things into their own hands. There is a free, open-source Virtual Guitar game—Frets on Fire (fretsonfire.sourceforge.net)—that shows great promise for keeping indie music independent of the majors. CustomHero.net offers a service to convert regular songs into interactive songs, and ScoreHero.com provides an initial framework for scoring and judging. And with the speed at which technology and ideas are moving these days, the cross-platform spread of these games, and their broad appeal, I imagine a time in the near future when in homes across the world we will find families sitting together in front of the TV like they used to, but instead of staring dumbly at the screen, they will play and interact and give each other high fives. And all will be right with the world. Read on..!
Tuesday, 18 March 2008
I'm addicted to news, part 1
...so much so that I will go out of my way to read it to avoid doing other things, like writing. (Hence significant delays in my output here.)
I read The Toronto Star most days (probably about 1/3-1/2 of the online version), and when I've finished that, I move on to the front page of Digg.com. If somehow I manage to exhaust those sources during my day, the interweb is replete with alternatives. Apart from work, this is probably the largest chunk of my day. In my reading, I keep track of what is going on in the various worlds I inhabit--the geopolitical, the socio-cultural, the technological-scientific, the pictures of cute animals--ostensibly because I am interested in them, but, sadly, the truth is that I'm simply addicted. I can't stay away. I must know! And I haven't exactly made any moves to improve the situation. At least I'm not the only one, if the explosion of blogs and social news and networking are any sign.
Now, I am interested in what is happening in the worlds--I love to be informed about things--but I'm also interested in getting things done; and I have no shortage of personal projects to occupy my time. What I recognize about my addiction to news, and what I imagine might actually apply to any addiction that is more psychological than physiological, is that I indulge it to procrastinate. (In other words, maybe I'm not really addicted, but I am a compulsive procrastinator.) Something else I've noticed is that I no longer bother justifying it to myself, but I do feel guilty about it. Actually, I suppose I read news to rationalize my procrastination. Still, I guess there are worse addictions and compulsions.
The thing I feel guilty about is that I rarely synthesize the media I consume; I often don't even digest it. I mean, I look and I read and I remember somewhat, but I don't always engage. Or that's how it feels anyway. So now I'm doing something about it, and you will help me. Basically, you're looking at my addiction therapy. (And hopefully engaging it, too.) Wish me luck! Read on..!
I read The Toronto Star most days (probably about 1/3-1/2 of the online version), and when I've finished that, I move on to the front page of Digg.com. If somehow I manage to exhaust those sources during my day, the interweb is replete with alternatives. Apart from work, this is probably the largest chunk of my day. In my reading, I keep track of what is going on in the various worlds I inhabit--the geopolitical, the socio-cultural, the technological-scientific, the pictures of cute animals--ostensibly because I am interested in them, but, sadly, the truth is that I'm simply addicted. I can't stay away. I must know! And I haven't exactly made any moves to improve the situation. At least I'm not the only one, if the explosion of blogs and social news and networking are any sign.
Now, I am interested in what is happening in the worlds--I love to be informed about things--but I'm also interested in getting things done; and I have no shortage of personal projects to occupy my time. What I recognize about my addiction to news, and what I imagine might actually apply to any addiction that is more psychological than physiological, is that I indulge it to procrastinate. (In other words, maybe I'm not really addicted, but I am a compulsive procrastinator.) Something else I've noticed is that I no longer bother justifying it to myself, but I do feel guilty about it. Actually, I suppose I read news to rationalize my procrastination. Still, I guess there are worse addictions and compulsions.
The thing I feel guilty about is that I rarely synthesize the media I consume; I often don't even digest it. I mean, I look and I read and I remember somewhat, but I don't always engage. Or that's how it feels anyway. So now I'm doing something about it, and you will help me. Basically, you're looking at my addiction therapy. (And hopefully engaging it, too.) Wish me luck! Read on..!
Labels:
identity,
internet,
me,
miscellaneous
Wednesday, 6 February 2008
Duelling identities, part 1
I'm not sure how much stock we should put in an article that claims “Youngsters not happy oldies going online”, from an Australian News Corp. affiliate, which I must assume is a tabloid, given this photo of Britney Spears on their front page (I recommend you don't follow the link). The piece cites no sources or even unscientific polls, though the author seems to have interviewed several “youngsters” and a “youth market researcher” from California. Is there in fact a trend—a spreading ageism or gerontophobia among the youth? Or is this article meant to reinforce the contemporary stereotype of lost kids in the digital age and to promote an “us vs them” attitude?
In any case, while the article may be a tabloid fluff piece, it does bring up some interesting talking points. In particular the Generation Gap, which for a while seemed to be growing wider as it coincided with the Technological Divide; Divergent Identities; privacy; the extension of adolescence; and the arrogance of youth.
According to the article, young persons - presumably those of university undergrad age and younger—are often displeased when their elders, particularly their parents and their parents’ friends, find and befriend them on social networking websites such as Facebook and MySpace. Being online friends with these “oldies” causes alarm among young folk because it prevents them from communicating openly with their peers for fear of having their adolescent antics exposed.
Though it shows no clear bias—that is, it makes no explicit argument—the article is mostly rubbish. But I do find the idea of Secondary Identities very interesting. Underlying the emptiness of it all, the author (perhaps without knowing) points out that many people (certainly the young are not alone in this) do or say things online that they would not do or say in “real life”, and definitely not around their parents or other adult members of society. People post pictures of themselves and their friends doing things they would not do or discuss in polite company; they post inflammatory comments on web forums that they would be too frightened to say to someone’s face; they offer personal details that they might think twice about before mentioning aloud; all voluntarily, and apparently mostly without regret or fear of repercussion. In the process, regular internet users are creating secondary identities, without even realizing it. And these alternative identities don't seem to match our daily lives.
One might consider it positive that people are expressing themselves honestly through their online identities. That's fair; but why are we unable to reconcile our real and virtual lives? And is it really honest to say something in one place that we would not say elsewhere (particularly when that “one place” is the world wide web)? I don't think it's simply a question of public and private, though that certainly plays a part. Generally, my real public acts are the ones that I want to show others, or rather, they are the things I don't mind others discovering. These acts demonstrate the person that I want others to believe I am. Real private acts are the ones that perhaps more accurately represent my true or hidden character, such as binge drinking, drug taking, excess gambling, vandalism, passive aggression. Indeed, there is a grey area that includes those daily acts that I have no interest in making public, but which should cause little embarrassment if they did become generally known. These might be certain “small-v” vices (smoking tobacco, listening to Yanni, et c.), bedroom activities, or shopping habits. These are truly public acts, because I make no effort to hide them from anybody. The behaviour of my virtual personae should more or less line up with the real. The difference is that it is so much more difficult to keep things private on the internet. Public and private behaviour converge here.
Much has been made in the last couple of years of prospective or current employers discovering their candidates or employees engaged in undesirable behaviour (perhaps even while at work). And several schools have expelled students for inappropriate behaviour discovered on the web. The media tell us: “Your stellar résumé won't save you if there’s a video on YouTube of you throwing up on a stripper, even if it was your bachelor party.” (Unless you're a celebrity.) Actually, in the technological age, where many pray at the altar of celebrity, we seem to revel in playing a part and acting as both celebrities and paparazzi within our own private cliques. On the internet, we can be the stars of our own lives, emulating our favourites and showing off the pictures to prove it.
Stay tuned for part 2. Read on..!
In any case, while the article may be a tabloid fluff piece, it does bring up some interesting talking points. In particular the Generation Gap, which for a while seemed to be growing wider as it coincided with the Technological Divide; Divergent Identities; privacy; the extension of adolescence; and the arrogance of youth.
According to the article, young persons - presumably those of university undergrad age and younger—are often displeased when their elders, particularly their parents and their parents’ friends, find and befriend them on social networking websites such as Facebook and MySpace. Being online friends with these “oldies” causes alarm among young folk because it prevents them from communicating openly with their peers for fear of having their adolescent antics exposed.
Though it shows no clear bias—that is, it makes no explicit argument—the article is mostly rubbish. But I do find the idea of Secondary Identities very interesting. Underlying the emptiness of it all, the author (perhaps without knowing) points out that many people (certainly the young are not alone in this) do or say things online that they would not do or say in “real life”, and definitely not around their parents or other adult members of society. People post pictures of themselves and their friends doing things they would not do or discuss in polite company; they post inflammatory comments on web forums that they would be too frightened to say to someone’s face; they offer personal details that they might think twice about before mentioning aloud; all voluntarily, and apparently mostly without regret or fear of repercussion. In the process, regular internet users are creating secondary identities, without even realizing it. And these alternative identities don't seem to match our daily lives.
One might consider it positive that people are expressing themselves honestly through their online identities. That's fair; but why are we unable to reconcile our real and virtual lives? And is it really honest to say something in one place that we would not say elsewhere (particularly when that “one place” is the world wide web)? I don't think it's simply a question of public and private, though that certainly plays a part. Generally, my real public acts are the ones that I want to show others, or rather, they are the things I don't mind others discovering. These acts demonstrate the person that I want others to believe I am. Real private acts are the ones that perhaps more accurately represent my true or hidden character, such as binge drinking, drug taking, excess gambling, vandalism, passive aggression. Indeed, there is a grey area that includes those daily acts that I have no interest in making public, but which should cause little embarrassment if they did become generally known. These might be certain “small-v” vices (smoking tobacco, listening to Yanni, et c.), bedroom activities, or shopping habits. These are truly public acts, because I make no effort to hide them from anybody. The behaviour of my virtual personae should more or less line up with the real. The difference is that it is so much more difficult to keep things private on the internet. Public and private behaviour converge here.
Much has been made in the last couple of years of prospective or current employers discovering their candidates or employees engaged in undesirable behaviour (perhaps even while at work). And several schools have expelled students for inappropriate behaviour discovered on the web. The media tell us: “Your stellar résumé won't save you if there’s a video on YouTube of you throwing up on a stripper, even if it was your bachelor party.” (Unless you're a celebrity.) Actually, in the technological age, where many pray at the altar of celebrity, we seem to revel in playing a part and acting as both celebrities and paparazzi within our own private cliques. On the internet, we can be the stars of our own lives, emulating our favourites and showing off the pictures to prove it.
Stay tuned for part 2. Read on..!
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