I’m on holiday… august break… till mid-august…
It should worth it: MAKE… coming in 2005…
Make brings the do-it-yourself mindset to all the technology in your life. Make is loaded with exciting projects that help you make the most of your technology at home and away from home. This is a magazine that celebrates your right to tweak, hack, and bend any technology to your own will.
According to wikipedia, lateral thinking is:
a term invented by Edward de Bono. He defines it as a technique of problem solving by approaching problems indirectly at diverse angles instead of concentrating on one approach at length.
Edward De Bono, Lateral Thinking : Creativity Step by Step, Harper & Row, 1973
Via Gamasutra, “The Potential of America’s Army as Civilian Public Sphere” by Zhan Li.
This thesis, researched during 2002-03, examines the political life of the America’s Army fan community, comparing the activities and identities of three exceptional gamer groups (real life soldiers and veterans; Evangelical Christians; and hackers) to the official understanding of the game’s purpose.(…) The thesis argues that the exceptional America’s Army gamer groups’ grassroots activities demonstrate how objections about the presumed triviality and irrelevance of gamespaces as political spaces may be refuted.
The oldest celestial map: 3600 years old:
I have always been amazed by the name of skateboarding tricks. My favorite is the “stale fish”.
ollie/switch ollie/kickflip/heelflip/varialflip/180 kickflip/180 heelflip/pop shuv-it/360 shuv-it/outward varial heelflip/inward varial heelflip/hard flip/360 flip/180/big spin/grind-slides/50-50/5-0/board slide/lipslide/noseslide/tailslide/crooked grind/feeble grind/nose grind/salad grind/smith grind/stances/dropping in/ollieing off kicker/ollieing stairs
One of the weakness of my research lays in the fact that we are using non-realistic situations. Though CatchBob is a game in a virtual environment, the collaborative hunt players are engaged in is not a realistic situation. It is just a firefighter-like task.
This issue (the use of field study or experimental setting) has been tackled by B. Cahour in “Cooperative interaction analysis: the use of post-verbalisations “:
Since the objective was to compare the communication with extended shared context and with restricted shared context, we needed to build comparable situations of cooperation, the subjects being in a comparable situation of co- operation except for the media.
A similar situation applied for a study we are developing about the memory of cooperative interactions: to test first the methodology which would be needed to study the representation of past cooperative interactions, and to check the variability of the descriptions given just after an interaction and again a year later, we asked nine pairs of subjects to perform a similar collaborative design task. We were then able to observe if there are a large number of individual differences or if there are similarities in what the subjects remembered of a cooperative interaction.
It is in both cases the scientific issue of looking at the differences between situations or between subjects which led us to build experimental settings for co-operative interaction. The results obtained from these studies need of course to be confirmed in real work situations.
Since CatchBob is a collaborative hunt, I tried to type this set of keywords in Google and I got this paper:
Co-operation and Communication in Apes and Humans by Ingar Brinck and Peter Gärdenfors
We trace the difference between the ways in which apes and humans co-operate to differences in communicative abilities, claiming that the pressure for future-directed co-operation was a major force behind the evolution of language. Competitive co-operation concerns goals that are present in the environment and have stable values. It relies on either signalling or joint attention. Future-directed co-operation concerns new goals that lack fixed values. It requires symbolic communication and context-independent representations of means and goals. We analyse these ways of co-operating in game-theoretic terms and submit that the co-operative strategy of games that involve shared representations of future goals may provide new equilibrium solutions
The analysis presented here is an initial attempt to explicate the kinds of social and material activities that MMORPGamers routinely participate in and, more specifically, how language functions within such activities. I will first briefly review the context of my research and the data collection and analysis methods I use to get at meaning-making (thus, cognition) in such settings. The remainder of this paper then focuses on the meaning and function of one utterance that occurred on an MMORPG called Lineage, demonstrating how this instance of language-in-use is situated in its particular (virtual) social and material context, tied to the Discourse community of MMORPGamers, and consequential for marking membership in that community.