May 30, 2006
Stuff
Here's a cool HTML DOM visualisation of monoman.com.
I thought I'd made up the word 'bleggish', but it appears to also be a colour - attributed to the Hindu deity Lord Krishna:
"the only difference between Lord Balaram and Lord Krsna is Lord Balaram is white and Lord Krsna is bleggish. They are both original Supreme personalities of the Godhead."
If you haven't seen it already, this blog post has hammered a few more nails in the coffin of Web 2.0. The comments are extremely apposite, especially the one beginning "Sara Winge: I regret to inform you that me and my legal team have applied for a service mark..." And this comment echoes my feelings:
"This whole farce has demonstrated very clearly that the Web2.0(sm) phenomenon, far from being a real movement with any business value to the community at large, is being operated exclusively for the benefit of its creators and would-be owners."
As usual, Marc Canter sums up the whole affair nicely: "The term Web 2.0 belongs to all of us... [it] is built on the backs of 1,000’s of entreprenuers who are creating it."
May 22, 2006
Urge
The Urge music service from MTV and Microsoft has launched. Unsurprisingly the service is not iPod-compatible:
"Music you download or purchase from URGE is in Windows Media Audio (WMA) format and protected by the Windows Digital Rights Management (DRM) software which is not compatible with the iPod. Apple has currently only made the iPod compatible with another format called AAC."
Duh. Last time I looked iPod had a 79% market share. Go ahead Urge and squabble with Connect et al over the remaining 21%. But I think this device will make a huge impact, because it resolves the AAC/WMA incompatibility issues by supporting both. And will likely penetrate the market because (a) it's also - shock - a phone and (b) it's cost will be subsidised by MNOs, thereby giving it a price-point in competition with stand-alone MP3 players.
May 17, 2006
Still interesting - just
Three insights on Web 2.0 that stand out from the usual uninformed dross: from the investor, the journalist, and the programmer. To be honest, Web 2.0 as a term means less to me every day; it's just another wave on the Gartner hype curve. Some of its principles will get adopted by the mass market. others not. By which time, another wave will be looming (please, not Web 3.0...)
Big-ass fantasy list
This has to be the longest list of 'important' fantasy fiction (so no David Gemmel, James Barclay - thank God) yet compiled by mortal man.
May 09, 2006
Get the Habit
For me, a near-perfect pairing: the genius Lord Yatesbury Arch Drude Julian Cope and the sub-bass drone ipssissimi that are Sunn O))), playing live in Brussels. To quote JC:
"We performed a piece snappily entitled ‘Habit’, whose libretto described minutely the departure of the Viking fleet and all their preparations for their attack on the monastery on Lindisfarne, from their base on Zealand at the confluence of the rivers Varby and Tudea."
Watch the video here (entitled 'Sunn O))) - day 1'.)
May 08, 2006
That old debate again
This is my response to a paper I read today, relating to kids and technology, and claiming that gaming is morally neutral. I'm surprised by my own bourgeois opinions...
I would challenge the claim that 'gaming is morally neutral'. It is as morally neutral as surfing the web. Both activites (indeed most activities) reflect our moral propenstities. It would be more accurate to state that video games are morally neutral, in the same way that the web or TV is morally neutral. Video games consitute nothing more than this: an intersection of the age-old pursuit of rules-based competition with modern technology (it would be difficult to argue that chess or ludo encourage violence in children.) But the content of video games (and the web) determines whether the medium has a greater or lesser capacity to morally degrade its users. It is difficult to argue that the accelerated sexualisation of, for instance, teenage girl's fashion, is not in some way attributable to the web as a distribution mechanism for porn - something unthinkable ten years ago when the availability of explicit imagery was restricted primarliy to sex shops (to which a degree of stigma was attached - this is also becoming eroded.)
Back to the argument - the content of video games requires players to make moral decisions; if the majority of video games constitute decisions such as 'shall I mug this old lady?' or 'shall I use my chainsaw on this single mum?' - and if the same games reward users for negative behaviour - then it could be argued that they are capable of inducing a kind of moral decrepitude. It should be noted that GTA: San Andreas is exactly such a game. Furthermore, the same game was withdrawn from a number of stores after it was discovered that the game contains a locked level where players can perform pornographic acts on polygonal women. Video games might not be solely responsible for society's apparent moral degradation, but they often pander to it and reinforce it.
Herein lies the problem with the industry, namely it's low-brow nature (I don't care what Stephen Poole says - most games appeal to humanity's baser instincts.) It has often been lamented that modern video games are an innovation waste-land, and that the industry desperately needs an avant garde (of course, many historical avant garde movements have pushed the norms of decency and taste, but they were also overtly intellectual and catholic in their sources of inspiration.) The games industry is on the receiving end of a degree of snobbery as a result. Games producers cannot be trusted because they are outside the canon of traditional arts, where a work might be considered morally questionable, but would also possess some intellectual and artistic merit. Games producers don't do themselves any favours by pandering to lowest-common-denominator principles. If there is evidence that kids crave a media-diet broader than killing stuff with large swords, then the industry should be more sensitive to those needs. Then we might see some products on the market with real depth that can present moral scenarios to players, without being didactic in their moral instruction or morally reprehensible. Games would then become morally neutral, and all the better for it - see Lionhead Studio's Black and White and Fable for example.
May 05, 2006
The Gypsey Race
The other week I took some time off work and spent a couple of days in the Yorkshire Wolds - a beautiful landscape right on my doorstep that I'd wanted to explore for some time. My plan was to find the source of the Gypsey Race, documented elsewhere, and an object of personal fascination. Quote:
"Throughout human history, 'Gypsey' springs and streams have fascinated and beguiled many who have come into contact with them. Found all over the Wolds area of the East Riding of Yorkshire, they are watercourses which have the property of being intermittent and irregular. This is believed to be due to a siphon action occurring in underground reservoirs. It is supposed that the water builds up gradually until a rainstorm, perhaps miles away from the stream bed, triggers a siphon action and releases a deluge. This unexpected gift of water must have made a considerable impression upon any witness in a region where free-flowing water is otherwise rare.
The best-known of these Gypsey streams is the Gypsey Race, which winds its way through the Great Wolds Valley to the North Sea at Bridlington. During the Neolithic period, this stream was the focus of an extensive ritual landscape.
The source of the legend-haunted watercourse is a quiet but numinous spring surrounded by a thicket of bushes and nettles.It is located at the side of a ploughed field near the edge of the tranquil Wolds village of Wharram-le Street."
So I pretty much found the source without too much bother - and I was pleased to see that the stream was in full flow. Then I sauntered down to Duggleby Howe and saw a hare close-up. Coolio.


