Category: Media Archaeology
Conveying Light
When loading the data emitted by a cassette player, Sinclair’s Spectrum 8-bit computers displayed an easily recognisable animated pattern of horizontal bars in the home television screens. These loading lines or raster bars became a popular visualization of the loading routine -a process that could take several minutes- and were adopted partially by other platforms also, such as Commodore 64 or Amstrad CPC. It was an animation fitted to the CRT’s scanned images -top to bottom, left to right- that needed therefore a very small amount of computer resources (‘What Are Loading Bars’, 2016). This project proposes to peek into the inner workings of this data-based animation pattern -both in terms of the context of its emergence as its technicities-,...
Structures of Feeling (part 2)
link to part 1 The other structure of feeling I wanted to explore was that of melancholy and nostalgia. Particularly, I’m interested in the relation between nostalgia and labour. Could there be a RMD without the urge to collect and play old video games? As Hu says, “melancholy is something of a perservative.” (108) The nostalgic, melancholic desire to play older games is a powerful drive. See the recent (failed) attempts to set up a WoW server that plays as it did before the release of the first expansion ten years ago . This case illustrates the friction between and the desire to experience residual games the regimes of copyright and censorship that codify their use. In contrast, consider the...
Structures of Feeling (part 1)
The RMD’s What’s in a Name? positions the depot in contrast with two figures: the lab and the archive. What distinguishes the RMD from the lab is that, despite using scientific tools, the depot is oriented towards understanding the practices around these tools and the communities that determined their use. Nor is the RMD an archive: it’s designed to be functional, working collection. One advantage of this approach to storing and sharing a collection is that it addressing the difficulty the academy has had in producing knowledge about videogame media – it creates a space to explore them. Jussi Parikka charts his approach to media archaeology in relation to the dead media manifesto where Bruce Sterling applies Motoori Norinaga’s concept of...
Google’s Forgotten Platforms
In our discussion of the Kirschenbaum reading, we looked at the materiality of digital storage; how the material trace is inscribed into an environment “engineered to model ideal conditions of immateriality” (Kirschenbaum 71). In keeping with that analysis of the material infrastructure of communications technology, we discussed the history of network exchanges in relation to Tung-Hui Hu’s A Prehistory of the the cloud. I was reminded of Andrew Blum’s work on the creation of internet exchange points in Tubes: A Journey to the Center of the Internet. Despite the titular “Center”, Blum’s work challenges (in the same vein as Hu) the notion of the internet as an universally connected plane. He traces the origins of modern internet exchanges back to the codification...
Virtual Boy to the Vive: VR and the Rhetoric of Immesion
For this blog entry I was interested in doing a material investigation the virtual boy and exploring the cultural linkages between the virtual boy and contemporary virtual reality. One of the first forays into contemporary VR was the Sword of Damocles , the first fully integrated head-mounted-display (HMD). “The system itself consisted of six subsystems: a clipping divider, matrix multiplier, vector generator, headset, head position sensor, and a general-purpose computer—which would make these the components of the first virtual reality machine as we know them today” (Wikipedia). For me, this project connects the discourse around teleprescence to modern attempts at virtual reality. One such attempt was Nintendo’s Virtual Boy. It was designed by Gunpei Yokoi. Professor LeMieux mentioned Yokoi’s notion of...
Politics of the Archive: Through Plugs, Publications and the History of Electric Labor
by Jaime Kirtz At the beginning of the week I began with the question: what are the politics of the archival space? This was driven by my recent work helping with renovations at the Media Archaeology Lab and the frustrations that came with redesigning the space, as well as my exposure and work with the tensions of cultural studies and political economy over the past two years. As I move from my coursework to comprehensive exams and my dissertation, I have questioned my methods, object of study and academic spaces (both physical and intangible), thus having a week to dissect these areas via various methods, discussions and practices, helped immensely. Ultimately I see the work I conducted during the course...
Interventions in Machine to Machine Writing
by Kyle Bickoff Hi all— I really tried to bring my hands-on work and some of the theory I’ve been interested in all together here. I’ll first talk about the additional research I did before speaking, and then I’ll go into what I believe this can help me understand. In particular, I’m concerned with, perhaps, illuminating the moment of human intervention in machine-to-machine writing, a moment clearly marked when we ‘codebent’ Super Mario Bros. So, after talking yesterday in class, and after Patrick’s suggestion, I looked most closely into Footnote 6 in Chapter 1 of Kirschenbaum’s Mechanisms. Kirschenbaum here discusses a great many of the origins surrounding inscription, particularly in relation to the divide between the terms communication and signification....
Textual Communities and Gameplay
by Becky Anderson This past week, my research has circulated around transmedia, storytelling, & sub-creation with a specific focus on the way in which a secondary world is mapped. The two lines of inquiry precipitated by these three concepts that I’ve been thinking about this week are first, Mapping & Player Experience of Space; and second, Proprioception & Experience of Place. Specifically, I’ve been particularly interested in a game’s topographic transfer of a Secondary World into the chosen medium and how the adapted layout of that world into the game impacts player experience. I’ve been equally interested in exploring how space influences and interacts with the social within the gameworld of a particular secondary world. With LOTRO, I’ve been thinking...
Exploring “home” in early home computing
by Bailey Kelley In various ways, I’ve been interested in domesticity as a constellation of expectations, practices, technologies, and affects that can provide access to all kinds of questions about labor, gender/race/class, and materiality. This week I’ve been asking: What does it mean to have a computer in the home, and if women have traditionally been the creators and managers of homes, what is their relationship to this technology? Keeping in mind Gittelman’s definition of media as both technology and context, this project has two pieces. The actual hardware and software of early home computing intended to assist with various housekeeping tasks and the physical experience of using them; and their various paratexts, including advertisements, packaging, user manuals, and popular...
Recap from the Week
by Jaime Kirtz project recap Above is the power point of my work here. The notes sections expands the images.