dronefunk
I met my wife at a Star Trek convention. She was study abroad from France and spoke little English, and I didn’t know a lick of French. So, for the first few months of our relationship, we communicated by speaking Klingon.

Hear more tales of nerdery in this week’s Pwn Up! (via dorkly)

Okay I’m not even a Star Trek fan but that’s beautiful.

(via tchy)

notational
explore-blog

Consumerism, requiring its products to be both endlessly desirable and endlessly disposable, cannot make sense of art, which is neither — not desirable, because an encounter already is, and not disposable, because an encounter exists relationally, in space and time.

At its best, literature is pure encounter: it resists consumption because it cannot be used up and it cannot expire. The bonds that are formed between readers and writers, between readers and characters, and between readers and ideas, are meaningful in a way that the bonds formed between consumers and products can never be. Literature demands curiosity, empathy, wonder, imagination, trust, the suspension of cynicism, and the eradication of prejudice; in return, it affords the reader curiosity, empathy, wonder, imagination, trust, the suspension of cynicism, and the eradication of prejudice.

louisahhh
Art is becoming a part of mass culture, not as a source of individual works to be traded on the art market, but as an exhibition practice, combined with architecture , design and fashion…This means, among other things, that it is becoming increasingly difficult today to differentiate between two man figures of the contemporary art world: the artist and the curator.
Boris Groys (via james-harper)
carvalhais
How exactly this happened, in [Chris] Kohler’s admitted simplification, concerns the split between japanese and American gaming in the 1980s. American gaming went to the personal computer, while Japanese gaming retreated largely to the console. Suddenly there were all sorts of games: platformers, flight simulators, text-based adventures, role-playing games. The last two were supreme early examples of games that, as Kohler put it, have “human drama in which a character goes through experiences and comes out different int eh end.” The japanese made story a focus in their growingly elaborate RPGs by expanding the length and moment of the in-game cut scene. American games used story more literarily, particularly in what became known as “point-and-click” games, such as Sierra Entertainment King’s Quest and Leisure Suit Larry, which are “played” by moving the cursor to various points around the screen and clicking to the result of story-furthering text. These were separate attempts to provide games with a narrative foundation, and because narratives do not work without characters, a hitherto incidental focus of the video game gradually became a primary focus.
Bissell, Tom. Extra Lives: Why Video Games Matter. New York: Pantheon books, 2010. (via carvalhais)
notational
The trend toward feudal-romantic fantasy may seem harmless. Heck, I enjoy Tolkien and steam punk and some of the best fantasists. But dreaming wistfully about kings and lords and secretive, domineering wizards is a sugary path that leads ultimately to betrayal. Because kings and lords and wizards were never our friends! Indeed, for most of history they were the chief plague destroying hope for humankind. Oh, some kings and wizards were less bad than others. But they were all “dark lords.” Our fixation on them is a legacy of the 10,000 years in which feudalism reigned, when chieftains controlled the fables by ordering the bards what to sing about. A long, grinding era when humanity got nowhere. When the strong took all the women and wheat, and forced everyone else to recite fables about how right it was.
futurejournalismproject
futurejournalismproject:

The Text Message Turns 20
Computerworld: How the SMS got its start in a Danish pizzeria.
Forrester: More than 2 trillion SMS messages were sent in the US in 2011, or 6 billion SMS messages per day.
Pew Internet: The average US teen sends 60 text messages a day.
Falkvinge: How it costs more to send an SMS to someone next door than the equivalent data information from Mars to Earth.
Ryan Kearney: Why it would cost $35 million to send a 4.6 gig HD video through AT&T via SMS (while roaming).

futurejournalismproject:

The Text Message Turns 20

Computerworld: How the SMS got its start in a Danish pizzeria.

Forrester: More than 2 trillion SMS messages were sent in the US in 2011, or 6 billion SMS messages per day.

Pew Internet: The average US teen sends 60 text messages a day.

Falkvinge: How it costs more to send an SMS to someone next door than the equivalent data information from Mars to Earth.

Ryan Kearney: Why it would cost $35 million to send a 4.6 gig HD video through AT&T via SMS (while roaming).

notational
The nature of the innovation established by Creative Commons, by the Free Software Movement, by Free Culture, which is reflected in the Web in the Wikipedia, in all the Free Software operating systems now running everything, even the insides of all those locked-down vampiric Apple things I see around the room. All of that innovation comes from the simple process of letting the kids play and getting out of the way.