This week we learn about public and privacy.
Public means relating to all the people in a country or community. For example the President is attempting to drum up public support for his economic program.
What is privacy? If you have privacy, you are in a place or situation which allows you to do things without other people seeing you or disturbing you.
privacy means the quality or state of being apart from company or observation, SECLUSION: freedom from unauthorized intrusion. and public contains privacy. so privacy can effect on public, public can effect on privacy.
Do you know surveillance? Surveillance mean is the careful watching of someone, especially by an organization such as the police or the army. I think that’s an invasion of the privacy.
First,I'm feel differently about surveillance. It give us comfortable and safety.
For example surveillance camera is save the videotape. So The police rode down the thief and
The police put the sleeve on the thief.
But It could be abused. and we exposure of our privacy.
So It is a matter for consideration.
Lessig on architecture of provacy
Life where less is monitored is a life more private; and life where less can (legally perhaps) be searched is also a life more private. Thus understanding the technologies of these two different ideas — understanding, as it were, their architecture — is to understand something of the privacy that any particular context makes possible.
This week I'm have a hard thinking about privacy.
First, It is nothing to speak of.But some time It is very important.
So we have a hard thinking about privacy. Thank you Mr.yoon
2008년 5월 25일 일요일
2008년 5월 18일 일요일
summary9(5/14,16)
This week we learn about cyborgs.
this weekend, we learned about cyborgs.
A cyborg is a cybernetic organism (i.e., an organism that has both artificial and natural systems).
The term was coined in 1960 when Manfred Clynes and Nathan Kline used it in an article about the advantages of self-regulating human-machine systems in outer space. D. S. Halacy's Cyborg: Evolution of the Superman in 1965 featured an introduction by Manfred Clynes, who wrote of a "new frontier" that was "not merely space, but more profoundly the relationship between 'inner space' to 'outer space' -a bridge...between mind and matter." The cyborg is often seen today merely as an organism that has enhanced abilities due to technology, but this perhaps oversimplifies the category of feedback.
and haraway is said that by the late twentieth century, our time, a mythic time, we are all chimeras, theorized and fabricated hybrids of machine and organism; in short, we are cyborgs.
haraway is professor of the history of consciousness, UCSC. and assitant professor of the history of science, johns hopkins university. he is irish american and raised catholic.
and, we learned about biopolitics.
biopolitics carried out through the means, the techniques and technologies of health and illness,
statistics, the census, epidemiology and demography, the science of race, eugenics, population,
abortion, genomics, and new reprodutive technologies.
chimera is an animal of mixtures and fusions.
chimera is define to this.
Mythology - a fabled fire-breathing monster of greek mythology, with a lion's head, a goat's body, and a serpent's tail (or according to others with the heads of a lion, a goat, and a serpent), killed by Bellerophon.
painting, archicture - a grotesque monster, formed of the parts of various animals.
literature - an unreal creature of the imagination.
this weekend, we learned about cyborgs.
A cyborg is a cybernetic organism (i.e., an organism that has both artificial and natural systems).
The term was coined in 1960 when Manfred Clynes and Nathan Kline used it in an article about the advantages of self-regulating human-machine systems in outer space. D. S. Halacy's Cyborg: Evolution of the Superman in 1965 featured an introduction by Manfred Clynes, who wrote of a "new frontier" that was "not merely space, but more profoundly the relationship between 'inner space' to 'outer space' -a bridge...between mind and matter." The cyborg is often seen today merely as an organism that has enhanced abilities due to technology, but this perhaps oversimplifies the category of feedback.
and haraway is said that by the late twentieth century, our time, a mythic time, we are all chimeras, theorized and fabricated hybrids of machine and organism; in short, we are cyborgs.
haraway is professor of the history of consciousness, UCSC. and assitant professor of the history of science, johns hopkins university. he is irish american and raised catholic.
and, we learned about biopolitics.
biopolitics carried out through the means, the techniques and technologies of health and illness,
statistics, the census, epidemiology and demography, the science of race, eugenics, population,
abortion, genomics, and new reprodutive technologies.
chimera is an animal of mixtures and fusions.
chimera is define to this.
Mythology - a fabled fire-breathing monster of greek mythology, with a lion's head, a goat's body, and a serpent's tail (or according to others with the heads of a lion, a goat, and a serpent), killed by Bellerophon.
painting, archicture - a grotesque monster, formed of the parts of various animals.
literature - an unreal creature of the imagination.
2008년 5월 11일 일요일
summary8(5/7,5/9)
This week we learn about computer games.
Most people like the computer games. and I like too.
Movies with game engines example is tum raider. Dr.yoon saw the tomb rauder(origina)and tum raider. This games very fun. Because it is quite different from what I thought.
and Dr.yoon saw the pong in flash. in infancy I'm interest in pong.
This game an sxample programming.
what makes a good game?
•play? or,
•story? or,
•realism? or, is it
•something else?
One of the reasons I think Myst was successful was that people are used to being entertained with stories. There're lots of ways to entertain, but the two primary ones are story—which is television and movies and books and all that—and the other is game play —blackjack and football and Parcheesi. There’re other ones, but those are two we are very familiar with. I think the mass market audience is more familiar with story. The first campfire the guys on the hunt come back with a story to tell--that is something anybody can partake in.”
–Rand Miller, co-creator of Myst and Riven, speaking about his new game Uru
Two issues to consider from film theory one is identification and other is space. What is identification?
Identification is known to psycho-analysis as the earliest expression of an emotional tie with another person. It plays a part in the early history of the Oedipus complex. A little boy will exhibit a special interest in his father; he would like to grow like him and be like him, and take his place everywhere. We may say simply that he takes his father as his ideal.
–from Sigmund Freud, Group Psychology and the Analysis of the Ego
–Cf., Jacques Lacan on “The Mirror Stage,” and writings about identification in film theory by Laura Mulvey, Kaja Silverman, Christian Metz, Stephen Heath, and others.
What is space?
“In the 19th century, children living along the frontier or on America’s farms enjoyed free range over a space which was ten square miles or more. Elliot West (1992) describes boys of 9 or 10 going camping alone for days on end, returning when they were needed to do chores around the house. The early 20th century saw the development of urban playgrounds in the midst of city streets, responding to a growing sense of children’s diminishing access to space and an increased awareness of issues of child welfare (Cavallo, 1991), but autobiographies of the period stress the availability of vacant lots and back allies which children could claim as their own play environments. Sociologists writing about the suburban America of my boyhood found that children enjoyed a play terrain of one to five blocks of spacious backyards and relatively safe subdivision streets (Hart, 1979). Today, at the end of the 20th century, many of our children have access to the one to five rooms inside their apartments. Video game technologies expand the space of their imagination.” -- Henry Jenkins.
Next time we learn about human.
•medium as prosthesis
–Marshall Mcluhan
–Norbert Wiener
I don't know this people but expected a business report. Thank you
Most people like the computer games. and I like too.
Movies with game engines example is tum raider. Dr.yoon saw the tomb rauder(origina)and tum raider. This games very fun. Because it is quite different from what I thought.
and Dr.yoon saw the pong in flash. in infancy I'm interest in pong.
This game an sxample programming.
what makes a good game?
•play? or,
•story? or,
•realism? or, is it
•something else?
One of the reasons I think Myst was successful was that people are used to being entertained with stories. There're lots of ways to entertain, but the two primary ones are story—which is television and movies and books and all that—and the other is game play —blackjack and football and Parcheesi. There’re other ones, but those are two we are very familiar with. I think the mass market audience is more familiar with story. The first campfire the guys on the hunt come back with a story to tell--that is something anybody can partake in.”
–Rand Miller, co-creator of Myst and Riven, speaking about his new game Uru
Two issues to consider from film theory one is identification and other is space. What is identification?
Identification is known to psycho-analysis as the earliest expression of an emotional tie with another person. It plays a part in the early history of the Oedipus complex. A little boy will exhibit a special interest in his father; he would like to grow like him and be like him, and take his place everywhere. We may say simply that he takes his father as his ideal.
–from Sigmund Freud, Group Psychology and the Analysis of the Ego
–Cf., Jacques Lacan on “The Mirror Stage,” and writings about identification in film theory by Laura Mulvey, Kaja Silverman, Christian Metz, Stephen Heath, and others.
What is space?
“In the 19th century, children living along the frontier or on America’s farms enjoyed free range over a space which was ten square miles or more. Elliot West (1992) describes boys of 9 or 10 going camping alone for days on end, returning when they were needed to do chores around the house. The early 20th century saw the development of urban playgrounds in the midst of city streets, responding to a growing sense of children’s diminishing access to space and an increased awareness of issues of child welfare (Cavallo, 1991), but autobiographies of the period stress the availability of vacant lots and back allies which children could claim as their own play environments. Sociologists writing about the suburban America of my boyhood found that children enjoyed a play terrain of one to five blocks of spacious backyards and relatively safe subdivision streets (Hart, 1979). Today, at the end of the 20th century, many of our children have access to the one to five rooms inside their apartments. Video game technologies expand the space of their imagination.” -- Henry Jenkins.
Next time we learn about human.
•medium as prosthesis
–Marshall Mcluhan
–Norbert Wiener
I don't know this people but expected a business report. Thank you
2008년 5월 3일 토요일
summary7(4/30,5/2)
This week we learn about computer-aid.
key point is "every digital media technology has an architecture using diagrams to compare physical architectures with digital architectures."
CSCW (computer-supported cooperative work)is a field of research and design.
Researchers in this field investigate how people work together in groups, and design computer-systems and networks to enable or facilitate group work.
CSCW is considered to a part of a larger field known as CHI or HCI: human-computer interaction design, evaluation, implementation, and study of interactive computing systems for human use.
we learn about CAD,CAM. It means people want sophisticated product.
First I'm not understand CAD,CAM. But in infancy I'm learn CAD.
in mainly, architectures are relative with media, people, computer. dr.yoon everyday says People make media and then media make people.
So people draw the many lines, connect the lines. surveillance is the close watch kept over someone or something. the panopticon is the history of surveillance. It was the dream of a transparent society, visible and legible in each of its parts, the dream of there no longer existing any zones of darkness, zones established by the privileges of royal power or the prerogatives of some corporation by Michel Foucault.
What is the architecture of cyberspace?
consider the hardware and software that links together(or separates) groups of people.
e.g the bandwidth of a network, the network protocols, document and link formats
Agre
-The surveillance model, Architectures of surveillance, The capture model& its relation to winograd and Flores.
Surveillance mean is close watch kept over someone or something.
Agre's"surveillance model"
-Visual metaphors.
-Assumption that watching is non-disruptive .
-Territorial metaphors as in the “invasion of private space”
-Centralized orchestration by means of a bureaucracy with a unified set of files .
-Identification with the state and malevolent aims of a specifically political nature.
Agre's"capture model"
-Linguistic metaphors for human activities as simulating them to the constructs of computer system’s representation languages.
-The assumption that the linguistic “parsing” of human activities involves active intervention and reorganization.
-Structural metaphors: the captured activity is figuratively assembled from a “catalog” of parts
decentralized and heterogeneous organization.
-Aims are market financed and operationally accomplished using a set of computational formalisms.
This week is very interesting. because I'm have an interesting computer.
next time we learn computer games. How do they work?
I really wonder how and about the computer games working.
So I'm really look forward to class. Thank you
key point is "every digital media technology has an architecture using diagrams to compare physical architectures with digital architectures."
CSCW (computer-supported cooperative work)is a field of research and design.
Researchers in this field investigate how people work together in groups, and design computer-systems and networks to enable or facilitate group work.
CSCW is considered to a part of a larger field known as CHI or HCI: human-computer interaction design, evaluation, implementation, and study of interactive computing systems for human use.
we learn about CAD,CAM. It means people want sophisticated product.
First I'm not understand CAD,CAM. But in infancy I'm learn CAD.
in mainly, architectures are relative with media, people, computer. dr.yoon everyday says People make media and then media make people.
So people draw the many lines, connect the lines. surveillance is the close watch kept over someone or something. the panopticon is the history of surveillance. It was the dream of a transparent society, visible and legible in each of its parts, the dream of there no longer existing any zones of darkness, zones established by the privileges of royal power or the prerogatives of some corporation by Michel Foucault.
What is the architecture of cyberspace?
consider the hardware and software that links together(or separates) groups of people.
e.g the bandwidth of a network, the network protocols, document and link formats
Agre
-The surveillance model, Architectures of surveillance, The capture model& its relation to winograd and Flores.
Surveillance mean is close watch kept over someone or something.
Agre's"surveillance model"
-Visual metaphors.
-Assumption that watching is non-disruptive .
-Territorial metaphors as in the “invasion of private space”
-Centralized orchestration by means of a bureaucracy with a unified set of files .
-Identification with the state and malevolent aims of a specifically political nature.
Agre's"capture model"
-Linguistic metaphors for human activities as simulating them to the constructs of computer system’s representation languages.
-The assumption that the linguistic “parsing” of human activities involves active intervention and reorganization.
-Structural metaphors: the captured activity is figuratively assembled from a “catalog” of parts
decentralized and heterogeneous organization.
-Aims are market financed and operationally accomplished using a set of computational formalisms.
This week is very interesting. because I'm have an interesting computer.
next time we learn computer games. How do they work?
I really wonder how and about the computer games working.
So I'm really look forward to class. Thank you
피드 구독하기:
글 (Atom)