The first set of glacier photos from the Roger G. Barry Archives are up now at CU Boulder. There are 950 photos here, and that is a fraction of the approximate 25,000 in the collection. More will be added over the year. This is a great resource for those interested in glaciology and climate change – and many are stunning images regardless. Again, thank you to CLIR, and everyone at CU Boulder, that have been so critical to the work.
Excerpts from Who Owns the Future?, by Jaron Lanier.
Lanier defines “Siren Servers” as
an elite computer, or coordinated collection of computers, on a network. It is characterized by narcissism, hyperamplified risk aversion, and extreme information asymmetry. It is the winner of an all-or-nothing contest, and it inflicts smaller all-or-nothing contests on those who interact with it.
Hm, I think I can count a few companies running such servers. On the formation of these servers:
Every attempt to create a pure bottom-up, emergent network to coordinate human affairs also facilitates some new hub that inevitably becomes a center of power, even if that was not the intent…. These days, if everything is open, anonymous, and copyable, then a search/analysis company with a bigger computer than normal people have access to will come along to measure and model everything that takes place, and then sell the resulting ability to influence events to third parties. The whole supposedly open system will contort itself to that Siren Server, creating a new form of centralized power. Mere openness doesn’t work.
In what sense is becoming dependent on private spy agencies crossed with ad agencies, which are licensed by us to spy on all of us all the time in order to accumulate billions of dollars by manipulating what’s put in front of us over supposedly open and public networks, a way of defeating elites? And yet that is precisely what the “free” model has meant.
The start of his premise:
To restate the premise of this project, it’s ultimately better to have paid information in order to create a middle class.
I’ve excerpted some of the author’s more forceful passages, but I found Lanier’s take on the future of an information economy — and his alternative model to it — very smart, and very humane.
I just finished reading Anna Anthropy’s ZZT, from the Boss Fight Books series. While I have a few issues with the book, I was really happy with her work and felt that it struck a great balance between personal narrative and game history.
On the latter, I’m especially happy that the author has taken pains to convey the culture surrounding the ZZT game and its creation tools. There are two reasons for this which tie well into game preservation.
First, it’s a prime example of discussing games and game development outside the context of entertainment. I previously linked to Jaroslav Švelch’s article in Game Studies, “Say it with a Computer Game”. Anna Anthropy’s book demonstrates how a game (in this case ZZT and the games made from its toolkit) facilitated groups, rivalries, skill demonstrations, personal expression, cultural commentary, and so on.
It’s also a great example of looking beyond gameplay as the final result of game preservation. I recently attended the Born Digital and Cultural Heritage conference in Melbourne, put on by the Play It Again group there. In his keynote Henry Lowood emphasized looking to end products of the preservation process beyond playing the game, such as recordings of play, narratives of play, the cultural materials surrounding the game, etc. ZZT preserves some of the experience of play, and of being enmeshed in that culture, through a wonderful preservation technology that goes criminally under-emphasized: writing.
(As a further example, if you download Stanford’s DOOM collection you’ll have the shareware copy of the game, but along with that you’ll find a wealth of artifacts surrounding the game: .WAD collections, web pages and fan sites, articles, reviews, forum user threads, and the like (and I will add, many copies of beta and alpha versions of the seminal shooter, which I have argued before ought to be a key priority for game archives). It’s an excellent resource and any researcher would want to move through this collection as a way to understand the game and some of its critical context.)
Noam Schieber at The New Republic:
Like too many other computer prodigies of his generation, Aaron Swartz was used long before he was invented. He hadn’t lived long enough to know that not every mistake he made would reverberate for all time or haunt him until the end of his days. In this, he was not so different from any other teenager who sweats the pop quiz he failed or the fender he banged up. What distinguished Swartz was that, from a young age, he was handed a fantastically powerful set of tools—“you can do magic,” he would exhort his fellow programmers—and told it was his destiny to create a more free and just society.
For Swartz and his fellow computer prodigies, this was a deeply isolating existence.
I find Schieber’s article from last year a welcome addition to much of the coverage of Swartz’s life and career.
I want to make a strong claim: realpolitik equilibria are only disrupted by technological changes. If there is no major technology change, political actors who are unhappy with the prevailing order, no matter how cleverly they attempt to reorganize, will not succeed in creating a stable new order with a different power structure. A reason to do things differently is not sufficient. Different means must become available.
Venkatesh Rao, Ribbonfarm