Friday, May 10, 2013

Reverse Nationalism: Milton's Presupposition Of Censorship



Empires have historically thrown a smokescreen of innocence over forms of censorship that's purpose is to disingenuously control a population. One of the earliest manifestations of censorship comes from England around 1530 & continues until the 1660's. The lack of a public forums during this time translated into information that was easy for the Monarch to control; whenever a public forum gained to much popularity (usually through theater and the arts) England was quick to assign a Master of Revels, a group that pre-censors all content not from the crown . While laws are altered after the English Revolution the most substantial change had its catalyst with the publication of John Milton's Areopagitica in 1664. In this appeal, which originally circulated as an illegally printed pamphlet, is a challenge to the states position on censorship and an attempt by Milton to redefine an English citizens silent presuppositions to knowledge. 

Silent presupposition is that which “teaches us what we have to know without knowing it in order to function” (Zizek). At the time of Areopagitica's publication the state was censoring the press for the the apparent good of the people for so many generations it had changed the instinctual responses citizens had to censorship. The public was told there was no right for a place of philosophical discourse. This is an early example of shock doctrine; by creating a situation of increasingly reduced agency parliament would justify it's actions as being better than the alternative when it's actions would only diminish the source. The real reason for the early days of censorship of the press was to create a form of control for state benefit at the cost of the unknowing people. 

By radically rearranging the qualities of what defines knowledge Milton uses the emerging state tools of nationalism to change parliament's opinion to the side of the public. He starts his theory by analyzing the human condition through a biblical lens when he writes that those “who imagine to remove sin by removing the matter of sin” are hopeless. Even if one were to “banish all objects of lust, shut up all youth into the severest discipline that can be exercised in any hermitage, ye cannot make them chaste that come thither...” (Longman p1719), Milton argued that sin is a constant temptation for humankind and always present, removing it would be like trying to remove every grain of sand from the ocean. Furthermore to do so would go against the design of temptation & choice in nature (or god's design). To those that would feel reading itself goes against the human condition or that knowledge is “evil” Milton argues that “though some part of it (sin) may for a time be withdrawn from some persons, it cannot from all, in such a universal thing as books are; and when this is done, yet the sin remain entire“ (Longman p1719). To put it in other words if a form of press has sinful information on its pages its still up to interpretation by the individual and that interpretation would be impossible without both good and evil existing. This gives agency back to the public and away from groups like the Master of Revels by putting control of source material in the hands of everyone.

Parliament would cite one reason of censorship is to prevent dangerous ideas and schisms from developing. Milton argues that if “the men be erroneous who appear to be leading the schismatics” the way to correct this is by debating with “distrust in the right cause”, if “not for their sakes, yet for our own” (Longman p1723)? Milton further defends his theory by describing public debate as a positive thing for the country: “opinion in good men is but knowledge in the making” & argues that major characters in biblical history were educated like Moses and David. Even more spectacular is how Milton defends the value of flawed opinions when he writes that “the knowledge of good is so involved and interwoven with the knowledge of evil” Even wrong opinions are important for Milton when he writes that good & evil, in its “many cunning resemblances hardly to be discerned”, are necessary because “that is to say of knowing good by evil” (Longman p1717), There is no way to have good without evil & god has given every person the ability to reason since Adam. 

Milton brings agency back to the people by carefully placing power in their hands. Instead of asking the commoner to conform to the laws of parliament, Milton argues that the English should “be more considerate builders, more wise in spiritual architecture, when great reformation is expected.” (Longman, p1724) This line turns every reader into an active creator of their national identity.
Milton uses a more recognizable form of nationalism when he personifies the nation: “Methinks I see in my mind a noble and puissant nation, rousing herself like a strong man after sleep, and shaking her invincible locks” (Longman 1724). While in modern times this reads like zealous patriotism or that Milton is making a compliment, it's also a prophecy of the outcome to his theory and further proof that that no one should “suppress all this flowery crop of knowledge” from “springing daily” (Longman 1724). Milton has carefully maneuvered himself, by analyzing the morality of free opinion through a biblical lens, into position where he feels he can attack censorship directly with public support. Milton goes even further with relating to his religious audience when he makes opinion holy. In a clever fashion Milton writes that “For who knows not that truth is strong, next to the almighty.” (Longman 1725) Milton uses language that suggest truth being godly is common sense, re-defining a part of English silent presuppositions in medias res. 

Areopagitica is a radical text at a time when text itself is a radical possession but still manages to promote some form of censorship. At one hand Milton argues that books are useful and that licensing is “a dishonor and derogation to the author, to the book, to the privilege of dignity or Learning” and that if “we think to regulate printing” then “we must regulate all recreations and pastimes...” (Longman 1719). The author attacks licensing laws directly when he argues that regulations claims its role is to prevent the “infection” of bad ideas but that this is inefficient because to licensing can never stop social corruption. Milton goes further when he points that censorship could slow down divine plans which would cause more corruption.

On the other hand Milton shows he would censor, even pull from the root, certain text: “I mean not tolerated popery and open superstition, which, as it extirpates all religions and civil supremacies, so itself should be extirpate, provided first that all charitable and compassionate means be used to win the weak and misled...” (Longman 1726). Milton still has elements of control in his definition of English silent presuppositions; while it is just, good and holy not to censor any author or idea it is equally unjust, evil and pagan to “interrupt the unity of spirit”. Essentially Milton is setting up a fail safe against heretical ideas based on his writing in Areopagitica. If anyone disagrees with his theory Milton can easily point them out as an interrupter of unity & have their work destroyed, an active form of censorship and seemingly unnecessary when Milton himself argues the usefulness of bad ideas and sinful books. It's also a direct contradiction considering Milton's opinion that “he who destroys a good book kills reason itself, kills the image of God, as it were in the eye” (HumanitiesWeb). 
 
Miltons greatest success in his theory on censorship is found in the prose itself. The writer masterfully appeals to every sensibility of every major demographic with sentiment triumphing over sentimentality while carefully selecting which aspects of government to critique & only after blows have been softened. Milton will typically begin with a brief defense of an idea and then finish with a furious volley of opinion. Consider that the beginning of Areopagitica is a defense of Areopagitica itself, with Milton calling up the ancestral images of Spenser before stating “the knowledge and survey of vice is in this world so necessary to the constitution of human virtue, and the scanning of error to the confirmation of truth (Longman 1717).” Milton easily defines knowledge as a positive human virtue by playing on the idea of silent presupposition; the author defines knowledge as good because it is, one should just know it. According to Milton, every human should have an instinctual response that public knowledge is a virtue because knowledge can help identify good and evil. Milton compares this identification to the story of Adam and the apple when he writes that Adam was “knowing of good by evil” (Longman 1717), as being a necessity. In two paragraphs, under the filter of academic and papal nostalgia, Milton has laid a logical foundation for the justification of his illegal printing to both the scientist and the priest. 
 
Nationalism is still the same idea since its not-so-long-ago inception; turning the abstract idea of a nation into a real power. Writers of today should still be looking to Milton's Areopagitica, which shows the successful passive/aggressive style that Milton camouflages in his writing with nostalgia, history and invoking virtues onto ideas through presupposition. Eventually these presuppositions become silent in the reverse; instead of citizens of the 17th century instinctively assuming that knowledge is evil because the state told them so for many generations, they instinctively & accurately assume censorship removes agency because of the work of people like John Milton staying relevant through generations.

________________
Works Cited

Zizek, Slavoj. "We Need Thinking." Lavan. N.p.. Web. 10 May 2013. <http://www.lacan.com/thesymptom/?page_id=2709>.


"Areopagitica by John Milton." HumanitiesWeb. N.p.. Web. 10 May 2013. <http://www.humanitiesweb.org/human.php?s=l&p=c&a=p&ID=27750>.


The Longman Anthology

Monday, April 1, 2013

Biomimicry: From Termites to Towers


Biomimicry: From Termites to Towers

Almost everyone on the planet has had their life improved by biomimicry, “the design of production of materials, structures, and systems that are modeled on biological entities and processes.” (Oxford Dictionary). Another way of describing biomimicry would be technology by man inspired by nature. There's good reason to look toward biomimicry; billions of years of evolution have lead to many examples of complex diversity in nature. Many sustainable technologies & products have been created because of people examining nature's existing efficiency, with a broad range that includes passive cooling technology inspired by termites, whale powered wind turbines, gecko infused tape and, most easily recognizable due to it's many uses and longevity, Velcro.

Velcro was designed in 1941 & patented in 1955 by Swiss electrical engineer & hunting enthusiast George de Mestal (Hall of fame inventor Profile). De Mestral's imagination was sparked by returning home from a hunting trip one day & examining the recently plucked burrs that stuck to his jacket & his dogs fur (Gregory). Burrs, which are generally attached to a seed or dry fruit, have hooks as both a means to protect the plant from herbivores & also as a means of seed dispersal. De Mestral took some of the burs and examined them under a microscope. What he saw was hook-like seeds meshed with hooped fibers gripping and fastening to each other. De Mestral considered that the adhesive qualities of plants with burrs could be useful when applied to everyday life, an example of biomimicry in action.

It's somewhat ironic that de Mestral was inspired by a part of a plant in nature that was, until that point, only an annoyance for humans. It turns out the inventor was also as tenacious as the burrs themselves; his idea did not win over investors after it's inception. Another ironic spot in the life of de Mestral considering he received his first patent at the age of 12 only to be “severely” & “openly laughed at” (Thomas) when he initially pitches his greatest idea yet. 
 
After three years of work de Mestral finally had his initial design completed: two lineal cotton fabric strips, or round squares, sewn or adhered to opposite sides. The first fabric strip had 300 hooks per square inch and the second fabric strip had 300 loops per square inch (Thomas). The initial design worked by not as effectively due to being made of cotton. 
 
Cotton is a fluffy fiber that grows around seeds of a shrub plant from a genus called Gossypium. The fiber is around 90% cellulose which is a polysaccharide (long string of carbohydrate molecules joined together) comprised mostly of glucose. Cotton is spun into a yarn and is then turned into a flatter material. After this refinement the cotton is still fluffy and proved to be a poor material to create what would become Velcro. Eventually de Mestral discovered that he could create the texture needed by sewing nylon under an ultra violet light, causing the material to be both burned & sewn into the shape (Strauss). After a couple years of production de Mestral was producing over sixty million yards of Velcro per year. Today it's an everyday item capable of supporting 175 pounds per two square inches (Freeman) & is used in items ranging from pen holders to automobiles. 
 
Aristotle has one of the earliest recorded comments about biomimicry, commenting on how the Gecko can “run up and down a tree in any way.” (Aristotle) One wonders what the philosopher would think of modern times: recently a product has become available that harnesses the gripping power of a Gecko's setae (small hair-life structures on the foot of a Gecko) called Gecko Tape. Gecko Tape is made with synthetic setea that emulates a Gecko's setae. It was developed between a collaboration of the Manchester Center for Mesoscience and Nanotechnology and the Institute for Microelectronics Technology in Russia in 2001 after two year’s of research (Nature). The research yielded a product that is powerful but still not as strong as the feet of a Gecko. It turns out that little reptilian feet are complex.

A gecko's foot has toe pads consisting of about a half million setae made of keratine (a fibrous structural protein) and each one of these has fine hairs with hundreds of small projections called “spatulae” on a nanoscale at their ends (Nature). Robert Full from the University of California was the first to discover that the adhesion from Gecko feet was due to Van der Waals forces created between the spatulae and the surface. Van der Waals forces are “intermolecular forces created by induced polarization of molecules” which “become significant on the micro and nanoscale.” (Nature) But the mighty foot of the Gecko continues to hold mysteries: Andre Grim, credited with being the father of synthesized setae, found that capillary forces also aided with the Gecko's adhesive ability. Capillary forces are “attractive forces created by the surface tension of a molecular layer of absorbed water that forms between two surfaces” (Nature). This lead to the development of nanotubes of synthetic Gecko foot hair, which when applied to the old synthetic satae formula creates a formula that could be potentially stronger than the properties of a regular Gecko foot. At the moment each hair has “the same adhesive force as a single gecko setae.” (Shah).

Design cues from mother nature don't just manifest as accidental inspiration for alternatives to zippers or a better sticking roll of tape. Biomimicry has also been used by architects to create more efficient sources of energy.

WhalePower produces giant blades for wind turbines as an alternate form of energy. Already commercially available, WhalePower has an advantage over other wind turbine designs; it's modeled after the “fluid dynamics and biomechanics” (The Science | Whalepower) of a humpback whale flippers. 
 
Nature has given the humpback whale a very efficient flipper. They provide lift and reduce drag, channeling flow and increasing aerodynamic efficiency due to tubercles (a round node in the bone or skin). When tubercles are in human lungs we call this tuberculosis, however when they are on the edge of humpback whale flippers they are called innovative. By replicating the texture of the tubercles on humpback whale flippers designers for WhalePower were able to craft a more efficient wind turbine. Wind tunnel tests have shown that models of blades designed with humpback whale tubercles, instead of smooth surface blades, offer full dynamic improvements including a “32% reduction in drag, 8% improvement in lift, and a 40% increase in angle of attack of smooth flippers before stalling.” (Fish) WhalePower is extending this technology to hydroelectric turbines, irrigation pumps & ventilation fans.

In Harare, Zimbabwe, architects have looked toward termites as a way to discover new building techniques. Termite mounds in Africa can rise to heights of over thirty feet. To compare to a man made structure that would be equal to a human erecting a building 2,743 feet high (Steinu). These mounds have complex systems such as ventilation tubes and tunnels that continue up to 200 feet underground. When comparing this to human structures the termite structures are much larger. The architects on the Eastgate Centre building in Harare know this, that's why they are developing their high-rise buildings with a design modeled after termite ventilation systems to maintain a consistent temperature in their structures. These buildings, designed under biomimicry principles, use no conventional air-conditioning or heating yet stays regulated “year round with dramatically less energy consumption using designed methods inspired by indigenous Zimbabwean masonry and the self-cooling mounds of African Termites” (Fahrenbacher). 
 
Termites in Zimbabwe feed on a specific type of fungus that must be regulated at exactly 87 degrees Fahrenheit. This is quite the job for the small termites as temperatures outside range from 35 degrees to 104 degrees (Fahrenbacher). The termites regulate the mound by opening and closing a series of heating and cooling vents. By digging new vents and plugging old ones the termites are able to keep the fungus at its appropriate temperature & enjoy a constant source of food.

The ventilation system designed by termites is essential to the Eastgate Centre high-rise tower design. Outside air is warmed or cooled by the building mass itself which is determined by checking the temperature of the concrete and the air. Air is continually drawing in by large open spaces and fans on the first floor. Fresh air replaces stale air and exits through ports in the ceiling of each floor. By doing this structures end up using 10% less energy of conventional buildings of its size, which has trickled directly to residents; rent is up to 20% lower than the surrounding buildings of Eastgate Centre. 
 
Humans have a tendency to take things in nature and give it a human element. Many times this makes something more accessible for the better of humanity. For example, taking many randomly shaped stones and refining it into a protective structure in a shape of a square. Biomimicry is placed in a reversed but also welcoming context: it's technology for us all, inspired by nature, to make objects with a human element more efficient for humans. Biomimicry will continue to improve the work of architects, scientists, designers, artists and the rest of the world.

~

Works Cited


"Oxford Dictionary ." Biomimicry Definition. Oxford University Press. Web. 1 Apr 2013. <http://oxforddictionaries.com/us/definition/american_english/biomimicry>.

"Hall of fame Inventor Profile." Invent Now. National Inventors Hall of Fame, n.d. Web. 1 Apr 2013. <http://www.invent.org/Hall_Of_Fame/37.html>.

Gregory, Josh. From Thistle Burrs to... Velcro(21st Century Skills Innovation Library: Innovations from Nature). North Mankato: Cherry Lake Publishing, 2012. Print.

Thomas, Stephens. "How a Swiss invention hooked the world." Georges de Mestral, inventory of Velcro. Swiss Broadcasting Company, 04 Jul 2007. Web. 1 Apr 2013. <http://www.swissinfo.ch/eng/index/How_a_Swiss_invention_hooked_the_world.html?cid=5653568>.

Strauss, Steven. The Big Idea: How Business Innovators Get Great Ideas to Market. Chicago: Dearborn Trade Pub, 2002. Print.

Freeman, Allyn. Why Didn't I Think of That: Bizarre Origins of Ingenious Inventions We Couldn't Live Without Front Cover. Wiley, 1997. Print.

“Aristotle.” Historia Animalium Book IX (trans. Thompson,D. A. W.) Clarendon, Oxford, 1918. <http://classics.mit.edu/Aristotle/history_anim.html>.



Grigorieva, I. V., A. K. Geim, S V. Dubonos, K. S. Novoselov, A. A. Zhukov, and S. Y. Shapoval. "Microfabricated Adhesive Mimicking Gecko Foot-Hair." Nature (2003). 28 Nov. 2005



Autumn, Kellar, Yichang A. Liang, S. T. Hsieh, Wolfgang Zesch, Wai P. Chan, Thomas W. Kenny, Ronald Fearing, and Robert J. Full. "Adhesive Force of a Single Gecko Foot-Hair." Nature (2000). 28 Nov. 2005

Geim, A.K., Dubonos, S.V., Grigorieva, I.V., Novoselov, K.S., Zhukov, A.A. and Shapoval, S.Y. (2003), “Microfabricated adhesive mimicking gecko foot-hair”, Nature Materials,Vol. 2, pp. 461–3.

Shah, Gaurav. "Modeling of Gecko-Feet Hairs for Artificially Fabricated Dry Adhesives." 23 Feb. 2004. Carnegie Mellon. 6 Dec. 2005

"The Science | Whalepower." WhalePower. Green Breeze, n.d. Web. 1 Apr 2013. <http://www.whalepower.com/drupal/?q=node/1>.

Fish, Frank. "Flippers provide lift, reduce drag: humpback whale." AskNature. The Biomimicry 3.8 Institute, 13 Jun 2012. Web. 1 Apr 2013. <http://www.asknature.org/strategy/3f2fb504a0cd000eae85d5dcc4915dd4>.

Steinu, Rick. "African Termite Mounds." Ask the Exterminator. N.p., n.d. Web. 1 Apr 2013. <http://www.asktheexterminator.com/termites/African_Termite_Mounds.shtml>.

Fehrenbacher, Jill. "BIOMIMETIC ARCHITECTURE: Green Building in Zimbabwe Modeled After Termite Mounds Read more: BIOMIMETIC ARCHITECTURE: Green Building in Zimbabwe Modeled After Termite Mounds | Inhabitat - Sustainable Design Innovation, Eco Architecture, Green Building." inhabitant. N.p., 29 Nov 2012. Web. 1 Apr 2013. <http://inhabitat.com/building-modelled-on-termites-eastgate-centre-in-zimbabwe/>.


Tuesday, January 29, 2013

Asus U47A Review & Reformat Troubleshoot



So I just reformatted my Asus U47A after some haxoring and other shenanigans  Here is both a tutrial on how I bypassed the "Unable to format GPT partition drive" error as well as an overall review. Keep in mind, at least for the review, that I am mostly deranged.

PROBLEM: Glitchy touch pad.

SOLUTION: External mouse/software on/off

PROBLEM: Cannot reformat drive due to "drive is GPT partition" error.

SOLUTION: SHIFT+F10 and DISKPART

PROBLEM: BLOATWARE

SOLUTION: Reformat. See Above.

Review of the Asus U47A:


I got my Asus for $600 and considered it a huge bargain when i had finally reformated it and set up teh drivers. Keep a few things in mind:

This laptop comes with 109 processes out of the box.

After reformatting, before drivers, I had 39 active processes.

After installing everything I could need, 47.

Here's the specs from the manufacturer:

  • Windows 7 Ultimate or other editions available
  • Compact and light: under 1” thick and less than 2Kg
  • Genuine Windows® 7 Ultimate
    Genuine Windows® 7 Professional
  • World’s most compact 14” notebook!
  • Highly durable materials and build quality for portable use
  • New 3rd generation Intel® Core™ i3/i5/i7 processor and Integrated Intel® HD Graphics 4000
  • Up to 8 hours of battery life

First off, regarding battery life... it seems greater than eight. Maybe it's my settings after reformat, but after a seven hour day at class I still had four hours and fifty minutes of battery life remaining.

Regarding speed, it's quite fast but is still a *dual core* so keep this in mind. My boot up is quick, about two minutes, (after reformat; before it took up to 8 minutes due to bloatware!)  but the computer is slow to load Photoshop, initial boot applications, and many other situations if one is used to a high powered desktop.

That being said, it seems equally as good as a MacBook Pro in the 2k range, just $1400 cheaper. So what could be wrong, besides needing to reformat?

Well, reformatting is a pain if you don't know what to do. That's what inspired me to make this blog post.

When I tried to re install Windows I was greeted to *five partitions*. First I deleted all the partitions but one, because I wanted to reformat it and install the OS. However the installer would not let me continue due to a  "gpt partition error". It took me about 4 hours to find out that you can use a command prompt command called "diskpart" to change the permissions of a drive so you can install windows on it. The only problem; how the hell do you load a command prompt during a windows install?

It turns out this is actually quite simple; just pres SHIFT+F10 at any point and the command prompt will pop up. Here's the rest to convert the drive:

Using a command line

  1. Back up or move all data on the basic master boot record (MBR) disk you want to convert into a GUID partition table (GPT) disk. If the disk does not contain any partitions or volumes, skip to step 2.

    For more information about backing up volumes, see Related Topics.
  2. Open Command Prompt.
  3. Type:

    diskpart

    If the disk does not contain any partitions or volumes, skip to step 7.
  4. At the DISKPART prompt, type:

    list volume

    Make note of the number of the volume that you want to delete.
  5. At the DISKPART prompt, type:

    select volume n
  6. At the DISKPART prompt, type:

    delete volume
  7. At the DISKPART prompt, type:

    list disk

    Make note of the disk number of the disk that you want to convert to a GUID partition table (GPT) disk.
  8. At the DISKPART prompt, type:

    select disk n
  9. At the DISKPART prompt, type:

    convert gpt

After this windows installed fine. I sintalled the neccesary drivers and everything works fine, from usb 3.0 (quite high speeds on this laptop actually) to the webcome.

There is a problem however, a huge one. It's not enough to make me have buyers remorse over my purchase but it's enough where I feel I should mention it.

The touch pad is shit.

People have written on many forums, had their touch pads replaced numerous times (allegedly) and nothing changes. Asus is using a strange keyboard/touchpad hybrid setup and lots of software that east up ram that overall creates a wonky touchpad. Whenever I use the laptop with the touchpad activated the cursor will warp randomly as I am typing. The only way to solve this is to use the (hilariously aware) function-f9-disable-touchpad-key but alas, mine DOES NOT WORK. Instead I must hookup an external mouse and deactivate my touchpad. Its a minor annoyance, especially with wireless mice, but still, it's worth noting.

Nonetheless, I am quite happy with the laptop's  performance, battery life and size. Reformat that bitch though: 109 processes out of the box is crazy and it runs at about a 1/3 the speed it could.

P.S. I am unsure if the keyboard is more responsive straight from the manufacturer. If it is, it's not worth the speed hit. Asus crippled this with its bloatware.

Saturday, December 22, 2012


Inequality: The Game

Over 14 million Americans are unemployed. Now your one of them. Your savings are gone. You've lost your house. You're a single parent and your down to your last $1,000. Can you make it through the month? “ - Introduction to PLAYSPENT.org

     The McKinney ad agency has taken a unique approach to discuss and try to solve inequality by delivering the Urban Ministries of Durham's mission statement and donation system through a chose-your-adventure-style game based on market data called SPENT. This web-browser based game has the user attempt to survive homelessness and poverty through a series of dialogue trees and mini games in an attempt to both educate the user on poverty in the U.S. and too offer a way to donate to charities involved with poverty relief. This essay aims to analyze the success of SPENT by considering the level of poverty in the United States through market data, examine solutions to inequality, and then compare this to SPENT itself and it's use of converging media.
     From mainstream to the blogosphere economic stratification in the world is a growing problem as inequality hits it's “highest point in 20 years” (Lennard). The scales of economy have been tipped so far in the favor of a few percent of the population that relatively rich nations, such as the United States, struggle to feed their own citizens. Forty nine million Americans, 14.5 percent of U.S. Households, are not able to provide full meals for themselves (Bread for the World) and food share programs continue to reduce coverage by thousands of people each month (We Are Wisconsin). The problem of poverty is global, with austerity cuts over-saturating news worldwide despite economists urging governments that such cuts hurt economic recovery (Tores).
     There are both short and long term solutions to this inequality: short term is the supply of food, shelter and assistance while a long term fix is changing the balance of economy. SPENT offers users a chance to participate in both of these solution. Short term solutions are offered by direct $5 donations to the Urban Ministries of Dunham which will “feed one person a day” (Urban Ministries of Dunham). This option to donate, via Paypal, is offered in two ways on the site: the “end” screen or by clicking “exit” when entering the site. If the user clicks “exit” they are greeted to a screen that reads “THIS IS TOO HARD ISN'T IT?” with links to donate. Alternatively this screen is shown when the user reaches the “end” screen. This creates a commentary that seems to suggest that giving is effective, but not as effective as getting involved. It also shows that the creator is from a leftist side of ideology, promoting welfare and common good.
     Long term solutions are offered by directing the user to get involved with their communities directly. There is a universal reasoning that when someone can actively participate in their local economy and set standards for others it creates a precedent for a generation. Consider the end of segregation in the south; President Dwight Eisenhower, famous for enforcing desegregation in 1957 by deploying federal troops to Little Rock, Arkansas, did not enforce the Brown vs. Board of Education law until public opinion changed from the action of civil rights activists such as the Little Rock Nine. SPENT seeks to offer it's long term solution by calling for action for common sense good the same way many revolutionaries have not so long ago (Lang). Of course none of this would matter much if SPENT did not function well as a game because it wouldn't be able to reach such a large audience.
     After the user starts the game they are made to choose from three different jobs. Each job offers variation on the games cyberdrama, the “enactment of the story in the particular fiction space of the computer” (Murray). If the user selects to work as a “temp” they will be taken to a typing test (where, in a clever fashion, the user is tested by typing out the mission statement for Urban Ministries of Dunham). If they pick warehouse worker there is no test but a bigger risk for health problems. Finally the user can pick Waiter/Waitress which comes with random pay and health problems. The game plays out with days passing by on a calendar starting from the first to the 30th. The user has three strikes for employment with things like “talking to a union boss” causing the user to get fired from their job, costing a strike. The game offers explanations for this with each choice backed up by real data. For example, one day the user could be charged $150 for a broken window which their landlord must pay. If the user selects “get legal advice” instead of “pay $150” they go to a free legal clinic, lose a day of work and find out that they need to wait for a consultation for three months. The best option turns out to be “put plastic over window $5.” If the user opts to ask a friend to store their items rather than pay the $45 rental fee the game will make a Facebook posts asking if some friends will help move their furniture. This intertextual reference, to Facebook, Twitter, the charity and those in poverty, has a large breadth that is not easily noticeable when the site is first loaded. This helps make it's message a success as the text is concise.
SPENT is a contemporary platform based on economic convergence, the “horizontal integration of the entertainment industry” (Jenkins 1). While it delivers a consistent message and aesthetic the game itself is a pro bono project from ad agency McKinney who has worked with companies like Audi. Normally a high profile ad agency would never take on a project that is tailored for an interactive game of cult (Marshall) but media convergence has made this happen. There are also aspects of intellectuality, texts that “implies or calls forth other texts (Marshall, p70). SPENT feels genuine because it's based on real market data and the presentation is minimalistic.
     SPENT works on many levels because it's a fully functional game, it's topical, converging and offers short and long-term solutions to the problem of poverty. It also addresses old media in an interesting way; by clicking on the tab “get involved” the user is taken to the Urban Ministries website which looks surprisingly antiquated. Despite the poor design of the Ministries actual site the web game by McKinney has been a success as shown with over 1.7 million users logging in to play (Roth). Those users are given conflicts such as hire a math tutor for their child or actually do a math problem. If you fail the problem SPENT informs you that “over 50% of households cannot help their children with their math and science.”
     PLAYSPENT.org brings conflict up through dialogue that is hard to discount. The data is readily available and the game also shows the user facts that back up its ideology that poor people are suffering at a level of inequality we have not seen in years. It doesn't offer change in the game itself having little participation in the environment but it asks the user to be a participator in their own environment. Much different than ARG (Alternate Reality Games) which place a UI over life to make it feel like a game, SPENT creates a mental conflict based on real life to turn it into a game. If more charities can create media that turns learning about inequality as close to home, interesting and informative as SPENT, they would have more success.










Works cited



"U.S. Hunger." Bread for the World. N.p.. Web. 21 Dec 2012. <http://www.bread.org/hunger/us/?utm_source=adwords&utm_medium=onlinead&utm_campaign=search&utm_term=us-poverty&utm_content=text&gclid=CN60zIvHrLQCFQVgMgod-WYAug>.

"The Truth About Wisconsin Foodshare." We Are Wisconsin. N.p.. Web. 21 Dec 2012. <http://www.wearewisconsin.org/getthetruth/local.html>.

Tores, Raymond. "Unemployment in the age of austerity." Al Jazeera. N.p., 01 2012. Web. 21 Dec 2012. <http://www.aljazeera.com/programmes/insidestory/2012/05/20125175518714889.html>.

Lennard, Natasha. "Global inequality highest in 20 years."Salon. N.p., 01 2012. Web. 21 Dec 2012. <http://www.salon.com/2012/11/01/global_inequality_highest_in_20_years/>.

Lang, Charmaine. "Solutions." D2L, Africology. N.p.. Web. 21 Dec 2012.

"Urban Ministries of Durham About Page." Urban Ministries of Durham. N.p.. Web. 21 Dec 2012. <http://www.umdurham.org/what-we-do.html>

"SPENT." SPENT. McKinney Ad Agency. Web. 21 Dec 2012. <http://playspent.org/>.

Roth, Zachary. "Spent, an online game, forces players to confront the challenges of poverty.." Yahoo! News. N.p., 07 2011. Web. 21 Dec 2012. <http://news.yahoo.com/blogs/lookout/spent-online-game-forces-players-confront-challenges-poverty-211654558.html>.

Jenkins, Henry. "Convergence? I Diverge.." Digital Renaissance. 2001: 1. Web. 21 Dec. 2012.

Marshall, David. The New Intertextual Commodity. N.p.. Web. 21 Dec 2012.

Murray, Janet. "From game-story to cyberdrama.." . N.p.. Web. 21 Dec 2012.

Wednesday, December 5, 2012

A Brief Look at Intertextual Commodity in Slender: the 8 Pages





Game Links: 
http://www.parsecproductions.net/slender/
http://en.wikipedia.org/wiki/Slender:_The_Eight_Pages


For this weeks post I decided to analyze a first person survival horror game by Parsec Productions that follows the Interactive Game of the Cult Film form titled Slender: The Eight Pages. I chose Slender because it offers an opportunity to incorporate text from Murray and Marshall and because it's development is unique; it's a indie-free-game based on forum posts.

Slender is a free game that sets the player in a dark forest in the middle of the night. The player can sprint for a brief amount of time and has a flash light to illuminate the surroundings that they can turn on and off. There are no more controls than this which makes the game easily accessible  The flash light has a battery that cannot be recharged or replaced and the player does not know this until the first time the flashlight goes out. At this point they are stuck in the dark. The puzzle aspect of Slender is to find the eight pages that are placed on the games forest map. This is difficult because the pages could be in one of many spots and are randomly placed in one of many set locations each time a new game is started. This adds to fear in the game as the player is never sure where the pages are. 

In a comical/parodic way Slender plays with the contest element that Murray talks about. In this way it's quite progressive; when you collect all pages you gain nothing. There are some extra options unlocked from the main menu but the narrative is linked with this presentation; the player dies no matter what. Therein lies some of the collaborative improvisation between the player and the creator of the game; there is no escape from the Slender. But what is the Slender?

Slender is a creature who hides in the woods. He can stretch his arms out to a length of about fifty feet and eats small children. He is afraid of the light and when struck with the players flashlight Slender will sit still. However if the player looks at Slender the screen will begin to fill with static, blinding the player. At this point they must run away or they will be stunned from viewing Slender and then killed by him. This creates a strong feeling of fear and a desire to win the contest: don't die by Slender. In the end, the contest cannot be won, as the player dies no matter what, an interesting commentary between creator and player/user.

Intertexual commodity is here in a unique way; Slender is based off of a forum post on the online website Something Awful. The post gained popularity when the idea of a "Slender Man" surfaced. Soon the story line and characters became based off of aggregated posts. In a way it was created much like a wiki which shows another element of intertextual commodity. Slender itself references it's roots through its design/imagery but it also references it directly in it's ReadMe (manual for PC games), letting the user/player know that this is based off posts from Something Awful. The game/story/mythos has become so popular there is now another version in the works unrelated to The 8 Pages called Slender: Source based off the Source engine (Half-Life series). These elements make the game procedural and participatory, as it is updated regularly based on player/user input. Slender's biggest success is it's ability to show a narrative rather than tell it with the various landmarks that the player visits which visuall tell an abstract story with no limitations or boundaries beyond the confines of the game's one map.