Physics For Google Sketchup
SketchyPhysics is a Windows-only plug-in for Google Sketchup that adds laws of physics to the world you create and toy with.
[Via|Link]
SketchyPhysics is a Windows-only plug-in for Google Sketchup that adds laws of physics to the world you create and toy with.
Posted by
Jeremiah McNichols
0
comments
Labels: animation, applications, drawing, virtuality
Posted by
Jeremiah McNichols
0
comments
Labels: Second Life, virtuality
Posted by
Jeremiah McNichols
0
comments
Labels: computers, interface, virtuality
Linden Labs announced they have acquired graphics technology from Windward Mark Interactive which will enable them to better simulate atmospheric conditions in Second Life. From Techcrunch:
WindLight uses algorithms that imitate the ways in which light is affected by real-world atmospheric factors like dust and moisture, enabling the nuances of sunlight, clouds, water and weather to be accurately simulated in real-time. Nimble uses advanced physics models to realistically simulate clouds.[Link to SL announcement]
Posted by
Jeremiah McNichols
0
comments
Labels: Second Life, virtuality, weather
I've been quietly working on a set of blog interviews with and between Internet chatbots, on a site called Interviews With Robots. I knew I was on to something good, and held the dozen or so interviews I had conducted, hoping to get a good stack of them to publish at once.
BoingBoing reported this morning that Discover Magazine set up an interview between two chatbots for their June issue, and posted it online, so I thought I'd better fess up while I have the chance.
Interviews With Robots includes:
Posted by
Jeremiah McNichols
0
comments
Labels: interviews, virtuality
Hot on the heels of this great example of ambush advertising, the ad blog How Advertising Spoiled Me sent out a post via RSS last night showing this image:
But the post has since been removed from the blog. I'm going to go out on a limb and guess it was a fake and that someone - the airline? - fooled our friend Arvind. It's always fun to see something you're not supposed to (ever seen a retracted post from Think in Pictures?) but that wouldn't be enough to merit pointing it out, so bear with me. I think this incident highlights one of the most overlooked aspects of our current media age, in which the Internet has pushed progressive advertising methods to be almost entirely conceptual. The actual audience for the physical work is secondary to the virtual audience who will consume it in a manner dictated by those who document the product. And this is a big change. Let me elaborate.
I noted a while back that tone of the main benefits of the Internet for non-permission-based public artists (i.e. graffiti artists) is that ephemeral works can be documented and shared far beyond the place they are created:
Illicit art created in the physical world now has the power to reach vast audiences through its documentation and dissemination via the Internet, and while some of the pleasure of discovery may be missing - imagine stumbling across that row of tanks in Basel versus seeing it here - the objects' poached presence in the real world, and the knowledge that many others have stumbled upon them, and others have walked by them without noticing them, is no less delicious. This accessibility is, of course, wildly divergent from artwork's context in the real world; there, the piece will soon be discovered and likely removed, if this has not happened already. In rare cases, citizens lobby and win the right for a piece of illicit art to be adopted and "legalized," but this requires organization, speed, and open-minded governance. On the web, however, the piece is available to all for as long as it is of interest, and can be passed around among viewers, reinvigorated by new discussion, and take on a virtual life of its own. This is one of the wonderful ways in which the Internet is not like the "real" world: Everyone has a wall to tag, paint, or advertise on, and the strength and relevance of one's message plays a much greater role in its successful infiltration of a virtual visitor's life than any other form of visual or written communication.But while this development allows graffiti art to live on and be a part of a conversation far broader than the local and temporary effect it used to have, it also has the effect of reducing the significance of place, that is, of making the obviousness or accessibility of the graffiti site far less important, because so much of the work's audience is virtual. This means that good, effective public displays may actually be less accessible, less productive, less meaningful for the human beings who interact with the work in the "real world."
The balloon reads "The world can't take anymore [sic] CO2." When the car starts, it inflates, then bursts, surprising the automobile's driver and, presumably, briefly displaying its message to others before doing so. But as a live event, the action is an abject failure. Think about it:The most common critique, however, damns the guerrilla tactic as pointless, as it may be near impossible to read the message on the inflated balloon before it explodes. Given that the campaign has already generated a ton of media, discussion and debate, I think it's fair to say that these detractors have missed the point entirely...There is balance of power - akin to evolution, or to an arms race - between advertisers and their audiences that media critics rarely recognize. We do not simply absorb advertising, but critique, selectively acknowledge, and/or deflect it, and advertisers are always looking for new ways to work around or subvert audience barriers or defenses. I think what I find interesting about the developments in such "secondary" advertising methods (which have been around at least since the days of radio, but have been flourishing in the age of the Internet and digital photography) is that they are, in essence, advertising about advertising, and they utilize new forms of manipulation, against which audiences have not yet developed any successful defenses. As a result, we are all implicated and even enmeshed in these advertising efforts by our receptiveness to, or even our participation in creating, the fictional stories that complete them.

Posted by
Jeremiah McNichols
0
comments
Labels: advertising, brand wars, graffiti, propaganda, virtuality

Posted by
Jeremiah McNichols
0
comments
Labels: photography, virtuality
Ars Technica reports:
When the scores were correlated with long-term anger, it became clear that those who were relatively calm were also largely unaffected by violent content. Angry subjects, in contrast, demonstrated increased aggression when exposed to violent games (they were unaffected by nonviolent ones). It appears that the majority of the connection between violent games and aggression depends largely on the general mental state of the gamer.[Link]
Posted by
Jeremiah McNichols
0
comments
Labels: science, video games, virtuality
Posted by
Jeremiah McNichols
0
comments
Labels: infographics, mapping, virtuality, visualization
Wired has a great image set of famous altered photographs, ranging from the recent (Lebanese bombing, U.S. military operations) to the historic. Above, Trotsky is "disappeared" from an event photograph (the man next to him in "Before," and next to a big gaping void in "After," is Lenin).
Posted by
Jeremiah McNichols
0
comments
Labels: photography, propaganda, virtuality
[I]t's not very meaningful to amass in-game wealth if your ability to use it is contingent on your ongoing good relations with a single company. What good is your wonderful Second Life real-estate, architecture, gadgets and wardrobe if Linden Labs can throw you out at any time? It's like amassing Soviet-era rubles -- you could only spend them in Russia.
Read all about it from: Boing Boing | the Second Life Blog
Posted by
Jeremiah McNichols
0
comments
Labels: open source, Second Life, virtuality