Wednesday, February 26, 2014
Wednesday, March 6, 2013
Sunday, March 3, 2013
Sunday, August 5, 2012
Not a Battlefield
Saturday, December 31, 2011
Haunted by Technology
I have a similar feeling when I am interacting with computer technology, particularly with a mobile device--like the rest of my body disappears and I am just my eyes and my hands. I wonder if this is a common feeling; given concerns I've heard expressed by others in various yoga and movement classes I've attended over the years, I'd wager that our body awareness, collectively, is fairly non-existent throughout most of our daily lives. By body awareness I don't mean consciousness in the sense of shame or judgmental attitudes towards our own bodies, but a connectedness to how our bodies are actually occupying physical space.
The question of how we occupy physical space seems to be the burning question of the last year. And more particularly, how does our use of social media contribute to our occupation of various spaces? What common threads might exist between phenomena like geocaching and the social justice gatherings happening across the US and in scattered locations abroad, beyond the use of GPS technology? How do these forms relate to earlier cultural memes of youthful unrest, for example, Happenings and performance art? What similar strategies are employed? What ideological differences might arise if we were to look closely at the performative practices of today's occupiers and last generation's performance artists, especially as they relate to the body as a medium of expression? To what extent are media descriptions of this expression of today's zeitgeist haunted by the ghosts of earlier movements, and does the use of mobile technology by occupiers heighten or diminish feelings of cultural deja vu?
Tuesday, November 15, 2011
"Parallax," A Mind-Bending Game Where You Leap Between Parallel Worlds
I aged out of playing modern video games way back when GoldenEye was popular and I couldn't keep the mazelike game environment straight in my head. So I'd be pretty much screwed if I attempted to play Parallax, an "interdimensional puzzle platformer" that superimposes two 3-D mazes on top of each other and forces you to phase-shift between them in order to find your way out. (That sizzling sound you hear is my brain melting.)
With a concept that's difficult to explain, designing it was even harder.Parallax's gameplay is simple: Move your first-person avatar from point A to point B across a series of suspended paths and platforms. The twist is that your route is studded with circular portals that connect to a parallel universe with another obstacle course of paths and platforms, all occupying the same space. The only way to get from point A to point B is to exploit these portals, which connect both universes in a kind of meta-maze. Oh, and sometimes the paths, platforms, and portals are all moving, so the ways that physical space intersects with itself becomes difficult to predict. (Still sizzling? Yep.)
For a game whose concept is that difficult to explain, designing it was even harder. How do you present the player with two separate-but-superimposed gameworlds in a way that gives them a shred of hope of solving the puzzles? Creators Zi Ye and Jesse Burstyn found a simple answer: Make one world white, and the other black. Parallax's ultra-monochrome visual palette elegantly distinguishes between the mirror worlds while providing a stark, simple interface for solving the puzzles. (No need for distracting photorealistic ornamentation on walls or floors--Parallax is already demanding enough from your frontal cortex as is.) Ye and Burstyn are hoping to release Parallax by the end of the year for Mac and PC.