Braid trailer:

 

Walkthrough of level 6:

 

End sequence:

 

Women programming the ENIAC (1945):
eniac

First computer game (1962):

spacewar

More games, past and present:

missle command

call of duty

Jussi Parikka, from What is Media Archaeology?:

The archive can be approached through its technological context: memory, too, is conditioned by technological platforms and forms of inscription. In contemporary culture, this points towards the urgent need to think of digital-born content as a specific case for new ways of archiving processes instead of just artifacts, and the implications this has for media ontology. Software is one special case of process-based, time-critical technical media, which cannot be reduced to just one aspect of its technicality, for instance source code. One could, however, say that technical media are more widely time-critical… Media-archaeological objects are revived and best understood through their processural, time-critical nature.

Also, the link to sign up for final project presentation timeslots.

A 3D tour of the Jason Rohrer exhibit.

Book as interface:

Paper circuits lab exercises:

  1. Simple LED
  2. [Optional] Parallel Circuit
  3. Switch control
  4. Blinky light

 

Bechdel, Fun Home, p. 100-101:

bechdel-p100

 

 

 

 

 

 

 

 

Bechdel, Fun Home, p. 102

bechdel-p101

Here’s a video of Alison Bechdel explaining how she creates her books:

And here’s more on her drawing process:

Matthew Kirschenbaum on Agrippa, from Mechanisms: New Media and the Forensic Imagination (MIT, 2007)

“In the original Agrippa package, Ashbaugh’s artist’s book served as the literal receptacle for the diskette as well as the material conceit for the poem, its “Kodack album of time-burned/black construction paper.” Thisis what Charles sanders Peirce, in the language of semiotics, would have described as an indexical relationship—an essentially physical (rather than merely mimetic) relationship to an original referent… so ‘Agrippa’ is perhaps the best example I know of the capacity of a digital object to take on and accumulate a material, indexical layer of associations, and for that reason, as much as its poetry, it continues to compel” (230-231).

“’Agrippa’’s codework lies in its performance of an actual act of encryption and the way that act fuels the work’s overall tension between obfuscation and transmission. Less a text than an ongoing series of textual events over the course of its publication and reception history, Agrippa, as a double artifact that is the progeny of both forensic and formal processes, comes closest to a literal embodying of the peculiar nature of electronic objects I have sought to capture in Mechanisms: their remarkable staying power and their fugitive abandon” (236)

“In the case of Agrippa, it is worth recalling that the text survives because it has been abstracted, with significant loss, from its original source media. Although the tendency now is to regard the diskette as only an arbitrary vehicle for the text that was eventually released onto the internet, much of ‘Agrippa’s original textual identity was bound up with the disk as its specific means of distribution” (243)

 

Some books to examine:

Al Hirschfeld’s NINA drawings

Achieving Victory and Accessing the Easter Egg in Adventure

Layers of computation

  1. Go to the Stella download page and download the appropriate version for your operating system.
  2. Double-click on the download and follow the installation instructions.
  3. While it’s installing (or if you have a fast computer, when it’s done), go to the AtariAge 2600 page and search for a game.
  4. Of the results, pick one ROM to download. (Click the PacMan icon). Alternately, you can click here to download the Adventure ROM directly
  5. Open the Stella app.
  6. Click “Cancel” to browse to the location of the ROM you just downloaded.
  7. Browse to the ROM and select it.
  8. Consult the keyboard layout, and play!
  9. NB: Many Atari 2600 games begin by selecting a mode (with SELECT/F1) and then starting the game (with RESET/F2).

Questions to think about as you play:

  1. How is the experience of playing the game different from the original?
  2. What aspects/components of the original system aren’t accounted for?
  3. How might you “preserve” or “archive” the game to account for its differences?