Tuesday, December 14, 2010

Final Paper + Bibliography

An artist presses a magnet on a CRT monitor and drags it across the glass screen carelessly. He then steps back to reveal his new masterpiece. Many may stand there amazed by the pure beauty of the breathtaking colorful design on the screen, but there are still many who would stand there confused. “Every art product, independently of the application of the means of expression specific to the given art, is a special form of imaginal, concretely sensuous perception and modification of objective reality” (Nilsen 15). This essentially means that art can be found basically anywhere. Film has been arguably a form of art for many years, but I deeply consider it a form as its own unique form of art. The amount of time that goes into the production of most films can take over a year even as technology updates making things easier. Film has come a long way from what it is today and has had over a century to evolve. Through the evolution of film, cameras have become more powerful, editing software has become more productive, and many new sub-categories of film were born. One outcome is the avant-garde style of video art. These short films are now making there way into many museums across the world. As more and more people visit these museums, people are gaining a general knowledge of the history of film just by viewing films from different decades.
Plays and dances have been performed for thousands of years each possessing a certain similarity to film. They each have a director, a set, an actor, and an audience. Film on the other hand, has only been around since the end of the 19th century, starting as a carnival attraction that has grown to become a huge part of the 20th and 21st century. Through the many years film has had to develop, there was a time it was not possible to synchronize audio with video. This time has become known as the silent era and was a very important part during the early development stages of film.
Most of the silent films that were released needed to explain the story to the audience by showing title cards and having the actors perform dramatic expressions. The actors emphasized their body language and specific facial expressions to help send a fuller message to the audience of what the actor is actually feeling on set. Another necessity that was considered a must to complete a film was live music. Music during the film helped build an atmosphere and controlled the audience’s emotions. Local movie theatres usually would have a house pianist and big cities would have organists and a house ensemble. Although these movies sound more like an orchestra performance, silent films had ended to make room for the next breakthrough in film’s history. In 1927 Warner Brothers released “The Jazzsinger,” the first film with sound and synchronized speech. This breakthrough in film’s history was one of the many that would help shape film to what we see it as today. One breakthrough was the Vitaphone system that Warner Brothers produced in 1925. It allowed filmmakers to have a synchronized soundtrack to their film. The music was released separately from the film on a 12 inch or 16 inch record. Fox Studios also created a machine that is very similar to the Vitaphone. The rival machine was called the Movietone and it was used for short films and news clips. As technology kept improving, film became more and more popular attracting many different types of people. Film needed something that would make movies more in depth and be a special experience for all. Original films consisted of one static camera angle and would record until the film had run out. Being very limited while creating a film, drastic measures needed to be taken to propel film forward.
Video editing started as an idea that originated in the early 1900’s. The idea essentially would allow an editor to splice multiple shots together to make one continuous flowing sequence. After many experiments, the Moviola was created. With this creation film editors could physically cut, paste, and thread film together creating one continuous sequence. This advancement in film technology was groundbreaking, and gave film an entry to the art world. Editors are now able to express their creative side thoroughly by working with many different layers of images, colors, effects, dialogue and audio. Having the power to manipulate individual components of a film creates a new way for editors to make a film and also creates a new style of art. As technology has advanced over the years, most editing takes place on a computer and is digitally modifying the film as opposed to physically cutting and threading it together. Computers have made the overall editing process of film a lot simpler by being able to split and splice one camera shot with another by just clicking and dragging. Although editing now in the 21st century sounds like it is very easy, many consider film editing to be an invisible art because when it is done correctly the viewer will become so engaged that they will not notice the editors work. Many people who see a film enjoy it as a form of entertainment, but there are also people who see film as a modern art that will only keep growing as time progresses. Gene Youngblood, a media and arts theorist, published a book in 1970 called, “Expanded Cinema,” that made the general public aware that film was to be considered as a scholarly form of art. This influential book helped create a field for film in the media arts category. It also sparked many artists interest, and the birth of a new kind of film had begun.
Nam Jun Paik, an American artist who was known for his works using a variety of media and is considered the first video artist. He is known for his original piece, Electronic Superhighway, which displays his cultural criticism of America. His work was greatly influenced by composer John Cage, an experimental musician who would then become one of the founding members of the Neo-Dada art movement. This movement would then be better known as an international group, Fluxus. These are just two of the founding styles of video art that really got the ball rolling. Video art can also be subcategorized into glitch art, scratch video, video poetry, and video sculptures. For a work of art to be created errors, glitches and circuit bending are wanted to help create the next modern masterpiece. These intentional “mistakes” are a video artist’s strokes from a paintbrush and are always visually captivating in some way. A video artist goes about their work the same way a traditional artist would complete their work. Each has the power to move the viewer emotionally and each take a physical modification by a human to complete it. Film allows a director or video artist to display their creative side that can allows the unconscious to be experienced consciously. “The unconscious is most often characterized as that sphere of life that is inhibited because of its predominant element of dream, desire, the world of wish fulfillment, and fear, unchecked by reality” (Dancyger 215). Using film as a canvas an artist can produce any type of image or overall product just as effectively as a sculptor molds with clay. Over many years, video art has built up a massive repertoire of styles and genres that are greatly influenced by the avant-garde experimental movement.
A ketchup and mustard sandwich doesn’t sound very appetizing to many people, but to an avant-garde artist it may. Avant-garde is an experimental method that exceeds the normal constraints of visual, literary, and musical arts and generates something completely unorthodox. Originating during the 19th and 20th century in France and Italy, the Avant-garde concept grew quickly from France to Russia to all of Europe. The exact date the idea of Avant-garde was born is still unknown, but without this movement many Avant-garde influenced styles of art would not exist. Movements such as Dada, conceptual art, abstract expression and pop art would not exist. These art movements all typically consist of going against what is considered normal. American pop artist and filmmaker Andy Warhol, is the most commercially recognizable face in the Avant-garde movement. Warhol’s collection of work contains many artistic films, paintings, photographs and sculptures that are all odd to the eye. His film library is built from films such as Sleep, which films poet John Giorno sleeping for six hours and Blow Job, which is a 35 minute continuous shot of DeVeren Bookwalter facial expression while he is receiving oral sex. In a recent interview on the Colbert Report, American minimalist artist Frank Stella said, “If you want to look at art, you have to find it.” Mr. Stella, Mr. Warhol and many other leading figures in the Avant-garde movement created something that basically gives art an unlimited amount of room to grow and when applied to film, it can produce something that is as emotionally moving as Grant Wood’s, American Gothic. Although Avant-garde films are usually short in length, major films today incorporate its own style of Avant-garde. Making a film that is emotionally moving is not just limited to the quality of acting and how well the plot develops throughout. For a film to be complete, a lot of work on multiple aspects of a film must be completed first to become a flawless cinema blockbuster. Producing a film at this level takes a lot of time and a large amount of it deals with editing. As editors become a must in the 21st century by creating full-length films that are all computer generated, technology has kept up with the very high demands leading to more unconscious views to be seen consciously.
Someone’s dream that is to be seen in front of an audience as a motion picture is very difficult to create in reality without expanding to what isn’t reality. With the advancement of technology that allows a filmmaker to capture his or her vision; cameras, software and techniques have all advanced to always keep the audience visually captivated. Cameras have evolved quickly since the twelve frames per second Vitaphone. Cameras now shoot at twenty-four frames per second and sometimes aren’t even recorded to a physical copy. As everything has become digital in this day of age, film also joined the digital community. Short films and movies often shot digitally have a high level of computer editing because it is very easy to start. With computer editing a film editor or video artist can generate their creative side effectively with powerful editing software. In 2002, Roger Avary released his film, The Rules Of Attraction. This was the first major film edited with Final Cut Pro. Final Cut Pro is a non-linear video-editing program created by Apple. In 1999 it was released still in its beta stages. The program caught on to many people who enjoy film and independent filmmakers also took interest. In 2007, Final Cut Pro was being used by 49% of the professional editing market. As editors became more comfortable with the power of the software, editing has become its own art. Some features that Final Cut Pro includes are being able to stack 99 layers of audio, multi-camera editing, color correcting and basic video effects. As a result many interesting films have been created that are all digitally modified and built up of many logarithms that create an overall visually appealing experience. Apple’s most recent edition, Final Cut Pro 7 was released in 2009. This new update now allows editors to edit HD quality films and use over 150 different effects and transitions. Apple is not the only company who has created a video editing program, but it is considered most used editing software in today’s market. As computer programs advance, each aspect of a film can be easily modified or mutilated, leading to the future of a different style of postmodern art.
Andy Warhol once said, “Art is what you can get away with.” His definition of art could be considered dangerous to traditional artists, but I interpret his words being the reason art will be immortal. Film has developed a detailed history from the beginning that shows that it will only keep advancing just like the basic principle of art. As time progressed many different styles and subcategories developed giving film a strong backbone in today’s industry. While film continues to stand tall, technology will advance and will only lead to more visually impressive films that will put the viewer in another state of mind. The magic a film contains is very unique to cinema and can only be experienced through a film. It has the power to move someone emotionally and create something beautiful the same way traditional artists describe the meaning of art.

Bibliography
Arnheim, Rudolf. Film as Art. Berkeley: University of California, 1957. Print.

Dancyger, Ken. The Technique of Film and Video Editing. Boston: Focal, 1993. Print.
Nbc, Channels Like. "The History of Final Cut Pro Video Editing Software." Find Health, Education, Science & Technology Articles, Reviews, How-To and Tech Tips At Bright Hub - Apply To Be A Writer Today! Web. 14 Dec. 2010. .
Nilsen, Vladmir. "The Cinema as a Graphic Art." Web. 14 Dec. 2010.

Prinz, Jesse J. "Whin Is Film Art." Jesse Prinz. Web. 14 Dec. 2010. .
"Quote Details: Andy Warhol: Art Is Anything You... - The Quotations Page." The Quotations Page - Your Source for Famous Quotes. Web. 14 Dec. 2010. .

Rubin, Michael, and Ron Diamond. Nonlinear: a Field Guide to Digital Video and Film Editing. Santa Cruz, CA: Playground Productions, 2000. Print.

Final Paper (Computers and Games)

At a resent educational and creative clinic, hosted by Ayah Bdeir, artists were paired with technicians so as to combine their knowledge and create something. The artists and technicians that attended found this pairing very fitting saying that both use creative logic and thinking. The outcome was far greater because they were working together and, due to their fields, they were able to learn from each other. The same combination of science and art has occurred since the birth of technology and ever since people have been finding interesting ways to pare the two together. The most infecting technological advance over the years has been computers. They are found within every home, workplace, school, and even in the pockets of everyday people. With the growth and common placing of computers, the attempts to express artistic desires through them has grown beyond comprehension. One realm that has coexisted and flourished with the growth of computers is the gaming world. The creation of computers has greatlyinfluenced American life, especially in terms of gaming. The digital gaming world is a multi billion dollar business and it all came to be with the birth of computers.

The first computers were not at all what they are today. Back in the eighteen hundreds people did much of the work that computers now do. The work was boring, tedious, and normally carried out by women. The first computers were mechanical devices not electrical. Ergo, they required assistance from attendants and operators. The logic of computers is based on a true or false statement - a boolean. Charles Sanders Peirce, who was an American logician, realized that a logic tree could be made out of boolean expressions via electrical components. Now though there were other inventors, such as Charles Babbage, whom invented mechanical devices for calculation, Charles was the first to use electrical components. Charles made his first boolean logic device in the early eighteen hundreds. It was very similar to the census tabulation machine created by Hermann Hollerith as in it detected input in the sense of a yes or no.

The Mark I ASCC (Automatic Sequence Controlled Calculator), created by International Business Machines (IBM), was a big step towards the modern day computer. The Harvard
Mark I was the first machine that could calculate computations without assistance.
Unfortunately, by the time is was finished (1944) it was obsolete. The device weighed over ten thousand pounds and required a small engine to run it. It consisted of just under eight hundredthousand components and used hundreds of miles of wire. Though at the time it was a milestone, there was much room for improvement. It used thousands of mechanical relays. These components hold a voltage and responds to an input returning power on or off to further
circuitry.

John Vincent Atanasoff and Clifford Berry of Iowa State University had a better idea. They created the first electronic circuit computer by using vacuum tubes instead of mechanical relays. A vacuum tube is a component that can modify (switch, amplify, etc) electrical current by altering the flow of electrons. Therefor, it was ideal for creating an electrical computing device. In the end ENIAC (the Electronic Numerical Integrator and Computer) housed nineteen thousand vacuum tubes. Other components found in the thirty ton device were relays, switches,lights, and a huge air cooling system. It is still the model for modern day computers.

The next evolutionary step for computers came from the work of three quantum physicists. William Shockley, Walter Brattain, and John Bardeen whom had been studying the conductivity and behavior of certain crystals came across a useful attribute. When electricity was run through these specific crystals they behaved neither as conductors (substance which allows electricity to pass through it easily) nor insulators (material that prohibits the passing through of electrons). These crystals came to be known as semi-conductors. This discovery was so important because it lead to the discovery of transistors. Transistors could modulate the flow of electricity through them. This behavior found in the crystals was very similar to that of vacuum tubes and mechanical relays, but they were much lighter, cheaper, and more easy to make. This, unlike the unfortunate problem with the Harvard Mark I, made reasonable mass
production feasible.

With the discovery of semi-conductors and transistors, the integrated circuit (IC) was made. An integrated circuit combines multiple transistors onto a chip to complete a task. Printed circuits, which are boards with electrical paths already laid out on them, with the new solid state transistors, made modern day computers possible. The first integrated circuits were made for smaller tasks such as mathematical calculations. As time passed and complexity grew, they were able to handle tasks comparable to modern day computing. The first Intel chip made in nineteen seventy-one (Intel 4004) had a clock speed of one hundred and eight kilohertz (or cycles per second) and consisted of under three thousand transistors. Current day IC’s for computers, processors, more then eclipse their predecessors. For example, the Intel Core i7 950 Processor (which is a common day IC) has a clock speed of 3.06 gigahertz and has millions upon millions of transistors. For some comparison the change in hertz can be contemplated, one hertz refers to one cycle per second (CPS). Kilohertz is ten to the third hertz (so one thousand hertz). Megahertz is ten to the sixth or one million hertz. Giga (which is how many hertz the modern Intel Core i7 processor has) means one thousand million. Therefore, modern day processors overpower by thousands of millions of cycles per second.

Homo sapiens, since our conception, have sought ways of leisure and play. In Game Design Principles, Practice, and Techniques, by Jim Thompson, a definition of play by Johan Huizinga, a Dutch historian from the eighteen hundreds, can be read.
“Play is a voluntary activity or occupation executed within certain fixed limits of time and place, according to rules freely accepted but absolutely binding, having its aim in itself and accompanied by a feeling of tension, joy, and the consciousness that it is ‘different’ from ‘ordinary life’.”
Johan Hiuzinga seen how imperative play and gaming were in human society. The earliest historical records show Egyptian board games such as Senet. The game of Senet is played by two people on a board with thirty squares. Since no rules have been found only speculations as to the game play of these three rows of ten can be made. The depiction of board games on tomb wall paintings show the importance of leisure even as early as 3500BC.

Though copious new board games have been made over the years ranging greatly in complexity, the game mechanics have mostly remained the same. As Johan’s definition states, a game must have accepted rules. Games must also have winning and losing which cause the feelings of tension and joy. The separation from ordinary life is the biggest defining factor in something being a game. Though games may pertain to reality or simulate reality (such as Monopoly) the separation from it allows creative expansion that play only benefits from. The stakes and rewards are contemplative and short term. When the game encompasses actual repercussions it varies into an entirely separate realm - gambling.

Gaming is a constant around the world. The variety of board games, card games, table top games, etc have only grown spreading new trends and ideas. There were many factors helping with the spread of games. The Revolutionary War, which started in seventeen seventy-five, brought America an old past time. In France Croquet was augmented into the modern billiard. Billiards soon changed into Bagatelle (pinball) and was brought to America during the war. The original Bagatelle used a narrowed Billiards board. It had holes and stationary pins that interacted with an ivory ball. Once it was brought to America, the Redgrave Parlor Bagatelle was made in eighteen seventy-one. It was the first game to use a spring-loaded plunger. In nineteen thirty-one, Gottlieb Baffle Ball was made. It was the catalyst to the pinball industry that soon swept the nation. The machines used inclined boards, slots, pins, bells, bumpers, and flippers (first seen in nineteen forty seven on Gottleib Humpty Dumpty machine). The most important contribution came in nineteen thirty-three with the Pacific Amusements Co. It was the first Pinball machine to incorporate electricity. Harry Williams, the designer of it, had launched a movement that he could not at the time begin to comprehend.

Businesses and corporations of the late eighteen hundreds and early nineteen hundreds greatly contributed to the spread of games. In eighteen ninety-one an electronic and incandescent lamp company was made by Gerard Philips. It soon grew buying out other electronic companies and Magnavox, which eventually made the first home game console. Many companies that would otherwise not have dealt with games altered their production , like Philips company, to capitalize on the growing popularity and need.

America was finally ready for the first electronic game. On October eighteenth, ninety fifty-eight Willy Higgenbotham, a well known nuclear physicist at the time, displayed a simplified electronic tennis game. It was called Tennis for Two. The game was no more then a few buttons, an old analog computer, and a oscilloscope for a viewing screen. Higgenbotham made the game as a fun demonstration for visitors at Brookhaven National Laboratory. When visitors played the game attentions sparked and a line soon formed out the door. Two players controlled a little dot on the oscilloscope with a controller. The oscilloscope displayed a side view of a “tennis court” with a line in the center for a net. Players pressed a momentary switch on their controllers to hit the “ball” when it crossed over the net. The game was made using relays, other components, and an instructional book found with the computer.

The uproar drew writers and publicity. Higgenbotham was asked by a reporter why he had not patented the device. Since Higgenbotham was under government contracts, any financial gain from Tennis for Two would have went strait to Uncle Sam. Also, the gear required to build the game weighed more then several men. Ergo, he did not think it feasible to package and sell his game.

A few years after Higgenbotham’s game, a few MIT students, including computer programmer Steve Russel, created Spacewar. Russel, who was nicknamed “Slug,” and his friends created the game as a way to demonstrate the power of the newly acquired DEC (Digital Equipment Corporation) PDP-1. Unlike Higgenbotham’s Tennis for Two, Spacewar was completely programmed into the PDP-1 computer. This makes Spacewar the first actual computer game saying that it did not use any hard-wired computer circuitry.

Spacewar, visually, was not all that different from Tennis for Two. Two controllable sprites, or spaceships, moved around on a cathode-ray tube screen. “The needle” and “the wedge,” as they were called, attacked each other using photon torpedoes (i.e. yet again little dots). Behind the two spaceships were small dots emulating stars in a vast space battlefield. In the center of the screen there was a sun. The sun functioned as another element of danger for the players. Its gravity would pull a player in and destroy him or her if the controlled ship got to close.

The next big step in computer game history is thanks to Ralph Baer. He is known as the “Father of Video Games” due to the plethora of contributions he made. Ralph Baer was an inventor and Army Intelligence in World War II. Due to his work in the military and degree in television engineering, Baer seen a connection others had not - television and games were made for each other. Baer tried getting his unique idea out while he was working at a small military contractor. Loral, the company he was working for, had assigned his team the task of designing “The best TV set in the world.” Baer thought that adding games as an extra feature would only benefit such a high titled television. Unfortunately, Baer’s concept of building TV’s with built in games was not respected or taken seriously. Over a decade went by before the idea was pressed again.

While working at Sanders Associates, Inc., another military contractor, Baer finally let loose. He began work on making a television game console. Baer wrote papers and drew out schematics of his ideas. He wanted to put two controllable spots on a screen. Since Baer was chief engineer and manager of equipment design at Sanders Associates, Inc., he was able to round up Bob Tremblay, a technician from his division, for his cause. Tremblay soon made a display for Baer’s idea using a vacuum tube circuit. Together they made a chase game. One person would control a dot on the screen and attempt to “catch” the other persons evading dot. Though the game went relatively unnoticed and unsupported, it was a very important step in Baer’s work as it set the tone for his next big accomplishment - The Brown Box.

In ninety sixty-seven another co-worker, Bill Harrison, joined Baer and Tremblay. Baer and his crew had recently received some funding from the companies corporate director, Herbert Campman. His work was now being watched and, due to the funding, given the ability to grow. They created the first “shoot-em up” game using circuitry and tubing to create a tangible “gun” that would destroy the dot on screen when fired at. The gun for the “Fox and the Hound” game did not in the end “shoot” off like expected. It was not that popular and it had flaws. The dot on screen could be destroyed by firing the gun at any source of light.

Baer’s group continued to grow and gain funding. Concepts of cable TV games where being shot around. Another person joined the team, Bill Rusch, who wanted to incorporate more sports into the games. Soon the crew created the Brown Box. The Brown Box was the first home video game system. It was created in November of nineteen sixty-seven. They had taken Bill Rusch’s idea and created a multi-player ping-pong game. The Brown Box was also left open from people to program other games onto it. It was a simple setup consisting of a main chasse, which housed the computer, and two controllers.

Advertising was the Brown Box’s next challenge. A deal was soon struck with Magnavox much to the thanks of Bill Enders (a man from a previous company and deal that fell through). The Brown Box was re-titled and became the Magnavox Odyssey. The Odyssey was not launched until five years after the original system had been made. Eager to make money, Magnavox choose some poor advertising and marketing skills that ultimately hindered the sales of the Odyssey. Magnavox had decided to advertise the system to only work on televisions made my Magnavox.

The Magnavox Odyssey was the first of many home video games to come. Men like Nolan Bushnell , an early game creator, did sociological studies and learned key advertising techniques that helped games flourish. Games were extremely popular in places where education levels were higher, such as college campuses and nearby building where students visited (this is rather ironic saying that today the stereotype is that games are making America’s youth less intelligent). Bushnell used his knowledge to help spread his game, Computer Space, around and build popularity. He also used his electronic’s knowledge to redesigned his console completely to use less parts and ultimately cost a fraction of the original price.

In the nineteen seventies, home TV games and console games where showing up everywhere. Pong, Asteroid, Space Race and Tank were just a few of the games found in pool halls, college campuses, parlors, etc. Games were housed in large ostentatious containers with a cathode ray tube to display the game play. The games were advertised in papers and in windows via posters. The game craze spread to more home driven consoles and only grew in numbers and complexity.

Currently the gaming world has grown into a giant that its predecessors could not have imagined. Sony, Microsoft, and Nintendo hold the gaming world together with many sixth-generation gaming consoles. The computing power of the systems is far stronger allowing for much more elaborate games. Screens are no longer comprised of a few insipid dots or lines (nor are they seen on cathode ray tubes). Images that are so vivid and imaginative are projected into the players mind. Games have gotten to the state of realism that they are used for teaching new military recruits small arms fire and land reading skills (Call of Duty Afghanistan). More and more is the need for external controllers and interfaces decreasing. The Wii, released by Nintendo in November of two-thousand and six, has a controller that senses movement and causes a players on screen avatar to respond accordingly. Microsoft’s newest release Kinect, is a completely controller free gaming experience. A small interface recognizes body shape and movement. We are forming a tighter circuit with our gaming consoles. The line between human and cyborg is getting harder and harder to see. People like Stelarc, a Greek-Australian artist, have already severely bridged the gap. Stelarc believes the human body has become inadequate, and uses machines to alter his body and normal functions. One piece, titled Exoskeleton, is an extension of his body via a machine that he uses to walk. It looks much like a crazy science fiction mechanical spider. There are tubes, rods, and Stelarc. He stands in the center of the contraption, with connections all over his body, and lurches forward much like a spider. One must ask themselves where this is leading? His genius is no doubt striking, but what is the purpose? The future will no doubt see more and more human computer/machine interaction. Mechanical limbs are already being used for patients void of a limb. After time the robotic limbs are able to respond to electrical impulses much like a normal limb. Pacemakers have been around for many decades now as it is.

Bibliography

Books:
Demaria, Rusel; Wilson, Johnny.High Score!.McGraw-Hill/Osborne.2002.

Thompson, Jim.Game Design: Principles, Practice, and Techniques.Wiley, John.2007.

Morris, Dave; Hartas, Leo.Game art: the graphic art of computer games.Watson-Guptill

Articles:
Bush, Vannevar. "As We May Think." The Atlantic July 1945. Web.

Steyerl, Hito. "In Defense of the Poor Image." E-flux 2010. Web.

Website:
"Harvard Mark I Computer - Input-Output Details.jpg." Wikipedia, the Free Encyclopedia. Web. 07 Dec. 2010. .12/7/10.

"Who Built The First Computer? - TIME." Breaking News, Analysis, Politics, Blogs, News Photos, Video, Tech Reviews - TIME.com. Web. 07 Dec. 2010. .12/7/10.

"History of Computing Hardware." Wikipedia, the Free Encyclopedia. Web. 07 Dec. 2010. .12/7/10.

"The History of Computers - Computer History Timeline." Inventors. Web. 07 Dec. 2010. .12/7/10.

"Intel Core I7 950 Processor BX80601950 - 3.06GHz, 8MB L3 Cache, 4.8GT/s QPI, HyperThreading, Quad Core, Bloomfield, LGA 1366, Retail, Fan at TigerDirect.com." TigerDirect.com - Computers, Computer Parts, Computer Components, Netbooks & Electronics. Web. 07 Dec. 2010. .12/7/10.

"American Revolutionary War." Wikipedia, the Free Encyclopedia. Web. 14 Dec. 2010. .12/14/10.

Stelarc. "EXOSKELETON." STELARC. Web. 14 Dec. 2010. .12/14/10.

"The First Video Game?" Brookhaven National Laboratory - A Passion for Discovery. Web. 14 Dec. 2010. .12/14/10.

"Spacewar - Computer Game." Bellis, Mary. Inventors. Web. 14 Dec. 2010. .12/14/10.

“Ralf Baer” Bomb, Giant. Web. 14 Dec. 2010. http://www.giantbomb.com/ralph-baer/72-89698/.12/14/10

Monday, December 13, 2010

Final Paper + Bibliography

Rather than copy and pasting my entire paper on here, I am providing a link to the documents from the school sever:

Paper

Bibliography

Wednesday, December 8, 2010

New Rough Outline

I. Intro

1. Thesis Statement

A. Explain the differences between anime and cartoons

II. Body

1. Maybe go over a little bit of the history of cartoons and anime

2. Music

A. Compare and contrast

3. Color

A. What type of colors each use

4. Animation

A. Are better drawn,

5. Story

A. character development

a. characters have more personality

b. more realistic, think similarly to real people

B. better story/plot

a. execute well

III. Conclusion

1. Kind of summarize things

Bibliography

BOOKS

Rojas, Raul, ed. Encyclopedia of Computers and Computer History. Fitzroy Dearborn. 2001

Wurster, Christian. Computers : An Illustrated History. Taschen. 2001

Frauenfelder, Mark. The Computer. Carlton Books. 2005

Spencer, Donald D. The Timetable of Computers : A Chronology of the Most Important People and Events in the History of Computers. Camelot Pub. Co. 1999

Ifrah, Georges. The Universal History of Computing : From the Abacus to the Quantum Computer. John Wiley, 2001

Campbell-Kelly, Martin. Computer : A History of the Information Machine. Basic Books. 1996

WEBSITES

An Illustrated History of Computers. John Kopplin.(no publisher given.) Copyright 2002. http://www.computersciencelab.com/ComputerHistory/History.html. Dec. 8, 2010.

Computer Hope: When was the first computer invented. Computer Hope. FeedBurner. Copyright 2010. http://www.computerhope.com/issues /ch000984.html. Dec. 8, 2010.

A Brief History of the Abacus. Georges Ifrah. Wiley Press. Copyright 2000. http://www.ee.ryerson.ca/~elf/abacus/history.html. Dec. 8, 2010.

Herman Hollerith. JJ O’Connor, E.F. Robertson. (No publisher given). Copyright 1999. http://www-history.mcs.st-and.ac.uk/Biographies/Hollerith.html. Dec. 8, 2010.

Charles Babbage. (No author, publisher, or copyright date given). http://www. charlesbabbage.net/. Dec. 8, 2010

Apple I. (No author, publisher, or copyright date given). http://applemuseum. bott.org/sections/computers/a1.html. Dec. 8, 2010

ARTICLES

Abacus, in Mathematics. Columbia Electronic Encyclopedia, 6th Edition. Copyright 2010.Columbia University Press. Dec. 8, 2010.

Hollerith Machine. Computer Desktop Encyclopedia. Copyright 1981-2010. The Computer Language Company Inc. Dec. 8, 2010

Herman Hollerith. Columbia Electronic Encyclopedia, 6th Edition. Copyright 2010. Columbia University Press. Dec. 8, 2010.

Final paper Outline Brittney Spain

Name: Brittney Spain
Date:12/1/2010
Outline Final paper
Thesis
 Introduction to AI explaining what it is
 Background knowledge on how it started
 Reference as to where it’s going in the future
Benefits of AI
 Advancement in technology
 Ability to do things humans can’t
 AI used today
Pro’s and Con’s
 Maybe loss of jobs
 Protection in military
 Sense of reasoning
Classes of outcomes for AI test
 Optimal
 Super-human
 Strong super human
 Sub-human]
Conclusion
 Final argument weather AI is good for us as a nation
 Review of pro’s and con’s
 closing

Outline

Thesis:
• Virtual reality started back in the 1960’s and is still living today, with a mass of various worlds that devote millions of people each week. Virtual reality has changed our world and it will be our future.
Body:
• History of virtual reality
• From beginning to now
• List main virtual realities
• Present
• Virtual realities used now
• Second Life
• WOW
• There.com, etc
• What it’s good for/success stories
• Future
• What virtual realities will become
• A new way to look