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Archive for April, 2007

Hillary Clinton gets PwNd by mash up artist!


Sunday, April 8th, 2007

Haha! well, somebodies got a good viral team on staff:) Great to see a mash up creating such a huge impact. Mostly the talking heads don’t know what the fuck is going on. Haha! We can mashxor them later..I love it.

Mainstream interpretation of the “ad”
An online political video has sparked controversy from the Internet to the print media. The ad, a riff on Apple’s “1984″ advertisement directed by Ridley Scott to promote the first Macintosh computers, has been altered by an anonymous editor as a campaign ad for Barack Obama.

In the altered version, the “overlord” on the video screen, who is brainwashing the masses (a jab at IBM when the commercial first aired), has been replaced by video clips of Hillary Clinton. In the clips, she soothingly reassures the masses that she wants to have a discussion with them, that she doesn’t want to tell them what to do, that discussion is good.

In the original commercial, a woman yielding a sledgehammer runs through the auditorium, chased by police, and throws the hammer at the screen, which explodes, thereby freeing the brainwashed masses. In the altered version, the woman’s t-shirt has a Barack Obama logo on it. The text at the end of the commercial now says, “On January 14th, the Democratic primary will begin. And you’ll see why 2008 won’t be like “1984.”

The Apple computer logo has been replaced by a rainbow-colored letter ‘O’ and the address for Barack Obama’s website is shown.

The video is posted multiple times on YouTube, and a quick count shows that the video has been viewed at least 600,000 times.
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The Gaming Situation


Saturday, April 7th, 2007

by Markku Eskelinen
1. Introduction

The first point of departure for this article is a kind of paradox or contradiction. Outside academic theory people are usually excellent at making distinctions between narrative, drama and games. If I throw a ball at you I don’t expect you to drop it and wait until it starts telling stories. On the other hand, if and when games and especially computer games are studied and theorized they are almost without exception colonised from the fields of literary, theatre, drama and film studies. Games are seen as interactive narratives, procedural stories or remediated cinema (1). On top of everything else, such definitions, despite being successful in terms of influence or funding, are conceptually weak and ill-grounded, as they are usually derived from a very limited knowledge of mere mainstream drama or outdated literary theory, or both. Consequently, the seriously and hilariously obsolete presuppositions of Aristotelian drama, commedia dell’arte, Victorian novels, and Proppian folklore continue to dominate the scene. To put it less nicely, it’s an attempt to skip the 20th century altogether and avoid any intellectual contact with it, a consumerist double assassination of both the avant-garde and advanced theory. The final irony is of course that in the long run such a practice may turn out to be even commercially incorrect.

In any case, in what follows I’ll try to make some sense of what I call the gaming situation by trying to pinpoint or at least locate the most crucial and elementary qualities that set it apart from dramatic and narrative situations, both of the latter being rather well-studied constellations by now, and existing slightly beyond the necessary formalistic phase that computer game studies have to enter in order to gain independence, or at least relative independence. Historically speaking this is a bit like the 1910s in film studies; there were attractions, practices and very little understanding of what was actually going on, not to mention lots of money to be made and lost.
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Bohr model


Friday, April 6th, 2007

Atomic Physics is something that may seem daunting at first. And that is because it is supposed to be. If everyone knew all the secrets of the universe then how the hell are we going to be able to keep having wars. To quote the reverend Bill Hicks “how the fuck are we going to keep bombing one another, when we realise we’re all one?” “It’s gonna fuck up the economy”. Anyway, back to the Neils Bohr Model of the Hydrogen atom. The Bohr model shows the atom as a little positively charged nucleus surrounded by a bunch of electrons which orbit it. The Bohr model is a quantum-physics mod of the Rutherford model. A lot of people just combine the two to make the new super Rutherford-Bohr model.

The Bohr model is really a super basic, and primitive model of a hydrogen atom. Many today believe that it is only an approximation of what a hydrogen atom actually looks like since we now have much more accurate models based upon quantum mechanics. But since quantum mechanics are super confusing it is still generally accepted and taught as a way to introduce students to quantum mechanics.
For all you students out there looking for a way to make a model of a bohr model you can check out this step by step.
Make a Bohr Model

Gonzalo Frasca


Friday, April 6th, 2007

Gonzalo Frasca is an academic researcher and commercial designer of video games. His weblog, Ludology.org, is an important publication for academic researchers studying video games (see ludology for more information). In addition, his Macromedia Shockwave-based game September 12th was one of the first notable political online games.

Frasca hails from Uruguay, where he established a videogame studio in Montevideo. In video game theory Frasca belongs to the group of so called “ludologists”, who consider video games to be simulations based on rules. They see video games as the first simulational media for the masses - which means a paradigm shift in media consumption and production.

Frasca’s game studies are evolved from the work of Espen J. Aarseth.

Beginning in December 2004, Frasca studies games at the Center for Computer Game Research at the IT University of Copenhagen

read Ludologists love stories, too: notes from a debate that never took place

Nerd and Geek Porn


Thursday, April 5th, 2007

Well it had to happen didn’t it. I stumbled onto nerdpr0n.com (a geek and nerd porn website) very innocently. I wanted to find a picture of a hot girl on a computer to use as the “do you want to exchange links with me” section of my blog, and so after exhaustively searching on google images I decided to hop on over to askjolene.com and ask her. To my surprise I found a new site of this girl named Anna who enjoys “sudoku puzzles, reading comic books, tinkering with new linux distros, and gaming” oh yeah, and getting naked on her webcam for other nerds around the world. I guess it is inevitable that these normally nerdy girls would star becoming internet rock stars making only the best in geek and nerd porn. Hell they’re probably a lot cute r than most of the fake silicone bombarding the net today. You go Anna! shake that nerdy ass :) Give all those nerds out there something to look at. She’s got a decent free section available at the link below.
Nerd Porn


Digital Camera Hack


Thursday, April 5th, 2007


This tutorial will show you how to disassemble a canon a540/a530 to the sensor to remove the ir cut filter.

Tools:
#00 philips screw driver
soldering iron

couple of notes:
- there is 300 volts or so inside the camera. canon has done a pretty good job shielding those areas, and I haven’t gotten shocked even though my fingers have been everywhere, but be careful anyway. it’s enough energy to kill you several times if you’re unlucky.
- you may end up with an ir sensitive camera, or you may end up buying a new camera.
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What is Public Domain?


Wednesday, April 4th, 2007


Public domain comprises the body of knowledge and innovation (especially creative works such as writing, art, music, and inventions) in relation to which no person or other legal entity can establish or maintain proprietary interests within a particular legal jurisdiction. This body of information and creativity is considered to be part of a common cultural and intellectual heritage, which, in general, anyone may use or exploit, whether for commercial or non-commercial purposes. Only about 15 percent of all books are in the public domain, and 10 percent of all books that are still in print.

If an item (”work”) is not in the public domain, this may be the result of a proprietary interest such as a copyright, patent, or other sui generis right. The extent to which members of the public may use or exploit the work is limited to the extent of the proprietary interests in the relevant legal jurisdiction. However, when the copyright, patent or other proprietary restrictions expire, the work enters the public domain and may be used by anyone for any purpose.

Yuukichan’s Papa


Tuesday, April 3rd, 2007


Yuukichan’s Papa is a pseudonym used by a group of sound designers who worked on the first two Mega Man games for the Nintendo Entertainment System. The real names of the composers who worked on Mega Man are Manami Matsumae and Yoshihiro Sakaguchi. The composers who worked on Mega Man 2 were Ogeretsu Kun (a pseudonym, which is a Japanese term of endearment for a rude person), Manami Ietel (another pseudonym, possibly for the previously mentioned Manami Matsumae), and Yoshihiro Sakaguchi.

And Who Is Mega Man?
Mega Man, known as Rockman (ロックマン, Rokkuman?) in Japan, is a video game developed and published by Capcom in 1987 for the Nintendo Entertainment System/Famicom. It is the first game to ever star Mega Man. Mega Man has been in several series and this is the first game in what is called the Mega Man Classic series. This first game established many of the conventions that would define several Mega Man series. Most notably, Mega Man established the setup of a number of stages, each with a Robot Master at the end that, when defeated, would pass on its unique power to Mega Man.

Later, it would be added to Mega Man: The Wily Wars for Sega Genesis (1994), as well as the Japanese collection game, Rockman Complete Works in 1999 for the Sony PlayStation. In 2004, it was re-released in the anthology game, Mega Man Anniversary Collection for the GameCube, Xbox, and PlayStation 2. There is also a remake called Mega Man Powered Up (Rockman Rockman in Japan) for the PlayStation Portable. It features full 3-D graphics and extra stages were added, making the Robot Master count 8 instead of the original 6. It also features a stage level editor. Another interesting feature of the remake is the super deformed style of Mega Man and other characters. (Keiji Inafune claimed in an interview that he originally planned to make Mega Man look this way, but couldn’t, due to the hardware restraints of the NES)

Machinima Beauty


Monday, April 2nd, 2007

American beauty presented as machinima utilizing the Sims video game engine.

The Illustrious Apple II


Sunday, April 1st, 2007


The Apple II (sometimes written as Apple ][ or Apple //) was the first popular microcomputer manufactured by Apple. Its direct ancestor was the Apple I, a limited production circuit board computer for electronics hobbyists which pioneered many features that made the Apple II a commercial success. Introduced at the West Coast Computer Faire in 1977, the Apple II was one of the very first and most successful personal computers. A number of different models were sold, and the most popular model was manufactured with relatively minor changes into the 1990s. By the end of its production in 1993, somewhere between five and six million Apple II series computers (including approximately 1.25 million Apple IIGS models) had been produced.

Throughout the 1980s and much of the 1990s, the Apple II was the de facto standard computer in American education; some of them are still operational in classrooms today. The Apple II was popular with business users as well as with families and schools, particularly after the release of the first-ever computer spreadsheet, VisiCalc, which initially ran only on the Apple II.

The Apple II was originally running only the built-in BASIC interpreter contained in ROM. Apple DOS was added to support the diskette drive; the last version was “Apple DOS 3.3″. Apple DOS was superseded by ProDOS to support a hierarchical filesystem and larger storage devices. Using a diskette or hard-disk, the Apple II could also load the UCSD Pascal operating system. UCSD binaries are compatible with a large number of other computers, including the IBM-PC. Using a Z80 interface the Apple II could run the popular Wordstar and dBase software under the CP/M operating system.

Apple’s Macintosh product line finally eclipsed the Apple II series in the early 1990s. Even after the introduction of the Macintosh, the Apple II had remained Apple’s primary source of revenue for years: the Apple II and its associated community of third-party developers and retailers were once a billion-dollar-a-year industry. The IIGS model was sold through to the end of 1992. The IIe model was removed from the product line on October 15, 1993, ending an era.