Enkele dagen geleden liet ik je een artikel lezen over de audio-guides die studenten zelf hadden gemaakt voor het MoMa, het museum voor Moderne Kunst.
Ik geef je hier een link waar je zezelf aan het woord hoort over hun audio-gides.
Ik zet het even bij mijn links.Rocketboom op zich is ook heel erg boeiend.
Het zijn VLOGS (video-logs) waar je allerlei tips krijgt om aan de slag te gaan met je Ipod, GSM, DVD-recorder, enz.
Een bezoekje waard.
Vandaag een etentje in New York met Camille zodat ze morgen nog even aan het woord komt.
Intussen ginder in de lage landen veel rust en rede, of net niet?
Voor degenen die erg dichtbij de actualiteit willen zijn copieer ik het artikel uit de new York Times van vandaag waarin tekst en uitleg over meer kreatief plezier.
A New Magazine’s Rebellious Credo: Void the Warranty!
By LAWRENCE DOWNES
Published: June 12, 2005
The people who put out Make magazine are well aware that you could use the information in it to break the law, void your warranty, violate a user agreement, fry a circuit, blow a fuse or poke an eye out.
Skip to next paragraph
• Make magazine
“Technology, the laws, and limitations imposed by manufacturers and content owners are constantly changing,” an editor’s note warns.
“Thus, some of the projects described may not work, may be inconsistent with current laws or user agreements or may damage or adversely affect some equipment.
Your safety is your own responsibility, including proper use of equipment and safety gear, and determining whether you have adequate skill and experience.”
How scary. And how refreshing.
Make, a new quarterly put out by O’Reilly Media, a publisher of computer and technology books in Sebastopol, Calif., is a throwback to an earlier time, before personal computers, to the prehistory of geekiness – the age of how-to manuals for clever boys, from the 1920’s to the 50’s. Its compact, booklike format, in fact, directly mimics a 1959 copy of Popular Science, according to its publisher, Dale Dougherty.
The technology has changed, but not the creative impulse.
Make’s first issue, out in February, explained how to take aerial photographs with a kite, a disposable camera and a rig of Popsicle sticks, rubber bands and Silly Putty.
It also showed how to build a video-camera stabilizer – a Steadicam, basically – with $14 worth of steel pipes, bolts and washers; how to boost a laptop computer’s Wi-Fi signal with foil from an Indian take-out restaurant; and how to read credit card magnetic stripes with a device made with mail-order parts and a glue gun.
The current issue challenges readers to invent a water purifier with a hypothetical set of supplies including a bicycle with flat tires, bamboo tubes, steel wool, $10 in coins and an endless supply of coconuts.
Make is not just a clubhouse for guys with Skittle breath and abbreviated social skills.
Beneath all the home-brewed gadgets and cool software tricks lies a sly and subversive agenda. Make, its makers will tell you, is part of a grass-roots rebellion against consumer technology that they say stifles ingenuity by discouraging end-user modification.
To these restless minds, increasingly sophisticated consumer products have forced users into a kind of stupefied passivity, with nothing to do but replace batteries and update software, to point and click into a zone of blissed-out consumption. Marketers and programmers anticipate our every need with products that are essentially disposable, since there is no way to fix or adapt them when they break or become obsolete. In this world, to tinker – to open the case, to fiddle with wires and see what happens – is to rebel.
Arthur C. Clarke wrote long ago that “any sufficiently advanced technology is indistinguishable from magic.
” We live in a particularly magical time, when the gap between what technology has accomplished and the layperson’s ability to understand it has become a chasm.
Think of the sleek, lovely iPod, whose exterior gives no hint as to how it makes the sounds pouring through your ear buds, or the finale of the movie “A.I.,” set more than a thousand years from now, in which advanced beings resembling Sea Monkeys ride computer-generated spaceships with no discernible moving parts.
Nothing could look more futuristic – or more incomprehensibly dull.
Thank goodness, then, for Make and its Web log, makezine.com/blog, so technologically astute and yet so solidly grounded in a tactile, breakable, fixable world.
Make’s quick success – circulation has hit 60,000 already, at $34.95 a year – shows that even in this wireless age, hands-on inventiveness and curiosity are not dead, dying or even running a fever.
To these homegrown “makers,” to use the magazine’s preferred coinage, Radio Shack and Dremel tools are not anachronisms, but vital resources for solving problems, delighting oneself and one’s friends, and making mischief.
Make’s editors try not to overdo the words “hack” and “hacker,” although that is the term most widely used for its target audience – not just computer vandals, but anyone who manipulates technology in unintended, creative ways.
In this usage, Leonardo, Franklin and Jefferson were proto-hackers, Martha Stewart is a domesticated hacker and a certain venerable newspaper column might as well be renamed “Hacks From Heloise.”
That said, the hacks in Make are harder than your basic stenciled pillowcase.
The third issue, due out in August, will include projects for tricking out your house for Halloween.
That leaves three months to study the instructions and to assemble who knows what will be required: presumably wires, switches, cables, adapters, speakers, goggles, hard drives, joysticks, Legos, plywood, dry ice, acrylics, glue and spent nuclear fuel rods.