Monday, October 08, 2007

The spectrum of an idea, from the RIAA to Radiohead and Lawrence Lessig

In recent days, two things have happened simultaneously, and they represent two important, but ambiguous, developments in a struggle that has been on the radar for quite a while. This is the battle for music distribution, fought between an enterprising public and a defensive, conservative media industry.

First of all, the first RIAA lawsuit to come to trial has been decided, in a far-reaching event that proves that our legal system has no scruples about deciding against individuals in favor of megacorporations. The defendant in question was fined $9,250 per song, for each of 24 songs she made available online that the record companies focused on. For those whose Windows calculators aren't handy, that's $222,000 she has to pay for allowing other people to download things from her computer.

The absurd verdict isn't actually justified by any real-world logic, and all that's left to explain it is the RIAA's emphasis on her as an example. I can't imagine a court that would allow this to happen, nor a legal precedent that would accommodate it. It's the newest in a series of verdicts symptomatic of a neurotic, punitive society, so scared of crime and disorder that it imposes sanctions far exceeding what's called for by the situation in question. Another recent example resulted in a national controversy that's still striking some racial nerves in the CNS of this country.

The other thing I was talking about... the converging happenstance that complicates a simple statement on corporate stupidity... is Radiohead's startling, progressive decision to publish their own new album, coming on September 10, and to offer it for whatever price the buyer wants to pay. This is a powerful statement in opposition to the music industry, showing the world that the corporate machine is no longer the only way to distribute music.

Here we have an obstacle, and we have an answer. When the RIAA and the constipated corporate assholes of America try to strangle the emergent technology that offers a new promise to their medium, they will be met: they will find themselves faced with artists and individuals with an active conscience, a critical consciousness, and the power to wiggle out of a crushing grip.

In my opinion, Radiohead is taking the first step in a journey we all have to undergo. My personal and philosophical arguments with the RIAA have compounded so much that I'm not interested in any form of compliance any longer, whether it's financial, legal, or journalistic. It's time for listeners to strangle those old channels and flood the new ones. When they demand $222,000 from Jammie Thomas, who makes $36,000 a year, to make an example out of a rather trivial offense, the record companies show themselves incapable of reason, and they lose all rights to compromise.

I'm never buying music from an RIAA-based label again. If I want to listen to new music from somebody worth listening to, and they happen to have RIAA distribution, I'll find a friend who has the CD and I'll borrow it. Meanwhile, I'll make a point of purchasing any good music that's being offered independently, or through an alternative label, or via nontraditional distribution scheme.

If anybody else wants to do the same, here are some sites to inspire you and get you moving.

For fighting the powers that be:
Boycott RIAA makes the case against the RIAA
RIAA Watch will tell you if your new CD is sponsoring intellectual terrorism

For getting non-RIAA music:
Radiohead is offering the new album, independent of the system.
Magnatune has some good bands, all licensed for easy distribution

For understanding creative freedom:
Lawrence Lessig is one of the masterminds of the Creative Commons

Free, legal raw material for use in your own work:
The Film Archive has free movie clips whose copyright terms have expired
StockXchange has hundreds of free stock photographs
Flickr supports Creative Commons and reasonable rights for use of images

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Wednesday, June 13, 2007

SPECIAL REPORT: Follow-Up on Literature: Suspicious links to video games?

Literature linked to more dangerous behavior for your children. Brutally maladjusted past-time of “playing video computer games” has long been recognized as one of predominant social ills among youngens. However, recent research at miksimum has linked this scourge to the older, more ubiquitous execration of LITERATURE, first profiled in our most recent post. Our sources have linked literature to dangerous video games like WoW (acronym for World of Warcraft, unrelated to the diarrhea-causing potato chips), which is rife with themes and references to “classics” like Tolkien’s The Lord of the Rings and Sir Thomas Malory’s Morte d'Arthur (a French title, no less! Pfffttt!). These kindred rituals share with video games more than the merely cosmetic devices of “swords,” “goblins,” “magic” and “epic romance”… they’re linked to insidious patterns that have plagued the youth for generations, including “getting lost for hours in a vibrant fantasy world” and “having a wild imagination.” After we follow Jack Thompson’s lead and neutralize all the video games, we must take the next step to assure that no more will ever be made: we must burn the books that inspire us! Err, them!

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Tuesday, May 22, 2007

The RIAA continues to cut off its own atrophied members

That's one of the nastier titles I've come up with for my blog posts...

For people into serious media analysis... stuff beyond the realm of content and editorial, and more on the level of changes in technology, attitudes, and forms... you might be interested in the RIAA seeking royalties from broadcast radio, and thus attempting to change a long-standing relationship between commercial enterprise, distribution, and music.

First impressions: this is just another sleazy move by the RIAA, which has been drifting down the dark hole of greed and desperation ever since Napster showed up on our monitors. There are much deeper implications here, though, because this change in policy reaches back through the history of broadcast and electronic media. If you dig into the current legal policies regarding royalties, you get a pretty complicated mess, established over the course of broadcast radio.

So for the sake of simplicity, let's look at some of the effects this will probably have.

1) The labels, and the artists, will most certainly get more money from the major distributors. Broadcast giants like ClearChannel will most certainly be able to pay these new royalties. Certain forces won't be threatened with dispersal, just because some new royalty requirements appear.

2) This will become a big, perhaps prohibitive, burden to some other radio stations, like the few remaining college radio stations. This has a multitude of further implications... online distribution, (what's left of) Internet Radio, and "sharing" (God no) might become one of the sole remaining forums for consumers to discover new artists.

These two, taken together, suggest a general narrowing of the musical market. This could be good for the RIAA in the short term (hey, they're the ones peddling the top-40 stuff that will stay in the fiscal filter), but something tells me it'll be bad for them in the long term, because it'll rip the diversity out of their market, and this is never good for the health of the media.

There's another effect this new arrangement will have:

3) The RIAA is going to damage a formerly positive relationship with radio stations and broadcasters. The broadcasters have probably been one of the last real allies of commercial record labels... now that relationship will be soured, and this could have any number of unpredictable effects on the music mass market.

Considering all these variables -- and I'd love to hear some more info, if anyone has it, because there are a LOT of variables here -- this push by the RIAA starts to look like a matter of short-sighted desperation. Both broadcast radio and the CD industry are dying slowly, drowning in the influence of new technologies, and as I see it, the RIAA, a bloated beast unable to adapt, is responding by cutting off its own atrophied appendages.

I don't think this is going to save it.

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Monday, May 21, 2007

Jeff Han shows us the tactile future

Ever have the passing premonition that you just mastered your discipline and already it's about to become outdated? I don't suppose it happens very often... either you're going into a fresh field that's got a lot of rich territory to conquer (nanorobotics?) or you're entering something that's proven permanently useful (nursing). I guess we all hope our profession is some idealized combination of those two... so practical, and yet with so much room to grow. For me, that's graphic design: something we all need, as long as we have mass production and advertising, and something that gives vast room for new innovation and creative freedom.

But when I see something like this, Jeff Han's insane multi-touch technology, sometimes it gives me the fleeting sense that I just won't be able to keep up, no matter how attentive I am to design and aesthetics. This shit is going to change my industry, along with the whole meta-industry of information technology, and dozens of sub-disciplines that are affected by it.

This should excite me, and let me tell you, it does. I was excited about it back when I saw it in Minority Report, before I had any idea that it was really on the horizon. Now I can start to see what it's going to do for interface technology. Through college, and in my current job, I've been learning to design for a certain very specific gesture that the mouse is based on: hovering and clicking, or hunting and pecking. It's been all about hot-spots and discreet areas on-screen, making certain things look intuitively like buttons, or tabs, or handles: one focal point at all times. With the mouse, we're still searching, focusing, and working in a simple sequence.

The multi-touch screen is going to make our experience more truly tactile. Now, we're going to be working with both hands at a time, holding one thing while we press another, integrating depth (i.e. pressure) and relationships (i.e. between fingers). It's a bunch of new axes, and it's going to require a whole new way of thinking... probably less like pointing at a picture and more like playing an instrument. I'm not sure I'm prepared to design this way, and I have a feeling it's going to take over the things I've been specializing in.

Even so, the possibilities are amazing. The old discreet systems of keyboard (strict set number of symbols in memorized positions) and mouse (one point at a time, searching and focusing at one area of the screen) weren't really cut out for the new wave of digital production. Some of my friends have asked, "What makes this so great, anyway? I don't see any problem with my on-screen controls..." And if they're using MS Word and Internet Explorer, they're probably right.

But the new wave of production specialists are going to be doing some amazing shit with this technology. In 3D graphics programs, we've traditionally been trying to translate three degrees of control into the two degrees available on-screen, and worse yet, we've been doing it with a one-dimensional mouse pointer. Now we can have the equivalent of three pointers on-screen at once, moving intuitively according to our gestures, and furthermore, we can use pressure to add another dimension. Controlling all those variables at once, what might the 3D artist of the future be able to do? Real-time modeling? What do you think: a 3DJ?

And speaking of DJ, how about video jockeys, those guys who do real-time video mixing along with music? That's another media space where keyboards often don't really cut it... you're working with dozens of factors, including frame-rate, hue and saturation, multiple clips and timelines, opacity, multiplication and repetition, and you're expected to do it all in response to the music you're listening to. It's hard to translate your listening habits into keyboard pokes, or (even worse) hunt-and-click mouse behavior... but with gestures, speed tracking, pressure sensitivity, point-to-point relationships, and all those other ridiculous variables that this technology allows, VJing could become more like dancing. This is a space for the artist of the future, hyper-complex and hyper-sensitive to all senses, to emerge and take over mass culture.

Don't discount the possibility that this will make your everyday tasks more intuitive, either. Replace the back-space key with a simple act of rubbing a word off the computer screen. Even more intuitive: watch that video to see Jeff Han group photos and organize images with his hands, like shuffling them around on an infinitely-large light table.

This is the future, people. It's some amazing shit.

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Tuesday, September 19, 2006

Semantics, Politics, and video games: Nintendo versus the world

In the spirit of mass market analysis, today's rant is going to be about the semantics of persuasion... in this case, I'm going to consider spin-doctoring in the marketplace. The free-market competition is for dominance in video game console sales, and the competitors are the X-Box 360, the Playstation 3, and the Nintendo Wii.

For the purposes of this discussion, I'm going to lump the X-Box and the PS3 into the same category. These are the old-guard game systems, competing on the basis of classic qualifications like franchise acquisition and processor speed. The Wii represents a different paradigm entirely, and at the moment, it seems to be shaping the debate over the next generation of consoles. Where the X-Box and the PS3 are in a race for power, the Wii is struggling to innovate... where the old-guards are selling their new processors, the Wii is selling its concept.

The unconventional Wii controller is at the nexus of this debate, and its success depends on whether it's cast as an innovation or as a novelty. This is a marketing game, and it's become a critical issue on gaming message boards. The old-guards claim that the gaming experience hasn't changed, and that it's based on good games, not on a gimmicky control scheme. Nintendo wants to prove that even in a die-hard realm like the gaming experience, the hegemony can be overthrown.

Thus, the primary semantic issue: novelty versus innovation. Novelties are attention-getting but transient, where innovations are ideas that produce lasting effects in their markets.

Most old-guard loyalists (read: fanboys) claim that a system withough an armor-piercing processor simply isn't "new generation," and their reliance on this term is telling: these gamers' criteria for games is established by the history of gaming, from the 8-bit Ataris to the dual-core 3.2 GHz PS3 powerhouse. These gamers expect an upgrade in graphics, speed, and dynamic simulation with every new system, and this means Nintendo has failed, because it's not building on the tradition of its supposed predecessors.

Nintendo isn't so concerned with the "generation" of this system, and in a sense, Nintendo has taken on the task of subverting this linear paradigm. Its new system was originally called the "Revolution," and this is another revealing semantic choice. "Next Generation" is progressive... "Revolution" is Marxist. Where Sony and Microsoft are competing to dominate an established field, Nintendo is attempting to redefine it entirely. Revolution is a risky business, but for the dedicated developers at Nintendo, it's the only way to overthrow the corporate video game hegemony.

I seem to be creating a political metaphor here, and I'm going to recognize it and dispense with it before it gets out of hand. The twentieth-century political environment was split into Communism (defined by socialism, revolution, and the enforcement of "equality") versus free capitalist democracy (defined by traditional individualism, competition, and the securing of "freedom"), and these two seemed irresolvable at times. Even so, they were united by a grand design, the ultimate struggle for social harmony and human happiness. Sometimes the only way to get perspective is to look at the total field, the ultimate domain that ties you and your opponent to the same end-goal.

What I'm trying to say is that all this stuff... innovation, progress, next-generation, and revolution... are taking place within a certain domain, and despite the fuzzy focus of the new marketing push, this is a total field that can't be bought, redefined, or subverted. This total environment is defined by the consumers themselves, the gamers, and its central term isn't "graphics," "development," "innovation," "market share," or "novelty"... its central term is gameplay, and it's something the three competitors have to keep sight of if they're going to win, or even survive, the next skirmish in video game politics.

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Thursday, August 31, 2006

The Next Wave (Julia Stiles on the digital revolution)

This video showed up recently on YouTube, and it's pretty brilliant. The 12-year old Julia Stiles as a hacker prodigy, covering the digital underground for the school paper in Ghostwriter. .. forget Marshall McLuhan and Neo. This is the Internet messiah that we all overlooked.

(in case you can't understand the multi-jigawatt decibel oscillations of this Internet hyperstream, scroll down... I've done the best I can to make a transcript, and I put it at the end of this entry.)

Anyone remember 1993? Some bloggers probably don't, and even for me it's hardly more than a pair of tail-lights in the fog of memory. It was two years before Hackers, and the infamous Time Cyberporn article, both of which brought a seedy infamy to the circonicum tubes of the Interweb. It was before iPods and the Star Wars Kid and All Your Base, before wiki and blogs and Penny Arcade, before anyone had heard of the RIAA or thought of free Internet music, before CSS and Flash and VRML (okay, so that one never caught on).

Yes, sir, 1993 was the springtime of contemporary culture. The Internet was still a seedling, and do you remember how much hope we had for it? It was going to revolutionize our culture, create a new era of communication and literacy, and break down barriers of age, ethnicity, and ideology. The Internet was an atom bomb whose fuse had just been lit, and we were all right there with Julia Stiles, listening for the majesty of the blast.

The Internet delivered on some of its promises, and it stalled out on others. Is media more democratic? Absolutely, and the phenomenon is only increasing. Is the whole world wired up and spinning in a state of digitally-mediated peace? No, not exactly... like every utopian technology, the Internet was appropriated by the wealthy and privileged, and it hasn't managed to break down that division quite yet. Even so, our lives are vastly richer, and we're vastly more intelligent as a culture, as a result of the Internet.

Even so, it seems harder to commit to the digital age now than it was to be excited for it back at the beginning. The flowering of digital technology has gone hand in hand with a growth of cynicism, the natural by-product of a culture that's suddenly exposed to all its own highs and lows. Images like this "Special Olympics" announcement, and the coining of terms like Godwin's Law (that people just have to bring up Hitler every time they have a fucking debate) are indications of our distrust of Internet discussion. Bloggers spend a lot of time disparaging each other, like in this blogger's post, where he bitches about MySpace users while profoundly misinterpreting Ze Frank's brilliant (and truly optimistic) post on democratization of design. As the Internet's become part of our daily experience, we've also come up with an array of words for our digital pet peeves: spam, trolls, pop-ups, flame wars, and noobs.

Where did our excitement go? Is disenchantment a necessary by-product of experience? Did the Internet live up to our expectations, and if not, where did it fail, and where did WE fail? Is cyberspace still a frontier, or is it a cultural junkyard, like every frontier we try to colonize?

I'm not immune to Internet cynicism... I shake my head in dismay when people disrupt Wikipedia articles, and I'm thoroughly tired of reading arguments where people exaggerate my arguments so far out of proportion that they can compare me to Hitler. But every so often, I feel overcome with appreciation for the digital revolution that's connected me with a world beyond little suburbia. Bloggers like Ze Frank and William Gibson and Lawrence Lessig bring it out, and at those moments, I can relate to that young Julia Stiles, an explorer on a frontier that's still unconquered territory.

If I was that twelve-year old talking to Julia Stiles, you know what I'd say to her?

"Yeah, I've read Neuromancer. Twice."

And then, just before I fainted from the pressure of talking to a pretty girl, I'd manage to get one more thing out. I'd say, "Yeah, Julia, you're right. This is the place where I can say whatever I want, and be judged on my words, not on my wrinkled shirt. As long as we put our faith in those console cowboys... as long as we keep believing in cyberspace, and investing our time and energy into making it more intelligent... then we can also have faith that it'll change the world throughout, and far beyond, our own meager lifetimes."

*swoon* *faint* *Nurse's office*




[transcript of dialouge from YouTube video]

"Do you know anything about hackers? Have you jammed with the console cowboys in cyberspace?"

"What?"

"Ever read Neuromancer?"

"Huh?"

"Ever experienced the New Wave? Next Wave? Green wave? Or cyberpunk? I didn't think so. I'll handle the hacker stories."

"Yeah, I think you should. Where'd you learn about all this hacker stuff?"

[pointing to the computer] "In there. It's a world where you're judged by what you say and think... not by what you look like. A world where curiousity and imagination is a power. [pause to return to real life] We need that paper here, people! Work with me! Work with me!"

[end transcript]

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