This document provides a history of video game and technology companies from the late 1800s to present day. Some of the key events summarized are:
- In the late 1800s and early 1900s, several companies are formed that will later become leaders in consumer electronics and video games, such as Nintendo, Sony, and SEGA.
- In the 1970s, the first arcade video games are created by Nutting Associates and Atari. The Magnavox Odyssey console is also released.
- The 1980s see the rise of the Atari VCS/2600 and introduction of popular games like Space Invaders. Nintendo enters the market with the NES in 1985.
- The 1990s
What’s the latest news on virtual reality, augmented reality, and human-computer interaction? Let us keep you up to date!
Don't forget to subscribe not to miss next month VR digest.
Check our blog for more: https://www.eliftech.com/blog
video https://www.youtube.com/watch?v=vg7LPcFUxg8
audio / HD video download http://media.ccc.de/browse/congress/2014/31c3_-_5997_-_en_-_saal_6_-_201412282030_-_preserving_arcade_games_-_ange_albertini.html
complete animated presentation + extras (~1Gb):
https://archive.org/details/arcade31c3
more infos @ https://code.google.com/p/corkami/wiki/Arcade
Using real-time social networks to produce usable knowledgeSalvatore Iaconesi
How can we use social networks to gather real-time knowledge ad information?
How can we use it for urban planning, culture, economy, business and also in emergency situations?
Presented at Information Visualization 2012 in Montpellier, France
more info at:
http://bit.ly/OxPAhH
What’s the latest news on virtual reality, augmented reality, and human-computer interaction? Let us keep you up to date!
Don't forget to subscribe not to miss next month VR digest.
Check our blog for more: https://www.eliftech.com/blog
video https://www.youtube.com/watch?v=vg7LPcFUxg8
audio / HD video download http://media.ccc.de/browse/congress/2014/31c3_-_5997_-_en_-_saal_6_-_201412282030_-_preserving_arcade_games_-_ange_albertini.html
complete animated presentation + extras (~1Gb):
https://archive.org/details/arcade31c3
more infos @ https://code.google.com/p/corkami/wiki/Arcade
Using real-time social networks to produce usable knowledgeSalvatore Iaconesi
How can we use social networks to gather real-time knowledge ad information?
How can we use it for urban planning, culture, economy, business and also in emergency situations?
Presented at Information Visualization 2012 in Montpellier, France
more info at:
http://bit.ly/OxPAhH
Cross Media design scenarios: smartphones and tablets, a workshop at ISIA Des...Salvatore Iaconesi
On March 21st 2011, Art is Open Source held a lesson on the theme:
"Cross Media design scenarios: smartphones and tablets"
The workshop engaged the problems, approaches, methodologies and processes that designers can use in imagining, designing and implementing cross media design products.
Some energies were used to describe really interesting scenarios that allow using cross media design to implement solutions that are useful not only for business, but also for society, the environment and the cultural ecosystem, promoting a more tolerant, multicultural, sustainable take on the world.
These are the slides that have been used in the workshop, complete with a full end-to-end example of the creation of a location based application for iPhone/iPad.
You can find all the info here at Art is Open Source:
http://wp.me/pnaKK-kI
There is also a ZIP archive of the full XCODE project used in class:
http://www.artisopensource.net/isia.zip
Platforms used:
XCODE with iPhone SDK 4.3 http://developer.apple.com
Phonegap http://www.phonegap.com/
jQuery http://www.jquery.com
Google Maps API v3 http://code.google.com/apis/maps/documentation/javascript/
REFF workshops - introduction: a fake cultural institutionSalvatore Iaconesi
REFF project created a fake institution enacting real policies for arts, creativity and freedoms of expression.
Networks, technologies and critical methodologies can synchretically come together to create opportunities for the autonomous, free reinvention of reality, using fake, remix, mashup, recontextualization, reenactment as tools for creating additional layers of reality promoting freedoms and possibilities.
These presentations are used in REFF workshops performed by Art is Open Source and FakePress.
Please check out the presentation's notes for the texts accompanying the presentations.
They have been created in occasion of the REFF exhibition in London created with Furtherfield.
more info on:
http://www.artisopensource.net
http://www.fakepress.it
http://www.romaeuropa.org
info on the exhibit in Furtherfield London (opening on Feb. 25th 2011):
http://www.furtherfield.org/exhibitions/reff-remix-world-reinvent-reality
info on the global situation of the REFF project:
http://reff.romaeuropa.org
Ubiquitous Commons workshop at transmediale 2015, Capture AllSalvatore Iaconesi
Here are the slides from the workshop, with a framing of the concept of Ubiquitous Commons, a series of examples and links, and an update about how the development of the toolkits (legal, technological, philosophical, aesthetic) are going, together with some source code and prototypes.
More info can also be gathered here:
human-ecosystems.com/home/ubiquitous-commons-the-slides-from-the-workshop-at-transmediale-festival-in-berlin
Il territorio si trasforma in un info-scape, una nuova geografia composta dalla realtà fisica, dai dati e dalle informazioni, dalle espressioni delle persone, e dalle relazioni che si instaurano tra persone, luoghi, oggetti e situazioni.
Cosa è e come è fatto un museo ubiquo?
Un museo diffuso sul territorio, in cui dati, informazioni, espressioni, emozioni, saperi ed esperienze si ricombinano fluidamente per rendere leggibile una nuova mappa: relazionale, informazionale, comunicazionale, performativa.
Squatting Supermarkets as presented at the AHAcktitude meeting in Milan.
Squatting Supermarkets enables people to turn logos into wikis and to write into them.
http://www.artisopensource.net/2009/11/13/squatting-supermarkets-reports-and-next-steps/
http://www.fakepress.net
Videogames History - 1889 to the Year 2000 - JT VelikovskyJT Velikovsky
A History of Videogames - from 1889 to the year 2000.
This was a lecture given in the year 2000 by JT Velikovsky at Charles Sturt University. JT Velikovsky was the national games market analyst in 1999-2000, at Inform P/L (now GfK). For more background see: http://on-writering.blogspot.com/
Innovation and Trangression: exploring Third Spaces and Excess SpacesSalvatore Iaconesi
lesson about the relationship between transgression and innovation at the Alta Scuola Politecnica in 2016
more info and text of the presentation at
https://www.artisopensource.net/2016/06/27/the-transgressive-spaces-of-innovation/
a presentation about the Third Infoscape, presented at DIS2017 in Edinburgh, http://dis2017.org/
Download the presentation here for the version with full presenter notes:
http://artisopensource.net/DIS2017_ThirdInfoscape_SI.pptx
Cosa è successo e quali sono i prossimi passi delle Erbe Indisciplinate, il workshop della Cura con RuralHub e la Casa delle Erbe.
maggiori informazioni qui:
http://la-cura.it/2016/04/22/report-da-erbe-indisciplinate/
La Cura, Erbe Indisciplinate, presentazione di benvenuto, frameSalvatore Iaconesi
La presentazione di Erbe Indisciplinate, il Sabato, per dare il benvenuto e stabilire il frame del workshop.
Maggiori informazioni qui:
http://la-cura.it/2016/04/22/report-da-erbe-indisciplinate/
Human Ecosystems and the Ubiquitous Commons at the STARTS program meetingSalvatore Iaconesi
Slides from the event:
On December 1st and 2nd 2015, at the European Parliament and Royal Flemish Academy of Belgium for Science and the Arts, in Brussels, Belgium, Human Ecosystems and Ubiquitous Commons will take part “Innovation at the intersection of Arts, Sciences and Technology” event, organized by the STARTS program.
We will present the Human Ecosystems and the Ubiquitous Commons cases as the opportunity for creating value and inclusive, radical innovation through the collaboration between sciences, technologies and the arts, creating impacts for society, administrations and businesses.
more info at:
http://www.ubiquitouscommons.org/ubiquitous-commons-and-human-ecosystems-at-the-starts-program-in-brussels/
this is the presentation for the Ubiquitous Commons held at the NetFutures 2015 event in Brussels, during the CAPS concertation meeting.
more information here:
http://www.ubiquitouscommons.org/ubiquitous-commons-at-netfutures-2015/
here:
http://www.ubiquitouscommons.org/
and here:
http://ec.europa.eu/digital-agenda/en/news/collective-awareness-platforms-sustainability-and-social-innovation-caps-consultation-meeting
Our session at the Brand Management and Communication Master at IED Milan, focused on Imaginary Brands, and the role of troublemakers in the creative industry
Art is Open Source at Visualize: materials and links
Some links and resources explored at the Visualize talk and workshop in Lecce, Italy, June 2014
more info here:
http://www.artisopensource.net/network/artisopensource/2014/04/17/micro-histories-of-cities-and-ubiquitous-commons-at-visualize-in-lecce/
The Incautious Porn presentation held at SSN2014 in Barcelona.
From the Abstract:
"We have radically changed our perception of what is public and what is private.
While using social networks, search engines and websites determining who has access to our information, our personal details, our habits and preferences is often complex or not easily accessible.
Each person's information is sold hundreds of times each day, while surfing websites and social media sites, with information passing from one provider to the other in ways that are subtle and non-transparent: data collected on one site may be used on other sited to sell us advertisements or to investigate on our lives.
On top of that, most people tend to interpret social media sites as new forms of public spaces, and it is fundamental for service providers' strategies that this perception is maintained, to promote our full disclosure, allowing them to collect even more data about ourselves.
We used the project Incautious Porn to investigate on this scenario, to explore the shifting and blurring of the boundaries of what we perceive as our privacy and as our private and public spaces.
Incautious Porn uses the operations of a fake company systematically invading our privacy (even to the point of performing simulated forms of blackmail) to collect enormous amounts of information which we have used to analyze this scenario.
In Incautious Porn art acts both as a sensor on the transformation of human societies and as a tool for analyzing its effects.
The effects of the Incautious Porn project and communication campaign have been massive, bringing it to the attention of a large, global, audience and, thus, allowing the research team to benefit from a large data set.
Furthermore, the actions of the blackmailing fake-company have been led using an ethical approach: no money was taken from people, and all their personal data has been preserved, also using the initiative as a testing lab for novel privacy and security preservation techniques, and as a campaign for awareness about the transformation of people's perception of contemporary private/public spaces."
more info at: http://www.artisopensource.net/projects/incautious-porn.html
Human Ecosystems - the relational ecosystems of cities for a new definition o...Salvatore Iaconesi
The Human Ecosystems project aims to define the concept of Ubiquitous Commons: the new public spaces in which we live in every day become a new common for the whole city to use, to communicate, collaborate, imagine and desire.
This is a concept we developed for the Helsinki City Library competition.
A near future concept for a library, in which innovative fruition, participation, collaboration and production models are engaged, and in which the library becomes an ubiquitous space for the production of knowledge.
EC(m1) the Cultural Ecosystem of Rome, at Cultur+
the cultural ecosystem of the city of Rome, usable by administrations, operators and citizens to explore the relations established through cultural activities in the city.
It has been presented at Porta Futuro, in Rome, during the Cultur+ event with the first municipality of the city of Rome.
What is the topography of the Innovation Ecosystem in Italy? Who are its main influencers? Who are the hubs? How does information circulate inside it? What are its influences from abroad?
How can we map the Innovation Ecosystem in real-time, using social networks?
AOS will be at the Internet Festival 2013 in Pisa to present the Italian Real-time Ecosystem of Innovation.
The project is part of the Human Ecosystems Project, for which we presented the Cultural Ecosystem of the City of Rome just a few days ago.
The Innovation Ecosystem captures from social networks the real-time data about how people discuss the various topics and modalities of Innovation, and uses Natural Language Analysis, Geo-coding, Network Analysis and Machine Learning techniques and technologies to infer the times, places and relations of Innovation.
These are the slides from the workshop we held at the Internet Festival.
More info here:
http://www.artisopensource.net/2013/10/04/innovation-ecosystems-internet-festival/
The Human Ecosystems project:
http://www.artisopensource.net/projects/human-ecosystems.html
created for the Remediating the Social conference in Edinburgh, the presentation narrates our efforts in researching innovative, peer-to-peer creative practices, and the story of the Open Source Cure as an example of our approach.
www.artisopensource.net
this presentation has been prepared for the iPompei event, together with MIBAC, UNESCO, MIUR and hosted by the City Administration of Pompei.
In Ubiquitous Pompei we engaged high school students of the city of Pompei to design and implement their ideal digital city, using technologies such as augmented reality, ubiquitous publishing, p2p networks, social networks.
the next step of the project will see the rest of the population engaged, with students assuming the role of city designers of the future.
more info here:
http://wp.me/pnaKK-CU
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
2. Marufuku Company distributes Hanafuda cards. In 1951 changes name to “Nintendo”
1889 which means: “leave luck to heaven”
3. Gerard Philips creates a company in the Netherlands to produce lamps and
1891 electrical products
4. Konosuke Matsushita creates the Matsushita company, which later founds
1918 Panasonic, among a multitude of other companies
5. Maurice Greenberg, a russian immigrant, funds a leather company that then
1932 starts producing plastic forms. The company is called COLECO.
6. Harold Matson and Elliot Handler produce picture frames in their garage. They
1945 create the “Mattel” company and Elliot uses scraps of wood to produce doll houses.
7. Akio Morita and Masaru Ibuka create the Tokyo Telecommunications
Engineering Company. In 1952 they use a transistor by Bell labs to create the
world's first pocket sized battery powered radio. They have enormous
1947 success and create the Sony company.
8. Ralph Baer, an engineer with Loral, a military company, is instructed to build
the best television set in the world. He suggests that the TV embeds an
interactive game, but the management refuses.
1951
9. David Rosen, a veteran of the Korean War, exports coin-operated games to
Japan. He decides to build his own and buys a jukebox and slot-machine
company. SEGA (as in SErvice GAmes) is born.
1954
10. Nolan Bushnell and Ted Dabney (they later
found Atari) create Natting Associates and
produce Computer Space.
After Spacewar!
The minicomputer paradigm replaced with the
arcade machine.
It was not a success: complicated gameplay.
http://www.youtube.com/watch?v=Nhdu2Jh9cuc&feature=rela
1971
11. Magnavox starts producing Ralph Baer's Odissey Console.
Videogioco digitale, con uscita analogica (TV). Giochi sono circuiti
stampati (cartucce). Ha anche delle periferiche (pistola ottica).
1972
14. ATARI is born (a term of the Japanese game Go, means “check”).
Bushnell and Dabney hire Al Alcom, who is not a good programmer.
They teach him how to program while producing Pong.
1972
15. Pong is a success.
In two days the first machine in
a bar breaks down: too many
coins in the coin-slot.
:)
http://www.youtube.com/watch?v=1LsRGUODHlQ&feature=related
http://www.youtube.com/watch?v=LPkUvfL8T1I
1972
16. ATARI releases the VCS: hooks to the TV and has all the games
1977 found at the arcade.
40. COLECO launches Colecovision: supported by Nintendo, has
Adapter to play games from Atari VCS, games from SEGA, Konami
1982 And Universal (Mr Do!). Atari has support from Namco (Pac Man)
46. ET and Pac Man for VCS delude users. They end up in an
enormous landfill in New Mexico.
1982 http://www.atarimania.com/game-atari-2600-vcs-et-the-extra-terrestrial_7300.html
54. Commodre launches the Amiga: multitasking, incredible sound, programmable,
a real computer and great game machine. Demo Scene has incredible boom
1985
55. http://www.youtube.com/watch?v=c5kuYfTCGLg
Commodre launches the Amiga: multitasking, incredible sound, programmable,
a real computer and great game machine. Demo Scene has incredible boom
1985
57. SEGA launches the SEGA Master System
Tough competition for NES, battle is won on software availability
1986 NES adds licensees and outsells SEGA 10 to 1
58. 1987-1988
Software wars for gaming industry
Tengen discovers way to bypass NES “lockout” chip
and declares it will release games
without Nintendo's approval
ATARI publishes games for NES
COLECO bankrupt
59. 1989
Nintendo discovers that Tengen acquired TETRIS
rights from Mirrorsoft, but not all of them
Nintendo buys full rights for TETRIS
and Tengen's version is removed from the market
66. 1990
Super Mario 3 best game sales ever
SEGA sells incredibly well (Strider game!)
Nintendo in court with Blockbuster
for video game rental issues
(Blockbuster copied manuals and games to rent them?)
67. 1993 Panasonic 3DO: 699$ for incredible gaming experience
72. 1993 – 1994
US Senators investigate on
violence in video games after seeing
Mortal Kombat and Night Trap
Entertainment Software Rating Board (ESRB)
is born
83. Nintendo Wii
Wii Mote: diventa un oggetto di culto
di per sè; è hackerabile e utilizzabile
per usi creativi
Connessa wi-fi
WiiConnect24: sempre connessa
Moltissimi altri controller, incluso
Il Wii Motion Plus
Wii Balance Board e Wii Fit
Wii Wheel
Wii Zapper
Wii Sensor Bar
94. Create new experiences (Kinect, Wii)
Create service ecosystems (Apple AppStore)
Create extreme niches (Kinect and Wii)
Stimulate user creativity (Kinect and Wii)
Interact with the world (Augmented Reality)
Interact with people (MMORPG, Farmville)
Take the place of cinema (Red Dead Redemption)
96. For the web
THESE ARE THE TOOLS - HTML (HTML5, CSS, javaScript)
WE WILL BE STUDYING - ActionScript, Flash, Flex
- CMS (Wordpress, Drupal)
AND USING
DURING THE COURSE For mobile phones
- SDK (iPhone, Android)
- PhoneGap
- Appcelerator
- jQuery Mobile
For PCs
- Processing
- Pure Data
- Flex
For cross-media
- MACME
For Augmented Reality
- ARToolkit
- FLARToolkit
98. FIND THE STRANGEST GAME AND
SHORTLY DESCRIBE IT IN YOUR BLOG
IMAGINE A GAME OF 2020:
- IT USES AUGMENTED REALITY
- YOU PLAY WITH IT OUTSIDE, IN THE CITY
- YOU PLAY WITH OTHER PEOPLE
- OTHER PEOPLE MIGHT BE IN OTHER PLACES