(Roughly) Daily

Posts Tagged ‘antiquities

“In the lingo, this imaginary place is known as the Metaverse”*…

Ethan Zuckerman on the history of enthusiastically working to make a dystopian vision real…

In a booth at Ted’s Fish Fry, in Troy, New York, my friend Daniel Beck and I sketched out our plans for the metaverse. It was November 1994, just as the graphical web was becoming a thing, and we thought that the 3-D web could be just a few tweaks down the road. In our version of the metaverse, a server would track the identity of objects and their location in virtual space, but you’d render the objects locally, loaded to your hard drive off of a CD-ROM. It made a certain sense: Most users were on sub-56k modems, and AOL was shipping out enough CD-ROMs to pave Los Angeles each week.

To be very clear, Daniel and I were in no way being original. We were hoping to re-create the vision that Neal Stephenson had outlined in his 1992 book, Snow Crash. We were both (barely) self-conscious enough to understand that Snow Crash took place in a dystopia, and that Stephenson was positing a beautiful virtual world because the outside world had become so shitty that no one wanted to live in it. But we were young and naive and believed that our metaverse would rock. (Stephenson, of course, wasn’t being entirely original either. His vision of the metaverse owed a debt to Vernor Vinge’s 1981 True Names and to a series of William Gibson novels from the ’80s. Both of those authors owed a debt to Morton Heilig’s 1962 Sensorama machine, and on and on we go, back in time to Plato’s shadows on a cave wall.)

Daniel and I got a chance to actually build our metaverse about six months later, after we both joined Tripod as graphic designers and “webkeepers.” This was well before Tripod became a competitor to GeoCities, offering free webpages to all. (It was also before I accidentally invented pop-up ads. Sorry again about that.) Instead, we were a lifestyle magazine for recent graduates, providing smart, edgy, but practical content—“tools for life”—while hawking mutual funds to 20-somethings. When that business model didn’t take off (can’t imagine why), the half-dozen folks in the “tech cave” revived the metaverse idea…

We sold our CEO on the idea by telling him that the MOO could be a simulation of life in the big city postcollege, bringing onto the site new users who wanted to experience New York City while still in Ann Arbor or State College. And remember, this was 1995: The photos we used to represent this metaverse of ours were taken on chemical film! Which we then developed at a photo-processing lab! And then scanned on a flatbed scanner!

The MOO was really cool, in theory. Most people weren’t building HTML-enabled multiplayer spaces in 1995. It got us our first round of venture-capital funding, demonstrating to our investors that we weren’t just kids translating mutual-fund propaganda into HTML. We were technology innovators. We were building things no one had ever seen before.

But here’s the thing: The MOO was garbage. On a good day, I could give a demo that made it look smooth, slick, and fun to use. But our CEO couldn’t. And that was a problem. It wasn’t his fault. The MOO was buggy and quirky and demanded that you think of the world as a set of six-sided cubes made up of webpages. Our boss pulled the plug on the project, telling us, “I know it’s the future, but if I can’t use it, I can’t sell it to investors.”

I watched other metaverses rise and fall. An Icelandic firm, OZ Virtual, introduced a metaverse with 3-D avatars in sexy streetwear dancing on an infinite dance floor, which felt like the future for a few days. OZ Virtual used VRML, a format for specifying 3-D objects in an HTML-like language that was all the rage for a few months in 1996. Netscape supported it via a plug-in, and Blaxxun built a 3-D chat space. Don’t remember these moments of web history? Neither does the web, for the most part. Wikipedia’s thorough, but not comprehensive, timeline of virtual environments misses our MOO, the Icelandic dance club, and half a dozen other early virtual experiments. (By the way: “Blaxxun”? That’s another Stephenson reference, to Black Sun Systems, the fictional company that created Stephenson’s fictional metaverse. Very creative, guys.)

And then there was Second Life. When Linden Lab launched this metaverse in 2003, there was a brief burst of enthusiasm where otherwise serious entities, such as businesses and universities, bought and built out their own islands in Linden’s proprietary world. (Harvard’s Berkman Center for Internet and Society, now the Berkman Klein Center, had its own island.) The learning curve to build objects in Second Life was steep, the universe was populated haphazardly, and the Second Life client demanded a very fast computer and a very patient user…

So, after watching metaverses spring up and crumble for 27 years, and after building one myself, I feel fairly well equipped to offer context for what Mark Zuckerberg is trying to do with his firm’s pivot to “Meta.” In his heavily produced keynote video for Facebook Reality Labs, Zuckerberg starts by acknowledging that this is a bizarre time for the company to be launching a new product line—Facebook is under more scrutiny than ever for its ill effects on individuals and societies, and for the company’s utter unwillingness to address these issues.

But why bother with that mess? Or, as Zuckerberg put it: “Now, I know that some people will say that this isn’t a time to focus on the future. And I want to acknowledge that there are important issues to work on in the present. There always will be. So for many people, I’m just not sure there ever will be a good time to focus on the future.” Allow me to translate: Fuck you, haters.

Let’s be frank about this: Facebook’s metaverse sucks. From the first images in which legless torsos sit around a conference room, staring at a Zoom-like videoconferencing screen, to Zuckerberg’s tour of his virtual closet, filled with identical black outfits (see, he’s got a sense of humor!), Zuck’s metaverse looks pretty much like we imagined one would look like in 1994. Look, I’m playing cards with my friends and we’re in zero gravity! And one of my friends is a robot! You could do this in Second Life 10 years ago, and in somewhat angular vectors in VRML 20 years ago…

The metaverse Zuckerberg shows off [is] promising future technologies that are five to 10 years off. But it still looks like junk. The fire in his fireplace is a roughly rendered glow. His superhero secret lair looks out over a paradise island that’s almost entirely static. There’s the nominal motion of waves, but none of the foliage moves. It’s tropical wallpaper pasted to virtual windows. The sun is setting behind Zuckerberg’s left shoulder, but he’s being lit from the right front. Even with a bajillion dollars to invest in a video to relaunch and rename his company, Zuckerberg’s team is showing just how difficult it is to create a visually believable virtual world.

But that’s not the problem with Zuckerberg’s metaverse. The problem is that it’s boring. The futures it imagines have been imagined a thousand times before, and usually better. Two old men chat over a chessboard, one in Barcelona, one in New York, much as they did on Minitel in the 1980s. There’s virtual Ping-Pong and surfing, you know, like on a Wii. You can watch David Attenborough nature documentaries, like you do on Netflix. You can videoconference with your workmates … you know, like you do every single day.

Zuckerberg isn’t building the metaverse because he has a remarkable new vision of how things could be. There’s not an original thought in his video, including the business model. Thirty-eight minutes in, Zuckerberg gets serious, talking about how humbling the past few years have been for him and his business. Remember, he’s not humbled by the problem of Russian disinformation, or the spread of anti-vax misinformation, or the challenge of how Instagram affects teen body image. No, he’s humbled by how hard it is to fight against Apple and Google.

Faced with the question of whether Facebook’s core products are eroding the foundations of a democratic society, Zuckerberg takes on a more pressing problem: Apple’s 30 percent cut on digital goods sold in its App Store. Never fear, though: With a Facebook ecosystem, Facebook developer tools, and Facebook marketplaces, the custom skin you buy in one video game will be wearable in another video game, just like Mark’s black T-shirt. Just as long as that video game is in Facebook’s metaverse. (Meta’s metaverse? Meta’s verse?) And if you want Mark’s actual digital shirt, it will almost certainly be available as an NFT, which the launch video promises will be supported. Did I mention how dystopian this all is?

Facebook can claim originality in at least one thing. Its combination of scale and irresponsibility has unleashed a set of diverse and fascinating sociopolitical challenges that it will take lawmakers, scholars, and activists at least a generation to fix. If Facebook has learned anything from 17 years of avoiding mediating those conflicts, it’s not apparent from the vision for the metaverse, where the power of human connection is celebrated as uncritically as it was before Macedonian fake-news brokers worked to sway the 2016 election…

Neal Stephenson’s metaverse has been a lasting creation because it’s fictional. It doesn’t have to solve all the intricate problems of content moderation and extremism and interpersonal interaction to raise questions about what virtual worlds can give us and what our real world lacks. Today’s metaverse creators are missing the point, just like I missed the point back at Ted’s Fish Fry in 1994. The metaverse isn’t about building perfect virtual escape hatches—it’s about holding a mirror to our own broken, shared world. Facebook’s promised metaverse is about distracting us from the world it’s helped break.

It was terrible then, and it’s terrible now: “Hey, Facebook, I Made a Metaverse 27 Years Ago,” from @EthanZ.

For a nuanced (and provocatively-“optimistic”) look at what a metaverse like Facebook’s could yield if in fact it worked (and then morphed), see Corey J. Whites‘s (@cjwhite) Repo Virtual.

And as (and for the reasons) noted in an earlier post, see “The Metaverse Is Bad,” from Ian Bogost (@ibogost)

* Neal Stephenson, Snow Crash

###

As we think twice, we might send adventurous birthday greetings to Giovanni Battista Belzoni; he was born on this date in 1778.  The 14th child of a poor barber in Padua, he was a barber, a Capuchin monk, a magician, and a circus strongman before finding his true calling– explorer (and plunderer) of Egyptian antiquities.

Belzoni’s call to action came when he met a British Consul-General named Henry Salt who persuaded him to gather Egyptian treasures to send back to the British Museum.  Under extremely adverse conditions he transported the colossal granite head of Rameses II from Thebes to England, where it is now one of the treasures of the British Museum. Later, he discovered six major royal tombs in the Valley of the Kings, including that of Seti I, and brought to the British Museum a spectacular collection of Egyptian antiquities. He was the first person to penetrate the heart of the second pyramid at Giza and the first European to visit the oasis of Siwah and discover the ruined city of Berenice on the Red Sea. He stumbled into the tomb of King Ay, but only noted a wall painting of 12 baboons, leading him to name the chamber ‘Tomb of the 12 Monkeys” (because hieroglyphs had not yet been deciphered, he usually had no idea who or what he had actually found).

Belzoni had two habits that have contributed to his legacy:  he was a lover of graffiti signatures, and inscribed “Belzoni” on many of Egypt’s antique treasures, where the carvings survive to this day.  And he carried a whip: which, given that he was one of the models for Indiana Jones, became one of that character’s hallmarks.

 source

“Any girl can be glamorous. All you have to do is stand still and look stupid”*…

 

By the time American audiences were introduced to Austrian actress Hedy Lamarr in the 1938 film Algiers, she had already lived an eventful life. She got her scandalous start in film in Czechoslovakia (her first role was in the erotic Ecstasy). She was married at 19 in pre-World War II Europe to Fritz Mandl, a paranoid, overly protective arms dealer linked with fascists in Italy and Nazis in Germany. After her father’s sudden death and as the war approached, she fled Mandl’s country estate in the middle of the night and escaped to London. Unable to return home to Vienna where her mother lived,  and determined to get into the movies, she booked passage to the States on the same ship as mogul Louis B. Mayer. Flaunting herself, she drew his attention and signed with his MGM Studios before they docked.

Arriving in Hollywood brought her a new name (Lamarr was originally Kiesler), fame, multiple marriages and divorces and a foray into groundbreaking work as a producer, before she eventually became a recluse. But perhaps the most fascinating aspect of Lamarr’s life isn’t as well known: during WWII, when she was 27the movie star invented and patented an ingenious forerunner of current high-tech communications…

The story of the movie star who invented spread-spectrum radio, the secure signal technology that helped the Allies avoid having their radio communications intercepted by the Axis forces, and that lies at the heart of the cellular phone system that we all use today: “Why Hedy Lamarr Was Hollywood’s Secret Weapon.”

* Hedy Lamarr, who was decidedly not stupid

###

As we give overdue credit where credit is due, we might send adventurous birthday greetings to Giovanni Battista Belzoni; he was born on this date in 1778.  The 14th child of a poor barber in Padua, he was a barber, a Capuchin monk, a magician, and a circus strongman before finding his true calling– explorer (and plunderer) of Egyptian antiquities.

Belzoni’s call to action came when he met a British Consul-General named Henry Salt who persuaded him to gather Egyptian treasures to send back to the British Museum.  Under extremely adverse conditions he transported the colossal granite head of Rameses II from Thebes to England, where it is now one of the treasures of the British Museum. Later, he discovered six major royal tombs in the Valley of the Kings, including that of Seti I, and brought to the British Museum a spectacular collection of Egyptian antiquities. He was the first person to penetrate the heart of the second pyramid at Giza and the first European to visit the oasis of Siwah and discover the ruined city of Berenice on the Red Sea. He stumbled into the tomb of King Ay, but only noted a wall painting of 12 baboons, leading him to name the chamber ‘Tomb of the 12 Monkeys” (because hieroglyphs had not yet been deciphered, he usually had no idea who or what he had found).

Belzoni had two habits that have contributed to his legacy:  he was a lover of graffiti signatures, and inscribed “Belzoni” on many of Egypt’s antique treasures, where the carvings survive to this day.  And he carried a whip: which, given that he was one of the models for Indiana Jones, became one of that character’s hallmarks.

 source

 

Written by (Roughly) Daily

November 5, 2017 at 1:01 am

“The imaginary is not formed in opposition to reality… it takes shape in the interval between books. It is the phenomena of the library.”*…

 

Engraving from the Dell’Historia Naturale (1599) showing Naples apothecary Ferrante Imperato’s cabinet of curiosities, the first pictorial representation of such a collection.

In the latter half of the 17th century the English polymath Thomas Browne wrote Musaeum Clausum, an imagined inventory of “remarkable books, antiquities, pictures and rarities of several kinds, scarce or never seen by any man now living”…

In an age of data retrieval, when just about anything ever printed can be seen online and is eternally preserved there, and when modern anxiety is fueled by too much information, we would do well to remember that the loss of books and artefacts was catastrophic until very recently in human history. The great library of the Ptolemies at Alexandria was burnt by the Romans in the first century AD, a legendary collection of ancient wisdom whose loss haunted Renaissance scholarship. European savants of the 15th and 16th centuries were, in the midst of their astonishing revival of classical writing, all too aware of what was irrecoverable and even unknown to them.

Sir Thomas Browne (1605-1682) was such a scholar. His vast expertise in areas as diverse as embryology, anatomy, ornithology, ancient history and literature, etymology, local archaeology, and pharmacy, and his participation in the Baconian programme to rescue learning from the misapprehensions and erasures that had accumulated since the fall of man, made him especially sensitive to such losses. Musaeum Clausum, a small tract both playful and melancholy, seems to coalesce early-modern feelings about the unavailability of precious intellectual treasure.

Musaeum Clausum (the hidden library) is a fake catalogue of a collection that contained books, pictures, and artefacts. Such collections (and their elaborate indices) were a common phenomenon from about 1500 to 1700 and afterGentlemen and the nobility collected as a matter of polite engagement with knowledge and as a way of displaying wealth and learning; savants made arrays of plants, animals, and minerals as museums or ‘thesauruses’ of the natural world to record and organise their findings; imperial and monarchical collections were princely in their glamour, rarity, and sheer expenditure: these might contain natural-historical specimens but also trinkets and souvenirs from far-flung places, curiosities of nature and art, and historically significant items. For example, taxidermically preserved basilisks shared room with a thorn from Christ’s crown and feathered headdresses and weapons belonging to native American tribes. Browne takes these traditions of assemblage and makes a catalogue of marvellous things that have disappeared…

Browne’s is one of many examples of this form, the fake catalogue. Donne wrote one; Rabelais included one in Gargantua and Pantagruel. More typically such works were outright spoofs of learned curiosity, send-ups of random assemblages that John Evelyn judged to be no more than ‘indigested chaos’. But Browne, although he recognises the absurdity of some of his own items and is obviously trying for comic effect with certain ones, is probably more interested in a philosophy of antiquities, of the past and of existing knowledge as resurrected and preserved from the ravages of time and forgetfulness…

Read the full fascinating story at always-illuminating Public Domain Review.

* Michel Foucault

###

As we engage encyclopedically, we might pause to send imaginative birthday greetings to Jules Ralph Feiffer; he was born on this date in 1929.  A syndicated cartoonist, author, playwright, and screenwriter, he’s best known for his long-running Village Voice  comic strip, Feiffer, for which he won the Pulitzer Prize.

Feiffer broke into the trade at age 16 as an assistant to the immortal Will Eisner, who was at the time producing the strip The Spirit.  A couple of years later, Eisner countered Feiffer’s request for a raise with the offer of a page in the comic book version of The Spirit, which Feiffer used to create Clifford, his first successful strip.  His Village Voice strip ran for 42 years, and for most that period, was carried in other newspapers around the U.S. Feiffer’s plays include Little Murders (1967), Feiffer’s People (1969), Elliot Loves (1990), The White House Murder Case, and Grown Ups.  And after Mike Nichols adapted Feiffer’s (unproduced) play Carnal Knowledge as a 1971 film, Feiffer scripted Robert Altman’s Popeye, Alain Resnais’s I Want to Go Home, and the film adaptation of Little Murders.

In addition to the Pulitzer, Feiffer was the recipient of a George Polk Award for his cartoons, an Academy Award for his animated short Munro, and the Obie and Outer Circle Critics Awards (for Little Murders and The White House Murder Case).  He was elected in 1995 to the American Academy of Arts and Letters; in 2004, he was inducted into the Comic Book Hall of Fame; that same year he received the National Cartoonists Society’s Milton Caniff Lifetime Achievement Award; and in 2006, he received the Creativity Foundation’s Laureate and a Lifetime Achievement Award from the Writers Guild of America.

 source

 source

 

Written by (Roughly) Daily

January 26, 2014 at 1:01 am

%d bloggers like this: