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Star
Ghost in the Shell 2
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6
Feb
09

Movie Director: How was it?

Major Motoko Kusanagi: I certainly wouldn’t say it was a bad movie.

But no matter what kind of entertainment it is… it should be temporary. With no beginning or ending, the audience is bewitched into not letting go of a movie like this.

I don’t think there’s anything wonderful about that. In fact, it’s rather harmful.

Director: Oh, harsh. You’re trying to say that we should return to reality, right?

Major: That’s right.

Director: There are people in this audience who have unhappy things waiting for them if they return. If you take away the audience’s dreams, will you also take on their responsibilities?

Major: No, I won’t. Dreams only have meaning because we struggle in the waking world. Just projecting yourself into other people’s dreams is the same as being dead.

Director: A realist, eh?

Major: If you call someone who runs away from reality a romantic.

Director: Such a strong girl. Call me when you’ve made your beliefs reality. We’ll come out of this theater when that time comes.

I don’t think it needs much context but this conversation takes place inside some sort of virtual reality where dozens of people are voluntary trapped watching an endless film. A favorite quote of mine. I had to transcribe it myself because it’s nowhere to be found around the web. Weird, that.

Star
People who get hooked on computers 2
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6
Feb
09

Bob represents the domestication of the personal computer, in the pejorative sense of the word, turning the miraculous shape-shifting capacities of these machines into a dulled repetition of everyday, household reality.


The real magic of graphic computers derives from the fact that they’re not tied to the old, analog world of objects. They can mimic much of that world of course, but they’re also capable of adopting new identities and performing new tasks that have no real-world equivalent whatsoever. People who get hooked on computers get hooked for this reason. They don’t become high-tech junkies because their machines remind them of their Rolodexes; they’re junkies because their machines do things they never thought possible. Interface design should reflect this newness, this range of possibility.

Amen.

Good ole Tetris is a wonderful example of those possibilities, of that unreality, and so is Photoshop. For a more recent, fascinating example look no further than the Namekuji game (but be warned, by clicking this link you therewith relinquish the next couple of hours).