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	<title>Comments on: ORIGINS</title>
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	<link>http://www.effzehn.de/sidm/2008/04/29/origins/</link>
	<description>Stuff that was probably relevant for the former Digital Media programme in Bremen.</description>
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		<title>By: Frieder Nake</title>
		<link>http://www.effzehn.de/sidm/2008/04/29/origins/comment-page-1/#comment-18</link>
		<dc:creator>Frieder Nake</dc:creator>
		<pubDate>Mon, 05 May 2008 18:54:35 +0000</pubDate>
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		<description>On even earlier precursors of digital media than computer graphics.– It is good to have Tennis for Two and Pong identified here. They are both, of course, demonstrating a great step away from the pure number crunching capasity of the huge computer. In those two exercises, the principle of interactive use und the data type of graphics get introduced. They get introduced in a truly media-like fashion, &quot;games&quot;. So we learn, that digital media appear in very simple forms long before anyone thinks of the computer this way.

On the contradiction of aesthetics and algorithmics. &quot;Contradiction&quot; here stands for the principle of dialectics. Nothing exists in the world as a developing phenomenon unless it is part of a system of two (or more) forces that pull and push in different directions. Aesthetics is certainly linked to a kind of thinking that concentrates on the individual case perceivable by our senses. Algorithmics is likewise linked to a thinking concentrating on general cases imaginable by our brains.</description>
		<content:encoded><![CDATA[<p>On even earlier precursors of digital media than computer graphics.– It is good to have Tennis for Two and Pong identified here. They are both, of course, demonstrating a great step away from the pure number crunching capasity of the huge computer. In those two exercises, the principle of interactive use und the data type of graphics get introduced. They get introduced in a truly media-like fashion, &#8220;games&#8221;. So we learn, that digital media appear in very simple forms long before anyone thinks of the computer this way.</p>
<p>On the contradiction of aesthetics and algorithmics. &#8220;Contradiction&#8221; here stands for the principle of dialectics. Nothing exists in the world as a developing phenomenon unless it is part of a system of two (or more) forces that pull and push in different directions. Aesthetics is certainly linked to a kind of thinking that concentrates on the individual case perceivable by our senses. Algorithmics is likewise linked to a thinking concentrating on general cases imaginable by our brains.</p>
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		<title>By: drnn1076</title>
		<link>http://www.effzehn.de/sidm/2008/04/29/origins/comment-page-1/#comment-14</link>
		<dc:creator>drnn1076</dc:creator>
		<pubDate>Tue, 29 Apr 2008 12:23:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.effzehn.de/sidm/?p=25#comment-14</guid>
		<description>Frieder I don&#039;t see the reason for such a contradiction between Aesthetics and algorithms, I would talk better of an aesthetic of the algorithm.</description>
		<content:encoded><![CDATA[<p>Frieder I don&#8217;t see the reason for such a contradiction between Aesthetics and algorithms, I would talk better of an aesthetic of the algorithm.</p>
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		<title>By: admin</title>
		<link>http://www.effzehn.de/sidm/2008/04/29/origins/comment-page-1/#comment-13</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Tue, 29 Apr 2008 09:22:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.effzehn.de/sidm/?p=25#comment-13</guid>
		<description>If you consider Games as a medium, it started even earlier:
&lt;cite&gt;The game he created was called &quot;Tennis For Two&quot; – and it was the first recorded iteration of the game that later evolved into &quot;Pong&quot;. Featuring a blip of electronic light, this revolutionary tennis simulation was programmed in 1958 by Higinbotham [Willy, from the Brookhaven National Laboratory, USA] and his team using trajectory paths on an analog computer. The team also added two ball and &quot;serve&quot; button – likely the first implementation of a &quot;joystick&quot; in an interactive game. &quot;Tennis For Two&quot; was displayed on a 5&quot; monochrome oscilloscope screen and debuted in the Instrumentation Division display that same year. People waited for hours to play.&lt;/cite&gt; (van Burnham (2001): Supercade. A visual history of the videogame age. MIT Press.)</description>
		<content:encoded><![CDATA[<p>If you consider Games as a medium, it started even earlier:<br />
<cite>The game he created was called &#8220;Tennis For Two&#8221; – and it was the first recorded iteration of the game that later evolved into &#8220;Pong&#8221;. Featuring a blip of electronic light, this revolutionary tennis simulation was programmed in 1958 by Higinbotham [Willy, from the Brookhaven National Laboratory, USA] and his team using trajectory paths on an analog computer. The team also added two ball and &#8220;serve&#8221; button – likely the first implementation of a &#8220;joystick&#8221; in an interactive game. &#8220;Tennis For Two&#8221; was displayed on a 5&#8243; monochrome oscilloscope screen and debuted in the Instrumentation Division display that same year. People waited for hours to play.</cite> (van Burnham (2001): Supercade. A visual history of the videogame age. MIT Press.)</p>
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