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Text of the German Application of Art of Coding
This is the Text of the German application of Art of Coding (www.http://demoscene-the-art-of-coding.net) with the purpose of bringing the demoscene onto the list of UNESCO intangible cultural heritage of humanity. The application was submitted in Oct 2019 and has been written in an collaborative community effort led by Tobias Kopka supported by Andre Kudra, Stephan Maienhöfer, Gleb Albert, Christian Brandt, Andreas Lange and many more who gave their hands at Digitale Kultur und Tastatur und Maus e.V. The structure depends on the form, which is given by the German UNESCO. In spite the structure differs from forms used in other countries text modules can be used for application in other countries. The texts in square brackets are part of the German form. Also every kind of feedback is welcome, which could be taken into account for future use. Use ‘team (at) demoscene-the-art-of-coding.net’ 1. Type of Immaterial Cultural Heritage [Please tick the applicable sections and elaborate in keywords (multi-selection possible, but not mandatory)] Section A) verbally passed on traditions and expressions [keywords]: own technical vocabulary, own idiom with specialized terminology, English is lingua franca Section B) performing arts (music, theatre, dance) [keywords]: composition, performant, live, public presentation, animation Section C) social tradition, (seasonal) celebration and ritual [keywords]: demoparties, competitions, visitor voting, price ceremonies Section D) Knowledge and customs, related to nature or the universe [keywords]: digitalized living environment, cyberspace, virtual reality Section E) traditional craftsmanship [keywords]: coding, composition, animation, adoption, do-it-yourself Section F) other 2. -
Computer Demos—What Makes Them Tick?
AALTO UNIVERSITY School of Science and Technology Faculty of Information and Natural Sciences Department of Media Technology Markku Reunanen Computer Demos—What Makes Them Tick? Licentiate Thesis Helsinki, April 23, 2010 Supervisor: Professor Tapio Takala AALTO UNIVERSITY ABSTRACT OF LICENTIATE THESIS School of Science and Technology Faculty of Information and Natural Sciences Department of Media Technology Author Date Markku Reunanen April 23, 2010 Pages 134 Title of thesis Computer Demos—What Makes Them Tick? Professorship Professorship code Contents Production T013Z Supervisor Professor Tapio Takala Instructor - This licentiate thesis deals with a worldwide community of hobbyists called the demoscene. The activities of the community in question revolve around real-time multimedia demonstrations known as demos. The historical frame of the study spans from the late 1970s, and the advent of affordable home computers, up to 2009. So far little academic research has been conducted on the topic and the number of other publications is almost equally low. The work done by other researchers is discussed and additional connections are made to other related fields of study such as computer history and media research. The material of the study consists principally of demos, contemporary disk magazines and online sources such as community websites and archives. A general overview of the demoscene and its practices is provided to the reader as a foundation for understanding the more in-depth topics. One chapter is dedicated to the analysis of the artifacts produced by the community and another to the discussion of the computer hardware in relation to the creative aspirations of the community members. -
Demoscene Platforms: a Case Study on the Adoption of Home Computers
Demoscene Platforms: A Case Study on the Adoption of Home Computers Markku Reunanen1 and Antti Silvast2 1 University of Art and Design Helsinki [email protected] 2 University of Helsinki [email protected] Abstract. This paper discusses the adoption of new technology by a hobbyist community known as the demoscene. The demoscene is chiefly a European community that originates from the mid-1980s and continues to exist even to- day. During its twenty years of existence, the demoscene has had to react to several changes in the field of information technology, in particular new hard- ware and software platforms. Based on the contemporary communication found in disk magazines and Internet forums we present case examples of the transi- tions and analyze the adoption processes. At large, the observations made serve as examples of the rich and unexpected ways in which the home computers were domesticated since the early 1980s. Keywords: Demoscene, Computer hobbyists, Diffusion of innovations, Multimedia. 1 Introduction The demoscene is a community that creates digital art with home computers. It has its roots in the late 1970s home computer revolution and software piracy. The demo- scene—or just the scene—has traditionally been a male-dominant hobby, popular in Europe and especially in the Nordic countries. The aim of this study is to provide the reader an overview of the community and its relationship with the ever-changing world of computing. Ultimately, the demoscene and its practices serve as examples of the rich and unexpected ways of living with computers, never anticipated by the original manufacturers. -
Demoscene: 30 Years of Creative Programming
Demoscene: 30 years of creative programming Markku Reunanen [email protected] Demoscene? ● A technologically and creatively oriented community – A subculture? Hackers? Hobbyists? ● Started already in the early 1980s ● Main artifact: demos, real-time audiovisual presentations (and a lot more) Why interesting or notable? ● A pre-Internet worldwide community ● Tens of thousands of works ● Mirrors the changing times, cultural adoption ● Crossover with games, media art and so on Whoami ● Demo research since 2004 – Demoscene Research with Antti Silvast – Articles, WiderScreen thematic issue ● One of them, too. Mostly as a coder and a graphician (1991–) – Very common among other researchers as well Outline ● General properties ● A chronology ● Now and in the future ● Readings and other pointers Where are demos made? ● Largely a West and North European phenomenon, esp. (West) Germany and the Nordic Countries ● East Europe and Russia long behind the iron curtain, more activity after that ● Scarce elsewhere – Why? Hackers, otakus, technical reasons “A typical scener” ● Heavily male-dominant hobby – As they've tended to be in general ● Originally teenagers and youngster – Later on, growing old – not necessarily a youth culture anymore – … and little rotation Demogroups ● Demos are mostly made by groups – 3–5 people participate actively – Big and international groups, too ● Names such as: Scoopex, The Physical Crew, Booze Design ● And the Members have handles: Dr. Acid, Slayer, Marq – Notation: Broti/Digital Talk (“of”) Roles ● You need at least a: – Programmer -
The Demoscene
The Demoscene It is said that mathematics, which includes computer science, is an area involving creativity, like art, or a similar, intuitive, process oriented towards discovery but that is much like art. I would like to introduce and describe a computer subculture in which arts and hacking are combined. The demoscene (scene) is a computer art subculture whose members create demonstrations (demos). Thomas Gruetzmacher's PC Demoscene FAQ states[1]: “2.2. What is the demoscene? Short answer: A subculture in the computer underground culture universe, dealing with the creative and constructive side of technology, proving that a computer can be used for much more than writing a letter in MS-Word and hence emphasize [sic] on computer technology as just another medium that can transport ideas and styles, show off skills and express opinions etc. Another theory says, that it's just a bunch of boozing computer nerds, programming weird, useless multimedia stuff. Errm. ;)” The alt.sys.amiga.demos Usenet newsgroup FAQ states[2]: “Demos, (short for 'demonstrations'), are executable programs created (in the case of this FAQ, on the Amiga computer), purely for art's sake, featuring impressive or spectacular audiovisuals. Demos are not actually functional or interactive, in the main, but then nor are portraits, or CDs. Perhaps you can think of a demo as a music video on a computer, but with equal emphasis on the visuals, the music, and the code. It's something to watch, enjoy, and marvel at the creativity of. Demos can be beautiful.” The comp.sys.ibm.pc.demos newsgroup FAQ states[3]: “A Demo is a program that displays a sound, music, and light show, usually in 3D. -
Assembling a Game Development Scene?
Issue 03 – 2014 Journal – Peer Reviewed HEIKKI TYNI & OLLI SOTAMAA Assembling a game University of Tampere development scene? Uncovering Finland’s largest demo party ABSTRACT The study takes look at Assembly, a large-scale LAN and demo party founded in 1992 and organized annually in Helsinki, Finland. Assembly is used as a case study to explore the relationship between computer hobbyism – including gaming, demoscene and other related activities – and professional game development. Drawing from expert interviews, a visitor query and news coverage we ask what kind of functions Assembly has played for the scene in general, and on the formation and fostering of the Finnish game industry in particular. The conceptual contribution of the paper is constructed around the interrelated concepts of scene, technicity and gaming capital. KEYWORDS: Assembly, Demoscene, Finland, Industry, Scene, Technicity, Capital. INTRODUCTION For someone interested in computer games and related hobbyist culture, LAN and demo parties were often the only way to meet like-minded individuals in the early 1990s. Twenty years later, the ubiquity of networked communication has significantly changed both digital gaming and the cultures around it. Nevertheless, the continued existence of local gaming parties indicates that they still hold a particular significance for a notable audience. This article looks at Assembly, a large-scale annual LAN and demo party founded in 1992 and organized annually in Helsinki, Finland. The two decades of Assembly allow us to explicate the appeal of a long-standing gaming event and to explore the larger narratives of continuity and change in the history of Finnish computer game culture. -
Computer Demos -- the Story So Far by Petri Kuittinen
Computer DEMOs -- The Story So Far by Petri Kuittinen Editor’s Note: This essay has been in existence for a little while, and deals mainly with the "Old Skool" DEMO coders. It pro- vides an excellent historical framing for the genre of the DEMO. - PL Programming Technique + Art = DEMO Computer DEMOs should not be confused with the DEMO versions of commercial programs. They are 'DEMOs' too, but the word 'DEMO' in this text means a program whose purpose is to present the technical and artistic skills of its makers and produce audiovisual pleasure to the viewer. A computer DEMO usually includes various kinds of real-time produced computer graphics effects -- which have little relation to each other -- accompanied by music. In a way, a DEMO could be described as a sort of music video or a short computer animation film without a plot or message other than just "hey, I can do this" and "greetings to my friends." Of course, there is an exception to every rule and some DEMOs have a plot and message. An important distinction between DEMOs and movies or videos is that the visual effects seen in DEMOs are real-time calculated, instead of ren- dered beforehand like conventional computer animations (where often hours of computer time are spent to cal- culate just one frame). Most computer DEMOs are freeware, in other words they can be freely copied, but the original author retains copyright to the product. The authors of computer DEMOs don't usually release the source code and thus the DEMO programmers must figure out by themselves how to produce a certain DEMO effect, leading to many similar looking DEMOs ("I can also do it!"). -
Mozilla Labs Demoparty 2011 Project
About This is a collection of (slightly modified) blog posts and material about the Mozilla Labs DemoParty 2011 project. Sorry - No hyperlinks, animated GIFs and video embeds in books! ;) DemoParty is an initiative to foster artful exploration of open web technologies. It consists of an online demo competition and a series of hacking events. All thanks go to Pascal Finette, who supervised this project and came-up with the initial idea. Tobias Leingruber, 2011 DemoParty at NYC Resistor Hacker http://mozillalabs.com/blog/2011/03/demoparty-sneak-preview-in-nyc/Space http://mozillalabs.com/blog/2011/03/line-up-for-tonights-sneak-peak-mozilla-labs-demoparty/ Mar24’11 What Is It Mozilla Labs DemoParty 2011 is an upcoming online competition to foster artful development and exploration of open web technologies, taking inspiration from the classic DemoScene, accompanied by “real-life” events. A Sneak Peak Next Wednesday, our very own Tobias Leingruber (@tbx) from F.A.T. will preview this project at the NYC Resistor Hackerspace. He will be joined by other special guests, to be announced! Event Details In NYC? – Join us for Pizza + Beer as we dive into internet art, the DemoScene culture and Open Web Technology. Planning to come? Please sign up via Facebook (or email – so we can buy enough drinks) Date: 30 March 2011 (Wednesday) Time: 19:00 till late Venue: NYC Resistor Hackerspace Address: 87 3rd Avenue, 4th Floor, Brooklyn, NY 11217 (Google Map) Line-up: - Marius Watz (processing.js, generatorx.no) is artist working with visual abstraction through genera- tive software processes. Big Fan! - Won Chun from the Google Body project – New version OUT today! Vernissage! :D - Ben Moskowitz from the popcorn.js project, the “HTML5 Video Framework” – Hyper VIDEO 4 realz!!! - Brian Chirls from the popcorn.js community and Chroma GL - and….