The Awl http://www.theawl.com/ Be Less Stupid Wed, 08 Feb 2012 11:40:54 +0000 en hourly 1 http://wordpress.org/?v=3.0.2 It's The Future and Everything Is Still Boring http://www.theawl.com/2012/02/its-the-future-and-everything-is-still-boring http://www.theawl.com/2012/02/its-the-future-and-everything-is-still-boring#comments Wed, 08 Feb 2012 11:40:54 +0000 Regina Small http://www.theawl.com/2012/02/its-the-future-and-everything-is-still-boring Google is rumored to be working on a pair of heads-up display glasses, which would allow information and text to appear in your immediate visual field. Futuristic! But before you get too excited:

According to the source, the HUD side attachment is not transparent and doesn’t have any 3D capabilities, thus it appears Google has simply affixed a Smartphone screen to the side of a pair of glasses....This new HUD device, if it ever does hit the market, doesn’t appear to fulfill the likely expectations of sci-fi and gadget enthusiasts who have for years been dreaming of having their own Terminator or more recently Iron Man type glasses that are transparent and offer up relevant information about the environment in truly meaningful ways, such as what’s on the menu of a nearby restaurant, or the name and phone number of girls in a nightclub.

Or people to avoid in nightclubs! MAYBE SOMEDAY.

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Google is rumored to be working on a pair of heads-up display glasses, which would allow information and text to appear in your immediate visual field. Futuristic! But before you get too excited:

According to the source, the HUD side attachment is not transparent and doesn’t have any 3D capabilities, thus it appears Google has simply affixed a Smartphone screen to the side of a pair of glasses....This new HUD device, if it ever does hit the market, doesn’t appear to fulfill the likely expectations of sci-fi and gadget enthusiasts who have for years been dreaming of having their own Terminator or more recently Iron Man type glasses that are transparent and offer up relevant information about the environment in truly meaningful ways, such as what’s on the menu of a nearby restaurant, or the name and phone number of girls in a nightclub.

Or people to avoid in nightclubs! MAYBE SOMEDAY.

---

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8 comments

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When Did The Remix Become A Requirement? http://www.theawl.com/2012/01/the-remix-as-requirement http://www.theawl.com/2012/01/the-remix-as-requirement#comments Tue, 24 Jan 2012 12:00:40 +0000 Mike Barthel http://www.theawl.com/2012/01/the-remix-as-requirement
Consider this: according to Discogs.com, about 800 remixes were released in 1983. In 1990, more than 4,000; in 2000, almost 15,000. And in 2010, there were 22,750 remixes released, an increase of more than 450% in twenty years. Not surprisingly, as that number has leapt up, remixes also have come to represent a much larger share of what's being released: in 1983, they accounted for 2% of all releases; 7% in 1990; 17% in 2000; until, by 2010, a staggering 20% of all releases were remixes.

How did we get to the point where a one-hit-wonder band from the '90s like Marcy Playground can release an entire album of remixes made by fans? Why is everyone a DJ these days, and why does every band in the world have to have a remix? The short answer is "because they can." As technology has advanced, so has the remix. It started in Jamaica in the '60s with dub effects, emerged in America through disco and the 12" mix, helped to create rap through the power of their sound systems, exploded in the '90s with the maxi-CD, and became participatory (and ubiquitous) with digital mashups. At each step of the way, the particular kind of technology available shaped the nature of that moment's remixes.

VERSIONING SOUND

Used as a verb, "remixing" has been possible (and practiced) ever since the existence of multi-track recording. At the dawn of sound recording, a song had to be recorded directly to the form it would eventually be heard, and there was no way of extracting just the bass or guitar part without taking all the other parts with it. But once sound could be recorded to 4 or more tracks (from which it's then "mixed down" into the final, combined form you hear), engineers could return to the working versions of songs and "remix" them: make the guitar louder, take out all of the vocals, even make the track shorter or longer.

This isn't to say that recorded sound couldn't be manipulated prior to the advent of multi-tracking. Most notable here is William Burroughs' "cut-up" technique, which took a Dadaist trick of cutting up words to rearrange text and then applied it to the magnetic tape on which recordings used to reside. Musicians like Brian Eno and Genesis P-Orridge used the technique to clip sections, rearrange them and place them in a new sequence—Burroughs characterized this as a "method for altering reality." Recording engineers did this too, but they called it an "edit," and they used it not to alter reality, but as a way to, for instance, shorten a long track for radio play by removing an instrumental section or extra verse.

As a noun, though, "remix" implies something a little different than either re-balancing a song or re-arranging its parts. Its use connotes a track that has been fundamentally transformed, either in form or content, into something new. There's a self-consciousness about remixes: while a radio edit is intended to make the same musical experience available in a different context, a remix is intended to be a new musical experience entirely.

As such, the first recordings that could be called "remixes" were produced in Jamaica in the 1960s. The island's extremely strong local music culture enabled a tight interplay between the people who made records and the people who listened and danced to them. As DJ/producers like Lee "Scratch" Perry saw that crowds were interested in longer musical experiences than they could provide with the single format (the 7" vinyl disc on which singles came was generally only able to hold four minutes' worth of music without suffering a drop in sound quality), they produced new versions which they referred to as "versions." What makes these remixes is that, besides dropping out the vocals to concentrate on instrumental sections, producers started adding new material to better capture the energy dancers were looking for, both in the form of new instrumental parts and effects (like long echoes) put on the existing parts.

There were economic factors, too. Since Jamaican producers tended to be owner-operators, both recording and distributing their own music, they had access to the multi-track masters at a time when American musicians didn't. In the United States (and other industrialized countries), the master recordings were owned by the record company, making it much more difficult for artists to get their hands on their own recordings, let alone legally release remixes. With ownership resting on the business side, there was an impetus to see recordings as "finished" for American musicians that didn't necessarily exist for these Jamaican producers. And since recording equipment was enormously expensive and generally only available in commercial studios where artists would have to pay for time, American musicians simply weren't able to remix their material in the way people like King Tubby could.

WE CATCH 'EM ON THE FLIP

The remix wouldn't have happened in America without the 12" single. Though the form predates disco, that was the sound that made the remix what we know today. "New York remixers—many of them DJs—weren't really influenced by Jamaica, in part because New York dance crowds demanded music that was much more up-tempo than reggae and dub," wrote Tim Lawrence, author of Love Saves the Day: American Dance Music Culture, 1970-1979, in an email interview with me.

"Jamaican remixes usually involved the producer-DJs taking out elements from the original track and placing greater emphasis on the drums and the bass via a process of subtraction, but the records weren't extended. New York remixers would also strip records down, but they were also focused on drama and an idea of a journey, so they would often retain complete elements from the original and would then take the record 'somewhere else' by stripping out certain sections and extending others. New Yorkers developed their own remix technique in almost complete isolation and apparently without outside influence for something like seven years."

The first American remixer, it's generally agreed, is a guy named Tom Moulton, about whom Lawrence writes about extensively in his book. Moulton was interested in finding ways to provide different party experiences to New Yorkers, and experimented with a lot of different techniques, including cutting up existing recordings, as people had been doing for years. Lawrence identifies the first of these as a remix of Don Downing's "Dreamworld," which Moulton produced in 1974. Moulton's signal innovation, though, was to put such remixes on a 12" disc, the format usually used for full albums.

In preparing his remix of Al Downing's "I'll Be Holding On," which took a three-minute soul song and extended it to almost seven minutes long, "Moulton's assistant happened to press up on a 12" blank because he'd run out of 7"s," writes Lawrence. "Moulton was stunned to hear the power of hearing the music's grooves spread out over the larger disc." (Without getting too technical, the less time you're trying to fit onto a disc, the louder it can be.) The success of this technique led to the first commercially released remix, Double Exposure's "Ten Percent," in 1976.

While these were a hit with dancers and DJs, labels didn't feel the same way. As Lawrence put it in his email: "The dance market turned out to have quite different values, with dancers much more interested in hearing a brilliantly re-structured twelve-inch single than listening to a bunch of catchy singles plus extra cuts on an album. That meant that twelve-inch singles didn't necessarily translate into album sales, and from that point on the music industry (and especially the music majors) were always skeptical of the format."

TAKES YOU BACK TO THE PAST

Nevertheless, the form persisted in a new genre: hip hop. Jamaican ideas of remixing formed the foundations of the genre, and the initial impetus for rap was very similar to that of dub and disco remixes: Dancers wanted more instrumental sections to dance to and less singing. But with hip hop, MCs picked up the talkover mic and started to add their own vocals. And with parties often happening outside established clubs in outdoor or otherwise improvised spaces, DJs like Kool Herc gained influence as much for the power of their sound systems as their DJing skills. Disco remixes happened because their vinyl was louder; rap happened, in some small part, because DJs' speakers were louder, making loud vocals an attraction party promoters could provide.

At first, hip hop remixes followed a similar pattern to the disco remix, with the instrumental portion of the song altered while the vocals were either cut up or left intact. In an email, Andrew Nosnitsky, who writes about rap for a bunch of different places including The Wire, told me there were good economic reasons for this. "If a record wasn't connecting at radio they'd give it a different beat and try again. If it wasn't hitting on the West Coast, they'd get a Warren G remix, if underground mix shows weren't playing it they'd get it a Beatminerz mix, if they wanted to expand to dance markets they'd push a CJ Mackintosh hip house mix."

But that didn't last. According to Nosnitsky: "The old model remix, the one where the beat actually changes in some way, has pretty much been dead on an official level for a long time. Nowadays 'remix' just means that a gang of famous artists pile verses up on an existing hit." This is the format we know and love today.

EVERYTHING'S REAL IN THE FIELD

But how did remixes end up conquering rock, too? The answer can be summed up in two made-up words: "electronica" and "maxi-single."

The shift from cassettes to CDs put the single in an awkward situation. It was considerably cheaper to produce a vinyl disc or cassette with less information on it, and so a single with an a-side song and a b-side song worked logically with the format. CDs, though, cost the same amount to produce whether they contained 80 minutes or 80 seconds of music. (The mini CD, which functioned in the same way a 7" record would, never caught on.) At this point, it became almost irresistible to start putting more and more tracks on CD singles. If the label could provide more songs with relatively little additional production cost, then they could justify charging more for the CDs. And thus was the "maxi-single" born.

What to put on those maxi-singles, though—especially when the whole idea was not to increase the production cost? Bands always produce more songs than fit on an album, but if a label was interested in producing, say, eight different singles for one song, you'd need more than the two or three cast-offs a typical recording session would produce. The answer was remixes. Compared to a whole new recording session, they were cheap to commission, especially if you went with lesser-known producers; the remixers would be flattered to be associated with generally better-known acts; and the artist would benefit from the increased visibility with the remixer's fanbase. Throw a few of those together—especially if the remixer was kind enough to produce multiple mixes —and you had enough tracks to plausibly fill out enough maxi-singles to bilk a dedicated fan out of at least a hundred dollars. The result was that remixes, instead of being initiated by a producer drawn to a particular track, were getting done whether or not they were a good idea, just to say that such a remix existed. An apocryphal story has it that a courier arrived to pick up a commissioned remix from Richard D. James of Aphex Twin fame, and James, having forgotten to do it, simply grabbed a random track off of his shelf. He got $5,000, and the Lemonheads, the victimized band, never released the mix.

But why dance remixes? The traditional filler material for rock bands, after all, was the live album, and indeed live versions of existing songs sometimes ended up on maxi-singles too. At the time, though, there was something much cooler about electronic music. In a historical context, this was unusual; rock bands had for many years defined themselves in opposition to the aesthetics and techniques of dance music. While there were certainly notable exceptions, the idea of rock bands en masse deciding that a dance remix was just the sort of thing they were looking for seemed unlikely. Rock and dance had lined up in the UK in the early '90s, generating some important work. This had carried forward into Britpop's more rock-oriented moment (though some were later to the party than others). When the semi-terrifying "electronica" trend hit the US, it coincided with the heyday of the maxi-single, and the two proved well suited to one another.

AUDIO PIRACY AS COMPOSITIONAL PREROGATIVE

As with remixes, mashups can be traced back a long ways. John Oswald has been producing what he calls "plunderphonics" for fifty years, the KLF had a number-one hit with their mashup of Gary Glitter's "Rock and Roll (Part Two)" and the Doctor Who theme song, and the Evolution Control Committee had a few hits on college radio in the early '90s with their combination of the Tijuana Brass and Public Enemy. Even Malcolm McLaren had a go at it with his haunting (really!) mashup of Joy Division and the Captain and Tennille, "Love Will." As Oswald put it (in 1988), the practice of taking "a recognizable sonic quote" from an existing song and placing it over something else in such a way that "you can reasonably recognize the source" has cropped up here and there for a long while.

As the practice we know today, though, mashups weren't possible without the technological convergence of high-speed Internet, wide availability of digital music (the so-called "celestial jukebox"), and low-cost audio production software. They're generally understood to have broken wide in 2001 with "A Stroke of Genie-us," a track by Freelance Hellraiser combining Christina Aguilera's "Genie in a Bottle" and the Strokes' "Hard to Explain." (The track was the #26 single on the year-end Pazz and Jop critics' poll.)

While prominent mashup artists have emerged (Soulwax, Osymyso, Go Home Productions, DJ Earworm and, most famously, Girl Talk), as a genre it's highly participatory, encouraging listeners to make their own mashups as much as to consume those already existing. The whole spectrum of tools now standard on any home computer enables this: a CD-ROM drive for ripping music, music recording software for editing music, and a high-speed Internet connection for finding a cappella or instrumental versions of tracks, as well as for distributing your completed work. Most important was the development of the software that let you match the beat of samples, so that even if two songs were in different tempos, you could automatically align them at the same rate without changing the pitch—a process that can take hours to do by hand.

It was this same bundle of tools that lands us squarely where we are today. As the entire music market moved inexorably downward, remixes stopped being just about major acts commissioning major remixers; now any band can get its songs remixed, and anyone can be a remixer (I've done 'em). While the physical reality of doing a remix used to involve the cumbersome process of getting the tracks to the remixer and the remixer having the studio space to do the edits, now people who've never met can send each other zip files via Dropbox and everything can be accomplished on laptops.

The weird thing is that there hasn't exactly been a renaissance of remixes: while opening up the floodgates to cultural production has produced a few golden ages, this area has ended up looking more like a vast, cluttered wasteland. While there have been lots of great remixes of late, they've all been from people with major careers already: the DFA, Jaques Lu Cont, Jamie xx. Remixes have now gotten much easier to do, but they haven't necessarily gotten better; listening to Moulton's "I'll Be Holding On," it's hard to say anyone's done much better.

Remixing as a theoretical idea has had a lot of interesting consequences. But remixing as a musical technique has, weirdly, gone almost nowhere at all: it started great and stayed great but never altered itself much along the way. Perhaps because it's only been around a handful of decades, and that isn't enough time to ask for such dramatic twists and turns. But the story of remixing seems more or less to be the same story over and over again, retold every time the technology shifts.



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Mike Barthel has a Tumblr. Photo by Maxim Blinkov, via Shutterstock.

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Consider this: according to Discogs.com, about 800 remixes were released in 1983. In 1990, more than 4,000; in 2000, almost 15,000. And in 2010, there were 22,750 remixes released, an increase of more than 450% in twenty years. Not surprisingly, as that number has leapt up, remixes also have come to represent a much larger share of what's being released: in 1983, they accounted for 2% of all releases; 7% in 1990; 17% in 2000; until, by 2010, a staggering 20% of all releases were remixes.

How did we get to the point where a one-hit-wonder band from the '90s like Marcy Playground can release an entire album of remixes made by fans? Why is everyone a DJ these days, and why does every band in the world have to have a remix? The short answer is "because they can." As technology has advanced, so has the remix. It started in Jamaica in the '60s with dub effects, emerged in America through disco and the 12" mix, helped to create rap through the power of their sound systems, exploded in the '90s with the maxi-CD, and became participatory (and ubiquitous) with digital mashups. At each step of the way, the particular kind of technology available shaped the nature of that moment's remixes.

VERSIONING SOUND

Used as a verb, "remixing" has been possible (and practiced) ever since the existence of multi-track recording. At the dawn of sound recording, a song had to be recorded directly to the form it would eventually be heard, and there was no way of extracting just the bass or guitar part without taking all the other parts with it. But once sound could be recorded to 4 or more tracks (from which it's then "mixed down" into the final, combined form you hear), engineers could return to the working versions of songs and "remix" them: make the guitar louder, take out all of the vocals, even make the track shorter or longer.

This isn't to say that recorded sound couldn't be manipulated prior to the advent of multi-tracking. Most notable here is William Burroughs' "cut-up" technique, which took a Dadaist trick of cutting up words to rearrange text and then applied it to the magnetic tape on which recordings used to reside. Musicians like Brian Eno and Genesis P-Orridge used the technique to clip sections, rearrange them and place them in a new sequence—Burroughs characterized this as a "method for altering reality." Recording engineers did this too, but they called it an "edit," and they used it not to alter reality, but as a way to, for instance, shorten a long track for radio play by removing an instrumental section or extra verse.

As a noun, though, "remix" implies something a little different than either re-balancing a song or re-arranging its parts. Its use connotes a track that has been fundamentally transformed, either in form or content, into something new. There's a self-consciousness about remixes: while a radio edit is intended to make the same musical experience available in a different context, a remix is intended to be a new musical experience entirely.

As such, the first recordings that could be called "remixes" were produced in Jamaica in the 1960s. The island's extremely strong local music culture enabled a tight interplay between the people who made records and the people who listened and danced to them. As DJ/producers like Lee "Scratch" Perry saw that crowds were interested in longer musical experiences than they could provide with the single format (the 7" vinyl disc on which singles came was generally only able to hold four minutes' worth of music without suffering a drop in sound quality), they produced new versions which they referred to as "versions." What makes these remixes is that, besides dropping out the vocals to concentrate on instrumental sections, producers started adding new material to better capture the energy dancers were looking for, both in the form of new instrumental parts and effects (like long echoes) put on the existing parts.

There were economic factors, too. Since Jamaican producers tended to be owner-operators, both recording and distributing their own music, they had access to the multi-track masters at a time when American musicians didn't. In the United States (and other industrialized countries), the master recordings were owned by the record company, making it much more difficult for artists to get their hands on their own recordings, let alone legally release remixes. With ownership resting on the business side, there was an impetus to see recordings as "finished" for American musicians that didn't necessarily exist for these Jamaican producers. And since recording equipment was enormously expensive and generally only available in commercial studios where artists would have to pay for time, American musicians simply weren't able to remix their material in the way people like King Tubby could.

WE CATCH 'EM ON THE FLIP

The remix wouldn't have happened in America without the 12" single. Though the form predates disco, that was the sound that made the remix what we know today. "New York remixers—many of them DJs—weren't really influenced by Jamaica, in part because New York dance crowds demanded music that was much more up-tempo than reggae and dub," wrote Tim Lawrence, author of Love Saves the Day: American Dance Music Culture, 1970-1979, in an email interview with me.

"Jamaican remixes usually involved the producer-DJs taking out elements from the original track and placing greater emphasis on the drums and the bass via a process of subtraction, but the records weren't extended. New York remixers would also strip records down, but they were also focused on drama and an idea of a journey, so they would often retain complete elements from the original and would then take the record 'somewhere else' by stripping out certain sections and extending others. New Yorkers developed their own remix technique in almost complete isolation and apparently without outside influence for something like seven years."

The first American remixer, it's generally agreed, is a guy named Tom Moulton, about whom Lawrence writes about extensively in his book. Moulton was interested in finding ways to provide different party experiences to New Yorkers, and experimented with a lot of different techniques, including cutting up existing recordings, as people had been doing for years. Lawrence identifies the first of these as a remix of Don Downing's "Dreamworld," which Moulton produced in 1974. Moulton's signal innovation, though, was to put such remixes on a 12" disc, the format usually used for full albums.

In preparing his remix of Al Downing's "I'll Be Holding On," which took a three-minute soul song and extended it to almost seven minutes long, "Moulton's assistant happened to press up on a 12" blank because he'd run out of 7"s," writes Lawrence. "Moulton was stunned to hear the power of hearing the music's grooves spread out over the larger disc." (Without getting too technical, the less time you're trying to fit onto a disc, the louder it can be.) The success of this technique led to the first commercially released remix, Double Exposure's "Ten Percent," in 1976.

While these were a hit with dancers and DJs, labels didn't feel the same way. As Lawrence put it in his email: "The dance market turned out to have quite different values, with dancers much more interested in hearing a brilliantly re-structured twelve-inch single than listening to a bunch of catchy singles plus extra cuts on an album. That meant that twelve-inch singles didn't necessarily translate into album sales, and from that point on the music industry (and especially the music majors) were always skeptical of the format."

TAKES YOU BACK TO THE PAST

Nevertheless, the form persisted in a new genre: hip hop. Jamaican ideas of remixing formed the foundations of the genre, and the initial impetus for rap was very similar to that of dub and disco remixes: Dancers wanted more instrumental sections to dance to and less singing. But with hip hop, MCs picked up the talkover mic and started to add their own vocals. And with parties often happening outside established clubs in outdoor or otherwise improvised spaces, DJs like Kool Herc gained influence as much for the power of their sound systems as their DJing skills. Disco remixes happened because their vinyl was louder; rap happened, in some small part, because DJs' speakers were louder, making loud vocals an attraction party promoters could provide.

At first, hip hop remixes followed a similar pattern to the disco remix, with the instrumental portion of the song altered while the vocals were either cut up or left intact. In an email, Andrew Nosnitsky, who writes about rap for a bunch of different places including The Wire, told me there were good economic reasons for this. "If a record wasn't connecting at radio they'd give it a different beat and try again. If it wasn't hitting on the West Coast, they'd get a Warren G remix, if underground mix shows weren't playing it they'd get it a Beatminerz mix, if they wanted to expand to dance markets they'd push a CJ Mackintosh hip house mix."

But that didn't last. According to Nosnitsky: "The old model remix, the one where the beat actually changes in some way, has pretty much been dead on an official level for a long time. Nowadays 'remix' just means that a gang of famous artists pile verses up on an existing hit." This is the format we know and love today.

EVERYTHING'S REAL IN THE FIELD

But how did remixes end up conquering rock, too? The answer can be summed up in two made-up words: "electronica" and "maxi-single."

The shift from cassettes to CDs put the single in an awkward situation. It was considerably cheaper to produce a vinyl disc or cassette with less information on it, and so a single with an a-side song and a b-side song worked logically with the format. CDs, though, cost the same amount to produce whether they contained 80 minutes or 80 seconds of music. (The mini CD, which functioned in the same way a 7" record would, never caught on.) At this point, it became almost irresistible to start putting more and more tracks on CD singles. If the label could provide more songs with relatively little additional production cost, then they could justify charging more for the CDs. And thus was the "maxi-single" born.

What to put on those maxi-singles, though—especially when the whole idea was not to increase the production cost? Bands always produce more songs than fit on an album, but if a label was interested in producing, say, eight different singles for one song, you'd need more than the two or three cast-offs a typical recording session would produce. The answer was remixes. Compared to a whole new recording session, they were cheap to commission, especially if you went with lesser-known producers; the remixers would be flattered to be associated with generally better-known acts; and the artist would benefit from the increased visibility with the remixer's fanbase. Throw a few of those together—especially if the remixer was kind enough to produce multiple mixes —and you had enough tracks to plausibly fill out enough maxi-singles to bilk a dedicated fan out of at least a hundred dollars. The result was that remixes, instead of being initiated by a producer drawn to a particular track, were getting done whether or not they were a good idea, just to say that such a remix existed. An apocryphal story has it that a courier arrived to pick up a commissioned remix from Richard D. James of Aphex Twin fame, and James, having forgotten to do it, simply grabbed a random track off of his shelf. He got $5,000, and the Lemonheads, the victimized band, never released the mix.

But why dance remixes? The traditional filler material for rock bands, after all, was the live album, and indeed live versions of existing songs sometimes ended up on maxi-singles too. At the time, though, there was something much cooler about electronic music. In a historical context, this was unusual; rock bands had for many years defined themselves in opposition to the aesthetics and techniques of dance music. While there were certainly notable exceptions, the idea of rock bands en masse deciding that a dance remix was just the sort of thing they were looking for seemed unlikely. Rock and dance had lined up in the UK in the early '90s, generating some important work. This had carried forward into Britpop's more rock-oriented moment (though some were later to the party than others). When the semi-terrifying "electronica" trend hit the US, it coincided with the heyday of the maxi-single, and the two proved well suited to one another.

AUDIO PIRACY AS COMPOSITIONAL PREROGATIVE

As with remixes, mashups can be traced back a long ways. John Oswald has been producing what he calls "plunderphonics" for fifty years, the KLF had a number-one hit with their mashup of Gary Glitter's "Rock and Roll (Part Two)" and the Doctor Who theme song, and the Evolution Control Committee had a few hits on college radio in the early '90s with their combination of the Tijuana Brass and Public Enemy. Even Malcolm McLaren had a go at it with his haunting (really!) mashup of Joy Division and the Captain and Tennille, "Love Will." As Oswald put it (in 1988), the practice of taking "a recognizable sonic quote" from an existing song and placing it over something else in such a way that "you can reasonably recognize the source" has cropped up here and there for a long while.

As the practice we know today, though, mashups weren't possible without the technological convergence of high-speed Internet, wide availability of digital music (the so-called "celestial jukebox"), and low-cost audio production software. They're generally understood to have broken wide in 2001 with "A Stroke of Genie-us," a track by Freelance Hellraiser combining Christina Aguilera's "Genie in a Bottle" and the Strokes' "Hard to Explain." (The track was the #26 single on the year-end Pazz and Jop critics' poll.)

While prominent mashup artists have emerged (Soulwax, Osymyso, Go Home Productions, DJ Earworm and, most famously, Girl Talk), as a genre it's highly participatory, encouraging listeners to make their own mashups as much as to consume those already existing. The whole spectrum of tools now standard on any home computer enables this: a CD-ROM drive for ripping music, music recording software for editing music, and a high-speed Internet connection for finding a cappella or instrumental versions of tracks, as well as for distributing your completed work. Most important was the development of the software that let you match the beat of samples, so that even if two songs were in different tempos, you could automatically align them at the same rate without changing the pitch—a process that can take hours to do by hand.

It was this same bundle of tools that lands us squarely where we are today. As the entire music market moved inexorably downward, remixes stopped being just about major acts commissioning major remixers; now any band can get its songs remixed, and anyone can be a remixer (I've done 'em). While the physical reality of doing a remix used to involve the cumbersome process of getting the tracks to the remixer and the remixer having the studio space to do the edits, now people who've never met can send each other zip files via Dropbox and everything can be accomplished on laptops.

The weird thing is that there hasn't exactly been a renaissance of remixes: while opening up the floodgates to cultural production has produced a few golden ages, this area has ended up looking more like a vast, cluttered wasteland. While there have been lots of great remixes of late, they've all been from people with major careers already: the DFA, Jaques Lu Cont, Jamie xx. Remixes have now gotten much easier to do, but they haven't necessarily gotten better; listening to Moulton's "I'll Be Holding On," it's hard to say anyone's done much better.

Remixing as a theoretical idea has had a lot of interesting consequences. But remixing as a musical technique has, weirdly, gone almost nowhere at all: it started great and stayed great but never altered itself much along the way. Perhaps because it's only been around a handful of decades, and that isn't enough time to ask for such dramatic twists and turns. But the story of remixing seems more or less to be the same story over and over again, retold every time the technology shifts.



Sponsored posts are purely editorial content that we are pleased to have presented by a participating sponsor, advertisers do not produce the content. This post is coming to you from MiO. Change your water. Change your day. What do you want to change?



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Dreaming In Stereo: Why 3D Is Here To Stay http://www.theawl.com/2011/12/the-case-for-3d http://www.theawl.com/2011/12/the-case-for-3d#comments Thu, 01 Dec 2011 13:40:12 +0000 Maximus Clarke http://www.theawl.com/2011/12/the-case-for-3d

1. “THE CASE IS CLOSED”

“For general use the single-tone [black-and-white] pictures will enormously prevail." — Rupert Hughes, screenwriter, 1923

“[Sound film] is an exhausted toy, ready to be cast aside.”—David Belasco, playwright, 1930

“Television won't last. It's a flash in the pan.”—Mary Somerville, radio broadcaster, 1948

Roger Ebert knows that 3D movies just don’t work—and they never will. This past January, he wrote: “The notion that we are asked to pay a premium to witness an inferior and inherently brain-confusing image is outrageous. The case is closed.”

As Exhibit A in support of this verdict, Ebert furnished a letter from Walter Murch, the acclaimed editor of The Godfather and Apocalypse Now. Murch has a theory about how 3D films befuddle our eyes and brain, by confounding their natural convergence and focus reflexes: “They are doing something that 600 million years of evolution never prepared them for. This is a deep problem, which no amount of technical tweaking can fix.”

Ebert and Murch aren’t the only ones who find 3D movies unpleasant, unnatural, and generally unfit for human consumption. It’s estimated that 2% to 12% of the population is “stereo blind” to some degree: unable to see fully in three dimensions. This includes people with eye alignment disorders like amblyopia or strabismus (which can sometimes be corrected with therapy), people with certain optic nerve defects and, of course, those with only one functional eye.

And some people with fully working binocular vision nonetheless consider 3D films to be a headache-inducing waste of time and money. Two years after the phenomenal success of Avatar, with a host of rather more shoddily crafted stereoscopic spectacles having come and gone in the interim, there’s talk of a “3D backlash,” and studios are scaling down their plans for new 3D extravaganzas.

But I submit that Ebert is seriously mistaken. I’ve been intrigued by 3D since first picking up a View-Master as a child, and I’ve come to understand it much better in the course of producing my own stereo images over the past couple of years. What I’ve learned about the history of the medium, how it works, why it sometimes doesn’t work, and how it’s currently evolving has convinced me that it’s here to stay.

2. “WE CLASP AN OBJECT WITH OUR EYES”

Stereography—the art and science of creating artificial three-dimensional images—has its roots in the early 19th century. British scientist Charles Wheatstone crucially summarized the theory of stereo vision in a landmark 1838 paper presented to the Royal Society: “[T]he mind perceives an object of three dimensions by means of the two dissimilar pictures projected by it on the two retinæ.”

Meanwhile, across the Channel, Louis Daguerre was developing his eponymous photographic process. Very quickly, these two discoveries were combined to create stereoscopic photography. By the 1850s, David Brewster’s stereo viewing devices—recognizable ancestors of the View-Master—had infiltrated many homes. The public appetite for stereo images was fed by firms like the London Stereoscopic Company; in its first two years of business, it sold over half a million stereoview cards, each bearing a pair of photographs taken simultaneously from adjacent viewpoints.

In an 1859 essay in The Atlantic, Oliver Wendell Holmes described binocular vision in vivid metaphor:

“We see something with the second eye which we did not see with the first; in other words, the two eyes see different pictures of the same thing, for the obvious reason that they look from points two or three inches apart. By means of these two different views of an object, the mind, as it were, feels round it and gets an idea of its solidity. We clasp an object with our eyes, as with our arms, or with our hands, or with our thumb and finger, and then we know it to be something more than a surface.”

Holmes, a great stereoscopy enthusiast, developed his own immensely popular lightweight stereo viewer design. You can still buy or build a Holmes-style stereoscope, but with a little practice, you may be able to “freeview” side-by-side stereo images without any special gear, by letting your eyes drift until the pictures converge.

Old stereo view cards aren’t hard to find; they turn up frequently at flea markets and junk shops. Online, the New York Public Library has over 42,000 stereographs of American subjects in its collection. There are countless vintage 3D images floating around elsewhere on the Internet, including pictures of world landmarks, non-Western cultures and (inevitably) naked ladies.

Victorian stereo views were the virtual reality of their era, but the faded images are something more than that now: for us, they’re a form of time travel. Viewing a 3D portrait of Abraham Lincoln, Mark Twain or Charles Dickens taken over a century ago is like looking through a slightly dusty window into a living past.

3. BOOMS AND BUSTS

The first major wave of 3D films were produced almost 90 years ago. At least 13 films using the anaglyph process (which requires glasses with 2 different-colored lenses, usually red and blue) were released between 1922 and 1925.

This was an era of experimentation; filmmakers were also beginning to explore color and sound as ways to add new dimensions to the cinematic experience. But after the success of 1927’s The Jazz Singer, sound won out, and color and 3D were virtually abandoned.

By the early 1950s, color finally began to take hold in Hollywood. A newer 3D process, using different types of polarizing filters for the left and right eye, conveyed stereo images without anaglyph’s color distortions. Studio bosses, worried about their audiences being stolen away by television, saw 3D as a way to kick the theatrical experience up a notch, and perhaps keep more bodies in seats.

The dozens of new 3D features produced during the first half of the decade included popular titles like Bwana Devil, House of Wax and Kiss Me Kate. But the costs of shipping two prints for a 3D feature, instead of one for a conventional film, and the technical complexities of keeping two projectors in sync and in focus (or else inducing audience eyestrain), proved too burdensome for studios, distributors and theaters. The boom ended so abruptly that Alfred Hitchcock’s Dial M for Murder, shot in 3D, had been downgraded to a 2D release by the time it hit screens in 1954.

The 3D medium lay mostly dormant until the 1970s, when it was used for a string of low-budget porn titles. (First link especially NSFW.) The major studios starting nosing around the technology again at the dawn of the 1980s, as they perceived a new threat emerging: the VCR. But moviegoers had mixed responses to high-profile releases like Jaws 3D and Friday the 13th Part 3. Once again, the expense and hassle of shooting, editing, printing and distributing three-dimensional films didn’t seem worth the modest box office boost. After 1986, no commercial 3D features were produced for the rest of the decade.

Over the course of the '90s, 3D re-emerged within the growing network of large-format IMAX theaters affiliated with museums and theme parks. Unsurprisingly, most of the films produced were nature documentaries or family fare. Shooting and projecting on 70mm film made for better image quality than ever before, and a high degree of technical precision at every stage minimized viewer discomfort. The IMAX 3D trend grew slowly into the 2000s.

By 2007, another 3D wave seemed to be rising. Once again, Hollywood faced disruptive competition from emerging media: HDTV and file-sharing were leading many viewers to skip the theater experience altogether. The industry geared up to give stereography another try, with a new generation of technology that would further simplify and improve the process. Digital projection systems, already being rolled out in theaters, could be configured for perfectly synchronized, sharply focused 3D much more easily than the mechanical projectors of yore.

That year, CGI animators recreated the physical sets and puppets for Tim Burton’s stop-motion animation feature The Nightmare Before Christmas in order to generate a second point of view for each frame of the film. Harry Potter and friends rode their brooms into the third dimension for the first time. And the buzz began to grow about a potentially game-changing 3D epic from James Cameron.

Avatar unspooled in late 2009. Notwithstanding a cliché storyline, its impeccable stereo visuals were a mystical prog rock album cover come to life. By the time it broke all previous box office records, scarcely a month after its release, every producer in Tinseltown was scrambling for a 3D project.

4. MORE THAN MEETS THE EYE

The elaborate processes involved in creating and delivering 3D content are supposed to deliver a more naturalistic viewing experience. The obvious irony is that from start to finish, stereography involves far more artifice than 2D image-making: double camera systems, complex editing and special effects workflows, custom projection equipment and usually some variety of special glasses.

Several different types of 3D imaging technology are in wide use these days. The oldest, dating back to 1853, is anaglyph, characterized by those red and blue (or more rarely, blue and amber) glasses. In the anaglyph process, the picture intended for the left eye is rendered in a color that’s completely absent from the image going to the right eye, and vice versa. Each lens is precisely tinted to let only one of the images through, even when the two images are superimposed on a screen or in a photographic print.

Since it’s color-based, anaglyph tends to garishly distort the hues of full-color subjects. But if the images to be conveyed are black and white, the anaglyph process doesn’t make much difference; each eye will see a monochromatic picture, and the brain can merge them effectively. Anaglyph 3D has enjoyed a DIY renaissance in the Internet era, because it can be created fairly easily with a pair of cameras and some free software, it can be displayed on any computer monitor, and it can be viewed with cheap paper glasses (you can order a free pair here).

There’s now anaglyph 3D content galore on Flickr and YouTube. NASA has even released some remarkable anaglyph images taken on the surface of Mars by paired cameras on its rovers.

But anaglyph glasses are useless in a contemporary movie theater. Polarization has been the preferred 3D theatrical projection system for over half a century (with RealD’s digital version being the current market leader). Polarized 3D was invented by Edwin Land, father of the Polaroid camera, and uses lenses which invisibly align light waves in one of two different directions. Two pictures, each projected in differently-polarized light, are combined on a screen, and the left and right lenses of the appropriate glasses sort the images out for each eye. Polarized 3D requires a special filter on the projector, and a reflective metallic screen, but its accurate color rendition and the low cost of the glasses make it Hollywood’s choice.

The growing market for 3D television sets is dominated by active shutter technology, which displays left-eye and right-eye images in rapid alternation, instead of simultaneously. Viewers wear battery-powered glasses with liquid-crystal lenses, which receive a timing signal from the TV. The left lens goes black when the screen displays the image for the right eye; then the right lens goes black and the left lens become clear just as the left-eye image appears. In theory, this happens so many times each second that it’s imperceptible.

I recently watched the movie Tron: Legacy, and part of a college football game on ESPN’s 3D channel, on an active shutter television, and it all looked pretty good. However, rapid motion or panning sometimes creates a noticeable out-of-synch flickering effect. And you have to have a very big screen (and sit close to it) to experience truly immersive 3D. The glasses are the most cumbersome part of the system: they cost $100 a pair, are much heavier than polarized or anaglyph glasses and must be recharged periodically.




5. WINDOW VIOLATIONS AND OTHER CRIMES

All the technology involved in stereography means there are plenty of things that can go wrong. Many bad 3D movie experiences result from material that’s improperly shot, processed, edited or projected.

Every type of 3D system sends a slightly different image to the left and right eye. But when the differences are too great, the brain can’t resolve them into a realistic, fully dimensional view, and the magic won’t happen. Normally, the two cameras used to capture a stereo image should be about as far apart as a person’s eyes, and pointing in the same direction. If they’re spaced wider or closer than typical eye separation distance, objects will look either smaller or larger than normal. (This can be interesting, if it’s a desired effect. Here’s an image I took with cameras spaced a foot apart; everything looks strangely miniaturized.)

Images also must be properly aligned. If the vertical alignment is off, the eyes will constantly strain to correct the problem. The horizontal alignment is just as important: it controls how close or far away objects appear. If the nearest object to the camera is perfectly aligned in the left and right images, it will seem to be just behind the screen. If more distant objects are aligned, they will appear at screen depth, and closer objects will seem to project out in front of the screen.

This effect, too, is sometimes desirable. But it quickly becomes gimmicky, then unpleasant, when overused. And it goes completely awry when an object appears to float out in space, but is also cut off along one or more edges of the screen—a so-called window violation. The brain can’t make sense of the mismatch: is the image in front of the screen or behind it?

Yet another alignment-related issue is ghosting, when the image intended to be seen by one eye is faintly visible to the other eye. Ghosting objects appear to be doubled, a distraction which can ruin the 3D effect if severe enough. This happens when the image separation technology—anaglyph, polarized or other—isn’t working as well as it should for some reason.

Other problems occur when filmmakers don’t understand the unique properties of the 3D medium. It’s been said that 3D “wants to be slow”: because the eyes and brain need a little more time to figure out the spatial geometry of each shot, the pace of the editing needs to be more leisurely. A frenetic music video or action movie shot in 3D will become unwatchable if the cuts are timed at the same speed as they would be in 2D.

Then there are the tricky issues of depth and focus. It’s common in “flat” films to see shots where something or someone is extremely close to the camera, with everything else very far away. Usually either the foreground or background objects are in focus, but not both. In a 3D film, making anything deliberately blurred can confound our optical reflexes: we’re used to choosing how far away to direct our visual focus, rather than having that choice forced upon us.

The worst 3D experiences result when a film is shot in the ordinary way, with a single camera, but then converted to 3D in post-production. This “fake 3D” requires digital simulation of a second viewpoint, and it’s hard to do well. Rush conversion jobs on Clash of the Titans and Alice in Wonderland, both released last year, presented audiences with what looked like cardboard-cutout characters in front of flat backdrops. Studio decisions to add 3D to these movies after production, and to do it cheaply, may have done more to stoke a revolt against the medium than anything else.

Given sufficient time and money, 2D-to-3D conversion can be done successfully; this summer’s Captain America is one example, and the forthcoming re-release of Titanic looks to be another. But nothing beats shooting with two cameras to begin with. And plans to convert more old films to 3D stir up bad memories of Ted Turner’s ill-starred attempts at colorizing black-and-white classics.

Ultimately, 2D and 3D movies demand different kinds of visual logic. If directors, cinematographers, editors and animators don’t understand this, they can’t make the right choices to create good stereoscopic experiences. Right now, thousands of film industry professionals are on a steep learning curve. The question is: Will enough of them become proficient at 3D filmmaking before audiences grow tired of suffering through their mistakes?

6. UNNATURAL AFFECTIONS

Walter Murch’s critique of stereography, cited by Roger Ebert, is strictly correct as far as it goes: the human visual system did not evolve to conjure depth out of a flat image. But what Murch fails to acknowledge is that we do stuff we didn’t evolve to do all the time. In fact, our brains have turned out to be pretty good at reading three dimensions into a 2D picture—we do it even when we look at a non-stereoscopic photograph or video. And as Werner Herzog reminded us in his graceful 3D documentary Cave of Forgotten Dreams, the human race has been creating flat images with the appearance of depth for tens of thousands of years. Stereography is just the latest, most elaborate form of this illusion.

We’ve all spent countless hours looking at conventional flat photo and video images, and are very skilled at interpreting them. But most of us have spent only a few hours, at most, watching artificial 3D... and as discussed above, the skill sets and techniques required to produce and reproduce quality stereoscopic images are still not all that widespread. It’s not surprising that we aren’t as good at “reading” 3D yet. But it would be foolish to believe that we can’t get better at it.

It was shortly after watching Avatar that I decided that a no-budget music video I’d been planning to shoot would be even better in 3D. I procured a pair of identical cameras, mounted them on a crossbar and started experimenting. I still haven’t finished the video, but I’ve shot thousands of stereo images (many of which are on view in anaglyph format here), and joined a worldwide community of professional and amateur stereographic enthusiasts (some of whom I’ve met through the New York Stereoptical Society).

I'm fascinated by 3D not only in spite of, but because of its artificiality. There’s an element of sorcery at work when a simple pair of glasses allows a flat screen to become a portal into another realm of depth and solidity. I suspect that on some level, many critics of 3D aren’t just upset about eyestrain or high ticket prices: they are actually unnerved by the medium’s uncanny power. Denouncing stereography as a fraud, a gimmick or a failure may be a way of covering up anxieties about its disturbing intensity. Legend has it that primitive tribesmen, confronted with the cameras of visiting anthropologists, railed against them as boxes for capturing souls. That Luddite instinct is still there, even in many of us convinced of our own sophistication. There may also be a kind of snobbery at work: 3D may be seen as too viscerally enjoyable, too much of a thrill ride, to possess the rigor and obscurity of “real art.”

The truth is that 3D is still a very young medium; the world’s most acclaimed living filmmakers have only just begun to explore it. On the heel’s of Herzog’s cave-art documentary, Wim Wenders has released Pina, a celebration of modern dance choreography. In the realm of the fantastic, Martin Scorsese’s Hugo is rapidly winning converts (even 3D grouch Roger Ebert), and, in the words of reviewer Ryan Lambie, stands out as “a reminder that cinema is and always has been an optical illusion, a trickster’s routine as intricate as a clock mechanism.”

Steven Spielberg’s first 3D outing, Tintin, produced with the same motion capture technology as Avatar, is getting mixed reviews for its formulaic qualities—but that’s nothing new for Spielberg. Francis Ford Coppola is showcasing Twixt, an experimental genre film that he remixes in real time at each screening. (This is not Coppola’s first dalliance with 3D: he directed Disney’s 1986 Michael Jackson vehicle Captain Eo, and shot 3D nude sequences for a German sex comedy called The Bellboy and the Playgirls way back in 1962.) At the same time, Ridley Scott is readying Prometheus, his 3D prequel to Alien. Scott, a former cameraman with an incomparable visual sensibility, is so smitten with stereography that he says he’ll never make another movie in 2D.

Outside of the multiplex, artists are using increasingly accessible 3D techniques for their own purposes. Claudia Kunin is transforming old family photographs into surreal stereoscopic animations. Paul Johnson is using the neglected lenticular process (familiar from novelty postcards, with images that change as they tilt) to compose whimsical but subtly unsettling Man-Ray-esque 3D shadowgrams. Maya Zack recently used mural-sized anaglyphic prints to recreate a Holocaust survivor’s prewar Berlin apartment at New York’s Jewish Museum.

To be sure, there will always be things we just don’t need or want to see in 3D. The development of motion pictures, color and sound hasn’t rendered us incapable of appreciating the art of black-and-white still photography. For those who prefer to steer clear of stereography altogether, many 3D films are now shown in 2D as well; where they aren’t, a pair of 2D glasses will flatten out the experience.

But for all the talk of 3D backlash, I’m increasingly certain that the golden age of stereography is only just beginning. Tens of millions of 3D TVs have been sold thus far. New cameras and phones allow anyone to take and share stereo pictures and videos. And on the horizon is the holy grail of 3D: autostereoscopic systems that work without glasses.

These displays employ the same principle as lenticular images: a fine structure of vertical lenses or lines embedded in the screen ensures that each eye sees a different view. The Nintendo 3DS currently uses this technology on a small scale. But a recent consumer electronics convention in Japan featured a 200-inch autostereoscopic screen. The setup weighs half a ton and requires dozens of projectors, but it’s a sure bet that better and cheaper versions will be in movie houses, and living rooms, sooner or later.

Cynics and grumblers will continue, for a few years at least, to dismiss 3D as unworthy of serious attention. But at this very moment, kids watching Up, or playing Call of Duty 4 on a PlayStation 3D display, are rewiring their young brains to understand the medium in ways we can barely imagine. Somewhere among them, the next Orson Welles or Stanley Kubrick is beginning to dream up new worlds, with both eyes wide open.



Maximus Clarke makes pictures and sounds in Brooklyn, and tweets at @bookofsand.

Images from top: Converted Avatar still courtesy of James Cameron's Avatar wiki; stereoview of Broadway courtesy of the NYPL Digital Gallery; Twain photo courtesy of Abuduzeedo; converted Nightmare Before Christmas still courtesy of animator Joel Fletcher; subway photo by the author; Mars Rover photo courtesy of NASA; wire-grid polarizer illustration by Bob Mellish, via Wikipedia; photo of CrystalEyes shutter glasses by Dave Pape, via Wikipedia; 3D hyper photo by the author; image from "Barbie Dreams In 3D" by Paul Johnson.

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1. “THE CASE IS CLOSED”

“For general use the single-tone [black-and-white] pictures will enormously prevail." — Rupert Hughes, screenwriter, 1923

“[Sound film] is an exhausted toy, ready to be cast aside.”—David Belasco, playwright, 1930

“Television won't last. It's a flash in the pan.”—Mary Somerville, radio broadcaster, 1948

Roger Ebert knows that 3D movies just don’t work—and they never will. This past January, he wrote: “The notion that we are asked to pay a premium to witness an inferior and inherently brain-confusing image is outrageous. The case is closed.”

As Exhibit A in support of this verdict, Ebert furnished a letter from Walter Murch, the acclaimed editor of The Godfather and Apocalypse Now. Murch has a theory about how 3D films befuddle our eyes and brain, by confounding their natural convergence and focus reflexes: “They are doing something that 600 million years of evolution never prepared them for. This is a deep problem, which no amount of technical tweaking can fix.”

Ebert and Murch aren’t the only ones who find 3D movies unpleasant, unnatural, and generally unfit for human consumption. It’s estimated that 2% to 12% of the population is “stereo blind” to some degree: unable to see fully in three dimensions. This includes people with eye alignment disorders like amblyopia or strabismus (which can sometimes be corrected with therapy), people with certain optic nerve defects and, of course, those with only one functional eye.

And some people with fully working binocular vision nonetheless consider 3D films to be a headache-inducing waste of time and money. Two years after the phenomenal success of Avatar, with a host of rather more shoddily crafted stereoscopic spectacles having come and gone in the interim, there’s talk of a “3D backlash,” and studios are scaling down their plans for new 3D extravaganzas.

But I submit that Ebert is seriously mistaken. I’ve been intrigued by 3D since first picking up a View-Master as a child, and I’ve come to understand it much better in the course of producing my own stereo images over the past couple of years. What I’ve learned about the history of the medium, how it works, why it sometimes doesn’t work, and how it’s currently evolving has convinced me that it’s here to stay.

2. “WE CLASP AN OBJECT WITH OUR EYES”

Stereography—the art and science of creating artificial three-dimensional images—has its roots in the early 19th century. British scientist Charles Wheatstone crucially summarized the theory of stereo vision in a landmark 1838 paper presented to the Royal Society: “[T]he mind perceives an object of three dimensions by means of the two dissimilar pictures projected by it on the two retinæ.”

Meanwhile, across the Channel, Louis Daguerre was developing his eponymous photographic process. Very quickly, these two discoveries were combined to create stereoscopic photography. By the 1850s, David Brewster’s stereo viewing devices—recognizable ancestors of the View-Master—had infiltrated many homes. The public appetite for stereo images was fed by firms like the London Stereoscopic Company; in its first two years of business, it sold over half a million stereoview cards, each bearing a pair of photographs taken simultaneously from adjacent viewpoints.

In an 1859 essay in The Atlantic, Oliver Wendell Holmes described binocular vision in vivid metaphor:

“We see something with the second eye which we did not see with the first; in other words, the two eyes see different pictures of the same thing, for the obvious reason that they look from points two or three inches apart. By means of these two different views of an object, the mind, as it were, feels round it and gets an idea of its solidity. We clasp an object with our eyes, as with our arms, or with our hands, or with our thumb and finger, and then we know it to be something more than a surface.”

Holmes, a great stereoscopy enthusiast, developed his own immensely popular lightweight stereo viewer design. You can still buy or build a Holmes-style stereoscope, but with a little practice, you may be able to “freeview” side-by-side stereo images without any special gear, by letting your eyes drift until the pictures converge.

Old stereo view cards aren’t hard to find; they turn up frequently at flea markets and junk shops. Online, the New York Public Library has over 42,000 stereographs of American subjects in its collection. There are countless vintage 3D images floating around elsewhere on the Internet, including pictures of world landmarks, non-Western cultures and (inevitably) naked ladies.

Victorian stereo views were the virtual reality of their era, but the faded images are something more than that now: for us, they’re a form of time travel. Viewing a 3D portrait of Abraham Lincoln, Mark Twain or Charles Dickens taken over a century ago is like looking through a slightly dusty window into a living past.

3. BOOMS AND BUSTS

The first major wave of 3D films were produced almost 90 years ago. At least 13 films using the anaglyph process (which requires glasses with 2 different-colored lenses, usually red and blue) were released between 1922 and 1925.

This was an era of experimentation; filmmakers were also beginning to explore color and sound as ways to add new dimensions to the cinematic experience. But after the success of 1927’s The Jazz Singer, sound won out, and color and 3D were virtually abandoned.

By the early 1950s, color finally began to take hold in Hollywood. A newer 3D process, using different types of polarizing filters for the left and right eye, conveyed stereo images without anaglyph’s color distortions. Studio bosses, worried about their audiences being stolen away by television, saw 3D as a way to kick the theatrical experience up a notch, and perhaps keep more bodies in seats.

The dozens of new 3D features produced during the first half of the decade included popular titles like Bwana Devil, House of Wax and Kiss Me Kate. But the costs of shipping two prints for a 3D feature, instead of one for a conventional film, and the technical complexities of keeping two projectors in sync and in focus (or else inducing audience eyestrain), proved too burdensome for studios, distributors and theaters. The boom ended so abruptly that Alfred Hitchcock’s Dial M for Murder, shot in 3D, had been downgraded to a 2D release by the time it hit screens in 1954.

The 3D medium lay mostly dormant until the 1970s, when it was used for a string of low-budget porn titles. (First link especially NSFW.) The major studios starting nosing around the technology again at the dawn of the 1980s, as they perceived a new threat emerging: the VCR. But moviegoers had mixed responses to high-profile releases like Jaws 3D and Friday the 13th Part 3. Once again, the expense and hassle of shooting, editing, printing and distributing three-dimensional films didn’t seem worth the modest box office boost. After 1986, no commercial 3D features were produced for the rest of the decade.

Over the course of the '90s, 3D re-emerged within the growing network of large-format IMAX theaters affiliated with museums and theme parks. Unsurprisingly, most of the films produced were nature documentaries or family fare. Shooting and projecting on 70mm film made for better image quality than ever before, and a high degree of technical precision at every stage minimized viewer discomfort. The IMAX 3D trend grew slowly into the 2000s.

By 2007, another 3D wave seemed to be rising. Once again, Hollywood faced disruptive competition from emerging media: HDTV and file-sharing were leading many viewers to skip the theater experience altogether. The industry geared up to give stereography another try, with a new generation of technology that would further simplify and improve the process. Digital projection systems, already being rolled out in theaters, could be configured for perfectly synchronized, sharply focused 3D much more easily than the mechanical projectors of yore.

That year, CGI animators recreated the physical sets and puppets for Tim Burton’s stop-motion animation feature The Nightmare Before Christmas in order to generate a second point of view for each frame of the film. Harry Potter and friends rode their brooms into the third dimension for the first time. And the buzz began to grow about a potentially game-changing 3D epic from James Cameron.

Avatar unspooled in late 2009. Notwithstanding a cliché storyline, its impeccable stereo visuals were a mystical prog rock album cover come to life. By the time it broke all previous box office records, scarcely a month after its release, every producer in Tinseltown was scrambling for a 3D project.

4. MORE THAN MEETS THE EYE

The elaborate processes involved in creating and delivering 3D content are supposed to deliver a more naturalistic viewing experience. The obvious irony is that from start to finish, stereography involves far more artifice than 2D image-making: double camera systems, complex editing and special effects workflows, custom projection equipment and usually some variety of special glasses.

Several different types of 3D imaging technology are in wide use these days. The oldest, dating back to 1853, is anaglyph, characterized by those red and blue (or more rarely, blue and amber) glasses. In the anaglyph process, the picture intended for the left eye is rendered in a color that’s completely absent from the image going to the right eye, and vice versa. Each lens is precisely tinted to let only one of the images through, even when the two images are superimposed on a screen or in a photographic print.

Since it’s color-based, anaglyph tends to garishly distort the hues of full-color subjects. But if the images to be conveyed are black and white, the anaglyph process doesn’t make much difference; each eye will see a monochromatic picture, and the brain can merge them effectively. Anaglyph 3D has enjoyed a DIY renaissance in the Internet era, because it can be created fairly easily with a pair of cameras and some free software, it can be displayed on any computer monitor, and it can be viewed with cheap paper glasses (you can order a free pair here).

There’s now anaglyph 3D content galore on Flickr and YouTube. NASA has even released some remarkable anaglyph images taken on the surface of Mars by paired cameras on its rovers.

But anaglyph glasses are useless in a contemporary movie theater. Polarization has been the preferred 3D theatrical projection system for over half a century (with RealD’s digital version being the current market leader). Polarized 3D was invented by Edwin Land, father of the Polaroid camera, and uses lenses which invisibly align light waves in one of two different directions. Two pictures, each projected in differently-polarized light, are combined on a screen, and the left and right lenses of the appropriate glasses sort the images out for each eye. Polarized 3D requires a special filter on the projector, and a reflective metallic screen, but its accurate color rendition and the low cost of the glasses make it Hollywood’s choice.

The growing market for 3D television sets is dominated by active shutter technology, which displays left-eye and right-eye images in rapid alternation, instead of simultaneously. Viewers wear battery-powered glasses with liquid-crystal lenses, which receive a timing signal from the TV. The left lens goes black when the screen displays the image for the right eye; then the right lens goes black and the left lens become clear just as the left-eye image appears. In theory, this happens so many times each second that it’s imperceptible.

I recently watched the movie Tron: Legacy, and part of a college football game on ESPN’s 3D channel, on an active shutter television, and it all looked pretty good. However, rapid motion or panning sometimes creates a noticeable out-of-synch flickering effect. And you have to have a very big screen (and sit close to it) to experience truly immersive 3D. The glasses are the most cumbersome part of the system: they cost $100 a pair, are much heavier than polarized or anaglyph glasses and must be recharged periodically.




5. WINDOW VIOLATIONS AND OTHER CRIMES

All the technology involved in stereography means there are plenty of things that can go wrong. Many bad 3D movie experiences result from material that’s improperly shot, processed, edited or projected.

Every type of 3D system sends a slightly different image to the left and right eye. But when the differences are too great, the brain can’t resolve them into a realistic, fully dimensional view, and the magic won’t happen. Normally, the two cameras used to capture a stereo image should be about as far apart as a person’s eyes, and pointing in the same direction. If they’re spaced wider or closer than typical eye separation distance, objects will look either smaller or larger than normal. (This can be interesting, if it’s a desired effect. Here’s an image I took with cameras spaced a foot apart; everything looks strangely miniaturized.)

Images also must be properly aligned. If the vertical alignment is off, the eyes will constantly strain to correct the problem. The horizontal alignment is just as important: it controls how close or far away objects appear. If the nearest object to the camera is perfectly aligned in the left and right images, it will seem to be just behind the screen. If more distant objects are aligned, they will appear at screen depth, and closer objects will seem to project out in front of the screen.

This effect, too, is sometimes desirable. But it quickly becomes gimmicky, then unpleasant, when overused. And it goes completely awry when an object appears to float out in space, but is also cut off along one or more edges of the screen—a so-called window violation. The brain can’t make sense of the mismatch: is the image in front of the screen or behind it?

Yet another alignment-related issue is ghosting, when the image intended to be seen by one eye is faintly visible to the other eye. Ghosting objects appear to be doubled, a distraction which can ruin the 3D effect if severe enough. This happens when the image separation technology—anaglyph, polarized or other—isn’t working as well as it should for some reason.

Other problems occur when filmmakers don’t understand the unique properties of the 3D medium. It’s been said that 3D “wants to be slow”: because the eyes and brain need a little more time to figure out the spatial geometry of each shot, the pace of the editing needs to be more leisurely. A frenetic music video or action movie shot in 3D will become unwatchable if the cuts are timed at the same speed as they would be in 2D.

Then there are the tricky issues of depth and focus. It’s common in “flat” films to see shots where something or someone is extremely close to the camera, with everything else very far away. Usually either the foreground or background objects are in focus, but not both. In a 3D film, making anything deliberately blurred can confound our optical reflexes: we’re used to choosing how far away to direct our visual focus, rather than having that choice forced upon us.

The worst 3D experiences result when a film is shot in the ordinary way, with a single camera, but then converted to 3D in post-production. This “fake 3D” requires digital simulation of a second viewpoint, and it’s hard to do well. Rush conversion jobs on Clash of the Titans and Alice in Wonderland, both released last year, presented audiences with what looked like cardboard-cutout characters in front of flat backdrops. Studio decisions to add 3D to these movies after production, and to do it cheaply, may have done more to stoke a revolt against the medium than anything else.

Given sufficient time and money, 2D-to-3D conversion can be done successfully; this summer’s Captain America is one example, and the forthcoming re-release of Titanic looks to be another. But nothing beats shooting with two cameras to begin with. And plans to convert more old films to 3D stir up bad memories of Ted Turner’s ill-starred attempts at colorizing black-and-white classics.

Ultimately, 2D and 3D movies demand different kinds of visual logic. If directors, cinematographers, editors and animators don’t understand this, they can’t make the right choices to create good stereoscopic experiences. Right now, thousands of film industry professionals are on a steep learning curve. The question is: Will enough of them become proficient at 3D filmmaking before audiences grow tired of suffering through their mistakes?

6. UNNATURAL AFFECTIONS

Walter Murch’s critique of stereography, cited by Roger Ebert, is strictly correct as far as it goes: the human visual system did not evolve to conjure depth out of a flat image. But what Murch fails to acknowledge is that we do stuff we didn’t evolve to do all the time. In fact, our brains have turned out to be pretty good at reading three dimensions into a 2D picture—we do it even when we look at a non-stereoscopic photograph or video. And as Werner Herzog reminded us in his graceful 3D documentary Cave of Forgotten Dreams, the human race has been creating flat images with the appearance of depth for tens of thousands of years. Stereography is just the latest, most elaborate form of this illusion.

We’ve all spent countless hours looking at conventional flat photo and video images, and are very skilled at interpreting them. But most of us have spent only a few hours, at most, watching artificial 3D... and as discussed above, the skill sets and techniques required to produce and reproduce quality stereoscopic images are still not all that widespread. It’s not surprising that we aren’t as good at “reading” 3D yet. But it would be foolish to believe that we can’t get better at it.

It was shortly after watching Avatar that I decided that a no-budget music video I’d been planning to shoot would be even better in 3D. I procured a pair of identical cameras, mounted them on a crossbar and started experimenting. I still haven’t finished the video, but I’ve shot thousands of stereo images (many of which are on view in anaglyph format here), and joined a worldwide community of professional and amateur stereographic enthusiasts (some of whom I’ve met through the New York Stereoptical Society).

I'm fascinated by 3D not only in spite of, but because of its artificiality. There’s an element of sorcery at work when a simple pair of glasses allows a flat screen to become a portal into another realm of depth and solidity. I suspect that on some level, many critics of 3D aren’t just upset about eyestrain or high ticket prices: they are actually unnerved by the medium’s uncanny power. Denouncing stereography as a fraud, a gimmick or a failure may be a way of covering up anxieties about its disturbing intensity. Legend has it that primitive tribesmen, confronted with the cameras of visiting anthropologists, railed against them as boxes for capturing souls. That Luddite instinct is still there, even in many of us convinced of our own sophistication. There may also be a kind of snobbery at work: 3D may be seen as too viscerally enjoyable, too much of a thrill ride, to possess the rigor and obscurity of “real art.”

The truth is that 3D is still a very young medium; the world’s most acclaimed living filmmakers have only just begun to explore it. On the heel’s of Herzog’s cave-art documentary, Wim Wenders has released Pina, a celebration of modern dance choreography. In the realm of the fantastic, Martin Scorsese’s Hugo is rapidly winning converts (even 3D grouch Roger Ebert), and, in the words of reviewer Ryan Lambie, stands out as “a reminder that cinema is and always has been an optical illusion, a trickster’s routine as intricate as a clock mechanism.”

Steven Spielberg’s first 3D outing, Tintin, produced with the same motion capture technology as Avatar, is getting mixed reviews for its formulaic qualities—but that’s nothing new for Spielberg. Francis Ford Coppola is showcasing Twixt, an experimental genre film that he remixes in real time at each screening. (This is not Coppola’s first dalliance with 3D: he directed Disney’s 1986 Michael Jackson vehicle Captain Eo, and shot 3D nude sequences for a German sex comedy called The Bellboy and the Playgirls way back in 1962.) At the same time, Ridley Scott is readying Prometheus, his 3D prequel to Alien. Scott, a former cameraman with an incomparable visual sensibility, is so smitten with stereography that he says he’ll never make another movie in 2D.

Outside of the multiplex, artists are using increasingly accessible 3D techniques for their own purposes. Claudia Kunin is transforming old family photographs into surreal stereoscopic animations. Paul Johnson is using the neglected lenticular process (familiar from novelty postcards, with images that change as they tilt) to compose whimsical but subtly unsettling Man-Ray-esque 3D shadowgrams. Maya Zack recently used mural-sized anaglyphic prints to recreate a Holocaust survivor’s prewar Berlin apartment at New York’s Jewish Museum.

To be sure, there will always be things we just don’t need or want to see in 3D. The development of motion pictures, color and sound hasn’t rendered us incapable of appreciating the art of black-and-white still photography. For those who prefer to steer clear of stereography altogether, many 3D films are now shown in 2D as well; where they aren’t, a pair of 2D glasses will flatten out the experience.

But for all the talk of 3D backlash, I’m increasingly certain that the golden age of stereography is only just beginning. Tens of millions of 3D TVs have been sold thus far. New cameras and phones allow anyone to take and share stereo pictures and videos. And on the horizon is the holy grail of 3D: autostereoscopic systems that work without glasses.

These displays employ the same principle as lenticular images: a fine structure of vertical lenses or lines embedded in the screen ensures that each eye sees a different view. The Nintendo 3DS currently uses this technology on a small scale. But a recent consumer electronics convention in Japan featured a 200-inch autostereoscopic screen. The setup weighs half a ton and requires dozens of projectors, but it’s a sure bet that better and cheaper versions will be in movie houses, and living rooms, sooner or later.

Cynics and grumblers will continue, for a few years at least, to dismiss 3D as unworthy of serious attention. But at this very moment, kids watching Up, or playing Call of Duty 4 on a PlayStation 3D display, are rewiring their young brains to understand the medium in ways we can barely imagine. Somewhere among them, the next Orson Welles or Stanley Kubrick is beginning to dream up new worlds, with both eyes wide open.



Maximus Clarke makes pictures and sounds in Brooklyn, and tweets at @bookofsand.

Images from top: Converted Avatar still courtesy of James Cameron's Avatar wiki; stereoview of Broadway courtesy of the NYPL Digital Gallery; Twain photo courtesy of Abuduzeedo; converted Nightmare Before Christmas still courtesy of animator Joel Fletcher; subway photo by the author; Mars Rover photo courtesy of NASA; wire-grid polarizer illustration by Bob Mellish, via Wikipedia; photo of CrystalEyes shutter glasses by Dave Pape, via Wikipedia; 3D hyper photo by the author; image from "Barbie Dreams In 3D" by Paul Johnson.

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How Much More Do Televisions Cost Today? http://www.theawl.com/2011/11/how-much-more-do-televisions-cost-today http://www.theawl.com/2011/11/how-much-more-do-televisions-cost-today#comments Fri, 18 Nov 2011 12:30:06 +0000 Brent Cox http://www.theawl.com/2011/11/how-much-more-do-televisions-cost-today Sometime between July and September of this year, you may have heard that America’s poor are not really all that poor. Something like this bit of wisdom from Heritage Foundation researcher Robert Rector from July 27, 2011:


How poor are America’s poor? The typical poor family has at least two color TVs, a VCR and a DVD player. A third have a widescreen, plasma or LCD TV. And the typical poor family with children has a video game system such as Xbox or PlayStation.

My goodness, that almost makes you wish you were America’s poor, doesn’t it? (Or maybe you already are—congratulations!)

The implied redefinition of 'poverty' as 'abject poverty' is certainly a conversation starter, so let's continue the conversation by looking into how much television sets have cost as the decades (decades with differing percentages of poor people) roll past. As we’ve been looking into how much things cost and when they cost it, we’ve been seeing a general trend of inflation above and beyond the increases in the cost of living. Let’s see if this is also the case with television sets.

***

Though we take television for granted, entertainment was not always so seamlessly obtained. By the 1930s we had achieved moving pictures, but we were forced to watch them outside of our homes, with other people. But the research that would eventually reach ubiquity was already in progress, all across the globe. In the United States, a young inventor named Philo T. Farnsworth was at the forefront. In fact, the first public demonstration of his device, the first all-electronic television mechanism, shooting electrons back and forth onto a screen, creating the moving image viewed, in 1934.

It was only a few short years before televisions were manufactured commercially in the United States. Programming began at the same time, but sporadically and locally, so the earliest owners of TVs were like the earliest owners of compact disc players: sitting on a space-age gizmo that could play the only four CDs available. Eventually, production of TV sets was curtailed in 1942 by the War Production Board, to free up resources for the great effort which ultimately won World War Two (our half of it, at least). Before suspension of TV manufacturing, only 7,000 sets were made, insane luxury items that were more conversation pieces than portals into the world of broadcasting, so they were priced like crocodile handbags—the first RCA model debuted at $600 in 1939. Adjusted for inflation (i.e., converting the purchasing power of six hundred 1930 dollars into 2011 dollars), that would be $9,773.

Gathering data on this topic turned out to be not as difficult as I anticipated thanks largely to the exhaustive website TVHistory.tv, which is the work of a fellow named Tom Genova. The site breaks down everything about television—the technology, the networks, the marketing, ephemera—by era and by year. If you want to, grab a few dazzling bits of trivia so that you may win the next dinner party. (First TV remote control? Zenith Flash-Matic, 1955. Was there ever a pre-cable channel one? Yes, until 1946, when the FCC reassigned the frequency.) Mr. Genova’s site is the place to go. And hidden in there is even this page, which is a convenient chart listing how much television sets cost over time. Boom.

However, the problem with comparing the costs of television sets over time is that the thing that we think of as a “television set” has mutated over the generations. Even in the past decade, think of how the cathode ray tube sets have become extinct. Is it fair to compare the cost of 12” console television from 1948, with a Mahogany cabinet designed to centerpiece a room, able only to receive local programming during limited hours (like, say, a Stromberg-Carlson, retailing at $985 installed—or $9,524 adjusted), against a 25” console from 1986, which was designed less as furniture and more as appliance, able to access the hundred or so national cable networks in addition to the various local stations, round the clock (like, say, a Sylvania, retailing at $540—or $1,115 adjusted)?

Remember also that the true-life color TVs we are so accustomed to took some time to materialize. Arguably, the first compatible (i.e., could receive shows broadcast either in black-and-white or color) electronic color TV set was the RCA CT-100, a 12½” console, which sold for $1,000 in 1953 (or $8,480 adjusted)? And even into the '60s, when you could buy a ’68 Admiral 23” color console for $349 ($2,270 adjusted), the black-and-white television was not uncommon, maybe at Grandma’s house. It wasn’t until the late 70s (when you could get a ’77 Sylvania 25” color console for $530, or $1,840 adjusted) that production of B&W TVs was halted.

What about the introduction of complimentary technologies, such as VCRs, which enabled the viewer to not be present for broadcasts, and duplicate programming for re-viewing? Or of the DVD, which took the marketing appeal of the videocassette and introduced near-theater level quality (which happened, incidentally, in 1996, when a Samsung 10” tabletop would set you back $340, or $490 adjusted)? There are a dizzying array of factors that make it almost arbitrary to try to compare these TV sets to one another, starting with the technology and the available programming, including the fact that the variation of prices within a specific time, from the high-end to the low-end product, can be pretty wide, and ending with the evolving relationship that the American family developed with the “idiot box,” during which it went from luxury to novelty to babysitter to omnipresence. Remember how you didn’t have a TV back in the '90s because you spent your entire childhood soaking in the CRT goodness and wanted to have your own tiny rebellion? Well, you probably didn’t have a rotary phone, either, but you weren’t moved to explain that to people.

Is it fair to compare? Probably not. But we’re answering the call of the Heritage Foundation premise that TV sets are a negative signifier of poverty, so we soldier on. By the way, a TV right now, in the twilight of television’s dominance as a stand-alone industry, as content increasingly becomes platform neutral? J&R’s will sell me a Viewsonic 27” LCD HDTV flatscreen for $319. That’s a pretty good deal.

***

Let’s stop talking about television sets and talk about poverty for a second, as that is the issue underlying the Heritage Foundation premise. The U.S. Census Bureau is the organization that set the “threshold” for determining poverty—what is commonly referred to as the poverty line. We all know what it means. It’s a number, and if a person’s annual income falls below that number, then this person is officially impoverished for statistical purposes. These thresholds, however, have little to do with whether this person will receive assistance from the government. Those guidelines are put out by the Department of Health and Human Services. They use discretely different analytical techniques to arrive at their figures, which do vary from the USCB threshold, though not by an awful lot.

Basically how it works is this, a statistician in the 1960s working for the Social Security Administration, Mollie Orshansky, developed a sort of a formula to determine what poverty is. The cost of living is determined, pegged to the cost of a “nutritionally adequate diet," and then numbered up into a fixed proportion of income of a person/family. This figure is adjusted each successive year based on how the Consumer Price Index changes from the year previous.

The Merriam-Webster definition of the word is, “the state of one who lacks a usual or socially acceptable amount of money or material possessions.” Of course, dictionary definitions may vary, but the concept is relative to the standards set by the rest of society.

So is the standard by which poverty is measured open to question? Of course. As federally determined, it’s based on a 40-year-old theory, so assumedly it would be weighted to reflect concern relevant to the time. Perhaps some aspect of the cost of living is overemphasized, and some other aspect is not given enough credence. Perhaps television ownership should somehow be mixed in there, to keep the process of government assistance honest.

For the record, the current HHS Poverty Guidelines are $10,890 of annual income for a single person, and $14,710 for a couple.

***

So we have the prices of a lot of television sets since their inception, and we’ve converted them to current price levels. They are as follows:

1939: $9,773
1948: $9,524
1953: $8,480
1968: $2,270
1977: $1,840
1986: $1,115
1996: $490
2011: $319

As you can plainly see, if you were graphing that, it would make a line that you could ski down. From 1939 to now, there’s a decrease of a little more than 96%. The cost of acquiring a television has absolutely plummeted.

I mentioned at the beginning of this piece the bit of research from the Heritage Foundation that launched this discussion. It’s hard not to have noticed it, because since the original Backgrounder published on July 19, they’ve wasted no opportunity to restate their premise, including another Backgrounder released on September 13, 2011, practically identical to the July 19 Backgrounder, to respond to the annual Census Bureau poverty report (which stated that the poverty rate was up to 11.7%, or 9.2 million American families). Obviously the Heritage Foundation is a think tank that is committed to communicating their message, to give official-sounding ammunition to like-minded politicians and pundits, but why are they so dead-set on viewing American poverty through rose-colored glasses? They are attempting to set the stage for the argument that less discretionary spending should be spent on the poor (because they have TV sets).

From the initial July 19 Backgrounder:


In discussions about poverty, however, misunderstanding and exaggeration are commonplace. Over the long term, exaggeration has the potential to promote a substantial misallocation of limited resources for a government that is facing massive future deficits. In addition, exaggeration and misinformation obscure the nature, extent, and causes of real material deprivation, thereby hampering the development of well-targeted, effective programs to reduce the problem. Poverty is an issue of serious social concern, and accurate information about that problem is always essential in crafting public policy.

The Heritage Foundation, in an effort to tighten government spending so that less revenue (i.e., taxes) is needed, argues that the poor aren’t really all that poor, and as long as they have a TV set (or an air conditioner, or a PS3) should have no assistance.

Now, they do acknowledge the fact that buying a TV is not as prohibitive as it might have been once. From the September Backgrounder:


Liberals use the declining relative prices of many amenities to argue that it is no big deal that poor households have air conditioning, computers, cable TV, and wide-screen TV. They contend, polemically, that even though most poor families may have a house full of modern conveniences, the average poor family still suffers from substantial deprivation in basic needs, such as food and housing. In reality, this is just not true.

Sidestepping the polemics, while researching this it was heartening to discover an item that has declined in adjusted price for once. But to propose that families below the shockingly low poverty line should either be disqualified by reason of TV ownership, or I guess live a life without a television, or an air conditioner, etc., before the social safety net kicks in, is, for lack of a better word, mean. This is poverty that we’re talking about, a relative level of living standards, not destitution. Better for the Heritage Foundation to come out and say what it means, that it believes that the well-being of its citizens is not the obligation of the government, instead of trying to shame 9.2 million families because they watch “So You Think You Can Dance” once a week.



Brent Cox is all over the Internet.

Ads courtesy of TVHistory.tv, used with permission.

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Sometime between July and September of this year, you may have heard that America’s poor are not really all that poor. Something like this bit of wisdom from Heritage Foundation researcher Robert Rector from July 27, 2011:


How poor are America’s poor? The typical poor family has at least two color TVs, a VCR and a DVD player. A third have a widescreen, plasma or LCD TV. And the typical poor family with children has a video game system such as Xbox or PlayStation.

My goodness, that almost makes you wish you were America’s poor, doesn’t it? (Or maybe you already are—congratulations!)

The implied redefinition of 'poverty' as 'abject poverty' is certainly a conversation starter, so let's continue the conversation by looking into how much television sets have cost as the decades (decades with differing percentages of poor people) roll past. As we’ve been looking into how much things cost and when they cost it, we’ve been seeing a general trend of inflation above and beyond the increases in the cost of living. Let’s see if this is also the case with television sets.

***

Though we take television for granted, entertainment was not always so seamlessly obtained. By the 1930s we had achieved moving pictures, but we were forced to watch them outside of our homes, with other people. But the research that would eventually reach ubiquity was already in progress, all across the globe. In the United States, a young inventor named Philo T. Farnsworth was at the forefront. In fact, the first public demonstration of his device, the first all-electronic television mechanism, shooting electrons back and forth onto a screen, creating the moving image viewed, in 1934.

It was only a few short years before televisions were manufactured commercially in the United States. Programming began at the same time, but sporadically and locally, so the earliest owners of TVs were like the earliest owners of compact disc players: sitting on a space-age gizmo that could play the only four CDs available. Eventually, production of TV sets was curtailed in 1942 by the War Production Board, to free up resources for the great effort which ultimately won World War Two (our half of it, at least). Before suspension of TV manufacturing, only 7,000 sets were made, insane luxury items that were more conversation pieces than portals into the world of broadcasting, so they were priced like crocodile handbags—the first RCA model debuted at $600 in 1939. Adjusted for inflation (i.e., converting the purchasing power of six hundred 1930 dollars into 2011 dollars), that would be $9,773.

Gathering data on this topic turned out to be not as difficult as I anticipated thanks largely to the exhaustive website TVHistory.tv, which is the work of a fellow named Tom Genova. The site breaks down everything about television—the technology, the networks, the marketing, ephemera—by era and by year. If you want to, grab a few dazzling bits of trivia so that you may win the next dinner party. (First TV remote control? Zenith Flash-Matic, 1955. Was there ever a pre-cable channel one? Yes, until 1946, when the FCC reassigned the frequency.) Mr. Genova’s site is the place to go. And hidden in there is even this page, which is a convenient chart listing how much television sets cost over time. Boom.

However, the problem with comparing the costs of television sets over time is that the thing that we think of as a “television set” has mutated over the generations. Even in the past decade, think of how the cathode ray tube sets have become extinct. Is it fair to compare the cost of 12” console television from 1948, with a Mahogany cabinet designed to centerpiece a room, able only to receive local programming during limited hours (like, say, a Stromberg-Carlson, retailing at $985 installed—or $9,524 adjusted), against a 25” console from 1986, which was designed less as furniture and more as appliance, able to access the hundred or so national cable networks in addition to the various local stations, round the clock (like, say, a Sylvania, retailing at $540—or $1,115 adjusted)?

Remember also that the true-life color TVs we are so accustomed to took some time to materialize. Arguably, the first compatible (i.e., could receive shows broadcast either in black-and-white or color) electronic color TV set was the RCA CT-100, a 12½” console, which sold for $1,000 in 1953 (or $8,480 adjusted)? And even into the '60s, when you could buy a ’68 Admiral 23” color console for $349 ($2,270 adjusted), the black-and-white television was not uncommon, maybe at Grandma’s house. It wasn’t until the late 70s (when you could get a ’77 Sylvania 25” color console for $530, or $1,840 adjusted) that production of B&W TVs was halted.

What about the introduction of complimentary technologies, such as VCRs, which enabled the viewer to not be present for broadcasts, and duplicate programming for re-viewing? Or of the DVD, which took the marketing appeal of the videocassette and introduced near-theater level quality (which happened, incidentally, in 1996, when a Samsung 10” tabletop would set you back $340, or $490 adjusted)? There are a dizzying array of factors that make it almost arbitrary to try to compare these TV sets to one another, starting with the technology and the available programming, including the fact that the variation of prices within a specific time, from the high-end to the low-end product, can be pretty wide, and ending with the evolving relationship that the American family developed with the “idiot box,” during which it went from luxury to novelty to babysitter to omnipresence. Remember how you didn’t have a TV back in the '90s because you spent your entire childhood soaking in the CRT goodness and wanted to have your own tiny rebellion? Well, you probably didn’t have a rotary phone, either, but you weren’t moved to explain that to people.

Is it fair to compare? Probably not. But we’re answering the call of the Heritage Foundation premise that TV sets are a negative signifier of poverty, so we soldier on. By the way, a TV right now, in the twilight of television’s dominance as a stand-alone industry, as content increasingly becomes platform neutral? J&R’s will sell me a Viewsonic 27” LCD HDTV flatscreen for $319. That’s a pretty good deal.

***

Let’s stop talking about television sets and talk about poverty for a second, as that is the issue underlying the Heritage Foundation premise. The U.S. Census Bureau is the organization that set the “threshold” for determining poverty—what is commonly referred to as the poverty line. We all know what it means. It’s a number, and if a person’s annual income falls below that number, then this person is officially impoverished for statistical purposes. These thresholds, however, have little to do with whether this person will receive assistance from the government. Those guidelines are put out by the Department of Health and Human Services. They use discretely different analytical techniques to arrive at their figures, which do vary from the USCB threshold, though not by an awful lot.

Basically how it works is this, a statistician in the 1960s working for the Social Security Administration, Mollie Orshansky, developed a sort of a formula to determine what poverty is. The cost of living is determined, pegged to the cost of a “nutritionally adequate diet," and then numbered up into a fixed proportion of income of a person/family. This figure is adjusted each successive year based on how the Consumer Price Index changes from the year previous.

The Merriam-Webster definition of the word is, “the state of one who lacks a usual or socially acceptable amount of money or material possessions.” Of course, dictionary definitions may vary, but the concept is relative to the standards set by the rest of society.

So is the standard by which poverty is measured open to question? Of course. As federally determined, it’s based on a 40-year-old theory, so assumedly it would be weighted to reflect concern relevant to the time. Perhaps some aspect of the cost of living is overemphasized, and some other aspect is not given enough credence. Perhaps television ownership should somehow be mixed in there, to keep the process of government assistance honest.

For the record, the current HHS Poverty Guidelines are $10,890 of annual income for a single person, and $14,710 for a couple.

***

So we have the prices of a lot of television sets since their inception, and we’ve converted them to current price levels. They are as follows:

1939: $9,773
1948: $9,524
1953: $8,480
1968: $2,270
1977: $1,840
1986: $1,115
1996: $490
2011: $319

As you can plainly see, if you were graphing that, it would make a line that you could ski down. From 1939 to now, there’s a decrease of a little more than 96%. The cost of acquiring a television has absolutely plummeted.

I mentioned at the beginning of this piece the bit of research from the Heritage Foundation that launched this discussion. It’s hard not to have noticed it, because since the original Backgrounder published on July 19, they’ve wasted no opportunity to restate their premise, including another Backgrounder released on September 13, 2011, practically identical to the July 19 Backgrounder, to respond to the annual Census Bureau poverty report (which stated that the poverty rate was up to 11.7%, or 9.2 million American families). Obviously the Heritage Foundation is a think tank that is committed to communicating their message, to give official-sounding ammunition to like-minded politicians and pundits, but why are they so dead-set on viewing American poverty through rose-colored glasses? They are attempting to set the stage for the argument that less discretionary spending should be spent on the poor (because they have TV sets).

From the initial July 19 Backgrounder:


In discussions about poverty, however, misunderstanding and exaggeration are commonplace. Over the long term, exaggeration has the potential to promote a substantial misallocation of limited resources for a government that is facing massive future deficits. In addition, exaggeration and misinformation obscure the nature, extent, and causes of real material deprivation, thereby hampering the development of well-targeted, effective programs to reduce the problem. Poverty is an issue of serious social concern, and accurate information about that problem is always essential in crafting public policy.

The Heritage Foundation, in an effort to tighten government spending so that less revenue (i.e., taxes) is needed, argues that the poor aren’t really all that poor, and as long as they have a TV set (or an air conditioner, or a PS3) should have no assistance.

Now, they do acknowledge the fact that buying a TV is not as prohibitive as it might have been once. From the September Backgrounder:


Liberals use the declining relative prices of many amenities to argue that it is no big deal that poor households have air conditioning, computers, cable TV, and wide-screen TV. They contend, polemically, that even though most poor families may have a house full of modern conveniences, the average poor family still suffers from substantial deprivation in basic needs, such as food and housing. In reality, this is just not true.

Sidestepping the polemics, while researching this it was heartening to discover an item that has declined in adjusted price for once. But to propose that families below the shockingly low poverty line should either be disqualified by reason of TV ownership, or I guess live a life without a television, or an air conditioner, etc., before the social safety net kicks in, is, for lack of a better word, mean. This is poverty that we’re talking about, a relative level of living standards, not destitution. Better for the Heritage Foundation to come out and say what it means, that it believes that the well-being of its citizens is not the obligation of the government, instead of trying to shame 9.2 million families because they watch “So You Think You Can Dance” once a week.



Brent Cox is all over the Internet.

Ads courtesy of TVHistory.tv, used with permission.

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The Flip Video Story: 10 Years of Iteration, Fighting the Future and Selling Out http://www.theawl.com/2011/04/the-flip-video-story-10-years-of-iteration-fighting-progress-and-selling-out http://www.theawl.com/2011/04/the-flip-video-story-10-years-of-iteration-fighting-progress-and-selling-out#comments Tue, 12 Apr 2011 14:00:40 +0000 Choire Sicha http://www.theawl.com/2011/04/the-flip-video-story-10-years-of-iteration-fighting-progress-and-selling-out Pure Digital Technologies, Founded, San Francisco, 2001.

Ritz Photo Disposable Dakota Digital One-Shot Camera: Released July, 2003, by Pure Digital Technologies. ("Each camera allows for 25 images to be taken; camera must then be returned to Ritz Camera or Wolf Camera where you can produce digital prints and a Photo CD.")

Pure Digital Funded: January 1, 2004, $28 Million.

Pure Digital's CVS One-Time-Use Camcorder: released June, 2005. ("You purchase it from any CVS location, shoot your clips, and return it for DVD processing.")

Pure Digital Point & Shoot launched: May 1, 2006. ("The camcorder plugs directly into a PC or TV and has built-in sharing software which makes it easy to archive or email home movies.")

Flip Video launched (the previous product rebranded and iterated): May 1, 2007

Pure Digital funded: May 1, 2007, $40M in Series E funding.

Flip Ultra: Iteration released September 12, 2007.

Flip Mino version released: June 4, 2008.

Ritz Camera files for bankruptcy protection, is sold: February 22, 2009.

Two million Flip Video cams sold: prior to March, 2009.

Company sold, along with its 100 employees: March 18, 2009, for $590 million, to Cisco, in stock, with Pure Digital's CEO becoming SVP and general manager of consumer products of Cisco. "It is expected that Cisco will release versions of the Flip recorders that can connect to wireless networks. There are other surprises in store as well...."

Flip Ultra and UltraHD: released Spring, 2009.

2010 Flip SlideHD: April, 2010. ("Both in spirit and in practice, the Slide seems like a perversion of Flip's essential simplicity.")

2010 Flip UltraHD: September, 2010.

Number of "surprises" or "wireless" cameras released: zero.

Former CEO of Pure Digital leaves Cisco, to "pursue new opportunities": February, 2011.

Flip Video products discontinued: April 12, 2011. Cisco restructured; 550 people laid off.

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Pure Digital Technologies, Founded, San Francisco, 2001.

Ritz Photo Disposable Dakota Digital One-Shot Camera: Released July, 2003, by Pure Digital Technologies. ("Each camera allows for 25 images to be taken; camera must then be returned to Ritz Camera or Wolf Camera where you can produce digital prints and a Photo CD.")

Pure Digital Funded: January 1, 2004, $28 Million.

Pure Digital's CVS One-Time-Use Camcorder: released June, 2005. ("You purchase it from any CVS location, shoot your clips, and return it for DVD processing.")

Pure Digital Point & Shoot launched: May 1, 2006. ("The camcorder plugs directly into a PC or TV and has built-in sharing software which makes it easy to archive or email home movies.")

Flip Video launched (the previous product rebranded and iterated): May 1, 2007

Pure Digital funded: May 1, 2007, $40M in Series E funding.

Flip Ultra: Iteration released September 12, 2007.

Flip Mino version released: June 4, 2008.

Ritz Camera files for bankruptcy protection, is sold: February 22, 2009.

Two million Flip Video cams sold: prior to March, 2009.

Company sold, along with its 100 employees: March 18, 2009, for $590 million, to Cisco, in stock, with Pure Digital's CEO becoming SVP and general manager of consumer products of Cisco. "It is expected that Cisco will release versions of the Flip recorders that can connect to wireless networks. There are other surprises in store as well...."

Flip Ultra and UltraHD: released Spring, 2009.

2010 Flip SlideHD: April, 2010. ("Both in spirit and in practice, the Slide seems like a perversion of Flip's essential simplicity.")

2010 Flip UltraHD: September, 2010.

Number of "surprises" or "wireless" cameras released: zero.

Former CEO of Pure Digital leaves Cisco, to "pursue new opportunities": February, 2011.

Flip Video products discontinued: April 12, 2011. Cisco restructured; 550 people laid off.

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The Real Times Square Video Hijack http://www.theawl.com/2011/03/the-real-times-square-video-hijack http://www.theawl.com/2011/03/the-real-times-square-video-hijack#comments Wed, 23 Mar 2011 13:20:05 +0000 Choire Sicha http://www.theawl.com/2011/03/the-real-times-square-video-hijack This time it's not a hoax: man can actually hijack Times Square screens. Congrats, Adi Isakovic!

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This time it's not a hoax: man can actually hijack Times Square screens. Congrats, Adi Isakovic!

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What Can Confession Mean Now? http://www.theawl.com/2011/02/what-can-confession-mean-now http://www.theawl.com/2011/02/what-can-confession-mean-now#comments Mon, 14 Feb 2011 17:30:19 +0000 Chris Lehmann http://www.theawl.com/2011/02/what-can-confession-mean-now The determined forays of hallowed Western faith traditions into the digital-media world rarely produce a non-embarrassing outcome. There are your teen-themed “Bible-zine” translations. There are your evangelical trade shows. There are your media churches. But the recent news that the Catholic Church was launching a quasi-official confession app on the iPhone was something else again—and not just because it got snapped up in the related Maureen Dowd column-generating software.

To be fair, the app—the brainchild of a pair of entrepreneurial Indiana-based Catholic brothers, Patrick and Chip Leinen—is not designed to supplant the traditional rite of confession, spoken in anonymity to a real-life priest sequestered in a box. It’s more in the nature of a confession aid—a customized digital enounter tailored to the special needs of a particular sinning demographic. “A priest won't have the same examination as a teen girl or a married man,” Patrick Leinen told the Catholic News Agency. "You will get something unique to you.” A scalable examination of the human conscience may not yet prompt a boom in digital contrition—at least not until it’s somehow customized further to work on an Angry Birds platform—but it’s something of a formal breakthrough for a faith tradition that hasn’t exactly made “user-friendliness” a watchword. (One also assumes that if the Church-sanctioned app solicits a confession of sexual abuse from a member of the clergy, it will trigger a Mission Impossible-style immolation of app, phone and—who knows?—user.)

Being no strangers to the hierarchical cast of Catholic devotion themselves, the Leinens cite the authority of the papal bureaucracy—namely, the directive from Pope Benedict XVI calling for greater engagement with the social media platforms favored by today’s youth. The Leinen brothers also took pains to win the imprimatur of South Bend Bishop Kevin C. Rhodes, and collaborated on the finer points of the app’s graduated sin-inspection software with a pair of priests, Thomas G. Weinandy, the executive director of the U.S. bishops’ Secretariat for Doctrine and Pastoral Practices, and Dan Scheidt, pastor of Queen of Peace Catholic Church in the nearby Indiana town of Mishawaka.

Still, for all this ex officio punctiliousness, one can’t help feeling that a confession app is a bit off-base. For one thing, it’s aimed at generating a profit, costing $1.99 per user. Has the senior Church hierarchy really forgotten that a mere six hundred years or so ago the open retailing of priestly forgiveness furnished a central grievance of the Reformation?

More troubling still is the question of anonymity. Yes, we are assured, the security protocols of the confession software are sound, but there’s a more fundamental reason that iPhone apps fall under the generic rubric of “social media”—users generally employ them in complete indifference to their surroundings, further denaturing the increasingly porous cultural boundaries that separate out public and private conduct. While the app may ultimately land a wrongdoer in front of a duly solemn confessor in the designated sanctum of a church, completing a subjective moral inventory isn’t something that’s meant to be done during some dead time on a conference call, or while you’re impatiently scouring the departure board at Grand Central Station.

In other words, it’s probably best that the buildup to confession be inconvenient, with a minimum of media distraction involved. According to all manner of Christian moralists, divine judgment is a harrowingly solitary affair, and one reason that the priest in the confession box is concealed—apart from ensuring full anonymity to both parties in confession—is to symbolize the impersonal nature of god’s judgment. Without that screened-in generic symbol of divine authority, Church fathers reckoned, confessors would be apt to conceal their mortal sins out of a sense of personal shame. Initiating that same process via an iPhone app, by contrast, is a bit like trying to administer extreme unction via a Netflix stream. There’s a reason that a fully mechanized vision of the confessional was trotted out as a joke, after all, in Woody Allen’s futurist farce Sleeper (back in 1973, that is, where the innovation seemed laughably remote, and Allen was still capable of executing convincing jokes on film).

Viewed from the logic of the new information age, a digitized confession is but another step in the broader diffusion of the vital human stuff of soul, intelligence and selfhood—the cyber-utopian, new-machine dynamism that Clay Shirky and Chris Anderson hymn (in different keys, to be fair) before the mirror each morning in their own rote and priestly fashion. Still, for all the soothing appurtenances that attach to way-new digital faith, it’s hard to see how the duly wired believer can significantly advance behind the dour Catholic counsel of Blaise Pascal: “All men’s miseries derive from not being able to sit in a quiet room alone.”



Chris Lehmann has been our religion columnist.

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The determined forays of hallowed Western faith traditions into the digital-media world rarely produce a non-embarrassing outcome. There are your teen-themed “Bible-zine” translations. There are your evangelical trade shows. There are your media churches. But the recent news that the Catholic Church was launching a quasi-official confession app on the iPhone was something else again—and not just because it got snapped up in the related Maureen Dowd column-generating software.

To be fair, the app—the brainchild of a pair of entrepreneurial Indiana-based Catholic brothers, Patrick and Chip Leinen—is not designed to supplant the traditional rite of confession, spoken in anonymity to a real-life priest sequestered in a box. It’s more in the nature of a confession aid—a customized digital enounter tailored to the special needs of a particular sinning demographic. “A priest won't have the same examination as a teen girl or a married man,” Patrick Leinen told the Catholic News Agency. "You will get something unique to you.” A scalable examination of the human conscience may not yet prompt a boom in digital contrition—at least not until it’s somehow customized further to work on an Angry Birds platform—but it’s something of a formal breakthrough for a faith tradition that hasn’t exactly made “user-friendliness” a watchword. (One also assumes that if the Church-sanctioned app solicits a confession of sexual abuse from a member of the clergy, it will trigger a Mission Impossible-style immolation of app, phone and—who knows?—user.)

Being no strangers to the hierarchical cast of Catholic devotion themselves, the Leinens cite the authority of the papal bureaucracy—namely, the directive from Pope Benedict XVI calling for greater engagement with the social media platforms favored by today’s youth. The Leinen brothers also took pains to win the imprimatur of South Bend Bishop Kevin C. Rhodes, and collaborated on the finer points of the app’s graduated sin-inspection software with a pair of priests, Thomas G. Weinandy, the executive director of the U.S. bishops’ Secretariat for Doctrine and Pastoral Practices, and Dan Scheidt, pastor of Queen of Peace Catholic Church in the nearby Indiana town of Mishawaka.

Still, for all this ex officio punctiliousness, one can’t help feeling that a confession app is a bit off-base. For one thing, it’s aimed at generating a profit, costing $1.99 per user. Has the senior Church hierarchy really forgotten that a mere six hundred years or so ago the open retailing of priestly forgiveness furnished a central grievance of the Reformation?

More troubling still is the question of anonymity. Yes, we are assured, the security protocols of the confession software are sound, but there’s a more fundamental reason that iPhone apps fall under the generic rubric of “social media”—users generally employ them in complete indifference to their surroundings, further denaturing the increasingly porous cultural boundaries that separate out public and private conduct. While the app may ultimately land a wrongdoer in front of a duly solemn confessor in the designated sanctum of a church, completing a subjective moral inventory isn’t something that’s meant to be done during some dead time on a conference call, or while you’re impatiently scouring the departure board at Grand Central Station.

In other words, it’s probably best that the buildup to confession be inconvenient, with a minimum of media distraction involved. According to all manner of Christian moralists, divine judgment is a harrowingly solitary affair, and one reason that the priest in the confession box is concealed—apart from ensuring full anonymity to both parties in confession—is to symbolize the impersonal nature of god’s judgment. Without that screened-in generic symbol of divine authority, Church fathers reckoned, confessors would be apt to conceal their mortal sins out of a sense of personal shame. Initiating that same process via an iPhone app, by contrast, is a bit like trying to administer extreme unction via a Netflix stream. There’s a reason that a fully mechanized vision of the confessional was trotted out as a joke, after all, in Woody Allen’s futurist farce Sleeper (back in 1973, that is, where the innovation seemed laughably remote, and Allen was still capable of executing convincing jokes on film).

Viewed from the logic of the new information age, a digitized confession is but another step in the broader diffusion of the vital human stuff of soul, intelligence and selfhood—the cyber-utopian, new-machine dynamism that Clay Shirky and Chris Anderson hymn (in different keys, to be fair) before the mirror each morning in their own rote and priestly fashion. Still, for all the soothing appurtenances that attach to way-new digital faith, it’s hard to see how the duly wired believer can significantly advance behind the dour Catholic counsel of Blaise Pascal: “All men’s miseries derive from not being able to sit in a quiet room alone.”



Chris Lehmann has been our religion columnist.

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CES: Shiny Things To Actually Want http://www.theawl.com/2011/01/ces-objects-and-devices-to-actually-want http://www.theawl.com/2011/01/ces-objects-and-devices-to-actually-want#comments Fri, 07 Jan 2011 12:30:43 +0000 Choire Sicha http://www.theawl.com/2011/01/ces-objects-and-devices-to-actually-want

Recently I was talking with Paul Graham, of genius startup incubator Y Combinator, for a story, and, while on a tangent, he made a case to the tablet-adverse folks like me. "The tablet, I believe now it's pretty safe to say, is the next model of computer," he said. "I think twenty years from now, kids will say, 'What's a computer?' And we'll say, 'Oh back before you used an iPad or an Android device for browsing the web, you had to use this thing with a keyboard and a big monitor.'" And I was like, really? (People like me, who use computers for text, find this idea slightly scary.) And he was like, yeah, dummy, basically: "It's still risky! But I'm pretty much ready to call it at this point." He also noted that, of startups he has seen, that "five years ago, everyone was starting a web startup. And now they're all—well, not all—they're starting things that build upon tablets." Believe it. So I've tried to pay particular attention to tablets during this CES. There's a ton of them! And I guess I'd better get used to loving them. Actually they're not so scary!

While we wait for the supposedly iterative iPad 2, there is, for instance, the BlackBerry Playbook. There are tons of tablets coming down the pike in various stripes—the Samsung Galaxy Tab (it should be a Mario Kart competitor with that name, maybe?), for instance—and none of them really feel dominant but what'll happen is that they'll all rise together. And you know what? Even the Apple fanboys like the Playbook, mostly.

And actually? I like its scale, compared to the iPad. What's also happening is we're getting everything in every size: the Samsung Infuse 4G phone is like... almost a tablet? Like a phone-sized tablet?

And the Motorola Xoom, even? Yeah, there's a ton! The HuffPo actually did something useful with a slideshow comparing 11 tablets at the show. Enjoy those pics, some of those you'll never see in the wild, because, what, gosh, hmm.

So in a sense, with all this wild market diversity, I think we can start to see how devices will be devices—phone-tablets, pad-phones, all kinds of things—particularly if we end up with bendable and transparent screens, yes please. And also? They're gonna be so cheap.

As far as everything else, what people love are the smart little things. Like Yorbuds, the world's ugliest and maybe-best in-ear headphones. And? I mean, why didn't this exist already: the iPad game joystick! That is a huge "duh." Possibly you could build it yourself for $3 at the hardware store? But who among us will! Frankly I would also enjoy snow goggles with an HD video camera, because, why not? Totally ludicrous, but rich people need hilarious things too.

Of course, the one thing that gets people of all stripes excited, for whatever reason, is a beautiful TV. People are predictable in this fashion! So it's not surprising to hear things like this:


PUT THIS IN MY LIVING ROOM NOOWWWWW. http://gizmo.do/gZrCM8 I WANT TO SLEEP ON IT AND EAT OFF IT.Thu Jan 06 01:36:41 via Tweetie for Mac

Well? Yes. Sony can do that from time to time. I mean... yes.

CES content is sponsored by BestBuyOn.com. Sponsored posts are purely editorial content that we are pleased to have presented by a participating sponsor; advertisers do not produce the content.

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Recently I was talking with Paul Graham, of genius startup incubator Y Combinator, for a story, and, while on a tangent, he made a case to the tablet-adverse folks like me. "The tablet, I believe now it's pretty safe to say, is the next model of computer," he said. "I think twenty years from now, kids will say, 'What's a computer?' And we'll say, 'Oh back before you used an iPad or an Android device for browsing the web, you had to use this thing with a keyboard and a big monitor.'" And I was like, really? (People like me, who use computers for text, find this idea slightly scary.) And he was like, yeah, dummy, basically: "It's still risky! But I'm pretty much ready to call it at this point." He also noted that, of startups he has seen, that "five years ago, everyone was starting a web startup. And now they're all—well, not all—they're starting things that build upon tablets." Believe it. So I've tried to pay particular attention to tablets during this CES. There's a ton of them! And I guess I'd better get used to loving them. Actually they're not so scary!

While we wait for the supposedly iterative iPad 2, there is, for instance, the BlackBerry Playbook. There are tons of tablets coming down the pike in various stripes—the Samsung Galaxy Tab (it should be a Mario Kart competitor with that name, maybe?), for instance—and none of them really feel dominant but what'll happen is that they'll all rise together. And you know what? Even the Apple fanboys like the Playbook, mostly.

And actually? I like its scale, compared to the iPad. What's also happening is we're getting everything in every size: the Samsung Infuse 4G phone is like... almost a tablet? Like a phone-sized tablet?

And the Motorola Xoom, even? Yeah, there's a ton! The HuffPo actually did something useful with a slideshow comparing 11 tablets at the show. Enjoy those pics, some of those you'll never see in the wild, because, what, gosh, hmm.

So in a sense, with all this wild market diversity, I think we can start to see how devices will be devices—phone-tablets, pad-phones, all kinds of things—particularly if we end up with bendable and transparent screens, yes please. And also? They're gonna be so cheap.

As far as everything else, what people love are the smart little things. Like Yorbuds, the world's ugliest and maybe-best in-ear headphones. And? I mean, why didn't this exist already: the iPad game joystick! That is a huge "duh." Possibly you could build it yourself for $3 at the hardware store? But who among us will! Frankly I would also enjoy snow goggles with an HD video camera, because, why not? Totally ludicrous, but rich people need hilarious things too.

Of course, the one thing that gets people of all stripes excited, for whatever reason, is a beautiful TV. People are predictable in this fashion! So it's not surprising to hear things like this:


PUT THIS IN MY LIVING ROOM NOOWWWWW. http://gizmo.do/gZrCM8 I WANT TO SLEEP ON IT AND EAT OFF IT.Thu Jan 06 01:36:41 via Tweetie for Mac

Well? Yes. Sony can do that from time to time. I mean... yes.

CES content is sponsored by BestBuyOn.com. Sponsored posts are purely editorial content that we are pleased to have presented by a participating sponsor; advertisers do not produce the content.

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Where To Watch TV (And Where Not To) http://www.theawl.com/2010/12/where-to-watch-tv-and-where-not-to http://www.theawl.com/2010/12/where-to-watch-tv-and-where-not-to#comments Tue, 28 Dec 2010 11:00:17 +0000 Adam Frucci http://www.theawl.com/2010/12/where-to-watch-tv-and-where-not-to
These days, you can watch TV pretty much anywhere. Be it on your actual TV, on your laptop, on your phone or on a tablet, they've made it pretty easy to entertain yourself wherever you are. But with all that freedom comes responsibility: responsibility to watch TV only when and where is appropriate. Let me help.

Your Living Room
Obviously, this is fine. This is where you have always watched TV, and it is where you should continue to watch TV. I mean, come on. You don't need my permission to watch TV in your living room.

Your Office
You are probably not supposed to be watching TV in your office. You're supposed to be working! But really, if you're able to sneak in 15 minutes of streaming TV here and there, I say go for it. Nobody works for 8 hours straight; you've gotta have your little breaks to keep your brain from melting. So this is as an appropriate setting for TV watching as you're able to make it.

The Bedroom
People like having TVs in the bedroom. Lying in bed and watching TV is nice! But I'm going say you really shouldn't be watching TV in bed on a regular basis. The bedroom should be for bedroom things, like sleeping and having sex and making forts out of your sheets. Falling asleep to the TV every night is lousy for both your sleeping habits and your lovemaking habits, if you're sharing a bed with a significant other. Maybe it's fine to watch something on your laptop or on a tablet in bed every once in a while, but having a TV at the end of your bed that's used daily is bad news.

The Bathroom
Yes, yes, a million times yes. I think that smartphones, and the ability to watch TV on said smartphones, has been the biggest improvement to bathroom habits since indoor plumbing. What better way to pass the time than with an "SNL" sketch or an act of "30 Rock"? The only real question is whether you're going to watch TV or play Angry Birds when you spend time on the commode.

The Gym
This is another one of those perfect places to watch TV, a place that feels completely different now that watching TV is even an option. I mean, what did we do before we could watch TV while on the elliptical? Read magazines? Think about things that happened to us earlier that day? Ugh.

The Car
If you're a passenger in a car, being able to watch TV while stuck in traffic is a godsend, particularly if you're under the age of 12. I am pretty bitter that I missed the era of back seat entertainment systems when I was a kid; instead I was stuck with guessing games and conversation with my family, which, gross. Of course, if you're driving, if you watch TV you're a pretty serious asshole. Yet somehow, people still do this! Come on, people: dying in a car accident because you were distracted by "Top Chef" makes for a pretty embarrassing obit.

A Party
Unless you're at a party based around watching a TV show, like a "Mad Men" party or something, don't be that guy watching a show on his phone while at a party. That's only slightly better than watching TV while driving, and watching TV while driving has a good chance of killing you.

Church
This one really all depends on why you're at church. If you're there because you really want to be there, watching TV on your phone is probably not crossing your mind. But if you've been dragged there against your will, I don't see anything wrong with entertaining yourself with headphones in Homer Simpson style. If you don't believe in god, the only judgement you'll have to worry about are the people in the pews around you.



This post brought to you by Xfinity from Comcast. The views expressed here are solely those of the author and do not necessarily represent the views of Comcast or its partners.

Adam Frucci is the editor of Splitsider, where he watches TV all day long.

Photo by Cloudzilla from Flickr.

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These days, you can watch TV pretty much anywhere. Be it on your actual TV, on your laptop, on your phone or on a tablet, they've made it pretty easy to entertain yourself wherever you are. But with all that freedom comes responsibility: responsibility to watch TV only when and where is appropriate. Let me help.

Your Living Room
Obviously, this is fine. This is where you have always watched TV, and it is where you should continue to watch TV. I mean, come on. You don't need my permission to watch TV in your living room.

Your Office
You are probably not supposed to be watching TV in your office. You're supposed to be working! But really, if you're able to sneak in 15 minutes of streaming TV here and there, I say go for it. Nobody works for 8 hours straight; you've gotta have your little breaks to keep your brain from melting. So this is as an appropriate setting for TV watching as you're able to make it.

The Bedroom
People like having TVs in the bedroom. Lying in bed and watching TV is nice! But I'm going say you really shouldn't be watching TV in bed on a regular basis. The bedroom should be for bedroom things, like sleeping and having sex and making forts out of your sheets. Falling asleep to the TV every night is lousy for both your sleeping habits and your lovemaking habits, if you're sharing a bed with a significant other. Maybe it's fine to watch something on your laptop or on a tablet in bed every once in a while, but having a TV at the end of your bed that's used daily is bad news.

The Bathroom
Yes, yes, a million times yes. I think that smartphones, and the ability to watch TV on said smartphones, has been the biggest improvement to bathroom habits since indoor plumbing. What better way to pass the time than with an "SNL" sketch or an act of "30 Rock"? The only real question is whether you're going to watch TV or play Angry Birds when you spend time on the commode.

The Gym
This is another one of those perfect places to watch TV, a place that feels completely different now that watching TV is even an option. I mean, what did we do before we could watch TV while on the elliptical? Read magazines? Think about things that happened to us earlier that day? Ugh.

The Car
If you're a passenger in a car, being able to watch TV while stuck in traffic is a godsend, particularly if you're under the age of 12. I am pretty bitter that I missed the era of back seat entertainment systems when I was a kid; instead I was stuck with guessing games and conversation with my family, which, gross. Of course, if you're driving, if you watch TV you're a pretty serious asshole. Yet somehow, people still do this! Come on, people: dying in a car accident because you were distracted by "Top Chef" makes for a pretty embarrassing obit.

A Party
Unless you're at a party based around watching a TV show, like a "Mad Men" party or something, don't be that guy watching a show on his phone while at a party. That's only slightly better than watching TV while driving, and watching TV while driving has a good chance of killing you.

Church
This one really all depends on why you're at church. If you're there because you really want to be there, watching TV on your phone is probably not crossing your mind. But if you've been dragged there against your will, I don't see anything wrong with entertaining yourself with headphones in Homer Simpson style. If you don't believe in god, the only judgement you'll have to worry about are the people in the pews around you.



This post brought to you by Xfinity from Comcast. The views expressed here are solely those of the author and do not necessarily represent the views of Comcast or its partners.

Adam Frucci is the editor of Splitsider, where he watches TV all day long.

Photo by Cloudzilla from Flickr.

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I Just Deposited a Check in My Bank Using My Phone??? http://www.theawl.com/2010/12/i-just-deposited-a-check-in-my-bank-using-my-phone http://www.theawl.com/2010/12/i-just-deposited-a-check-in-my-bank-using-my-phone#comments Wed, 22 Dec 2010 13:00:43 +0000 Choire Sicha http://www.theawl.com/2010/12/i-just-deposited-a-check-in-my-bank-using-my-phone SERIOUSLY I just DEPOSITED A CHECK INSIDE MY BANK WHILE BEING INSIDE MY OWN HOME, by taking "pictures" of the "check" with my "smart phone" and then suddenly the "money" is "in" the BANK. (Well okay it is "pending," and if they "accept" it then I just get to "destroy" (their word!) the check? (I love to imagine how many lawyers worked on choosing "destroy" so that it would limit liability; "destroy" is so total but note that it does not specify a manner of destruction.)) So now I will never leave the house again, until my next "smart phone" breaks and I have to go buy a new one.

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SERIOUSLY I just DEPOSITED A CHECK INSIDE MY BANK WHILE BEING INSIDE MY OWN HOME, by taking "pictures" of the "check" with my "smart phone" and then suddenly the "money" is "in" the BANK. (Well okay it is "pending," and if they "accept" it then I just get to "destroy" (their word!) the check? (I love to imagine how many lawyers worked on choosing "destroy" so that it would limit liability; "destroy" is so total but note that it does not specify a manner of destruction.)) So now I will never leave the house again, until my next "smart phone" breaks and I have to go buy a new one.

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