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Wednesday, April 02, 2008
Summoner Geeks Via Haibane.info, I stumbled across this: It's pretty funny and I got a little curious about the history of this thing. Apparently a sketch comedy troupe in Wisconsin called the Dead Alewives put together an album featuring a parody of Dungeons & Dragons. The audio skit is pretty funny by itself, and it's been making the rounds on radio and the internet ever since the mid 1990s. In 2000, a bunch of developers at a video game company, Volition (they made Descent, Red Faction, and of course, Summoner), made an animated version, and distrubuted it along with their games (it's in some promotional material and if you win the game, you see it there as well). So it went from an improvisational comedy group, to a CD they made, to the radio, to the internet, got mashed up with visuals from other video games, and has now finally made its way to me (about 12 years later). ![]()
Sunday, March 23, 2008
Vigilantes I recently finished watching both seasons of Dexter. The series has a fascinating premise: the titular hero, Dexter Morgan, is a forensic analyst (he's a "blood spatter expert") for the Miami police by day, but a serial killer by night. He operates by a "code," only murdering other murderers (usually ones who've beaten the system). The most interesting thing about Dexter's code is the implication that he does not follow the code out of some sort of dedication to morality or justice. He knows what he does is evil, but he follows his code because it's the most constructive way to channel his aggression. Of course, the code is not perfect, and a big part of the series is how the code shapes him and how he, in turn, shapes it. To be honest, watching the series is a little odd and disturbing when you realize that you're essentially rooting for a serial killer (an affable and charming one, to be sure, but that's part of why it's disturbing). I started to think about this a bit, and several other examples of similar characters came to mind. There's a lot more to the series, but I don't want to ruin it with a spoiler-laden discussion here. Instead, I want to talk about vigilantes. Despite the lack of concern for justice (or perhaps because of that), Dexter is essentially a vigilante... someone who takes the law into his own hands. There is, of course, a long history of vigilantism, in both real life and art. Indeed, many classic instances happened long before the word vigilante was coined - for example, Robin Hood. He stole from the rich to give to the poor, and was immortalized as a folk hero whose tales are still told to this day. I think there is a certain cultural fascination with vigilantes, especially vigilantes in art. Take superheroes, most of whom are technically vigilantes. Sure, many stand for all that is good in the world and often cite truth and justice as motivation, but the evolution of comic books shows something interesting. I haven't read a whole lot of comic books (especially of the superhero kind), but the impression I get is that when the craze started in the 1930s, it was all about heroics and people serving the common good. There was also a darker edge to some of them, and that edge has grown as time progressed. Batman is probably the most relevant to this discussion, as he shares a complicated relationship with the police and a certain above-the-law attitude towards solving crimes. Interestingly, the Batman of the 1930s was probably a darker, more violent superhero than he was in the 1940s, when one editor issued a decree that the character could no longer kill or use a gun. As such, the postwar Batman became more of an upstanding citizen, and the stories took on a lighter tone (definitely an understandable direction, considering what the world had been through). I'm sure I'm butchering the Batman chronology here, but the next sigificant touchstone for Batman came in 1986, with the publication of Batman: The Dark Knight Returns. Written and drawn by Frank Miller, the series reintroduced Batman as a dark, brooding character with complex psychological issues. A huge success, this series ushered in a new era of "grim and gritty" superheros that still holds today. In general, our superheroes have become much more conflicted. Many (like Batman) tackle the vigilante aspect head on, and if you look at something like Watchmen (or The Incredibles, if you want a lighter version), you can see a shift in the way such stories are told. I'm sure there are literally hundreds of other examples in the comic book world, but I want to shift gears for a moment and examine another cultural icon that Dexter reminded me of: Dirty Harry. Inspector Harry Callahan is an incredibly popular character, but apparently not with critics: Critics have rarely cracked the whip harder than on the Dirty Harry film series, which follows the exploits of a trigger-happy San Francisco cop named Harry Callahan and his junior partners, usually not long for this world. On its release in 1971, Dirty Harry was trounced as 'fascist medievalism' by the potentate of the haut monde critic set, Pauline Kael, as well as aspiring Kaels like young Roger Ebert. Especially irksome to the criterati was a key moment in the film when Inspector Callahan, on the trail of an elusive serial sniper, is reprimanded by his superiors for not taking into account the suspect's Miranda rights. Callahan replies, through clenched teeth, "Well, I'm all broken up about that man's rights." Take that, Miranda.I should say that critics often give the film (at least, the first one) generally good overall marks, praising its "suspense craftsmanship" or calling it "a very good example of the cops-and-killers genre." But I'm fascinated by all the talk of fascism. Despite working within the system, Dirty Harry indeed does take the law into his own hands, and in doing so he ignores many of our treasured Constitutional freedoms. And yet we all cheer him on, just as we cheer Batman and Dexter. Why are these characters so popular? Why do we cheer such characters on even when we know what they're doing is ultimately wrong? I think it comes down to desire. We all desire justice. We want to see wrongs being made right, yet every day we can turn on the TV and watch non-stop failures of our system, whether it be rampant crime or a criminal going free or any other number of indignities. Now, I'm not an expert, but I don't think our society today is much worse off than it was, say, a hundred years ago (In fact, I think we're significantly better off, but that's another discussion). The big difference is that information is disseminated more widely and quickly, and dramatic failures of the system are attention grabbing, so that's what we get. What's more, these stories tend to focus on the most dramatic, most obscene examples. It's natural for people to feel helpless in the face of such news, and I think that's why everyone tends to embrace vigilante stories (note that people don't generally embrace actual real-life vigilantes - that's important, and we'll get to that later). Such stories serve many purposes. They allow us to cope with life's tragedies, internalize them and in some way comfort us, but as a deeper message, they also emphasize that the world is not perfect, and that we'll probably never solve the problem of crime. In some ways, they act as a critique of our system, pointing out it's imperfections and thereby making sure we don't become complacent in the ever-changing fight against crime. Of course, there is a danger to this way of thinking, which is why critics like Pauline Kael get all huffy when they watch something like Dirty Harry. We don't want to live in a police state, and to be honest, a real cop who acted like Dirty Harry would probably be an awful cop. Films like that deal in extremes because they're trying to make a point, and it's easy to misinterpret such films. I doubt people would really accept a cop like Dirty Harry. Sure, some folks might applaud his handling of the Scorpio case that the film documents (audiences certainly did!), but police officers don't handle a single case in the course of their career, and most cases aren't that black and white either. Dirty Harry would probably be fired out here in the real world. Ultimately, while we revel in such entertainment, we don't actually want real life to imitate art in this case. However, that doesn't mean we enjoy hearing about a vicious drug dealer going free because the rules of evidence were not followed to the letter. I think deep down, people understand that concepts like the rules of evidence are important, but they can also be extremely frustrating. This is why we have conflicting emotions when we watch the last scene in Dirty Harry, in which he takes off his police badge and throws it into the river. I think this is a large part of why vigilante stories have evolved. Comic book heroes like Batman have become more conflicted, and newer comic books often deal with the repercussions of vigilatism. The Dirty Harry sequel, Magnum Force, was apparently made as a direct answer to the critics of Dirty Harry who thought that film was openly advocating law-sanctioned vigilantism. In Magnum Force, the villains are vigilante cops. Then you have modern day vigilantes like Dexter, which pumps audiences full of conflicting emotions. I like this guy, but he's a serial killer. He's stopping other killers, but he's doing so in such a disturbing way. Are vigilante stories fascist fantasies? Perhaps, but fantasies aren't real. They're used to illustrate something, and in the case of vigilante fantasies, they illustrate a desire for justice. The existence of a show like Dexter will repulse some people and that's certainly an understandable reaction. In fact, I think that's exactly what the show's creators want to do. They're walking the line between satisfying the desire for justice while continually noting that Dexter is not a good person. Ironically, what would repulse me more would be the complete absence of stories like Dexter, because the only way such a thing could happen would be if everyone thought our society was perfect. Perhaps someday concepts like justice and crime will be irrelevant, but that day ain't coming soon, and until it does, we'll need such stories, if only to remind us that we don't live in a perfect world. ![]()
Sunday, December 23, 2007
The Two Days of Christmas I suppose I could have done a 12 days of Christmas post in the vein of the 4 weeks of Halloween posts, but there's obviously no time left. So here are a few things I've watched, read, or listened to recently in preparation for Christmas.
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Wednesday, December 05, 2007
Rhetorical Strategy Every so often, I see someone who is genuinely concerned with reaching the unreachable. Whether it be scientists who argue about how to frame their arguments, alpha-geek programmers who try to figure out how to reach typical, average programmers, or critics who try to open a dialogue with feminists. Debates tend to polarize, and when it comes to politics or religion, assumptions of bad faith on both sides tend to derail discussions pretty quickly. How do you reach the unreachable? Naturally, the topic is much larger than a single blog entry, but I did run accross an interesting post by Jon Udell that outlines Charles Darwin's rhetorical strategy in the book, On the Origin of Species (which popularized the theory of evolution). Darwin, says Slatkin, was like a salesman who finds lots of little ways to get you to say yes before you're asked to utter the big yes. In this case, Darwin invited people to affirm things they already knew, about a topic much more familiar in their era than in ours: domestic species. Did people observe variation in domestic species? Yes. And as Darwin piles on the examples, the reader says, yes, yes, OK, I get it, of course I see that some pigeons have longer tail feathers. Did people observe inheritance? Yes. And again, as he piles on the examples, the reader says yes, yes, OK, I get it, everyone knows that that the offspring of longer-tail-feather pigeons have longer tail feathers.I think Udell simplifies the inception and development of the idea of evolution, but I think the point generally holds. Darwin's ideas didn't come into mainstream prominence until he published his book, decades after he had begun his work. Obviously, Darwin's strategy isn't applicable in every situation, but it is an interesting place to start (I suppose we should keep in mind that evolution is still controversial amongst the mainstream)... ![]()
Wednesday, November 28, 2007
Facial Expressions and the Closed Eye Syndrome I've been reading Malcolm Gladwell's book, Blink, and one of the chapters focuses on the psychology of facial expressions. Put simply, we wear our emotions on our face, and some enterprising psychologists took to mapping the distinct muscular movements that the human face can make. It's an interesting process, and it turns out that people who learn these facial expressions (of which there are many) are eerily good at recognizing what people are really thinking, even if they aren't trying to show it. It's almost like mind reading, and we all do it to some extent or another (mostly, we do it unconsciously). Body language and facial expressions are packed with information, and we'd all be pretty much lost without that kind of feedback (perhaps why misunderstandings are more common on the phone or in email). Most of the time, our expressions are voluntary, but sometimes they're not. Even if we're trying to suppress our expressions, a fleeting look may cross our faces. Often, these "micro-expressions" last only a few milliseconds and are imperceptible, but when trained psychologists watch video of, say, Harold "Kim" Philby (a notorious soviet spy) giving a press conference, they're able to read him like a book (slow motion helps). I found this example interesting, and it highlights some of the subtle differences that can exist between expressions (in this case, between a voluntary and involuntary expression): If I were to ask you to smile, you would flex your zygomatic major. By contrast, if you were to smile spontaneously, in the presence of genuine emotion, you would not only flex your zygomatic but also tighten the orbicularis oculi, pars orbitalis, which is the muscle that encircles the eye. It is almost impossible to tighten the orbicularis oculi, pars orbitalis on demand, and it is equally difficult to stop it from tightening when we smile at something genuinely pleasurable.I found that interesting in light of the Closed Eye Syndrome I noticed in Anime. I wonder how that affects the way we perceive Anime. If a smiling mouth by itself means a fake expression of happiness while a smiling mouth and closed eyes means genuine emotion, does that make the animation more authentic? Animation obviously doesn't have the fidelity of video or film, but we can obviously read expressions from animated faces, so I would expect that closed eye syndrome exists more because of accuracy than anything else. In my original post on the subject, Roy noted that the reason I noticed closed eyes in anime could have something to do with the way Japan and the US read emotion. He pointed to an article that claimed Americans focus more on the mouth while the Japanese focus more on the eyes when trying to read emotions from facial expressions. One example from the article was emoticons. For happiness, Americans use a smily face :) while the Japanese tend to use ^_^ (which seems to be a face with eyes closed). That might still be part of it, but ever since I made the observation, I've noticed similar expressions in American animation (I just recently noticed it a lot in a Venture Bros. episode). Still, occurrences in American animation seem less frequent (or perhaps less obvious), so perhaps the observation still holds. Gladwell's book is interesting, as expected, though I'm not sure yet if he has a point other than to observe that we do a lot of subconscious analysis and make lots of split decisions, and sometimes this is good (other times it's not). Still, he's good at finding examples and drilling down into the issue, and even if I'm not sure about his conclusions, it's always fun to read. There's lots more on this subject in the book (for instance, he goes over how facial expressions and our emotions are a two way phenomenon - meaning that if you intentionally contort your face in an specific way, you can induce certain emotions. The psychologists I mentioned earlier who were mapping expressions noticed that after a full day of trying to manipulate their facial muscles to show anger (even though they weren't angry) they felt horrible. Some tests have been done to confirm that, indeed, our facial expressions are linked directly to our brain) and it's probably worth a read if that's your bag. ![]()
Sunday, November 18, 2007
The Paradise of Choice? A while ago, I wrote a post about the Paradox of Choice based on a talk by Barry Schwartz, the author of a book by the same name. The basic argument Schwartz makes is that choice is a double-edged sword. Choice is a good thing, but too much choice can have negative consequences, usually in the form of some kind of paralysis (where there are so many choices that you simply avoid the decision) and consumer remorse (elevated expectations, anticipated regret, etc...). The observations made by Schwartz struck me as being quite astute, and I've been keenly aware of situations where I find myself confronted with a paradox of choice ever since. Indeed, just knowing and recognizing these situations seems to help deal with the negative aspects of having too many choices available. This past summer, I read Chris Anderson's book, The Long Tail, and I was a little pleasantly surprised to see a chapter in his book titled "The Paradise of Choice." In that chapter, Anderson explicitely addresses Schwartz's book. However, while I liked Anderson's book and generally agreed with his basic points, I think his dismissal of the Paradox of Choice is off target. Part of the problem, I think, is that Anderson is much more concerned with the choices rather than the consequences of those choices (which is what Schwartz focuses on). It's a little difficult to tell though, as Anderson only dedicates 7 pages or so to the topic. As such, his arguments don't really eviscerate Schwartz's work. There are some good points though, so let's take a closer look. Anderson starts with a summary of Schwartz's main concepts, and points to some of Schwartz's conclusions (from page 171 in my edition): As the number of choices keeps growing, negative aspects of having a multitude of options begin to appear. As the number of choices grows further, the negatives escalate until we become overloaded. At this point, choice no longer liberates, but debilitates. It might even be said to tyrannize.Now, the way Anderson presents this is a bit out of context, but we'll get to that in a moment. Anderson continues and then responds to some of these points (again, page 171): As an antidote to this poison of our modern age, Schwartz recommends that consumers "satisfice," in the jargon of social science, not "maximize". In other words, they'd be happier if they just settled for what was in front of them rather than obsessing over whether something else might be even better. ...Anderson has completely missed the point here. Later in the chapter, he spends a lot of time establishing that people do, in fact, like choice. And he's right. My problem is twofold: First, Schwartz never denies that choice is a good thing, and second, he never advocates removing choice in the first place. Yes, people love choice, the more the better. However, Schwartz found that even though people preferred more options, they weren't necessarily happier because of it. That's why it's called the paradox of choice - people obviously prefer something that ends up having negative consequences. Schwartz's book isn't some sort of crusade against choice. Indeed, it's more of a guide for how to cope with being given too many choices. Take "satisficing." As Tom Slee notes in a critique of this chapter, Anderson misstates Schwartz's definition of the term. He makes it seem like satisficing is settling for something you might not want, but Schwartz's definition is much different: To satisfice is to settle for something that is good enough and not worry about the possibility that there might be something better. A satisficer has criteria and standards. She searches until she finds an item that meets those standards, and at that point, she stops.Settling for something that is good enough to meet your needs is quite different than just settling for what's in front of you. Again, I'm not sure Anderson is really arguing against Schwartz. Indeed, Anderson even acknowledges part of the problem, though he again misstate's Schwartz's arguments: Vast choice is not always an unalloyed good, of course. It too often forces us to ask, "Well, what do I want?" and introspection doesn't come naturally to all. But the solution is not to limit choice, but to order it so it isn't oppressive.Personally, I don't think the problem is that introspection doesn't come naturally to some people (though that could be part of it), it's more that some people just don't give a crap about certain things and don't want to spend time figuring it out. In Schwartz's talk, he gave an example about going to the Gap to buy a pair of jeans. Of course, the Gap offers a wide variety of jeans (as of right now: Standard Fit, Loose Fit, Boot Fit, Easy Fit, Morrison Slim Fit, Low Rise Fit, Toland Fit, Hayes Fit, Relaxed Fit, Baggy Fit, Carpenter Fit). The clerk asked him what he wanted, and he said "I just want a pair of jeans!" The second part of Anderson's statement is interesting though. Aside from again misstating Schwartz's argument (he does not advocate limiting choice!), the observation that the way a choice is presented is important is interesting. Yes, the Gap has a wide variety of jean styles, but look at their website again. At the top of the page is a little guide to what each of the styles means. For the most part, it's helpful, and I think that's what Anderson is getting at. Too much choice can be oppressive, but if you have the right guide, you can get the best of both worlds. The only problem is that finding the right guide is not as easy as it sounds. The jean style guide at Gap is neat and helpful, but you do have to click through a bunch of stuff and read it. This is easier than going to a store and trying all the varieties on, but it's still a pain for someone who just wants a pair of jeans dammit. Anderson spends some time fleshing out these guides to making choices, noting the differences between offline and online retailers: In a bricks-and-mortar store, products sit on the shelf where they have been placed. If a consumer doesn't know what he or she wants, the only guide is whatever marketing material may be printed on the package, and the rough assumption that the product offered in the greatest volume is probably the most popular.I think it's a very good point he's making, though I think he's a bit too optimistic about how effective these guides to buying really are. For one thing, there are times when a choice isn't clear, even if you do have a guide. Also, while I think retailers that offer Recommendations based on what other customer purchases are important and helpful, who among us hasn't seen absurd recommendations? From my personal experience, a lot of people don't like the connotations of recommendations either (how do they know so much about me? etc...). Personally, I really like recommendations, but I'm a geek and I like to figure out why they're offering me what they are (Amazon actually tells you why something is recommended, which is really neat). In any case, from my own personal anecdotal observations, no one puts much faith in probablistic systems like recommendations or ratings (for a number of reasons, such as cheating or distrust). There's nothing wrong with that, and that's part of why such systems are effective. Ironically, acknowledging their imperfections allow users to better utilize the systems. Anderson knows this, but I think he's still a bit too optimistic about our tools for traversing the long tail. Personally, I think they need a lot of work. When I was younger, one of the big problems in computing was storage. Computers are the perfect data gatering tool, but you need somewhere to store all that data. In the 1980s and early 1990s, computers and networks were significantly limited by hardware, particularly storage. By the late 1990s, Moore's law had eroded this deficiency significantly, and today, the problem of storage is largely solved. You can buy a terrabyte of storage for just a couple hundred dollars. However, as I'm fond of saying, we don't so much solve problems as trade one set of problems for another. Now that we have the ability to store all this information, how do we get at it in a meaninful way? When hardware was limited, analysis was easy enough. Now, though, you have so much data available that the simple analyses of the past don't cut it anymore. We're capturing all this new information, but are we really using it to its full potential? I recently caught up with Malcolm Gladwell's article on the Enron collapse. The really crazy thing about Enron was that they didn't really hide what they were doing. They fully acknowledged and disclosed what they were doing... there was just so much complexity to their operations that no one really recognized the issues. They were "caught" because someone had the persistence to dig through all the public documentation that Enron had provided. Gladwell goes into a lot of detail, but here are a few excerpts: Enron's downfall has been documented so extensively that it is easy to overlook how peculiar it was. Compare Enron, for instance, with Watergate, the prototypical scandal of the nineteen-seventies. To expose the White House coverup, Bob Woodward and Carl Bernstein used a source-Deep Throat-who had access to many secrets, and whose identity had to be concealed. He warned Woodward and Bernstein that their phones might be tapped. When Woodward wanted to meet with Deep Throat, he would move a flower pot with a red flag in it to the back of his apartment balcony. That evening, he would leave by the back stairs, take multiple taxis to make sure he wasn't being followed, and meet his source in an underground parking garage at 2 A.M. ...Again, there's a lot more detail in Gladwell's article. Just how complicated was the public documentation that Enron had released? Gladwell gives some examples, including this one: Enron's S.P.E.s were, by any measure, evidence of extraordinary recklessness and incompetence. But you can't blame Enron for covering up the existence of its side deals. It didn't; it disclosed them. The argument against the company, then, is more accurately that it didn't tell its investors enough about its S.P.E.s. But what is enough? Enron had some three thousand S.P.E.s, and the paperwork for each one probably ran in excess of a thousand pages. It scarcely would have helped investors if Enron had made all three million pages public. What about an edited version of each deal? Steven Schwarcz, a professor at Duke Law School, recently examined a random sample of twenty S.P.E. disclosure statements from various corporations-that is, summaries of the deals put together for interested parties-and found that on average they ran to forty single-spaced pages. So a summary of Enron's S.P.E.s would have come to a hundred and twenty thousand single-spaced pages. What about a summary of all those summaries? That's what the bankruptcy examiner in the Enron case put together, and it took up a thousand pages. Well, then, what about a summary of the summary of the summaries? That's what the Powers Committee put together. The committee looked only at the "substance of the most significant transactions," and its accounting still ran to two hundred numbingly complicated pages and, as Schwarcz points out, that was "with the benefit of hindsight and with the assistance of some of the finest legal talent in the nation."Again, Gladwell's article has a lot of other details and is a fascinating read. What interested me the most, though, was the problem created by so much data. That much information is useless if you can't sift through it quickly or effectively enough. Bringing this back to the paradise of choice, the current systems we have for making such decisions are better than ever, but still require a lot of improvement. Anderson is mostly talking about simple consumer products, so none are really as complicated as the Enron case, but even then, there are still a lot of problems. If we're really going to overcome the paradox of choice, we need better information analysis tools to help guide us. That said, Anderson's general point still holds: More choice really is better. But now we know that variety alone is not enough; we also need information about that variety and what other consumers before us have done with the same choices. ... The paradox of choice turned out to be more about the poverty of help in making that choice than a rejection of plenty. Order it wrong and choice is oppressive; order it right and it's liberating.Personally, while the help in making choices has improved, there's still a long way to go before we can really tackle the paradox of choice (though, again, just knowing about the paradox of choice seems to do wonders in coping with it). As a side note, I wonder if the video game playing generations are better at dealing with too much choice - video games are all about decisions, so I wonder if folks who grew up working on their decision making apparatus are more comfortable with being deluged by choice. ![]()
Wednesday, October 17, 2007
The Spinning Silhouette This Spinning Silhouette optical illusion is making the rounds on the internet this week, and it's being touted as a "right brain vs left brain test." The theory goes that if you see the silhouette spinning clockwise, you're right brained, and you're left brained if you see it spinning counterclockwise. Everytime I looked at the damn thing, it was spinning a different direction. I closed my eyes and opened them again, and it spun a different direction. Every now and again, and it would stay the same direction twice in a row, but if I looked away and looked back, it changed direction. Now, if I focus my eyes on a point below the illusion, it doesn't seem to rotate all the way around at all, instead it seems like she's moving from one side to the other, then back (i.e. changing directions every time the one leg reaches the side of the screen - and the leg always seems to be in front of the silhouette). Of course, this is the essense of the illusion. The silhouette isn't actually spinning at all, because it's two dimensional. However, since my brain is used to living in a three dimensional world (and thus parsing three dimensional images), it's assuming that the image is also three dimensional. We're actually making lots of assumptions about the image, and that's why we can see it going one way or the other. Eventually, after looking at the image for a while and pondering the issues, I got curious. I downloaded the animated gif and opened it up in the GIMP to see how the frames are built. I could be wrong, but I'm pretty sure this thing is either broken or it's cheating. Well, I shouldn't say that. I noticed something off on one of the frames, and I'd be real curious to know how that affects people's perception of the illusion (to me, it means the image is definitely moving counterclockwise). I'm almost positive that it's too subtle to really affect anything, but I did find it interesting. More on this, including images and commentary, below the fold. First thing's first, here's the actual spinning silhouette.
Again, some of you will see it spinning in one direction, some in the other direction. Everyone seems to have a different trick for getting it to switch direction. Some say to focus on the shadow, some say to look at the ankles. Closing my eyes and reopening seems to do the trick for me. Now let's take a closer look at one of the frames. Here's frame 12:
Looking at this frame, you should be able to switch back and forth, seeing the leg behind the person or in front of the person. Again, because it's a silhouette and a two dimensional image, our brain usually makes an assumption of depth, putting the leg in front or behind the body. Switching back and forth on this static image was actually a lot easier for me. Now the tricky part comes in the next frame, number 13 (obviously, the arrow was added by me):
Now, if you look closely at the leg, you'll see a little imperfection in the silhouette. Maybe I'm wrong, but that little gash in the leg seems to imply that the leg is behind the body. If you try, you can still get yourself to see the image as having the leg in front, but then you've got this gash in the leg that just seems very out of place. So what to make of this? First, the imperfection is subtle enough (it's on 1 frame out of 34) that everyone still seems to be able to see it rotate in both directions. Second, maybe I'm crazy, and the little gash doesn't imply what I think. Anyone have alternative explanations? Third, is that imperfection intentional? If so, why? It does not seem necessary, so I'd be curious to know if the creators knew about it, and what their intention was regarding it. Finally, as far as the left brain versus right brain portion, I find that I don't really care, but I am interested in how the imperfection would affect this "test." This neuroscientist seems to be pretty adamant about the whole left/right thing being hogwash though: ...the notion that someone is "left-brained" or "right-brained" is absolute nonsense. All complex behaviours and cognitive functions require the integrated actions of multiple brain regions in both hemispheres of the brain. All types of information are probably processed in both the left and right hemispheres (perhaps in different ways, so that the processing carried out on one side of the brain complements, rather than substitutes, that being carried out on the other).At the very least, the traditional left/right brain theory is a wildly oversimplified version of what's really happening. The post also goes into the way the brain "fill in the gaps" for confusing visual information, thus allowing the illusion. Update: Strange - the image appears to be rotating MUCH faster in Firefox than in Opera or IE. I wonder how that affects perception. ![]()
Wednesday, October 03, 2007
Groping and Probing So a few recent installments of Shamus' new comic, Chainmail Bikini, has created a bit of controversy. The comics in question are actually a series of 3 (the fact that there are 3 is a key part of the controversy, but we'll get to that in a moment). Here they are: The controversy stems from the fact that there is a malicious groping in comic #6. Perhaps due to an ill-advised punchline ("improved stamina"), the discussion turned from one of groping and larping and into one of rape. And we all know how funny discussions of rape can get. To be honest, I didn't find this particular arc in the comics very funny. However, I didn't find it very offensive either (though I can see why some might think so). Also, while I didn't find it especially funny, I do think it makes an interesting statement about gaming in general. I don't tend to read web-comics the same way I read blogs. I tend to let several installments build up, and then read them all. So I didn't read this particular story arc until I knew about the controversy, and I must admit to a little bit of observer bias. Knowing there was a controversy colored my reading of the comic, and two things immediately struck me. First is that while there is an element of one guy antagonizing his buddy, there is also an element of probing. By probing, I'm referring to exploration of the limits of a game and its possibilities. Steven Johnson's book Everything Bad is Good for You has a chapter on Video Games which covers this concept really well, and I recently wrote about it: Probing is essentially exploration of the game and its possibilities. Much of this is simply the unconscious exploration of the controls and the interface, figuring out how the game works and how you're supposed to interact with it. However, probing also takes the more conscious form of figuring out the limitations of the game. For instance, in a racing game, it's usually interesting to see if you can turn your car around backwards, pick up a lot of speed, then crash head-on into a car going the "correct" way.Now again, in comic #6, one character is clearly attempting to antagonize his friend for choosing to role play a woman. However, I find it interesting that he chose to do so in such a way that is consistent with his character (who is a Chaotic Neutral barbarian) and followed the rules of the game (rolling die, etc...). According to the notes that accompany this arc, this sort of thing tends to happen when a campaign is not going well. If the players aren't having fun, they're going to make fun, and in if you're in a role playing game, they're going to do so by making their characters do something a little extreme. They don't do this because they are really extreme people, but because they want to see what happens. In short, they want to knock the game off it's boring rails. In this case, one player's character player groped another player's character. And from the aftermath in comics #7 and #8, you can see that things certainly got interesting. However, you also see that there were indeed consequences for the groping (one player physically assaults the other), and the comments that accompany each comic clearly attest that this is, in fact, a bad thing. To me, it's clear that the character in the comic is engaging in probing, but the comic also makes it clear that in a game that is as open-ended as D&D, it's possible to take things so far, which is why you saw a "real-world" reprisal (scare quotes due to the fact that this is a fictional comic, after all). The second thing that struck me also had to do with the consequences. The situation immediately reminded me of this post from my friend Roy's feminist blog. He found this german poster which has a picture accompanied by this text: Warning! Women defend themselves! If you leer at, catcall, or touch a woman, take into account that you might be loudly ridiculed, have a glass of beer poured over you, or be slapped in the face. Therefore, we strongly advise you to refrain from such harrassment!This is exactly what happend in comics #6 - #8. Well, not exactly. The comics actually take the consequences even further, while further abstracting the situation. Let me elaborate. The poster that Roy is pointing to is talking about real life situations. If you grope some woman at a bar, expect to be slapped in the face (or worse). What happened in the comics? An imaginary character who was role playing his own imaginary character groped another imaginary character that was being role played by yet another imaginary character. No one actually exists in this scenario, and yet there are indeed consequences for the groping. In fact, the consequences were the entire point of this character arc. So when I read comics #6-#8, I immediately saw them as a demonstration of Roy's poster. (Ironically, you could even read into this more, saying that the consequences have actually broken free of the imaginary world of Chainmail Bikini and taken root in the real world - in the form of a long comment thread and multiple blog postings like this one). Now, if one were so inclined, I can see why this arc would be grating. Personally, it doesn't bother me, but I've never been groped (er, against my will) and I can certainly understand how that could be off-putting (I suppose an argument could be made that there are some other gender issues as well). And as an astute commenter at Shamus' site points out, a lot of why this comic doesn't work as humor is due to the structure of the story: A lot of why this doesn't work well as humour, and why it's ended up annoying people, is to do with the structure of the comic. I think Shamus really struggled with fitting a potentially amusing gag into the three-panel format, and ultimately didn't manage it successfully.Shamus himself has noted that this explanation is not only accurate, but a good explanation as to why people are offended by what he essentially saw as a harmless joke. This makes sense to me. He wrote a strip that touched on a controversial subject in a humorous way, but then he was forced to cut it up and insert artificial punchlines, one of which implied more than he thought. From his point of view, the comic is basically the same as before, but just split up a little. All the sudden people start talking about rape and unsubscribing to the comic. I can see why he'd be a bit perplexed by even a reasonable objection to the comic. I've never been a particularly great writer. When I was in high school, I always excelled at math and science, but never did especially well at english or writing. By college, I was much more comfortable with writing, and part of the reason for that was that I realized that writing isn't precise. Language is inherently vague and open to interpretation, and though there are some people who can wield language astoundingly well, most of us will open ourselves up to criticism simply by the act of experessing ourselves. One of my favorite quotes summarizes this well: "To write or to speak is almost inevitably to lie a little. It is an attempt to clothe an intangible in a tangible form; to compress an immeasurable into a mold. And in the act of compression, how the Truth is mangled and torn!"Unfortunately, this simple miscommunication seems to have gotten lost in a thread of almost 200 comments. Some people have quit reading the comic altogether because of some perceived malice or ignorance on Shamus' part, others have taken to turning this into a divisive debate about rape. I don't want to start a holy war here, but when it comes to controversial stuff like this, I tend to give the creators the benefit of the doubt. I think this whole controversy has brought up some interesting ideas, even if most have reduced it to a debate about rape. For instance, probing in games often takes the form of doing something extreme. My seemingly innocuous example above was turning your racecar around and driving the wrong direction to see what happens when you ram into another car. In real life, such an action would be catastrophic and could result in multiple deaths. Now, does doing something like that speak ill of me (the player)? How does wanton vehicular homicide compare to imaginary groping? In my limited D&D gaming career, I played a Chaotic Evil thief who stole from his own party (i.e. one of my friends). Why did I do that? In real life, I'd never do such a thing. Why would I be interested in doing it in a role playing game? At a later point, I certainly suffered the consequences for my actions, and I think that's the rub. Playing games is all about setting up a paradigm, and sometimes half the fun is attempting to pull it down and find the holes in the paradigm, just to see what happens. I think that's a big part of why open-ended games like Grand Theft Auto are so popular. It's not the act of stealing a car or murdering a stranger that's fun, it's the act of attempting to derail the game. (Again, I touched on this in a post on game manuals.) In a recent discussion on what people like about Role Playing Games (also at Shamus' site), one of the most prominent answers was that good RPGs "...must give the player lots of freedom to make their own choices." One of the things I really hated about God of War (an otherwise awsome game) was that the character I was playing was a real prick. At one point, he goes out of his way to kill an innocent bystander (something about kicking him down into the hydra maybe? I don't remember specifically.) and that really annoyed me. What happened didn't bother me so much as the fact that I didn't have a choice in the matter. I don't really have an answer here, but I like games that give me a lot of freedom, because once I get bored by the forced or scripted aspects of the game, I can probe for weaknesses in the paradigm, and maybe even exploit them. Update: I just noticed that Roy has tackled this subject on his blog. He seems quite disheartened by Shamus' post, though Roy wrote his post before the comment I quoted above was posted... My perception was that Shamus just couldn't understand why people were objecting... but once someone actually pointed out, in detail, why the humor doesn't work, he seemed to be more understanding (not only of why people were complaining, but of what people were suggesting by their complaints). But that's just me. I don't want to put words in Shamus' mouth, but as I already mentioned, I tend to give creators the benefit of the doubt. ![]()
Sunday, September 30, 2007
Halloweeny Links Kaedrin's own monkey research squad strikes again, with a pseduo-horror/Halloween theme. Enjoy:
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Monday, September 24, 2007
We Could Be Heroes Just for one day though. Apologies for the missing entry yesterday and the lame entry today. Time is still tight, so I'll just throw out a link to 5 Questions Season Two of Heroes Had Better F#@king Answer. Unlike a certain show about people stranded on a mysterious island that we won't name, by the end of its first season NBC's hit series Heroes had managed to neatly wrap up the vast majority of its plot threads and running storylines. The cheerleader was saved; the sword was retrieved; and the exploding man was stopped. We didn't watch the finale of the mystery island show that we're not naming, but we wouldn't be surprised if Locke was left speechless by the sight of Patrick Duffy in the shower. Had it all been a dream?Some questions I have: Will they finally just get rid of Ali Larter's dumbass subplot? Which lame, cliched plot element will they get me to fall for anyway? Update: The answer to my second question: Amnesia. ![]()
Sunday, September 16, 2007
Fantasy Football, 2007 As I mentioned earlier in the week, my schedule is pretty tight so my time for writing (and just about everything else) has been drastically reduced. So I'm just going to introduce my 2007 fantasy football team, the Star Wars Kids. I know most of my readers aren't big sports fans, but I can probably dash this off in a half hour, which I actually have enough time for. So I did very well last year, but my team peaked early and lost in the first round of the playoffs. I was a little worried about this year. First, I had almost no time to prepare for the draft, which isn't usually a good sign. Second, the team I drafted seemed to be relying on a lot of "comeback" seasons (players who had a bad season or two due to injury or due to their team's performance, but who could make a comeback this year). Third, I ended up with a lackluster defense and my bench is a little weak. This is due to my position in the draft. I was last but the draft is a snake, so I had the 12th and 13th pick, but then had to wait for another 2 rounds for my next pick (36 overall). This position has its advantages, but it also meant that when a run on Defense/Special Teams happened, I ended up with scraps. Fourth, as an Eagles fan, I was frustrated by the fact that I ended up with Terrell Owens. He's a great performer, but on a personal level, I hate him. And he plays for the mortal enemy of the Eagles. I also have the Cowboys defense & special teams. Put simply, when the Eagles play the Cowboys, I'm going to be pretty conflicted. Anyway, after one and half weeks here, it seems that the team I drafted is doing quite well for itself. Many of my gambles are paying off, and I may have underestimated some of my "sure things." So here's my team:
Update: Greg's draft didn't go as well as mine, but I think he'll make due. ![]()
Sunday, June 10, 2007
Referential A few weeks ago, I wrote about how context matters when consuming art. As sometimes happens when writing an entry, that one got away from me and I never got around to the point I originally started with (that entry was originally entitled "Referential" but I changed it when I realized that I wasn't going to write anything about references), which was how much of our entertainment these days references its predecessors. This takes many forms, some overt (homages, parody), some a little more subtle. I originally started thinking about this while watching an episode of Family Guy. The show is infamous for its random cutaway gags - little vignettes that have no connection to the story, but which often make some obscure reference to pop culture. For some reason, I started thinking about what it would be like to watch an episode of Family Guy with someone from, let's say, the 17th century. Let's further speculate that this person isn't a blithering idiot, but perhaps a member of the Royal Society or something (i.e. a bright fellow). This would naturally be something of a challenge. There are some technical explanations that would be necessary. For example, we'd have to explain electricty, cable networks, signal processing and how the television works (which at least involves discussions on light and color). The concept of an animated show, at least, would probably be easy to explain (but it would involve a discussion of how the human eye works, to a degree). There's more to it, of course, but moving past all that, once we start watching the show, we're going to have to explain why we're laughing at pretty much all of the jokes. Again, most of the jokes are simply references and parodies of other pieces of pop culture. Watching an episode of Family Guy with Isaac Newton (to pick a prominent Royal Society member) would necessitate a pause just about every minute to explain what each reference was from and why Family Guy's take on it made me laugh. Then there's the fact that Family Guy rarely has any sort of redeemable lesson and often deliberately skews towards actively encouraging evil (something along the lines of "I think the important thing to remember is that it's ok to lie, so long as you don't get caught." I don't think that exact line is in an episode, but it could be.) This works fine for us, as we're so steeped in popular culture that we get the fact that Family Guy is just lampooning of the notion that we could learn important life lessions via a half-hour sitcom. But I'm sure Isaac Newton would be appalled. For some reason, I find this fascinating, and try to imagine how I would explain various jokes. For instance, the episode I was watching featured a joke concerning "cool side of the pillow." They cut to a scene in bed where Peter flips over the pillow and sees Billy Dee Williams' face, which proceeds to give a speech about how cool this side of the pillow is, ending with "Works every time." This joke alone would require a whole digression into Star Wars and how most of the stars of that series struggled to overcome their typecasting and couldn't find a lot of good work, so people like Billy Dee Williams ended up doing commercials for a malt liquor named Colt 45, which had these really cheesy commercials where Billy Dee talked like that. And so on. It could probably take an hour before my guest would even come close to understanding the context of the joke (I'm not even touching the tip of the iceberg with this post). And the irony of this whole thing is that jokes that are explained simply aren't funny. To be honest, I'm not even sure why I find these simple gags funny (that, of course, is the joy of humor - you don't usually have to understand it or think about it, you just laugh). Seriously, why is it funny when Family Guy blatantly references some classic movie or show? Again, I'm not sure, but that sort of humor has been steadily growing over the past 30 years or so. Not all comedies are that blatant about their referential humor though (indeed, Family Guy itself doesn't solely rely upon such references). A recent example of a good referential film is Shaun of the Dead, which somewhow manages to be both a parody and an example of a good zombie movie. It pays homage to all the classic zombie films and it also makes fun of other genres (notably the romantic comedy), but in doing so, the filmmakers have also made a good zombie movie in itself. The filmmakers have recently released a new film called Hot Fuzz, which attempts the same trick for action movies and buddy comedies. It is, perhaps, not as successful as Shaun, but the sheer number of references in the film is astounding. There are the obvious and explicit ones like Point Break and Bad Boys II, but there are also tons of subtle homages that I'd wager most people wouldn't get. For instance, when Simon Pegg yells in the movie, he's doing a pitch perfect impersonation of Arnold Schwarzenegger in Predator. And when he chases after a criminal, he imitates the way Robert Patrick's T-1000 runs from Terminator 2. References don't need to be part of a comedy either (though comedies seem to make the easiest examples). Hop on IMDB and go to just about any recent movie, and click on the "Movie Connections" link in the left navigation. For instance, did you know that the aformentioned T2 references The Wizard of Oz and The Killing, amongst dozens of other references? Most of the time, these references are really difficult to pick out, especially when you're viewing a foreign film or show that's pulling from a different cultural background. References don't have to be story or character based - they can be the way a scene is composed or the way the lighting is set (i.e. the Venetian blinds in Noir films). Now, this doesn't just apply to art either. A lot of common knowledge in today's world is referential. Most formal writing includes references and bibliographies, for instance, and a non-fiction book will often assume basic familiarity with a subject. When I was in school, I was always annoyed at the amount of rote memorization they made us do. Why memorize it if I could just look it up? Shouldn't you be focusing on my critical thinking skills instead of making me memorize arbitrary lists of facts? Sometimes this complaining was probably warranted, but most of it wasn't. So much of what we do in today's world requires a well-rounded familiarity with a large number of subjects (including history, science, culture, amongst many other things). There simply isn't any substitute for actual knowledge. Though it was a pain at the time, I'm glad emphasis was put on memorization during my education. A while back, David Foster noted that schools are actually moving away from this, and makes several important distinctions. He takes an example of a song: Jakob Dylan has a song that includes the following lines:As Foster notes, this doesn't mean that "thinking skills" are unimportant, just that knowledge is important too. You need to have a quality data set in order to use those "thinking skills" effectively. Human beings tend to leverage knowledge to create new knowledge. This has a lot of implications, one of which is intellectual property law. Giving limited copyright to intellectual property is important, because the data in that property eventually becomes available for all to built upon. It's ironic that educators are considering less of a focus on memorization, as this requirement of referential knowledge has been increasing for some time. Students need a base of knowledge to both understand and compose new works. References help you avoid reinventing the wheel everytime you need to create something, which leads to my next point. I think part of the reason references are becoming more and more common these days is that it makes entertainment a little less passive. Watching TV or a movie is, of course, a passive activity, but if you make lots of references and homages, the viewer is required to think through those references. If the viewer has the appropriate knowledge, such a TV show or movie becomes a little more cognitively engaging. It makes you think, it calls to mind previous work, and it forces you to contextualize what you're watching based on what you know about other works. References are part of the complexity of modern Television and film, and Steven Johnson spends a significant amout of time talking about this subject in his book Everything Bad is Good for You (from page 85 of my edition): Nearly every extended sequence in Seinfeld or The Simpsons, however, will contain a joke that makes sense only if the viewer fills in the proper supplementary information -- information that is deliberately withheld from the viewer. If you haven't seen the "Mulva" episode, or if the name "Art Vandelay" means nothing to you, then the subsequent references -- many of them arriving years after their original appearance -- will pass on by unappreciated.I know some people who hate Family Guy and Seinfeld, but I realized a while ago that they don't hate those shows because of the contents of the shows or because they were offended (though some people certainly are), but rather becaues they simply don't get the references. They didn't grow up watching TV in the 80s and 90s, so many of the references are simply lost on them. Family Guy would be particularly vexing if you didn't have the pop culture knowledge of the writers of that show. These reference heavy shows are also a lot easier to watch and rewatch, over and over again. Why? Because each episode is not self-contained, you often find yourself noticing something new every time you watch. This also sometimes works in reverse. I remember the first time I saw Bill Shatner's campy rendition of Rocket Man, I suddenly understoood a bit on Family Guy which I thought was just a bit based on being random (but was really a reference). Again, I seem to be focusing on comedy, but it's not necessarily limited to that genre. Eric S. Raymond has written a lot about how science fiction jargon has evolved into a sophisticated code that implicitely references various ideas, conventions and tropes of the genre: In looking at an SF-jargon term like, say, "groundcar", or "warp drive" there is a spectrum of increasingly sophisticated possible decodings. The most naive is to see a meaningless, uninterpretable wordlike noise and stop there.While comedy makes for convenient examples, I think this better illustrates the cognitive demands of referential art. References require you to be grounded in various subjects, and they'll often require you to think through the implications of those subjects in a new context. References allow writers to pack incredible amounts of information into even the smallest space. This, of course, requires the consumer to decode that information (using available knowledge and critical thinking skills), making the experience less passive and more engaging. Use references will continue to flourish and accellerate in both art and scholarship, and new forms will emerge. One could even argue that aggregation in various weblogs are simply exercises in referential work. Just look at this post, in which I reference several books and movies, in many cases assuming familiarity. Indeed, the whole structure of the internet is based on the concept of links -- essentialy a way to reference other documents. Perhaps this is part of the cause of the rising complexity and information density of modern entertainment. We can cope with it now, because we have such systems to help us out. ![]()
Wednesday, May 09, 2007
Beverage Blogging Last week, I hastily threw together a post on Coke, including some thoughts on Coke vs. Pepsi, the advertising of both brands, and Passover Coke. I've run across several people commenting on my post or similar issues over the past week.
Awesome. Ok, I cheated a little. I already had the normal size bottles on the left, but still, that's an impressive array of beer. Looks like I've got some work to do! ![]()
Wednesday, May 02, 2007
Link Dump: Coca-Cola Edition I love Coca-Cola. I hate Pepsi. I probably wouldn't feel like that if it weren't for my parents. My brother prefers Pepsi. For reasons beyond my understanding, my parents nurtured this conflict. This is strange, since they generally just bought what was on sale (and we were growing up during the whole cola wars episode, so there were lots of sales). This manifested in various ways throughout the years, but the end result is that our preferences polarized. When I go to a restaurant and ask for a "Coke" and they ask if Pepsi is ok, I generally change my order to something else (root beer, water, etc...) Now, I'm not rude or even very confrontational about it, but this guy sure is: "I'd like a Coca-Cola, please," I told the waiter.Now, I've seen people say "No, Pepsi is not ok," but asking for the waitress to run down to the 7-11 is pure, diabolical genius. Still, most of us Coke fiends aren't rude about our preferences. Take John Scalzi, who wrote a great Essay on Coca-Cola a while ago, and delved into the advertising of Coke and Pepsi: I think there really is something to how Coke positions itself. One hates to admit that one is influenced by corporate branding -- it means that those damned advertisers actually managed to do their job -- but what can you say. It works. Since Coke is the market leader, it doesn't spend any time as far as I can see banging on Pepsi or other brands; its ads stick to their knitting, which is making sure that people feel that Coke is part of everyday life -- and at some point during your day, you're probably going to have a Coke. It's inevitable. And hey -- that's okay. That's as it should be, in fact. I don't know that I would call Coke's ads soft sells (after all, they brand the product literally up the wazoo), but I don't find the advertising utterly annoying.And it goes on for a bit too. Great article. This year, I learned about the existence of Passover Coke. The current Coke formula uses corn syrup as a sweetener because it's cheaper than pure cane sugar, but since it's not Kosher to eat corn during Passover, Coke makes some special batches of cola using pure cane sugar. It's only available in limited quantities for a few weeks a year (you can tell because it's got a yellow cap and Hebrew writing on it). I didn't get a chance to do a taste test this year, but Widge did, and he says that people prefer Passover Coke to regular Coke. This, of course, leads him to make the obvious suggestion: Look. I know it's easier to work with and cheaper and all that good stuff. But let's face it: consumers are trying to get away from the high fructose stuff. I don't pretend to even understand all the health controversy that's going on, I tried to read up on the Wikipedia article before writing this and it mentioned "plasma triacylglycerol" and my eyes sort of glazed over (mmmm, glaze). It sounds like something the crew of Star Trek Voyager would seek out while being chased by cauliflower-headed aliens. But forget all that: it just freaking tastes better. That's all I care about, because if I was really concerned about my health, why would I be drinking Coke?I'd buy it. Good stuff. ![]()
Wednesday, April 18, 2007
Link Dump: Awesome Pictures Edition Yes, time is still short these days, so just a few links featuring lots and lots of pictures:
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Wednesday, March 14, 2007
Mental Inertia As I waded through dozens of recommendations for Anime series (thanks again to everyone who contributed), I began to wonder about a few things. Anime seems to be a pretty vast subject and while I had touched the tip of the iceberg in the past, I really didn't have a good feel for what was available. So I asked for recommendations, and now I'm on my way. But it's not like I just realized that I wanted to watch more Anime. I've wanted to do that for a little while, but I've only recently acted on it. What took so long? Why is it so hard to get started? This isn't something that's limited to deciding what to watch either. I find that just getting started is often the most difficult part of a task (or, at least, the part I seem to get stuck on the most). Sometimes it's difficult to deal with the novelty of a thing, other times a project seems completely overwhelming. But after I've begun, things don't seem so novel or overwhelming anymore. I occasionally find myself hesitant to start a new book or load up a new video game, but once I do, things flow pretty easily (unless the book or game is a really bad one). I have a bunch of ideas for blog posts that I never get around to attacking, but usually once I start writing, ideas flow much more readily. At work, I'll sometimes find myself struggling to get started on a task, but once I get past that initial push, I'm fine. Sure, there are excuses for all of these (interruptions, email, and meetings, for instance), but while they are sometimes true obstacles, they often strike me as rationalizations. Just getting started is the problem, but once I get into the flow, it's easy to keep going. Joel Spolsky wrote an excellent essay on the subject called Fire and Motion: Many of my days go like this: (1) get into work (2) check email, read the web, etc. (3) decide that I might as well have lunch before getting to work (4) get back from lunch (5) check email, read the web, etc. (6) finally decide that I've got to get started (7) check email, read the web, etc. (8) decide again that I really have to get started (9) launch the damn editor and (10) write code nonstop until I don't realize that it's already 7:30 pm.It's an excellent point, and there does seem to be some sort of mental inertia at work here. But why? Why is it so difficult to get started? When I think about this, I realize that this is a relatively new phenomenon for me. I don't remember having this sort of difficulty ten years ago. What's different? Well, I'm ten years older. The conventional wisdom is that it becomes more difficult to learn new things (i.e. to start something new) as you get older. There is some supporting evidence having to do with how the human brain becomes less malleable with time, but I'm not sure that paints the full picture. I think a big part of the problem is that as I got older, my standards rose. Let me back up for a moment. A few years ago, a friend attempted to teach me how to drive a stick. I'd driven a automatic transmission my whole life up until that point, so the process of learning a manual transmission proved to be a challenging one. The actual mechanics of it are pretty straightforward and easily internalized. Sitting down and actually doing it, though, was another story. Intellectually, I knew what was going on, but it can be a little difficult to overcome muscle memory. I had a lot of trouble at first (and since I haven't driven a stick since then, I'd probably still have a lot of trouble today) and got extremely frustrated. My friend (who had gone through the same thing herself) laughed at it, making my lack of success even more infuriating. Eventually she explained to me that it wasn't that I was doing a bad job. It was that I was so used to being able to pick up something new and run with it, that when I had to do something extra challenging that took a little longer to pick up, I became frustrated. In short, I had higher standards for myself than I should have. I think, perhaps, that's why it's difficult to start something new. It's not that learning has become harder, it's that I've become less tolerant of failure. My standards are higher, and that will sometimes make it hard to start something. This post, for example, has been brewing in my head for a while, but I had trouble getting started. This happens all the time, and I've actually got a bunch of ideas for posts stashed away somewhere. I've even written | |