Michael Arnzen's Notebook on the Strange in Everyday Life 

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JC Penney — Screaming For Retail

In their latest campaign, “Enough. Is. Enough,” JC Penney is running what is, to my mind, a hilarious television commercial, involving a serial montage of consumers shouting for outrageously loud and extended time periods at sales tags and other marketing tricks familiar to us all. What makes this commercial so great is all the horror

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Strange Rain: An Uncanny Interactive Story for the iPad

STRANGE RAIN is a new iphone/ipad application (aka “app”) by Erik Loyer at opertoon.com that, simply, simulates looking through “a skylight on a rainy day.” Rain falls from the cloudy abyss “above” the viewer to splatter down on the glass of the device. Tilt the device and the atmosphere tilts back, too, maintaining a 3-dimensional

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Video Games and the Uncanny Valley: Photorealism vs. Stylization

James Portnow and Daniel Floyd present a very articulate explanation of ‘uncanny valley’ theory for game developers in their animated lecture series for Edge-Online, “Video Games and the Uncanny Valley”. I particularly like the explanation of the pros and cons to the two strategies game designers and animators are using to approach the ‘problem’ —

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Mock Band: The Simulation of Artistic Processes

Rob Horning‘s recent essay in PopMatters — called “Doomed to Dilettantism” — performs an alarming and fantastic excoriation of the trend toward substituting “professionalism” in the arts with “amateurism” by consumers. Ingeniously, Horning connects the proliferation of faux-artisan strip mall stores like Michael’s (the chain craft store “Where Creativity Happens”) to the consumerist propensity for

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Call for Papers: Thinking After Dark – Horror Video Games

Ludicine has posted a call for papers to an intermedial conference focused on horror video games (and films and books and such), entitled “Thinking After Dark.” With a focus on such topics as “figures of interactivity specific to the survival horror subgenre” and a featured guest in Barry K. Grant as a keynote speaker, this

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TRON, Gaming and the Death Drive Crash

Software designer Daniel Wellman writes about an uncanny experience where a game he was programming seemed to come to life with a will all its own in his essay, “Real Life Tron on Apple IIgs”: One day, when Marco and I were playing against two computer opponents, we forced one of the AI cycles to

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