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May 2008

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3 posts categorized "Sports"

One more note on the Wii

And something more positive than my earlier post on ergonomics and cyberspace: Steven Johnson on Wii tennis:

Having written so much about the complexity of today's games, it's fascinating to see a platform so heavily promoting its comparative simplicity. But I think the success of the Wii is slightly more complicated than that. Wii Sports trades the onscreen complexity of goals and objectives and puzzles for the physical, haptic complexity of bodily movement. Since the days of Pong, games have been simplifying the intricacies of movement into unified codes of button pressing and joystick manipulation.... Games for years have borrowed the structures and rules -- as well as the imagery -- of athletic competition, but the Wii adds something genuinely new to the mix, something we'd ignored so long we stopped noticing that it was missing: athleticism itself.

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Ergonomics and the end of cyberspace

This will probably be just a throwaway line in the book, or a paragraph at most, but I've been thinking a bit about RSIs and computer-related injuries as an example of the fractured manner in which we've tried to bridge the gap between the physical and digital worlds.

Of course, you can injure yourself carrying firewood, herding sheep, wrangling children, or doing a million other things in the real world. But as I understand it, people get RSIs when of two things happen: either when computers (or more precisely, keyboards, mice, and monitors and their relationships to the body) force users to do something that their body objects to; or when computers remove a physical constraint that prevented users from performing the same action for a long time.

This isn't necessarily a problem caused by badly-designed computers. One of my colleagues sent around this bit (allegedly) from the New England Journal of Medicine:

A healthy 29-year-old medical resident awoke one Sunday morning with intense pain in the right shoulder. He did not recall any recent injuries or trauma and had not participated in any sports or physical exercise recently....

[H]e had bought a new Nintendo Wii (pronounced "wee") video-game system and had spent several hours playing the tennis video game.... In the tennis video game, the player makes the same arm movements as in a real game of tennis. If a player gets too engrossed, he may "play tennis" on the video screen for many hours. Unlike in the real sport, physical strength and endurance are not limiting factors.

The problem with the Wii isn't that it makes you do something really unnatural. But in the real world, few of us can play tennis for four or five hours straight; a Wiimote, in contrast, is light enough to make that possible.

There's also some criticism of the new Cisco open office on ergonomic grounds:

The photo of a Cisco no-cubicle office in the recent San Jose Mercury News article set off my alarm bells, however. The no-cubicle environment in the picture is an ergonomic nightmare. I can’t believe the article didn’t discuss this downside to the wonders of the new office.

I called Lisa Voge-Levin, an ergonomic consultant who helps companies design healthy work environments, and asked her to look at the Cisco photo with me.... [She reported that the armchairs, lack of eye-level monitors, and absence of tables for drinks and accessories] contributes to neck and back injuries including muscle and tendon strain as well as such serious injuries as ruptured discs. She also notes that in such an environment, it is hard to control lighting, glare, or noise; all can lead to headaches.

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VERB Yellowball

On the heels of reading David Weinberger's piece on unique IDs, a friend sent me a link about VERB Yellowball.

VERB YELLOWBALL is a big, bouncy, world-changing idea that was created to spread play to every kid in America.

Here’s the deal. We’re scattering thousands of yellow balls all across the country. It’s up to you to find one, play with it, and most importantly, pass it on.

FIND ONE. Someone is bound to pass one to you. Can’t wait? Check out our “Pass It On” section.

PLAY WITH IT. However you want. Whenever you want. Just play.

WHEN YOU'RE DONE, ENTER THE CODE ON THE BALL AND BLOG YOUR STORY TO THE WORLD.

PASS IT ON. To a friend, or a kid you don’t even know. Pass it as far as you want. If you’re going on a trip, bring it with you. Remember, this is a revolution. And you are the messenger.

It's a bit like Where's George, in that part of the point of the game-- or meta-game?-- is to contribute to a record of the object's travels, and the system relies on each object having a unique ID that is linked to information about it. Though in this case, the purpose of the records (or the blogs for each ball) seems to be to encourage more use-- to get other users to play with the ball.

Not quite things that blog, but things that are blogged.

Not hard to imagine such objects connected to online games-- for example, putting objects that have magical properties in a game environment out in the real world.

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What is the End of Cyberspace?

  • About the end of cyberspace

    Cyberspace is a "metaphor we live by," born two decades ago at the intersection of computers, networks, ideas, and experience. It has reflected our experiences with information technology, and also shaped the way we think about new technologies and the challenges they present. It had been a vivid and useful metaphor for decades; but in a rapidly-emerging world of mobile, always-on information devices (and eventually cybernetic implants, prosthetics, and swarm intelligence), the rules that define the relationship between information, places, and daily life are going to be rewritten. As the Internet becomes more pervasive-- as it moves off desktops and screen and becomes embedded in things, spaces, and minds-- cyberspace will disappear.

  • About this blog

    This blog is about what happens next. It's about the end of cyberspace, but more important, about what new possibilities will emerge as new technologies, interfaces, use practices, games, legal theory, regulation, and culture adjust-- and eventually dissolve-- the boundaries between the virtual and physical worlds.

  • About the author

    Alex Soojung-Kim Pang is an historian of science and futurist.

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