Friday, January 30, 2009

rest of the timeline

1977- Myron W. Krueger builds his Responsive Environments. “Virtual Reality” installations where viewers use their bodies to interact with computers and with each other via computer.
1977- Alan Key and Adele Goldberg hypothesize personal dynamic media in which they imagined a future where personal laptop computers could be used in classrooms and different professions.
1980- In A Thousand Plateaus Gilles Deleuze and Felix Guattari propose rhizomatic, hypertext like texts as an alternative to more traditional linear western texts
1980- With Minstorms Seymour Papert sought to bring personal computers to the realm of children’s play and education, he proposes the constructionist model of education in which children learn through hands on application of academic principles, for example, children can learn about mathmatics through computer programming
1980- In Richard A. Bolt’s essay “Put-That-There” he describes a three dimensional interface that uses gesture and voice, but privileges voice interactions over textual, thus rendering computing interaction closer to human interaction
1981- In Theodore Nelson’s Proposal for a Universal Electronic Publishing Archive, he describes his project Xanadu in which a network of users could freely share information, link information, and use information from public sources. This became a powerful model in the free sharing we see on the web today
1982- Bill Viola “Will There be Condominiums in Data Space” describes how video and technology can help us form a new vision of the space around us
1983- Ben Bagdikian’s “Endless Chain” shows the evolution of media corporations into the era of new media
1983- Ben Schneiderman describes direct manipulation interface, an intuitive interface language where real world actions are represented metaphorically on the computer screen
1984-“Video Games and Computer Holding Power” Sherry Turkle studies video games from a psychoanalytic perspective and looks at how players immerse themselves in the world of the game to fulfill important psychological roles.
1985- “Cyborg Manifesto” Donna Haraway appropriates the myth of the cyborg as a symbol for a post-gender indentity. For her cyborgs in their hybridity represent an alternative to strict social and gender dichotomies.
1985 Richard Stallman writes the GNU manifesto as a reaction against those who were turning internet software in property. He proposes systems of free sharing (Free Software Foundation) like copyleft, and criticizes copyrighting laws.
1986- “Using Computers: A Direction for Design” Cultural critics Terry Winograd and Fernando Flores propose that rather than trying to imitate human intelligence computer programming should be used as a tool to enhance interpersonal communication.
1986-1991 Brenda Laurel applies classic ideas of aaristotlean theater to computer software and demonstrates the new possibilities that computers lend to traditional performative arts.
1986- With “Towards a New Classification of Tele-informational Services” Jan L, Bordewijk and Ben van Kaam attempted to assign typologies and provide classifications for computer media
1986- In “Mythinformation” Langdon Winner demands responsibility from the advocates of the computer revolution, and discusses the politics of the information available through new technologies

1987-“Plans and Situated Actions” Lucy A. Suchman challenges the traditional plan based model of AI and argues that interaction and “understanding” between people and machines is fundamentally impossible
1988- In “Siren Shapes” Michael Joyce defines exploratory and constructive Hypertexts, constructive hypertexts being those that are being built by authors and users, and exploratory hypertexts being those that can no longer be modified.
1988- With “The Work of Culture in the Age of Cybernetic Systems” Bill Nichols reinterprets Walter Benjamin for a video game society, in which the festishization of the object is transferred onto the process of interaction and simulation
1990- Lynn Hershman and Grahame Weinbren create the first works of interactive video art.
1991- Pelle Ehn and Morten Kyng’s Utopia Project employs users (skilled workers) to help design new technologies
1991- The multiplayer online role playing game Habitat allows for players to communicate online in a virtual environment.
1991- In “Seeing and Writing” J. David Bolter investigates how our ability to manipulate text on the computer affects our relationship to reading and writing
1993- In “Hypertext and the Laws Media” Stuart Moulthrop explores the political capacity of hypertext
1992- Robert Coover encourages literature students to experiment in the realm of interactive hypertext novels
1993- In Understanding Comics Scott McCloud dissects how all aspects of comics work, helping us better understand our relationship to text and image.
1994- In “Surveillance and Capture” Phillip Agre explores how our privacy and surveillance online modifies our behavior.
1994- “Nonlinearity and Literary Theory” Espen J. Aarseth begins to create a literary theory and classification of nonlinear texts
1994- The Critical Art Ensemble describes how corporate powers of control have infiltrated the cyber realm, and proposes new forms of web protest.
1994- The World Wide Web catches on and beats out other Internet services to become ubiquitous in households across America

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