30. From Literary Machines Proposal for a Universal Electronic Publishing System and Archive by Ted Nelson, 1981

Literary Machines is Ted Nelson’s most complete outline of his Xanadu project, the definitive archive. The foundation of the project is a world-spanning computer network in which everybody can create his or her own documents. These documents are editable and “degradation-proof” storage allows anybody to visit any version. Each user is also allowed to view the information in their preferred displays. The Web of today offers this idea in part. Nelson’s intention with this essay is written to reveal to the average person the capabilities he describes. Additionally, Nelson is an advocate for “micropayment,” which he suggested for access to the information on Xanadu. One of the most interesting aspects of Nelson’s book Literary Machines is that it is written as a “stretchtext” where the information at the top is the most important; if you read further you get more detail, and by reading to the end of the page you get all of the information. I thought it was interesting that Nelson defined literature as an “ongoing system of interconnecting documents.” To understand this chapter, I had to change my thinking in several ways because I have lived with “documents” and the Internet for most of my life.
31. Will There by Condominiums in Data Space? By Bill Viola, 1982

Bill Viola, a high-profile video artist, creates work in which the “traditionally rough production values of video art are not present.” He has been described as having an almost lyrical and poetic approach to exploring the medium of video. This was something that I noticed in the video we watched about him. His video of the women greeting each other was in no way roughly shot, but was crisp and directed towards the heart. In this essay, Viola discusses the structures and spaces of the mind, computers, and even video art. He even takes a few paragraphs to talk about new technology and its effects on art, which I thought was very important considering his work. I also really enjoyed his little side story The Porcupine and the Car.
32. The Endless Chain by Ben Bagdikian, 1983

Old and new media have become increasingly intertwined. Bagdikian expresses concern that a small number of firms have a large influence on American “culture, commerce, and political power.” With consideration to Ted Nelson’s ideas in Literary Machine, Bagdikian places importance on the front and back ends of new media, receiving and transmitting ends. Bagdikian revealed information about huge companies controlling the information and news we receive. I think that this is completely true today as we have “liberal” and “conservative” new outlets, and CEO’s have such strongly different personal opinions on what is important.
33. Direct Manipulation: A Step Beyond Programming Languages by Ben Shneiderman, 1983

Direct manipulation is defined as the idea that “instead of employing a command language to instruct the computer, the data being processed is exposed and accessed in a more graphically representational way, and immediate visual feedback is provided after every action.” Direct manipulation systems represent data in ways that are more easily understood. A few of these systems, which Shneiderman discusses, include the display of a document in its final form, cursor motion, specifically through a mouse, joystick, or tablet, and buttons for action commands. Shneiderman’s favorite example of direct manipulation is driving a car, which I think is really interesting considering how simple it is.
34. Video Games and Computer Holding Power by Sherry Turkle, 1984

Sherry Turkle, exploring how video games were a way that all ages could encounter a computer, believed that these games played a social and psychological role. Turkle was one of the first to notice that people were able, through playing video games, to take on different roles that affected them individually and socially. Turkle discusses the analogy between video games and television, stating, “Television is something you watch. Video games are something you do.” The story she tells about Jarish is intriguing because of how the child, at 12, is already interested in learning programming. This reveals the large gap between the generations in terms of moving forward with technology. Closing with a story about Jimmy and Cara, Sherry Turkle enlightens us on her thoughts of discipline and perfection, which are enforced by a desire to control the “inside through action on the outside.”