Video Games
Ports (Interface Units) and Recording Studio’s
1. Abbey Road
2. Le Studio (Morin Heights)
3. Trident
4. Maclear
5. Cherry Beach
6. Turtle Beach
7. Metalworks
8. Bearsville
9. Studio 306
10. Casablanca
11. Q107 – Skylab
12. Walt Disney Studio’s
13. Lucas Sound
14. Many unnamed Governments and Broadcasters
15. AES/EBU
16. SPDIF
17. U.S.B
18. Optical – Crystal
19. Fiber-Optics
20. VHF/UHF – Antenna
21. M.I.D.I – Musical Instrument Digital Interface
22. Atari
23. Williams
24. Sega
25. Nintendo
26. Apple
27. Olivetti
28. I.B.M – Internal Business Machines
29. Commodore
30. Colecovision
31. Activision
32. Intellivision
33. Tascam
34. Alesis
35. Sony
36. Maxell
37. TDK
38. Yamaha
39. Akai
40. Kurtzweil
41. Neve
42. Westar
43. Neotek
44. Studer
45. Bryson
46. Carver
47. Bell Meridian
48. Cellular
49. Satellite
50. Sonar - Leagues
Video Games
1. Zapper
2. Galaga
3. Space Invaders
4. Galaxian
5. Missile Command
6. Donkey Kong
7. John Elway Football
8. Tommy Lasorda Baseball
9. Dragon’s Lair – Virtual Reality
10. Frogger
11. Qix
12. Labyrinth *
13. Tempest
14. Defender
15. Centipede
16. Pac Man
17. Teenage Mutant Ninja Turtles
18. Super Mario Brothers
19. Tetras
20. Q-Bert
21. Joust
22. Track and Field
23. Asteroids
24. Star Wars
25. Speed
26. Miss Pac Man
27. Pitfalls
28. The Body Synth–The human is the game or character/Muscles making visuals/music/Cyborg
Dimensia and Polarization
1. Modes – Lydian, Phrygian, Dorian, Locrian – Set Scales
2. Octaves – Thirds, Fifths, Sevenths – Scale to Scale
3. Uni – Two Dimensional
4. Bi – Two Dimensional with Common Frequency
5. Tri – Three Dimensional
6. Quadrophonic – Surround Sound
7. Pentagon – Intelligence Gathering Techniques
8. Hexagon – Star
9. Septagon – Million
10. Octagon – 8th Dimension
11. Tetragon – Dan or Highest level in Martial Arts
12. Decigon - Highest/Billion
13. Uni-directional – Taking in at/from one direction
14. bi-Polar - Taking in from two directions at once
15. Omni-directional – Taking in from all directions at once
16. Cardioid – Heart shaped envelope
17. Hyper-Cardioid – Heart shape with a Penis for greater sensitivity
Video Games – Legend
1. Start of Game – Life
2. Game Over – Death and Desensitization
3. High Sc ore – Material
4. Increased Speed – Levels
5. % of hits – Success Rate
6. Virtual Reality – Identifying with the characters
7. Memory – The players’ imagination and talent
8. Discovering Hidden Screens – Conquest
9. Ability – Confidence
Repercussions
In the 1970’s when Video Games were introduced into our communities, the premise was simple – Kill the Alien, anything that is a threat to us - shoot an alien, shoot an asteroid, shoot a Centipede. These games were in-offensive to most. The person who played these games were expediating their rate to achieve high scores. Today, most Video Games employ hand to hand combat, and other acts of violence. When Video Games first came out there were many arcades in Mega-Cities and the usual form of playing was done standing. Today most people play their Video Games from home-systems – usually played while sitting.
In the Tom Clancy novel ‘Games of State’, the concern that he had was that Video Games would be used as a weapon top disorient people into believing that ‘Blacks’ should be exterminated.
On the internet today, practically any and all Video Games can be uploaded and downloaded onto a persons’ hard-drive. This is different from twenty years ago when a person had to buy the software. Today, hard-drives are ports, communication devices (with internal tracking a.k.a G.P.S). Therefore, any electronic device or cable used in our modern day carries with it a built in limiter in the Hardware (now considered a port). This chip can be activated outside of the home (each hardware component exists within the mainframe – a software design. Modulation (or synthesis) is used as a measure of issuing commands or triggers. In a natural state these commands carry no meaning – in other words, passive resistance is a defence mechanism used to combat impulses.
Closed circuit television was employed as a premise to define each Nuclear Household with respect to our programming. In our modern day – since 1990 - we now see many 24/7 businesses. By this perspective the psychology of our time has changed, in relation to the 70’s and 80’s. When almost 100% of the population worked a conformed 9am-5pm position, people were on the same page. Since virtual reality Video Games were introduced and when the Telecommunications industry became much more de-regulated, peoples’ psychology changed. In this writers’ opinion, we’ve become de-sensitized, and we’re experiencing gross acts of violence in the Western World as a result. Once there is a removal of programs within an operating system, this form of sensory deprivation is essentially psychological warfare. A rational person that consciously experiences this becomes disoriented. This is Tom Clancy’s fear. At the point of being triggered, or, having information withheld, a person will naturally combat. To see things clearly is paramount. Once time and depth perception changes, this is a form of terror. A person will naturally deduce based on whatever stimulae their given (how a person feels) - kismet.
Wednesday, November 18, 2009
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