Studio Index menu:

Studio Index

This is an index dump from a class assignment in 2021. I’d like to replace this with an auto-index that connects to my personal knowledge management system and an equipment spreadsheet.

Computers

Software, frameworks, tech standards

Lexicon

(These are entries from my notes file that are currently relevant to my practice.)

Dungeon
Frontier
Arcology
Audience Design Audience Design is a theory of language style Proposed by Alan Bell (1984), who derived the term from Clark (Clark and Carlson, 1982). Audience Design proposes that speakers' Language Style choices are primarily a response to their audience. Audience Design is generally manifested in a speaker shifting their style to be more like that of the person they are talking to.
Flow vs Practice and Mimesis Mihaly Csikszentmihalyi proposed the idea of "Flow states" as a neoliberal panacea for alienation, wherein humans can enter gratifying states performing any task that is tuned to the edge of their mastery, regardless of the material reality of the task and other conditions of the subject's life. This idea has been turned into a pop-psychology self-improvement system and has insinuated itself into game studies and is often uncritically praised as a central element of videogame design. I'm proposing that the phenomenological experience of flow is actually a mimetic process of feedback in which a remembered embodied action is somatically re-experienced in the senses as it is executed. This is a process that is deeply linked to the roots of music, language and ritual, which are all part of a mechanism that serves essential social functions. Related- mimesis and pure music.
Akihabara Arcade Notebooks > An underdocumented part of Japan's video game history: arcades had (and, to an extent, have!) communal notebooks in which people would write game tips, comments, ask questions, and generally communicate – GameFAQs before GameFAQs! These were core for Japan arcades' social aspect. - Samuel 💻✨ Messner (@obskyr) October 13, 2020
Deterritorialization In critical theory, the process by which a social relation of components, a territory, has its current organization and context altered, mutated or destroyed. The components then constitute another new relation, and become reterritorialized. In Anthropology, a symptom of mediatization, migration and commodification, a weakening of ties between culture and place.
Data Gardens The idea of a non-heirarchically assembled space for knowledge production, a web space that is a work in progress or workbench rather than a polished presentation layer separate from notes and indexes. This website is a data garden, as is my offline personal wiki Everest Pipkin's Data Gardens Syllabus
Assimilation The material program of granting "whiteness", with accompanying economic benefits and access to a group in exchange for complicity in helping to oppress another, and in the process undergoing a multigenerational loss of cultural context, language, and values, resulting in culturally unmoored individuals to whom family relations are largely only either a financial risk/burden or accumulated capital to be liquidated. Related- Du Bois historical account of the "Wages of Whiteness" and Graber's anthropological study of debt (Graeber). This connects to my work both in refutation of flow, creation of new embodied rituals and games connected to constructing family histories, and specifically to the migration of Bohemians to Texas. "Turning immigrants into Americans" was the name of a xenophobic pamphlet that called for the renunciation of "barbaric languages" by immigrants.
House Rules Everest Pipkin's concept of retopologizing or applying folk rules to an existing game:
Kusoge The Japanese term for a "shitty game", esp if it has some other value or charm, if it is humorous in its brokenness or has some other fascination.
The Hairball The hairball is everything. The hairball is all of the histories and ideas and issues that you want to try to keep out when you make or play a game or an artwork. Presumably it's also all the things you would not think about in a "Flow" state. The hairball will always get dragged into what you create, like tangled laundry following the shirt you're trying to pull from the dryer to fold, depositing clean socks and underwear onto the dirty floor. You might as well let the hairball in.
Situated Cognition > According to the situated cognition perspective, learning is seen as a process of enculturation, or participation in socially organized practices, through which specialized skills are developed by the learner as they engage in an apprenticeship in thinking (Rogoff, 1990), or in legitimate peripheral participation (Lave and Wenger, 1991).[...] > Using the methodology of field studies, Suchman (1987), Hutchins (1995a, 1995b) and others could demonstrate how much people rely on cues and representations provided by the environment. While traditional accounts of planning rely on mental representations and processes exclusively, human planning can be shown to rely on maps, road signs, guidance by other people, and other external sources. The importance of external representations in problem solving has been repeatedly demonstrated (Zhang 1997). > “Unfortunately, students are too often asked to use the tools of a discipline without being able to adopt its culture. To learn to use tools as practitioners use them, a student, like an apprentice, must enter that community and its culture.” [link to science direct article](https://www.sciencedirect.com/topics/neuroscience/situated-cognition)
Zones of Permission Peter Burr's Cave Exits describes a game like zone with its own ontology, Ian Cheng describes art as: > I think of art as a zone of permission, unlike anywhere else in culture or anywhere else professionally. Even though many artists don’t take advantage of the permission that art offers, it is nonetheless the one zone in culture where you can explore the present and cannibalize the past with relatively little oversight. It is an ideal home base. Games and art negotiate that 'permission', just as their consequences in the real world are negotiated. They are not immaterial or encapsulated, they are materially situated in many ways and not distinct from the normal world, but they create another ontological layer as an emergent and dependent feature of the quotidian one we know.

Items

Mr Penn's Bowl A wooden bowl made by the man who rented a house to my mother and I in the 70's for $98 a month
Atari VCS joystick A torture device

Models

Diagrams

Bricolage

Places

Communities

Monuments

Events

Acts

Creatures

Gogglefeathers / The Wumpus / The Rabid Dog that great uncle Otis shot an imaginary family monster, the prototypical videogame monster, a real "monster".

People

They cursed him (Bergmann) that through him they were greatly reduced in wealth and health, and many died; "the word Texas is a certain doom for Czechoslovaks, just as the Temešský Banát in Hungary" (Ar USA 33/6, p. 81, archive of the Náprstek Museum in Prague).

(Eckertová)

Site

Pages

  • About
  • Animation
  • Archon
  • Contact
  • Didaktik Gama
  • Doors
  • Grotto
  • design
  • Mud Room
  • Obelisk
  • Performance
  • Projects
  • Teaching
  • Posts

  • Category: "essays"
  • Category: "juegos_rancheros"
  • Category: "software"
  • Category: "animation"
  • Category: "vj"
  • Category: "games"
  • Category: "design"
  • Category: "audio"
  • Category: "videos"
  • Category: "video"
  • Category: "music"
  • Category: "article"
  • Category: "hypermedia"
  • Category: "sound"
  • Category: "perception"
  • Category: "conservation"
  • Category: "art"
  • Category: "photography"
  • Category: "poetry"
  • Category: "dance"
  • Category: "film"
  • Category: "AI"
  • Category: "theory"
  • Category: "computing"
  • Category: "comics"
  • Category: "tech_criticism"
  • Category: "decentralization"
  • Category: "interdependence"
  • Category: "procgen"
  • Category: "publishing"
  • Category: "artwork"
  • Category: "mac"
  • Category: "obelisk"
  • Category: "mud"
  • Category: "roguelikes"
  • Tagged: "blog"
  • Tagged: "comics"
  • Tagged: "genre"
  • Tagged: "culture"
  • Tagged: "essays"
  • Tagged: "games"
  • Tagged: "juegos rancheros"
  • Tagged: "fantastic arcade"
  • Tagged: "me"
  • Tagged: "video"
  • Tagged: "waking life"
  • Tagged: "film"
  • Tagged: "science fiction"
  • Tagged: "herzog"
  • Tagged: "party"
  • Tagged: "viz"
  • Tagged: "vj"
  • Tagged: "venus patrol"
  • Tagged: "favorited"
  • Tagged: "ofnote"
  • Tagged: "interactive"
  • Tagged: "vimeo"
  • Tagged: "software"
  • Tagged: "art"
  • Tagged: "pocketed"
  • Tagged: "rip"
  • Tagged: "video art"
  • Tagged: "audio,"
  • Tagged: "tinnitus"
  • Tagged: "tutorials"
  • Tagged: "motion graphics"
  • Tagged: "vdmx"
  • Tagged: "press"
  • Tagged: "compression"
  • Tagged: "automation"
  • Tagged: "music"
  • Tagged: "amphibians"
  • Tagged: "octopus project"
  • Tagged: "octopusproject"
  • Tagged: "visuals"
  • Tagged: "austin"
  • Tagged: "ai"
  • Tagged: "animation"
  • Tagged: "youtube"
  • Tagged: "thu tran"
  • Tagged: "videos"
  • Tagged: "ACC"
  • Tagged: "Vimeo’s"
  • Tagged: "self"
  • Tagged: "Juegos Rancheros"
  • Tagged: "perception"
  • Tagged: "vr"
  • Tagged: "UI"
  • Tagged: "retrocomputing"
  • Tagged: "produciton design"
  • Tagged: "thicket"
  • Tagged: "curation"
  • Tagged: "criticism"
  • Tagged: "hci"
  • Tagged: "ui"
  • Tagged: "design"
  • Tagged: "computing"
  • Tagged: "interactive_design"
  • Tagged: "dazed"
  • Tagged: "carry"
  • Tagged: "grotto"
  • Tagged: "tools"
  • Tagged: "molleindustria"
  • Tagged: "obelisk"
  • Tagged: "cenotaph2"
  • Tagged: "isthisyou"
  • Tagged: "AI,ethics"
  • Tagged: "generative"
  • Tagged: "text"
  • Tagged: "everest"
  • Tagged: "pipkin"
  • Tagged: "shapes"
  • Tagged: "animation,"
  • Tagged: "mud"
  • Tagged: "dusicky_vr"
  • Tagged: "dusicky"
  • Tagged: "homeland"
  • Tagged: "archon"
  • Tagged: "arcology"
  • Tagged: "studio"
  • Tagged: "AI"
  • Tagged: "CA"
  • Tagged: "didaktik"
  • Tagged: "roguelikes"
  • Tagged: "game reviews"
  • Tagged: "poetry"
  • Tagged: "material of language"
  • Tagged: "Archives"
  • Tagged: "game-a-week"
  • Tagged: "aet-333"
  • Tagged: "graphics"
  • Library

    1. Aarseth, Espen J. From Hunt the Wumpus to EverQuest: Introduction to Quest Theory. 2005, pp. 496–506.
    2. Acker, Kathy, et al. Kathy Acker: The Last Interview and Other Conversations. Melville House Publishing, 2018.
    3. Adams, Tarn. Characterization and Emergent Narrative in Dwarf Fortress. 2019, p. 10.
    4. ---. Dwarf Fortress. Bay12Games, https://bay12games.com/dwarves/.
    5. Adam Smith. Handgame, a Computational Comparative Ethnoludology. November 2021, https://www.youtube.com/watch?v=S_YkOjQsdpo.
    6. Adorno, Theodor W., and J. M. Bernstein. The Culture Industry: Selected Essays on Mass Culture. Taylor and Francis, 2005, http://public.eblib.com/choice/publicfullrecord.aspx?p=242323.
    7. Agency \Textleftarrow Forensic Architecture. https://forensic-architecture.org/about/agency.
    8. Ahearn, Laura. [Primers in Anthropology] Living Language An Introduction to Linguistic Anthropology. 2nd ed., Wiley-Blackwell, 2016.
    9. Ahmed, Sara. Queer Phenomenology: Orientations, Objects, Others. Duke University Press, 2006.
    10. Akenson, Donald Harman. Some Family: The Mormons and How Humanity Keeps Track of Itself. McGill-Queen’s University Press, 2007.
    11. Akins, Kathleen. “A Bat without Qualities?” Consciousness: Psychological and Philosophical Essays, edited by Martin Davies and Glyn W. Humphreys, Blackwell, 1993, pp. 345–58.
    12. Albers, Anni, et al. On Weaving. New expanded edition, Princeton University Press, 2017.
    13. ---. On Weaving. New expanded edition, Princeton University Press, 2017.
    14. Alexander, Christopher. A CITY IS NOT A TREE.
    15. Alexander, Leigh. “Girly Video Games: Rewriting a History of Pink.” The Guardian, June 2014, https://www.theguardian.com/technology/2014/jun/05/girly-games-history-of-pink-rachel-weil.
    16. Alexander, Christopher. A Pattern Language Towns, Buildings, Construction (Cess Center for Environmental) by Christopher Alexander, Sara Ishikawa, Murray Silverstein. 1977.
    17. Dutta, Arindam. “A Second Modernism : MIT, Architecture, and the ’Techno-Social’ Moment / Arindam Dutta, Editor ; with Stephanie Marie Tuerk, Michael Kubo, Jennifer Yeesue Chuong, Irina Chernyakova.” A Second Modernism : MIT, Architecture, and the ’Techno-Social’ Moment, SA+Press, Department of Architecture, MIT, 2013.
    18. Perlus, \relax Barry. “Celestial Mirror : The Astronomical Observatories of Jai Singh II / Barry Perlus.” Celestial Mirror : The Astronomical Observatories of Jai Singh II, Yale University Press, 2020.
    19. “Mike Builds a Shelter / Produced by Michael Smith, Mark Fischer.” Mike Builds a Shelter, Video Data Bank, 0200/1985.
    20. “Kostnice = Ossuary / Ústřední Půjčovna Filmů Uvádí Film ; Produkce, J. Soukup ; Námět, Scénář, Režie J. Švankmajer.” Kostnice = Ossuary, Československý Filmexport, 1970.
    21. Perkins, Frances. “People at Work / by Frances Perkins.” People at Work, The John Day Co., 1934.
    22. “The Turner Thesis Concerning the Role of the Frontier in American History / Edited with an Introduction by George Rogers Taylor.” The Turner Thesis Concerning the Role of the Frontier in American History, Revised edition., D.C. Heath and Company, 1956.
    23. Branzi, \relax Andrea. “The Hot House : Italian New Wave Design / Andrea Branzi ; Foreword by Arata Isozaki ; [Translated from the Italian by C.H. Evans].” The Hot House : Italian New Wave Design, 1St MIT Press ed., MIT Press, 1984.
    24. Williams, Alena J. “Nancy Holt : Sightlines / Alena J. Williams ; with Contributions by Pamela M. Lee [and Others].” Nancy Holt : Sightlines, University of California Press, 2011.
    25. “I AM THE BODY WORKING THE MACHINE.” Frame, no. 09, 2014, pp. 180–89.
    26. Anable, Aubrey. Playing with Feelings: Video Games and Affect. University of Minnesota Press, 2018.
    27. Anderson, Benedict R. O. G. Imagined Communities: Reflections on the Origin and Spread of Nationalism. Rev. ed, Verso, 2006.
    28. Andersson, Rikard. Historical Land-Use Information from Culturally Modified Trees.
    29. Angell, Ian O., and Brian J. Jones. Advanced Graphics with the Sinclair ZX Spectrum. Macmillan, 1983.
    30. ---. Advanced Graphics with the Sinclair ZX Spectrum. Macmillan, 1983.
    31. Anthropy, Anna. Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Dropouts, Queers, Housewives, and People like You Are Taking Back an Art Form. Seven Stories Press 1st ed, Seven Stories Press, 2012.
    32. ---. ZZT. Boss Fight Books, 2014.
    33. Antonín, Robert. The Ideal Ruler in Medieval Bohemia. no. volume 44, Brill, 2017.
    34. Inc, Apple Computer, editor. Human Interface Guidelines: The Apple Desktop Interface. Nachdr., Addison-Wesley Publ, 1991.
    35. Apprich, Clemens, et al. Pattern Discrimination. 2018, https://doi.org/10.14619/1457.
    36. Arakawa, Shūsaku, and Madeline Gins. Architectural Body. University of Alabama Press, 2002.
    37. Arakawa, Shūsaku, et al. Making Dying Illegal: Architecture against Death : Original to the 21st Century. Roof Books, 2006.
    38. Architecture and the Influence of the Web. https://docs.google.com/document/d/1yU3jSBTPAScrFVYp94sCTwFz6VS5RL7l80F5JtxJ2xw/edit.
    39. Aristotle, et al. De Anima: Books II and III with Passages from Book 1. Clarendon Press ; Oxford University Press, 1993.
    40. Articles of Association. October 1774.
    41. Artist, American. “Black Gooey Universe.” Unbag, no. 2, February 2021, https://unbag.net/issue-2-end/black-gooey-universe/.
    42. Ashbery, John, et al. Selected Poems. Viking, 1985.
    43. ---. Selected Poems. Viking, 1985.
    44. Assanti, Edel. Zach Blas Performance Lecture: Metric Mysticism. February 2019, https://vimeo.com/320505641.
    45. The Athens Charter. 1933.
    46. Auerbach, Erich, and Edward W. Said. Mimesis: The Representation of Reality in Western Literature. 50Th anniversary ed, Princeton University Press, 2003.
    47. Augé, Marc. Non-Places: Introduction to an Anthropology of Supermodernity. Verso, 1995.
    48. ---. Non-Places: Introduction to an Anthropology of Supermodernity. 2Nd English language ed, Verso, 2008.
    49. Austin, Holcombe M., and Paolo Soleri. “Arcology: The City in the Image of Man.” The Journal of Aesthetics and Art Criticism, vol. 33, no. 1, 1974, p. 115, doi:10.2307/428967.
    50. Axel, Nick, et al., editors. Superhumanity: Design of the Self. University of Minnesota Press, 2018, doi:10.5749/j.ctt1zctt3b.
    51. Azuma, Hiroki. Otaku: Japan’s Database Animals. English ed., University of Minnesota Press, 2009.
    52. Bachelard, Gaston, and M. Jolas. The Poetics of Space. Beacon Press, 1994.
    53. Bailes, Jon. Ideology and the Virtual City: Videogames, Power Fantasies and Neoliberalism. Zero Books, 2019.
    54. Bailey, Andrew. “Shifting Borders: Walking Simulators, Artgames, and the Categorical Compulsions of Gaming Discourse.” Shifting Borders, vol. 5, no. 2, 2019.
    55. Balaš, Nikola. “Through a Peephole: Vladimír Karbusický, the Secret Police and the Scholarly Ethos in Socialist Czechoslovakia.” History and Anthropology, vol. 35, no. 2, Routledge, March 2024, pp. 352–71, doi:10.1080/02757206.2022.2060218.
    56. “Ballard_fictions-Of-Every-Kind.Pdf.” Books & Bookmen, 1971.
    57. Barber, Marian Jean. How the Irish, Germans, and Czechs Became Anglo: Race and Identity in the Texas-Mexico Borderlands. University of Texas.
    58. Barbrook, Richard, and Andy Cameron. “The Californian Ideology.” Science as Culture, vol. 6, no. 1, January 1996, pp. 44–72, doi:10.1080/09505439609526455.
    59. Bardi, Bo. House in Morumbi. 1953.
    60. Barlow, John Perry. A Declaration of the Independence of Cyberspace. 1996.
    61. Baron, David. Game Development Patterns with Unity 2021: Explore Practical Game Development Using Software Design Patterns and Best Practices in Unity and C#. Second edition, Packt, 2021.
    62. Barron, Alex. “‘Petscop,’ the Creepy YouTube Series That Confounded Gamers on Reddit.” The New Yorker, August 2017, https://www.newyorker.com/culture/rabbit-holes/petscop-the-creepy-youtube-series-that-confounded-gamers-on-reddit.
    63. Barr, Pippin. The Stuff Games Are Made Of. The MIT Press, 2023.
    64. Barthes, Roland, and Stephen Heath. Image, Music, Text. Nachdr., Hill and Wang, 2009.
    65. Barwin, Gary, and D. A. Beaulieu. Frogments from the Frag Pool: Haiku after Bashō. Mercury Press, 2005.
    66. Barzan, Ario. “UNDERSTANDING THE SUBLIME ARCHITECTURE OF BLOODBORNE.” Kill Screen, July 2015, p. 9.
    67. Basile, Jonathan. Tar for Mortar: The Library of Babel and the Dream of Totality. 1St edition, Punctum Books, 2018.
    68. Bastian, Edited Jeannette A., and Elizabeth Yakel. Archival Research and Practice in the Twenty-First Century. p. 21.
    69. Bastian, Jeannette A., and Andrew Flinn. Community Archives, Community Spaces: Heritage, Memory and Identity. 1st ed., Facet, 2018, doi:10.29085/9781783303526.
    70. Baudrillard, Jean. The Gulf War Did Not Take Place. Indiana University Press, 1995.
    71. Baudrillard, Jean, and Stuart Kendall. Utopia Deferred: Writings from Utopie (1967-1978). Semiotext(e), 2006.
    72. Bay 12 Games: Dwarf Fortress. https://bay12games.com/dwarves/.
    73. Beer, Stafford, and Stafford Beer. Designing Freedom. Wiley, 1994.
    74. The Beginnings of Our Statehood 11 – Kosmas and His Legacy in the Přemyslov Genealogy - e-Všudybyl.CZ - a Magazine about People and People in the Tourism Industry. https://www.e-vsudybyl.cz/archiv/pocatky-nasi-statnosti-11-kosmas-a-jeho-odkaz-v-genealogii-premyslovcu-2623/.
    75. Benjamin, Walter. The Arcades Project.
    76. Benjamin, Walter, et al. The Arcades Project. Edited by Howard Eiland and Kevin MacLaughlin, First Harvard University Press paperback edition, The Belknap Press of Harvard University Press, 2002.
    77. ---. Illuminations. Schocken Books, 1986.
    78. Benjamin, Ruha. Race after Technology: Abolitionist Tools for the New Jim Code. Polity, 2019.
    79. Benjamin, Walter. The Work of Art in the Age of Mechanical Reproduction. p. 26.
    80. Bennett, Jonathan. Correspondence between Descartes and Princess Elisabeth. p. 16.
    81. Bergen, Benjamin K., and Ting Ting Chan Lau. “Writing Direction Affects How People Map Space Onto Time.” Frontiers in Psychology, vol. 3, April 2012, p. 109, doi:10.3389/fpsyg.2012.00109.
    82. Berkeley, William. A Discourse and View of Virginia.
    83. Berkeley, George. A TREATISE CONCERNING THE PRINCIPLES OF HUMAN KNOWLEDGE. p. 63.
    84. Bernstein, Charles. Veil. Xexoxial Editions, 1987.
    85. Bevins, Vincent. The Jakarta Method: Washington’s Anticommunist Crusade and the Mass Murder Program That Shaped Our World. PublicAffairs, 2020.
    86. Bideleux, Robert, and Ian Jeffries. A History of Eastern Europe: Crisis and Change. Routledge, 1998, http://www.myilibrary.com?id=40790.
    87. Bigelow, Allison Margaret. Mining Language: Racial Thinking, Indigenous Knowledge, and Colonial Metallurgy in the Early Modern Iberian World. Omohundro Institute of Early American History Culture ; University of North Carolina Press, 2020.
    88. Bilal, Kashif, et al. “A Comparative Study Of Data Center Network Architectures.” ECMS 2012 Proceedings Edited by: K. G. Troitzsch, M. Moehring, U. Lotzmann, ECMS, 2012, pp. 526–32, doi:10.7148/2012-0526-0532.
    89. Bingham, Adam. Apocalypse Then: Lessons of Darkness Re-Visited. p. 5.
    90. Biraghi, Marco. “Manfredo Tafuri (1935-1994).” Architectural Review, June 2014, https://www.architectural-review.com/essays/reputations/manfredo-tafuri-1935-1994.
    91. Bjork, Staffan, and Jussi Holopainen. Patterns in Game Design. 1St ed, Charles River Media, 2005.
    92. Blanchon, Benoit. Mastering ArduinoJson 6.
    93. Bletzer, Michael. “Revisiting History’s Cenotaphs: The ‘Common Man’ and Ethics of Commemoration in Conflict Archaeology.” Archaeologies, vol. 9, no. 1, April 2013, pp. 56–70, doi:10.1007/s11759-013-9220-9.
    94. Block, Ned. “Consciousness and Cognitive Access.” Proceedings of the Aristotelian Society (Hardback), vol. 108, no. 1pt3, October 2008, pp. 289–317, doi:10.1111/j.1467-9264.2008.00247.x.
    95. Blum, Susan. “A Professor Explores Why Zoom Classes Deplete Her Energy (Opinion).” Inside Higher Ed, April 2020, https://www.insidehighered.com/advice/2020/04/22/professor-explores-why-zoom-classes-deplete-her-energy-opinion.
    96. Boden, Margaret A. Creativity and Art: Three Roads to Surprise. Oxford University Press, 2010.
    97. Bogost, Ian, and Cindy Poremba. “Can Games Get Real? A Closer Look at ‘Documentary’ Digital Games.” Computer Games as a Sociocultural Phenomenon, edited by Andreas Jahn-Sudmann and Ralf Stockmann, Palgrave Macmillan UK, 2008, doi:10.1057/9780230583306.
    98. Boilevin, Louise, et al. Research 101 : A Manifesto for Ethical Research in the Downtown Eastside. The University of British Columbia, 2019, doi:10.14288/1.0377565.
    99. Bolhuis, Johan J., and Martin Everaert, editors. Birdsong, Speech, and Language: Exploring the Evolution of Mind and Brain. MIT Press, 2013.
    100. Boluk, Stephanie, and Patrick LeMieux. Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames. no. 53, University of Minnesota Press, 2017.
    101. Dan Hassler-Forest, Pascal Nicklas. The Politics of Adaptation: Media Convergence and Ideology. Palgrave Macmillan, 2015, http://gen.lib.rus.ec/book/index.php?md5=c304ef47e5375b9972e33a3516ca915e.
    102. Ahearn, Laura M. Living Language: An Introduction to Linguistic Anthropology. 2nd ed., Wiley-Blackwell, 2016, http://gen.lib.rus.ec/book/index.php?md5=af79f14caac695883d60b4d60e35fc7c.
    103. Cruse, Alan. A Glossary of Sociolinguistics. Edinburgh University Press, 2006, http://gen.lib.rus.ec/book/index.php?md5=6efd997d4509316830ca31b4f629401c.
    104. (ed.), Charles Goodwin. Conversation and Brain Damage. 1st ed., Oxford University Press, 2003, http://gen.lib.rus.ec/book/index.php?md5=df2308167ac7d7950d8d67b410c4aa2d.
    105. Taekke, Jesper. Chat as a Technically Mediated Social System. http://gen.lib.rus.ec/book/index.php?md5=d1baaa45069ba3ebaaec493c2b3d9c52.
    106. Williams, Raymond. Culture and Society, 1780-1950. 2Nd Edition, Doubleday, 1960, http://gen.lib.rus.ec/book/index.php?md5=99d4f272833abbddefc5b726ecab2dc7.
    107. Borges, Jorge Luis. “Borges - The Circular Ruins.Pdf.” Sur, 1940.
    108. Boullee, Etienne-Louis. Boulee & Visionary Architecture. Harmony Books.
    109. Bozak, Nadia. Firepower - Herzog’s Pure Cinema. p. 8.
    110. Braidotti, Rosi. “Posthuman Critical Theory.” Journal of Posthuman Studies, vol. 1, no. 1, 2017.
    111. Braitenberg, Valentino. Vehicles, Experiments in Synthetic Psychology. MIT Press, 1984.
    112. Brandon Boyer. Fantastic Arcade 2015: Loren Schmidt’s STRAWBERRY CUBES & Nathalie Lawhead’s FROGGY. December 2015, https://www.youtube.com/watch?v=GjxPDlmKfzY.
    113. Bratton, Benjamin H. The Revenge of the Real: Politics for a Post-Pandemic World. Verso, 2021.
    114. Bratton, Benjamin. The Terraforming. Strelka Press, 2019.
    115. Brazelton, Bennett. “On the 10-Year Anniversary of Minecraft: Two Interventions in Extractive Colonialism.” Cultural Geographies, vol. 27, no. 3, July 2020, pp. 491–97, doi:10.1177/1474474019890319.
    116. Bridle, James. New Dark Age: Technology, Knowledge and the End of the Future. Verso, 2018.
    117. Bright, Deborah. Bright, Deborah - Photographing Nature, Seeing Ourselves.Pdf. 2012.
    118. ---. “The Machine in the Garden Revisited: American Environmentalism and Photographic Aesthetics.” Art Journal, vol. 51, no. 2, 1992, p. 60, doi:10.2307/777397.
    119. ---. “Of Mother Nature and Marlboro Men: An Inquiry into the Cultural Meanings of Landscape Photography.” Illuminations, edited by Liz Heron and Val Williams, 1st ed., Routledge, 2021, pp. 333–47, doi:10.4324/9781003135630-52.
    120. Brodsky, Reconstructing, et al. Rancière and the Metapolitical Framing of Architecture:
    121. Brojo, Maroš. “Playable English Localizations of Slovak Digital Games From the Late 80s Period (Updated).” Slovenské Centrum Dizajnu, December 2022, https://scd.sk/clanky/playable-english-localizations-of-slovak-digital-games-from-the-late-80s-period/.
    122. Brooks, David. Pandemics Kill Compassion, Too. p. 2.
    123. Brown, Denise Scott. “Learning From Pop.” The Journal of Popular Culture, vol. VII, no. 2, September 1973, pp. 387–401, doi:10.1111/j.0022-3840.1973.0702_387.x.
    124. Bruce, Michael, and Steven Barbone, editors. Just the Arguments: 100 of the Most Important Arguments in Western Philosophy. Wiley-Blackwell, 2011.
    125. Bruce Sterling. Shaping Things. 2005.
    126. Burr, Peter. CAVE EXITS (Installation Preview). April 2015, https://vimeo.com/125600771.
    127. Butler, Octavia E. “A Few Rules for Predicting the Future.” Essence, vol. 31, 2000, pp. 166–66.
    128. ---. Bloodchild and Other Stories. Four Walls Eight Windows, 1995.
    129. By. “Home Computers Behind The Iron Curtain.” Hackaday, December 2014, https://hackaday.com/2014/12/15/home-computers-behind-the-iron-curtain/.
    130. Caillois, Roger, and Meyer Barash. Man, Play, and Games. University of Illinois Press, 2001.
    131. Calvino, Italo. The Castle of Crossed Destinies. 1St Harvest/HBJ ed, Harcourt Brace Jovanovich, 1979.
    132. ---. Cosmicomics. Penguin Classics, 2022.
    133. ---. Invisible Cities. 1St Harvest/HBJ ed, Harcourt Brace Jovanovich, 1978.
    134. ---. Invisible Cities. 1St Harvest/HBJ ed, Harcourt Brace Jovanovich, 1978.
    135. Cameron, Deborah. “Styling the Worker: Gender and the Commodification of Language in the Globalized Service Economy.” Journal of Sociolinguistics, vol. 4, no. 3, August 2000, pp. 323–47, doi:10.1111/1467-9481.00119.
    136. Campt, Tina. Listening to Images. Duke University Press, 2017.
    137. Capek, Karel. Talks With T.G. Masaryk.
    138. Cardinal-Pett, Clare. A History of Architecture and Urbanism in the Americas. 1st ed., Routledge, 2015, doi:10.4324/9781315691817.
    139. Carson, Rachel. “Carson, Rachel - Realms of the Soil.Pdf.” Silent Spring.
    140. Carter, John. John Carter to Richard Gildart. August 1738.
    141. Caswell, Michelle, et al. “‘To Be Able to Imagine Otherwise’: Community Archives and the Importance of Representation.” Archives and Records, vol. 38, no. 1, January 2017, pp. 5–26, doi:10.1080/23257962.2016.1260445.
    142. Caswell, Michelle. “Seeing Yourself in History.” The Public Historian, vol. 36, no. 4, November 2014, pp. 26–37, doi:10.1525/tph.2014.36.4.26.
    143. Caswell, Michelle, et al. “‘To Suddenly Discover Yourself Existing’: Uncovering the Impact of Community Archives 1.” The American Archivist, vol. 79, no. 1, June 2016, pp. 56–81, doi:10.17723/0360-9081.79.1.56.
    144. Caswell, Michelle. Urgent Archives: Enacting Liberatory Memory Work. Routledge, 2021.
    145. Cavanaugh, Jillian R., and Shalini Shankar. “Producing Authenticity in Global Capitalism: Language, Materiality, and Value: Producing Authenticity in Global Capitalism.” American Anthropologist, vol. 116, no. 1, March 2014, pp. 51–64, doi:10.1111/aman.12075.
    146. “Inside the Multi-Million Dollar Bunkers Favoured by the Silicon Valley Set; From Kansas to Germany, Nuclear-Grade Apocalypse-Proof Survival Bunkers Feature Medical Rooms, Spas, Huge Indoor Pools and Shooting Ranges.” The Telegraph Online, Telegraph Group Ltd, 2021.
    147. “Uranium Mining in the Black Hills.” Voices of the American Indian Experience, vol. 2, 2013, pp. 657–60.
    148. Kim Kardashian West Considers Buying Survival Bunker. Uloop, Inc, 2021.
    149. de Certeau, Michel, et al. The Practice of Everyday Life. 1. Paperback pr., 8. [Repr.], Univ. of California Press, 1984.
    150. Český Lid (Czech People). Vol. 88, 3.
    151. Chalmers, David J. The Problem of Consciousness. p. 31.
    152. Chang, Alenda Y. Playing Nature: Ecology in Video Games. no. 58, University of Minnesota Press, 2019.
    153. Charleston Non-Importation Agreement. Colonial Society of Massachusetts, 1769.
    154. Chiang, Ted. Stories of Your Life and Others. 2014.
    155. Chiaverina, John. ‘You Can Still Make Websites Nowadays’: A Talk with the Pioneering Internet Art Collective JODI. July 2018, https://www.artnews.com/art-news/artists/can-still-make-websites-nowadays-talk-pioneering-internet-art-collective-jodi-10653/.
    156. Ching, Francis D. K., et al. A Global History of Architecture.
    157. Chiu, Allyson. “Limiting Crypto Helped the Texas Power Grid Weather a Heat Wave.” Washington Post, July 2022, https://www.washingtonpost.com/climate-solutions/2022/07/15/bitcoin-crypto-texas-heat-wave/.
    158. Christopher, Alexander. The Timeless Way of Building by Christopher Alexander.
    159. Chua, Daniel K. L. Absolute Music and the Construction of Meaning. Cambridge University Press, 1999.
    160. Chun, Wendy Hui Kyong. “On Software, or the Persistence of Visual Knowledge.” Grey Room, vol. 18, January 2005, pp. 26–51, doi:10.1162/1526381043320741.
    161. Churchland, Patricia Smith. Touching a Nerve: The Self as Brain. First edition, W.W. Norton & Company, 2013.
    162. Cinderella; Three Hundred and Forty-Five Variants of Cinderella.
    163. Clark, Andy, and David Chalmers.’ The Extended Mind. 2021, p. 14.
    164. Cole, Henry. Addresses of the Superintendents of the Department of Practical Art. 1853.
    165. Colomina, Beatriz. “07 Colomina Tuberculosis 2019.Pdf.” X-Ray Architecture, Lars Müller Publishers.
    166. ---. Domesticity at War. MIT Press, 2007.
    167. “Column: Why Spend Billions for Ancestry’s DNA Data If You Don’t Plan to Use It?” Los Angeles Times, April 2021, https://www.latimes.com/business/story/2021-04-13/column-blackstone-ancestry-genetic-privacy.
    168. Cook, Terry. “Evidence, Memory, Identity, and Community: Four Shifting Archival Paradigms.” Archival Science, vol. 13, no. 2-3, June 2013, pp. 95–120, doi:10.1007/s10502-012-9180-7.
    169. Cooney, Erin. COMMUNITY-BASED ART + DESIGN. November 2022, https://classes.dma.ucla.edu/Fall22/ARTARC100/?page_id=42.
    170. ---. “The Great Green Hope \Textbar Eric Klinenberg \Textbar The New York Review of Books.” The New York Review of Books, p. 11.
    171. Cope, Lida. “From Ethnocultural Pride to Promoting the Texas Czech Vernacular: Current Maintenance Efforts and Unexplored Possibilities.” Language and Education, vol. 25, no. 4, July 2011, pp. 361–83, doi:10.1080/09500782.2011.578003.
    172. Coppes, Jasper. “Revisiting the Invisible Hiding Place.” Footprint: Delft School of Design Journal, no. 3, 2008, pp. 23–37, www.footprintjournal.org.
    173. Corrigan, Timothy, and Patricia White. The Film Experience: An Introduction. Third edition, Bedford/St.Martins, 2012.
    174. Corrigan, Timothy. The Films of Werner Herzog_ Between Mirage and History. 2013.
    175. Cosanti Foundation. Arcosanti \Textbar The World’s First Arcology Prototype & Urban Laboratory. https://www.arcosanti.org/.
    176. Costello, Peter R. Towards a Phenomenology of Objects: Husserl and the Life-World.
    177. Costikyan, Greg. Uncertainty in Games. MIT Press, 2013.
    178. Craddock, David L. Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games. 2015.
    179. ---. One-Week Dungeons: Diaries of a Seven-Day Roguelike Challenge. 1st ed., CRC Press, 2022, doi:10.1201/9781003196723.
    180. Crawford, Chris. The Art of Interactive Design: A Euphonious and Illuminating Guide to Building Successful Software, June 2002. No Starch Press, 2002.
    181. Beyond Critique: Different Ways of Talking about Art. First [edition], MICA Press ; Maisonneuve Press, 2013.
    182. Cronon, William. “The Trouble with Wilderness: Or, Getting Back to the Wrong Nature.” Environmental History, vol. 1, no. 1, January 1996, pp. 7–28, doi:10.2307/3985059.
    183. Cross, Ian. “Music, Cognition, Culture, and Evolution.” Annals of the New York Academy of Sciences, vol. 930, no. 1, 2001, pp. 28–42, doi:10.1111/j.1749-6632.2001.tb05723.x.
    184. ---. “Music, Cognition, Culture, and Evolution.” Annals of the New York Academy of Sciences, vol. 930, no. 1, June 2001, pp. 28–42, doi:10.1111/j.1749-6632.2001.tb05723.x.
    185. Crusade for Justice. p. 467.
    186. Cruse, D. A. A Glossary of Semantics and Pragmatics. Edinburgh University Press, 2006.
    187. Cull, Laura. “Caves, Caverns and Dungeons: Speleological Aesthetics in Computer Games.” Performance Studies, edited by Bryan Reynolds, Macmillan Education UK, 2014, pp. p.119–36, http://link.springer.com/10.1007/978-1-137-46315-9_11.
    188. Damon, Frederick H. “The Kula and Generalised Exchange: Considering Some Unconsidered Aspects of the Elementary Structures of Kinship.” Man, vol. 15, no. 2, June 1980, p. 267, doi:10.2307/2801671.
    189. Daniel, Dominique, and Amalia S. Levi, editors. Identity Palimpsests: Archiving Ethnicity in the U.S. and Canada. no. book 5, Litwin Books, 2014.
    190. Darwin, Charles. The Descent of Man. 1871.
    191. Daston, Lorraine, editor. Biographies of Scientific Objects. University of Chicago Press, 2000.
    192. Datalog - Ultimate Database for the ZX Spectrum and Compatibles. https://sam.speccy.cz/datalog.html.
    193. Davis, Jessica. The Monadology (1714), by Gottfried Wilhelm LEIBNIZ (1646-1716). p. 15.
    194. Dawson-Brown, Clare, and Kyle Prall. ’Cyber-Stalked by Creepy Vigilante Justice’: The Mugshot Publishing Website That Names and Shames... and Then Charge a Removal Fee. p. 5.
    195. Debeauvais, Thomas, et al. “10,000 Gold for 20 Dollars: An Exploratory Study of World of Warcraft Gold Buyers.” Proceedings of the International Conference on the Foundations of Digital Games, ACM, 2012, pp. 105–12, doi:10.1145/2282338.2282361.
    196. Debord, Guy, and Gil J. Wolman. Mode d’Emploi Du Détournement.
    197. “Deepfakes Are Going To Wreak Havoc On Society. We Are Not Prepared.” Forbes, https://www.forbes.com/sites/robtoews/2020/05/25/deepfakes-are-going-to-wreak-havoc-on-society-we-are-not-prepared/?subId3=xid%3Afr1590568970175baa#2c3d688b7494.
    198. DeForge, Michael. All Dogs Are Dogs. 2015.
    199. de Gelder, Beatrice. “Uncanny Sight in the Blind.” Scientific American, vol. 302, no. 5, May 2010, pp. 60–65, doi:10.1038/scientificamerican0510-60.
    200. DeKoven, Bernie. The Well-Played Game: A Player’s Philosophy. The MIT Press, 2013.
    201. Deledalle, Gérard. Charles S. Peirce’s Philosophy of Signs: Essays in Comparative Semiotics. Indiana University Press, 2000.
    202. Deleuze, Gilles. Gilles-Deleuze-Francis-Bacon-the-Logic-of-Sensation.Pdf. Continuum, 1981.
    203. Denise Gonzales Crisp. Toward a Definition of the DecoRational. 2002.
    204. Denzey, Nicola. The Bone Gatherers: The Lost Worlds of Early Christian Women. Beacon Press, Random House, Incorporated [distributor], 2008.
    205. Devine, A. M., and Laurence D. Stephens. The Prosody of Greek Speech. Oxford University Press, 1994.
    206. “DF2014:Dwarven Economy.” Dwarf Fortress WIki, July 2018, https://www.dwarffortresswiki.org/index.php/DF2014:Dwarven_economy.
    207. Dibbell, Julian. Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games.
    208. Didion, Joan. “On Keeping a Notebook.” Slouching towards Bethlehem: Essays, First Picador Modern Classic edition, Picador Modern Classics, 2017.
    209. (Directors’ Cuts) The Cinema of Werner Herzog Aesthetic Ecstasy and Truth.
    210. Dockray, Sean Patrick. Containment_The_Architecture_of_the_1967.Pdf.
    211. Downing, Eric. “Divining Benjamin: Reading Fate, Graphology, Gambling.” MLN, vol. 126, no. 3, April 2011, pp. 561–80, doi:10.1353/mln.2011.0036.
    212. Drake, Jarrett Martin. “Blood at the Root.Pdf.” Journal of Contemporary Archival Studies, vol. 8, 2021, https://elischolar.library.yale.edu/jcas/vol8/iss1/6.
    213. Dryer, Richard. Lighting for Whiteness. p. 8.
    214. “Dungeons of Doom.” Brogue Wiki, March 2014, https://brogue.fandom.com/wiki/Dungeons_of_Doom.
    215. Dunne, Anthony, and Fiona Raby. Design Noir, the Secret Life of Electronic Objects. August, 2001.
    216. ---. Speculative Everything: Design, Fiction, and Social Dreaming. The MIT Press, 2013.
    217. “Dwarf Fortress by Kitfox Games.” Itch.io, https://kitfoxgames.itch.io/dwarf-fortress.
    218. Dwarf Fortress Remote – Mifki. http://mifki.com/df/.
    219. Dyer-Witheford, Nick, and Greig De Peuter. Games of Empire: Global Capitalism and Video Games. no. 29, University of Minnesota Press, 2009.
    220. Eckertová, Eva. Czechs in Texas: Moravian Communities and Tombstones. p. 1.
    221. Eco, Umberto, et al. How to Write a Thesis. MIT Press, 2015.
    222. Eco, Umberto. Ur-Fascism \Textbar Umberto Eco. https://www.nybooks.com/articles/1995/06/22/ur-fascism/.
    223. Editor-in-chief, James Batchelor. “What Is a Game?” GamesIndustry.biz, May 2021, https://www.gamesindustry.biz/what-is-a-game.
    224. Ėjzenštejn, Sergej M., and Jay Leyda. Film Form: Essays in Film Theory. no. 153, Harcourt, Brace & World, 1977.
    225. Enfield, N. J. How We Talk, The Inner Workings of Conversations. Hachette Book Group.
    226. Environmental Racism In Death Alley, Louisiana \Textleftarrow Forensic Architecture. https://forensic-architecture.org/investigation/environmental-racism-in-death-alley-louisiana.
    227. Epiphenomenal and Supervenient Causation. p. 14.
    228. Erika Balsom, and Trin T. Minh-ha. “‘There Is No Such Thing as Documentary’: An Interview with Trinh T. Minh-Ha.” Frieze, https://frieze.com/article/there-no-such-thing-documentary-interview-trinh-t-minh-ha.
    229. Ethnic Neo-Pagan Altars and Ancestors in Texas: An Ethnoreligious Strategy to Reconfigure European Ancestry and Whiteness. 2023.
    230. Fear of Slave Insurrection. Executive Journals of the Council of Colonial Virginia, 1:86-87.
    231. on February 09, ohtadmin, and 2010. Black Hills Uranium Mining - Lakota Times. February 2010, https://www.lakotatimes.com/articles/black-hills-uranium-mining/.
    232. Feller, Joseph. Perspectives on Free and Open Source Software. MIT Press, 2005, http://www.books24x7.com/marc.asp?isbn=0262062461.
    233. Fisher, Rose-Lynn. The Topography of Tears. Bellevue Literary Press, 2017.
    234. Fitch, W. Tecumseh. “Musical Protolanguage: Darwin’s Theory of Language Evolution Revisited.” Birdsong, Speech, and Language, 2013, doi:10.7551/mitpress/9322.003.0032.
    235. Flinn, Andrew, et al. “Whose Memories, Whose Archives? Independent Community Archives, Autonomy and the Mainstream.” Archival Science, vol. 9, no. 1-2, June 2009, pp. 71–86, doi:10.1007/s10502-009-9105-2.
    236. Flynn, Adam. Solarpunk: Notes towards a Manifesto. 2014, https://hieroglyph.asu.edu/2014/09/Solarpunk-notes-toward-a-manifesto/.
    237. Foner, Eric. Give Me Liberty! An American History. W. W. Norton & Company, 2019.
    238. ---. “A Micmac Responds to the French.” Voices of Freedom, A Documentary History, W.W. Norton & Company.
    239. Forbes, Meghan. “Devětsil and Dada: A Poetics of Play in the Interwar Czech Avant-Garde.” ARTMargins, vol. 9, no. 3, October 2020, pp. 7–28, doi:10.1162/artm_a_00270.
    240. Fordyce, Robbie. “Dwarf Fortress: Laboratory and Homestead.” Games and Culture, vol. 13, no. 1, January 2018, pp. 3–19, doi:10.1177/1555412015603192.
    241. ---. “Play, History and Politics: Conceiving Futures Beyond Empire.” Games and Culture, vol. 16, no. 3, May 2021, pp. 294–304, doi:10.1177/1555412020962430.
    242. The Forgotten Left-Wing Origins of ’Monopoly’ \Textbar TIME. https://time.com/6835666/monopoly-left-wing-origins-essay/.
    243. Foucault, Michel, et al. The Courage of Truth: The Government of Self and Others II: Lectures at the Collège De France 1983-1984. Palgrave Macmillan, 2011.
    244. Foucault, Michel, and Joseph Pearson. Fearless Speech. Semiotext(e) : [Distributed by MIT Press], 2001.
    245. Foucault, Michel. “Texts/Contexts: Of Other Spaces.” Grasping the World, edited by Donald Preziosi and Claire Farago, 1st ed., Routledge, 2019, pp. 371–79, doi:10.4324/9780429399671-24.
    246. Frampton, Hollis. On the Camera Arts and Consecutive Matters: The Writings of Hollis Frampton. Edited by Bruce Jenkins, The MIT Press, 2009, doi:10.7551/mitpress/7851.001.0001.
    247. Franco Berardi. “Bifo- Diary of the Psycho-Deflation.” Verso, March 2020, https://www.versobooks.com/blogs/4600-bifo-diary-of-the-psycho-deflation.
    248. Frankfurt, Harry G. “Freedom of the Will and the Concept of a Person.” The Journal of Philosophy, vol. 68, no. 1, January 1971, p. 5, doi:10.2307/2024717.
    249. Franklin, Benjamin. The Library of America: Writings. Library of America, 1987.
    250. Fraser, Pamela, and Roger Rothman, editors. Beyond Critique: Contemporary Art in Theory, Practice, and Instruction. Bloomsbury Academic, 2017, doi:10.5040/9781501323430.
    251. French, Howard. “Slavery, Empire, Memory \Textbar The New York Review of Books.” The New York Review of Books, p. 11.
    252. Frethorne, Richard. Letter to His Parents.
    253. Freyermuth, Gundolf S., et al. Games ! Game Design ! Game Studies: An Introduction. transcript, 2015.
    254. Friedler, Delilah. ’Get the Hell off’: The Indigenous Fight to Stop a Uranium Mine in the Black Hills. May 2020, https://grist.org/justice/get-the-hell-off-the-indigenous-fight-to-stop-a-uranium-mine-in-the-black-hills/.
    255. Fuller, Edmund. Myth, Allegory, and Gospel: An Interpretation of J. R. R. Tolkien, C. S. Lewis, G. K. Chesterton, Charles Williams. Canadian Institute for Law, Theology, and Public Policy Inc., 2000.
    256. Funkhouser, Chris. Prehistoric Digital Poetry: An Archaeology of Forms, 1959-1995. University of Alabama Press, 2007.
    257. Galloway, Alexander R. Gaming: Essays on Algorithmic Culture. no. 18, University of Minnesota Press, 2006.
    258. ---. The Interface Effect.
    259. ---. “Language Wants To Be Overlooked: On Software and Ideology.” Journal of Visual Culture, vol. 5, no. 3, December 2006, pp. 315–31, doi:10.1177/1470412906070519.
    260. ---. Protocol: How Control Exists after Decentralization. MIT Press, 2004.
    261. Gamson, Joshua. “Must Identity Movements Self-Destruct? A Queer Dilemma.” Social Problems, vol. 42, no. 3, August 1995, pp. 390–407, doi:10.2307/3096854.
    262. Gault, Matthew. “You Can Now Play Video Games Developed Behind the Iron Curtain.” Vice, January 2022, https://www.vice.com/en/article/n7n7z7/you-can-now-play-video-games-developed-behind-the-iron-curtain.
    263. Gaunt, Kyra Danielle. The Games Black Girls Play: Learning the Ropes from Double-Dutch to Hip-Hop. New York University Press, 2006.
    264. Geert Lovink. Sad by Design: On Platform Nihilism. Pluto Press, 2019.
    265. Gershon, Ilana. “Media Ideologies: An Introduction: Media Ideologies: An Introduction.” Journal of Linguistic Anthropology, vol. 20, no. 2, December 2010, pp. 283–93, doi:10.1111/j.1548-1395.2010.01070.x.
    266. Gettings, \relax Frffi. Dictionary Of Occult Hermetic And Alchemical Sigils.
    267. Gibson, James J. The Ecological Approach to Visual Perception: Classic Edition. Psychology Press, 2015.
    268. Gillin, John L., and J. Huizinga. “Homo Ludens: A Study of the Play-Element in Culture.” American Sociological Review, vol. 16, no. 2, April 1951, p. 274, doi:10.2307/2087716.
    269. Gilman, Sander L., et al. “A Thousand Plateaus: Capitalism and Schizophrenia.” Journal of Interdisciplinary History, vol. 19, no. 4, 1989, p. 657, doi:10.2307/203963.
    270. Giovanni Battista Piranesi, Philip Hofer, John Howe. The Prisons / Le Carceri. Dover Publications, 2010, http://gen.lib.rus.ec/book/index.php?md5=95ac1903975b66f0bdf9b1ee2c5168d1.
    271. Gleeson, Jules Joanne, and Elle O’Rourke. Transgender Marxism. p. 321.
    272. Gleick, James. Gleick - 2011 - The Information a History, a Theory, a Flood.Pdf. Pantheon Books, 2011.
    273. Godoy, Nancy Liliana. “Community-Driven Archives: Conocimiento, Healing, and Justice.” Journal of Critical Library and Information Studies, vol. 3, no. 2, July 2021, doi:10.24242/jclis.v3i2.136.
    274. Goetz, Christopher. “Stephanie Boluk and Patrick LeMieux. Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames. Minneapolis: University of Minnesota Press, 2017. 392 Pp.” Critical Inquiry, vol. 45, no. 2, January 2019, pp. 559–60, doi:10.1086/700878.
    275. Gracen Mikus Brilmyer, et al. “Reciprocal Archival Imaginaries: The Shifting Boundaries of Community in Community Archives.” Archivaria, 2019, pp. 48–46.
    276. Graeber, David. Debt : The First 5,000 Years. Melville House, 2011.
    277. Graham, Edited Mark, et al. CITY LIKE AMAZON, AND OTHER FABLES.
    278. ---. CITY LIKE AMAZON, AND OTHER FABLES.
    279. Grandin, Greg. The End of the Myth: From the Frontier to the Border Wall in the Mind of America. Metropolitan Books, Henry Holt and Company, 2019.
    280. Grave, S. A., et al. “A Treatise of Human Nature.” The Philosophical Quarterly, vol. 8, no. 33, October 1958, p. 379, doi:10.2307/2216614.
    281. Gray, Kishonna L., and Anita Sarkeesian. Intersectional Tech: Black Users in Digital Gaming. Louisiana State University Press, 2020.
    282. Greene, Jack P., editor. SETTLEMENTS TO SOCIETY, 1607-1763.
    283. ---. “Unsettled Conditions at Home: The Glorious Revolution in America.” Settlements to Society, Norton, 1975.
    284. Griffiths, David. “Queer Theory for Lichens.” UnderCurrents: Journal of Critical Environmental Studies, vol. 19, October 2015, pp. 36–45, doi:10.25071/2292-4736/40249.
    285. Grimwood, Tom. “Procedural Monsters: Rhetoric, Commonplace and ‘Heroic Madness’ in Video Games.” Journal for Cultural Research, vol. 22, no. 3, July 2018, pp. 310–24, doi:10.1080/14797585.2018.1553672.
    286. Grundhauser, Eric. The Quest for the Real-Life Treasures of Atari’s Swordquest - Atlas Obscura. March 2016, https://www.atlasobscura.com/articles/the-quest-for-the-reallife-treasures-of-ataris-swordquest.
    287. Haddad, Elie. Manfredo Tafuri and the Critique of Architectural Production.
    288. Hakluyt, Richard, and Peter C. Mancall. “Inducements to a Voyage.” Envisioning America, English Plans for the Colonization of North America, 1580-1640, Bedford Books of St. Martin’s Press, 1995.
    289. Hal Foster. Design & Crime. 2002.
    290. Hall, Stuart, et al. Cultural Studies 1983: A Theoretical History. Duke University Press, 2016.
    291. Hall, Edward T. The Hidden Dimension. Doubleday, 1966.
    292. Halper, Evan, and Am Pt. “Burned Trees and Billions in Cash: How a California Climate Program Lets Companies Keep Polluting.” Los Angeles Times, p. 22.
    293. Hammar, Nickolai, and Colin Marshall. Playing Music Together Online Is Not As Simple As It Seems : NPR. July 2020, https://www.npr.org/2020/07/14/891091995/playing-music-together-online-is-not-as-simple-as-it-seems.
    294. Hannan, Kevin. “Refashioning Ethnicity in Czech-Moravian Texas.” Journal of American Ethnic History, vol. 25, no. 1, October 2005, pp. 31–60, doi:10.2307/27501662.
    295. Haraway, Donna. Simians, Cyborgs, and Women. 0th ed., Routledge, 2013, doi:10.4324/9780203873106.
    296. Harbord, \relax Janet., and Chris Marker. Chris Marker, La Jetée. no. 110 p., Afterall Books ; Distribution, MIT Press, 2009, //catalog.hathitrust.org/Record/009933271.
    297. Harney, Stefano, and Fred Moten. The Undercommons: Fugitive Planning & Black Study. Minor Compositions, 2013.
    298. Harrington, Joel F. Dangerous Mystic: Meister Eckhart’s Path to the God Within. Penguin Press, an imprint of Penguin Random House LLC, 2018.
    299. ---. Dangerous Mystic: Meister Eckhart’s Path to the God Within. Penguin Press, an imprint of Penguin Random House LLC, 2018.
    300. Harriot, Thomas. A Briefe and True Report of the New Found Land of Virginia. p. 9.
    301. Harrison, Ariane Lourie, editor. “Give Me a Gun and I Will Make All Buildings Move: An ANT’s View of Architecture.” Architectural Theories of the Environment, 0th ed., Routledge, 2013, pp. 117–24, doi:10.4324/9780203084274-13.
    302. Heemskerk, Joan, and Dirk Paesmans. Jodi.Org. http://jodi.org.
    303. Hersh, Seymour M. The Samson Option: Israel’s Nuclear Arsenal and American Foreign Policy. 1. Ed., 2. print, Random House, 1991.
    304. Herzog, Werner. “Minnesota Declaration.” Rogerebert.com, https://www.rogerebert.com/roger-ebert/herzogs-minnesota-declaration-defining-ecstatic-truth.
    305. ---. Of Walking in Ice: Munich-Paris, 11/23 to 12/14, 1974. 1St American ed, Tanam Press, 1980.
    306. Herzog, Werner, and Eric Ames. Werner Herzog: Interviews. University Press of Mississippi, 2014.
    307. Heskett, John. Design: A Very Short Introduction. Oxford University Press, 2002.
    308. Heti, Sheila. How Should a Person Be? 1St U.S. ed, Henry Holt and Co, 2012.
    309. “A History of Czech Feminism Czech Center Museum Houston - A Place to Celebrate Our World’s Art, Music, Dance and Diverse Cultures — What to Do in Houston? Visit the Czech Center Museum Houston The Czech Center Museum Houston Is a Meeting Place for Czech and Local Culture, a Place Where Artists and Professionals, Czech and Non-Czech Alike, Can Celebrate Art, Culture and Music.” What to Do in Houston? Visit the Czech Center Museum Houston, August 2023, https://www.czechcenter.org/blog/2023/5/30/a-history-of-czech-feminism.
    310. Hiwiller, Zack. Players Making Decisions: Game Design Essentials and the Art of Understanding Your Players.
    311. Hoar, Peter. “The Last of Us - Long, Long Time.” The Last of Us, no. S1,E3, AMC, January 2023.
    312. Hoffmann, Anna Lauren. “Where Fairness Fails: Data, Algorithms, and the Limits of Antidiscrimination Discourse.” Information, Communication & Society, vol. 22, no. 7, June 2019, pp. 900–15, doi:10.1080/1369118X.2019.1573912.
    313. Hogarth, Donald D. “Robert Rich Sharp (1881–1960), Discoverer of the Shinkolobwe Radium–Uranium Orebodies.” Terrae Incognitae, vol. 46, no. 1, April 2014, pp. 30–41, doi:10.1179/0082288414Z.00000000029.
    314. Holroyd, Jules, et al. “What Is Implicit Bias?” Philosophy Compass, vol. 12, no. 10, October 2017, p. e12437, doi:10.1111/phc3.12437.
    315. Hooks, Bell. “The Oppositional Gaze: Black Female Spectators.” Black Looks, Race and Representation, p. 12.
    316. Horowitz, Deborah E., and Hirshhorn Museum and Sculpture Garden, editors. The Uncertainty of Objects and Ideas: Recent Sculpture; [in Conjunction with the Exhibition the Uncertainty of Objects and Ideas, Recent Sculpture; Hirshhorn Museum and Sculpture Garden, Washington, DC, October 26, 2006 - January 7, 2007]. Hirshhorn Museum and Sculpture Garden, 2006.
    317. Hortop, Job. “Carried Thence for Trafficke of the West Indies Five Hundred Negroes”: Job Hortop and the British Enter the Slave Trade, 1567. 1591.
    318. Huhn, Tom, editor. The Cambridge Companion to Adorno. Cambridge University Press, 2004.
    319. Hui Kyong Chun, Wendy. Updating to Remain the Same. MIT Press, 2016.
    320. Huizinga, Johan. “Homo Ludens: A Study of the Play-Element in Culture.” Homo Ludens, Beacon Press, 1971.
    321. ---. In the Shadow of Tomorrow. 1936.
    322. Hu, Tung-Hui. A Prehistory of the Cloud. MIT Press Ltd, 2015, http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1054185.
    323. Husserl, Edmund. Collected Works. M. Nijhoff Publishers, 1980.
    324. ---. Collected Works. M. Nijhoff Publishers, 1980.
    325. ---. The Crisis of European Sciences and Transcendental Phenomenology: An Introduction to Phenomenological Philosophy. Northwestern University Press, 1970.
    326. Ian Bogost. “The New Aesthetic Needs to Get Weirder.” The Atlantic, 2012.
    327. Indian Deed. 1651, https://ourbelovedkin.com/awikhigan/nonaquaket.
    328. Indigenous Architecture and the Spanish American Plaza in Mesoamerica and the Caribbean. p. 16.
    329. Against Introspection.
    330. Jackson, Dr Rosemary. Fantasy The Literature of Subversion. 1st ed., Taylor and Francis, 2008.
    331. Jacob Lindgren: Graphic Design’s Factory Settings. 2020, https://walkerart.org/magazine/jacob-lindgren-graphic-designs-factory-settings.
    332. Jacobs, James B. The Eternal Criminal Record. Harvard University Press, 2015.
    333. Jacobs, James B., and Kimberly Potter. Hate Crimes: Criminal Law & Identity Politics. Oxford University Press, 1998.
    334. Jagoda, Patrick. Experimental Games: Critique, Play, and Design in the Age of Gamification. University of Chicago Press, 2020, doi:10.7208/chicago/9780226630038.001.0001.
    335. Jahoda, Susan, and Caroline Woolard. Making & Being: Embodiment, Collaboration, and Circulation in the Visual Arts: A Workbook. Pioneer Works Press, 2019.
    336. James, Edward, and Farah Mendlesohn, editors. The Cambridge Companion to Fantasy Literature. 1st ed., Cambridge University Press, 2012, doi:10.1017/CCOL9780521429597.001.
    337. Jameson, Fredric. Postmodernism, or The Cultural Logic of Late Capitalism. p. 40.
    338. Jauss, Hans Robert. Toward an Aesthetic of Reception. no. v. 2, University of Minnesota Press, 1982.
    339. Jefferson, Thomas, and et all. Declaration of Independence, July 4, 1776.Pdf. July 1776.
    340. Jerz, Dennis G. Somewhere Nearby Is Colossal Cave: Examining Will Crowther’s Original “Adventure” in Code and in Kentucky. no. 2, 2007.
    341. Jirásek, A. Legends of Old Bohemia. P. Hamlyn, 1963, https://books.google.com/books?id=IEu1nQAACAAJ.
    342. Joffrion, Elizabeth, and Natalia Fernández. “Collaborations between Tribal and Nontribal Organizations: Suggested Best Practices for Sharing Expertise, Cultural Resources, and Knowledge.” The American Archivist, vol. 78, no. 1, March 2015, pp. 192–237, doi:10.17723/0360-9081.78.1.192.
    343. John, Peter D. “Lesson Planning and the Student Teacher: Re-Thinking the Dominant Model.” Journal of Curriculum Studies, vol. 38, no. 4, August 2006, pp. 483–98, doi:10.1080/00220270500363620.
    344. Johns, Deniz. “FORENSIC ARCHITECTURE: THE WHOLE TRUTH?” Millennium Film Journal, no. 74, Post Typhoon Sky, Inc, 2021, p. 42-.
    345. Johnson-Roehr, Susan N. “Observatories of Sawai Jai Singh II.” Handbook of Archaeoastronomy and Ethnoastronomy, edited by Clive L.N. Ruggles, Springer New York, 2015, pp. 2017–28, doi:10.1007/978-1-4614-6141-8_252.
    346. Johnson, Ayana Elizabeth. I’m a Black Climate Expert. Racism Derails Our Efforts to Save the Planet. p. 6.
    347. Johnson, Sally A., and Ulrike Hanna Meinhof, editors. Language and Masculinity. Blackwell Publishers, 1997.
    348. Jones, Doug. “Human Kinship, from Conceptual Structure to Grammar.” Behavioral and Brain Sciences, vol. 33, no. 5, October 2010, pp. 367–81, doi:10.1017/S0140525X10000890.
    349. Juul, Jesper. Games Telling Stories?[1].
    350. ---. Half-Real: Video Games between Real Rules and Fictional Worlds. MIT Press, 2005.
    351. Kao, Anne, and Stephen R. Poteet, editors. Natural Language Processing and Text Mining. Springer, 2007.
    352. Kapil, Bhanu. Incubation: A Space for Monsters. Leon Works, 2006.
    353. Kara, Siddharth. Cobalt Red: How the Blood of the Congo Powers Our Lives. First edition, St. Martin’s Press, 2023.
    354. Karbusický, Vladimír. “Báje, Mýty, Dějiny: Nejstarší České Pověsti v Kontextu Evropské Kultury.” Moravia Magna, 2009, http://www.moraviamagna.cz/rodokmeny/.
    355. Kaufmann, Emil. “Three Revolutionary Architects, Boullee, Ledoux, and Lequeu.” Transactions of the American Philosophical Society, vol. 42, no. 3, 1952, p. 431, doi:10.2307/1005689.
    356. Kay, Alan. Afterword: What Is A Dynabook?
    357. Kelley, Sean M. Los Brazos De Dios: A Plantation Society in the Texas Borderlands, 1821-1865. Louisiana State University Press, 2010.
    358. Kember, Sarah, and Joanna Zylinska. Life after New Media: Mediation as a Vital Process. MIT Press, 2012.
    359. Kerr, Dylan. Ian Cheng by Dylan Kerr. https://bombmagazine.org/articles/ian-cheng/.
    360. Keyvanian, Carla. “Manfredo Tafuri: From the Critique of Ideology to Microhistories.” Design Issues, vol. 16, no. 1, March 2000, pp. 3–15, doi:10.1162/074793600300159646.
    361. Kimball, Fiske. “Emil Kaufmann,Three Revolutionary Architects, Boullée, Ledoux, and Lequeu: Philadelphia, American Philosophical Society, 1952. Pp. 133; 284 Figs. $2.00.” The Art Bulletin, vol. 36, no. 1, March 1954, pp. 77–77, doi:10.1080/00043079.1954.11408214.
    362. Kim, Jaegwon. Philosophy of Mind. Westview Press, 1996.
    363. Kinstler, Linda. “Situated Testimony: Forensic Architecture’s Memory Objects.” Space and Culture, vol. 25, no. 2, May 2022, pp. 327–30, doi:10.1177/12063312211065562.
    364. Kirkwood, James R. Markov Processes.
    365. Kirschenbaum, Matthew G. Track Changes: A Literary History of Word Processing. The Belknap Press of Harvard University Press, 2016.
    366. Kleiner, Dmytri. The Telekommunist Manifesto. no. 3, Institute of Network Cultures, 2010.
    367. Kluźniak, Feliks, et al. Prolog for Programmers. no. v. 24, Academic Press, 1985.
    368. “Kněžna Libuše Je Krásná Legenda, Ale o Její Existenci Nemáme Jediný Důkaz, Přiznává Historička.” Plus, March 2021, https://plus.rozhlas.cz/knezna-libuse-je-krasna-legenda-ale-o-jeji-existenci-nemame-jediny-dukaz-8442213.
    369. Knight, Wanda B. “Using Contemporary Art to Challenge Cultural Values, Beliefs, and Assumptions.” Art Education, vol. 59, no. 4, May 2006, pp. 39–45, doi:10.1080/00043125.2006.11651602.
    370. Kocurek, Carly A. “Who Hearkens to the Monster’s Scream? Death, Violence and the Veil of the Monstrous in Video Games.” Visual Studies, vol. 30, no. 1, January 2015, pp. 79–89, doi:10.1080/1472586X.2015.996402.
    371. Kronenfeld, David B., and Merlin Donald. “Origins of the Modern Mind: Three Stages in the Evolution of Culture and Cognition.” Language, vol. 69, no. 3, 1993, pp. 622 , doi:10.2307/416718.
    372. Kurten Zoning Ordinance. 2012, https://www.kurtentexas.com/wp-content/uploads/2021/08/cokzoningordinance.pdf.
    373. Kuwayama, Yasaburo. Trademarks & Symbols. 2: Symbolical Designs / by Yasaburo Kuwayama. Van Nostrand Reinhold, 1973.
    374. Ladin, Joy. The Soul of the Stranger: Reading God and Torah from a Transgender Perspective. Brandeis University Press, 2019.
    375. Lai, Alice. “Lai, A. (2012). Culturally Responsive Art Education in a Global Era. Art Education, 18 -23 .Pdf.” Art Education, vol. 65, pp. 18–23.
    376. Lait, Jeff. The Berlin Interpretation. 2008, https://groups.google.com/g/rec.games.roguelike.development/c/Orq2_7HhMjI.
    377. Lakota Elders Helped a White Man Preserve Their Language. Then He Tried to Sell It Back to Them. June 2022, https://www.nbcnews.com/news/us-news/native-american-language-preservation-rcna31396.
    378. Latour, Bruno. Aramis, or the Love of Technology. Translated by Catherine Porter, 4. Printing, Harvard University Press, 2002.
    379. ---. “A Cautious Prometheus? A Few Steps Toward a Philosophy of Design with Special Attention to Peter Sloterdijk.” Medias Res: Peter Sloterdijk’s Spherological Poetics of Being, Amsterdam University Press, 2011, https://www.jstor.org/stable/j.ctt46mstx.11.
    380. Latour, Bruno, and Peter Weibel, editors. Making Things Public: Atmospheres of Democracy. MIT Press ; ZKM/Center for Art and Media in Karlsruhe, 2005.
    381. Laugier, Marc Antoine, et al. An Essay on Architecture. no. vol. 1, Hennessey & Ingalls, 1977.
    382. Lawhead, Nathalie. “Electric Love Potato (Desktop Assistant)… Potatoware.” Electric Love Potato, 2015, http://www.nathalielawhead.com/candybox/electric-love-potato-desktop-assistant-potatoware.
    383. Lee, Jamie A. Producing the Archival Body. Routledge, Taylor & Francis Group, 2021.
    384. Lefebvre, Henri. The Production of Space. Blackwell, 1991.
    385. Lennard, Natasha. Being Numerous: Essays on Non-Fascist Life. Verso, 2019.
    386. Lerman, Liz. Critical Response Process. 2020.
    387. Lerman, Liz, and John Borstel. Liz Lerman’s Critcal Response Process: A Method for Getting Useful Feedback on Anything You Make, from Dance to Dessert. 1. Ed, Liz Lerman Dance Exchange, 2003.
    388. Lévi-Strauss, Claude, et al. The Elementary Structures of Kinship. Rev. ed, Beacon Press, 1969.
    389. Levin, Golan, and Tega Brain. Code as Creative Medium: A Handbook for Computational Art and Design. The MIT Press, 2021.
    390. “LHA: Who We Are.” Lesbian Herstory Archives, https://lesbianherstoryarchives.org/about/who-we-are/.
    391. Lialina, Olia. Turing Complete User. arthistoricum.net, 2021, doi:10.11588/ARTHISTORICUM.972.
    392. Liese, Jennifer, editor. Social Medium: Artists Writing, 2000-2015. Paper Monument, 2016.
    393. Lillehoj, Elizabeth. “Tofukumon’in: Empress, Patron, and Artist.” Woman’s Art Journal, vol. 17, no. 1, 1996, p. 28, doi:10.2307/1358526.
    394. Lindgren, Jacob. Graphic Design’s Factory Settings. https://walkerart.org/magazine/jacob-lindgren-graphic-designs-factory-settings#rce=pocket_reader.
    395. Linvega, Devine Lu, and Rekka Bellum. Busy Doing Nothing. 2021.
    396. ---. “Hundredrabbits - Mission.” Hundredrabbits, https://100r.co/site/mission.html.
    397. ---. “Hundredrabbits - Philosophy.” Hundredrabbits, https://100r.co/site/philosophy.html.
    398. Linvega, Devine Lu. Xxiivv - Lifestyle. https://wiki.xxiivv.com/site/lifestyle.html.
    399. Lo, Adrienne. “Codeswitching, Speech Community Membership, and the Construction of Ethnic Identity.” Journal of Sociolinguistics, vol. 3, no. 4, November 1999, pp. 461–79, doi:10.1111/1467-9481.00091.
    400. Lopez, Antonio. Ecomedia: The Metaphor That Makes a Difference. p. 8.
    401. Lorde, Audre, and Audre Lorde. The Master’s Tools Will Never Dismantle the Master’s House. no. 23, Penguin Books, 2018.
    402. Louisiana Court Rules Environmental Racism Case Can Proceed \Textbar Black Star News. December 2021, https://www.blackstarnews.com/us-politics/justice/louisiana-court-rules-environmental-racism-case-can-proceed.html.
    403. Love and Lubrication in the Archives, or Rukus!: A Black Queer Archive for the United Kingdom. p. 24.
    404. Lutz, Michael, and Kunzleman Cameron. The Last of Us Roundtable. no. 57, http://rangedtouch.com/2023/04/27/the-last-of-us-roundtable/.
    405. Macfarlane, Robert. Five, Six, Pick up Sticks. p. 9.
    406. MAGFest. MAGFest 2019: Homebrew, Hacking, and History. January 2019, https://www.youtube.com/watch?v=FjGFkYRf8UI.
    407. Malory, Thomas. Le Morte d’Arthur: In Two Volumes. 1: Volume 1 / with an Introduction by John Lawlor. Edited by Janet Cowen, Reprint, Penguin Books, 2004.
    408. ---. Le Morte d’Arthur: In Two Volumes. 2: Volume 2 / with an Introduction by John Lawlor. Edited by Janet Cowen, Reprint, Penguin Books, 2004.
    409. Mananzala, Rickke, and Dean Spade. “The Nonprofit Industrial Complex and Trans Resistance.” Sexuality Research and Social Policy, vol. 5, no. 1, March 2008, pp. 53–71, doi:10.1525/srsp.2008.5.1.53.
    410. Manual on Uniform Traffic Control Devices for Streets and Highways Manual on Uniform Traffic Control Device. 2003.
    411. Markoff, John. What the Dormouse Said: How the Sixties Counterculture Shaped the Personal Computer Industry. Paperback edition, Penguin Books, 2006.
    412. Marmur, Michael, and David Ellenson, editors. American Jewish Thought Since 1934: Writings on Identity, Engagement, and Belief. Brandeis University Press, 2020, doi:10.2307/j.ctv12fw86b.
    413. Martinez-Garza, Mario M. “Examining Epistemic Practices of the Community of Players of Dwarf Fortress: ‘For !!SCIENCE!!’” International Journal of Gaming and Computer-Mediated Simulations, vol. 7, no. 2, 2015, pp. 46–67.
    414. Martin Heidegger. Question Concerning Technology.
    415. Marx, Leo. The Machine in the Garden: Technology and the Pastoral Ideal in America. Oxford University Press, 2000.
    416. Mary Skov Holt, and Stephen Skov Holt. Blobjects. Chronicle Books, 2005.
    417. Mason, David V. “Playing.” The Performative Ground of Religion and Theatre, Routledge, 2019, pp. p.103–21.
    418. Mayhew, Eric J., and Elizabeth Patitsas. “Materiality Matters in Computing Education: A Duoethnography of Two Digital Logic Educators.” LIMITS Workshop on Computing within Limits, June 2021, doi:10.21428/bf6fb269.19c98f37.
    419. Mbembe, Achille, and Carolyn Shread. “The Universal Right to Breathe.” Critical Inquiry, vol. 47, no. S2, January 2021, pp. S58–S62, doi:10.1086/711437.
    420. McGrory Mary. “Capitol Hill&Knowlton.” Washington Post, January 1992.
    421. McLaughlin, Brian P. 21 Could an Android Be Sentient? p. 39.
    422. McLuhan, Marshall, and Quentin Fiore. The Medium Is the Massage: Co-Ordinated by Jerome Agel. Bentam Books, 1967.
    423. Medina, Eden. Cybernetic Revolutionaries: Technology and Politics in Allende’s Chile. MIT Press, 2011.
    424. Menkman, Rosa. Beyond Resolution. i.R.D., 2020.
    425. Merveilles- Public. https://merveilles.town/public.
    426. Mesthrie, Rajend, and R. E. Asher, editors. Concise Encyclopedia of Sociolinguistics. Elsevier, 2001.
    427. Foucault, Michel. “Nietzsche, Genealogy, History.” Language, Counter-Memory, Practice: Selected Essays and Interviews, edited by D. F. Bouchard, Cornell University Press, 1977.
    428. Mickey, ThomasJ. “A Postmodern View of Public Relations:” Public Relations Review.
    429. Mieke Gerritzen, and Geert Lovink. Amsterdam Design Manifesto. The Image Society, 2019.
    430. Millington, Ian. Artificial Intelligence for Games. Elsevier, 2006.
    431. Mining’s Bohemian Boomtown. http://magazine.cim.org/en/in-search/minings-bohemian-boomtown?utm_source=pocket_shared.
    432. Mithen, Steven. “The Music Instinct.” Annals of the New York Academy of Sciences, vol. 1169, no. 1, 2009, pp. 3–12, doi:10.1111/j.1749-6632.2009.04590.x.
    433. Molnar-Szakacs, Istvan, and Katie Overy. “Music and Mirror Neurons: From Motion to ’e’Motion.” Social Cognitive and Affective Neuroscience, vol. 1, no. 3, December 2006, pp. 235–41, doi:10.1093/scan/nsl029.
    434. Mondloch, Kate. FEMINIST MATERIALISMS IN NEW MEDIA ART. p. 28.
    435. Montenegro, Erick, and Natasha A. Jankowski. Equity and Assessment: Moving Towards Culturally Responsive Assessment. p. 23.
    436. Montero, Barbara. The University of Chicago. p. 18.
    437. Montfort, Nick, and Ian Bogost. Racing the Beam: The Atari Video Computer System. MIT Press, 2009.
    438. Moore, Jason W. Capitalism in the Web of Life: Ecology and the Accumulation of Capital. p. 318.
    439. Moore, Niamh, and Yvonne Whelan. Heritage, Memory and the Politics of Identity: New Perspectives on the Cultural Landscape. p. 166.
    440. Moore, Rowan. “Saudi’s 100-Mile Mega-City Is Meant to Blow Our Minds – so We Forget the Crimes of Its Rulers - Protesters against Neom Don’t Last Long. How Can Western Architects Ignore This?” Guardian, The: Web Edition Articles (London, England), October 2022, https://infoweb.newsbank.com/apps/news/document-view?p=WORLDNEWS&docref=news/18D684081F953868.
    441. Morehshin Allahyari. The 3D Additivist Cookbook. Institute of Network Cultures, Amsterdam, 2017.
    442. “Mormon Genealogical Archives.” Atlas Obscura, http://www.atlasobscura.com/places/mormon-genealogical-archives.
    443. Morris, Betsy. “Why Does Zoom Exhaust You? Science Has an Answer; On Video Calls, Looming Heads, Staring Eyes, a Silent Audience, and That Millisecond Delay Disrupt Normal Human Communication.” Wall Street Journal (Online), May 2020, https://www.proquest.com/docview/2406987145?accountid=14512.
    444. Mostafa Heddaya, and Rijin Sahakian. “Recolonize This Place.” e-Flux, March 2020, https://www.e-flux.com/journal/107/322311/recolonize-this-place/.
    445. Moten, Fred, and Stefano Harney. “The University and the Undercommons.” Social Text, vol. 22, no. 2, 2004, pp. 101–15, doi:10.1215/01642472-22-2_79-101.
    446. Mugshot Removal: New Mugshot Websites Are More Aggressive Says RemoveSlander.Com. p. 3.
    447. Mugshot Removal Service: New Discounts For Parents Of College Students 30% Off. p. 3.
    448. Mugshot Removal: States Laws Making It Harder To Bail Out Of Google. p. 3.
    449. Mumford, Lewis. The Pentagon of Power. no. vol.2, Secker and Warburg, 1971.
    450. ---. The Story of Utopias. Createspace, 2015.
    451. ---. Technics and Civilization. The University of Chicago Press, 2010.
    452. Murray, Nick, and Wojcik Antosh. Correspondence on the Subject of Power (Heterotopias 008-01).Pdf. Heterotopias Project.
    453. Murray, Janet Horowitz. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Free Press, 1997.
    454. Murray, Soraya. On Video Games: The Visual Politics of Race, Gender and Space. no. 27, I.B. Tauris & Co. Ltd, 2018.
    455. Nagel, Thomas. “What Is It Like to Be a Bat?” The Philosophical Review, vol. 83, no. 4, October 1974, p. 435, doi:10.2307/2183914.
    456. ---. “What Is It Like to Be a Bat?” The Philosophical Review, vol. 83, no. 4, October 1974, p. 435, doi:10.2307/2183914.
    457. Nakamura, Lisa. “Indigenous Circuits: Navajo Women and the Racialization of Early Electronic Manufacture.” American Quarterly, vol. 66, no. 4, December 2014, pp. 919–41, doi:10.1353/aq.2014.0070.
    458. Nancy Holt. 1886, https://www.youtube.com/.
    459. “Nancy Holt - Locating Perception - Los Angeles.” Sprüth Magers, June 2022, https://spruethmagers.com/exhibitions/nancy-holt-locating-perception-los-angeles/.
    460. Natascha Sadr Haghighian. How to Fight the Spell. Sternberg Press.
    461. Nayar, Anjali. “When Your Arrest Photo Appears on a Mugshot Website.” Motherboard, https://www.vice.com/en/article/qvx7pm/when-your-arrest-photo-appears-on-a-mugshot-website.
    462. NCSL. “Mug Shots and Booking Photo Websites, Overview.” National Conference of State Legislatures, May 2020, https://www.ncsl.org/research/telecommunications-and-information-technology/mug-shots-and-booking-photo-websites.aspx.
    463. Nealon, Jeffrey T. Foucault beyond Foucault: Power and Its Intensifications since 1984. Stanford University Press, 2008.
    464. Negroponte, Nicholas. “The Aesthetics of Failure: ‘Post-Digital’ Tendencies in Contemporary Computer Music.” Computer Music Journal.
    465. Ngai, Sianne. “Our Aesthetic Categories.” PMLA/Publications of the Modern Language Association of America, vol. 125, no. 4, October 2010, pp. 948–58, doi:10.1632/pmla.2010.125.4.948.
    466. Nichol, B. P., and Nelson Ball. Konfessions of an Elizabethan Fan Dancer. Coach House Books, 2004.
    467. Nicholson, Linda J., and Steven Seidman, editors. Social Postmodernism: Beyond Identity Politics. Cambridge University Press, 1995.
    468. Nijman, Jan Willem. “#Screensaverjam.” Itch.io, 2016, https://itch.io/jam/screensaverjam.
    469. Noble, Safiya Umoja. Algorithms of Oppression: How Search Engines Reinforce Racism. New York University Press, 2018.
    470. ---. Algorithms of Oppression: How Search Engines Reinforce Racism. New York university press, 2018.
    471. Nostalgia \Textbar Svetlana Boym. http://monumenttotransformation.org/atlas-of-transformation/html/n/nostalgia/nostalgia-svetlana-boym.html.
    472. O’Brien, Greg. “The Other Slavery: The Uncovered Story of Indian Enslavement in America.” Journal of American History, vol. 104, no. 1, June 2017, pp. 169–70, doi:10.1093/jahist/jax019.
    473. Odell, Jenny. How to Do Nothing: Resisting the Attention Economy. Melville House, 2019.
    474. Open Source Investigation – Brown Institute. https://brown.stanford.edu/open-source-investigation/.
    475. “Our Team.” The ArQuives, https://arquives.ca/about/team.
    476. Paine, Thomas. Thomas Paine’s Common Sense : The Call to Independence. Woodbury, N.Y. :Barron’s Educational Series, inc., 1975.
    477. Pallasmaa, Juhani. The Eyes of the Skin: Architecture and the Senses. Wiley-Academy ; John Wiley & Sons, 2012.
    478. Papert, Seymour. Mindstorms: Children, Computers, and Powerful Ideas. Basic Books, 1980.
    479. Parkman, Francis. The Oregon Trail: Sketches of Prairie and Rocky Mountain Life. Duke Classics, 2012.
    480. Park, Juana, et al. “Writing Direction and Language Activation Affect How Arabic-English Bilingual Speakers Map Time onto Space.” Frontiers in Psychology, vol. 14, January 2024, p. 1356039, doi:10.3389/fpsyg.2023.1356039.
    481. Paschild, Cristine. “Community Archives and the Limitations of Identity: Considering Discursive Impact on Material Needs.” The American Archivist, vol. 75, no. 1, April 2012, pp. 125–42, doi:10.17723/aarc.75.1.c181102l71x4572h.
    482. Patel, Aniruddh D. “Language, Music, Syntax and the Brain.” Nature Neuroscience, vol. 6, no. 7, July 2003, pp. 674–81, doi:10.1038/nn1082.
    483. Pater, Walter, and Donald L. Hill. THE RENAISSANCE. UNIV. OF CALIF. PR, 1980.
    484. Patterson, Christopher B. Open World Empire: Race, Erotics, and the Global Rise of Video Games. New York University Press, 2020.
    485. Paul Cronin, and Werner Herzog. Herzog on Herzog. 2003.
    486. Paul, Andrew. “Once-Illegal Video Games from Communist Czechoslovakia Are Now Playable.” Input, January 2022, https://www.inverse.com/input/gaming/play-these-classic-games-created-in-communist-czechoslovakia.
    487. Pautz, Adam, and Daniel Stoljar, editors. “Functional Role, Superficialism, and Commander Data: Reply to Brian McLaughlin.” Blockheads!, The MIT Press, 2019, doi:10.7551/mitpress/9196.003.0023.
    488. Pedercini, Paolo. Games Without Players – Molleindustria. 2020, https://www.molleindustria.org/blog/games-without-players/.
    489. ---. SimCities and SimCrises - International City Gaming Conference Keynote. 2017, https://molleindustria.org/GamesForCities/.
    490. Peirce, Charles Sanders, and Justus Buchler. Philosophical Writings of Peirce. Dover publ, 1955.
    491. Peter Lunenfeld. Bespoke Futures.
    492. ---. “The California Design Dominion.” Design & Culture, 2019.
    493. ---. The Design Cluster.
    494. Petscop.Net. https://petscop.net/.
    495. Petscop. Petscop. March 2017, https://www.youtube.com/watch?v=6e6RK8o1fcs.
    496. Pipkin, Everest. A Long History of Generated Poetics Cutups from Dickinson to Melitzah.
    497. ---. “Screensaver Collection by Everest Pipkin.” Itch.io, 2019, https://everestpipkin.itch.io/screensaver-collection.
    498. ---. “Soft Corruptor.” Cordite Poetry Review, August 2021, http://cordite.org.au/poetry/game/soft-corruptor/.
    499. “Play These Classic Games Created In Communist Czechoslovakia.” Kotaku, January 2022, https://kotaku.com/play-these-classic-games-created-in-communist-czechoslo-1848297823.
    500. Pocket - The Philosophy of SimCity: An Interview With the Game’s Lead Designer. https://getpocket.com/read/353916557.
    501. POV. “Essay: Holy Water \Textbar Thirst \Textbar POV \Textbar PBS.” POV \Textbar American Documentary Inc., January 2004, http://archive.pov.org/thirst/holy-water.
    502. Preciado, Beatriz. Testo Junkie: Sex, Drugs, and Biopolitics. 2013, p. 3.
    503. Price, Seth. Dispersion. Facs. ed.: 1000, 38th Street Publ, 2016.
    504. Priestman, Chris, and Gareth Martin. “Heterotopias \Textbar Games + Architecture.” Heterotopias, http://www.heterotopiaszine.com/.
    505. Procházka, Martin. “Shakespeare and National Mythologizing in Czech Nineteenth Century Drama.” Multicultural Shakespeare: Translation, Appropriation and Performance, vol. 13, no. 28, April 2016, pp. 25–33, doi:10.1515/mstap-2016-0003.
    506. “Prophecies of Libuše Czech Center Museum Houston.” What to Do in Houston? Visit the Czech Center Museum Houston, January 2021, https://www.czechcenter.org/blog/prophecies-of-libuse.
    507. Pudovkin, Vsevolod. On Editing. 1926.
    508. Purchese, Robert. “Peter Harrap Wants New Monty Mole.” Eurogamer, April 2011, https://www.eurogamer.net/peter-harrap-wants-new-monty-mole.
    509. Purdy, Kevin. 40 Years Later, Kontrabant 2 for ZX Spectrum Is Rebroadcast on FM in Slovenia. May 2024, https://arstechnica.com/gaming/2024/05/1984s-kontrabant-2-for-zx-spectrum-is-broadcast-on-fm-radio-in-slovenia-today/.
    510. Putnam, Hillary. Reason, Truth and History. Cambridge University Press, 1981.
    511. Rakow, Donald A., and Sharon A. Lee. “Western Botanical Gardens: History and Evolution.” Horticultural Reviews: Volume 43, edited by Jules Janick, John Wiley & Sons, Inc., 2015, pp. 269–310, doi:10.1002/9781119107781.ch05.
    512. Ramirez, J. Jesse. Rules of the Father in The Last of Us: Masculinity Among the Ruins of Neoliberalism. Springer International Publishing, 2022, doi:10.1007/978-3-030-89604-1.
    513. Raphael Sanzio. Letter to Leo X.
    514. Rautzenberg, Markus. Framing Uncertainty: Computer Game Epistemologies. Palgrave Macmillan, 2020.
    515. Reed, Aaron A. “1988: P.R.E.S.T.A.V.B.A.” 50 Years of Text Games, May 2021, https://if50.substack.com/p/1988-prestavba.
    516. Reinhard, Andrew. “Colossal Cave Archaeology: Epigraphy, FORTRAN Code-Artifacts, and the Ur -Game.” Near Eastern Archaeology, vol. 84, no. 1, March 2021, pp. 86–92, doi:10.1086/713375.
    517. Rella, Franco. “From the Aesthetic Sphere to the Sphere of Interpretation.” Nuova Corrente, vol. 68–69, 1975, pp. 399–415.
    518. The Resolutions of the Stamp Act Congress.Pdf.
    519. Reuters. “Saudi Crown Prince Touts Vertical Living in NEOM’s Zero-Carbon City.” Reuters, July 2022, https://www.reuters.com/world/middle-east/saudi-crown-prince-touts-vertical-living-neoms-zero-carbon-city-2022-07-25/.
    520. Reynaldo. ZX Spectrum, or Decentering Digital Media Platform Studies Approach as a Tool to Investigate the Cultural Differences through Computing Systems in Their Interactions with Creativity and Expression – DH2018. https://dh2018.adho.org/en/zx-spectrum-or-decentering-digital-media-platform-studies-approach-as-a-tool-to-investigate-the-cultural-differences-through-computing-systems-in-their-interactions-with-creativity-and-expression/.
    521. Bushman, Richard L., editor. The Great Awakening. Atheneum, 1970.
    522. The Rise and Fall of Baby Boomer Zionism. https://hammerandhope.org/article/boomer-zionism.
    523. Roederer, Juan G. “The Search for a Survival Value of Music.” Music Perception: An Interdisciplinary Journal, vol. 1, no. 3, 1984, pp. 350–56, doi:10.2307/40285265.
    524. Rogoff, Irit. From Criticism to Critique to Criticality. p. 3.
    525. Roguelike Celebration. Noah Swartz - The Tombs of Atuan: The Original Roguelike? October 2021, https://www.youtube.com/watch?v=IVDN5GDTIvY.
    526. Roncato, Sergio. Piranesi and the Infinite Prisons. 2008, p. 18.
    527. Rose, Barbara. Fl,:(/II0I111 Cf Ti111l’: A Dada Diary by H11ioBall John Elderfield.
    528. Rostron, Allen. The Mugshot Industry: Freedom of Speech, Rights of Publicity, and the Controversy Sparked by an Unusual New Type of Business. p. 15.
    529. “The Royal Proclamation of 1763.Pdf.” The London Gazette, no. 10354, October 1763.
    530. Ruberg, Bonnie. “Straight Paths Through Queer Walking Simulators: Wandering on Rails and Speedrunning in Gone Home.” Games and Culture, vol. 15, no. 6, September 2020, pp. 632–52, doi:10.1177/1555412019826746.
    531. ---. Video Games Have Always Been Queer. New York University Press, 2019.
    532. Rushkoff, Douglas. “The Super-Rich ‘Preppers’ Planning to Save Themselves from the Apocalypse.” The Observer, September 2022, https://www.theguardian.com/news/2022/sep/04/super-rich-prepper-bunkers-apocalypse-survival-richest-rushkoff.
    533. Ryle, Gilbert. The Concept of Mind. Routledge, 2009.
    534. Sacks, Harvey, et al. “A Simplest Systematics for the Organization of Turn-Taking for Conversation.” Language, vol. 50, no. 4, 1974, pp. 696–735, doi:10.1353/lan.1974.0010.
    535. Sage, Henry Williams. BOUGHT WITH THE INCOME OF THE SAGE ENDOWMENT FUND GIVEN IN 1891 BY.
    536. Saler, Michael T. As If: Modern Enchantment and the Literary Pre-History of Virtual Reality. Oxford University Press, 2012.
    537. Saletta, Ester. “Forgotten Dreams: Revisiting Romanticism in the Cinema of Werner Herzog.” Journal of Contemporary European Studies, vol. 25, no. 3, July 2017, pp. 389–90, doi:10.1080/14782804.2017.1354149.
    538. Samad, Rafi U. Grandeur of Gandhara. Algora Publishing, 2011.
    539. Sappho. The Poems of Sappho: With Historical & Critical Notes, Translations, and a Bibliography. Williams and Norgate, 1925.
    540. Saraceno, Tomás, et al. Becoming Aerosolar: From Solar Sculptures to Cloud Cities. p. 7.
    541. Sarkar, Palash. “A Brief History of Cellular Automata.” ACM Computing Surveys, vol. 32, no. 1, March 2000, pp. 80–107, doi:10.1145/349194.349202.
    542. Schinske, Jeffrey, and Kimberly Tanner. “Teaching More by Grading Less (or Differently).” CBE—Life Sciences Education, vol. 13, no. 2, June 2014, pp. 159–66, doi:10.1187/cbe.cbe-14-03-0054.
    543. Schmidt, Loren. Strawberry Cubes. 2015, https://lorenschmidt.itch.io/strawberrycubes.
    544. Schumpeter, Joseph. “The Process of Creative Destruction.” Creative Destruction.
    545. Segal, David. Mugged by a Mug Shot Online. October 2013, https://www.proquest.com/blogs-podcasts-websites/mugged-mug-shot-online/docview/2214416926/se-2?accountid=14512.
    546. Sensations and Brain Processes. 2021, p. 17.
    547. Sheffield, Rebecka Taves. A Study of Four Lesbian and Gay Archives in Queer Times. p. 26.
    548. Sheldrake. Entangled Life.
    549. Sheldrake, Merlin. Entangled Life: How Fungi Make Our Worlds, Change Our Minds & Shape Our Futures. First edition, Random House, 2020.
    550. Shelef, Oren, et al. “The Value of Native Plants and Local Production in an Era of Global Agriculture.” Frontiers in Plant Science, vol. 8, December 2017, p. 2069, doi:10.3389/fpls.2017.02069.
    551. Short, Emily. The Annals of the Parrigues.
    552. Short, Tanya X., and Tarn Adams. Procedural Storytelling in Game Design. Second edition, Taylor and Francis, 2019.
    553. Siapera, Eugenia. Cultural Diversity and Global Media: The Mediation of Difference. p. 230.
    554. Sicart, Miguel. “Against Procedurality.” Game Studies, vol. 11, no. 3, 2011.
    555. Siderits, Mark. Buddhist Non-Self. Oxford University Press, 2011, doi:10.1093/oxfordhb/9780199548019.003.0013.
    556. Sier, Jessica. “Bannon Wasted $US60m on World of Warcraft Gold Farm.” The Australian Financial Review, February 2017.
    557. Simon, Herbert. Computers Don’t Give a Damn. p. 7.
    558. Sinclair, Nathalie. Mathematics and the Aesthetic: New Approaches to an Ancient Affinity. Springer, 2006.
    559. Situated Testimony \Textleftarrow Forensic Architecture. https://forensic-architecture.org/methodology/situated-testimony.
    560. Smithson, Robert, and Jack D. Flam. Robert Smithson, the Collected Writings. University of California Press, 1996.
    561. Smith, Zadie. That Crafty Feeling - Believer Magazine. p. 21.
    562. Smith, Henry Nash. Virgin Land: The American West as Symbol and Myth. Harvard University Press, 1978.
    563. Smuts, Aaron. “What Is Interactivity?” The Journal of Aesthetic Education, vol. 43, no. 4, 2009, pp. 53–73, doi:10.1353/jae.0.0062.
    564. Soleri, Paolo. Arcology, the City in the Image of Man. The Massachusetts Institute of Technology, 1970.
    565. ---. Arcosanti : An Urban Laboratory? Avant Books, 1984/1983.
    566. Soleri, Paolo, et al. Repositioning Paolo Soleri: The City Is Nature. 2017.
    567. Soleri, Paolo. A Thesis Submitted in Partial Satisfaction. p. 108.
    568. Solis, Marie. “Coronavirus Is the Perfect Disaster for ‘Disaster Capitalism.’” Vice, p. 7.
    569. Solnit, Rebecca. A Paradise Built in Hell: The Extraordinary Communities That Arise in Disasters. Viking, 2009.
    570. Somepalli, Gowthami, et al. Diffusion Art or Digital Forgery? Investigating Data Replication in Diffusion Models. no. arXiv:2212.03860, arXiv, December 2022, http://arxiv.org/abs/2212.03860.
    571. Aesthetic Programming: A Handbook of Software Studies. 2020.
    572. STAMP ACT.Pdf.
    573. Starosielski, Nicole. The Undersea Network. Duke University Press, 2015.
    574. Stenros, Jaakko, and Markus Montola, editors. Nordic Larp. 1St print, Fea Livia, 2010.
    575. Stevens, Mary, et al. “New Frameworks for Community Engagement in the Archive Sector: From Handing over to Handing On.” International Journal of Heritage Studies, vol. 16, no. 1-2, January 2010, pp. 59–76, doi:10.1080/13527250903441770.
    576. Steyerl, Hito. The Institution of Critique. p. 4.
    577. Strawson, Galen. Some Find It Comforting to Think of Life as a Story. Others Find That Absurd. So Are You a Narrative or a Non-Narrative? p. 8.
    578. Strawson, Peter Frederick. Individuals: An Essay in Descriptive Metaphysics. Reprinted, transferred to digital printing, Routledge, 2011.
    579. Stuart, Robert. Tolkien, Race, and Racism in Middle-Earth. Springer International Publishing, 2022, doi:10.1007/978-3-030-97475-6.
    580. Suchman, Lucille Alice. Human-Machine Reconfigurations Plans and Situated Actions. Cambridge Univ. Press, 2007.
    581. Sutherland, Tonia. “Archival Amnesty: In Search of Black American Transitional and Restorative Justice.” Journal of Critical Library and Information Studies, vol. 1, no. 2, June 2017, doi:10.24242/jclis.v1i2.42.
    582. Sutherland, Tonia, and Alyssa Purcell. “A Weapon and a Tool: Decolonizing Description and Embracing Redescription as Liberatory Archival Praxis.” The International Journal of Information, Diversity, & Inclusion (IJIDI), vol. 5, no. 1, February 2021, pp. 60–78, doi:10.33137/ijidi.v5i1.34669.
    583. Svankmajer, Jan. Ossuary. Československý Filmexport, 1970.
    584. Švelch, Jaroslav. Gaming the Iron Curtain: How Teenagers and Amateurs in Communist Czechoslovakia Claimed the Medium of Computer Games. The MIT press, 2018.
    585. ---. Player vs. Monster: The Making and Breaking of Video Game Monstrosity. The MIT Press, 2023.
    586. Sweigart, Emilie. “Allende’s Strange Plan to Connect Chile, Long Before the Internet.” Americas Quarterly, https://americasquarterly.org/article/allendes-strange-plan-to-connect-chile-long-before-the-internet/.
    587. Tabbernee, William. Prophets and Gravestones An Imaginative History of Montanists and Other Early Christians. Baker Academic, 2009.
    588. Tafuri, Manfredo. Architecture and Utopia: Design and Capitalist Development. MIT Press, 1976.
    589. ---. The Sphere and the Labyrinth: Avant-Gardes and Architecture from Piranesi to the 1970s. MIT Press, 1987.
    590. Tambling, Jeremy. Allegory. 1St ed, Routledge, 2010.
    591. Taylor, T. L. Watch Me Play: Twitch and the Rise of Game Live Streaming. Princeton University Press, 2018.
    592. Tekinbaş, Katie Salen, and Eric Zimmerman, editors. The Game Design Reader: A Rules of Play Anthology. MIT Press, 2006.
    593. “Texas After Violence Project.” Texas after Violence Project, https://texasafterviolence.org/.
    594. Thomas, Dominic. “Our Silent Partners \Textbar by Zoë Schlanger \Textbar The New York Review of Books.” The New York Review of Books, p. 12.
    595. Thomas, Alfred. Prague Palimpsest: Writing, Memory, and the City. The University of Chicago Press, 2010.
    596. Tolbert, Elizabeth. “Music and Meaning: An Evolutionary Story.” Psychology of Music, vol. 29, no. 1, 2001, pp. 84–94, doi:10.1177/0305735601291006.
    597. Trauth, K. M., et al. Expert Judgment on Markers to Deter Inadvertent Human Intrusion into the Waste Isolation Pilot Plant. no. SAND–92-1382, 10117359, SAND–92-1382, 10117359, November 1993, pp. SAND–92–1382, 10117359, doi:10.2172/10117359.
    598. ---. Expert Judgment on Markers to Deter Inadvertent Human Intrusion into the Waste Isolation Pilot Plant. no. SAND–92-1382, 10117359, SAND–92-1382, 10117359, November 1993, pp. SAND–92–1382, 10117359, doi:10.2172/10117359.
    599. RUSSWORM, T. RE AA ND RE A. M. “DYSTOPIAN BLACKNESS AND THE LIMITS OF RACIAL EMPATHY IN THE WALKING DEAD AND THE LAST OF US.” Gaming Representation, Indiana University Press, 2017, p. 109-.
    600. TSHA \Textbar Kurten, TX. https://www.tshaonline.org/handbook/entries/kurten-tx.
    601. Tsing’s, Anna Lowenhaupt. Anna Lowenhaupt Tsing’s "The Mushroom at the End of the World: On the Possibility of Life in Capitalist Ruins".
    602. Tuck, Eve. “Suspending Damage: A Letter to Communities.” Harvard Educational Review, vol. 79, no. 3, September 2009, pp. 409–28, doi:10.17763/haer.79.3.n0016675661t3n15.
    603. Twilley, Geoff Manaugh, Nicola. “The Philosophy of SimCity: An Interview With the Game’s Lead Designer.” The Atlantic, May 2013, https://www.theatlantic.com/technology/archive/2013/05/the-philosophy-of-simcity-an-interview-with-the-games-lead-designer/275724/.
    604. von Uexküll, Jakob, and Jakob von Uexküll. A Foray into the Worlds of Animals and Humans: With A Theory of Meaning. 1St University of Minnesota Press ed, no. 12, University of Minnesota Press, 2010.
    605. ---. A Foray into the Worlds of Animals and Humans: With A Theory of Meaning. 1St University of Minnesota Press ed, no. 12, University of Minnesota Press, 2010.
    606. Uranium Companies and the Black Hills. April 2021, https://bhcleanwateralliance.org/2021/04/27/uranium-companies-and-the-black-hills/.
    607. “USA: Environmental Racism in ‘Cancer Alley’ Must End – Experts.” OHCHR, March 2021, https://www.ohchr.org/en/press-releases/2021/03/usa-environmental-racism-cancer-alley-must-end-experts.
    608. van der Spuy, Rex. Foundation Game Design with HTML5 and JavaScript. Apress, 2012, doi:10.1007/978-1-4302-4717-3.
    609. Vannek, Lyudmila. “‘Golden Cradle’ for Putin: Why Did the Gift of Social Activists in Occupied Crimea Shock the Crimean Tatars?” \Cyrchar\CYRK\Cyrchar\Cyrr\Cyrchar\Cyrery\Cyrchar\Cyrm.\Cyrchar\CYRR\Cyrchar\Cyre\Cyrchar\Cyra\Cyrchar\Cyrl\Cyrchar\Cyri\Cyrchar\Cyri, August 2015, https://ru.krymr.com/a/27197048.html.
    610. Veselovský, František, et al. “History of the Jáchymov (Joachimsthal) Ore District.” Journal of the Czech Geological Society, 1997.
    611. “Video Analysis of Fatal West Bank Shooting Said to Implicate Israeli Officer.” New York Times (Online), New York Times Company, 2014.
    612. Vincent, Danny. “China Used Prisoners in Lucrative Internet Gaming Work.” The Guardian, May 2011, https://www.theguardian.com/world/2011/may/25/china-prisoners-internet-gaming-scam.
    613. Virginia Slave Code of 1705. 1705.
    614. Virilio, Paul. Bunker Archeology. English ed, Princeton Architectural Press, 2009.
    615. Vitiello, Justin. “Gaspara Stampa: The Ambiguities of Martyrdom.” MLN, vol. 90, no. 1, January 1975, p. 58, doi:10.2307/2907201.
    616. Wakimoto, Diana K., et al. “Archivist as Activist: Lessons from Three Queer Community Archives in California.” Archival Science, vol. 13, no. 4, December 2013, pp. 293–316, doi:10.1007/s10502-013-9201-1.
    617. Waldron, Ingrid. There’s Something in the Water: Environmental Racism in Indigenous and Black Communities. Fernwood Publishing, 2018.
    618. Walsh, Maria. “Planetary Thinking: Re-Encountering Nancy Holt’s and Robert Smithson’s Mono Lake (1968-2004).” The Moving Image Review & Art Journal (MIRAJ), vol. 9, no. 2, September 2020, pp. 154–60, doi:10.1386/miraj_00035_1.
    619. Wardrip-Fruin, Noah, and Pat Harrigan, editors. First Person: New Media as Story, Performance, and Game. MIT Press, 2004.
    620. Wark, McKenzie. Gamer Theory. Harvard University Press, 2007.
    621. ---. A Hacker Manifesto. Harvard University Press, 2004.
    622. ---. The Beach Beneath the Street: The Everyday Life and Glorious Times of the Situationist International. 2011.
    623. Watts, Lisa, and Mike Wharton. Usborne Introduction to Machine Code for Beginners. Usborne, 1983.
    624. Weheliye, Alexander Ghedi, and Katherine McKittrick. “808s And Heartbreak.” Feenin, Duke University Press, 2023, pp. 201–36, doi:10.1215/9781478027294-014.
    625. Weil, Rachel Simone. “Alter Dark.” Alter Dark, 2017, https://www.nobadmemories.com/alter-dark.
    626. ---. “‘The Nostalgia Question’ and Feminist 8-Bit Game Hacking.” The Journal of Peer Production, no. 8, http://peerproduction.net/issues/issue-8-feminism-and-unhacking-2/art-essays/issue-8-feminism-and-unhackingpeer-reviewed-papers-2/.
    627. Weiner, Jonah. “Where Do Dwarf-Eating Carp Come From?” The New York Times, July 2011, https://www.nytimes.com/2011/07/24/magazine/the-brilliance-of-dwarf-fortress.html.
    628. Weizman, Eyal. Forensic Architecture: Violence at the Threshold of Detectability. Zone Books, 2017, http://www.jstor.org/stable/j.ctv14gphth.1.
    629. ---. “Only the Criminal Can Solve the Crime.” Radical Philosophy, no. 164, 2010, p. 16.
    630. ---. Violence at the Threshold of Detectability. p. 14.
    631. Werning, Stefan. Making Games: The Politics and Poetics of Game Creation Tools. The MIT Press, 2021.
    632. Wheeler, Brian. “Why Are Fantasy World Accents British? - BBC News.” BBC News, March 2012, https://www.bbc.com/news/magazine-17554816.
    633. White, Lynn. “The Historical Roots of Our Ecologic Crisis.” Science, New Series, vol. 155, no. 3767, 1967, pp. 1203–07, http://www.jstor.org/stable/1720120.
    634. Wiggins, Wiley. “The Arcology Mode.” Flat Journal, no. 3, 2023, https://flatjournal.com/work/the-arcology-mode/.
    635. ---. Grotto: Videogame Modes and Visionary Architecture. University of California, Los Angeles, 2023.
    636. ---. Mud Room. https://wileywiggins.com/mud_room.html.
    637. ---. “Obelisk.” Obelisk, https://wileywiggins.com/obelisk.html.
    638. Wigley, Mark, and Constant. Constant’s New Babylon: The Hyper-Architecture of Desire. Witte de With, Center for Contemporary Art : 010 Publishers, 1998.
    639. William Morris. News from Nowhere.
    640. Williams, R. Notes on the Underground, New Edition: An Essay on Technology, Society, and the Imagination. MIT Press, 2008, https://books.google.com/books?id=dL9NEAAAQBAJ.
    641. Williams, Stacie M., and Jarrett M. Drake. Documenting Police Violence in Cleveland. p. 27.
    642. Williams, Rhys. “‘This Shining Confluence of Magic and Technology’: Solarpunk, Energy Imaginaries, and the Infrastructures of Solarity.” Open Library of Humanities, vol. 5, no. 1, September 2019, p. 60, doi:10.16995/olh.329.
    643. Wills, John, and Esther Wright, editors. Red Dead Redemption: History, Myth, and Violence in the Video Game West. University of Oklahoma Press, 2023.
    644. Wilson, Douglas, and Miguel Sicart. “Now It’s Personal: On Abusive Game Design.” Proceedings of the International Academic Conference on the Future of Game Design and Technology, ACM, 2010, pp. 40–47, doi:10.1145/1920778.1920785.
    645. Winthrop, John. A Modell of Christian Charity. p. 1.
    646. Wittgenstein, Ludwig, et al. Philosophische Untersuchungen =: Philosophical Investigations. Rev. 4th ed, Wiley-Blackwell, 2009.
    647. Wokler, Robert. Rousseau: A Very Short Introduction. Oxford University Press, 2001, doi:10.1093/actrade/9780192801982.001.0001.
    648. Woolf, Virginia. The Waves. New edition, Oxford University Press, 2015.
    649. Wright, Frank Lloyd. “The Art and Craft of the Machine.” Brush and Pencil, vol. 8, no. 2, 1901, p. 77, doi:10.2307/25505640.
    650. Wurl, Joel. ETHNICITY AS PROVENANCE: IN SEARCH OF VALUES AND PRINCIPLES FOR DOCUMENTING THE IMMIGRANT EXPERIENCE. p. 13.
    651. Yang, Wenxing, and Ying Sun. “Do Writing Directions Influence How People Map Space onto Time?: Evidence from Japanese and Taiwanese Speakers.” Swiss Journal of Psychology, vol. 77, no. 4, October 2018, pp. 173–84, doi:10.1024/1421-0185/a000215.
    652. Yerak, Becky. “Lawsuit: Mug Shot Website Posts Incomplete Records so Sister Site Can Solicit ‘Takedown’ Fees.” Chicago Tribune, March 2017, https://www.chicagotribune.com/business/ct-mug-shot-websites-0312-biz-20170310-story.html.
    653. Yokley, Shirley Hayes. “Embracing a Critical Pedagogy in Art Education.” Art Education, vol. 52, no. 5, September 1999, p. 18, doi:10.2307/3193812.
    654. Young, Helen. Race and Popular Fantasy Literature. 0th ed., Routledge, 2015, doi:10.4324/9781315724843.
    655. Yusoff, Kathryn. White Utopia/Black Inferno: Life on a Geologic Spike. 2019, p. 13.
    656. Zappia, Natale A. Agro-Ethnic Landscapes of Los Angeles. p. 19.
    657. Zavala, Jimmy, et al. “‘A Process Where We’Re All at the Table’: Community Archives Challenging Dominant Modes of Archival Practice.” Archives and Manuscripts, vol. 45, no. 3, September 2017, pp. 202–15, doi:10.1080/01576895.2017.1377088.
    658. Zeldovich, Lina. The Other Dark Matter: The Science and Business of Turning Waste into Wealth and Health. University of Chicago Press, 2021, doi:10.7208/chicago/9780226814223.001.0001.
    659. Zhou, Emily Alison. “Digging and Sinking and Drifting: Allison Parrish’s Machine Poetics - Journal #117 April 2021 - e-Flux.” e-Flux, https://www.e-flux.com/journal/117/385623/digging-and-sinking-and-drifting-allison-parrish-s-machine-poetics/.
    660. Zultanski, Steven. “The Architect Who Wanted to Make Dying Illegal.” Frieze, April 2020, https://www.frieze.com/article/architect-who-wanted-make-dying-illegal.
    661. Zylinska, Joanna. Perception at the End of the World (or How Not to Play Video Games). Flugschriften, 2020.

    Techniques

    studio

    Panoramas:


    Posts:

    studio notes 7-19-24

    click for a new word
    The show I just wrapped was kind of conceptually overloaded, but it was useful as a kind of high-level survey of the stuff I’m wrangling right now, and the goal was to find new ways to connect the tile art I’ve been doing, which is of the Dungeon Mode, to dungeons-as-mines, which was an underdeveloped chunk of my thesis writing that just kept blowing up as I would find more and more readings and more weird kismets piled up in my life related to it.

    More ➜

    Studio Notes 7-17-23

    Last Saturday of the show was very nice, I had a lovely long walkthrough talk with Kristen Lucas. I had a nice chat with an old friend about the Geomancy Sketch that pops up in my main piece for the show, which was something I was fiddling with while I was in a SFPC class. I also think my typical fretting during the installation and opening overshadowed the really nice interactions I was having in the space on the first two nights. I had a great long talk with my super talented studio neighbor Scott Gelber and I got to meet and talk to Lauren Gardner from Babycastles/SFPC.

    More ➜

    Studio Notes 7-1-24

    Names like ‘games’ or ‘art’ aren’t actual discrete categories of work, they’re lenses for talking about something that carry with them a set of expectations. With expectations you can talk about a thing critically in a context of other things.

    More ➜

    studio notes 6-16-24

    uh oh, I was able to parse branching text in the .ink format inside one of my p5 sketches. It’s going to be hard to resist adding a czech textovka-style text adventure to the sketches before the show…

    More ➜

    studio notes 6-15-24

    oh my god, fuck the stupid TRIAC dimmer I have been trying to use for this lamp. It’s haunted, I’m done with it. I’m going to try with a relay instead which should presumably be much simpler. If it works as soon as I get it there’s still a chance I’ll be able to make a fully integrated lamp with a geiger counter that flashes the lamp at its own rad counts. The backup plan is just to have the counter next to the lamp. I like the idea that this visible assurance of safety implies just the opposite. How does a casual viewer know how many ticks are normal and how many are dangerous? The lamp, lit up with an additional stage blacklight nearby looks great on the blue velvet of the table.

    More ➜

    studio notes 5-13-24

    This week worked a lot on trying to get a thyristor dimmer working with an arduino and geiger counter.

    More ➜

    Studio notes 6-7-24

    I feel pretty good today because while i pulled the roguelike game from the build (1.0b) that I will project, it is actually working great and looking good on the launcher now, which means it will be fine inside the space. I also made an electron version of the Tumblr bot I made a while back that posted pages from the Archon book with generated names, and that was really simple and I think will work well in the launcher. I am also getting permission to include some modern games by other artists that fit, since I am already including games from the past on vintage equipment.

    More ➜

    Studio notes 6-6-24

    Pulling the roguelike game from the electron app. It seemed fine yesterday but today I had issues:

    More ➜

    the mine

    I cobbled together some writing to go with the installation that suggests games by other artists that could fit in a collection inside the space. I’ve got a Spectrum next… which is pretty novel… and a Mac classic, both with some games that could fit, and i could scare up a pc with a launcher and a few games. I’ve also got a three channel video piece with synced subtitles that Batsly helped with that will fit nicely.

    More ➜

    just a tiny bit radioactive mom

    geiger counter works

    More ➜

    studio notes 5-3-2024

    There’s a date for a show at MoHA- the 29th of next month. I am anxious because the thing that is eating up the most time is this Roguelike game that I have packaged up in an electron app with a bunch of processing sketches. It’s the thing I’m always posting about, and it would be nice to show off in some form but I think I have to make a hard decision to cut it right now. As always! The thing I worked the hardest on needs to go… Because it’s a new game it’s the most brittle and buggy part. I’m sinking more and more time into working on it, but I feel like it’s shit-or-get-off-the-pot-time and I should take it out of what I’m showing, or at the very least, remove it from the stack of processing sketches that I plan on projecting, since it’s a point of failure. It has a zero player mode that was turned on for this projection version and it isn’t very clever, gets stuck a lot, etc. Was it really conceptually that important to this show? Or was it just a thing I worked on a lot and have sunk cost in? If it isn’t that conceptually important, is it fun enough that it would be a draw to the space? Or does it just look cool in screenshots? Can I do something else with it? What if I took a fuckton of screenshots of it generating levels and played them really fast with some narration? That would still be putting it to use and communicating what was hard to do in the experiment without leaving it as this raw point of failure due to lack of testing and debugging.

    More ➜

    Studio Notes 5-17-2024

    This is project start for Didaktik Gama, a videogame installation.

    More ➜

    studio notes 3-14-2024

    moha cat Spring break has given me more time to sit and play with projects. No big breakthroughs. I rewired the doorknob plinth from Doors and now the action on all the knobs and doorknob is much nicer than in the show. Unfortunately there’s still communication issues with the blinkm rgb light that lights up the keyhole. It’s possible that I rewired it wrong, but maybe more likely that it’s an OSC issue. It’ll take a little work to remember how it was meant to work and do some troubleshooting, since it was the last feature I added before the show and probably the least documented part of the project. plinth rewire Do I even want to get this working again though? I can see it being part of a show with more grotto-related stuff, but part of me thinks it’s probably better to concentrate on other stuff.

    More ➜

    Studio Notes 3-2-24

    Content Warning: War, Murder This week's class prototyping theme is "I Spy". A number of the students either wanted to make prototypes of suspect lineups or of some manner of Sniper scope game. In my mind I was thinking about old games like Spy Vs. Spy or Elevator Action, but the student projects made me start thinking about first person telescopic views instead.

    More ➜

    Studio Notes 1-15-24

    It’s funny looking back at this blog for the last year or so and finding only really terse notes about school projects and the aftermath of school projects when there is obviously so much going on in the world. The violence and darkness that surrounds us can make us feel small and disempowered, but everyone is part of history, and we all move it together. A better world is, as they say, possible. There’s so much in my research that connects history to this present moment, but it’s also a path that seems to be taking me further and further from the actual act of making games. That’s fine, but the path i’ve been going feels like it would have benefitted from a different degree than a practice degree (I will admit that the Information Science class I took was really compelling). Right now I want to make things that connect me to people rather than isolate me further, and to do that I need to keep refining and experimenting in a game making practice.

    More ➜

    studio notes 1-1-24

    Happy New Year. keyboard experiment Not sure what to tag today’s log, I’m still working with the tileset from Grotto, but it’s moving into other areas, like the cellular automata I started working with a few months ago. I’m starting to take all of the small javascript projects that use the tiles and bring them together into a single repository with a separate node.js app that would hypothetically get input from switches or other devices and then switch between/effect the small projects.

    More ➜

    studio notes 11-21-23

    a screenshot of a top-down low fi roguelike dungeon game I haven’t been posting work notes while the world crumbles, but I’ve been keeping them locally. There’s been a few updates to the unnamed roguelike that are worth mentioning, the first is I’ve been experimenting with a creeping plant class, working off the idea that once the player dies the game keeps going, and plant growth would be nice. Other than that, lots of little tweaks, like refactored item and entity classes, arrows that can spread fire, fire destroying things, and I experimented with multiple player instances, which just worked on the first try.

    More ➜

    console

    a tilesketch of some kind of slab with flames

    More ➜

    studio notes 10-16-2023

    While it’s not as attractive or ‘in-world’ as a mazelike tilemap representation would be, I’ve made an auto minimap for grotto using D3. D3 is a library to procedurally draw SVG in a browser, and it’s commonly used for interactive data visualizations. I used it here because it has the ability to create force directed node maps. This means nodes are repelled from one another in a game-physics like simulation, so rather than needing to figure out how to place them on the screen, they simply spread out to positions where they no longer overlap. Here’s what it looks like in a room with a lot of sibling nodes: node map showing a spiderweb cluster of colorful squares connected by lines node map with tooltip

    More ➜

    Studio Notes 10-1-23

    New Studio space! I just moved some things into a workspace at The Museum of Human Achievement. an art studio workspace with rough wooden warehouse floors, a ladder, shelving, a desk Now I am deciding what to work on next. I think there was potential in the installation I did for my graduate thesis show, but it was missing some important pieces to be effective. The first think it’s missing is a legible mini-map. Navigating a maze that is a tree structure is incredibly frustrating. It’s maybe the worst possible level design. people get trapped in branches too easily looking for the one door back up. I’m experimenting with maps in the web game using the api, but it’s very difficult, as I’ve said before, to automatically lay these maps out. You really need a force-directed nodemap, which clashes stylistically with the patterned-tiles-on-a-grid style. I’m playing now with some nodemaps using D3, and I’m going to functionally solve the problem first and then deal with the aesthetics.

    More ➜

    studio notes 9-24-23

    input and output of wave function collapse

    More ➜

    studio notes 8-17-23

    It’s a little confusing to keep calling these posts studio notes, since I no longer have a studio space. I’m sitting in a room at our place back in Austin that’s still filled with unpacked boxes. Settling back in is a slow process, and the last month has been really busy with moving a relative out of this space as we move back in. We also got a new kitten, who we are slowly acclimating to our other cat through a pet gate, carefully negotiating their two territories and resources (is there a strategy game idea somewhere in cats claiming or sharing litter boxes, food dishes, toys and sunbeams?) nutmeg the cat

    More ➜

    studio notes 8-11-23

    Still don’t have a project tag for this roguelike experiment yet, but it seems like it might turn into an actual game. Now I’ve added doors, (some of which are locked and have paired, color coded keys,) inventory, enemies, and slightly janky click to pathfind to suppliment arrow key movement. I’m about to add sound with howler.js and audiosprite next. An image of a 2d dungeon game map, text reads "Pig pink door, status: locked" An image of a 2d dungeon game map, text reads "The door is locked!" A big thing that is missing is fog of war. I made kind of a mess getting my Grotto tiles working and it’s not as straightforward as it would be in a normal ascii rot.js game. I’ll give it some consideration once I get sound added.

    More ➜

    studio notes 7-10-23

    isBurning I added fire and death to the little rot.js roguelike game I am tinkering with. This is separate from Grotto but uses the same visual language. It’s a difficult proposition to try to integrate this with Grotto, as this is turn based and Grotto is a multiplayer database driven thing with no understanding of items or characters positions in a room. This feels like a new game so far and not an extension of grotto, although there could be some interactions between the two using Grotto’s API. What should it be? It could either be a totally new dungeon game or I could try doing some sort of zero player ant-hill arcology thing to go with Archon as I had originally imagined. Hmm.

    More ➜

    Studio Notes 7-5-23

    Two work notes- I was able to use the Grotto API to make a bot player, hosted on Glitch, that has simple logic that has the player check the cleanliness level of the room it’s in once and hour, if it’s dirty it uses a scrub brush item, if it’s clean, it moves through an adjacent unlocked door. 2d game map with shadows I also had some moderate success using my tileset to build a small dungeon map using the roguelike javascript library rot.js. using a rat’s nest of conditional logic, it does sort-of-cellular-automata-style matching rules to draw walls and shadows around a floor map, in the style of Grotto rooms.

    More ➜

    studio notes 7-1-23

    I have graduated and I am back in Austin. All of my stuff is still in a u-haul box on a long drive here from Los Angeles.

    More ➜

    studio notes 6-1-23

    Critique Reflection

    More ➜

    studio notes 5-20-23

    Things I’d like to do if I get more time

    More ➜

    studio notes 5-19-23

    Last night was the opening of the UCLA DMA Thesis show, which held the Grotto-connected installation I’ve been working on this quarter.

    More ➜

    studio notes 5-17-23

    Grotto is now at v1.01. The last push included a text-entry interaction that can be used for writing notes with a letter item and for updating a character greeting. Letter item and Potion item both are now functional, although Potions aren’t particularly useful yet.

    More ➜

    studio_notes_5-3-23

    updates, just 15 days until the show-

    More ➜

    studio notes 5-1-23

    behind on grotto main game schedule, but making progress on installation stuff. doorknob controller guts

    More ➜

    studio notes 4-17-23

    book sample The scripts that generate book content from Grotto are done, the output requires a little bit of tweaking after they run, the pdf output looks good and I’ll try printing soon. This is going to be an expensive print job, as the book is over 1000 pages, 500ish 2-sided. I intend to print signatures and stitch it coptic, including whatever thesis writing is done.

    More ➜

    studio notes 4-10-23

    Having all sorts of long-term ideas go out the window. Up until now I’ve been using a solenoid lock to stop a ratchet wheel in one direction and another ratchet wheel and arm to keep the assembly only turning in one direction. I had a limit switch that would flip on a turn.

    More ➜

    studio notes 4-7-23

    Flailing. A few issues made me abandon my idea for a doorknob controller plinth in which the doorknob portion revolves to select a “door”, reorienting the player- first the reintroduction of a projection screen into the space, which would make variable player orientation weird, and 3 or four mistakes in laying out an mdf laser cut that made the complicated revolving encoder/slipring assembly off center or needing hand drilled holes over and over, resulting in a lot of wasted time. The alternative (keeping the doorknob controller) is an additional spinner knob control on the top of the plinth. I don’t love it. The idea here is there’s a projection of a circular array of the doors in the room, with the color of the room and doors, a spinner revolves them, the doorknob tests them to go through.

    More ➜

    Studio-notes 3-11-23

    Big leap forward today- passing through a door in grotto gives it a color marking of its connecting room, letting you know what path you’ve taken. The maze is still disorienting, there are no cardinal directions in the map view, but you leave a breadcrumb trail as you traverse it.

    More ➜

    studio notes 2-27-23

    Some small updates to Grotto- keys are no longer single-use, but rather have a chance to break on use, like shields and brushes. Shield bashing- you can attempt to shield bash locked doors now, but this has affected regular character shield bashing and will need to be revisited. Added incense animation.

    More ➜

    Studio Notes 2-23-23

    the node app I made to check the grotto api and send mqtt (mosquitto) messages to things like lights and the doorknob controller is working, which is huge.

    More ➜

    studio notes 2-22-23

    Genealogy breakthrough today- was able to fix a wrong name and add one generation prior to the earliest Fridel family member on record as well as a few additional people in other families. This means another version of the GEDCOM file, which is kind of a hassle at this point, because a new GEDCOM file totally rebuilds the game maze and I need to make sure that the cenotaph activation and relic csv’s all have all correct person names.

    More ➜

    studio notes 2-7-23

    The cheapo usb 5.1 audio interface I got only does surround sound through a bunch of 3.5 mm analog plugs, and the surround speakers at the lab are digital only (the interface has optical out but it only carries stereo).

    More ➜

    studio notes 2-3-23

    My current challenge is to find ways to connect Grotto to a gallery space for my final show. I’d like to avoid falling into the same pattern of “Thing projected on a wall” that you see at a lot of these shows. So far I have been concentrating on esp32 microcontrollers or headless raspberry pi’s that can get information from Grotto’s API. I’d like to use lights and sounds and weird tactile interfaces as much as possible.

    More ➜
    1. Graeber, David. Debt : The First 5,000 Years. Melville House, 2011.
    2. Eckertová, Eva. Czechs in Texas: Moravian Communities and Tombstones. p. 1.