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RT : Richard Fleischer

20,000 LEAGUES

MoviePoster  trailer  JulesVerne  from twitter
december 2018 by albertosesn
Untitled (https://www.youtube.com/watch?v=St7KO6fSW2k&sns=tw)
RT : Richard Fleischer

20,000 LEAGUES

MoviePoster  trailer  JulesVerne  from twitter
december 2018 by albertosesn
Small, Moving, Intelligent Parts – Words in Space
"Abstract: The great expositions and World’s Fairs of the 19th and 20th centuries were known for celebrating new technological developments. The world of index cards, fiches, and data management hardly seems germane to the avant-garde, one of the central concerns of this special issue – yet the fairs made clear that information management systems were themselves designed, and were critical components of more obviously revolutionary design practices and political movements. Cards and files became familiar attractions at expos throughout the long-20th century. But those standardized supplies came to embody different ideologies, different fantasies, as the cultural and political contexts surrounding them evolved – from the Unispheric “global village” modeled in 1964; to 1939’s scientifically managed World of Tomorrow; and, finally, to the age of internationalist aspirations that led up to World War I. We examine how the small, moving parts of information have indexed not only data, but also their own historical and cultural milieux."

[See also this thread,

that points to
https://takingnotenow.blogspot.com/2007/12/luhmanns-zettelkasten.html ]
shannonmattern  2016  information  history  postits  hypercard  indexcards  cards  paperslips  1964  1939  data  archives  fiches  microfiche  datamanagement  officesupplies  ottoneurath  patrickgeddes  jamerhunt  evenote  writersduet  scrivener  notecards  obliquestrategycards  brianeno  peterschmidt  marshallmcluhan  julesverne  milydickinson  walterbenjamin  wittgenstein  claudelévi-strauss  rolandbarthes  niklasluhmann  georgesperec  raymondcarver  stanleybrouwn  marklombardi  corneliavismann  eames  fragments  flow  streams  johnwilkins  knoradgessner  williamcroswellcharlescoffinjewett  vannevarbush  timberners-lee  remingtonrand  melvildewey  deweydecimalsystem  srg  paulotlet  henrilafontaine  sperrycorporation  burroughscorporation  technology  kardexsystems  sperryrand  hermanhollerith  frederickwinslotaylor  worldoftomorrow  charleseames  ibm  orithlpern  johnharwood  thomasfarrell  wallaceharrison  gordonbunschaft  edwarddurrellstone  henrydreyfuss  emilpraeger  robertmoses  janejacobs  post-its 
june 2016 by robertogreco
(Science) Fiction and Design — Medium
“ So let’s keep using fiction, not just to be inspired by the ideas and the stories, but also the methods.

They allow us to stand on that hill and see where we’re going.

And let’s do our best to make the right things, and to be pragmatic futurists, whether we’re designing for space or Earth.”
2016fellowshipreader  design  future  everyoneiknowisdoingawesomeshit  re:jkriss  science  mars  JPL  sciencefiction  moonlanding  jfk  lbj  julesverne  nasa 
july 2015 by migurski
80 Days on the App Store on iTunes
[See also: "80 Days Is the Alternate-Reality, Anti-Colonialism Adventure We All Deserve"

and http://www.inklestudios.com/80days/ ]

"1872, with a steampunk twist. Phileas Fogg has wagered he can circumnavigate the world in just eighty days. Choose your own route around a 3D globe, travelling by airship, submarine, mechanical camel, steam-train and more, racing other players and a clock that never stops.

* "For people who love high adventures and good writing, 80 Days is a voyage that must be taken" - The Verge
* "Interactive storytelling as its best" - The Guardian
* "A brilliantly paced, memorable and quite frankly terrific piece of modern interactive fiction, that masterfully blends strategy, resource management and adventure" - IndieGames.com
* "one of the best iOS games of the year." - iLounge

150 cities to explore. Detailed research and techno-fantasy combine in an 1872 of tensions, inventions and exploration. Climb the Burmese mountains, trek the Zulu Federation, sail up the Amazon and disappear under the Indian Ocean - but don't fall behind the time!

* "Could be the best interactive fiction game out there" - 148 Apps
* "A sublime video game to immerse yourself in" - The Examiner
* "One of the most extraordinarily memorable and unique games I’ve played in years" - Pocket Tactics
* "Everything about this game is perfect" - AppAdvice
* "Innovative and extraordinary, and unpredictable fun" - Apps Zoom
* "Rich with ideas, brilliantly written, and creates a world that you'll want to visit over and over again" - PocketGamer (gold award)

Featuring stunning art by Jaume Illustration, a half-million word script by Meg Jayanth, original music by Laurence Chapman, and built using the same inklewriter engine that powers our critically-acclaimed Sorcery! series, 80 DAYS is an interactive adventure created by your choices, on the fly, and is different every time you play.

Playing as Phileas Fogg's loyal valet, Passepartout, you must balance your master's health, your finances, and the time, as you choose your own path from city to city all the way around the world. Bribe your way onto early departures, but don't let yourself go bankrupt or you'll be sleeping rough and begging for aid! Trade items for profit, and collect the equipment for the conditions you'll face: but too much luggage will slow you down...

80 DAYS is a breakneck race, with an in-game clock that never stops running. Trains, steamers, hot-air balloons, boats, camels, horses and more leave and arrive minute by minute.

Every city and journey is narrated via an interactive story where you control every action. Will your choices speed you up - or lead you into disaster? Will you earn Fogg's trust and respect? Will you uncover the secrets and short-cuts that can shave days off your time? Murder, romance, rebellion and intrigue await!

The app is network-connected, with a live feed that shows you the position of all the other players of the game, their routes, triumphs and disasters. You can race to be the fastest - or look ahead to learn the secrets of the world.

Share your own journey with friends, and load other's routes directly into your app so you can race head-to-head.

80 DAYS is a complete experience, with no in-app purchases, and was made by a core team of just four people. If you enjoy it, please leave a rating, and check out our Sorcery! series."
iphone  ios  games  ipad  phileasfogg  interactivefiction  srg  edg  toplay  megjayanth  laurencechapman  inklewriter  aroundtheworldin80days  julesverne  gaming  videogames  if 
august 2014 by robertogreco
80 Days
1872, with a steampunk twist. Phileas Fogg has wagered he can circumnavigate the world in just eighty days. Choose your own route around a 3D globe, travelling by airship, submarine, mechanical camel, steam-train and more, racing other players and a clock that never stops."
ios  app  game  julesverne  adventure 
august 2014 by sebastienmarion
Chloe Varelidi's Blog - Legendary Lands And The Design Of Learning Pathways
"I recently stumbled upon Umberto Eco’s Book of Legendary Lands. This wondrous book is an illustrated journey into some of history’s greatest imaginary places; from Jules Verne’s ‘Twenty Thousand Leagues Under the Sea (one of my childhood favorites and probably the only book I ever read in French) to Thomas More’s ‘Utopia below.

As Eco talks about in the book, maps have always been a way for us humans to make sense of our world. They often present a way to explore abstract ideas, the cosmos and our self.
Given it was a lazy Sunday afternoon when I first got a hold of this book and started going through it’s pages, it made me ponder about the connection between these imaginary maps and the way we have been talking about the Discovery Project.

We have talked a lot about the notion of empowering youth to take on the “Explorer Mindset” through openbadges pathways and we envisioned those as highly customizable maps of one’s personal career journey (or flight if you are Amelia Earhart fan like me :)).

Learning Pathways Are Malleable 
We view pathways as non-prescriptive and highly customizable experiences that evolve according to a learners’ personal needs. For that reason we are creating a  tool that allows for pathways to be re-mixable and personalized. Carol Dweck talks a lot about the idea of a growth mindset within it intelligence and talent are malleable factors. In her book Mindset she says; “This view creates a love of learning  and a resilience that is essential for great accomplishment.”

They Are Also Playful
We use the notion of playfulness as one that both creates a joyful user experience that makes taking a pathway exciting but also playfulness as a means to think creatively about your future. "Play enables the  individual to discover new approaches to dealing with the world"- Bateson & Martin say in their book “Play, Playfulness, Creativity and Innovation.”

This is something that emerged from the interviews and user research that our esteemed team members Lucas Blair (Content Specialist) and Emily Goligoski (User Research Lead) worked on. Telling the story of your pathway is a story people love both telling and listening to. For that reason we are introducing story bits, a pathway element that highlights the narrative side of your learning and career pathway. In addition research literature, like Savitz-Romer & Bouffards’ book Ready Willing and Able, A Developmental Approach To College Access and Success,  tells us that trying on an identity and following a narrative is especially important to youth when it comes to pursuing a career pathway.

With all these ideas in mind we have started to create a UI that is greatly inspired by maps and a UX that allows for this kind of playfulness and malleabl-ity (if that is a word:)). Here is a sneak peak on what our UI Designer (and Amsterdam native/map lover) Sander Giesing has been working on. From a UX point of view the badges are re-arrangeable like a puzzle and users can add new badges they have wishlisted and/or remove existing ones that are not relevant to them. In addition the little books represent what we mentioned above as story-bits, little notes that add a narrative flair to the pathway."
umbertoeco  chloevarelidi  play  discovery  learning  howwelearn  2014  julesverne  thomasmore  maps  mapping  discoveryproject  pathways  caroldweck  malleability  growthmindset  storytelling  narrative  creativity  playfulness 
march 2014 by robertogreco
The Book of Barely Imagined Beings by Caspar Henderson - review | Books | The Guardian
"Henderson's project: a spellbinding book that seeks to astonish us with the sheer intricacy, diversity and multiplicity of life forms that share our planet. In what he modestly calls a "stab" at a 21st-century bestiary, he fuses zoology, literature, mythology, history, paleontology, anecdote and art through 27 brilliantly executed essays…"

"These are essays in the original, Montaignesque sense of the word, and range freely over whatever topic takes the author's fancy."

"In 1959 CP Snow delivered his famous Rede lecture on "The Two Cultures", in which he lamented the gulf between intellectual elites fluent either in the sciences or in the humanities, but all too rarely in both. Fifty years on, the landscape seems as divided as it was in Snow's day. It's a gulf of which the likes of Leonardo could not have conceived, and one that Henderson – an English graduate turned science writer – seeks to bridge. We have a great deal that we can learn from one another…"
gavinfrancis  anniedillard  toread  books  laurencesterne  sirthomasbrown  enlightenment  philosophy  art  anecdote  paleontology  history  mythology  literature  zoology  julesverne  darwin  italocalvino  robertburton  wgsebald  cv  essays  micheldemontaigne  writing  borges  multid  multidisciplinary  crossdisciplinary  interdisciplinary  transdisciplinary  leonardodavinci  bestiary  casparhenderson  2012  cpsnow  animals  montaigne  charlesdarwin 
december 2012 by robertogreco
The Mysterious Island - Wikipedia, the free encyclopedia
The Mysterious Island (French: L'Île mystérieuse) is a novel by Jules Verne, published in 1874. The original edition, published by Hetzel, contains a number of illustrations by Jules Férat. The novel is a sequel to Verne's famous Twenty Thousand Leagues Under the Sea and In Search of the Castaways, though thematically it is vastly different from those books. An early draft of the novel, initially rejected by Verne's publisher and wholly reconceived before publication, was titled Shipwrecked Family: Marooned With Uncle Robinson, seen as indicating the influence on the novel of Robinson Crusoe[1] and The Swiss Family Robinson.[2]
scifi  JulesVerne 
january 2012 by fozbaca

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