robertogreco + commandline   13

youtube-dl - Wikipedia
"youtube-dl is a command-line utility for downloading videos or extracting audio files from streaming websites such as YouTube, Dailymotion, and Vimeo. The software is written using Python. youtube-dl is public domain software under the Unlicense license and waiver.[4]"

[via: https://twitter.com/robinsloan/status/1023279217633505281

"youtube-dl is top-ten software—a pretty profound public service. DID YOU KNOW: you can `youtube-dl [URL of tweet]` and download video from Twitter, too?"]
onlinetoolkit  commandline  vimeo  youtube  video  dailymotion  twitter  downloads  downloading 
july 2018 by robertogreco
The Minecraft Generation - The New York Times
"Seth Frey, a postdoctoral fellow in computational social science at Dartmouth College, has studied the behavior of thousands of youths on Minecraft servers, and he argues that their interactions are, essentially, teaching civic literacy. “You’ve got these kids, and they’re creating these worlds, and they think they’re just playing a game, but they have to solve some of the hardest problems facing humanity,” Frey says. “They have to solve the tragedy of the commons.” What’s more, they’re often anonymous teenagers who, studies suggest, are almost 90 percent male (online play attracts far fewer girls and women than single-­player mode). That makes them “what I like to think of as possibly the worst human beings around,” Frey adds, only half-­jokingly. “So this shouldn’t work. And the fact that this works is astonishing.”

Frey is an admirer of Elinor Ostrom, the Nobel Prize-­winning political economist who analyzed the often-­unexpected ways that everyday people govern themselves and manage resources. He sees a reflection of her work in Minecraft: Running a server becomes a crash course in how to compromise, balance one another’s demands and resolve conflict.

Three years ago, the public library in Darien, Conn., decided to host its own Minecraft server. To play, kids must acquire a library card. More than 900 kids have signed up, according to John Blyberg, the library’s assistant director for innovation and user experience. “The kids are really a community,” he told me. To prevent conflict, the library installed plug-ins that give players a chunk of land in the game that only they can access, unless they explicitly allow someone else to do so. Even so, conflict arises. “I’ll get a call saying, ‘This is Dasher80, and someone has come in and destroyed my house,’ ” Blyberg says. Sometimes library administrators will step in to adjudicate the dispute. But this is increasingly rare, Blyberg says. “Generally, the self-­governing takes over. I’ll log in, and there’ll be 10 or 15 messages, and it’ll start with, ‘So-and-so stole this,’ and each message is more of this,” he says. “And at the end, it’ll be: ‘It’s O.K., we worked it out! Disregard this message!’ ”

Several parents and academics I interviewed think Minecraft servers offer children a crucial “third place” to mature, where they can gather together outside the scrutiny and authority at home and school. Kids have been using social networks like Instagram or Snapchat as a digital third place for some time, but Minecraft imposes different social demands, because kids have to figure out how to respect one another’s virtual space and how to collaborate on real projects.

“We’re increasingly constraining youth’s ability to move through the world around them,” says Barry Joseph, the associate director for digital learning at the American Museum of Natural History. Joseph is in his 40s. When he was young, he and his friends roamed the neighborhood unattended, where they learned to manage themselves socially. Today’s fearful parents often restrict their children’s wanderings, Joseph notes (himself included, he adds). Minecraft serves as a new free-­ranging realm.

Joseph’s son, Akiva, is 9, and before and after school he and his school friend Eliana will meet on a Minecraft server to talk and play. His son, Joseph says, is “at home but still getting to be with a friend using technology, going to a place where they get to use pickaxes and they get to use shovels and they get to do that kind of building. I wonder how much Minecraft is meeting that need — that need that all children have.” In some respects, Minecraft can be as much social network as game.

Just as Minecraft propels kids to master Photoshop or video-­editing, server life often requires kids to acquire complex technical skills. One 13-year-old girl I interviewed, Lea, was a regular on a server called Total Freedom but became annoyed that its administrators weren’t clamping down on griefing. So she asked if she could become an administrator, and the owners said yes.

For a few months, Lea worked as a kind of cop on that beat. A software tool called “command spy” let her observe records of what players had done in the game; she teleported miscreants to a sort of virtual “time out” zone. She was eventually promoted to the next rank — “telnet admin,” which allowed her to log directly into the server via telnet, a command-­line tool often used by professionals to manage servers. Being deeply involved in the social world of Minecraft turned Lea into something rather like a professional systems administrator. “I’m supposed to take charge of anybody who’s breaking the rules,” she told me at the time.

Not everyone has found the online world of Minecraft so hospitable. One afternoon while visiting the offices of Mouse, a nonprofit organization in Manhattan that runs high-tech programs for kids, I spoke with Tori. She’s a quiet, dry-­witted 17-year-old who has been playing Minecraft for two years, mostly in single-­player mode; a recent castle-­building competition with her younger sister prompted some bickering after Tori won. But when she decided to try an online server one day, other players — after discovering she was a girl — spelled out “BITCH” in blocks.

She hasn’t gone back. A group of friends sitting with her in the Mouse offices, all boys, shook their heads in sympathy; they’ve seen this behavior “everywhere,” one said. I have been unable to find solid statistics on how frequently harassment happens in Minecraft. In the broader world of online games, though, there is more evidence: An academic study of online players of Halo, a shoot-’em-up game, found that women were harassed twice as often as men, and in an unscientific poll of 874 self-­described online gamers, 63 percent of women reported “sex-­based taunting, harassment or threats.” Parents are sometimes more fretful than the players; a few told me they didn’t let their daughters play online. Not all girls experience harassment in Minecraft, of course — Lea, for one, told me it has never happened to her — and it is easy to play online without disclosing your gender, age or name. In-game avatars can even be animals.

How long will Minecraft’s popularity endure? It depends very much on Microsoft’s stewardship of the game. Company executives have thus far kept a reasonably light hand on the game; they have left major decisions about the game’s development to Mojang and let the team remain in Sweden. But you can imagine how the game’s rich grass-roots culture might fray. Microsoft could, for example, try to broaden the game’s appeal by making it more user-­friendly — which might attenuate its rich tradition of information-­sharing among fans, who enjoy the opacity and mystery. Or a future update could tilt the game in a direction kids don’t like. (The introduction of a new style of combat this spring led to lively debate on forums — some enjoyed the new layer of strategy; others thought it made Minecraft too much like a typical hack-and-slash game.) Or an altogether new game could emerge, out-­Minecrafting Minecraft.

But for now, its grip is strong. And some are trying to strengthen it further by making it more accessible to lower-­income children. Mimi Ito has found that the kids who acquire real-world skills from the game — learning logic, administering servers, making YouTube channels — tend to be upper middle class. Their parents and after-­school programs help them shift from playing with virtual blocks to, say, writing code. So educators have begun trying to do something similar, bringing Minecraft into the classroom to create lessons on everything from math to history. Many libraries are installing Minecraft on their computers."
2016  clivethompson  education  videogames  games  minecraft  digitalculture  gaming  mimiito  robinsloan  coding  computationalthinking  stem  programming  commandline  ianbogost  walterbenjamin  children  learning  resilience  colinfanning  toys  lego  wood  friedrichfroebel  johnlocke  rebeccamir  mariamontessori  montessori  carltheodorsorensen  guilds  mentoring  mentorship  sloyd  denmark  construction  building  woodcrafting  woodcraft  adventureplaygrounds  material  logic  basic  mojang  microsoft  markuspersson  notch  modding  photoshop  texturepacks  elinorostrom  collaboration  sethfrey  civics  youtube  networkedlearning  digitalliteracy  hacking  computers  screentime  creativity  howwelearn  computing  froebel 
april 2016 by robertogreco
Futures of text ["A survey of all the current innovation in text as a medium"] | Whoops by Jonathan Libov
"Text is the most socially useful communication technology. It works well in 1:1, 1:N, and M:N modes. It can be indexed and searched efficiently, even by hand. It can be translated. It can be produced and consumed at variable speeds. It is asynchronous. It can be compared, diffed, clustered, corrected, summarized and filtered algorithmically. It permits multiparty editing. It permits branching conversations, lurking, annotation, quoting, reviewing, summarizing, structured responses, exegesis, even fan fic. The breadth, scale and depth of ways people use text is unmatched by anything."



"Messaging is the only interface in which the machine communicates with you much the same as the way you communicate with it. If some of the trends outlined in this post pervade, it would mark a qualitative shift in how we interact with computers. Whereas computer interaction to date has largely been about discrete, deliberate events — typing in the command line, clicking on files, clicking on hyperlinks, tapping on icons — a shift to messaging- or conversational-based UI's and implicit hyperlinks would make computer interaction far more fluid and natural.

What's more, messaging AI benefits from an obvious feedback loop: The more we interact with bots and messaging UI's, the better it'll get. That's perhaps true for GUI as well, but to a far lesser degree. Messaging AI may get better at a rate we've never seen in the GUI world. Hold on tight."

[via: https://twitter.com/equartey/status/570340911227367424
https://twitter.com/hautepop/status/570895976296087552
https://twitter.com/bruces/status/572384468230676480
https://twitter.com/TheRealFuture/status/572502116490747905 ]
text  texting  chat  sms  messaging  ui  communication  interface  design  gui  lark  quicktype  sinaweibo  alipay  qq  wechat  qqhousekeeper  weidan  koudai  facebook  facebookmessenger  talkto  applications  mobile  luka  chatgrape  slack  commandline  bustime  jonathanlibov 
march 2015 by robertogreco
Adam Darowski | Blog | URL as UI
"Computer users have gotten so used to the graphical user interface (GUI) that it is easy to forget that computers basically operate via a series of commands. The web has not only brought the command line back to the surface (with the web browser’s address bar), it has exposed the concept to an entire generation of users that has never seen a command line.

When you access a web site, you are generally typing in a URL (unless, of course, you are selecting a bookmark or following a link from an email, IM, other site, etc.). The URL is essentially a command to go fetch that content. We take components of the URL such as “http://”, “www”, and “.com” for granted now, these are rather arcane expressions that would be nonsensical to non-web user. But since most sites we access start with an “http” (perhaps an “https”) and end with a “.com” (or “.net”, “.org”, etc.), we get used to these conventions.

Many developers take the time to learn the command line instead of using the graphical user interface because it can be faster and more efficient.



Once I learned the conventions, it was an easy choice for me.

Similarly, navigating a web site simply by the URL can be much faster and more efficient than relying on the site’s information architecture and navigation menus."
urls  2008  design  ui  adamdarowski  linkrot  finability  last.fm  flickr  readability  via:mattthomas  commandline 
august 2014 by robertogreco
ignore the code: Gestures
"In a way, gestural user interfaces are a step back, a throwback to the command line. Gestures are often not obvious and hard to discover; the user interface doesn’t tell you what you can do with an object. Instead, you have to remember which gestures you can use, the same way you had to remember the commands you could use in a command line interface.
via:daringfireball  ipad  iphone  touch  touchscreen  experiencedesign  design  gestures  interaction  interface  hci  gui  ux  ui  apple  2010  commandline 
may 2010 by robertogreco
Daring Fireball Linked List: Jeff Atwood on the Location Field as the New Command Line
"The big difference between old-school command lines like the Unix shell or DOS prompt and new-style command-line interfaces like browser location fields, LaunchBar, or Quicksilver is that the new ones aren’t dangerous. With the old ones, you’re playing with a live wire, never more than one mistake away from deleting or modifying something important. Location fields aren’t dangerous, they’re just convenient."

[Refers to this post: http://www.codinghorror.com/blog/archives/001265.html ]
commandline  locationfields  johngruber  quicksilver  launchbar  unix  dos 
may 2009 by robertogreco
STORYTRON - Interactive Storytelling
"Do you love stories? Do they excite you, fascinate you, exhilarate you? Have you ever wanted to try to jump right into a story and speak to the people in it? Have you thought about playing the protagonist, letting your feelings and imagination steer the story in new, creative directions?"

[via: http://pmog.com/missions/a_sampler_platter_of_interactive_fiction ]
srg  interactive  interactivefiction  videogames  storytelling  narrative  writing  games  literature  interactiveliterature  fiction  commandline  text  gaming  if  cyoa 
january 2009 by robertogreco
Interactive fiction - Wikipedia
"Interactive fiction, often abbreviated IF, describes software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives and as computer games. In common usage, the word refers to text adventures, a type of adventure game with text-based input and output. The term is sometimes used to encompass the entirety of the medium, but is also sometimes used to distinguish games produced by the interactive fiction community from those created by games companies. It can also be used to distinguish the more modern style of such works, focusing on narrative and not necessarily falling into the adventure game genre at all, from the more traditional focus on puzzles. More expansive definitions of interactive fiction may refer to all adventure games, including wholly graphical adventures such as Myst."
srg  interactive  interactivefiction  videogames  storytelling  narrative  writing  games  literature  interactiveliterature  fiction  commandline  text  gaming  if  cyoa 
january 2009 by robertogreco
goosh.org - the unofficial google shell.
"This google-interface behaves similar to a unix-shell. You type commands and the results are shown on this page. goosh is written by Stefan Grothkopp <grothkopp@gmail.com> it is NOT an official google product!"
fun  unix  commandline  google  shell  search  interface 
june 2008 by robertogreco

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