The Justice Department also faces questions about its larger role in creating the circumstances that lead to the use of so-called enhanced interrogation and restraint techniques at Guantánamo and elsewhere. In 2006, the use of a gagging restraint had already been connected to the death on January 9, 2004, of an Iraqi prisoner, Lieutenant Colonel Abdul Jameel, in the custody of the Army Special Forces. And the bodies of the three men who died at Guantánamo showed signs of torture, including hemorrhages, needle marks, and significant bruising. The removal of their throats made it difficult to determine whether they were already dead when their bodies were suspended by a noose. The Justice Department itself had been deeply involved in the process of approving and setting the conditions for the use of torture techniques, issuing a long series of memoranda that CIA agents and others could use to defend themselves against any subsequent criminal prosecution.
The pottery sherds in China, along with a pattern of ancient brews found in other regions of the world such as Africa and Mexico, have led McGovern to theorize that alcohol had a pivotal role for the development of early man.
Even as our ancestors had no understanding of chemistry at the time, they likely would have discovered how to create alcohol by accident. McGovern said perhaps a sprouted grain that had fermented by falling in a pool of water was picked up and eaten. Once consumed, those drops of alcohol juices would have hit the taster’s brain, causing them to wonder where they could get more.
“A main motivation for settling down and domesticating crops was probably to make an alcoholic beverage of some kind,” McGovern concluded. “People wanted to be closer to their plants so this leads to settlement.”
Technology is being used more and more both inside and outside of the classroom. Schools are increasingly keen to employ computer games and web-based resources as part of their arsenal of teaching tools, and several museums including the Brooklyn Museum in New York, and Glasgow's Hunterian, are going mobile with iPhone apps.
Virtual reconstuctions can offer an immersive educational experience, and are a great way to discover ancient history whilst actually having fun. Projects like Virtual Sambor Prei Kuk, King Tut Virtual, Digital Karnak and Virtual Roman Leicester offer a high level of detail and historical accuracy. Virtual reality is a tool also used by archaeologists and museums to actively teach - and learn - about historical sites and artefacts.
Rhetoric/Composition/Play is further evidence of an increasing advocacy toward teaching approaches that allow and encourage students to greater exploration and more “play” in college-level writing courses. Such pedagogy often comes coupled with an acknowledgement of technology as an increasing influence in the lives of students entering composition classrooms. Not only a call to engage students where they are and where they want to be, scholarship of this kind also tends to stress how American higher education often fails to even adequately participate in this endeavor. It is here that various questions concerning implementation arise, and paramount among these is a focus on how to make pedagogy more of a competitor. The easy answer is to incorporate said technologies to further learning and literacy, and while many compositionists already teach in computer-assisted classrooms, more remains to be done regarding pedagogical applications. Integrating such technologies can be done better, though. Without a more thorough understanding of technology and how it is manifest in society, any incorporation is almost certainly doomed to some kind of failure. A perusal of the history of the root of technology, techne, can result in not only applicable understanding for today's post-wired reality but also achievement of a more beneficial balance between pedagogy and technology.
Using the pedagogical directive “empathy + design for complex processes,” Katherine Lambert of the California College of the Arts initiated a course titled “Lifecycle.” The primary goal of the class was to familiarize students with a collaborative, cross-disciplinary design process. The pedagogical vehicle was research into the urban waste disposal process and sustainability practices with an emphasis on the end points of the Lifecycle. The class focused on the development of a product (or system of products; physical, software, or both), a service or an environment - which is often a container for products and services.
Specialisation - be it on a genre, or a target audience, or a medium - provides a wealth of benefits, both in terms of specific expertise and in terms of the ability to structure your entire company around the requirements of your market sector. It's hard for a company used to building monolithic boxed software to embrace the mindset required to iterate quickly and release lots of smaller products, or to run a full-scale service for several years.
Does our culture's attraction to stories of boy wizards, game nights of Wii and Xbox, and far-away, imaginary lands means we're merely a nation of escapists? That we're all unable to deal with the real world?
In a word, no.
Sony says the third in its PlayStation family – of which we typically see one every six years - is "future proof". The firm has a 10-year lifespan mapped out for the system.
Xbox 360 – the first device to market in the latest "generation" of consoles, back in November, 2006 – has been available in Europe for more than four years, with its manufacturer Microsoft promising that its finest moments are still to come. Its predecessor managed just three years, eight months before being replaced by its powerful younger brother. While Nintendo is tight-lipped about plans for a new Wii console, it gave its existing machine a shot in the arm last year with a super-sensitive controller.
For the first time in video games history, online system updates and cutting-edge accessories are allowing these companies to refresh their systems in new ways – and extend their lifespan way beyond that of their ancestors.
mantras of “open culture” and “information wants to be free” have produced a destructive new social contract.
“The basic idea of this contract,” he writes, “is that authors, journalists, musicians and artists are encouraged to treat the fruits of their intellects and imaginations as fragments to be given without pay to the hive mind. Reciprocity takes the form of self-promotion. Culture is to become precisely nothing but advertising.”
There is a tendency in some art games to derive the artistic impact from refusing to let the player change things, from the conflict between what the player wants to achieve (and thinks he might be able to achieve) and what the designer has chosen to allow. At its simplest, the gimmick is to get the player to try to do something impossible, and then wait for him to give up.But the more art games do this, the less effective the technique is -- especially in works that identify themselves formally with an art game movement.