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authors-ol <s-ol@users.noreply.github.com>2018-11-30 12:30:10 +0000
committers-ol <s-ol@users.noreply.github.com>2018-11-30 12:30:10 +0000
commit10b4e649760f89f1a69da27813111eae9bae26f6 (patch)
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parentfixes (diff)
downloadmmm-10b4e649760f89f1a69da27813111eae9bae26f6.tar.gz
mmm-10b4e649760f89f1a69da27813111eae9bae26f6.zip
more plonat atek documentation
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-rw-r--r--root/games/plonat_atek/itch_page/URL -> itchio$game (renamed from root/games/plonat_atek/link: URL -> itchio$game)0
-rw-r--r--root/games/plonat_atek/text$markdown.md33
-rw-r--r--root/games/plonat_atek/video/URL -> youtube$video1
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diff --git a/root/games/plonat_atek/link: URL -> itchio$game b/root/games/plonat_atek/itch_page/URL -> itchio$game
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--- a/root/games/plonat_atek/link: URL -> itchio$game
+++ b/root/games/plonat_atek/itch_page/URL -> itchio$game
diff --git a/root/games/plonat_atek/text$markdown.md b/root/games/plonat_atek/text$markdown.md
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+# <mmm-embed nolink facet="title"></mmm-embed>
+*Plonat Atek* is a digital game that communicates itself to the player only via the stereo headphone jack.
+The signal is split, and one of the streams is fed into a pair of headphones that show the game to the player as a melody,
+interlaced with a series of blips and bursts of noise.
+The other stream leads into an oscilloscope, that visualises the two channels by moving a dot across the screen in correspondence to the signal.
+On the screen, the game manifests as a ball bouncing around in a circular version of *Breakout*.
+
+Both the oscilloscope and the speakers are analog devices that interpret the signal and generate a representation of the game.
+The representations are based on interrelated properties of the same signal.
+Thus, the relationship between the audio and visual components is not merely designed, rather the two emerge from identical information:
+In *Plonat Atek*, the sound is designed to be seen and the visuals are designed to be heard.
+For example the blip heard when the ball bounces is the distortion seen in the same moment,
+and the noise heard when the ball is lost is visible as a glitch on the oscilloscope.
+
+<mmm-embed path="video"></mmm-embed>
+
+*Plonat Atek* is an exploration into the unification of audiovisual signals in the context of feedback in interactive systems.
+Both digital and analog audio signals are very thin encodings,
+as they map directly to the vibrations on our tympana and thereby the sensations they represent.
+In contrast, raster video signals or image encodings are a very contrived, optimized and complicated;
+the discrete and serial pixel-per-pixel description of shapes does not come close at all to the way our human perception works.
+This is also obvious as the technology required to decode a video signal or image into something a human can perceive is extremely complex.
+In *Plonat Atek*, the visual output on the oscilloscope is as directly based on the waveforms encoding it as the audio is.
+The thinner encoding allows the simultaneous use of the exact same signal for both the audio output on the speakers and
+the visual output on the oscilloscope, thereby intrinsically connecting the two.
+
+At the same time Plonat Atek is a media archaeological project and hommage.
+The earliest video games, such as *Tennis for Two* and *Spacewar!*, as well as later arcade games like *Asteroids*,
+and even consoles like the *Vectrex* share the CRT screen whose warm glow transports a unique feeling of messy analogue-ness
+coupled with a homely sense of healthy imperfection.
+The game itself is a reinterpretation of the classic *Breakout*, a game many players may recognize nostalgically and
+that has already gone through transformations from hardware to software, and from an arcade to a pc and finally a mobile game
+or something found on a children’s toy that comes free with an order at a fast-food restaurant.
diff --git a/root/games/plonat_atek/video/URL -> youtube$video b/root/games/plonat_atek/video/URL -> youtube$video
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+https://www.youtube.com/watch?v=SIQAk9_nc-s