Showing posts with label California. Show all posts
Showing posts with label California. Show all posts
Wednesday, February 1, 2017
Don't Feed the Trolls
I’m watching footage of the anti-Milo Yiannopoulos protest at Berkeley and wondering what the demonstrators hope to accomplish. Yiannopoulos is a troll; his words and ideas offend me. But even more offensive is the notion that some people would try to shut him down from speaking - in the birthplace of the 60s-era Free Speech Movement.
Some folks will surely disagree with me, perhaps retorting that “hate speech” is not protected speech. Yet I recall an even more odious demonstration of hate in 1977 when members of the Nazi Party of America planned to march through Skokie, a predominantly Jewish neighborhood north of Chicago. People in that community had every right to be outraged at this intrusion. But as the ACLU argued before the Supreme Court, even the most patently offensive speech is protected by the 1st Amendment.
There are, of course, reasonable limitations to free speech. Child pornography is not free speech. Libel is not free speech. Yelling fire in a crowded theater is not free speech. There are other entirely sound exceptions. But surely one should have the right to speak one’s piece in a public place - even as one must be willing to consider the words of others with whom one disagrees. This, not Donald Trump, is what makes America “great.”
Our institutions are threatened enough by Trump’s occupation of the presidency. Let’s not join him and his minions in efforts to tear down our cherished liberties. We must resist bad speech, yes, but not with coercion. We must fight Trump, Yiannopoulos, and other trolls with better ideas.
Index Labels:
California,
difficult dialogues,
Trump
Wednesday, April 13, 2016
Solo ’16
For Spring Break I enjoyed the chance to cruise 2,676 miles of the the great northwest. Highlights include a quick stop at the Shasta (CA) ghost town, flying my quadcopter over an ersatz Maryhill (OR) Stonehenge, shooting neon signs in Yakima (WA), searching for the Wallace (ID) “Center of the Universe” sewer access cover, photographing the Anaconda (MT) Club Moderne (a classic of streamlined architecture), visiting the Rigby (ID) Birthplace of Television museum, driving down rutted roads to survey the Ely (NV) Ward Charcoal Ovens State Park, and staying a night at the infamous Tonopah (NV) Clown Motel and Miner's cemetery - all while grooving on old Dragnet radio shows, complete with Jack Webb taking a Fatima "smoke break" at least once per episode.
![]() |
| Holiday Motel, Bend (OR) |
![]() |
| Club Moderne, Anaconda (MT) |
![]() |
| Clown Motel, Tonopah (NV) |
Index Labels:
art deco,
California,
guilty pleasures,
homemade video,
motels,
neon,
roadside,
television
Monday, February 29, 2016
Mexican Journey
![]() |
| Instituto Tecnológico y de Estudios Superiores de Monterrey Campus San Luis Potosi |
![]() |
| Pozole in SLP Old Town |
![]() |
| Searching for Street Art |
![]() |
| Campus San Luis Potosí |
![]() |
| Nighttime in Jardín Guerrero, Querétaro |
![]() |
| El México de Frida |
![]() |
| Pyramid of the Moon, Teotihuacán |
![]() |
| Atop the Pyramid of the Sun, Teotihuacán |
Index Labels:
Belarus,
California,
Finland,
gamification,
Mexico,
Prezi,
street art,
teaching,
trip summaries,
Trump
Thursday, August 28, 2014
Animated Neon: Siesta and Santa Fe
During my recent Devils Tower solo road trip, I shot some animated video of two swell motel signs: the Santa Fe Motel in Tehachapi and the Siesta Motel in Salt Lake City:
Index Labels:
2014 Solo Road Trip,
California,
homemade video,
motels,
neon
Sunday, August 24, 2014
San Francisco Street Art II
More Tenderloin street art...
![]() |
|
45 Olive Street [GMap]
|
![]() |
|
150 Hemlock Street [GMap]
|
![]() |
|
100 Hemlock Street [GMap]
|
![]() |
|
100 Austin Street [GMap]
|
Index Labels:
California,
street art
Monday, July 28, 2014
San Francisco Street Art
Pix from a July 2014 visit to Clarion Alley, Balmy Alley and the Tenderloin...
![]() |
| Balmy Street mural [GMap] |
![]() |
| Balmy Street mural [detail] |
![]() |
| 79-99 Balmy Street [GMap] |
![]() |
| 79-99 Balmy Street [GMap] |
![]() |
| 79-99 Balmy Street [GMap] |
![]() |
| Carnival - 3195 24th Street [GMap] |
![]() |
| "Narcania vs Death" - Clarion Alley [GMap] |
![]() |
| "I believe..." - Clarion Alley [GMap] |
![]() |
| "Bomb condos" - Clarion Alley [GMap] |
![]() |
| "Fear Head" - 56 Golden Gate Avenue [GMap] |
![]() |
| 18 Sycamore Street [GMap] |
![]() |
| ~1250 Valencia Street [GMap] |
![]() |
| Sirron Norris' "Victorion: Protector of the Mission" - Balmy Street [GMap] |
![]() |
| "Victorion" detail |
![]() |
| "Victorion" detail |
![]() |
| "Victorion" detail |
[Check out more pix from August...]
Index Labels:
California,
street art
Wednesday, February 19, 2014
San Jose State "Normal School" Aerial View (1909)
Following up on a recent post featuring a zoomable view of San Jose "Normal School," I'm posting a 1909 aerial view. Check out the snazzy airplane!
Index Labels:
California,
relics,
simulacra,
time travel
Friday, February 14, 2014
San Jose State "Normal School" Panorama
While researching elocutionism at San José State University, I spent some time reviewing old catalogs. One, from 1918-1919, included a pull-out panoramic photo of the old campus quad. The picture was marred with folds and yellowing paper, but I couldn't resist taking a few snaps with my phone. A little Photoshop and Prezi magic, and now I can share it with you!
Note: Click the arrows to advance through the panorama.
Note: Click the arrows to advance through the panorama.
Index Labels:
California,
relics,
simulacra,
time travel
Thursday, February 13, 2014
Santa Cruz Mural
Quick visit to Santa Cruz yesterday, and I saw this lovely mural. Actually I've seen it for years; it was executed by Peter Bartczak back in '93. But I had a strong impression that I should photograph it this time. As always, you never know...
Index Labels:
California,
street art
Tuesday, December 10, 2013
Be There Now
Since I occasionally quote Ram Dass's phrase "Be Here Now," I was amused - though a bit disheartened - to spot this variant on a poster for a San Jose bike-share rack: "Be There Now." The change is subtle but important.
Index Labels:
California,
omnitopia
Monday, August 5, 2013
Animated Neon Sign - Gunther's Ice Cream (Sacramento, CA)
Gunther's Ice Cream Shop boasts some super swell neon!
Index Labels:
California,
homemade video,
neon,
roadside
Tuesday, July 9, 2013
Again with the tilt-shift!
Here's my latest crop of tilt-shift photos!
![]() |
| Bodie |
![]() |
| South Beach (Miami) |
![]() |
| Chicago |
![]() |
| Ephesus |
![]() |
| Santorini |
![]() |
| Shanghai |
Index Labels:
California,
China,
tilt-shift,
tiny towns
Monday, May 6, 2013
Animated Neon Sign: 500 Club
Footage of the 500 Club's lovely neon martini glass. As usual, I recommend that you select HD for decent quality video. Select 720 from the settings menu.
Index Labels:
California,
homemade video,
neon,
roadside
Thursday, January 31, 2013
The Sandbox Project - Virtual Cities
Inspired by Darcy Osheim's thesis that examines World of Warcraft from a pedagogical perspective, I'm launching a little experiment in paragraph-level writing that explores the intersection of pedagogy and sandbox style gaming, focusing mainly on console games like GTA, Red Dead Redemption, and LA Noire. Aside from common interest, my project and Darcy's thesis are unrelated. These 'graphs are written without an outline. Their connections may be tenuous or superfluous. I may never finish.
Video game cities can populate our material experiences of urbanity; they certainly add layers of meaning to my walking experiences. I remember a few years back when Jenny, Vienna, and I drove to L.A. to catch an international flight. We arrived early, which inspired Vienna and I to convince Jenny that we should cruise through Compton "to see where C.J. lives." This was when our family was briefly addicted to Grand Theft Auto: San Andreas.
The afternoon was such a kick, poking along pavement that seemed so familiar. "Ahh, that's where I got into that wicked firefight!" "Isn't that where you bought a house?" We barely considered the absurdity of taking a video-game tour through a neighborhood of living, breathing people who do not imagine themselves as occupants of a video game. The three of us were simply grooving on the idea that this place could possess the patina of our imaginations, that another continuum of reality could be laid upon this one.
Sometime later Jenny and I were in Florida, driving to South Beach, when we got lost (as usual). We were plying the causeway east toward the Atlantic, crossing over lush islands dotted with mansions, when I realized how familiar this setting seemed. Thanks to Grand Theft Auto: Vice City, I'd been here before. I was able to use my memories of those virtual streets to navigate us to our destination.
From these moments I find myself wondering about the uses and gratifications of video game cities. Not those fantasy domains of dragons and wizards, but the simulacra of real places that contain increasingly striking degrees of verisimilitude. What does it mean to reproduce a city for a video game? How might we study such an environment -- as play, as rhetoric, as social commentary?
I might as well start close to home. Thankfully Wikipedia's got a list of Video Games Set in Los Angeles.
Video game cities can populate our material experiences of urbanity; they certainly add layers of meaning to my walking experiences. I remember a few years back when Jenny, Vienna, and I drove to L.A. to catch an international flight. We arrived early, which inspired Vienna and I to convince Jenny that we should cruise through Compton "to see where C.J. lives." This was when our family was briefly addicted to Grand Theft Auto: San Andreas.
The afternoon was such a kick, poking along pavement that seemed so familiar. "Ahh, that's where I got into that wicked firefight!" "Isn't that where you bought a house?" We barely considered the absurdity of taking a video-game tour through a neighborhood of living, breathing people who do not imagine themselves as occupants of a video game. The three of us were simply grooving on the idea that this place could possess the patina of our imaginations, that another continuum of reality could be laid upon this one.
Sometime later Jenny and I were in Florida, driving to South Beach, when we got lost (as usual). We were plying the causeway east toward the Atlantic, crossing over lush islands dotted with mansions, when I realized how familiar this setting seemed. Thanks to Grand Theft Auto: Vice City, I'd been here before. I was able to use my memories of those virtual streets to navigate us to our destination.
From these moments I find myself wondering about the uses and gratifications of video game cities. Not those fantasy domains of dragons and wizards, but the simulacra of real places that contain increasingly striking degrees of verisimilitude. What does it mean to reproduce a city for a video game? How might we study such an environment -- as play, as rhetoric, as social commentary?
I might as well start close to home. Thankfully Wikipedia's got a list of Video Games Set in Los Angeles.
Index Labels:
California,
Florida,
sandbox project,
simulacra,
video games
Tuesday, December 11, 2012
The Image of the City
Yesterday I reread Kevin Lynch's The Image of the City. The book, published in 1960, is dated by a number of anachronistic terms, the masculine-gendered pronoun usage, and its obvious focus on white, middle class folks (and, of course, the anxious feeling that one is grooving on Sean Connery's version of James Bond when everyone else is buzzing about the Daniel Craig model). Add the obligation to plod through numbingly detailed analyses of three U.S. cities (Boston, Jersey City, NJ, and L.A.), peering through thick layers of history to imagine then-contemporary images urban life, and you've got much potential for frustration.
Even so, this is a remarkable book, one whose precepts, elementary as they may appear to today's readers, offers useful insights well beyond the realm of urban planning. Indeed, I found myself connecting The Image of the City to a number of ongoing personal and professional projects: improving the flow and "legibility" of my classroom Prezis, exploring "navigation" as an analogy for writing/teaching/learning, and considering a range of broader community-building opportunities. Here are some of my favorite quotations.
The Image as Communication Artifact/Process - Notes on social change and pedagogy
Definition of the image: "the generalized mental picture of the exterior physical world that is held by an individual" (p. 4).
Among its several benefits (listed on page 4), a good image "can furnish the raw material for the symbols and collective memories of group communication" (p. 4).
Social change: "A frequent problem is the sensitive reshaping of an already existing environment: discovering and preserving its strong images, solving its perceptual difficulties, and, above all, drawing out the structure and identity latent in the confusion… It will probably be more difficult to gain an understanding of the problem and to develop the necessary design skill than it will be to obtain the necessary powers, once the objective is clear" (p. 115, 117).
Pedagogy: "The final objective of such a plan is not the physical shape itself but the quality of an image in the mind. Thus it will be equally useful to improve this image by training the observer, by teaching [him or her] to look at [the] city, to observe its manifold forms and how they mesh with on another… Such education might be used, not only to develop the city image, but to reorient after some disturbing change" (p. 117, emphasis in original).
"In the development of the image, education in seeing will be quite as important as the reshaping of what is seen" (p. 120).
The role of agency and perspective in image production and analysis [more links to pedagogy here]
"The observer ... should play an active role in perceiving the world and have a creative part in developing [the] image. [He or she] should have the power to change that image to fit changing needs. An environment which is ordered in precise and final detail may inhibit new patterns of activity… What we seek is not a final but an open-ended order, capable of continuous further development" (p. 6).
On the frustration of fruitless journeys [unnamed subject reflecting on Los Angeles]: "It's as if you were going somewhere for a long time, and when you got there you discovered there was nothing there, after all" (p. 41).
"The image of a given physical reality may occasionally shift its type with different circumstances of viewing. Thus an expressway may be a path for the driver, [an] edge for the pedestrian" (p. 48, emphasis added).
"The image itself [is] not a precise, miniaturized model of reality, reduced in scale and consistently abstracted. As purposive simplification, it [is] made by reducing, eliminating, or even adding elements to reality, by fusion and distortion, by relating and structuring its parts. It [is] sufficient, perhaps better, for its purpose if rearranged, distorted, 'illogical.' It [resembles] that famous cartoon of the New Yorker's view of the United States" (p. 87).
"If the environment is visibly organized and sharply identified, then the citizen can inform it with [his/her] own meanings and connections. Then it will become a true place, remarkable and unmistakable" (p. 92, emphasis in original).
"The city is not built for one person, but for great numbers of people, of widely varying backgrounds, temperaments, occupations, and class… The designer must therefore create a city which is as richly provided with paths, edges, landmarks, nodes, and districts as possible, a city which makes use of not just one or two form qualities, but of all of them. If so, different observers will all find perceptual material which is congenial to their own particular way of looking at the world" (pp. 110-111).
"It is important to maintain some great common forms: strong nodes, key paths, or widespread regional homogeneities. But within this larger framework, there should be a certain plasticity, a richness of possible structures and clues, so that the individual observer can construct [his/her] own image: communicable, safe, and sufficient, but also supple and integrated with [his/her] own needs" (p. 111).
Potentially important link to Walter Benjamin/Susan Buck-Morss/Carlos Gallego [and Michael Calvin McGee?]: "We need an environment which is not simply well organized, but poetic and symbolic as well… By appearing as a remarkable and well-knit place, the city could provide a ground for the clustering and organization of these [personal] meanings and associations. Such a sense of place in itself enhances every human activity that occurs there, and encourages the deposit of a memory trace" (p. 119, emphasis in original, bolding added).
The method of image analysis
Five types of elements: paths, edges, districts, nodes, and landmarks. (p. 46).
• A note about edges: "An edge may be more than simply a dominant barrier if some visual or motion penetration is allowed through it - if it is, as it were, structured to some depth with the regions on either side. It then becomes a seam rather than a barrier, a line of exchange along which two areas are sown together" (p. 100).
• A note about nodes: "Nodes are points, the strategic spots in a city in which an observer can enter, and which are the intensive foci to and from which he is traveling" (p 47). Example: "The subway stations, strung along their invisible path systems, are strategic junction nodes" (p. 74).
• A note about landmarks: "A landmark is not necessarily a large object; it may be a doorknob as well as a dome" (p. 101).
• A note about the potential for regionalization: "A spatial region would be distinguished from a spatial node (a square) because it could not be scanned quickly. . It could only be experienced, as a patterned play of spatial changes, by a rather protracted journey through it. Perhaps the processional courts of Peking, or the canal spaces of Amsterdam, have this quality. Presumably they evoke an image of great power" (p. 105).
Two types of image construction: hierarchical and continuous organization
Hierarchical: "This organization [has] the quality of a static map. Connection [is] made by moving up to the necessary bridging generality, and back down the desired particular" (p. 89)
Continuous organization: "The image [is] put together in a more dynamic way, parts being interconnected by a sequence over time… and pictured as if seen by a motion picture camera" (p. 89).
Beyond hierarchical and continuous organization: "Intuitively, one could imagine that there might be a way of creating a whole pattern, a pattern that would only gradually be sensed and developed by sequential experiences, reversed and interrupted as they might be. Although felt as a whole, it would not need to be a highly unified pattern with a single center or an isolating boundary. The principal quality might be sequential continuity in which each part flows from the next -- a sense of interconnectedness at any level or in any direction. There would be particular zones that for any one individual might be more intensely felt or organized, but the region would be continuous, mentally traversible in any order. This possibility is a highly speculative one: no satisfactory concrete examples come to mind" (p. 115).
Good places [whether in cities, in teaching, or in other environments]
The value of the panoramic view: "There [is] an emotional delight arising from a broad view… Would it be possible, in our cities, to make this panoramic experience a more common one, for the thousands who pass every day? A broad view will sometimes expose chaos, or express characterless loneliness, but a well-managed panorama seems to be a staple of urban enjoyment" (p. 44)
A good street often "acts ambiguously either as linear node, edge, or path for various people at various times" (p. 65).
"Where the journey contains such a distinct series of distinct events, a reach and passing of one sub-goal after another, the trip itself takes on meaning and becomes an experience in its own right" (p. 97).
Effective nodes: "If a break in transportation or a decision point on a path can be made to coincide with the node, the node will receive even more attention" (p. 102)
Summary clues for urban design: singularity, form simplicity, continuity, dominance, clarity of joint, directional differentiation, visual scope, motion awareness, time series, names and meanings" (pp. 105-108).
A note about time series: "Here what would be imaged would be the developing pattern of elements, rather than the elements themselves - just as we remember melodies, not notes" (p. 107).
"If an environment has a strong visible framework and highly characteristic parts, then exploration of new sectors is both easier and more inviting" (p. 110).
Index Labels:
books,
California,
China,
COMM 149,
COMM 161,
futurism,
mediascaping,
methodology,
movies,
new urbanism,
omnitopia,
origami urbanism,
Prezi,
public sphere,
roadside,
teaching,
tiny towns
Monday, December 3, 2012
Cars Land 2
For no particular reason, a few more photos from DCA's Cars Land. Oh, and if you haven't yet seen the video, here's a link!
[Photographs by Andrew F. Wood]
[Photographs by Andrew F. Wood]
Index Labels:
California,
Disney,
guilty pleasures,
motels,
movies,
neon,
Route 66,
simulacra,
tiny towns
Tuesday, November 27, 2012
Cars Land
Jenny and I finally visited Cars Land, a remarkable addition to Disney California Adventure. Quick verdict? Cars Land presents an intricately detailed reproduction of Radiator Springs, and a perfect illustration of how Route 66 is becoming "Route 66." This is not to critique the achievements of those amazing Disney imagineers. Touring a life-sized Cozy Cone Motel, gazing upon Ornament Valley's perpetual late-afternoon glow, and savoring the thrill of glorious animated neon at night, you get a charming Route 66 fantasy squeezed into 12 kid-friendly acres. [Check out my video, and click 720 for highest quality!]
Cars Land is predictably crowded, but that's part of the fun. And folks seemed to enjoy the sense of place in this part of the park (something DCA hasn't quite pulled off with their 1920s Hollywood reboot). Sure, beneath the colorful facade resides the same Disney experience: wander-wait-ride-eat-shop. If only Cars Land included more spaces built to inspire interaction among park guests, perhaps a wandering storyteller or two, or at least a couple educational displays about the real Mother Road. Maybe Disney will add a little more Route 66 to their version of "Route 66." But there's no point in complaining. Cars Land, simulacrum that it is, still offers up one heck of a ride.
Planning a visit? Here are a few tips:
1. If you want a chance of snagging one of those Radiator Springs Racers fastpasses, line up early outside the DCA entrance, before the park opens. On both days we visited, they were gone by about 9 a.m.
2. Got your Radiator Springs Racers fastpass? Great. Prepare for frustration anyway. The ride seems to break down a lot.
3. Missed a fastpass? Try the single-rider line, which allows the park to fill every last seat with folks willing to separate from their groups. When Jenny and I used that line (twice!), we managed to sit together anyway.
4. One last Radiator Springs Racers tip: Ride it at night. The neon glow adds to your personal show.
5. Grab a meal at Flo's V8 Cafe. The food is tasty and reasonably priced (considering that you're on a Disney property).
6. Take a look at the Blue Sky Cellar near the Cars Land entrance. They've got a small but interesting set of "making-of" displays.
[More pix]
Index Labels:
California,
dining,
Disney,
guilty pleasures,
homemade video,
mediascaping,
motels,
movies,
neon,
Route 66,
simulacra,
tiny towns
Subscribe to:
Posts (Atom)





















































