Inventing Magic Toys, Puzzles And Video Games

More fantastic episodes from PBS Digital Studios Inventors Channel. Inventors is a series of portrait videos by filmmaker and photographer David Friedman, chronicling the work of contemporary inventors from all walks of life. It offers rare glimpses into the inspiration for their creations.

​Mark Setteducati is a magician and artist who uses principles of mathematics and illusions in the toys and puzzles he invents. He's also a founder of the Gathering For Gardner, a biennial celebration of the life of mathematician and writer Martin Gardner. Here he talks about how math and magic influence him as an inventor.

The patents for many of Mark's clever inventions can be found here.

Ralph Baer is often called the father of video games. His invention, the Magnavox Odyssey, was the first home console system. Last year he celebrated his 90th birthday the same year the Odyssey turned 40. Here he talks about those early days of video game history and why now, at 90 years old, he's still inventing.

You can see the original patent for the Magnavox Odyssey here.

Antonio Ortiz

Antonio Ortiz has always been an autodidact with an eclectic array of interests. Fascinated with technology, advertising and culture he has forged a career that combines them all. In 1991 Antonio developed one of the very first websites to market the arts. It was text based, only available to computer scientists, and increased attendance to the Rutgers Arts Center where he had truly begun his professional career. Since then Antonio has been an early adopter and innovator merging technology and marketing with his passion for art, culture and entertainment. For a more in-depth look at those passions, visit SmarterCreativity.com.

Are Piracy, Knock Offs and Minecraft Good For Us?

PBS Idea Channel recently celebrated their one year anniversary. One year of provocative and funny questions to view the world from a new perspective. I am a big fan of the Idea Channel from PBS Digital Studios. In honor of their anniversary, over the next couple of days I'll be sharing some of their recent work, catching up with some and introducing new ones. 

If you're like us, you LOVE Game of Thrones. But if you're also like us, you may not, technically, have... cable. So how are we seeing this amazing show on HBO, which is stuck behind a pay wall? A huge amount of viewers (not us of course, no no no) are downloading the show illegally. But despite being the most pirated show of 2012, the Game of Thrones DVDs are top sellers, breaking HBO's own sales records! Could it be that piracy is actually HELPING the show?

Living in the consumer culture that we do, we've learned that specific brands can carry very different meanings and values. We're willing to pay hundreds or thousands more for a specific brand name item, but sometimes it can be tempting to go the way of the knock-off for a fraction of the price. The counterfeit industry is huge and isn't going anywhere, and companies spend huge amounts to dissuade people from buying "fakes". But are knock-offs REALLY a negative for the brand?

If you've watched past episodes of Idea Channel, you know we're huge fans of Minecraft. This totally amazing video game allows you to build your own world from scratch, what's not to like? But it may be good for more than just fun and games. Some experts have brought Minecraft into the classroom, allowing teachers to customize lessons and students to engage with concepts in new ways. And while educational games aren't new, Minecraft has some unique advantages that could usher in a new direction in education. In the future, students across the world may spend their class time punching trees.

A meteorite crashed into earth! This wasn't the first time and it won't be the last, but it is the first time such an event was captured by SO MANY CAMERAS! The incredible number of views and angles filmed was made possible by Russia's bizarre driving culture and the MILLIONS of car dash cams installed all over the country. But besides providing the world with some hilarious, frightening, and amazing footage, the dash cams also make us think about surveillance, and what role it will play in the future.

If you've ever played Team Fortress 2, you know how valuable hats are. To those who haven't: yes, HATS! If a community agrees on the value of something, then that thing can become a currency, to exchange for other goods. Just like american dollar bills (or euros, yen, or any other currency), or... bitcoins. Bitcoins are an online currency worth over $200,000,000, and though they are just 1s and 0s, some think that this is the future of money. On the other hand... mo bitcoins mo problems.

Transhumanism is a scientific philosophy that says technology will solve all our human biological constraints and that immortality is right around the corner (well not RIGHT around the corner, but WAY closer). They envision a world of endlessly euphoric robo-humans that represent the next step in evolution. And while this sounds super awesome, we had to ask, will this really make us happy? If you watch Futurama, than you know that the answer is probably NO. While not an exact illustration of transhumanism, Futurama does show a future of vast technological ability, where today's everyday problems are rendered moot, and yet the characters on the show still seem to find themselves in some very non-euphoric emotional states. Does this disprove what transhumanists expect for our future?

If you've ever talked to a vinyl purist (or are one yourself) you know that people can be pretty passionate about what format is king when it comes to music. And based on how much people like to brag about what band they saw live and how many times, we clearly value the authenticity of the live performance above all else. But when we see a performer live, we're judging them based on what we know from the mp3 or record that we've already listened to 1000 times. . . because what is a song SUPPOSED to sound like anyway? As music has evolved from solely performance into "media", the issue of what the most authentic even IS has become increasingly complicated. So which is the most authentic? 

The Real Work Of Writing: Elizabeth Gilbert Takes On Philip Roth

In fact, I'm going to go out on a limb here and share a little secret about the writing life that nobody likes to admit: Compared to almost every other occupation on earth, it's f*cking great. I say this as somebody who spent years earning exactly zero dollars for my writing (while waiting tables, like Mr. Tepper) and who now makes many dollars at it. But zero dollars or many dollars, I can honestly say it's the best life there is, because you get to live within the realm of your own mind, and that is a profoundly rare human privilege. What's more, you have no boss to speak of. You're not exposed to any sexual abuse or toxic chemicals on the job site (unless you're sexually abusing yourself, or eating Doritos while you type). You don't have to wear a nametag, and--unless you are exceptionally clumsy--you rarely run the risk of cutting off your hand in the machinery. Writing, I tell you, has everything to recommend it over real work.

As I have mentioned before I didn't discover Elizabeth Gilbert through her books, but rather through TED. I find her to be charming and witty in a way that motivates. In an essay for the wonderful Bookish site, quoted above, she takes Philip Roth to task for telling a newly published author who was waiting on him (Mr. Tepper above) the following: 

"I would quit while you're ahead. Really. It's an awful field. Just torture. Awful. You write and you write, and you have to throw almost all of it away because it's not any good. I would say just stop now. You don't want to do this to yourself. That's my advice to you."
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Antonio Ortiz

Antonio Ortiz has always been an autodidact with an eclectic array of interests. Fascinated with technology, advertising and culture he has forged a career that combines them all. In 1991 Antonio developed one of the very first websites to market the arts. It was text based, only available to computer scientists, and increased attendance to the Rutgers Arts Center where he had truly begun his professional career. Since then Antonio has been an early adopter and innovator merging technology and marketing with his passion for art, culture and entertainment. For a more in-depth look at those passions, visit SmarterCreativity.com.

Storytelling Across Platforms: J.J. Abrams And Gabe Newell

In a fun back-and-forth conversation two of my favorite producers, J.J. Abrams, film and Gabe Newell, games, give the keynote speech at the 2013 D.I.C.E. SUMMIT and discuss how different platforms change storytelling. 

Antonio Ortiz

Antonio Ortiz has always been an autodidact with an eclectic array of interests. Fascinated with technology, advertising and culture he has forged a career that combines them all. In 1991 Antonio developed one of the very first websites to market the arts. It was text based, only available to computer scientists, and increased attendance to the Rutgers Arts Center where he had truly begun his professional career. Since then Antonio has been an early adopter and innovator merging technology and marketing with his passion for art, culture and entertainment. For a more in-depth look at those passions, visit SmarterCreativity.com.

Why Sci-Fi Author William Gibson Loves Japan

William Gibson, the author responsible for popularizing the term "cyberspace," explains why Japan is the country closest to the future: 

The Japanese seem to the rest of us to live several measurable clicks down the time line. The Japanese are the ultimate Early Adaptors, and the sort of fiction I write behoves me to pay serious heed to that. If you believe, as I do, that all cultural change is essentially technologically driven, you pay attention to the Japanese. They've been doing it for more than a century now, and they really do have a head start on the rest of us, if only in terms of what we used to call 'future shock' (but which is now simply the one constant in all our lives).

 

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Antonio Ortiz

Antonio Ortiz has always been an autodidact with an eclectic array of interests. Fascinated with technology, advertising and culture he has forged a career that combines them all. In 1991 Antonio developed one of the very first websites to market the arts. It was text based, only available to computer scientists, and increased attendance to the Rutgers Arts Center where he had truly begun his professional career. Since then Antonio has been an early adopter and innovator merging technology and marketing with his passion for art, culture and entertainment. For a more in-depth look at those passions, visit SmarterCreativity.com.