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asteroidtroglodyte · 1 hour
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The Psychopomp I bought another drink for at the bar: …another damn overdose! Nothing but overdoses these days! I miss Lovers Quarrels. Dramatic! Don’t get Lovers Quarrels like we used to… ever since *hic* ever since they took the Lead outta the gas. Folks just. [stares into drink]
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asteroidtroglodyte · 2 hours
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The very very very first Computer was a Loom.
You know. The thing we weave blankets with.
The scientists built a Loom that manipulated threads not of silk or cellulose, but of data.
And then we taught it to sing, of all things.
We are whimsical beasts, certainly.
people made these behemoth machines, marvels of engineering designed to do complex computations faster than any person, kickstarting several scientific endeavors both terrestrial and cosmic, capable of putting people in space
and they taught it to sing a song about a modest wedding
and youre telling me im NOT supposed to love computers intimately?
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asteroidtroglodyte · 3 hours
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I would be very interested in hearing the museum design rant
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by popular demand: Guy That Took One (1) Museum Studies Class Focused On Science Museums Rants About Art Museums. thank u for coming please have a seat
so. background. the concept of the "science museum" grew out of 1) the wunderkammer (cabinet of curiosities), also known as "hey check out all this weird cool shit i have", and 2) academic collections of natural history specimens (usually taxidermied) -- pre-photography these were super important for biological research (see also). early science museums usually grew out of university collections or bequests of some guy's Weird Shit Collection or both, and were focused on utility to researchers rather than educational value to the layperson (picture a room just, full of taxidermy birds with little labels on them and not a lot of curation outside that). eventually i guess they figured they could make more on admission by aiming for a mass audience? or maybe it was the cultural influence of all the world's fairs and shit (many of which also caused science museums to exist), which were aimed at a mass audience. or maybe it was because the research function became much more divorced from the museum function over time. i dunno. ANYWAY, science and technology museums nowadays have basically zero research function; the exhibits are designed more or less solely for educating the layperson (and very frequently the layperson is assumed to be a child, which does honestly irritate me, as an adult who likes to go to science museums). the collections are still there in case someone does need some DNA from one of the preserved bird skins, but items from the collections that are exhibited typically exist in service of the exhibit's conceptual message, rather than the other way around.
meanwhile at art museums they kind of haven't moved on from the "here is my pile of weird shit" paradigm, except it's "here is my pile of Fine Art". as far as i can tell, the thing that curators (and donors!) care about above all is The Collection. what artists are represented in The Collection? rich fucks derive personal prestige from donating their shit to The Collection. in big art museums usually something like 3-5% of the collection is ever on exhibit -- and sometimes they rotate stuff from the vault in and out, but let's be real, only a fraction of an art museum's square footage is temporary exhibits. they're not going to take the scream off display when it's like the only reason anyone who's not a giant nerd ever visits the norwegian national museum of art. most of the stuff in the vault just sits in the vault forever. like -- art museum curators, my dudes, do you think the general public gives a SINGLE FUCK what's in The Collection that isn't on display? no!! but i guarantee you it will never occur, ever, to an art museum curator that they could print-to-scale high-res images of artworks that are NOT in The Collection in order to contextualize the art in an exhibit, because items that are not in The Collection functionally do not exist to them. (and of course there's the deaccessioning discourse -- tumblr collectively has some level of awareness that repatriation is A Whole Kettle of Worms but even just garden-variety selling off parts of The Collection is a huge hairy fucking deal. check out deaccessioning and its discontents; it's a banger read if you're into This Kind Of Thing.)
with the contents of The Collection foregrounded like this, what you wind up with is art museum exhibits where the exhibit's message is kind of downstream of what shit you've got in the collection. often the message is just "here is some art from [century] [location]", or, if someone felt like doing a little exhibit design one fine morning, "here is some art from [century] [location] which is interesting for [reason]". the displays are SOOOOO bad by science museum standards -- if you're lucky you get a little explanatory placard in tiny font relating the art to an art movement or to its historical context or to the artist's career. if you're unlucky you get artist name, date, and medium. fucker most of the people who visit your museum know Jack Shit about art history why are you doing them dirty like this
(if you don't get it you're just not Cultured enough. fuck you, we're the art museum!)
i think i've talked about this before on this blog but the best-exhibited art exhibit i've ever been to was actually at the boston museum of science, in this traveling leonardo da vinci exhibit where they'd done a bunch of historical reconstructions of inventions out of his notebooks, and that was the main Thing, but also they had a whole little exhibit devoted to the mona lisa. obviously they didn't even have the real fucking mona lisa, but they went into a lot of detail on like -- here's some X-ray and UV photos of it, and here's how art experts interpret them. here's a (photo of a) contemporary study of the finished painting, which we've cleaned the yellowed varnish off of, so you can see what the colors looked like before the varnish yellowed. here's why we can't clean the varnish off the actual painting (da vinci used multiple varnish layers and thinned paints to translucency with varnish to create the illusion of depth, which means we now can't remove the yellowed varnish without stripping paint).
even if you don't go into that level of depth about every painting (and how could you? there absolutely wouldn't be space), you could at least talk a little about, like, pigment availability -- pigment availability is an INCREDIBLY useful lens for looking at historical paintings and, unbelievably, never once have i seen an art museum exhibit discuss it (and i've been to a lot of art museums). you know how medieval european religious paintings often have funky skin tones? THEY HADN'T INVENTED CADMIUM PIGMENTS YET. for red pigments you had like... red ochre (a muted earth-based pigment, like all ochres and umbers), vermilion (ESPENSIVE), alizarin crimson (aka madder -- this is one of my favorite reds, but it's cool-toned and NOT good for mixing most skintones), carmine/cochineal (ALSO ESPENSIVE, and purple-ish so you wouldn't want to use it for skintones anyway), red lead/minium (cheaper than vermilion), indian red/various other iron oxide reds, and apparently fucking realgar? sure. whatever. what the hell was i talking about.
oh yeah -- anyway, i'd kill for an art exhibit that's just, like, one or two oil paintings from each century for six centuries, with sample palettes of the pigments they used. but no! if an art museum curator has to put in any level of effort beyond writing up a little placard and maybe a room-level text block, they'll literally keel over and die. dude, every piece of art was made in a material context for a social purpose! it's completely deranged to divorce it from its material context and only mention the social purpose insofar as it matters to art history the field. for god's sake half the time the placard doesn't even tell you if the thing was a commission or not. there's a lot to be said about edo period woodblock prints and mass culture driven by the growing merchant class! the met has a fuckton of edo period prints; they could get a hell of an exhibit out of that!
or, tying back to an earlier thread -- the detroit institute of arts has got a solid like eight picasso paintings. when i went, they were kind of just... hanging out in a room. fuck it, let's make this an exhibit! picasso's an artist who pretty famously had Periods, right? why don't you group the paintings by period, and if you've only got one or two (or even zero!) from a particular period, pad it out with some decent life-size prints so i can compare them and get a better sense for the overarching similarities? and then arrange them all in a timeline, with little summaries of what each Period was ~about~? that'd teach me a hell of a lot more about picasso -- but you'd have to admit you don't have Every Cool Painting Ever in The Collection, which is illegalé.
also thinking about the mit museum temporary exhibit i saw briefly (sorry, i was only there for like 10 minutes because i arrived early for a meeting and didn't get a chance to go through it super thoroughly) of a bunch of ship technical drawings from the Hart nautical collection. if you handed this shit to an art museum curator they'd just stick it on the wall and tell you to stand around and look at it until you Understood. so anyway the mit museum had this enormous room-sized diorama of various hull shapes and how they sat in the water and their benefits and drawbacks, placed below the relevant technical drawings.
tbh i think the main problem is that art museum people and science museum people are completely different sets of people, trained in completely different curatorial traditions. it would not occur to an art museum curator to do anything like this because they're probably from the ~art world~ -- maybe they have experience working at an art gallery, or working as an art buyer for a rich collector, neither of which is in any way pedagogical. nobody thinks an exhibit of historical clothing should work like a clothing store but it's fine when it's art, i guess?
also the experience of going to an art museum is pretty user-hostile, i have to say. there's never enough benches, and if you want a backrest, fuck you. fuck you if going up stairs is painful; use our shitty elevator in the corner that we begrudgingly have for wheelchair accessibility, if you can find it. fuck you if you can't see very well, and need to be closer to the art. fuck you if you need to hydrate or eat food regularly; go to our stupid little overpriced cafeteria, and fuck you if we don't actually sell any food you can eat. (obviously you don't want someone accidentally spilling a smoothie on the art, but there's no reason you couldn't provide little Safe For Eating Rooms where people could just duck in and monch a protein bar, except that then you couldn't sell them a $30 salad at the cafe.) fuck you if you're overwhelmed by noise in echoing rooms with hard surfaces and a lot of people in them. fuck you if you are TOO SHORT and so our overhead illumination generates BRIGHT REFLECTIONS ON THE SHINY VARNISH. we're the art museum! we don't give a shit!!!
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asteroidtroglodyte · 4 hours
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So I found this caterpillar on my way to class
We’re bros
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asteroidtroglodyte · 4 hours
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asteroidtroglodyte · 16 hours
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we need more vampire stuff that’s set really really far north on the planet. the potential… we don’t have any sunlight for a couple of months every year so they would literally be able to walk around during the day and no one would know…
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asteroidtroglodyte · 17 hours
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Just a friendly reminder from checks notes Courage The Cowardly Dog
Man like what the fuck was that show?
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asteroidtroglodyte · 18 hours
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Computers are very simple you see we take the hearts of dead stars and we flatten them into crystal chips and then we etch tiny pathways using concentrated light into the dead star crystal chips and if we etch the pathways just so we can trick the crystals into doing our thinking for us hope this clears things up.
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asteroidtroglodyte · 19 hours
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On today’s episode of Natural History, I just found out that the primary photosynthetic pigment from before the Great Oxygen Catastrophe is now an essential pigment in vertebrate vision.
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asteroidtroglodyte · 19 hours
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asteroidtroglodyte · 20 hours
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fishie…… :]
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asteroidtroglodyte · 21 hours
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Let him crawl on you!
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asteroidtroglodyte · 23 hours
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speechless. the pose. the expression. this should be a painting.
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asteroidtroglodyte · 24 hours
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Alrighty here’s what I’ve got. Notes?
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I think a lot of folks in indie RPG spaces misunderstand what's going on when people who've only ever played Dungeons & Dragons claim that indie RPGs are categorically "too complicated". Yes, it's sometimes the case that they're making the unjustified assumption that all games are as complicated as Dungeons & Dragons and shying away from the possibility of having to brave a steep learning cure a second time, but that's not the whole picture.
A big part of it is that there's a substantial chunk of the D&D fandom – not a majority by any means, but certainly a very significant minority – who are into D&D because they like its vibes or they enjoy its default setting or whatever, but they have no interest in actually playing the kind of game that D&D is... so they don't.
Oh, they'll show up at your table, and if you're very lucky they might even provide their own character sheet (though whether it adheres to the character creation guidelines is anyone's guess!), but their actual engagement with the process of play consists of dicking around until the GM tells them to roll some dice, then reporting what number they rolled and letting the GM figure out what that means.
Basically, they're putting the GM in the position of acting as their personal assistant, onto whom they can offload any parts of the process of play that they're not interested in – and for some players, that's essentially everything except the physical act of rolling the dice, made possible by the fact most of D&D's mechanics are either GM-facing or amenable to being treated as such.*
Now, let's take this player and present them with a game whose design is informed by a culture of play where mechanics are strongly player facing, often to the extent that the GM doesn't need to familiarise themselves with the players' character sheets and never rolls any dice, and... well, you can see where the wires get crossed, right?
And the worst part is that it's not these players' fault – not really. Heck, it's not even a problem with D&D as a system. The problem is D&D's marketing-decreed position as a universal entry-level game means that neither the text nor the culture of play are ever allowed to admit that it might be a bad fit for any player, so total disengagement from the processes of play has to be framed as a personal preference and not a sign of basic incompatibility between the kind of game a player wants to be playing and the kind of game they're actually playing.
(Of course, from the GM's perspective, having even one player who expects you to do all the work represents a huge increase to the GM's workload, let alone a whole group full of them – but we can't admit that, either, so we're left with a culture of play whose received wisdom holds that it's just normal for GMs to be constantly riding the ragged edge of creative burnout. Fun!)
* Which, to be clear, is not a flaw in itself; a rules-heavy game ideally needs a mechanism for introducing its processes of play gradually.
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who's a pretty bird
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