Author archive

Chris

Interactive Graphics Software Developer

Chris has spent several years as a software developer in the interactive computer graphics industry, having worked on commercially released 3D video games at Artech Studios, in Ottawa, Canada. More recently he was a member of the Graphics and Visualization Department at Sarnoff Research, Princeton, NJ. There he participated in developing an advanced, distributed 3D earth visualization prototype for the US military, and experimented with pixel shaders for novel 3D rendering methods. Collaborating with The Jonah Group, Chris is working on a research prototype for a new kind of sketching and conceptualization tool that will allow product designers, architects, or artists to quickly generate ideas and concepts in 3D without having to use a traditionally laborious CAD interface.

The Brink of Assimilation (Part 2)

iPhones are great, I think. That's what everyone who owns one tells me. Nobody seems to know how to arrange its produce to catch the customer's eye better than Apple. Musingly, how does a fruit company get people to go grape over its particular crop of apples ? Today it seems we jump even more readily into individuation as gratification, as self-realization, than we did at the first rumblings of mass consumerism many years ago. Commercials are updated for the times, but the essential message is the same. Buy this brand, it will differentiate you. You'll be special, look special, feel special.

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The Software is the Story.

In the heady days of online software "space exploration", we often try to move faster and faster simply because it is technically possible. From the dawn of instant connectivity, we've been bombarded with a ton of new buzzwords, new platforms, new technologies and new memes. It's been a rush; for a few, even a gold rush. In that climate, it's easy to forget that solid, high quality software still needs focused attention, and time to evolve. There's actually no instant 'app' for that.

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Microsoft’s DNA and the Primordial Pond

The first decade of this new century of computing was characterized by the network. We built out the online world using Java and web browsers, which led to a somewhat generic vision of a computer as a box with a pixelated screen, mouse, and internet connection. In reality, one size does not fit all; nor will it ever. Fundamentally, digital hardware and software has always been highly complex, differentiated, and evolving. That’s what the PC platform represented, and what it still facilitates today. It’s a central hub where hardware vendors, experimenters, business people, researchers, technical specialists, highly niche-oriented fields, and novices of all kinds could come together and figure out “What’s Next.”  The essence of the PC platform is not a box under a desk somewhere, it’s an affirmation that evolution happens naturally and spontaneously, and needs an ecosystem that supports it.

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Innovation For Its Own Sake?

I fell victim to bright and shiny thinking years ago, when I adopted C++ as the new and improved way of doing things. It was, as I’d heard it, the much better C. No questions asked. Never mind that it had only been around a year or two. Pretty soon …

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Software Longevity and Your Home Renovation

Engineering process has long been a fundamental part of countless industries. However the engineering process in the still-emerging field of software and systems development has yet to mature. But software is different from those "physical" disciplines, right? It can be easily changed; it's soft, malleable. Except that it really isn't.

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The crew behind ASOT

We're a team of interactive, software, and business intelligence experts skilled in the design, construction, and management of online enterprise systems.

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