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Which clippings match '1990s' keyword pg.1 of 3
22 MARCH 2013

The Rise and Fall of Bitcoin

"In November 1, 2008, a man named Satoshi Nakamoto posted a research paper to an obscure cryptography listserv describing his design for a new digital currency that he called bitcoin. None of the list's veterans had heard of him, and what little information could be gleaned was murky and contradictory. In an online profile, he said he lived in Japan. His email address was from a free German service. Google searches for his name turned up no relevant information; it was clearly a pseudonym. But while Nakamoto himself may have been a puzzle, his creation cracked a problem that had stumped cryptographers for decades. The idea of digital money - convenient and untraceable, liberated from the oversight of governments and banks - had been a hot topic since the birth of the Internet. Cypherpunks, the 1990s movement of libertarian cryptographers, dedicated themselves to the project. Yet every effort to create virtual cash had foundered. Ecash, an anonymous system launched in the early 1990s by cryptographer David Chaum, failed in part because it depended on the existing infrastructures of government and credit card companies. Other proposals followed - bit gold, RPOW, b-money - but none got off the ground.

One of the core challenges of designing a digital currency involves something called the double-spending problem. If a digital dollar is just information, free from the corporeal strictures of paper and metal, what's to prevent people from copying and pasting it as easily as a chunk of text, 'spending' it as many times as they want? The conventional answer involved using a central clearinghouse to keep a real-time ledger of all transactions - ensuring that, if someone spends his last digital dollar, he can't then spend it again. The ledger prevents fraud, but it also requires a trusted third party to administer it.

Bitcoin did away with the third party by publicly distributing the ledger, what Nakamoto called the 'block chain.' Users willing to devote CPU power to running a special piece of software would be called miners and would form a network to maintain the block chain collectively. In the process, they would also generate new currency. Transactions would be broadcast to the network, and computers running the software would compete to solve irreversible cryptographic puzzles that contain data from several transactions. The first miner to solve each puzzle would be awarded 50 new bitcoins, and the associated block of transactions would be added to the chain. The difficulty of each puzzle would increase as the number of miners increased, which would keep production to one block of transactions roughly every 10 minutes. In addition, the size of each block bounty would halve every 210,000 blocks - first from 50 bitcoins to 25, then from 25 to 12.5, and so on. Around the year 2140, the currency would reach its preordained limit of 21 million bitcoins."

(Benjamin Wallace, 23 November 2011, Wired Magazine)

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TAGS

1990s2008 • anonymous system • b-money • bit gold • bitcoin • block chain • broadcast to the network • chain • clearinghouse • collective interests • collective participation • collective participation technology • corporeal strictures • credit card • cryptographer • cryptographic puzzle • cryptography • currency • cypherpunk • David Chaum • decentralisation • digital currency • digital dollar • digital money • distribution models • double-spending • financial flowsfinancial transactionsfraudfree market economyglobal capital flowsinformation flowsinformation theoryinfrastructureJapan • ledger • libertarianism • Listservminermining • mining metaphor • P2Ppuzzle • pyramid scheme • RPOW • Satoshi Nakamoto • speculationspeculation and innovation • spending • trustvalue and benefit • virtual cash • Wired (magazine)

CONTRIBUTOR

Simon Perkins
01 NOVEMBER 2012

What is the Liverpool Care Pathway?

"The Liverpool Care Pathway (LCP) is a scheme that is intended to improve the quality of care in the final hours or days of a patient's life, and to ensure a peaceful and comfortable death. It aims to guide doctors, nurses and other health workers looking after someone who is dying on issues such as the appropriate time to remove tubes providing food and fluid, or when to stop medication.

However, its use for some has become controversial, with relatives reportedly claiming it has been used without consent, and some saying it is used inappropriately.

This criticism and the media emphasis on the supposed controversy is puzzling, as the LCP has been standard practice in most hospitals for a number of years. The LCP has also received recognition on both a national and international level as an example of good practice.

As a GP put it in the British Medical Journal, the LCP 'has transformed end of life care from an undignified, painful experience into a peaceful, dignified death at home'"

(NHS Choices, UK)

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TAGS

1990s • advanced illness • British Medical Journal • care • comfortable death • consent • controversydeath • death pathway • die • dignity • dyingemotional needs • end of life • end of life care • euthanasiagood practiceGPguide • health workers • healthcare • hospice • hospital • LCP (acronym) • life • Liverpool Care Pathway • Marie Curie Palliative Care Institute • media criticism • medication • multidisciplinary approach • National Health Service • NHS • palliative care • patient • patient care • peaceful • physical needs • plan of care • prolonging life • quality of care • relieve suffering • Royal Liverpool University Hospital • social needs • spiritual needs • suffering • terminally ill • UK • undignified

CONTRIBUTOR

Simon Perkins
11 OCTOBER 2012

American Independent Cinema: Spike, Mike, Slackers, and Dykes

"John Pierson is one of the unsung heroes of the independent-film explosion of the last decade. Just ask him. A New York-based producer's rep, he was among the first to discover and help finance the debuts of such filmmakers as Spike Lee, Michael Moore, Richard Linklater, Rose Troche, and Kevin Smith. Pierson recounts these discoveries and describes the booming independent-film scene from the inside in his memoir Spike, Mike, Slackers & Dykes: A Guided Tour Across a Decade of American Independent Cinema, a book as personal and idiosyncratic as some of the films he has nurtured."

(Gary Susman, 1995, Phoenix Media/Communication Group)

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TAGS

1990sAmerican independent cinemacult filmdyke • film finance • film producerfilmmakerfilmmakersfilms • Gary Susman • idiosyncratic • independent cinemaindependent film • independent-film • independent-film scene • indie cinemaindie media • John Pierson • Kevin Smith (filmmaker) • low budgetlow-budgetlow-budget filmMichael MooreNew Yorknurturingotherness • Richard Linklater • Rose Troche • slacker • Spike Lee • subcultureunderground cinema • unsung hero

CONTRIBUTOR

Simon Perkins
03 JULY 2012

Sense of adventure: what happened to playgrounds that give children space?

Aldo "Van Eyck believed playgrounds should challenge a child's imagination without jarring the adult's aesthetic sensibilities. His abstract, elementary forms - often manufactured out of metal tubes like modernist furniture - were meant to belong in a well-mannered streetscape. During the same period in Britain, however, we were developing a tradition of playground design that was almost diametrically opposed. The first 'junk' playgrounds emerged amid the rubble of the Blitz, and the results were far less polite. Consisting of makeshift structures cobbled together out of roof beams and detritus, they were often designed with the assistance of the children themselves. That essential character survives today in descendants such as Glamis Adventure Playground in Shadwell, east London, a riot of skew-whiff woodwork and clashing colours, and an odd hybrid of post-war austerity and postmodern assemblage.

The junk playground model was created by the Danish architect Carl Theodor Sorensen, who believed playgrounds should reflect the imagination of the child not the architect. In 1943, having observed the creative way children play in construction sites, he developed the prototype junk playground on the Emdrup housing estate in Copenhagen.

The concept was brought to Britain by Lady Allen of Hurtwood, who tested it out on the site of a bombed church in Camberwell and then built dozens of what she called 'adventure playgrounds' - the term 'junk' tended to turn local mothers into nimbys. Not only did Allen feel that ordinary playgrounds were sterile places ('it is little wonder that [children] prefer the dumps of rough wood and piles of bricks and rubbish of the bombed sites'), but she believed in the healing effects of exposing children to the urban scars of warfare. At the same time, having them take part in the post-war reconstruction effort was deemed a good way of shaping model citizens.

Essentially, all playgrounds are designed to do the same thing: to help children develop their abilities, use up excess energy and keep them off the streets. But the ideology of the adventure playground is interesting for several reasons. First, there's the notion of not restricting children to the repetitive motions of the slide or swing, because the sooner you reach the technical limits of the equipment, the sooner you have to stretch those limits - hence all those swings you see coiled around the crossbar. The adventure playground was designed to liberate the wild thing within and, by exposing children to risk, teach them personal responsibility (all forms of play are underpinned by some form of didactism, so it's worth reminding ourselves that this is also simply more fun). Just as crucially, it was intrinsic to the concept that children be involved in designing the playgrounds, dreaming up weird structures and adapting them later by tacking on extra elements. This participatory dimension, managed by volunteer play leaders, is key to the development of their creativity.

It's curious how much the ethos of the adventure playground chimes with the language of a new era of design today: a 'participatory' process, recycled materials, an adaptive product. It doesn't sound like the 1940s. But equally valuable is the zone of exception that the adventure playground represents in the city, one of improvisation and informality that, pace Van Eyck, does not blend in to a polite streetscape.

Today, there are few true adventure playgrounds left, but occasionally another is built that follows all the essential tenets, such as the Kilburn Grange Park playground in north London, designed last year by Erect Architecture and based on the ideas of local kids. Increasingly, though, 'adventure playgrounds' are produced by specialist manufacturers and merely designed to look rustic. You can't adapt them, or at least anyone who tried would be carted off. These are the products of a health and safety culture that watered down adventure playgrounds in the 1980s and 90s. There was a minor revival a few years ago, when the Labour government invested £230m in new play spaces across England, but the coalition government freed that budget up for other uses, so it was short-lived. And now, with the cuts, several adventure playgrounds, including the giant ones in Battersea and Kilburn, face losing the play workers that make such playgrounds what they are.

It's worth remembering just how cheap and yet how luxurious these spaces are. We should let kids loose on this new breed of sanitised playground, to inject a little of the old spirit in them. I hear the builder behind Kilburn Grange Park salvaged the formwork from Zaha Hadid's Olympic diving towers - that could come in handy."

(Justin McGuirk, Tuesday 3 July 2012 15.40 BST, The Guardian)

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TAGS

1940s19431980s1990sad-hocadventure playgroundAldo van EyckAlfred Trachselausterity • Battersea • bomb site • Camberwell • Carl Theodor Sorensen • challenge imagination • child imagination • children • clashing colours • coalition government • cobbled together • construction site • CopenhagencreativityDanishDenmarkdetritus • didactic • didactism • dream up • elementary forms • Emdrup housing estate • Empress Frederick • engagement • Erect Architecture • exposure to risk • formwork • free expressionfun • Glamis Adventure Playground • healing effects • health and safety culture • hybridimaginationimprovisation • informality • junkjunk playground • junk playgrounds • Justin McGuirk • Kilburn Grange Park • Labour governmentLady Allen of Hurtwoodlearning • makeshift • model citizen • modernismmodernist aesthetic • modernist furniture • new era of design • NIMBY • open-endedparticipatoryparticipatory processpersonal responsibilityplay • play leader • play spaces • play worker • playground • playground design • playscapespost-war • post-war reconstruction • postmodern assemblagerecycled materialsrisk-takingRobinson Crusoe • rough wood • rubbish • rustic • salvaged • sanitised • scriptible spaces • Shadwell • skew-whiff • sterile places • streetscape • Theodor Sorenson • urban scars • warfare • weird structures • Zaha Hadid Olympic

CONTRIBUTOR

Simon Perkins
30 JUNE 2012

Internet Archaeology: graphic artefacts from our recent past

"Internet Archaeology seeks to explore, recover, archive and showcase the graphic artifacts found within earlier Internet Culture. Established in 2009, the chief purpose of Internet Archaeology is to preserve these artifacts and acknowledge their importance in understanding the beginnings and birth of an Internet Culture. We focus on graphic artifacts only, with the belief that images are most culturally revealing and immediate. Most of the files in our archive are in either JPG or GIF format and are categorized by either still or moving image, they are then arranged in various thematic subcategories. Currently, a major focus of Internet Archaeology is on the archiving and indexing of images found on Geocities websites, as their existence has been terminated by parent company Yahoo; who discontinued GeoCities operation on October 26, 2009. Internet Archaeology is an ongoing effort which puts preservation paramount. Unlike traditional archaeology, where physical artifacts are unearthed; Internet Archaeology's artifacts are digital, thus more temporal and transient. Yet we believe that these artifacts are no less important than say the cave paintings of Lascaux. They reveal the origins of a now ubiquitous Internet Culture; showing where we have been and how far we have come."

(Internet Archaeology)

Via Chelsea Nichols [http://ridiculouslyinteresting.wordpress.com/2011/11/26/internet-archaeology-the-best-of-90s-internet-graphics/]

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TAGS

1990s200920th century phenomenaaestheticsarchaeologyarchivearchiving • archiving and indexing • artefactcave paintingscultural codes • culturally revealing • cyber archaeologycyber culturedigital artefactsdigital cultureemergence of the web • Geocities • GIF format • graphic artefacts • graphic artifacts • graphic designimagesindexindexingInternetinternet archaeologyinternet culture • JPG • JPG format • Lascauxnew mediaobsolescencepreservation • recent past • transiencevisual designweb designweb pagesweb publishingYahoo!

CONTRIBUTOR

Simon Perkins
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