Tonight I Can Write

April 27, 2006 – 7:22 am

The night is full of stars, and the stars, blue, shiver in the distance." The night wind whirls in the sky and sings. I can write the saddest poem of all tonight. I loved her, and sometimes she loved me too. On nights like this, I held her in my arms. I kissed her so many times under the infinite sky. She loved me, sometimes I loved her. How could I not have loved her large, still eyes? I can write the saddest poem of all tonight. To think I don’t have her. To feel that I’ve lost her. To hear the immense night, more immense without her. And the poem falls to the soul as dew to grass. What does it matter that my love couldn’t keep her. The night is full of stars and she is not with me. That’s all. Far away, someone sings. Far away. My soul is lost without her. As if to bring her near, my eyes search for her. My heart searches for her and she is not with me. The same night that whitens the same trees. We, we who were, we are the same no longer. I no longer love her, true, but how much I loved her. My voice searched the wind to touch her ear. Someone else’s. She will be someone else’s. As she once belonged to my kisses. Her voice, her light body. Her infinite eyes. I no longer love her, true, but perhaps I love her. Love is so short and oblivion so long. Because on nights like this I held her in my arms, my soul is lost without her. Although this may be the last pain she causes me, and this may be the last poem I write for her. PabloNeruda


Nemester

April 18, 2006 – 8:02 am

nemester

Nemester is an online community that connects paranoids, egotists, villains, and monomaniacs through networks of competing agendas and incompatable ideologies for bitter conflicts, mutual loathing, or to find their one, true nemesis… :)


Health Problems Related to the Geek Lifestyle

April 12, 2006 – 4:49 am

This is an interesting article that I’m sure you can totally relate to. Most of you, dear readers, sit behind a computer at least 40 hours a week. When big productions come up, you may spend upwards of 80 hours a week in front of your computer.

I work from home so I didn’t really have any limitations for a while. I’d work in the evenings after my family went to bed. I had to quit and only do it once in a while if absoutely necessary.

Michele’s Tips for a Healthier Geek Lifestyle

I spend minimum 40 hours per week in front of the computer and have for ten years. I’ve noticed that I do suffer from ADD, depression, sleep problems and stiff fingers. I’ve found some things that really help. So, take my advice… I’m not a doctor, but I’ve been there.

  1. Sleep problems - Simply turn off the computer a few hours before you go to bed. Easy as that. Last night, I had this great idea to go to Mexico. I was up until after midnight researching flight plans and off the beaten path locations. I couldn’t get to sleep until after 2:30am!

    Turn down the brightness of the monitor. Having bright lights shining at your head confuses your brain into thinking it’s daylight. Your conscious mind seems to know better but the subconscious wants to stay awake. Of course, if you’re doing color correction, you can’t very well turn down the computer brightness, but turning it down also saves your laptop battery.

  2. Coffee Consumption - I’m addicted to coffee but lately I’ve had a weird twitch in my right eye and I think it may be related to my pot-o-coffee consumption. I only buy quality organic Guatemalan roast, the best kind, but one person probably shouldn’t drink a full pot. I’d recommend cutting down to just a couple of cups a day and switching it out with some high quality green tea. I’m not talking the stuff in tea bags - I’m talking about the stuff imported from Japan that costs $15 for 6 oz of the dry loose stuff. The taste is amazing, you still get a kick from it, and it’s loaded with antioxidants. Hopefully it will not disrupt your sleep cycle, make you shake, or make your eye twitch.
  3. Join a gym - Lose the belly and the backaches. It also does wonders for the carpal tunnel, depression, sleep problems and tush. I go to the gym 4-5 times a week and go to a great classes like BodyPUMP or BOSU. If you don’t go to a gym, those terms are probably Greek to you, but any cardio workout will help. It has helped me immensely and is probably the biggest change I’ve made in my geek lifestyle. I feel the best I’ve felt since I was 8!
  4. Take a vacation - You have to get away for at least a few days and unplug. I feel reenergized after just 48 hours away from the glowing screen. It’s weird not obsessively checking email every ten minutes but it will make you a better person. Find a nice beach or open market and soak up the sites instead of the radiation from your monitor.

Follow my advice and within six weeks you’ll be feeling great without losing your geek lifestyle.

posted by Michele Yamazaki 


80’s X-Rated movie Poster..

April 11, 2006 – 4:02 am

 poster

In case u miss the old times porn movie or maybe even
ur bachelor or bachelorette party movie.. :-)

check this out… 


Yeni Wahid..

April 7, 2006 – 2:35 am

Apresiasi yang harus dihargai, ketika orang indonesia bicara tentang keragaman budaya dan konflik agama di Indonesia di luar negeri.

Mudah2an negeri ini menjadi lebih baik..

 


Everything happens for a good reason

April 7, 2006 – 1:55 am

Seberapa besar pun kuasa materi, gw masih percaya kl hal-hal dasar dalam hidup tetep ga pernah bisa tergantikan ; kejujuran, kesetiaan, sopan santun, dll. Walaupun itu kadang disepelekan dan di pinggirkan, tapi dibalik itu semua kekuatan -kekuatan seperti itu justru menguatkan apa yang sesungguhnya terjadi dalam hidup ini..

+ Peace !

 


Orhan pamuk.

April 5, 2006 – 8:27 am

copyright wikipedia

Siapa sih orhan pamuk, gw blm baca bukunya (my name is red ?),
 tp seru juga reviewnya disini..


Managing Creativity

April 4, 2006 – 3:36 am

The nature of creativity

     What is creativity? The term is most often used in an artistic context, but creativity can manifest in a variety of ways. Someone can solve a math problem creatively, for instance. What ties together, at least to an extent, these varying usages of the word seems to be expressing of subjectivity. That is, to be creative is to express your subjectivity.

    It is possible to be creative in just about anything. Even if your job is to assemble pieces of jewelry in a factory, there are many ways in which you can approach the task. Should I assemble and polish one at a time, or should I assemble them all first and polish them all later? As trivial as this task may be, ten people given the same exact task, they would all approach it differently. This is an expression of subjectivity. If you were utterly devoid of creativity, you would have to be told what to do for every minute step of the task, in which case, you would express nothing of your own subjectivity, and you would become alienated.

    Expression of subjectivity can manifest in both consumption and production. Consumption of music is an obvious example of how consumption can express the subjectivity of consumer. But, not only that, to produce anything, you have to consume also. To make a painting, you need to buy paint and brushes. At a certain point, this division of production and consumption becomes irrelevant with respect to creativity.

    To hinder creativity, i.e., to hinder the expression of subjectivity, means to consume and to produce less. Therefore, how to manage creativity becomes the key to the health and wealth of a family, a business, a community, a nation, and the world. Because we are all different, to manage creativity means to manage differences. To eliminate differences would mean to eliminate creativity. The key to successful management of creativity, therefore, must lie in building of a system, a process, or a structure by which these differences can flourish.

    The more creative your product is, the more attached you become, because it reflects who you are. Furthermore, the more proud you are of it, the more attached your ego becomes to the product. Since ego is an imaginary unity that we create to keep us stable in our daily lives, anything to disturb this unity is unpleasant. Because of this, we tend to overreact to any criticism towards our creative work. The actual scope or implication of the criticism often does not merit such a strong reaction. A graphic designer who is told to change something in his design he is proud of, typically becomes distraught, even though the actual change may take 10 minutes to execute. He overreacts and becomes defensive because the request for change casts doubt on his subjectivity. If his ego identifies with the design, his imaginary unity is also threatened.

    It is not the change per se that is annoying and frustrating for the creator. In the process of making art, artists frequently make changes. It is common for them to redo a large part of what they have already created. It is rather rare for any artist to be able to execute a piece of artwork from start to finish exactly according to the original plan. More often than not, no such plan exists at the outset. So, changes are crucial part of the creative process. The difference is that when this necessity to change comes from outside, the artists are annoyed, and they give logical reasons why it is stupid, as if such logic actually exists in their process of creativity. In retrospect, their complaints seem to make sense, but if the same logic were to be applied to the changes they themselves make in the process, they would appear just as stupid. So, they unfairly allow themselves opportunities for change, but they do not extend the same opportunities to others.

Politics of creativity

    We all need each other to accomplish anything of substance. We all rely on creativities of others because the way in which our creativities manifest is different for everyone. In our modern world where the cause-and-effect gets lost in the complexity of social organizations, we tend to forget this simple reality. You begin to assume that everyone should know what you know, and whoever doesn’t is stupid or ignorant.

    For instance, why do people hire a graphic designer? It is because they can’t do it themselves, because they do not know how to effectively communicate visually. If they could, they would not need to hire a graphic designer. This does not mean that they are stupid or in some way deficient; it simply means that graphic design is not their expertise. Just because they do not know how to communicate visually, does not mean that they have no vision. They have something they need to communicate and they are only lacking the means to express it. The job of a graphic designer is to visualize the vision of the client.

    From the perspective of the client who hires a graphic designer, it is a scary venture. Those who are proficient in visual language may be able to experience the same fear if they were to hire a musician to compose a piece of music for them. Suddenly you feel like you are in a foreign country where you don’t understand a word of what people are saying. Imagine trying to communicate something very subjective in that foreign environment. Even if you are not stupid, what you say may appear to be stupid to them. What is even more scary is that there is money involved; sometimes a lot of it. You can potentially spend a lot of money to get something entirely worthless. You may be able to see that what you got is not what you wanted, but you have no way of explaining it to them. If you say one wrong thing, you may end up offending them.

    Therefore, one of the most important aspects of managing creativity is to be an effective interpreter/translator. A manager should not automatically side with one side or the other. His job is to make one side see the perspective of the other. Without this, the final result can be an empty shell that serves no purpose, or a damaged piece of audiotape that cannot be played back. As the famous graphic designer Milton Glaser once said, "Extraordinary work is done for extraordinary clients," it is not only the design firm that needs to be creative, it is the effective fusion of the two that produces extraordinary work.

Understanding the creative parameters

    In any given task, there are parameters we need to respect before applying our creativity. The more self-contained a task is, the freer these parameters are. At one end of the spectrum, you have a fine artist, and at the other end, you have an assembly-line worker. To be fair to others, before you engage in any tasks, you need to understand what the parameters are for expressing your subjectivity. Misunderstanding, unawareness, or ignorance of these parameters is a major source of inter-personal conflicts in a working environment. Large part of managing creativity involves defining and communicating these parameters clearly.

    For instance, young graphic designers are often unaware of these parameters, and they insist on expressing their subjectivity in the areas where their subjectivity is not called for. The purpose of graphic design is to help others communicate. Ultimately the message is not yours but theirs. It would not be fair to your clients to hijack their need for communication to use as a platform for your own self-expression. This often happens because they have nothing to say of their own, but they are full of urge to express something in order to mark their own existence. Having the means to express something, but not having any need to communicate is a frustrating state, so given the need to say something, they tend to exploit the opportunity. Often they pay little attention to what needs to be communicated; they are simply happy to have the platform to assert their own existence, as empty as this existence may actually be. Typically, they create something unnecessarily flashy and elaborate, which has no relevance to the actual message of the client. Those who have something substantial to say rarely require anything fancy or elaborate. This is an example of not respecting the parameters of creativity. One needs to understand where your subjectivity starts and ends.

    Here is an analogy to make this point clear: Being a graphic designer is similar to being a cab driver. Your passenger has a specific place he needs to go to. If the passenger is not specific about how to get there, you can take your creative license to determine which route would be the best. If you ignore the destination and start driving towards a cafe you want to go to, you are "hijacking". If the passenger wants you to take a specific route, and if you ignore it, that’s hijacking as well. The important issue here is to know where the boundaries are, and within those boundaries, you should try to be as creative as possible.

    Creativity can be applied towards taste or quality. In the former, the results tend to be more artistic, and appear more original and unique. In fashion, designers for haute couture would be in this category, as opposed to designers for men’s suits. Creativity towards quality produces more functional results. In some ways, creativity towards taste is more superficial than the one towards quality since taste only lives in the moment of now. Quality is more timeless.

    Those who apply their creativity towards their taste tend to be inflexible since taste is very specific, but they produce more distinctive work. Those who strive more towards quality tend to be more diverse but their work may not immediately stand out from the rest. These differences in character must be managed from a higher level. They must be matched appropriately with clients. If the matching is successful, young designers’ urge to express themselves, for instance, can be taken advantage of. In this sense, any subjective differences and different manifestations of them can be effectively fused to produce exceptional results. The key lies in successful management of them. In this sense, creative managers like a film director, who do not seem to do anything tangible, are master creators who make creative use of creativity.

 Dyske (“Dice-Kay”) Suematsu is a graphic designer based in New York City. He spent half of his life in Japan and the other in the US. He is quite opinionated and writes a lot of what his wife calls “Jibba-Jabba”.


Designimator: Fact or Fiction?

April 4, 2006 – 3:19 am

    Am I a designer or an animator? Nowadays, in broadcast design, these roles are seen to be two separate specialties. It is true; you cannot be good at both. If you are an experienced animator, you are probably less experienced in design, and vice versa. Each requires its own share of knowledge, skills, and talent. In fact, many broadcast designers prefer to do only design or animation. For design firms and design departments at networks, managing talents becomes much easier if you separate the two roles. For design, one could hire from a vast pool of print designers. For animators, one could more or less ignore their design sensibilities and their understanding of type. This way, as an art director, one has more options.

    Part of what is driving this compartmentalization in the broadcast design business is its technical complexity. Broadcast designers are required to think in 3 dimensions as well as in time, which means that there are two more dimensions to deal with than there are in print design. With the introduction of each dimension, the technical complexity exponentially grows. Many broadcast designers are expected to know not only all of the standard design applications like Photoshop and Illustrator, but also 3D programs like Maya, Softimage, and Cinema 4D, as well as animation programs like After Effects. It is simply not realistic for anyone to master them all.

    But the division of the two roles has its own problems. Firstly, by separating the two, we create a need for an art director to manage and coordinate the two. Much can be lost in translation between the two, and it is not a cost-efficient strategy either. Secondly, designers who do not understand the dimension of time cannot create designs that are conducive to motion. The latter problem is potentially more serious. The difference between a designer and an animator is like the one between a painter and a sculptor. A painter who does not think in 3 dimensions would come up with a design which is inherently 2 dimensional, so that the only thing the sculptor can do with it is to simply extrude it. In the same manner, most print designers are not used to thinking of design in the dimension of time, and the animators who are given such a design, can only artificially move it. The result is often rigid, limited, and awkward.

    Years ago, at a panel discussion, one of the creative directors told the audience that in everything he did at his firm, each and every frame had to stand as a good piece of design. It feels natural to think that way, especially if you come from a print design background. In other words, for him, a good motion graphics consists of a series of beautiful still designs. I disagree. Movement alone can in fact be beautiful even if none of the individual frames are beautiful. A talented animator could take a black square against a white background, and animate it beautifully. Any given frame would then be just a black square against a white background. The creative director mentioned above won’t be able to see the potential of such beauty, and this problem is quite widespread in the broadcast design business. Many people underestimate the beauty possible within the dimension of time. For this reason, I do not particularly like the common practice of using style frames as the first step in the development of a motion graphics.

    Another aspect of motion graphics which does not exist in print design, is its ability to tell a story. A static design can imply or inspire a story, but it cannot tell it. Telling of a story must take place in time. And, by “story”, I do not simply mean a series of text presented in sequence, nor voice-overs. Even abstract shapes and patterns can have stories that unfold in time. This storytelling can take on a variety of forms. Like still photographers, print designers are trained to capture everything in a single moment. When you need to tell a story in time, this habit must first be unlearned.

    When designing for motion, designers must also take into consideration what is technologically possible. This sounds rather self-limiting, but in the real world of broadcast design, technological limitations are quite real. It is one of the few areas of the creative business where the technology has not yet caught up with our imagination. Since deadlines are always too close in this business, knowing what can be done within a given time frame is critical to the overall success of the work. If you spend 2 weeks animating a design that should actually be given 4 weeks, the result is often unacceptable. A design that is less ambitious would end up looking much better in that scenario.

    For these reasons, it is not easy to clearly separate the roles of a designer and an animator. Whether you choose to divide or unite, you are making significant compromises either way. Sadly, there is no perfect solution. The bigger your business grows, the more attractive the divided strategy becomes. By the same token, the smaller your business is, the more attractive the united strategy is. In that sense, both strategies would probably continue to exist. As long as you understand what you are compromising, you can wisely choose your strategy. That way, it is not so much a problem as it is a matter of choice.

    Personally, I choose to do both, and I have to admit that when I see others who specialize in specific aspects of this business, I realize how much better they are than I am. Since I’m originally from Japan, I have a tendency to be a generalist, a more holistic approach to understanding the world. A generalist and a specialist offer different perspectives that are equally valuable, especially when it comes to understanding something as complex as motion graphics. I believe, in the end, your own natural inclination would make that choice for you.

Dyske (“Dice-Kay”) Suematsu is a graphic designer based in New York City. He spent half of his life in Japan and the other in the US. He is quite opinionated and writes a lot of what his wife calls “Jibba-Jabba”.

 


quote

April 3, 2006 – 5:35 am

1. It is a far, far better thing that I do, than I have ever done; it is a far, far better rest that I go to, than I have ever known.

2. Be great in act, as you have been in thought.

3. Annual income twenty pounds, annual expenditure nineteen six, result happiness. Annual income twenty pounds, annual expenditure twenty pound ought and six, result misery.

4. We have all a better guide in ourselves, if we would attend to it, than any other person can be.

5. Slow and steady wins the race.

6. Life wouldn’t be worth living if I worried over the future as well as the present.

7. We need never be ashamed of our tears.

8. All that is gold does not glitter; not all those that wander are lost.

9. We said there warn’t no home like a raft, after all. Other places do seem so cramped up and smothery, but a raft don’t. You feel mighty free and easy and comfortable on a raft.

10. “Isn’t it splendid to think of all the things there are to find out about? It just makes me feel glad to be alive–it’s such an interesting world. It wouldn’t be half so interesting if we know all about everything, would it? There’d be no scope for imagination then, would there?”

11. And when, on the still cold nights, he pointed his nose at a star and howled long and wolflike, it was his ancestors, dead and dust, pointing nose at star and howling down through the centuries and through him.

12. No man knows till he has suffered from the night how sweet and dear to his heart and eye the morning can be.

13. It was already one in the morning; the rain pattered dismally against the panes, and my candle was nearly burnt out, when, by the glimmer of the half-extinguished light, I saw the dull yellow eye of the creature open . . .

14. “Be a good boy, remember; and be kind to animals and birds, and read all you can.”

15. Call me Ishmael.

16. “Money is a needful and precious thing, and when well used, a noble thing, but I never want you to think it is the first or only prize to strive for. I’d rather see you poor men’s wives, if you were happy, beloved, contented, than queens on thrones, without self-respect and peace.”

17. They were going to look at war, the red animal–war, the blood-swollen god.

18. “Fifteen men on the dead man’s chest — Yo-ho-ho, and a bottle of rum!”

19. “You see, Wendy, when the first baby laughed for the first time, its laugh broke into a thousand pieces, and they all went skipping about, and that was the beginning of fairies.”

20. It is a truth universally acknowledged, that a single man in possession of a good fortune, must be in want of a wife.