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UID:10002112-1360627200-1360627200@history.ucsb.edu
SUMMARY:“An Open Game”: DOOM\, Game Engines\, and the New Game Industry of the 1990s
DESCRIPTION:AbstractShortly before the release of id Software’s computer game\, DOOM\, at the end of 1993\, id released a news release announcing the game and promising to “push back the boundaries of what was thought possible” on contemporary computers.  The press release is a remarkable litany of innovations in technology\, gameplay\, distribution\, and content creation.   It also introduces a term\, the “DOOM engine\,” to describe the technology under the hood of the game software.  Building on the success of DOOM as a new kind of “open game” promised in the news release\, id established game engine technology as the motor of a re-imagined game industry\, the structure of which is still being worked out today. \nAbout the Speaker\nHenry Lowood received his B.S. in History (minor: Physics) from the University of California\, Riverside.  He received Masters Degrees in Library and Information Science and History and a Ph.D. (History of Science & Technology) from the University of California\, Berkeley.  At Stanford\, he has served as head of the Physics Library\, Curator for Germanic Collections\, and Head of the Humanities Resource Group.  In addition\, he has been Curator for History of Science & Technology Collections since 1983.  He is a lecturer in the Science\, Technology and Society Program and the Introduction to the Humanities program at Stanford\, and adjunct faculty at San Jose State University\, in the School for Library and Information Science. Since 2000\, he has been director of the How They Got Game Project in the Stanford Humanities Laboratory (SHL)\, a research project focused on the history of computer games and simulations; between 2004 and 2008 he was co-director of the SHL\, as well. Among the many initiatives undertaken by the How They Got Game Project\, he is curator of The Machinima Archive and the Archiving Virtual Worlds collection hosted by the Internet Archive and leads Stanford’s work on the Preserving Virtual Worlds project\, funded by the U.S. Library of Congress and the Institute of Museum and Library Services.  He has published widely in history of science and technology\, library and archival studies\, and digital game studies. \nSponsored by the IHC’s Machines\, People and Politics RFG\, the Department of Media Arts and Technology\, and the Center for Information Technology and Society. \njwil 24.i.2013
URL:https://history.ucsb.edu/events/an-open-game-doom-game-engines-and-the-new-game-industry-of-the-1990s/
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UID:10002124-1360886400-1360886400@history.ucsb.edu
SUMMARY:Saving Russian Patriotism: Dmitry Likhachev and the Struggle of  Identity in Soviet Intelligentsia
DESCRIPTION:Russian intelligentsia vanished during the Soviet times\, but not quite. It turned out that one of the last Mohicans of this vanishing tribe\, Dmitry Likhachev\, lived long enough to have an impact on Mikhail Gorbachev’s perestroika and the collapse of the Soviet Union. Likhachev\, survivor of the first Soviet labor camp in the 1920s\, is the world’s best authority on old Russian literature and language\, often considered to be Russia’s conscience during the perestroika period. Professor Zubok is the author of A Failed Empire: the Soviet Union in the Cold War from Stalin to Gorbachev (2007)\, and Zhivago’s Children: The Last Russian Intelligentsia (2009).\nThis lecture is sponsored by the Department of History\, the Department of Political Science\, and the Center of Cold War Studies and International History. \nhm 2/120/13
URL:https://history.ucsb.edu/events/saving-russian-patriotism-dmitry-likhachev-and-the-struggle-of-identity-in-soviet-intelligentsia/
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