A Quote by Seymour Papert

Working with the computer gives rise to many opportunities to transcend asocial behavior, because it produces exciting and visually interesting things to share, whether it's by creating video games, computer art or sharing exciting Web sites.
When I use a direct manipulation system whether for text editing, drawing pictures, or creating and playing games I do think of myself not as using a computer but as doing the particular task. The computer is, in effect, invisible. The point cannot be overstressed: make the computer system invisible.
I've never been much of a computer guy at least in terms of playing with computers. Actually until I was about 11 I didn't use a computer for preparing for games at all. Now, obviously, the computer is an important tool for me preparing for my games. I analyze when I'm on the computer, either my games or my opponents. But mostly my own.
Video games provide an easy lead-in to computer literacy. They can get you thinking like a video game designer and can even lead to designing since many games come with software to modify the game or redesign it.
I was the first to advocate the Web. But I am very troubled by this thing that every kid must have a laptop computer. The kids are totally in the computer age. There's a whole new brain operation that's being moulded by the computer.
Imagine you are writing an email. You are in front of the computer. You are operating the computer, clicking a mouse and typing on a keyboard, but the message will be sent to a human over the internet. So you are working before the computer, but with a human behind the computer.
I don't know why a computer game can't be an art form just as a puppet show or an opera is. I'm still interested in computer games as something I would like to work on someday.
The issues involved are sufficiently important that courses are now moving out of the philosophy departments and into mainstream computer science. And they affect everyone. Many of the students attracted to these courses are not technology majors, and many of the topics we discuss relate to ethical challenges that transcend the computer world.
It's funny, because I'm so associated with digital art and computer art, and yet I spend so little time in front of the computer.
What is the central core of the subject [computer science]? What is it that distinguishes it from the separate subjects with which it is related? What is the linking thread which gathers these disparate branches into a single discipline. My answer to these questions is simple -it is the art of programming a computer. It is the art of designing efficient and elegant methods of getting a computer to solve problems, theoretical or practical, small or large, simple or complex. It is the art of translating this design into an effective and accurate computer program.
I've never been much of a computer guy at least in terms of playing with computers. Actually until I was about 11 I didn't use a computer for preparing for games at all. I was playing a bit online, was using the chess club mainly. Now, obviously, the computer is an important tool for me preparing for my games.
I don't have a computer, but when I get access to one, I'm always looking myself up on Google, because it's exciting.
Computer and video games represent one of the most important new media developments of this generation. Unlike many other forms of entertainment they offer players the opportunity to explore, be creative, learn through interaction and express themselves to others. It is vitally important that we protect and nurture this new art form so that it can reach its full potential. Like most new forms of artistic expression that have come before (music, novels, movies), the primary critics of video games are the people that do not play them.
Being an entrepreneur is really exciting for me. Whether it's creating something or just building a company and giving others the opportunity to build a career, I think it's exciting to be at the helm of these types of activities.
For thirty years most interface design, and most comptuer design, has been headed down the path of the "dramatic" machine. Its highest idea is to make a computer so exciting, so wonderful, so interesting, that we never want to be without it. A less-traveled path I call the "invisible"; its highest idea is to make a computer so imbedded, so fitting, so natural, that we use it without even thinking about it.
I have to be honest: I think production is mad - exciting - because, of course, you're creating the record. When you're a singer, you're just singing. Creating the music, directing, and seeing where it's gonna go in production is very, very exciting.
It's exciting to share an art form that I would never have imagined sharing with the deaf community. Doing musicals, it's not like, 'Oh, I'll do a musical with a deaf person.'
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