Abstract-
Markku Reunanen
Observations on the Adoption of Science in a Subculture
In this paper we discuss the adoption of scientific knowledge in an underground
subculture known as the demo scene. Starting from the early years we observe
the presence of different mathematical, physical and technological discoveries
used by the subculture authors, with special focus on programming. References
to the original publications are provided to reveal the time it takes
for a technique to become adapted.
Demo scene – or just the scene – emerged in the mid-1980s
with its roots in software piracy of home computers. The early 8-bit computers
had very limited processing power, which in turn constrained the artistic
expression. The powerful multimedia computers such as Commodore Amiga
and later the multimedia PC enabled the production of sophisticated graphics
and sound. In addition to the technical platform the community had to
find tools and methods that would support the creative work.
This research is based on the content analysis of computer demos ranging
from mid-1980s to 2006, effectively covering the whole existence of the
phenomenon. The different knowledges such as mathematical formulas, computer
graphics algorithms and physically-based effects were observed and categorized
to reveal the overall trends. After its adoption a technology may also
face extinction due to
going out of fashion.
The
first adopters of new methods often gain respect in the community. Competition
is a key part of the scene and to stay ahead of the rivals the innovators
constantly need to find new ways of impressing the audience. "World
first" – explicit bragging about a new effect – is a
classic example of this. The second generation of adopters, the imitators,
reproduce the same methods and often improve upon the
first implementation. Stylistic experiments are another way of achieving
the same goal but here we focus only on technology. The adoption process
in this context is chiefly mediated, meaning that the new methods don’t
flow directly from research labs to the demo scene authors. Instead, the
methods go through various stages involving communication and transformation
before becoming accepted by the community. Books, tools, direct sharing
of information, tutorials and higher education are some of the channels
in use. In the big picture the demo scene and its techniques serve as
examples of the appropriation process that new technologies face before
becoming internalized by the society.
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