Showing posts with label remotedevice. Show all posts
Showing posts with label remotedevice. Show all posts

Thursday, November 26, 2009

Visualizing Dinner


The New York Times has posted a great visualization of the prevalence of various Thanksgiving dinner-related search terms (recipes, ingredients, etc), revealing state-by-state preferences for things like sweet potato casserole and pecan pie.

Happy holidays!


Thursday, November 19, 2009

Databases and Distributed Narratives: Resources and Examples

The following links provide a broad range of examples for those interested in both a general history of databases and information networks, and the role such technologies can play in the creation of fiction and other kinds of narratives.

Keep in mind that there's a fair amount of stuff in here that's only tangentially related to databases or distributed narratives per se -- but we feel that in the context of our readings, this extra material provides important context and flavour. Mmmm. And yes, that's flavour with a 'u'.

The list follows a general trajectory of antecedents --> early examples --> contemporary examples --> future directions.

Clay Shirky - Wikipedia, the free encyclopedia
Relational database - Wikipedia, the free encyclopedia
ODP - Open Directory Project
dmoz.org - Site Info from Alexa
wikipedia.org - Site Info from Alexa
delicious/tags/plautus
Google Image Labeler
cyoa · animations
ryanTree.jpg (JPEG Image, 500x435 pixels)
Electronic Literature Organization
YouTube - iPhone App: Bloom by Brian Eno & Peter Chilvers
jeff watson » Blog Archive » Tenori-on
Quasimondo : Incubator - Experiments, Sketches and Computational Craft by Mario Klingemann
Lev Manovich - Wikipedia, the free encyclopedia
The Work of Jonathan Harris
The Whale Hunt / A storytelling experiment / by Jonathan Harris
Twistori
ATLAS experiment - Wikipedia, the free encyclopedia
Many Eyes
Watch MGMT "Electric Feel"
Queneau sonnets
Grafik Dynamo!
Year Zero Case Study
I Love Bees - Wikipedia, the free encyclopedia
MIT Press Journals - The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning - Abstract

Friday, October 23, 2009

Civilization: Quality of Life

Speaking of procedural rhetoric, check out IMD grad student Ethan Kennerly's project, "Civilization IV: Quality of Life," a mod for the popular world-simming game:

"My Civ4 mod (a directed research with Peter Brinson) appeared at a conference "Games for Change" and a workshop "Logic and the Simulation of Interaction and Reasoning." Thank you, Tracy, for inviting me to demo at Games for Change. It's refreshing to meet fellow humanitarian developers!

About the mod: The original Civilization IV rewards imperialism through scoring the glory of the empire. I reprogrammed the game to score the health and happiness of the citizens. By adapting John Broome's extended quality-adjusted life years (QALYs), and responding to Derek Parfit's repugnant conclusions, I designed an ethical calculus that rewards restraint, diplomacy and art in Civilization IV. See the presentation and play the mod." (USC IMD)

Tuesday, October 20, 2009

Train


Brenda Brathwaite's Train is a tabletop game, one of six that the veteran designer is pursuing in a series on difficult subjects.

Train's game surface is a window, some panes broken, with additional broken glass scattered atop the surface of the play area. Three railway tracks extend at oblique angles across the width of the window.

The object of the game is to load yellow people tokens into boxcars and to move them from one end of the track to the other. Players roll dice to add passengers and move trains forward, and they draw cards to execute other actions, such as switching tracks, damaging a train, and derailing. Terminus cards on each track reveal each train's destination at the end of the game: Auschwitz, or another Nazi concentration camp. (Gamasutra/Ian Bogost)


[This game was played at Indiecade -- I missed it but word has it the experience was quite intense...]

Monday, October 19, 2009

Nowcasting: video or audio available?

I'm feeling like I missed a heck of a conference, but thankfully there are plenty of posts and tweets covering what went down there to give me a sense of what was discussed and where I can look to find out more. Like, for instance:


  • The #nowcasting hashtag on Twitter - a good stream of coverage from both attendees and presenters.

  • Liz Losh has written some very detailed blog posts about several of the presentations.



What I really want, though, is some video or audio. Anyone know of other places to look for coverage of the conference?

Thursday, October 8, 2009

Don't Worry Vivian, the World is Really Real

I agree with Vivian Sobchack that "within the dominant cultural and techno-logic of the electronic there are those out there who prefer the simulated body and a virtual world..." and that these people are, well, basically nuts. The nanotech immortality fantasies of Ray Kurzweil et al notwithstanding, I think this perspective is increasingly a minority one, and I can't accept that there are many serious people out there who would argue for a completely disembodied, brain-in-a-vat/brain-in-the-machine cyberfuture. Indeed, I believe such thoughts basically emerge from an early wave of naive techno-utopianism and catastrophe theory, and have been propagated largely via non-technical and somewhat dim-witted (vaguely new age, often times stoner burnout) quarters. It all smacks of mediocre 50s sci-fi and its derivatives in Scientology and other tech/alien cult manifestations, and yet Sobchack talks about it as if this motive is at the dark heart of our culture.

All this is to say that the whole argument in "The Scene of the Screen: Envisioning Photographic, Cinematic, and Electronic 'Presence'" is a bit of a straw-man kind of thing. Yes, definitely -- "an insubstantial electronic presence can ignore [all the] ills the flesh is heir to outside the image and the datascape," and that would suck, but are we really moving deeper into the screen and disembodiment, full stop, end of story? Sobchack says yes, and I can understand how she got there.

At the time of her writing, the notion that we (or at least those of us who will be able to afford it) are all going to live our futures through our brainstems in an all-encompassing, "jacked-in" Virtual Reality was at its zenith, particularly in popular culture. The fear was that people would become so wrapped up in their disembodied virtual existences (foisted upon them by their robot overlords) that they would fail to notice that the were, phenomenologically speaking, sitting in a tub of goo far away from the site of their action. But while the Matrix films provided the culture with an outlet for various anxieties about technology, identity and control, they were, at bottom, kind of vacant, semi-obvious entertainments that recycled ideas and story figures that have been around since the 50s. Their cause was putatively a noble one, but the films themselves were little more than the pop finales to the initial gasps of fear and anxiety that accompanied the birth of "the electronic."

I would argue that our future can't be plotted on a phenomenological continuum that has "embodied" at one end and "disembodied" at the other. Blade Runner and the Matrix trilogy tell us more about the fears and conceits of the early 1980s and late 1990s than they do about the future we are actually confronting in the here and now. And yes, I know -- sure, there's something to be harvested there about the "techno-logic" of late capitalism and of course, yes, it's all valuable, all of it. But Sobchack spends a lot of intellectual capital worrying about the phenomenological effects of a theoretical reality that increasingly bears little resemblence to what's actually happening on the ground. No one outside of the most moronic and outmoded subcultures of misguided paranoid technoenthusiasm uses the words "meat" or "wetware" to refer to their bodies. Indeed, highly embodied cultural manifestations like DIY, networked public play and mobility are arguably emerging as the dominant paradigms. While screens continue to proliferate, they are arguably becoming less central to our "lifeworld" (while computation nonetheless continues its ascent behind the scenes). The once easily-drawn line between the Virtual and the Real is now revealed to be a grand fallacy, a product of the very fears and ignorances that produced Sobchack's essay in the first place.

Put away Neuromancer and pick up Pattern Recognition or Spook Country. Blade Runner and La Jetee are great -- so is Denno Coil.

...or why not a whole paper?

...like, say, "The Collapse of Reality: Textual deappropriation and social realism," which I just generated using The Postmodernism Generator (reload the page to generate more essays).

Representative sample:

“Class is fundamentally meaningless,” says Lyotard. However, the premise of patriarchial narrative states that consensus is a product of the collective unconscious, but only if Baudrillard’s model of the preconceptualist paradigm of reality is valid. Derrida promotes the use of textual deappropriation to analyse and read society.

If one examines patriarchial narrative, one is faced with a choice: either reject social realism or conclude that the goal of the artist is deconstruction.


(A lot of these kinds of projects work using Markov chains and statistical analyses of language. For example, a common approach is to break an block of text into three or four word chunks, then reassemble the chunks by using statistical predictions of which words are most likely to follow other words. This produces strangely readable, sometimes actually meaningful, sentences and passages; the illusion of machine intelligence is generated here in a manner similar to Weizenbaum's famous ELIZA program. I wrote a program using some of these concepts to generate random dreams, using a journal I kept of my own dreams as the seed material. You can look at that project here.)

Adobe Infinite Images



Adobe Labs is experimenting with "Semantic Autogeneration of 3D virtual worlds." These worlds are composed entirely of images gathered from image archives like Flickr or Picasa; and unlike something like, say, Photosynth, which composites 3D space by using GPS and other location-based data, Infinite Image's environments don't necessarily need to exist in the real world. Instead, they are composed by linking together the meanings of images -- or, at least, the meanings as captured by the metadata/tags associated with the images. So, for example, you could create a seamless 3d world composed using only images of skyscrapers or hallways...

---->
Skip to about 3:00 for the fireworks...



--

Thursday, October 1, 2009

Rethinking Rethinking Representation: Lonelygirl15



Lonelygirl15 exploited the genre of the teenage girl webcam confessional to create an extended transmedia narrative. But before the story became widely known, "Bree's" webcam dispatches (like the one above, which originally didn't have the cheesy little link floating at the bottom) seemed strangely authentic. In the early weeks of the project, the YouTube community was unsure whether or not Bree was real. The comments on the teen's vlog posts became a part of the story, and the two-way, mirrored nature of the webcam format -- including its associations with feminist and minority empowerment -- became a means of deploying the various narrative figures that were needed to set up the larger story (which turned out to be more than a little bit silly).

How does this kind of hoax-turned-soap-opera fit into Michelle White's vision of "...how women webcam operators have renegotiated their societal visibility, controlled their images, and decided to be visible"? (84) Has the creeping cancer of the antiauthentic (hello, Alex Juhasz) ended the brief moment of intimacy and empowerment brought about by the webcam? Or is there another act to follow?

Flyar

Flyar: Augmented Reality Twitter Visualization App from YDreams on Vimeo.



Flyar turns your computer screen into a kind of mirror, in which you see little birds that aren't actually there. You can even reach up and push the birds around. How do applications like this affect our notions of embodiment and presence?

More info & download: Flyar

AR and Image Recognition





I'm interested in the ways that augmented reality can be used to extend storytelling and interaction into the real world. The literary and gameplay potentials presented by this nascent technology seem limitless. That said, we have a fair distance to go before our world starts looking like the one depicted in Denno Coil. One of the biggest stumbling blocks I've encountered is the issue of precise positioning. Without knowing the user's exact location and orientation, an AR system can't properly overlay/position objects. Most of the AR apps we've seen thus far depend use glyphs to accomplish this task; others use carefully pre-positioned wifi routers or Bluetooth nodes to triangulate the user's location. The problem with these solutions is that, while they make for decent demos, they don't really scale. If we're going to tell stories using AR, I suspect that we'll be looking for solutions that break free of the need for pre-set glyphs, routers or other equipment.

This is where image recognition comes in. Projects like Microsoft's Photosynth illustrate the capacity of image databases to define 3D space. More recently, AR researchers have started to use image recognition/mapping metaphors to create fluid "glyph-free" applications. The team at the University of Graz's Christian Doppler Laboratory have just posted some exciting new videos of their work in this field.

These videos hint at the kind of seamlessness of interaction we can expect from AR in the near future. Someday soon we'll be able to look through little windows like the one depicted below:





More: Handheld Augmented Reality at the Christian Doppler Laboratory

Wednesday, September 30, 2009

You Give Love a Bad Name

From the Guardian:
Courtney Love plans to take legal action over the representation of her late husband in Guitar Hero 5. Love launched a Twitter tirade, insisting that she never agreed to Kurt Cobain's final appearance in the video game – let alone the functionality that lets him lip-sync to Bon Jovi. "[I] never signed off on the avatar, let alone this fucking feature!" she wrote. "There's been four breaches of a very strict contract."


And the video:



Jon Bon Jovi coming out of Cobain does indeed seem something of a travesty. I wonder how this sort of thing will play out as increasingly photorealistic celebrity avatars become available for anyone with a game console or a laptop to mess around with... The Carl Sagan remixes I posted last week come to mind, as do darker things -- porn featuring dead movie stars (or, perhaps more unsettling, live ones), machinima "remixes" of classic films with new casts, faked cell phone footage ginned-up with AR avatars and voice-matching software... Think of fake Twitter accounts claiming to belong to public figures but really originating from some lonely fan's apartment, then add a 3d visual component, realvirtual presence, credibility...

Arduino



Anyone interested in going further with DIY electronics projects should check out the Arduino:

Arduino is an open-source electronics prototyping platform based on flexible, easy-to-use hardware and software. It's intended for artists, designers, hobbyists, and anyone interested in creating interactive objects or environments.

Arduino can sense the environment by receiving input from a variety of sensors and can affect its surroundings by controlling lights, motors, and other actuators. The microcontroller on the board is programmed using the Arduino programming language (based on Wiring) and the Arduino development environment (based on Processing). Arduino projects can be stand-alone or they can communicate with software on running on a computer (e.g. Flash, Processing, MaxMSP).

The boards can be built by hand or purchased preassembled; the software can be downloaded for free. The hardware reference designs (CAD files) are available under an open-source license, you are free to adapt them to your needs. (arduino.cc)


Thursday, September 24, 2009

The Perfect Disguise/Jolly Green Giant

The discussion about the potential risks of academic engagement with/on YouTube got me thinking about hoaxes, viral marketing and astroturfing. Maybe the most radical threat that YouTube poses isn't the way it degrades certain forms of discourse, but rather how it enmeshes all communications -- genuine or not -- within a populist Everyman vernacular, the perfect disguise for the praxis of sales...(YouTube: Juhasz Final Video)

It's fun and more than a little depressing to imagine a future wherein astroturfing (as a sub-sub-discipline of marketing, branding, propoganda, sales--) has become so sophisticated that it is indistinguishable from the ordinary madness of the ambient "grassroots" media wash. It's even more depressing to think about how we're probably living in that future already. I'm thinking here of heartfelt (but ultimately fake and paid-for) rallying cries around particular causes, products, services or brands; bloody political and ethnic murders perpetrated by gangs of the misguided and disinformed; the gutting of government, the destruction of the environment, and the final collapse of the Authentic (though of course that probably happened a long time ago).

There have been plenty of villains throughout human history, but none have had quite as attractive a logo as YouTube. And by "villain," I mean the standard definition of the word, not the meta-/infra- genre usage that one might suspect I would be using in a forum such as this. No, I am deadly-red-orange serious.

YouTube is to sales what a fresh plate of peas is to the Jolly Green Giant.

So, Jack goes up the Beanstalk and the Green Giant is there, and the Green Giant says, "Jack, it's always been this way, the stakes are just different now. You want power, you need the crowd -- or, at least, a crowd. Someone to take out your laundry. Someone to pass on your story and amp it up. You got goals? Better get a team. Got a team? Get a support network. Expand your team. Expand your goals. Repeat. That's the core procedure of power."

Man has never invented a better tool for this procedure. How long it will last as a brand name is anybody's guess. But the affordances it posesses, both in terms of those accessible to the Public and those of which Power can avail itself, are here to stay.

On the other hand, these two videos really made my day today...

Sagan, Billy Mays Auto-tune Mixes



Tuesday, September 22, 2009

Inform 7: Code-text

Here's the link to Inform 7, the interactive fiction authoring software I mentioned in our last meeting. I would recommend poking around with Inform to anyone looking to get a sense of how programming works.

Here's a snippet of actual Inform code (from an IF project I wrote last year):

Getting Groggy is a scene.

Getting Groggy begins when the player is on the bed for the fourth turn. Getting Groggy ends when the player is on the bed for the tenth turn.

When Getting Groggy begins:
say "[if the player is unenlightened]You're getting groggy. The drugs are making you feel like you're being buried in sand.[end if]".

When Getting Groggy ends:
say "[if the player is unenlightened]As much as you try to resist their effects, the drugs finally overwhelm you.[end if]";
if the player is unenlightened, try going to sleep.

Sleep Study Room is a room. "[if unvisited]YOU'RE NOT SURE WHY YOU DID THIS. You told your friends it was the eight grand the STIFLE foundation was offering as remuneration, but now, as the drugs flood into your system, something about that explanation doesn't ring true. Maybe it was what Jean said on the day you broke up, that you'd had so much trouble facing things that you'd put off dealing with the problems that might have saved your relationship, or if not that, at least ended it sooner, before the damage was done. [paragraph break]So maybe that was why you came here. To prove something to yourself. But if it was your courage you wanted to test, why not go skydiving or sign up for that humanitarian program you heard about, the refugee camp thing, the one where a quarter of the volunteers ended up quitting after less than a month? Or even better, why not just call Jean? [paragraph break]You can find no answers to these existential questions, no escape from the recursivity of your overanalytical and hypervigilant mind. But perhaps this 'treatment,' whatever it is, is just what you need to break the impasse. After all, the doctor said it was supposed to be a kind of therapy. 'Electrostatic dream therapy,' he called it. 'If this round of tests works out the way we think it will, it's going to revolutionize psychiatry,' he'd told you when you called about the Craigslist ad. So maybe you weren't being careless at all, signing up to be a guinea pig for this thing. Maybe this was your destiny, your way out of a lifetime of impossible-to-pin-down dysfunction. The thought gives you strength.[paragraph break][end if]The sleep study room is a rather bland hospital room with a single padded door to the south. An EEG machine sits in the corner next to the bed. A bundle of wires leads down from the bed and through a hole in the wall. There's a mirror on the east wall that you suspect is actually a window.[if unvisited][paragraph break]This is getting creepy. Maybe this was all a mistake.[end if]".

The bed is in the sleep study room. It is fixed in place and scenery. The description of the bed is "It's a typical hospital bed. Room enough for one." The player is on the bed.

The player wears an EEG cap. The description of the EEG cap is "[if the player wears the eeg cap]You examine the cap by looking at your reflection in the mirror. [end if]Hundreds of tiny wires are attached to a matrix of electrodes embedded in the cap. The wires collect into a bundle which is attached to the EEG machine."

In the sleep study room is a mirror. The mirror is fixed in place and scenery. The description of the mirror is "[if the player is wearing the eeg cap]You look at yourself in the mirror. The tangle of wires coming off your EEG cap makes you look like a futuristic Medusa.[otherwise]The mirror dimly reflects your image. If you squint, you can barely make out the outlines of a small room on the other side of the glass.[end if]".

Your reflection is in the mirror. The description of the reflection is "[if the player is wearing the eeg cap]The tangle of wires coming off your EEG cap makes you look like a futuristic Medusa.[otherwise]The mirror dimly reflects your image.[end if][if the player is enlightened][paragraph break]It strikes you that you look older somehow... Where did all those gray hairs come from? Maybe it's true what they say about nightmares.[end if]".

The EEG machine is in the sleep study room. It is fixed in place and scenery. The description of the EEG machine is "[one of]The EEG machine tracks your brain's alpha waves. You notice that it spikes whenever you think about Jean.[or]A standard-issue EEG machine. The more anxious you get, the more it responds.[or]The logo on the EEG machine indicates that it is manufactured by Meardrouy, Inc.[or]You see nothing else remarkable about the EEG machine.[or]The same old EEG machine, exactly as it always was.[stopping]".

The sleep technician is a woman in the sleep study room. The description of the sleep technician is "[one of]The sleep technician, an attractive woman in her late 20s, takes notes as she monitors the EEG and triple-checks the wires attached to your head.[or]The sleep technician smiles as she notices you looking at her, then resumes her work.[or]There's not much else to notice about the sleep technician.[stopping]".

Understand "get out of bed" or "get up" or "leave bed" as GettingUp.

GettingUp is an action applying to nothing.

Carry out GettingUp:
try getting off the bed.

Understand "go to sleep" or "sleep" or "fall asleep" or "relax" as going to sleep.

Instead of sleeping when the player is on the bed:
try going to sleep.

Going to sleep is an action applying to nothing.

After asking about Jean the sleep technician:
say "[one of]She presses a button on the EEG unit and writes down another note.[or][stopping]".

After asking the sleep technician about something:
say "The sleep tech [one of]smiles softly[or]clears her throat[or]brushes back her hair[or]sighs[or]scrawls down another note[or]makes an adjustment to your EEG cap[or]bats her eyes[in random order] and [one of]asks, 'Are you feeling the drugs now?'[or]says, 'That's something you'll have to ask the doctor.'[or]says, 'Now's not the time for talking.'[or]wistfully wonders aloud: 'Why do I do this job?'[or]says nothing.[in random order]".

Check going to sleep:
if the player is not on the bed, say "You try to sleep, but you can't. Maybe that's because you're already slumbering." instead;
if the player carries a totem, say "The drugs must have worn off. You feel much too alert to fall back asleep." instead.

Carry out going to sleep:
say "You drift off to the near-inaudible whirr of the EEG machine. As your eyes flicker shut, you see the sleep technician bending over you, a quizzical, almost bemused expression forming on her face...[paragraph break]";
move the player to Origin Point;
remove the EEG cap from play;
now the player carries the flashlight;
remove the sleep technician from play;
now the time of day is 4:00 AM.


Instead of getting off the bed when the player is unenlightened:
if the player does not carry a totem, say "[one of]The sleep study technician gently pushes you back onto the bed.[paragraph break]'If you left now, you'd just pass out somewhere outside. Don't fight the medication,' she says. 'Just relax.'[or]You try to get up, but the drugs are kicking in ever more strongly now. You can barely lift your head, let alone your entire body.[or]You can't.[or]The nurse smiles quizzically. 'Just go to sleep now. It will all be over soon.'[or]You muster up a second wind, despite the increasing paralysis caused by the drugs. You manage to get up onto your elbows, but that's as far as you can go.[cycling]".

Instead of getting off the bed for the sixth time:
say "You expend your last bit of energy trying once again to get out of bed. But the drugs have worked their magic, and you are helpless to resist them.[paragraph break]";
try going to sleep.

A person can be strapped down or free. A person is usually free.

Instead of taking off the EEG cap:
if the player does not carry a totem,
say "As you groggily try to remove your EEG cap, the sleep technician presses a button on a pager-like device she carries in her pocket. Moments later, two burly orderlies enter the room and strap you down.[paragraph break]The sleep technician shakes her head and smiles at you as the orderlies depart. 'Don't be alarmed. Sometimes the drugs make you have paranoid thoughts. It will be better this way,' she says. 'Now just relax...'";
now the player is strapped down.

Instead of taking off the EEG cap when the player is strapped down:
say "Your arms are now strapped firmly to the bed, making it impossible for you to reach up and remove the EEG cap.".

Instead of getting off the bed when the player is strapped down:
say "[one of]Unfortunately, you are now strapped to the bed and can't move at all.[or]Not happening.[or]The straps are too tight for you to move.[or]You can't.[stopping]".

The sleep technician carries a clipboard, a pen, and a pager.

The padded door is a door. The padded door is south of the sleep study room and north of the Purple Hallway.

Instead of opening the padded door when the player is on the bed:
say "You need to get out of bed first."

The Purple Hallway is a room. The description of the Purple Hallway is "The hallway south of the sleep study room glows with purple luminescence. It is very unusual for a hospital hallway, and stretches for what seems like a hundred yards. At the north end is a heavy steel door. [if unvisited]For the life of you, you can't remember coming down this hallway when you arrived. Indeed, you can't remember much about what happened before you got here. You wonder if you drove or took the bus. If you drove, you're in trouble, because you can't remember where you parked.[paragraph break]A familiar person stands near the door at the far end of the hallway.[end if]"

The steel door is a door. The steel door is south of the Purple Hallway and north of the Gelatin Orb.

Instead of opening the steel door:
say "As you open the door, your mind reels. Suddenly, you find yourself propelled through what feels like a thick gelatinous goo. Your vision blurs. Something SNAPS--";
move the player to the Crystal Cavern.

Friday, September 18, 2009

Torrent Raiders



Torrent Raiders is an experimental game project by USC IMD student Aaron Meyers:

Torrent Raiders is a dynamic network visualization realized through the idioms and aesthetics of arcade-style video games. Driven in real-time by the activity of bit torrent swarms, Torrent Raiders takes place on the ad-hoc networks created by bit torrent users. Torrent Raiders playfully addresses issues of domestic surveillance and intellectual property by putting players in the role of a mercenary copyright enforcer, encouraging them to capture evidence against peers on torrents in order to collect bounties. Players assist in the distributed surveillance of these torrent swarms, sending information to a central server where it will be used to drive further visualizations of this information. As a dynamic visualization exploring privacy, piracy and surveillance, Torrent Raiders challenges Internet users, content pirates and government spooks to examine their allegiances and mistrust their computer connections. (torrentraiders)


Relevance: Galloway, Drucker -- code/network visualization, context-shifting etc.

Thursday, September 17, 2009

David Golumbia, buzzkiller

I'm excited about all the new forms of politics, art and mischief that participatory technoculture seems to promise. I can get genuinely pumped-up about Kurzweilian "singularities," the Planetary Society and the Long Now Foundation. Sometimes I actually think things could be turning around for humanity.

Of course, there's plenty of reason for pessimism. Even the most fundamental threats to our existence as a species go unchallenged. Still, I like to hold out hope that we'll come up with ways to deal with the converging crises that confront us. I'm willing to run with the idea that the incredible affordances of the Internet and ubiquitous computing, while they are undeniably the fruits of a neoliberal elite hell-bent on solidifying their grip on the mechanisms of power through whatever means necessary, actually will have an empowering and emancipatory and ultimately positive effect, an emergent effect with assymmetric consequences unanticipated by the forces of Capital -- a kind of upbeat blowback...

To uberpessimist David Golumbia, such thinking is wrong on two counts: first, the world is fucked, full stop. There's no hope, just pack it in and roll over. Capital will inexorably leverage the immense communication and participation potential of the Internet and social media to its own advantage, using that power organize, mobilize and enslave. Eventually we'll all end up with chips in our brains, consuming the products of the cannibalistic corporations to which we have subsumed our souls. We as critics must identify this problem and write about it -- for which we will score points in the afterlife.

Second, trying to do anything about it will only make it worse. Golumbia might argue that even just calling the Internet the Internet reveals the depth of one's imbrication in the "feeling and fact of mastery" that technology provides. Put another way, computationalism does not belong to us; rather, we belong to it. Any enthusiasm about technology's promise is self-deceived nonsense that only serves to strengthen the hand of capitalism:

Among the oddest but most telling of the cultural changes accompanying the computer revolution is the one that emerges out of the late I960s social movements, in which a significant segment of youthful intelligentsia embraced the computer as a revolutionary technology that might transform the world along some of the same lines suggested by the counterculture in general (see Turner 2006 for an especially pointed history). In retrospect we can see that this has to be one of the most successful instances of co-optation in the history of social movements; for despite their appearance of transformative power, it is the ability of the computer to expand the feeling and fact of mastery that is most compelling about it. Much like their extended experiments with the profoundly capitalist medium of rock music and profoundly self-gratifying mind-altering substances-visible especially as the supposedly cognitively liberating psychedelic substances gave way to destructive and strongly isolating substances like alcohol, cocaine, and heroin-the counterculture was unable to escape the capitalist and hierarchical strand of dominant American culture it thought itself to be resisting. In the end, this revolution became about exactly the individualistic power it said it was resisting, in no small part via the embracing of a technology that wears its individualist expansionism on its sleeve. (153)


This text is super-depressing and seems to leave no room for optimism about a future that, like it or not, is going to have a lot to do with computational systems and network culture. While Golumbia does a good job of dishing out some straight talk about the horrific mobility and insidious reach of "individualist expansionism" and the vectors along which the computationalist worldview transmits itself, something really important seems to be missing here. Maybe it's just that Golumbia's overall vision seems a little angsty-adolescent. I mean, the world is a fucking mess, yes, absolutely -- but come on, David, don't give up!

Code and Materiality: Strandbeest & Mechanical Computing

Johanna Drucker's discussion of code and materiality ("Code is not an immaterial ideal") got me thinking about Theo Jansen's Strandbeest project:



Jansen's Strandbeests are the product of an iterative programming process that completely collapses the supposed boundary between materiality and code. The intricate interlocking wooden components of these lumbering giants constitute simple circuits, loops and if/then statements that govern the way the "animals" move and respond to their environment; like a traditional software designer, the Strandbeests' "programmer" deploys certain arrangments of form, sees what works and what doesn't (beta testing), then "re-codes" to make the animals more likely to survive and prosper. Jansen himself considers his Strandbeests a kind of ALife project wherein new forms are "evolved" and the "winning codes multiply." Physical computing projects like this (and this is clearly one of the most radical of its kind, given that the Strandbeests use no electronics whatsoever) are provocative examples of Drucker's contention that "form is constitutive of information, not its transparent presentation." (139)

Leaving magical Strandbeest beach aside for the moment, I wonder how other non-electronic digital systems complicate or compliment some of the thinking we've been doing this week about code and protocol. In particular, I'm curious to see if moving around or beyond our contemporary notion of what constitutes computation might address some of the ambiguities Mei identified regarding commonly-held definitions of the digital and the virtual. Charles Babbage's famous Difference Engine (a programmable mechanical computer from 1847), Leibniz's Stepped Reckoner, clockwork astrolabes like the incredible Antikythera Mechanism or the lesser-known but perhaps coolest-of-all pocket-sized Curta Calculator each exhibit very different kinds of graphesis (or maybe we should coin a new word here: antikemenesis?) -- where is the "code" when it cannot be separated from the mechanical processes that articulate it?