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  <item rdf:about="http://www.v2.nl/archive/articles/cybernetics-entheogenics">
    <title>Cybernetics &amp; Entheogenics</title>
    <link>http://www.v2.nl/archive/articles/cybernetics-entheogenics</link>
    <description>Abstract of the lecture by Peter Lamborn Wilson for the 'Next Five Minutes" Conference, Amsterdam, January 1996.</description>
    <content:encoded xmlns:content="http://purl.org/rss/1.0/modules/content/"><![CDATA[
<p>"The West" probably lost awareness of the most mind-altering substances in a gradual process parallel to the diffusion of christianity. Wine is sacramentalized, and its dionysan potential remains both as magic (in the Mass) and "Some Function" (e.q. Rabelais) - for no culture can persist without an opening towards non-ordinary conciousness (if all else is forbidden there's always mass psychosis!). Come to think of it, Rabelais still knew the secret of hemp. The Soma Function (i.e. Transformation through ingestion of entheogens) is still not quite erased even in the High Middle Ages. Porbably the ocultation climaxes with Industrialization &amp; the sneaking substitution of machinic for organic space as a principle of psychic ordering. Victorian puritanism &amp; Imperialism represent the public repression of the unconscious by a rigid soceity based on a mind/machine model (the isolate &amp; commanding cogito).<br /><br />    At this very moment, of course, entheogenesis "re-appears" (laudanum, hashish) in the West as a (sub)culture, as "occult history". Nothing but the violence of Law can even pretend to suppress it - but Law itself is machine-law, clockwork, unable to contain the fluidity of the organic. Thus public discourse will approach breakdown over the question of consciousness ("war on drugs"). Each refinement in machine consciousness will evoke a dialectical response, so to speak, from the organic realm. Around mid 20th century, technology begins to shift away from an imperial-gigantic frame to a more "inward" dimension - the "splitting of the atom", the virtual space of communications and the computer; around the same time the really serious psychedelics begin to show up - mescaline, psyloscibe, LSD, DMT, ketamine, MDMA, etc.<br /><br />    The "paradigm war" that now breaks out is one measure of an antagonism between "cyberspace" and "neurospace", but the relation cannot be simply vulgarized as a dichotomy. Complexity theory (and "taoist dialectics") demand a far more baroque and twisted model, including both complementarity &amp; polarity. The latest developments in machine consciousness have a "Deleuze-Guattarian" aspect of subversion (e.q. internet) with a certain psychedelic flavor; while "drugs" are produced out of a "second nature" that is nothing if not machinic. However, an oppositional aspect also appears, a "second Psychedelic Revolution", a dialectic of re-embodiment ("neurospace") as opposed to the tendency toward false transcendence &amp; disembodiment in "cyberspace".<br /><br />    One of the great "rediscoveries" of this New Entheogenesis is the dialectical nature of ayahuasca or yage, that is, that organic DMT can be "realized" in combination with an MAO-inhibitor like harmine; and that plant-sourses for these two substances are globally diffused, widespread to the point of ubiquity, impossible to control, and free. Preparations require only low kitchen tech. Neo-ayahuasca, unlike computer technology, is not a "part" of capitalism or any other ideology control-system. Is it even fair to make this comparison? Yes, to the extent tant entheogenesis &amp; cybertech are both concerned with information &amp; therefore with epistemology; in fact we could call botj of them "gnostic systems", both implicated in the goal of knowing that emerges from the gulf that seems to seperate mind/soul/spirit from body. The entheogenic version of this knowing however implies enlarging the definition of the body to include "neurospace", while the cybernetic version implies the disappearance of the body into information, the "downloading of the consciousness". These are both absurd extremes, images rather then political situations; - they are also potent myths. We need a politique here, not an ideology but an active cognizance of actually-persisting situations (as clearly as we can grasp them) &amp; a strategic sense of where to apply the nudges of our material art. Neuro-hackers vs the New World Order? Well, it's a nice idea for a science-fiction novel...</p>
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      <dc:subject>essay</dc:subject>
    
    
      <dc:subject>1996</dc:subject>
    
    
      <dc:subject>n5m</dc:subject>
    
    <dc:date>2011-01-14T22:40:00Z</dc:date>
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  <item rdf:about="http://www.v2.nl/archive/articles/pulp-fashion-wearable-archi-ves-tectures">
    <title>pulp fashion | wearable archi[ves]tectures </title>
    <link>http://www.v2.nl/archive/articles/pulp-fashion-wearable-archi-ves-tectures</link>
    <description>Essay by Susan Kozel and Thecla Schiphorst about whisper (2002).</description>
    <content:encoded xmlns:content="http://purl.org/rss/1.0/modules/content/"><![CDATA[
<p>
<strong>[fabricating | datamining the <em>whisper</em> project]</strong></p>
<p>
wearable | handheld | intimate | secret | personal | expectant | response | system<br />
wireless | heuristic | invisible | sensory | private | environmental | reproducing | system</p>
<p>
networked | datamining | machine learning | archiving | <br />
remote sensing | telepathy | physical response| invisible | desire <br />installation | performance| mapping | unearthing | dynamic database</p>
<p>
<strong>Abstract</strong></p>
<p>
This essay explores the conceptual, technological and physical processes of the <em>whisper</em>-project. <em>whisper</em>
 is a major collaborative art research project based on engineering 
small wearable devices and handheld technologies resulting in a 
participatory installation.</p>
<p>
<em>whisper</em> is a [<em><strong>w</strong>earable, <strong>h</strong>andheld, <strong>i</strong>ntimate, <strong>s</strong>ensory, <strong>p</strong>ersonal, <strong>e</strong>xpressive, <strong>r</strong>esponsive</em>] system which constructs networked messages based on inferred states of carrier bodies - the hosts for small wearable devices. <em>whisper</em>s
 are wearable body architectures.This essay elucidates the creative and 
collaborative processes which include collective first person 
methodologies, and our version of the 'sewing circle'; the phenomenon of
 the participatory installation as an emergent non-hierarchical 
performative form; the aesthetic of <em>whisper</em>s which emerge 
directly from handworked fabrication of the materials: (sensors, 
circuits, electronics embedded in latex, silicon, rubber, and the body) 
in a play across the opaque, translucent, transparent; and 
reconfiguration of attitudes toward the body which allow for our 
corporeal selves to be seen as fluid, networked and dynamic systems with
 concealed information to be unearthed and mapped onto linked and 
networked devices.<em>whisper</em> appropriates the attention, breath, 
brainwaves, heartbeat and affective qualities of a community of 
participants, rewriting them as shared signals on the network, archived 
and reconstructed. Data flows are generated, represented and archived in
 intimate connection with the bodies that produce and alter them.</p>
<p>The concept of 'pulp fashion' is a metaphor for the impermanence 
of physical states. We borrow from Maurice Merleau-Ponty's concept of 
the invisible and pulp of the sensible. <em>whisper</em> 'pulps the 
sensible', defrocking the habitual, shredding our non-physical 
rationality and 'nips and tucks' at the subtleties of our bodies. As 
devices are designed to link our breath and gesture, pulp fashion also 
becomes a source of 'inspiration'. <em>whisper</em> devices intimate the 
invisible as tactile and kinesthetic. Flesh is the connective tissue 
spanning the organic and the inorganic.</p>
<p><strong>Introduction</strong></p>
<p><em>"Visible and mobile, my body is a thing among things; it is 
caught in the fabric of the world, and its cohesion is that of a thing. 
But because it moves itself and sees, it holds things in a circle around
 itself. Things are an annex or prolongation of itself; they are 
encrusted into its flesh; they are part of its full definition; the 
world is made of the same stuff as the body".</em> (Maurice Merleau-Ponty, 1961:163)</p>
<p><em>whisper</em> is a participatory installation based on small wearable devices and handheld technologies. <em>whisper</em>[s] are wearable body architectures. <em>whisper</em> constructs networked messages based on inferred states of carrier bodies - the hosts for small wearable devices. <em>whisper</em>
 takes place in an installation space and on the web. It generates and 
represents data flows in intimate connection with the bodies that 
produce and alter them, building a dynamic persistant data structure, a 
living learning archive of body and system state. <em>whisper</em> builds upon physical practices such as dance improvisation, and manifests cultural and scientific theories of embodiment.</p>
<p>In its research + development phase, <em>whisper</em> aims to 
unearth physical data patterns of the body, mapping that data onto 
linked and networked devices worn close to the surface of the skin. 
Collections of wearable devices will be networked together, between 
bodies, or traversing a single body. A range of physiologically based 
input signals will be explored: breath, pulse, brainwave patterns, 
electrical energy, and temperature. <em>whisper</em> appropriates the 
attention, breath, and heartbeat of a community of participants, 
rewriting them as shared signals on the network. <em>whisper</em> extrapolates from the body onto the larger collection of networked bodies: effectively a performance piece in a social space.</p>
<p>Both the input and output components are worn close to the skin, 
on clothing, around the neck, wrist, or ankles, like jewelry, attached 
to a piercing, next to the heart, or on one's sleeve. Through the use of
 small motors and sensors, the components can output vibrations, 
temperature changes, sound, light, color, miniature texts &amp; images, 
even low-bandwidth video displays. Basic analogue devices will be used 
alongside more sophisticated components (including biofeedback - or 
brainwave - sensors). A wearer may configure their plugout device(s) to 
vibrate, tickle, or sigh when it receives data associated with a 
particular pattern set. Maximum configurability is accomplished by 
'plugging in' components, by mixing and matching functions within this 
modular system.</p>
<p><em>whisper</em> plays in an ironic way with domains of influence, 
visibility, and the shifting threshold between the tangible and 
intangible through the 'carriers' threshold of perception. <em>whisper</em>
 shifts our attention to this mobile threshold and introduces concepts 
of future memory as a function of mapping previous states and 
extrapolating them into present interactions. Future memory is 
represented within a dynamic living semantic data archive. As the <em>whisper</em>
 system evolves over time, it will be able to re-visit its past 
decisions, in the light of current intentions, and recover past 
potentials obscured by the initial instantiation of behavior at that 
time. Not everything can be known at the point of its initial enactment;
 the past is incomplete and the <em>whisper</em>s can revisit and 
reconstruct past views as it progresses. The past is not replaced, it is
 augmented and restructured as the system perception grows. And the 
rediscovery of the past propagates into the future and the system's 
anticipated behaviors. Intention is constructed, communicated and 
functions to direct and apply <em>whisper</em>ed messages which range 
between direct and subliminal, suggestive and overt, seductive and 
definitive. Emerging behaviors are created and based on sharing 
sense-based communications between bodies that emanate their softly 
voiced messages within a space. The distributed network shares layers of
 messages within the future memory: deconstructing the notion of archive
 to 'shapeshift' temporal representation to include a representation of 
future (and past) as a function of present.</p>
<p>The overall aesthetic of <em>whisper</em> emerges through work with
 materials. Explicitly stated: The aesthetic of this project is 
generated by process and practice. We deliberately avoid conventional 
wearable aesthetics, such as cyberpunk or the current sports accessory 
look. Our aesthetic comes from designing for invisible connections. It 
is emergent and ambiguous, almost a 'reconstructed feminine', but with 
hard edges; it is a juxtaposition of what seems like the 'soft organic' 
with the 'soft &amp; hard inorganic'. The look and feel emerges from our
 materials: latex, silicon, rubber, paper, circuits, wires and exposed 
sensors. Colours include: amber, white, clear, milky, some black and 
pink. The transparent, translucent and the opaque converge with skin.</p>
<p><em>"I cannot deny a taste for the overlaid and the incised: translucency as well as total transparency".</em> (Hawley, 1998:169).</p>
<p>Skin is the richest source of inspiration: marked, mapped, 
extended, exposed, nurtured and celebrated. Ultimately, our devices will
 be fetish items, things people will desire to take home with them to 
relive their experience of <em>whisper</em>.</p>
<p><em>"My flesh and that of the world therefore involve clear zones,
 clearings, about which pivot their opaque zones, and the primary 
visibility". </em>(Merleau-Ponty, 1964:148)</p>
<p><strong>Research &amp; devising [fabricating] process</strong></p>
<p>The research+development fabrication process for <em>whisper</em> 
is based around the simultaneous creation of hardware, software, 
movement, and textural, material vocabularies. This process 
simultaneously and consciously refines and develops iteratively in 
relationship to itself. This reflexive turn is fostered through physical
 acts, motivations, fabrications and processes. We are committed to 
social design, performance design, and technical design through 
materializing the <em>whisper</em> project. We craft collective first 
person methodologies as processes and strategies for collaboration 
across scientists, technologists and artists.</p>
<p>The 'first person' of these methodologies comes into play through
 emphasis on design that is intimately connected to the body. Like 
phenomenology, collective first person methodologies are based primarily
 upon physical experience, but emphasis is shifted to the collective 
rather than the individual unit. Each stage of the research period is 
linked to exploration in the (movement + electronic) studio. Physical 
improvisation techniques determine emergent movement vocabularies and 
inform the design process. The process is not simply to import 
pre-fabricated devices into the studio. All materials and devices are 
tested physically so that the body knowledge and the hardware/software 
design occur simultaneously. The creative development of the wearable 
devices is an embodied and performative process.</p>
<p>We call our process the sewing circle. Generally attributed to 
groups of women, domesticity and textiles, the term is associated with 
19th century social and creative processes. This term is employed in the
 interests of rehabilitating a largely dismissed creative activity. The 
implied message is of shaping and building an artifact according to an 
inherently social and collective design process. Like the members of 
sewing circles and other creative collectives, we are building our own 
vocabularies, physical techniques and methodologies. We are also 
committed to working with textiles and mapping the skills of knitting 
and stitching onto device design. Our sewing circle may stitch latex and
 knit with rubber, but we will also wire our bodies into wearable 
devices and physically improvise fabricate and engineer in the studio.</p>
<p><em>"The effort to create apertures became much more deliberate, 
and the pathways of both heat and light emerged as an essential 
component rather than as the result of applied aesthetics."</em> (Hawley, 1998:173)</p>
<p>The <em>whisper</em> design process iterates across 
physicalisation, conceptualisation, device construction, and software 
development. These are no longer first generation wearables which were 
basically 'one-liners' (strap them on and get the point immediately). 
The <em>whisper</em> devices awaken in us the knowledge that we dwell 
in/with/through our bodies, and with dwelling comes a commitment to 
building relationships. Learning any physical technique is a process of 
building relationships between our centres of gravity, visual 
perception, kinaesthetic perception, muscle tension, and communication 
with others. We become liminal beings as our layers of subtle body 
knowledge reconfigure with any new technique, orchestrating the internal
 with the external until these distinctions dissolve.</p>
<p>
<em>"movement that touches and movement that is touched".</em> (Merleau-Ponty, 1964:148)</p>
<p>
<strong>Pulp fashion</strong></p>
<p>
The concept of 'pulp fashion' is a metaphor for the impermanence of 
physical states, and as such, is for us vastly innovative and seductive.
 To fashion is to engineer, create, to sew, to ergonomically render, 
through a process of nips, tucks, slices and stitches. Enough has been 
written about commericalization and commodification of the fashion 
object (and more can always be heard about fettishization). The opulent 
is fundamentally not about cost but about sensuality. Fashion is the 
painstaking crafting of the changeable, or the ephemeral. Our bodies are
 ever changing fields: chemico-perceptual shifts, mood swings, 
neuro-physical peaks and valleys, kineto-tactile data feeds. Stasis is a
 myth. We can hardly keep up with ourselves. The suggestion that we are a
 nexus of information flows is accurate, but only partial. We are these,
 but we are flesh at the same time. Flesh is not the 'meat' of 
cyber-lore. Flesh slips through and smothers the tired dualities of 
mind/body, consciousness/meat. We exist in a network of flesh.</p>
<p>Maurice Merleau-Ponty's enigmatic understanding of flesh 
encompasses bodies, organic and inorganic objects and what used to be 
known as space.</p>
<p><em>"... the flesh is not matter, is not mind, is not substance. 
To designate it, we should need the old term 'element,' in the sense it 
was used to speak of water, air, earth, and fire ...".</em> (Merleau-Ponty, 1964:148)</p>
<p>Flesh contains within its very fabric the connection we feel with
 the environment, the perceptual play of light and shadow, our embodied 
selves and the bodies of others. It is impossible to understand our 
flesh as it enters into an exchange with the <em>whisper</em> devices 
without the related phenomena of the invisible and the hidden. The goal,
 when accessing the invisible (or 'subtle') is not simply to bring it to
 the surface so that it becomes visible, just as the point of <em>whisper</em>
 is not to de-frock the subtle but rather to work in an ambiguous 
territory, within the realm of the physically and semantically 
tentative. This approaches the state between waking and sleeping, 
allowing oneself to remain in that state to witness one's own 
participation in an alternate flow of activity. A rendering 'literal' of
 deeper body knowledge would be a simple translation into language and 
would strip it of its essence. The <em>whisper</em>ing between devices 
based around the pluggable/unpluggable and reconfigurable inputs and 
outputs, give us the choice of acknowledging the invisible while 
retaining its hidden, or subtle, qualities. Merleau-Ponty again gives 
shape to the subtle through his consideration of the invisible.</p>
<p><em>"the invisible is
<ol><li>what is not actually visible, but 
could be (hidden or inactual aspects of the thing - hidden things, 
situated 'elsewhere' - 'Here' and 'elsewhere')</li><li>what, relative to
 the visible, could nevertheless not be seen as a thing (the 
existentials of the visible, its dimensions, its non-figurative 
framework)</li><li>what exists only as tactile or kinaesthetically, etc ...".</li></ol>
</em>(Merleau-Ponty, 1964:148)</p>
<p>
<strong>Participatory installation</strong></p>
<p>The space of the installation can best be described as a 
networked ecosystem containing input and output devices. Up to 12 
participants may move and browse in and out of the space with access to a
 set of devices which may sewn into a jacket, cape, hang from the grid 
above, or may be lying on the floor waiting to be picked up. Sound is 
generated on the body and is affected by the networked data as it begins
 to be transmitted. The devices will resemble a cross between 
cyber-jewellery, exquisite art objects, creepy prosthetics, peculiarly 
ornate theatrical costumes and body sculpture; they will be a weave of 
analog and digital components and circuitry. Participants visiting the 
space enter a community of bodies and objects, which have a 
functionality that is not yet manifest. They will be invited to take 
their place within this ecosystem.</p>
<p>
Instead of situating the participants within the flow of a pre-scripted 
event, they will be involved in a conceptual, physical, aural and visual
 journey that unfolds according to their participation as a body, as a 
system. Their responses will drive the experience, and encourage the 
development of other senses within our synaesthetic matrix of sensory 
perception and proprioception. It is for this reason that we have coined
 the term 'participatory installation' to describe form of <em>whisper</em>.
 Merleau-Ponty has described "a being by porosity" wherein our bodies 
and the distances between ourselves and others "participate in one and 
the same corporeity or visibility in general" (Merleau-Ponty, 1964:148).</p>
<p>
<strong>Emanating relationships </strong></p>
<p>
Interaction in <em>whisper</em> is based on creating and emanating relationships through subtle exchanges between the small devices. Each <em>whisper</em> device emanates their state to the other <em>whisper</em> devices that are within range. The receiving <em>whisper</em> perceives and incorporates the state space of the other(s). The state of the <em>whisper</em>
 device is a direct function of the body that wears it, along with the 
memory and future memory. Emanation is abstract but perceptible, it 
implies a sender (source; originator) and a receiver (of the abstract 
and perceptible thing), and suggests outgoing and incoming signals.</p>
<p>Each device has a <em>whisper</em> device-state, and the collection of devices defines the current global <em>whisper</em>s system-state. Device states emanate from or are <em>whisper</em>ed to other devices within proximity of the range of influence. <em>whisper</em>
 devices also 'perceive' these emanations based on their current state, 
and alter their own state, based on incoming perceptions. <em>whisper</em> device states are learned and emerge from living on a specific body, and begin to represent that body. The <em>whisper</em>
 devices also remember past bodies and states, and these past lives 
influence their behavior. These states form the basis for the persistent
 database archive.</p>
<p>The device is a gadget, tool, apparatus, mechanism, appliance, 
gear, invention, analytic tool, metaphor and literary technique; the 
device is gendered, an extension of the self, an interface, prosthetic 
and fetish object. It is an object of industrial design. The design of 
the device incorporates dominant cultural narrative within its 
functional and aesthetic properties including the displacement of taboo 
and desire; the device is a network object, a browser, a search engine, a
 system and theatre, the device is thought, is telepathy, is our own 
body.</p>
<p>Our body as system creates a metaphor for the operating model of <em>whisper</em>.
 Our bodies are composed of multiple networked systems, which 
communicate autonomically to and with each other. So do the devices in <em>whisper</em>.
 Our bodies are shaped with multiple thresholds that operate in stealth 
at one moment, overtly at the next moment. These thresholds lie at the 
liminal boundary of our perception. Our bodies are fluid, networked, and
 dynamic. Our bodies have secrets, contain multiple intelligences, 
conceal information in unlikely places, and develop strategies for the 
expression of current and archived states. So do the devices of <em>whisper</em>. Our bodies surrender things to one another. Our bodies learn, habituate and unlearn by applying directed attention. So does <em>whisper</em>. Any one of our bodies is a 'we'. When our bodies are together they can operate as an 'I'. So can the devices in <em>whisper</em>.</p>
<p>
The <em>whisper</em> system consists of a group of interconnected, 
autonomous wearable sensor | actuator collections combined with a local 
processing module which gathers the data from multiple sensors and <em>whisper</em>s to it's neighbors, and a central <em>whisper</em>
 server, via low-power radio frequency (RF) transceivers. The server, 
database and micro-controller systems together determine the response to
 the actuators. They provide feedback in the form of sound, graphics and
 tactile feedback devices that are worn on the body, along with the 
sensors. The <em>whisper</em> central server also visualizes and displays a
 dynamic representation of the system-state both on the web, and 
projected onto a series of heterogeneous projections displayed within 
the installation space.</p>
<p>
<strong>Future memory</strong></p>
<p>
In <em>whisper</em>, the concept of future memory is represented through 
the dynamic visualization of its own system state within a living 
semantic data archive. <em>whisper</em> maintains and displays a dynamic 
representation of its memories, the computational equivalent of 
precognition, electronically augmented telepathy. The <em>whisper</em> 
devices and participants, through their behaviors anticipate potential 
future behaviors and state. The state flows from the past to the future;
 the intentions are always dynamic, as velocities and accelerations of 
behavior. The distributed network shares layers of messages within 
future memory: deconstructing the notion of archive to 'shapeshift' 
temporal representation. This includes a representation of future (and 
past) as a function of present.</p>
<p>
As the <em>whisper</em> system evolves over time, it will be able to 
re-visit its past decisions, in the light of current intentions, and 
recover past potentials obscured by the initial instantiation of 
behavior at that time. Not everything can be known at the point of its 
initial enactment; the past is incomplete and the <em>whisper</em>s can revisit and reconstruct past views as it progresses.</p>
<p>
The past is not replaced, it is augmented and restructured as the system
 perception grows. And the rediscovery of the past propagates into the 
future and the system's anticipated behaviors.</p>
<p>
In <em>whisper</em>, communication is characterized by its context: <em>whisper</em>s
 can be qualified (in contrast to quantified). Qualified communication 
deals with intent: gesture, tone, pitch, repetition, redundancies: are 
all qualified elements of communication because they provide context.</p>
<p>
<strong>Unearthing | anarchiving </strong></p>
<p>
<em>whisper</em> is a foray into the cultural study of telepathy and of 
mapping techniques: impressions are transferred invisibly, mediated both
 through body and technology. The research process explores invisible 
datastreams as wireless networks and suggests, both playfully and 
literally, that telepathy is the ultimate wireless network. <em>whisper</em>
 builds wearables for the telepathically impaired: as 'aware-able' 
devices, they make bring to awareness functions of embodiment and 
perception that were previously ignored.</p>
<p>
The concept of mapping as a dynamic unearthing knowledge is critical to 
the design of this research and is related to the 'aware-able' device. 
Mapping is a technique that can help to reveal or define underlying 
patterns of processes and information. Mapping offers a new view on an 
idea, a process, an event, an object or a place. Maps provide a means of
 visualization that might unearth patterns within one of these views. 
Mapping is a discovery: it may reveal new knowledge within an area 
thought previously to be known, or it may help in the acquisition of 
knowledge or experience of what is not known. Rediscovery within known 
areas is often achieved by combining views which might, at first seem 
irrelevant to each other, like mapping processes that are not normally 
regarded as important. This research will map data signals from 
collected and networked bodies, using sensors that collect physiological
 data. This reflects the awareness that our bodies are subtly evolving 
maps of our identities and our lives. <em>whisper</em> excavates the invisible, is a search for lost things.</p>
<p>
<strong>Collaborators:</strong></p>
<p>
<em>whisper</em> is a collaborative co-production with th eRotterdam 
Production House: V2_ and the Rotterdamse Schouwburg (Rotterdam City 
Theatre). The project includes a range of skills and competencies from 
movement and performance and physical design, hardware and electronic 
design, to software engineering and programming, physical space design, 
data architecture design, sound design, industrial design, and 
mathematical visualization. The <em>whisper</em> team of collaborators 
include: Thecla Schiphorst, Susan Kozel, Andruid Kerne, Kristina 
Anderson, Julie Tolmie, Norm Jaffe, Diana Burgoyne, and Sang Mah. The 
V2_ co-production collaborators include Anne Nigten, Stock, Erik 
Kemperman, Stephan Drescher, and Ruben de la Rive Box.</p>
<p>
<strong>Bibliography:</strong></p>
<p>
Hawley, Christine. 1998. <em>Invisible Lines, in The Architect: Reconstructing Her Practice</em>, ed. F. Hughes. MIT Press.</p>
<p>
Merleau-Ponty, Maurice. 1961/1985. <em>Eye and Mind, in The Primacy of Perception</em>, ed. J.M. Edie. Evanston: Northwestern University Press.</p>
<p>
Merleau-Ponty, Maurice. 1964/1987. <em>The Visible and the Invisible</em>, ed. C. Lefort. Evanston: Northwestern University Press.</p>
]]></content:encoded>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>Arie Altena</dc:creator>
    <dc:rights>This information is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply.</dc:rights>
    
      <dc:subject>2002</dc:subject>
    
    
      <dc:subject>2003</dc:subject>
    
    
      <dc:subject>body</dc:subject>
    
    
      <dc:subject>essay</dc:subject>
    
    
      <dc:subject>intimacy</dc:subject>
    
    
      <dc:subject>memory</dc:subject>
    
    
      <dc:subject>wearables</dc:subject>
    
    <dc:date>2011-09-30T14:30:00Z</dc:date>
    <dc:type>Page</dc:type>
  </item>


  <item rdf:about="http://www.v2.nl/archive/articles/the-sleeping-giant">
    <title>The Sleeping Giant </title>
    <link>http://www.v2.nl/archive/articles/the-sleeping-giant</link>
    <description>Content-based image retrieval: an essay by Arnold Smeulders, 2000</description>
    <content:encoded xmlns:content="http://purl.org/rss/1.0/modules/content/"><![CDATA[
<p>
<em>This text draws from a much bigger text which has appeared as A.W.M. 
Smeulders, M. Worring, S. Santini, A. Gupta and R. Jain: Content based 
image retrieval at the end of the early years, IEEE PAMI dec 2000. All 
references can be found in that paper.</em></p>
<p>
<strong>0. The archive will speed us up - will halt us</strong></p>
<p>
If you try to imagine what life will be like hundred years from now, it 
must be frightening. For one, everyone can carry on in its pink-top an 
archive bigger than the life-long capacity of the senses. So, the 
relevant portion of the information reaching us can be stored and 
processed off-line. This must have the effect on the one hand that the 
processing of information and hence of life will proceed in an even 
faster pace. And, at the same time, it must have the effect that the 
development of life will be slowing down as all information is stored in
 an archive with its tendency to conserve what is there. (In 2002, on 
the one hand is the effort to write, rehearse and perform a theater play
 within 24 hours. This is the ultimate expression of the progressive 
archive-less times we live in. At the same time, the Dutch government 
requires now that all expenditures are accounted for, leading to extreme
 archive-conservatism.)</p>
<p>
Archives are waiting for us as a huge giant asleep. If we wake the 
giant, what is it able to tell us? What language will it speak? Will we 
be able to understand the dreams it has in its mind? And, the giant 
grows and grows by interconnections. Will it be a force stronger than 
ourselves?</p>
<p>
I cannot answer these questions. What I can do is give an overview of 
the possibilities and impossibilities of accessing a visual archive and 
the current bottlenecks.</p>
<p>
<strong>1. Content based image retrieval - at the end of the early years</strong></p>
<p>
There is something about pictures that no words can convey. Consider 
Munch's The scream, or a performance by a video artist, or even the 
average Mondrian. It has to be seen. The same holds for of pictures of 
the Kalahari Desert, a dividing cell or the facial expression of an 
actor playing King Lear. It is beyond words. Try to imagine an editor 
taking in pictures without seeing them, a radiologist deciding on an 
X-ray from just a verbal description. Pictures have to be seen and 
searched for as pictures, by object, by style or purpose.</p>
<p>
Research in content-based image retrieval today is a lively discipline, 
expanding in breath. As it happens during the maturation process of many
 a discipline, after early successes in a few applications, research is 
now concentrating on deeper problems, challenging the hard problems at 
the cross roads of the discipline from which it was born: computer 
vision, databases, and information retrieval.</p>
<p>
At the current stage of content-based image retrieval research, it is 
interesting to look back towards the beginning and see which of the 
original ideas have blossomed, which haven't, and which were made 
obsolete by the changing landscape of computing. In February 1992, the 
USA-based National Science Foundation organized a workshop in Redwood, 
CA, to identify major research areas that should be addressed by 
researchers for visual information management systems that would be 
useful in scientific, industrial, medical, environmental, educational, 
entertainment, and other applications. There are earlier attempts, such 
as the 1979 conferences on databases and pictorial applications in 
Florence, but nothing of much interest for today was reported there. In 
hindsight, the workshop can be marked as the beginning of research in 
content-based retrieval.</p>
<p>
Why did it take so long to get the exploration of visual material 
started? Before 1995 the machine power, the capacity and reach of the 
Internet and the availability of digital sensors was underdeveloped to 
bootstrap any serious use of image exploration. But just after the 
NSF-workshop, things were to change quickly. The Mosaic Internet-browser
 was released spawning the web revolution that very quickly changed all 
cards. In the same era a host of new digital vision sensors became 
available. The number of images that the average user could reach 
increased dramatically in just a few years. Instantly, indexing tools of
 the Web or digital archives became urgent. And, in science, the visual 
image databases and exploration of the visual content has drawn 
considerable attention ever since. In order to appreciate the current 
state of affairs we need to discuss some basic observations which hold 
true for all images and all observers - man or machine alike: the 
sensory gap and the semantic gap.</p>
<p>
The sensory gap is the gap between the object in the world and the 
information in a numerical/verbal/categorical description derived from 
an image recording of that scene. A computer can only process the 
numerical information derived from an image, so it is important to 
realize how much information is lost when converting an image into a 
digital description. For narrow image domains with a limited and 
predictable variability in its appearance a special digital language 
might be developed, but still the challenges are considerable. In the 
narrow domain of frontal views of faces, they are usually recorded 
against a clear background and illuminated with white frontal light. 
Where each face is unique and has large variability in the visual 
details, there are obvious geometrical, physical and color-related 
constraints governing the domain. Still the same person could render a 
thousand different recorded faces depending on mood, beard, weather, 
time of day, make-up, glasses, lighting position, incident shadows, 
clothes, hair-cut, frame of photography and so on. And this is yet a 
relatively narrow domain. The domain would be called slightly wider had 
the faces been photographed from a crowd or from an outdoor scene. In 
that case also clutter in the scene, occlusion and a non-frontal 
viewpoint will have a major impact on the digital description. For a 
broad class of images, such as the images in a photo-stock, the gap 
between the feature description and the semantic interpretation is 
generally wider still. The sensory gap makes the description of objects 
essentially uncertainty in what is known about the object. The sensory 
gap is particularly poignant when a precise knowledge of the recording 
conditions is missing. The 2D-records of different 3D-objects can be 
identical. Without further knowledge, one has to decide that they might 
represent the same object. Content-based image retrieval systems may 
provide support in the reduction of the uncertainty through elimination 
among several potential explanations, much the same as has been done in 
natural language processing. In short, the sensory gap introduces an 
uncertainty in any description of an image as a thousand (slightly) 
different images are mapped on the same description.</p>
<p>
I guess most of the current disappointment with standard retrieval 
systems originates from the semantic gap. The semantic gap is the lack 
of coincidence between the information extracted from visual data and 
the interpretation that the visual data have for a user. The semantic 
gap is best illustrated by pictures each holding a chair. When searching
 for a chair we may be satisfied with any object under that name. That 
is we search for man-defined equality. When we search for all one-leg 
chairs, we add an additional geometrical constraint to the general 
class. The same holds when searching for a red chair, now adding a color
 constraint in the search, not a geometrical condition. When we search 
for a chair perceptually equivalent to a given chair, at least it must 
be of the same geometrical and color type and we are down to the sensory
 gap. Finally, when we search for exactly the same image of that chair, 
literal equality is requested, still ignoring the variations due to 
noise in the image and we are in the realm of image processing. Where a 
linguistic description is contextual, an image in an archive is not and 
may live by itself. So closing the semantic gap will at least include 
contextual search, a topic barely touched upon in science. Systems like 
[Chang, Rui] are collecting images from the Internet and inserting them 
in a predefined taxonomy on the basis of the text surrounding them.</p>
<p>
When sorted on their purpose of image search, we discriminate three types of systems:</p>
<ol><li>Searches by association at the start have no specific aim other 
than find interesting things. It often implies iterative refinement of 
the search, the similarity or the examples with which the search was 
started. Systems in this category typically are highly interactive, 
where the specification may by sketch or by example images. The oldest 
realistic example of such a system is probably by [Kato]. The result of 
the search can be manipulated interactively by relevance feedback 
[Hiroike, Frederix]. To support the quest for relevant results, also 
other sources than images are employed, [Swain].</li><li>Target search may be for a precise copy of the image in mind, as in
 searching art catalogues [Qbic95]. Target search may also be for 
another image of the same object. This is target search by example. 
Target search may also be applied when the user has a specific image in 
mind and the target is interactively specified as similar to a group of 
given examples, [Cox]. These systems are suited to search in catalogues.</li><li>Category search aims at retrieving an arbitrary image 
representative of a specific class. It may be the case that the user has
 an example and the search is for other elements of the same class. 
Categories may be derived from labels or emerge from the database 
[Swets]. In category search, the user may have available a group of 
images and the search is for additional images of the same class 
[Ciocca]. A typical application of category search is catalogues of 
varieties, with a domain specific definition of similarity.</li></ol>
<p>&nbsp;</p>
<p>
The pivotal point in content-based retrieval is that the user seeks 
semantic similarity, but the database can only provide similarity by 
data processing. This is what we called the semantic gap. At the same 
time, the sensory gap between the properties in an image and the 
properties of the object plays a limiting role in retrieving the content
 of the image.</p>
<p>
We discussed applications of content-based retrieval in three broad 
types: target search, category search and search by association. Target 
search is closest to computer vision research. Category search is much 
more challenging and requires on-line learning or visual data mining. 
Search by association is hampered most by the semantic gap. As long as 
the gap is there, use of content-based retrieval for browsing will not 
be within the grasp of the general public as humans are accustomed to 
rely on the immediate semantic imprint the moment they see an image. New
 ways of presenting and learning from archives are necessary here. In 
general, I would formulate as the challenge for image search engines: to
 tailor the engine to the narrow domain the user has in mind, via query 
specification, via learning from past, and via current interaction.</p>
<p>
<strong>2. The state of the art - a few practical tips and a disappointing conclusion</strong></p>
<p>
To enhance the image information, retrieval has set the spotlights on 
color, as color has a high discriminatory power among objects in a 
scene, much higher than gray levels. The purpose of most image color 
processing is to reduce the influence of the accidental conditions of 
the scene and sensing, that is another definition of the sensory gap as 
discussed above. Progress has been made in tailored color space 
representation for well-described classes of variant conditions. Also, 
the application of geometrical description derived from scale space 
theory will reveal viewpoint and scene independent salient point sets 
thus opening the way to similarity of images on a few most informative 
regions or points.</p>
<p>
In the description of the image one usually starts from assuming strong 
segmentation of the image. The alternative to do no segmentation at all 
is unattractive as one mixes aspects of all objects in the image into 
one soup of numerical descriptions. Strong segmentation is the precise 
outline in the image for each individual object. This is an incredible 
complex task, human can do in the second they see the picture, even if 
they have never seen the topic of the picture before. There is no chance
 a machine can perform this general task in a hundred years, simply 
because humans use one third of all the brainpower to achieve this. 
Luckily - and it took years to realize this - for retrieval a total 
understanding of the image is rarely needed. Of course, the deeper one 
goes into the semantics of the pictures, the deeper also the 
understanding of the picture will have to be, but even understanding the
 semantic meaning of the image does not require strong segmentation. A 
weaker version of segmentation has been introduced in content-based 
retrieval. In weak segmentation the result is a homogeneous region by 
some criterion, but not necessarily covering the complete object 
silhouette. It results in a blobby description of objects rather than a 
precise segmentation. Salient features of the weak segments might 
capture the essential information of the object in a nutshell. The 
extreme form of the weak segmentation is the selection of the 
perceptually most salient points as the ultimately efficient data 
reduction in the representation of an object quite likely drawing human 
focus-of-attention.</p>
<p>
Whenever the image itself permits an obvious interpretation, the ideal 
content-based system should employ that information. A strong semantic 
interpretation occurs when a sign can be positively identified in the 
image. This is rarely the case due to the large variety of signs. As 
data sets grow big and the processing power matches that growth, the 
opportunity arises to learn rather than to know the signs. One type of 
approach is appearance based modeling, learning from examples. That 
works but only if the recording conditions are highly standardized, like
 frontal well illuminated faces only. A better approach is one-class 
classifiers, from examples carefully describing the limits of a class of
 objects [Tieu, Tax]. An interesting technique to bridge the gap between
 textual and pictorial descriptions is to exploit information is called 
latent semantic indexing [Sclaroff]. The search is for hidden correlates
 of features and captions. In a broad class of images and the enormity 
of the task to define a reliable detection algorithm for each of them.</p>
<p>
Similarity is an interpretation of the image based on the difference 
between two elements or groups of elements. Any information the user can
 provide in the search process should be employed to provide the rich 
context required in establishing the meaning of a picture. The 
interaction should form an integral component in any image retrieval 
system, rather than a last resort when the automatic methods fail. 
Already at the start, interaction can play an important role. Most of 
current systems perform query space initialization irrespective of 
whether a target search, a category search, or an associative search is 
requested. But the fact of the matter is that the set of appropriate 
features and the similarity function depend on the user goal. Asking the
 user for the required invariance, yields a solution for a specific form
 of target search. For category search and associative search the 
user-driven initialization of query space is still an open issue. We 
make a pledge for human-based similarity rather than general similarity.</p>
<p>
User interaction in image retrieval has, however, some different 
characteristics from text retrieval. There is no sensory gap and the 
semantic gap from keywords to full text in text retrieval is of a 
different nature. No translation is needed from keywords to pictorial 
elements. We identify six query classes: exact and approximate and 
ranging from spatial content, image, image groups, and all combinations 
thereof. When accessing spatial content, some form of (weak) 
segmentation is required. A balance has to be found between flexibility 
on the user side and scalability on the system side. Query by image 
example has been researched most thoroughly, but a single image is only 
suited when another image of the same object(s) is the aim of the 
search. In other cases there is simply not sufficient context. Queries 
based on groups as well as techniques for prior identification of groups
 in data sets are still promising lines of research. Such group-based 
approaches have the potential to partially bridge the semantic gap while
 leaving room for efficient solutions.</p>
<p>
A critical point in the advancement of content-based retrieval is the 
sensory and semantic gaps. The size of the sensory gap between the image
 data and the computer processed description - for a discussion see 
above - is enormous but in recent years some of its structure has become
 better known and even some partial fillings have been achieved. The 
size of the semantic gap - the distance between the image and the 
immediate understanding of a user not available to a machine - for a 
discussion see above - is formidable. The scientific progress is 
interesting but negligible to the size of the gap. Use of content-based 
retrieval for semantic browsing in general domains will not be within 
the grasp of the general public as they are accustomed to rely on the 
immediate semantic imprint the moment they see an image, and they expect
 a computer to do the same. Specific situations may work. The aim of 
content-based retrieval systems must be to provide maximum support in 
bridging the semantic gap between the simplicity of available visual 
features and the richness of the user semantics. The best way to resolve
 the semantic gap comes from sources outside the image by integrating 
other sources of information about the image in the query. Information 
about an image can come from a number of different sources: the image 
content, labels attached to the image, images embedded in a text, and so
 on. We still have very primitive ways of integrating this information 
in order to optimize access to images. Among these, the integration of 
natural language processing and computer vision should come first.</p>
]]></content:encoded>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>Sofia Bustorff</dc:creator>
    <dc:rights>This information is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply.</dc:rights>
    
      <dc:subject>2000</dc:subject>
    
    
      <dc:subject>2002</dc:subject>
    
    
      <dc:subject>archiving</dc:subject>
    
    
      <dc:subject>essay</dc:subject>
    
    
      <dc:subject>image</dc:subject>
    
    
      <dc:subject>image recognition</dc:subject>
    
    <dc:date>2011-12-21T12:38:12Z</dc:date>
    <dc:type>Page</dc:type>
  </item>


  <item rdf:about="http://www.v2.nl/archive/articles/nybble-engine-project-1">
    <title>nybble-engine-project</title>
    <link>http://www.v2.nl/archive/articles/nybble-engine-project-1</link>
    <description>An essay by Margarete Jahrmann, 2002</description>
    <content:encoded xmlns:content="http://purl.org/rss/1.0/modules/content/"><![CDATA[
<p>
<em>"A bite is a combination of 8 bits. Each bit contains either a 0 or a
 1, so that is has either one of two possible states. Each of the two 
digits stands for a tetrad (also: a nybble) of a byte, i.e. 4 bits. 1 
tetrad is enough to represent any number."</em></p>
<p>
Nybble-engineering refers to a method that starts at the programming 
level of real-time tools. Here it is primarily their replicating 
components that represent a technical artistic challenge. The AV 
products generated from these, so-called nybble-engine-movies (NEMs), 
are structurally interactive real-time network films. Nybble-engine thus
 stands for both the entire program framework and for the action-bots in
 their function as non-linear emergences. In addition, a freeze frame is
 extracted on the basis of nybble engineering and sintered via a '3D 
printer': the data-objectile. This object represents a functional 
equivalent that is not analogously conceptualized, but rather in terms 
of problem orientation. The nybble-engine-project is generally presented
 in a pop-coded form as a live modular lecture.</p>
<p>
The Tetrad is a conventional idea in the natural sciences. It must be 
imagined processually as a coiled rotation. For this reason, the tetrad 
is highly suitable for spatializing the theories intended to 'depict' a 
self-organizing system. As soon as a system begins to modify that from 
which it has emerged, as soon as it organizes itself, the unambiguous 
cause-effect relationship becomes a confusing cycle, in which the 
beginning is not only the beginning, but also a derived, subsequent 
entity, beginning and result, multiply allocated, without orientation, 
coiled, twisted, altogether complex. The situation represented here also
 describes the framework conditions for dealing with non-linear software
 tools, as in the case of the nybble-engine-project.</p>
<p>
<strong>nybble engineering</strong></p>
<p>
An aesthetic message is usually the deconstruction of a conventionalized
 text form or a media text. It is recoded by destroying semantic 
portions in order to increase the aesthetic information. Nybble 
engineering applies this method at a basal level. This is less a matter 
of the interrelationship between semantic and aesthetic information, 
than the interrelation between uninterpreted and interpreted programs.</p>
<p>
To better understand this, let us look at an example from biology. The 
notion of a living cell as an automaton, a machine, has come to be taken
 entirely for granted in scientific thinking today. So-called 
replicases, for example, corresponding to a duplication apparatus, use 
programs in two ways. In terms of molecular genetics, a distinction is 
made between transcription and translation. In one case it is a command 
resulting in a sequence of activities: the program manipulates the 
machine. In the other case, as an object it is passively subjected to 
the routines: the program is manipulated by the machine. Thus when the 
program is uninterpreted, it is merely raw material for the duplication.
 When it is interpreted, on the other hand, the program controls this 
duplication. On the one hand, the behavior of any machine can be 
formally described with a list of transition rules, and on the other 
hand, any list of this kind can also be understood as a potential 
machine.</p>
<p>
First of all, nybble engineering needs existing material, to which the 
engineering can be applied. In the case at hand, this is real-time 
tools, such as so-called first-person shooter games, which represent a 
technical, artistic challenge with both their 3D surfaces and their 
replicating program components.</p>
<p>
Structurally, nybble engine movies (NEMs) are real-time network-movies, 
AV-products resulting from nybble engineering. NEMs are based on certain
 program configurations that process, when they are executed, between 
interpreted and non-interpreted components, and are calculated on the 
respective human/machine interface (PC) in real time. The NEM is an 
interactive program, the course of which can be influenced by players 
and bots equally; it can be used as a multiplayer environment. The 
nybble engine thus stands for both the entire program framework and the 
action bots in their function as replicating program elements. A NEM 
show a demo run through non-linear program architecture, a kind of 
digital road movie.</p>
<p>
Our understanding of the term 'machine' is oriented to its current state
 of differentiation and must always be considered in conjunction with 
the term 'coupling'. Norbert Wiener introduced this term with his 
ground-breaking work on cybernetics, published in 1948, and it is a 
formalism that makes it possible to link previously incompatible orders 
of the micro and macro level. Since then, the term 'coupling' has grown 
tremendously in complexity and differentiation with Second Order 
Cybernetics, General Systems Theory and Radical Constructivism.</p>
<p>
When the tetrad is considered within the given framework of structural 
coupling, it is logical that the various generative factors, which are 
based not only on biogenic but also on technical programs, have an 
impact in socio-technical ensembles, starting at the program level, for 
instance action bots, game engines, authorship of the machine, 
continuing at the level of specific social contexts, as in the case of 
the 'modular lecture', which is executed in the interrelations of 
different media levels.</p>
<p>
<strong>data objectile/Problem Orientation Instead of Analogy</strong></p>
<p>
The data objectile is determined by complex factors. Its physical 
presence not only stands for 'stable substance', but also for an 
unstable set of interactions, which are processed under the aspect of a 
multi-level conception (Varela 1990; Dupuy/Varela 1991) through 
self-descriptions, self-observations, and self-amplifications. And as 
with every articulation of art, it is a viewer arrangement, in which, in
 this case, humans interact with humans, machines with machines and 
humans with machines. At a certain degree of abstraction, it may be also
 said that trivial and non-trivial machines interact with one another. 
Generalizations, however, often tend to deteriorate into banality. In 
order to avoid this, the selected method must not be oriented at the 
most general level to characteristics or to differences in genre or to 
similarities, but rather to problems.</p>
<p>
First of all, it should be stressed that the data objectile results from
 the data generated through nybble engineering. To be more specific: it 
is formed through a data extract and sintered via a 3D printer (SLS 
method, Selective Laser Sintering). It is a 3-dimensional 'freeze frame'
 of a real-time environment. The data objectile consequently has no 
reference of any kind to an object in real life. As the reference to 
problem orientation already indicates, the data objectile is not 
developed by way of analogy. Instead it is based on considerations that,
 contrary to classical subject-object epistemology, seek to negotiate a 
far more complex understanding of the object. This opens up the option 
of a functional equivalent that is generated in the reference to 
software objects and their implications in a dynamic, complex context. 
This, however, requires the terms 'specification', 'generalization' and 
'respecification'.</p>
<p>
Like every social context, art also evolves conventionalized 
expectations, orders and concomitant norms. With a problem orientation, 
we can specify the norm more clearly by specifying the reference problem
 as a risk of generalization that is immanent to meaning. Shifting the 
norm concept to the concept of generalization puts the data objectile 
into a more complex understanding of the object. This is already 
achieved through its status of being an articulation in a communication 
context, where expectations always make up an important factor. These 
are expectations, in other words, that are guided by norms and are, to a
 certain extent, dependent on a factual event; thus they are 
'generalized expectations', which leave the content of what exactly is 
expected more or less undefined.</p>
<p>
Although generalization stands for indeterminacy, it does not stand for 
the unknown, because what defines its functionality, is that it requires
 respecification in order to reach reference points. In this way, it is 
possible to evoke an interest in intensification, which addresses 
cognitive expectations and thus makes generalization a precondition for 
learning. Of course, it is also true in this case that one must know 
something in order to acquire knowledge. For it is only in an open 
combination of knowledge contents that remain constant and the 
willingness to modify and alter knowledge that generalized cognitive 
expectations are treated as knowledge.</p>
<p>
With the definition of understanding art as an interdisciplinary 
coalition under specific system-immanent logics, the data objectile is 
targeted to the dimension of cognitive expectation in conjunction with 
specification, generalization and respecification. And as it is in 
science, the proportion of indeterminacy is made productive through the 
requirements of theory and method and thus referred to structures, which
 only apply to a specially differentiated functional system in society: 
in this case, the art system.</p>
<p>
In the selected method, relating problems to one another is not an end 
in itself, but rather serves as primary orientation in seeking 
possibilities, or more precisely, seeking functional equivalents. This 
approach makes sense, when we define the historical art context as a 
relation of system problems or as a way of relating them to one another.
 The so-called anomy of (modern) art is only one striking example of 
this. In fact, however, every change of paradigms only represents the 
establishment of another ('new') function installation in the art 
system. In terms of system theory, this is part of the differentiation 
of function installations. In art discourse, the 'new paradigm' stands 
for a problem construction, to which further constructions - in other 
words, functional equivalents - are conjoined. Orientation to function 
tends with appropriate complexity to higher problem specification. This 
applies not only to the art system as whole, with all its subsystems, 
which are structured through orientation to function, but also at the 
level of art praxis, which 
articulates/topicalizes/reflects/problematizes these system/environment 
differences.</p>
<p>
The employed method represents a special horizon of the world of life 
for specific intentions, which places that which happens whenever 
information is processed - specifically the probing of differences - 
under certain conditions, thus putting them into a certain form. From 
this perspective, the data objectile is a functional equivalent. Its 
functional equivalent relationship, however, does not only refer to the 
source text (the nybble engineering data extract) that gives it its 
physical form. Rather, the data objectile circulates in a functionally 
equivalent relationship to a cluster of art discourse types and mutual 
system/environment relations, which have become differentiated in the 
course of the historical art context in the art system. This 
representation is based on a premise of the General System Theory, 
namely that every social contact is to be understood as a system. What 
is essential to the functional method is its orientation to the problem 
of complexity and not at all to the problem of maintaining what is 
already there. This is simultaneously its claim to the preservation of 
complexity. Since the functional method is self-referentially founded in
 its basic complexity preservation, it identifies its semantic forms as 
problems of reference, which only follow their own system logic. This 
means that they do not mirror constructions of other realities, but 
rather seek to understand an ordered social reality as a form of order 
in relation to this social reality.</p>
<p>
The data objectile does not rely on a principle of l'art pour l'art. 
Essentially it is socio-technical ensembles of humans and machines that 
form current realities. Biogenic programs, which virtually regulate the 
operation of agency in the constitutional context of person, role and 
expectation, conjoin with programs of a technical nature. Survival means
 preserving complexity in a cybernetic media world.</p>
<p>
The methodological framework of orientation for the nybble engine project is a radical/re-constructivist meta-art.<br />
'Meta-art' (cf. Art &amp; Language 1972) is an evolutionary achievement 
of the art system, and its emergence is inseparably linked with 
aesthetic Modernism. In its final evolutionary stage, meta-art is a 
reflection-theoretical endeavor as a form for observations, in order to 
observe oneself as a second-order observer. This kind of art marks the 
end of the aesthetic era of the self-description of the art system.<br /><br />
In order for the communication of the form to succeed, however, the 
socially constituted expectations of art must be taken into 
consideration in terms of the aspect of viability (following Ernst von 
Glasersfeld). This means that a reflection-theoretical art that claims 
to preserve complexity must still articulate itself in forms that are 
still identifiable as art. In this way, meta-art processes along the 
system/environment difference, at the very edge, so to speak, within 
which the intensification of art's ability to dissolve and recombine can
 still reproduce art. It is not the aim of meta-art to explore existence
 in any form for the purpose of attaining insights with artistic means 
and methods, but rather to discursivize questions that relate to the how
 and the viability of art in its respectively current social context.<br /><br />
Of course, not every developmental step proves to be viable. "A 
sociology that regards modern society as a functionally differentiated 
social system, does not maintain that all functions succeed equally well
 when functionally differentiated. It has doubts with regards to 
religion, and with regard to art it can raise the question, whether 
differentiation is beneficial to this functional area..." (Luhmann 
1984). <br /><br />
The current approaches of 'meta-art' only have little in common now with
 those of the sixties (cf. Art &amp; Language 1972). The forms of 
current meta-art are now completely integrated in the post-autonomous 
art that has been developing for about twenty years. Just as the 
orientation to function serves both self-simplification and evolving 
complexity, the autonomy of art can be both weakened and strengthened 
through heteronomy. From the perspective of differentiation theory, the 
issue of autonomy and heteronomy is never an either/or question. Rather,
 both of these terms are conceived as a relationship of mutual 
escalation, whereby differentiated systems combine an increase of 
autonomy with a greater amount of dependency on a plurality of other 
systems.<br /><br />
The tendency of art in the last twenty years sufficiently affirms that 
pure, non-purposeful art no longer offers a motivational basis for 
aesthetic agency. An idea of this kind is no longer tenable in the 
plurality of an (ultra-) modern society. In contemporary art, therefore,
 it is much more a matter of initiating communicative fields of 
production via articulations. Under the 'frame phenomenon' art, these 
fields create various horizons of meaning for as many participants as 
possible. From this perspective, it is understandable that the 
nybble-engine-projects integrates elements borrowed from the dramaturgy 
of marketing and accordingly has three pillars: 1. the 'theme 
phenomenon', calling to mind 'narratives' from science, for instance; 2.
 the 'frame phenomenon', which is clearly given here through the art 
reference; and 3. the 'ensemble phenomenon', which provides for the 
participants to retain ensemble status beyond mere reception.</p>
<p>
More information can be found on <a href="http://www.climax.at/">http://www.climax.at/</a></p>
]]></content:encoded>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>Sofia Bustorff</dc:creator>
    <dc:rights>This information is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply.</dc:rights>
    
      <dc:subject>2002</dc:subject>
    
    
      <dc:subject>3D</dc:subject>
    
    
      <dc:subject>essay</dc:subject>
    
    
      <dc:subject>network</dc:subject>
    
    
      <dc:subject>real-time</dc:subject>
    
    
      <dc:subject>software</dc:subject>
    
    
      <dc:subject>video</dc:subject>
    
    <dc:date>2011-12-21T12:34:29Z</dc:date>
    <dc:type>Page</dc:type>
  </item>


  <item rdf:about="http://www.v2.nl/archive/articles/polar">
    <title>polar</title>
    <link>http://www.v2.nl/archive/articles/polar</link>
    <description>An essay by Marko Peljhan and Carsten Nicolai on the project "Polar", 2002 </description>
    <content:encoded xmlns:content="http://purl.org/rss/1.0/modules/content/"><![CDATA[
<p><strong>description of the artistic concept and technical realization</strong></p>
<p>
The work <em>polar</em> could be described as an interactive multimedia 
installation, as it was also described for the entry in the Prix Ars 
Electronica competition, but its complexity in a way defies this 
classification.</p>
<p>
We envisioned the 7mx7mx4m totally connected and tactile space as a 
complex tactile matrix interface, that enables the visitor to experience
 the flow of data in the global and local networks in a completely 
immersive, yet cognitive way. The work was inspired by the notion of the
 cognitive ocean as described in Stanislaw Lem's and Andrey Tarkovsky's 
solaris. The initial conceptual equation was:</p>
<p>
OCEAN = MATRIX.</p>
<p>
The main outline of the work was based on the creation of two software 
and hardware engines, the so-called polar engine (with adjacent pols, 
polar dictionary and knowledge base) and the change engine (with 
adjacent trace route visualiser, which consisted of two separate 
displays). The first was envisioned as the input-analysis and 
construction zone, the second as the output-synthesis-experience zone. 
These zones were defined both in conceptual-software and hardware senses
 and also in the environmental sense. We have defined a zone in which 
the biological and physical, was directly interacting with the 
abstract-immaterial.</p>
<p>
One main question was posed in this process:</p>
<p>
How do we construct a cognitive and tactile experience of the seamless 
and near-abstract matrix with the analysis/construction/transformation 
of it included in the process?</p>
<p>
Basically, we wanted to create an interface between the human body and 
senses and the matrix, which would by the sheer presence let alone the 
activities of this humans already transform also the structure of the 
matrix that is being observed/experienced and of the physical space that
 is being inhabited during this process.</p>
<p>
<strong>the space</strong></p>
<p>
The polar space is a 7mx7mx4m white three dimensional physical space, 
which includes four projection surfaces, seven speakers, a 3D high 
resolution tracking system, a micro-organism growth module, a wave 
patterning water vibration module, two so called field displays-touch 
input modules and seven 'pol' zones. The hardware configuration of the 
space is clearly decodable. The whole construction was modular and 
includes also the ceiling, where a complex system of 32 lights 
controlled by the main engine of the project also played an active role 
in the tactile and sensorial experience. One of the main experiential 
goals of the space design was to minimize the presence of clearly 
discernible technological elements within it on one hand, and on the 
other to approach it from the pragmatic viewpoint of an all encompassing
 'human-machine' interface.</p>
<p>
<strong>the software systems</strong></p>
<p>
As it was previously described, the software systems were divided into 
two main zones. The first zone served as the input and cognitive zone, 
the second served as the output, sensorial and tactile zone. To connect 
the two a third routing module was created, named solaris. Its purpose 
was to route and connect all the systems in the polar network. To do so,
 a protocol to connect different software, hardware and OS systems was 
created. The protocol is one of the most invisible but also most 
important parts of the software development for this work, since it 
connected systems as diverse as the Canon Inc. polar modified Advanced 
Intelligent Information Retrieval System (AIIRS) and the Twosuns GMBH's 
Cartasia and Enclued software workbench and 3D tracker.</p>
<p>
While the protocol was the language of polar the polar engine, polar 
dictionary and knowledge base were the heart of the content systems and 
the connecting point of the work with the information matrix. The 
knowledge base was built by the authors as the main initial content part
 of the work. The base consisted of at least 20 text files of 100KB for 
each of the seven categories for each language (the whole work is 
bilingual-English and Japanese) defined by the authors as the main 
content categories of the polar dictionary.</p>
<p>
The seven categories were:</p>
<ul><li>crystal-crystallization</li><li>diagram</li><li>stealth-stealthy</li><li>machine-machinic</li><li>wave-waveform</li><li>symmetry-symmetriad</li><li>spectral-specter-spectrum</li></ul>
<p>&nbsp;</p>
<p>
From this categories, the authors defined ten keywords for each of them,
 this 70 keywords in English and 70 keywords in Japanese were the 
starting point of the database search options for the users when they 
came to them during the exploration of the ocean space. The polar 
dictionary was enlarged during each session run, through the search of 
the matrix and the distillation of keywords from retrieved texts and 
documents.</p>
<p>
The polar engine consists of three modules:</p>
<ol><li>Keyword Distiller module</li><li>Knowledge Base Generator module</li><li>Category Filter module.</li></ol>
<p>&nbsp;</p>
<p>
These modules select the useful information from the retrieved texts, 
summarize it, extract keywords and categorize it. The system used for 
this operation was developed from Canon Inc. proprietary software 
developed by the Media Technology Laboratory by the authors of polar. 
The multi-agent model called 'artificial staff' suited for the 
architecture of an information retrieval system was used. 'artificial 
staff' agents are autonomous, observe the users patterns and other 
agents and exchange the acquired information under a loose protocol. The
 flow-type information retrieved form the matrix is thus processed and 
categorized. The polar dictionary grows in an autonomous way, determined
 only by the initial users choice pattern and the result from the 
information retrieval and analysis from the texts based in the matrix. 
During this processes an immense amount of numerical data is created. 
This data was analyzed and created the main content transfer between the
 different modules in the polar network. This data was the blood flow of
 the system and was routed through solaris to the tactile zone and 
systems. They're the physical and tactile interaction with the visitors 
was of paramount importance.</p>
<p>
The hearts of the tactile zone were the change engine and the trace 
route, data flow and 3D space visualisers. The change engine consisted 
of the Enclued and Cartasia software modules, which served as real time 
dynamic multi-media process generators and trackers. This was the output
 generator, which generated tactile and sensorial (light, space, sound) 
changes in the ocean. Along with them, a pair of displays showed real 
time data flow within the system and the matrix, combined with a 3D 
display of the space, so the displacement of data in the matrix 
triggered by movement in the space was visible. The second display was a
 two-zone trace routing display system, showing real-time trace routing 
data in Japan on the top and the world on the bottom part. The software 
for the data flow display was based on a latex wave pattern model and 
was written using OPEN GL and a proprietary library. This tactile zone 
was enhanced using other, analogue systems of interaction, that did not 
include software, but are described in the hardware systems part and 
experience flow part of this document.</p>
<p>
<strong>the hardware systems</strong></p>
<p>
The hardware systems consisted of a combination of computers connected 
in a LAN, a MIDI connection for the light systems, two mobile wireless 
computing units (pol), display systems and analogue loop systems. The 
systems were connected through a protocol and also by analogue lines. 
They included also a micro camera filming the process of growth of the 
human cell, which was triggered by the temperature changes connected 
with the usage of the space and a system of an analogue input of sound 
and wave pattern data into two projectors. The third analogue system 
used was the wave patterning water vibration module, which consisted of a
 special fitted pool of water, connected to two subwoofer bass speakers,
 that changed wave patterns in it. For the connection between the LAN 
digital systems and some of the output analogue systems sound was used 
as the main trigger.</p>
<p>
The four projectors used in the system showed:</p>
<ul><li>data flow and 3D real time space situation</li><li>trace routing</li><li>analogue output and changes of a test pattern video system triggered by sound inputs</li><li>magnified picture of a human ear cell in growth in the space during the two weeks of operations</li></ul>
<p>&nbsp;</p>
<p>
The other hardware elements of the system were the two field displays, 
which were the main user interfaces with the polar dictionary and the 
'pol' units, which are two mobile wireless sensor packages, which 
collected and relayed temperature, acceleration, sound and visual data 
and generated the first set of numerical data, collected in space and by
 the user, to trigger power up of the field display and the initial 
generation of the keyword list on each of the visitors monitors. The 
digital hardware and computers were connected in a wireless and wired 
LAN, MIDI lines and analogue cables. During the exhibition, a web camera
 was placed in the system, that enabled users on the web to observe the 
situation in the space and the visitors exploration and behavior.</p>
<p>
The 'pol' was the main interface of the user during the initial 
exploration of the ocean space. It included a sensor package measuring 
outside and inside temperature, a 3D-axis accelerometer, a still camera 
and a sound recording system. With the 'pol', the user explored the 
space. It was based on a SONY VAIO PCG-C1VN Transmeta Crusoe based 
computer, a wireless LAN card and the proprietary sensor package. The 
'pol' was envisioned as the first encounter of the users with polar and a
 tool, which will generate a code sequence for the start of the change 
processes in space through physical exploration of this same space. When
 the 'pol' was placed in the right position in the space on one of the 
seven 'pol' zones, the space changing process started.</p>
<p>
The 3D tracking of the visitors and the 'pol's' in space was done 
through a motion tracking system, consisting of six computers and twelve
 IR cameras, tracking four IR sources. The system has a very high 
resolution and was developed by Twosuns GMBH for polar. This tracking 
system constantly relayed positioning data back to the main solaris 
router and the change engine. This data was included in the main routing
 and accordingly, the changes in space were generated.</p>
<p>
<strong>experience flow</strong></p>
<p>
With interactive works it is of course very difficult to describe the 
experience flow of them, especially in ones, that like polar are 
constantly changing, but we will give it a try. We will do this in two 
parts, one describing the visitor's point of view and one describing the
 data package point of view.</p>
<p>
Visitor
As the pair of visitors come in front of the space, they are explained 
the main rules of the interaction within the ocean space. The 
functioning of the 'pol' and the users interface of the field display 
are also explained to them by the hosts. After that, they wear a special
 jacket, which includes the visitor's infrared ID badge. Then they are 
given each one of the 'pol's' and they enter the space. In the space, as
 it is also clearly audible in the video documentation, there is a 
constant low hertz hum. This hum changes immediately as the visitors 
enter it. The system senses the 'pol' and the visitor and starts 
reacting. The light patterns start to change very slowly, the sound also
 and the temperature in space too. These processes of space-time change 
are based on a random generation of data, combining random generators 
with the real time data flow from the 3D tracking system and the 'pol' 
data output.</p>
<p>
The visitor has two to three minutes for this initial exploration, then a
 specific sound is heard, that marks the point where a special place for
 the 'pol' must be found. The 'pol' must then be placed into one of the 
seven 'pol' zones. When the right zone is chosen, the space reacts with a
 very bright and quick flash and a totally different high-pitched sound.
 The 'pol' is in the right position, and the random keyword choosing 
sequence is generated from 'pol' gathered data, the input field displays
 are then turned on. The visitor much chooses the language of 
interaction and then the chosen keywords are displayed. The solaris 
sends a message to all modules that the change processes have started. 
When one of the visitors chooses a keyword and places it in the system, 
the solaris sends the keyword to the polar engine. Exactly what happens 
with this keyword will be explained in the data package point of view 
that follows.</p>
<p>
For the visitor, the time lag between the involvement of the keyword in 
the matrix and the first results is the time in which he can and has to 
explore the ocean space. This exploration changes the position of sound 
fields in the 3D configuration of space and the initial numerical 
results from the 'pol' data and now also from the matrix search 
processes change different sound pattern levels. Because of this 
interrelation, not two experiences in the space are alike. The visitor 
can observe the wave patterns changing as a result of his movement and 
movement of data in the water module, he can observe the cell organism 
live and projected, the temperature in the cell module also fluctuates 
according to data generated through movement and through the matrix 
searching. Of course, only a visitor on the first and last day could see
 the difference in the actual growth of the cell...</p>
<p>
The data flow and 3D tracking combined wave display make the user aware 
that the space she/he inhabits is also a data space, since data flow 
patterns interact with the patterns of his position and the position of 
the 'pol' in the space. When the trace routing display starts (very late
 in the process, because of the large amount of data from the tracing 
that needs to be processed and parsed), usually the field display is 
ready for another keyword input. The list of keywords of course grew and
 a new keyword list is in the meantime generated. The visitors had a 
chance to involve two to four keywords in one session, depending on the 
keyword and the result base. This was because the time for the 
exploration was limited to 10 minutes for two visitors at a time. Of 
course, longer times can be set for the exploration and thus more 
changes in the space-time data-space could be observed.</p>
<p>
After the clock runs out, the space automatically turns the lights on at
 maximum and the process of cooling down is started. This process 
enables the visitor to understand that the change process is over. Also 
on the field display the visitor is reminded that the process is over 
and that she/he must leave the space.</p>
<p>
Data package
The experience of the data flow in the processes in polar is as hard to 
describe as the experience of the visitor, since there are many flows of
 packages at once. But the basic pattern is as follows:</p>
<ul><li>'Pol' acquires environmental data, acceleration, temperatures, visual data, sound</li><li>When 'pol' is in the space, the 3D tracker starts to track the 'pol' and the visitor and relays the tracking data to solaris</li><li>This tracking results in the light pattern and sound pattern 
changes in space. The space is full of light/sound positions that are 
constantly shifting according to the data input form the tracking system</li><li>The system has a time limit and 'pol' stops collecting data after two to three minutes</li><li>The tracking system waits until the 'pol' is put into the right 
position, randomly chosen from the seven possibilities according to the 
'pol' data</li><li>The whole package of the 'pol' data is sent to solaris</li><li>solaris sends start commands to other modules</li><li>The field displays start up and wait for the language input</li><li>When the language is input, the polar engine chooses a list of seven keywords from the polar dictionary</li><li>The keywords are displayed on the field displays</li><li>The visitor chooses a keyword and when he is placed in the right 
position the keyword is sent to solaris. In all this time, solaris 
relays the positioning data and the data flow information to the data 
flow visualiser, which was changed from sound visualiser in the scheme.</li><li>solaris sends the chosen keyword to the polar engine, which then 
sends the keyword to 15 different search engines for each language</li><li>The results pages from the search are put into a temporary data 
pool, these results are then analyzed, compared to the knowledge base 
and the new possible keywords are distilled. The results are also 
analyzed for the URL, and trace routing. Each URL of a positive result 
is trace routed and this data is then sent to the trace route 
visualiser. </li><li>All the numerical data generated in these processes is sent to the 
change engine through the protocol and the space-time-sound situation in
 the space is constantly shifting.</li><li>After the keyword is added to the polar dictionary, the solaris 
sends a message to the field display that the time is right for another 
search</li><li>The process could continue indefinitely, but a timer in the solaris
 can be set and is in an exhibition situation to a limit, where the 
processes of one session end.</li><li>The systems and the modules power down and wait for the new session. </li><li>The transformation is completed.</li></ul>
<p>
<strong>Conclusion</strong></p>
<p>
As it was said in the beginning, we posed ourselves one basic question:</p>
<p>
How do we construct a cognitive and tactile experience of the seamless 
and near-abstract matrix with the analysis/construction/transformation 
of it included in the process?</p>
<p>
With this system, we are trying to answer to this question. Also, as 
said in the beginning, the ocean from solaris was the inspiration for 
it, with its complexity and cognitive elementarily. We wanted to create 
such and experience of an ocean similar to that in solaris, but a 
different one in the sense that it combines data and topology of the 
matrix with a real 3D space-time in an all encompassing tactile 
experience. It tries to materialize the immaterial. For us, one of the 
main goals was that each interaction of humans-visitors with this data 
and physical space, would result in it being different than before, 
transformed in size and shape.</p>
<p>
Sounds within the data space shift, sound and light trigger positions 
too. New are generated in the process, and the dictionary, based on the 
seven basic categories set up by the authors too. Everything is shifting
 and changing, some things are growing (cell), some physically changing 
(water).</p>
<p>
<em>polar</em> has a life of its own.</p>
<p>
More information can be found on <a href="http://www.canon.co.jp/cast/artlab/artlab10">http://www.canon.co.jp/cast/artlab/artlab10</a></p>
]]></content:encoded>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>Sofia Bustorff</dc:creator>
    <dc:rights>This information is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply.</dc:rights>
    
      <dc:subject>2002</dc:subject>
    
    
      <dc:subject>essay</dc:subject>
    
    
      <dc:subject>information</dc:subject>
    
    
      <dc:subject>research</dc:subject>
    
    
      <dc:subject>senses</dc:subject>
    
    
      <dc:subject>sound</dc:subject>
    
    <dc:date>2011-12-21T12:26:20Z</dc:date>
    <dc:type>Page</dc:type>
  </item>


  <item rdf:about="http://www.v2.nl/archive/articles/the-semantic-gap">
    <title>The Semantic Gap</title>
    <link>http://www.v2.nl/archive/articles/the-semantic-gap</link>
    <description>Words and images: an essay by Ben Schouten, 2002</description>
    <content:encoded xmlns:content="http://purl.org/rss/1.0/modules/content/"><![CDATA[
<p>
If computers can be seen as calculators, then the question arises 
whether intelligence and particularly visual intelligence can be 
produced by mere calculations. Unfortunately, this question will not be 
answered in this presentation. One thing is certain; we have taken a 
road to (visual) intelligence. We may wonder where this road will bring 
us and where we are now. Archiving concepts become available in 
industry, society and art.</p>
<p>
Recognition is definitely a part of visual intelligence. It relates an 
emotion, experience or visual input to an earlier event. Image 
recognition is based on having seen something before. Our brain is 
effective in this. Human beings are able to understand and work with 
concepts. Computers are far less intelligent.</p>
<p>
To a certain extent concepts can be expressed in language. Language 
enables the description of concepts; we are able to explain what we see.
 Although it is a tedious task, someone escorting a blind person can 
describe the things he sees to him. Even harder it is for the blind 
person to imagine what has been described. The mapping from image space 
to concepts is not one-to-one, after all: "A picture may be worth a 
thousand words".</p>
<p>
In contemporary multimedia applications, an image is described by 
features, like the color or shape of an object. This is a many to one 
mapping and as a consequence, there is no one-to-one reverse mapping. A 
car can be red. But there are a lot of other objects with a red color.</p>
<p>
As we can learn from the human seeing-eye dog, one way of doing is to 
describe the content in language, as done in the case of keywords. But 
then a more intelligent way of looking for similarities is required. 
'Visual information retrieval' (VIR) systems process visual content in a
 way human beings do. 'Content based image retrieval' (CBIR) is based on
 the fact that images can be retrieved because of their similarity to 
other images.</p>
<p>
One can distinguish three core components of these systems:</p>
<ul><li>
<strong>Content extraction</strong><br />
Describe the content in such a way that it can be processed. 'Feature 
extraction' is one way of doing this. An image or video is described 
according to several features like color or texture.
</li><li>
<strong>Similarity</strong><br />
Once the content has been described, the system has to define how 
similar this content is to the content of other images. As a result, one
 has to define metrics approximating to what extent the different 
images, represented by their features are similar.
</li><li>
<strong>Interfaces</strong><br />
For the user to communicate with the system, interfaces should be able 
to display and compose visual information. As the content of images is 
subjective, an intelligent system should be able to manage this 
subjectivity.
</li></ul>
<p>
As we are living in the age of information technology, with the amount 
of content growing exponentially, the need to handle and archive this 
information grows as fast. We are overwhelmed with information:</p>
<p>
<a href="http://www.sims.berkeley.edu/how-much-info">http://www.sims.berkeley.edu/how-much-info</a></p>
<p>
and the ability to retrieve and archive this information becomes 
proportionally smaller to the growing amount of data. In the domain of 
'visual information systems', information can be processed for several 
purposes:</p>
<ul><li>
<strong>Compression</strong><br />
MPEG 4, 7, 21 add standards for describing content in multimedia databases, besides mere compression.
</li><li>
<strong>Retrieval</strong><br />
To browse, query and download information from the web or other information databases.
</li><li>
<strong>Visualization</strong><br />
In the field of fashion and design for instance, fashion depends on 
personal appreciation. Applications should give way to examine clothing 
as it appears ('intelligent clothing') and search for products by visual
 means.
</li><li>
<strong>Security and authentication</strong><br />
Document ownership, access and facilitation. Authorizing or blocking content (pornography). Filtering.
</li><li>
<strong>Quality control</strong><br />
Visual inspection of products like textiles.
</li><li>
<strong>Delivery on demand</strong><br />
Personal Content as in television on demand. Extracting personal content
 from a larger and more general content quantity. Indexing.
</li><li>
<strong>Manipulation</strong><br />
Content being processed in a way that new content is created. Examples 
are art, music and video. Tasks: archiving, billing, accounting, virtual
 shops, etc.
</li></ul>
]]></content:encoded>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>Sofia Bustorff</dc:creator>
    <dc:rights>This information is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply.</dc:rights>
    
      <dc:subject>2002</dc:subject>
    
    
      <dc:subject>archiving</dc:subject>
    
    
      <dc:subject>essay</dc:subject>
    
    
      <dc:subject>image</dc:subject>
    
    
      <dc:subject>image recognition</dc:subject>
    
    
      <dc:subject>metadata</dc:subject>
    
    <dc:date>2011-12-21T12:19:16Z</dc:date>
    <dc:type>Page</dc:type>
  </item>


  <item rdf:about="http://www.v2.nl/archive/articles/vampires-and-archives">
    <title>Vampires and Archives </title>
    <link>http://www.v2.nl/archive/articles/vampires-and-archives</link>
    <description>An email conversation with Anne Nigten and Michael Punt, 2002.</description>
    <content:encoded xmlns:content="http://purl.org/rss/1.0/modules/content/"><![CDATA[
<p>
The following text has been composed from the e-mail conversations 
between the two moderators of the "Anarchives" conference, Anne Nigten 
and Michael Punt.</p>
<p>
<em>Michael:</em><br />
Perhaps the first thing to say is that there is nothing about the 
concept of archive that insists that there is public access, despite the
 fact that as a location it is the place where public records and 
historical documents are kept. The archive, like a court of law, does 
its job independently of intimate public participation. Secondly, in 
spite of its image as an unworldly apolitical bastion of objective 
history, the archive (in the modern sense of the word) stems from 
precisely the time when the cult of fact was superseding other ways of 
knowing the truth. Regardless of its content, the modern archive (that 
is, post seventeenth century and pre-Postmodern) may contain evidence of
 the subjective and the historical, but it is at pains to eradicate the 
contamination of subjectivity and history from its methods. Such 
contradictions insist, at the start, that the archive, for all its 
apparent timeless stability, is a site of complex contradiction and a 
site of political activity. Restricting public access to those who 
subscribed to empiricism and what has been called 'boundary maintenance'
 ensured that these contradictions were stabilized.</p>
<p>
The premise of this conference (as I understand it) is that wider public
 access, facilitated in part by certain technologies and in part by 
social revisionism, has placed the archive (as a concept) under strain 
in such a way that its disciplining function is either exposed or 
eliminated. Certainty, whose supremacy is evaporating in history as much
 as it is in cosmology or television, needs a worthy usurper that will 
reinforce the values that underlie the cult of fact. Into this moment of
 instability a number of artists and scientists have seen new 
opportunities to reclaim the real by building alternatives. It remains 
to be seen how long the space is available for us to act and what scope 
there is for real intervention. Nonetheless in the secessionist spirit I
 ask the question intended to foreground the issues of subjectivity and 
history: Can you have a beautiful archive?</p>
<p>
<em>Anne:</em><br />
Do you mean storage wise or in terms of retrieval? It is an interesting 
thought in the digital age - it somehow seems to refer to the physical 
presence of let's say a library - objects and the atmosphere attached to
 them, multiple sensory input like the smell and feel one can experience
 in 'special' collections or personal archives. Software code and d-base
 ontologies sometimes possess this beauty and 'personal signature' as 
well. It also refers to the importance of graphical user interface 
design, which is an important field artists have been working in. In my 
talks to Ben Schouten he also refers to a certain aspect of beauty in 
visualization and design technology.</p>
<p>
<em>Michael:</em><br />
I mean in the sense that the post-historical archive lacks the nostalgic
 sentimentality of the socially authenticated document and replaces it 
with evidence of the movement of history back and forth.</p>
<p>
<em>Anne:</em><br />
Do you refer to history in general or to the history of objects, traces of usage, social or cultural history?</p>
<p>
<em>Michael:</em><br />
I mean the use of history as a means of explaining the present, which 
for many people presents insurmountable contradictions. The 
authentication of data and the cult of fact is a relatively modern 
invention. We should not lose sight of the prior models of truth that 
the challenge of post-history recuperates.</p>
<p>
<em>Anne:</em><br />
Yes, here we go! Although I always have my doubts about the term 'truth' as such.</p>
<p>
<em>Michael:</em><br />
I mean truth in the sense of the competition between realities in which a
 reality informed by reason is claimed as the only admissible reality. 
We should not forget the popular resistance to reason in the past, or 
overlook it in the present. The crisis in the new archive in which 
public (and artistic) access and participation is irresistible is that 
the contrast between the decaying system (of civilizations) and the 
complete and generative archive is exposed.</p>
<p>
<em>Anne:</em><br />
Yes, this also hooks up with the autopoietic system. After I studied the
 work/papers/writings of Thecla Schiphorst and Margarete Jahrmann in 
more detail I think it is interesting to keep in mind - while 
investigating the other works - for discussion and 
conversation/interview purposes:</p>
<ul><li>Thecla Schiphorst refers to Varela. In her work this may be 
interpreted as 'open' systems emerging/growing or organizing themselves 
through user interaction and social interaction.</li><li>Margarete Jahrmann refers to Luhman's social system theory (Very 
briefly: he takes the communication domain as the term of condition for 
the autopoietic system derived from Maturana/Varela. From this theory 
one could conclude that the operational characteristics of his system 
theory are independent of its specific users/participants, since Luhman 
filtered out humans from his model.)</li></ul>
<p>
I would like to know how this relates to the self learning systems used 
by Ben Schouten and by Arnold Smeulders (refering to M. Minsky's society
 of minds). Distributed knowledge and distributed consciousness relate 
to this as well.</p>
<p>
<em>Michael:</em><br />
I think that the introduction of debates about consciousness is 
essential. The electronic archive now reinstates these debates as it 
presents a challenge to the hierarchy of evidence, i.e. bookish literacy
 and mathematical data, which insist on certain interpretations versus 
the image, which thrives on an indifference to reasonable truth. In her 
brilliant book on visual analogy Barbara Maria Stafford points out that 
"Through sheer skill, craft, or technical trickery, poet and painter 
were able to imaginatively simulate mythical, historical, or religious 
scenes they had never in fact beheld. Conjuring and artistry were thus 
one."</p>
<p>
This moral promiscuity invests the image with an extraordinary power in 
networked communications since its meanings are relatively 
non-hierarchical and immediate. Moreover the completeness of the image 
in contrast to the historical moment's decay raises new issues about the
 status of the image as archaeological and archival evidence.</p>
<p>
<em>Anne:</em><br />
Yes, the image-less art (the art without fixed or attached image). This 
makes sense of constructions of images based on data retrieval and 
interpretation, where an image or a series of images is continuously 
being constructed.</p>
<p>
I am fascinated by concepts of generating archives, not reflecting 
existing files, images or data to be preserved but to look upon archives
 as living organisms. This not only reflects other visions on archival 
concepts but also includes pointers to our contemporary life and 
approaches of art based on parameters, or 'intelligent' software code.</p>
<p>
<em>Michael:</em><br />
As a complete catalogue of an incomplete past the archive becomes an 
archaeological trace of a fractured unconscious which finds expression 
in technologies that disavow the immaterial as they open access routes 
to it. In this way the archive can become a site of therapeutic 
retrieval regardless of its evidential base. In this case how (and with 
what technology) it is catalogued is as significant as what is 
catalogued.</p>
<p>
I think that what we have to be aware of is the powerful inertia of the 
archive as an instrument and if we want to make interventions we have to
 be vigilant. For example we should be constantly asking to what extent 
our interventions in what we may begin to understand as the 
post-historical, post mechanical, archive merely recycle the aesthetics 
of High Romanticism and the mythologies of the cult of fact? I suppose 
to answer my initial question, a beautiful archive is now possible for 
the first time but if we achieved it then we should be suspicious.</p>
<p>
<em>Anne:</em><br />
This reminds me of something I ran into at your webpages http://www.stem-arts.com/postdigital/ page1.htm</p>
<p>
I found a picture with the following text: 'the imagination is prompted 
by human desire to modify the world through technology which in turn 
prompts desire'</p>
<p>
I guess we're much further now. We are getting techno-morphed, in A.I. 
and robotics theory there doesn't really exist a single 'self' anymore. 
Most of the developments of the past few decades are heading in the 
direction of distributed knowledge. A while ago V2_ published a book 
called Technomorphica, which deals with technomorphization, the 
reorganization of the organic based on the intelligent machine model. It
 poses the question if evolution has entered a technological-scientific 
phase where humans no longer develop themselves in natural processes, 
but where the human body adapts itself to the parameters of this 
technological era. The same subject is reflected in the work of the 
artists and scientists involved, striving toward technological 
perfection. Artificial intelligence as referred to by M. Minsky in 
Machinery of Consciousness for several artists is a reason to come up 
with other scenarios to mis-use or abuse technology, to establish other 
cultural experiences or raise awareness among a broader (networked) 
audience and this is often done by means of connection machines.</p>
<p>
<em>Michael:</em><br />
However, I would say that in your last comments it is precisely where I 
think we need to re-think terms such as mis-use and abuse since they 
suggest a legitimate use for technology that is in some way inherent in 
the apparatus. Its a position I find difficult to sustain since, as I 
argued in Accidental Machines, much technology - especially computers - 
was not 'invented' with an end use in mind. Rather, a particular meaning
 became validated by a forceful colonization by the very community that 
had the most to lose from alternative interpretations. What we now see 
with artists, hackers and gamers is the trace of those other meanings, 
which are simultaneously exploited and denigrated by the 'legitimate' 
users. In the same way, if we regard the archive as one of the 
technologies of history we return to the opening statement and the 
archive's vampiric relation to history as concept feeding off its own 
species while at the same time claiming to occupy a territory regarded 
as aloof. Of course we are talking generically here and not about any 
particular archive, and that has to be stressed, because what is at 
stake is the meaning of the past as mutable negotiable consensus between
 equal partners, not an absolute imposed by a series of institutional 
gateways whose invisibility is an illusion in which we all conspire.</p>
<p>&nbsp;</p>
<p class="discreet">
Note:</p>
<p>
This conversation could have been carried on for a while. The above text
 is a reflection of some parts of our discussion. Publishing this text 
in the conference reader should not be interpreted as a total coverage 
of the theme. Nevertheless, since we are talking about archives it 
seemed relevant to open up our conversation archive created around the 
theme of this conference. We prefer to deepen some of the issues 
discussed during the conference Anarchives: connection-machines July 5th
 2002 with the participants and the audience.</p>
]]></content:encoded>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>Sofia Bustorff</dc:creator>
    <dc:rights>This information is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply.</dc:rights>
    
      <dc:subject>2002</dc:subject>
    
    
      <dc:subject>archiving</dc:subject>
    
    
      <dc:subject>essay</dc:subject>
    
    
      <dc:subject>history</dc:subject>
    
    <dc:date>2011-12-21T12:16:48Z</dc:date>
    <dc:type>Page</dc:type>
  </item>


  <item rdf:about="http://www.v2.nl/archive/articles/data-knitting">
    <title>Data Knitting</title>
    <link>http://www.v2.nl/archive/articles/data-knitting</link>
    <description>An essay by Arjen Mulder, 2002</description>
    <content:encoded xmlns:content="http://purl.org/rss/1.0/modules/content/"><![CDATA[
<p>
In 2002, V2_'s activities center around the theme Data Knitting, culminating in DEAF03.</p>
<p>
Media are increasingly becoming means to construct realities, rather 
than means to represent reality. Media do not depict the existing world,
 they replace it with a different reality, a 'media reality' or rather 
'media realities'. How different media shape reality is a recurrent 
theme in V2_ programs.</p>
<p>
During 2002 and up to and including DEAF03 V2_'s program focuses on the 
political, economical, social, historical, epistemological and 
software-based implications of techniques for data clustering and data 
combination. The program emphasizes the role of interactivity as a 
method to manipulate, transform and individually shape media realities. 
V2_ takes a fundamental interest in the present; a present which 
condenses into an archive in front of our very eyes.</p>
<p>
In various contemporary views the archive has proved to be a strong 
metaphor. Our body has become a genetic archive, now that it has been 
digitally opened up in the Human Genome Project. Culture, as found in 
museums and other art institutes and in magazines and cultural 
supplements as well, has been described as an archive that new art both 
has to react against in order to be new and has to penetrate in order to
 be recognized as art. Our language is an archive of meanings that can 
be unlocked by philological methods. It teaches us who we are and where 
we come from. The unconscious is an archive of all the traumatic 
experiences that define our identity. History is a database from which 
facts can be arbitrarily retrieved, and now lacks a unifying story.</p>
<p>
It could be argued that the latter post-modernist view on 
'fragmentation' and 'deconstruction' of everything in the archive of 
history is related to the way in which data was stored and retrieved in 
the early days of the information age: via non-hierarchical, non-linear 
search engines. Digitally speaking, all data were equal then, whether 
they were text, image, sound, protocol, program code or whatever. Since 
the 1990s a new form of structuring digital archives has emerged. Now it
 is not just the individual data that are being stored in databases. The
 relationships and correlations between the various data are now also 
being stored, by using 'metadata'. Metadata (also known as 'tags') are 
data that describe and categorize other data. Metadata as means for 
ordering, hierarchizing, streamlining and evaluating have become 
increasingly important as social, political and economical instruments 
in what has been considered an informational sphere free of values for 
so long.</p>
<p>
Information isn't power, but knowledge is. Knowledge is tagged, or 
intelligently grouped and combined, information. Knowledge is the result
 of the (private or public, controllable or associative, open or 
concealed) knowledge management of data and data clusters.</p>
<p>
Archives no longer just hold our past for inspection by historians, tax 
collectors and other researchers. We are permanently living in archives:
 all the sites we visit on the Internet are being logged by our search 
engines. All our shopping is being registered by our supermarkets. Each 
time we perform an electronic act we add information to the running 
archive of our activities as both individuals and members of target 
groups. On the basis of such archives the policies for the future are 
being planned, from marketing strategies to decisions about where to 
build shops. Behind almost all activities in the hard, material world 
nowadays there is an immaterial archive, for instance the storage of 
data from video surveillance and other security equipment. We are living
 in the world's online archive, or, more to the point: we are living in 
the world-as-archive, as a constellation of databases.</p>
<p>
Because they are continuously available and accessible, archives have 
become an essential factor in acting in the present. One could even say 
that archives have become crucial in how the present is created and 
reflected upon. Archives are becoming just as process-like in character 
as the present already is. The individual's experience of the present 
can be increasingly described as the moment when an 'unforeseen' link is
 forged between dated information clusters that reach him or her through
 the media. Why does an archive allow one connection to be established 
and not the other? Through which media and by what software can which 
connections be made within archives and between them? And which 
connections are excluded by those media and software? What role does the
 individual have to play in this?</p>
<p>
Knowledge can be imposed upon the users of archives, or it can be 
developed by them by using strategic tools and agents. A growing number 
of artists, artists' groups and architects are developing (software 
based) systems in which data are organizing themselves into complex 
knowledge systems of which the users are but one of the organizing 
factors. Databases, software and archives are increasingly the objective
 of artistic interventions. How are the connections that archives do (or
 do not) make short-circuited and what is the nature of these short 
circuits? What is their artistic potential?</p>
<p>
In the course of 2002 up to and including DEAF03 V2_ explores our media 
reality/realities in art projects, performances, lectures, workshops, 
Internet projects and cinematic screenings.</p>
]]></content:encoded>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>Sofia Bustorff</dc:creator>
    <dc:rights>This information is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply.</dc:rights>
    
      <dc:subject>2002</dc:subject>
    
    
      <dc:subject>archiving</dc:subject>
    
    
      <dc:subject>data</dc:subject>
    
    
      <dc:subject>essay</dc:subject>
    
    
      <dc:subject>information</dc:subject>
    
    
      <dc:subject>knowledge</dc:subject>
    
    
      <dc:subject>metadata</dc:subject>
    
    <dc:date>2011-12-21T12:14:08Z</dc:date>
    <dc:type>Page</dc:type>
  </item>


  <item rdf:about="http://www.v2.nl/archive/articles/design-fiction">
    <title>Design Fiction</title>
    <link>http://www.v2.nl/archive/articles/design-fiction</link>
    <description>Design Fiction is an essay by Julian Bleecker.</description>
    <content:encoded xmlns:content="http://purl.org/rss/1.0/modules/content/"><![CDATA[
<p>Design, like architecture, is an aspirational endeavor. These are practices that make things, which is to say that it is their essential character to transform ideas into material. ‘Pouring concrete’ is an instructive metaphor for architecture to describe the ritual of translating ideas and principles into a more durable state. In that translation, with all of its complexities and its imbroglios of conflicting and competing tensions – comes the formation of structures that define how space is occupied and moved through. Whether inhabitable space or space marked for transitions and flows, architecture, much like design has the imminent challenge of closing the gap between a vision and its expression as a formed, material object. But there is the pragmatic constraint – it is plainly difficult to construct ideas at the scale in which architecture is expected to operate, especially if the ideas are speculative and visionary. As a result architects spend quite a bit of time communicating their ideas. In fact, we might say that architects spends most of their efforts making props that tell stories about a re-imagined world, or stories that compel us to reflect on the present state of the world. Architects might be the best storytellers in this way, so concentrated are their efforts at finding compelling ways to express their ideas, perhaps knowing full-well that they will not ever be realized to scale. Those props might be sophisticated scale models or technically rich visualizations and renderings. In any case they are materializations for which one does not have to ‘pour concrete.’ The genre of science-fiction has a similar remit – to re-imagine, reflect and refract the present state of things through stories. To a greater or lesser degree, science-fiction has its descriptive story props that help communicate the contours and conduits of these re-imagined worlds. It may be the one of a few literary genres that is expected to deliberate in this way. What might we call design and architecture if we think of these practices as genres of story telling, similar to science-fiction? If they re-imagine the world more than incrementally, but more along the lines of speculative or even radical shifts in the way things are? Or even if the change seems slight, with a small shift in the contours of life as it is lived – that change forces one to reflect on present conditions, as the best of sciencefiction is able to do. Design like architecture would be the practice that creates materializations of ideas in the form of props that start conversations and help re-imagine the world.</p>
<p>&nbsp;</p>
<h3>Architecture Fiction / Design Fiction</h3>
<p>If design can be a way of creating material objects that help tell a story what kind of stories would it tell and in what style or genre? Might it be a kind of half-way between fact and fiction? Telling stories that appear real and legible, yet that are also speculating and extrapolating, or offering some sort of reflection on how things are, and how they might become something else? Design fiction as I am discussing it here is a conflation of design, science fact, and science fiction. It is a amalgamation of practices that together bends the expectations as to what each does on its own and ties them together into something new. It is a way of materializing ideas and speculations without the pragmatic curtailing that often happens when dead weights are fastened to the imagination. Design Fiction is a different genre of design. Not realism, but a genre that is forward looking, beyond incremental and makes an effort to explore new kinds of social interaction rituals. As much as science fact tells you what is and is not possible, design fiction understands constraints differently. Design fiction is about creative provocation, raising questions, innovation beyond the ‘up-and-to-the-right’ sort, and exploration. Design fiction works in the space between the arrogance of science fact, and the seriously playful imaginary of science fiction, making things that are both real and fake, but aware of the irony of the muddle – even claiming it as an advantage. It’s a design practice, first of all – because it makes no authority claims on the world, has no special stake in canonical truth; because it can work comfortably with the vernacular and pragmatic; because it has as part of its vocabulary the word ‘people’ (not ‘users’) and all that implies; because it can operate with wit and paradox and a critical stance. It assumes nothing about the future, except that there can be simultaneous futures, and multiple futures, and simultaneous-multiple futures – even an end to everything.<br /><br />There’s a scene in the film Minority Report, which also happens to be a wonderful prototype of a ubiquitous computing future, in which Tom Cruise’s character Inspector John Anderton manipulates a database of sound and images that are from the near future. In this scene, which just about everyone in the world knows about, Cruise’s character makes orchestra conductor- like gestures, summoning and juxtaposing fuzzy snippets of what is almost about to happen. It’s all happening in a mad-dash effort to piece together a puzzle. The puzzle is, of course, unlocking the mystery of a murder we know will take place, unless the clues of its location and perpetrator are discovered. The example I bring up here is, of course, the gesture interface that Anderton uses to piece together the clue fragments for the future murder he is investigating. As a film element, it has a well-balanced mix of visual dynamics that will keep today’s science fiction film audience riveted, and legible interaction rituals that allow the audience to follow the gestures closely to develop an understanding of precisely what is going on – what is being manipulated and how bits of clue are juxtaposed and re-arranged as one might do so with a puzzle. Special attention is placed on the precision of the gestures that Anderton uses in order to manipulate the fragments of video and sound – zooming in on a bit of imagery with hand-over-hand gesture; deleting a few things by moving them with a forceful and dismissive sweep into this interface’s version of today’s user interface trash can. There’s more than the clue-construction device that Anderton uses – whatever its called. It would be a simple matter to show a few still images from this sequence as an index to the small bit of argument I’m presenting. But, it is precisely this longer bit of story that I want to highlight, and not just the instrumental technology. Not the story itself – the pre-murder. Rather, I want to highlight what the story does so as to fill out the meaning of the clue-construction device, to make it something legible despite its foreignness. It’s a device used to edit sound and images somehow extracted from the future. It’s as if the story is sharing with the audience, who may be reasonably wondering – how do you edit and manipulate fragments of sound and images from the future? How does police evidence gathering work in the year 2054, when evidence is things that have not yet happened – but will? Do they travel into the future through some device and collect things that they bring back? Do detectives still use little baggies and tweezers to collect scraps of bone fragment, sending them to clever forensic scientists back at the lab?<br /><br />Science-fact and science-fiction are entangled in the Minority Report drama, which isn’t a bad thing. In fact, it should happen more. Science-fiction has way more imagination than science-fact and almost certainly circulates knowledge – wherever between fact and fiction that knowledge may live – and ideas more effectively than all the science journals and science journalism in the world. In the production of Minority Report, the idea for such a gestural interface came from somewhere and at least in part from the film’s technical consultant, John Underkoffler. Underkoffler was a member of the Tangible Media Group at M.I.T., and had participated along with a panel of luminaries in providing some speculations as to what the future of Minority Report might be experienced based on their insights and their extrapolations of the current trends in the technology world. What was needed were some futurist-style projections to help trace a vector from the speculations of the present to their materialization in the future of 2054, when the film takes place. From a project at the Tangible Media Group called ‘The Luminous Room’ were a number of ‘immersive’ computing concepts that were drawn from some of the principles of Ubicomp. The principles are related to the idea that computers might become more directly integrated into the architecture of the environments that people occupy. Rather than manipulating them with a keyboard and mouse, people might use gestures for direct input. Translating laboratory principles into a dramatic film allows for the lab ideas to circulate in a bold fashion, beyond what would be accepted in the typical, conservative research-academic-industrial context. There is a larger military-industrial-light-andmagic complex in effect here, which is precisely the larger, messy tangle through which fact and fiction become indistinguishable through a blend of science and entertainment. The action is a kind of science fact-fiction work that effectively tries out some ideas within a film’s narrative. It’s sort of like prototyping – sketching out possibilities by building things, wrapping them around a story and letting them play out as they might. More formally, this is what David A. Kirby calls the ‘diegetic prototype.’ [David A. Kirby, ‘Future is Now: Diegetic Prototypes and the Role of Popular Films in Generating Real-World Technological Development’ forthcoming in Social Studies of Science, a journal.] It’s a kind of technoscientific prototyping activity knotted to science fiction film production that emphasizes the circulation of knowledge and ideas. It is like a concept prototype, only with the added design fiction property of a story into which the prototype can play its part in a way different from a plain old demonstration. The prototype enlivens the narrative, moving the story forward while at the same time subtly working through the details of itself.<br /><br />‘..scientists and engineers can also create realistic filmic images of ‘technological possibilities’ with the intention of reducing anxiety and stimulating desire in audiences to see potential technologies become realities. For scientists and engineers, the best way to jump start technical development is to produce a working prototype. Working prototypes, however, are time consuming, expensive and require initial funds. I argue in this essay that for technical advisors cinematic depictions of future technologies are actually ‘diegetic prototypes’ that demonstrate to large public audiences a technology’s need, benevolence, and viability. Diegetic prototypes have a major rhetorical advantage even over true prototypes: in the diegesis these technologies exist as ‘real’ objects that function properly and which people actually use.’ [Kirby]<br /><br />The film becomes an opportunity to create a vision of the future but, perhaps more importantly, to share that vision to a large public audience. In specific cases, such as the evocative ‘gesture interface’ concepts Underkoffler introduced into the film’s story and its production design, ideas gather a kind of knowledge-mass. They become culturally legible and gain weight and currency. We ‘get’ the idea of using conductor-like gestures to interact with our information technology because it is given to us through the film, it’s pre-science, the discussions that evolve in media and with friends, the formation of companies to further develop the ideas, bolstered on the cultural literacy with touch and gesture interactions, and so on. To gain cultural legibility takes more than a scientist demonstrating an idea in a laboratory. What is needed is a broader, context — such as one that great storytellers and great filmmakers can put together into a popular film, with an engaging narrative and some cool gear. The follow-on to this science fiction film introduction of gesture interfaces to a large public audience are more gesture interfaces, each one staking out Minority Report as a point of conception, either explicitly or implicitly. It’s as if Minority Report serves as the conditions of possibility for more and further explorations of the possibility for gesture interaction — whether touchbased gestures, as in the Apple iPhone and other techniques, or free-space and tracking gesture interactions, like the Nintendo Wii, for example. This is not precisely the case: we are not interested in claims as to priority, ownership and who did what first. What is much more interesting is the brocade of activity that weaves in and through the fictional/factual special effects props of Minority Report.<br /><br /></p>
]]></content:encoded>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>Arie Altena</dc:creator>
    <dc:rights>This information is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply.</dc:rights>
    
      <dc:subject>2011</dc:subject>
    
    
      <dc:subject>era of objects</dc:subject>
    
    
      <dc:subject>essay</dc:subject>
    
    <dc:date>2011-10-05T13:12:37Z</dc:date>
    <dc:type>Page</dc:type>
  </item>


  <item rdf:about="http://www.v2.nl/archive/articles/why-2k-or">
    <title>Why 2K or</title>
    <link>http://www.v2.nl/archive/articles/why-2k-or</link>
    <description>Essay by Timothy Druckrey, published in "The Art of the Accident," 1998.</description>
    <content:encoded xmlns:content="http://purl.org/rss/1.0/modules/content/"><![CDATA[
<p>
I.</p>
<p>
The signs are everywhere. Ars Electronica's Infowar, ISEA's Revolution,
Steirischer Herbst's Art and Global Media, Interpol's operation
Cathedral (an international roundup of net pornographers), the launch
of a 'satellite' over Japan by North Korea, 30,000 Iranian troops along
the Afghan border, the Serbian siege of Kosovo (and the impending
attack by US backed NATO forces), perverse media mergers, reactionary
utopianisms, imploding economies, the return of distinctly undemocratic
forms of repressive tolerance, the revealingly pathetic links between
monogamy and monopoly, monotony and the fundamentalization of sexuality
by the compulsive theologies of conspiracy - in short a world in crisis.</p>
<p>
And if the phantasmatic information economy has provided a shield
against the crumbling material world, one was reminded by George Stein
at the Infowar symposium that 'information leads to dependency,
dependency to vulnerability, vulnerability to defeat'. Not a rosy
picture for the wired world. Yet while the promises of international
information integration provide the fuel for strategic development, a
shadow of fallibility emerges to rupture the systemic illusion that our
social software will stabilize crisis. The mistake was innocently
efficient and overwhelmingly problematic. Two digits ignored by
programmers and hardware designers have posed more than a dilemma to a
culture subservient to computers and their infallible memory for
numbers. Rather than include 19 before the year in the 20th century,
computational dates were indicated only by the last 2 digits. And now,
16 months before the millennial clock ticks to a new century, the 'time
bomb' looms ahead as what Paul Virilio calls 'the integral accident'.</p>
<p>
'Y2K,' said Alistair Cooke on a BBC report in June, 'probably the most
ominous logo, the most threatening symbol to human life, since E=MC2.'
This dazzlingly portentous comment was made with the calmest of
demeanors, as if the destructive potential of the problem was as
inevitable as it was surreally unmanageable. Cooke's report quoted
heavily from US Senator Bennett's speeches to hearings on the Y2K issue
that outline priorities and strategies for approaching the issue. Yet,
doing much more than crisis management seems futile. Bennett writes
that 'the world as a whole is almost doomed to have major problems
because other countries are way behind us - however badly prepared we
are - in their thinking and planning for Y2K'. The priorities are
significant. Bennett outlines seven as essential: utilities,
telecommunications, transport, financial systems, government services,
business activities, litigation. Tests done with several power
companies have not been favorable. As an experiment, two in Great
Britain set their clocks ahead. At midnight on December 31st, 1999 both
went off-line. Bennett indeed suggests that rather than attempt to fix
the related problems in software and hardware, government agencies
ought to prepare crisis management plans to stay in operation and to
extend this readiness to the companies involved in essential services
like the power grids, water systems, international air traffic
controllers, etc.</p>
<p>
Why 2K? Because, as Virilio has always reminded us, 'every technology
brings a corresponding form of accident', because foreshortened
assumptions about failure are blissfully ignored by cost-benefit
analyses, because failure and progress (as this century has so dearly
signified) go hand-in-hand as a measure of manageable catastrophe,
because the adaptability of codes wrongly seemed a simple process of
substitution.</p>
<p>
So the crisis countdown continues. Jean Baudrillard characterizes it thus in a recent essay called <em>The End of the Millennium or the Countdown</em>:
"For this century - which can do nothing more than count the seconds
separating it from its end without being able, or really wanting, to
measure up to that end - the digital clock on the Beaubourg Centre
showing the countdown in millions of seconds is the perfect symbol. It
illustrates the reversal of the whole of our modernity's relation to
time. Time is no longer counted progressively, by addition, starting
from an origin, but by subtraction, starting from the end. This is what
happens with rocket launches or time bombs. And that end is no longer
the symbolic endpoint of a history, but the mark of a zero sum, of a
potential exhaustion. This is a perspective of entropy - by the
exhausting of all possibilities - the perspective of counting down to
infinity. We are no longer in the fatalistic, historical or
providential vision, which was the vision of a world of progress and
production. The final illusion of history, the final utopia of time no
longer exists, since it is already registered there as something
potentially accounted for, in digital time, just as mankind's
finalities cease to exist at a point where they come to be registered
in a genetic capital and solely in the biological perspective of the
exploitation of the genome. When you count the seconds from the end,
the fact is that everything is already at an end."</p>
<p>
II.</p>
<p>&nbsp;</p>
<p>
Gödel was right to remind us that contradiction was an essential
condition: no assumption without its opposite, no control without
defeat, no seriousness without absurdity. So if fallibility
characterises experience, then the whole absurd enterprise of
militarised notions of interactivity (based on command and control
strategies) is a myth hinged on the mystification of the misleading
assumption that systems won't fail (or that their's will fail first!).
Even the 'indestructible' and redundant Internet, impervious to nuclear
attack, proves vulnerable not from external assault but from unintended
error.</p>
<p>
Mutations, accidents, blunders, oversights, omissions, faux pas - have,
indeed, rotted many of the developments of the past generations. And if
the jettisoning of infallibility can be usefully employed in creative
ways, we might be able to rethink the algorithmic imperatives that
envelop electronic media. Surrounded by pieties of all sorts -
ontological fantasies, epistemological illusions, traumatized
psychologies, anecdotal embodiments, over-dramatized technical reason -
the field of electronic art has been cast as a sphere in which managed
computational performance is sustained by extravagant allegories of
exactitude, flawlessy debugged performance at the expense of the
possibility of unpredictability. These mystifications compel an
acknowledgement of imperfection, error, and, ultimately, failure.</p>
<p>
This willing acceptance could easily be read as the admission of
failure or even as a form of technophobia. Yet, as is clear, an assault
on the 'triumphs' of reason, on the flaws in the system, can expose
more than the imperfections of technology. They can extend the de facto
normative, and blissfully functional ideologies of modernist technology
into destabilized, ruptured, and absurd systems that are more laughable
than logical, more reckless than rational, and perhaps more interesting
than predictable.</p>
<p>© 1998 Timothy Druckrey / V2_</p>
]]></content:encoded>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>Arie Altena</dc:creator>
    <dc:rights></dc:rights>
    
      <dc:subject>1998</dc:subject>
    
    
      <dc:subject>1998 - The Art of the Accident</dc:subject>
    
    
      <dc:subject>essay</dc:subject>
    
    
      <dc:subject>y2k</dc:subject>
    
    <dc:date>2009-04-24T12:00:00Z</dc:date>
    <dc:type>Page</dc:type>
  </item>


  <item rdf:about="http://www.v2.nl/archive/articles/digital-territories-the-symposium">
    <title>Digital Territories - The Symposium </title>
    <link>http://www.v2.nl/archive/articles/digital-territories-the-symposium</link>
    <description>Short essay by Andreas Broeckmann about the DEAF96 symposium.</description>
    <content:encoded xmlns:content="http://purl.org/rss/1.0/modules/content/"><![CDATA[
<p><span id="content">
<div class="content">
<p>
The DEAF96 Symposium takes the thematic triangle of
					architecture, urban culture, and electronic networks indicated
					by the title, "Digital Territories", and investigates their
					mutual relationships and the impact they have on each other.
					This field is still very much a myth of the future, yet,
					it is becoming possible to describe its emerging matrix
					and the real effects that the meshing of the virtual and
					the actual are producing. These effects reshape the material
					world surrounding us as well as the mediated forms of communication
					and behaviour, which are relayed by electronic media.</p>
<p>The
					ambivalence of the notion of the "digital territories" may
					serve as a reminder that what we are talking about can be
					open fields of unstructured forces and closed off, regulated
					and controlled areas, that they are trans-geographical network
					structures as much as heterogeneous and contradictory utopias,
					places that are shaping up to become the sites of old and
					new forms of social agency that remain impossible to map
					conclusively.</p>
<p>The symposium is set within
					the context of DEAF96 as a site of theoretical reflexion
					where artists and architects represented in the festival
					enter into discussion with critics, urban planners and theoreticians.
					It includes a series of analyses combining economics, politics
					and sociology with critical discussions of art, architecture
					and design. The symposium raises the question what the relations
					are between electronic and non-electronic spaces and how
					social and economic formations are articulated in networked
					environments. In this context, Saskia Sassen looks at how
					the digital is embedded in the real world and shows how
					power relations are reconfigured in new forms of territorial
					behaviour and social stratification: "cybersegmentation".</p>
<p>
The
					task of designing 3D virtual environments as spaces for
					working, trading and living is crucial for the future shape
					of human relations in networked societies. Edouard Bannwart
					presents examples of the development of interfaces between
					real and virtual environments and discusses their potential
					for organising forms of interaction that are increasingly
					extended, accelerated, and translocal. In response, Carlos
					H. Betancourth talks about the social and work relations
					that emerge in such networked environments and raises the
					question of how distributed working processes give shape
					to new relations of power and control in virtual companies.</p>
<p>
What will the future culture of networked
					communities and networked communication be? Will it be possible
					to use network culture for improving social relations on
					a translocal level and in virtual public spaces? Martin
					Pawley describes how the civic and urban centres have given
					way to touristic ersatz cities and transurban zones without
					cultural identity. For him, electronic media facilitate
					a process in which the achieved functions of urban centres
					are carved out and exported into translocal interzones,
					leaving the city centres as sites of a consumable reality,
					a "stealth" reality, mere facades of a culture that has
					disappeared for good</p>
<p>
The "digital territories"
					crucially frame the construction of new forms of identity.
					Will these be consumer lemmings or decentred subjects who
					can act without predetermination and who are open to unassimilated
					otherness? McKenzie Wark theorises subjectivity in mediated
					communities as a vector, a process performed in culturally
					expanding territories. He describes a networked world in
					which mediated reality and mediated selves are the only
					reference points we have: "We no longer have roots, we have
					aerials".</p>
<p>
Such scenarios offer a great challenge
					to contemporary artists, architects and designers who are
					trying to get to grips with the new forms of "collective
					creativity", of "independent machine agency" and of "networked
					communication". Pierre Lévy's text that is included
					in this section of the catalogue as an introduction, investigates
					the parameters of interfacing virtual worlds and real cities
					and makes suggestion for the creative development of digital
					territories as fields of representation, of articulation
					and of interaction.</p>
</div>
</span></p>
]]></content:encoded>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>Arie Altena</dc:creator>
    <dc:rights>This information is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply.</dc:rights>
    
      <dc:subject>1996</dc:subject>
    
    
      <dc:subject>1996 - Digital Territories</dc:subject>
    
    
      <dc:subject>deaf96</dc:subject>
    
    
      <dc:subject>essay</dc:subject>
    
    <dc:date>2011-08-02T13:45:00Z</dc:date>
    <dc:type>Page</dc:type>
  </item>


  <item rdf:about="http://www.v2.nl/archive/articles/a-translocal-formation">
    <title>A Translocal Formation</title>
    <link>http://www.v2.nl/archive/articles/a-translocal-formation</link>
    <description>A Translocal Formation, V2_East, the Syndicate, Deep Europe (1996) is an essay by Andreas Broeckmann.</description>
    <content:encoded xmlns:content="http://purl.org/rss/1.0/modules/content/"><![CDATA[
<p>'There will be difficulty defining the appropriate structure because it will always be mobile, i.e. in process.' Robert Fripp</p>
<p>Globalisation as a general cultural and economic trend is a scam. 
There is no overall unification of the 'Global Village', and the 'New 
World Order' is a slogan used by those who would like to define its 
terms.</p>
<p>What we experience is a situation in which different levels of 
locality are enmeshed in a complex 'felt' of layers: local and regional 
traditions and cultures, national and international politics, 
international financial markets and transnational incorporations. Rather
 than by 'globalisation', our situation is characterised by 
translocality, in which different local agents, individuals and 
initiatives, operate within a networked environment. Translocal means 
that you are dealing with individual local situations but they are 
distributed within a larger geographical and cultural system. The global
 is locally embedded. In the best case, the global is a learning 
process. If we want to understand the global as something that we can 
work with, we have to understand ist forces and layers and also to 
understand how it is connected to the local.</p>
<p>The effects of the described situation are, in East/West Europe, 
exacerbated by the political changes in the former Eastern Bloc on the 
one hand, and the restructuring of Western Europe in the name of the 
European union which is still, more than anything, a European economic 
community.<br />
The tensions arising from this remapping of Europe can also be felt in 
the arts sector, and we felt that we could tackle and diffuse some of 
the problems by connecting to others, asking questions, telling stories,
 exchanging ideas, and working together.</p>
<p>In the winter of 1995/96, V2_Organisation launched ist 'V2_East' 
initiative which has since been a conceptual attractor for different 
network, collaboration and presentation projects that were held in 
Rotterdam and elsewhere. V2_East is dedicated to enabling and enhancing 
contacts and co-operantions between people interested in media art and 
media culture in Europe. The most important result of the V2_East 
initiative has been the formation of the 'Syndicate' network. The name 
came from a comment that Vladimir Muzhesky from Kiev made during the 
initial V2_East meeting at the end of the Next 5 Minutes conference in 
Rotterdam in January 1996:</p>
<blockquote><em>Individually, we are rather weak when it comes to negotiating with 
funding bodies and governments about support for new media and 
electronic art projects. However, if we could join up and form something
 like a syndicate, then we would be able to speak with one voice when it
 is strategically necessary, and become more powerful than we are now.</em><br /></blockquote>
<p>Since that first meeting of 30 participants, the Syndicate network 
has been growing steadily. It arose from an East-West co-operation idea 
and is now, in the late summer of 1997, a network that connects more 
than 170 people from 28 European and 3 non-European countries. The 
East-West axis is becoming less and less relevant for defining the 
character of the Syndicate which is, at the moment, turning into a 
European platform for media culture and art. We meet regularly in the 
context of festivals and conferences, like at the DEAF festival in 
Rotterdam (September 96), the Video Positive festival in Liverpool 
(LEAF, April 97), the Hybrid WorkSpace/dX in Kassel (Deep Europe, August
 97), or at the ars electronica in Linz (Net.Shop, September 97). We 
organise publications, either by producing cheap readers or by editing 
special issues of magazines. There are always more ideas and 
possibilities than can actually be realised, but high on the current 
wishlist are a Syndicate Publication Series, the creation of a 
Translators Network, and the formation of a Student Fund for Digital 
Media Training.</p>
<p>The most important communication channel of the Syndicate is a 
mailing list through which we exchange information about upcoming 
events, about projects and ideas, and which we use to circulate texts 
that are interesting in relation to our work. A website is used for 
archiving messages from the list, for collecting Syndicate-related 
material, and for linking to the websites of the members of the network.</p>
<p>There is a continuous discussion about the different labels that we 
use: the 'East' dimension can be seen as a neo-colonialist effort on the
 part of Westerners; the 'Europe' dimension has become increasingly 
problematic at a time when the continent is as much of a cultural and 
political patchwork as ever, when war is waged about competing versions 
of history and identity, and when the continental powers are trying to 
build a fortress against the 'rest of the world' which, after centuries 
of exploitation, is bringing 'reality' back home to the Europeans. As 
Calin Dan put it: ''Etre EUROPEEN' is both as weird and as dull as being
 no matter what other kind of excessive minority. Because the EUROPEANS 
are a minority, and if the political class developed from this complex 
an irritated attitude on both home and global matters, we - the average 
EUROPEANS - should try to experience it without such a ridiculous 
intensity. More relativism concerning one's origins could do only good. 
And reversing the aggressive question from the other to the self should 
be an exercise of polite(ical correct)ness not only for the EUROPEANS 
but also for other fundamentalists.'</p>
<p>We therefore use the mentioned labels not as 'black holes of 
identification', but as heuristic tools for describing a temporary 
situation or for writing grant applications, and try to be as ironic and
 reflexive about them as possible. The spirit is pinpointed by Vuk 
Cosic's proposal for the Ljubljana Digital Media Lab to create the 
'Ljudmila_West' initiative that would support Western media 
practitioners and help them to learn from the Eastern expertise.</p>
<p>For the Syndicate workshop at the Hybrid WorkSpace during the 
documenta X in Kassel we chose the title "Deep Europe". We were looking 
for a term that was neither East- nor West-specific, that carried some 
of the historical baggage of the notion of Europe, and that was at the 
sametime strange enough to be easily understood as ironic. It was an 
experimental title that turned out to be an interesting focus for 
thinking about the context of our work. In the end, Luchezar Boyadijev's
 (Sofia) reading of 'Deep Europe' was accepted by most participants: 
'The notion is a metaphor which could be problematic. In the logic of 
this metaphor, deepness or depth is where there are a lot of overlapping
 identities of various people.</p>
<p>Overlapping in terms of claims over certain historical past, or 
certain events or certain historical figures or even territories in some
 cases. It could also be claims over language or alphabet, it could be 
anything. Europe is deepest, where there are a lot of overlapping 
identities.'</p>
<p>This mapping of culture and of the depth of identities onto the 
mental and physical geography stands not in contradiction to, but is a 
condition of the work that is being done in electronically networked 
translocal environments equipped with all sorts of telematic gear. After
 the workshop, Branka Milicic Davic wrote: 'what is deep europe? is it 
real? is it safe? my answer is - yes. deep europe is real. it exists. i 
do not need visa to be there, i do not need an invitation letter to be 
there, i can simply sit and think and i am there - in the land without 
borders, policemen, elections, president, government.... where no radio 
or TV station will be banned... whose citizens are speaking different 
languages without shame... and lot more. deep europe is my homeland, my 
private mental space, which i share with others. deep europe recognizes 
words like exchanging, sharing, growing. and that's why i believe deep 
europe exists. because i went there, and i can go there whenever i wish.
 to exchange, share, grow and understand.'</p>
<p>On the surface, the Syndicate is an informal network and an 
'intercom' system for people in the media art community in Europe and 
beyond. At the same time, this inter-communication effects a re-mapping 
of cultural and mental territories that transcends the political, 
religious and territorial separations which we regard as a temporary 
nuisance, rather than as the last word on this imagined 
continent/container. Lisa Haskel (London) concludes her Deep European 
'letter from home': 'So perhaps, this is what Deep Europe is all about. 
Not a political position, a utopia or a manifesto, but rather a digging,
 excavating, tunnelling process toward greater understanding and 
connection, but which fully recognises different starting points and 
possible directions: a collaborative process with a shared desire for 
making connection. There may be hold-ups and some frustrations, quite a 
bit of hard work is required, but we can perhaps be aided by some 
machinery. The result is a channel for exchange for use by both 
ourselves and others with common aims and interests.' At some point in 
the future we might reach a situation in which the heuristic tool 
V2_East -  as was formulated from the very beginning of this initiative -
 will have made itself obsolete.</p>
]]></content:encoded>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>Arie Altena</dc:creator>
    <dc:rights>This information is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply.</dc:rights>
    
      <dc:subject>1996</dc:subject>
    
    
      <dc:subject>deep europe</dc:subject>
    
    
      <dc:subject>essay</dc:subject>
    
    
      <dc:subject>translocality</dc:subject>
    
    <dc:date>2011-08-02T11:35:00Z</dc:date>
    <dc:type>Page</dc:type>
  </item>


  <item rdf:about="http://www.v2.nl/archive/articles/the-next-hundred-years">
    <title>The Next Hundred Years</title>
    <link>http://www.v2.nl/archive/articles/the-next-hundred-years</link>
    <description>An article about film utopias by Miklos Peternak, part of the V2_East meeting on archives and documentation (1996)</description>
    <content:encoded xmlns:content="http://purl.org/rss/1.0/modules/content/"><![CDATA[
<p>Painstaking archivists have condensed the complete film 
productions of the world onto a series of disks that can be kept in the 
space of a bookshelf. (Occassionally there are rumours that someone on a
 remote Melanesian island has an uncut - in other words, undeveloped - 
film but most people think this is mere hearsay.) The films can be 
ordered in various, selected units, while the almost impossibly 
expensive complete corpus (only the bigger advertising agencies and the 
rich countries in the Afro-Asian community can afford them) is 
distributed in a numbered series, along with a free gift: a 
hand-assembled - as the Rolls Royce was once - viewing unit, resembling 
an old 1970s IBM design.</p>
<p>A "film director" is someone who, possessing a few of these disks, re-uses this material on their bookshelf or their terminal.</p>
<p>The communication sphere (in other words, the world) split in two in 
2020: the public and private networks diverged from each other in such a
 way that while it is possible to make the transition from the public to
 the private sphere, moving the opposite way is now out of the question.
 These restrictions, in addition to the obligatory personal user codes, 
are enforced by a clever signal system similar to traffic signals. The 
authorities can also radically interfere with any illegal 
private-to-public pirate activity that they uncover (the so-called 
information explosion means that in a matter of seconds, information 
from the public sphere swamps the pirate station so that it becomes 
inoperable). While the public sphere is enmeshed in complicated legal 
regulations, the private is ruled by anarchy. People, apart from the 
small group mentioned below - also fall into two groups: the bigger film
 directors and the ever-decreasing audience. There is rarely a link 
between the two.</p>
<p>As practically every imaginable picture is now available using 
simulated processes assisted by cheap software packages, and can be 
substituted, supplemented or  modified, the fashionable 
twentieth-century expression "shooting" has been modified in everyday 
speech: it now refers to retrieving images from the disk. Production 
companies aware of this are pushing their capacities to the limit and 
have introduced a new system of image assessment which expands the 
two-day shoot capacity to a gigantic forty-day shoot capacity - 
equivalent to approximately a year of television material. After a short
 (one- or two-second) object text or graphics motif sort, any part of 
the material is immediately, in real time, ready and modifiable (this 
means a 4,380 two-hour long films; the more famous directors are already
 equipped to work at this pace).</p>
<p>Of the most popular software applications, the destiny-matrix and 
destiny-catalyzer are worth mentioning. In the earlier destiny-matrix 
program, 256 destiny-patterns were available (256 basic situations, with
 256 possible roles, representing a complete life span for each one) in a
 matrix-type hierachical arrangement, so that the various destinies 
could be combined with certain of their elements. The destiny-catalyzer,
 on the basis of selected material ("roles", characteristics, careers), 
randomly suggests film possibilities - in the case ofeight to ten roles 
(dependent variable) and however many extras, with whatever backdrop 
(independent variable), it generally suggests forty-five to fifty ideas.
 These can be immediately recorded, and if the director decides a 
particular scene is worth producing, he or she can immediately switch 
into the legal info-bank network with the help of an aid program and, in
 a matter of days, retrieve the desired elements. This is a very 
practical step, even before an outline of the film has been completed, 
because the cost of such elements changes daily. In fact, it is almost 
impossible to avoid taking this step if directors want to arrive at a 
final celluloid product (which of course can only come about with the 
proper state protocol procedures). The info-bank immediately links up 
with the original compostion elements in its database, and with the 
archive or national database which stores the original rights, in order 
to obtain the desired elements. At the same time, the info-bank arranges
 a proposed completion date (completion often takes years).</p>
<p>Most of the software writers (destiny constructors) have hundreds of 
programs (not always compatible) on the market (Destiny Trailer, Magic 
Destiny, DesTiny for the young etc). The most popular is Microsoft's 
successor, the Macrohard Doors package (on its cover Aristophanes dances
 with Greta Garbo in front of Ludwig of Bavaria's castle on the ice of 
the Nile). Its name derives from the introductory screen, which opens 
doors into the lives  availbale in the virtual castle.</p>
<p>Just as the destiner-catalyzer can automatically put together fifty 
or more film sketches if the destiny-matrix data is given correctly, the
 cheaper B and C film directors often do not bother to make more than 
one film: they simply release several versions of the same thing, 
arranged in a series or masked in genre categories. For example, a 
fictional B film about the love between Nijinsky and Mata Hari, created 
from illegally obtained archive material, can be seen in the "social 
drama" Kiss of the Cheka, as well as in sci-fi, horor, soft and hard 
porn, and even animated versions, depending on the atmosphere and the 
age of the viewer.</p>
<p>Archetypal directorial works are released in "skintight" format, 
which allows every consumer, with the help of their own recorder, to 
take part in them. Viewers can participate directly in the three- and 
four-dimesional scenes. (This is not advisable for weak nerves, 
especially because of the cuts, although in the more fashionable 
universities the viewing of these versions are obligatory in the first 
year.) Here the viewer is part of the film. They can imagine themselves 
playing a role in any scene. They do not look at the film but look 
around in it - they experience it. (With the commercial appearance of 
these devices, the term "empathy" has disappeared from the psychological
 dictionaries and has been replaced with the expression "act out", which
 in essence refers to the new mimesis practised by inward-looking 
personalities. I will return to this later.) This film production form 
is popular in blind circles, since the time-freeze allows them to 
virtually feel their way around scenes. (The cure for blindness itself 
has not yet been found - not everything can be solved - but all things 
considered, this is not such a handicap.)</p>
<p>In this "world", everybody can be virtually (visually, aurally, and 
spatially) taken into any situation. The law divides people (both living
 and once living) into three categories: 1) general, 2) film actor, and 
3) outlaw (criminal). The right to visualize other people's lives is 
regulated in the penal code on the basis of these categories. Only the 
images of those who fall into the third category can be freely used by 
anyone (although there are also certain limits), while those in the 
secondcategory "can only play in an exclusive context in which they have
 already played", and only with an agent's permission (which is 
naturally the source of numerous legal debates). The material of those 
in category 1) can only be used by a small circle with family permission
 and if this cannot be obtained then not at all. (Legal protection of 
the individual is extended to the human image, too.) Permission for 
one-time use can be obtained whatever the case and often at a pretty 
price - amounting to several times the price of the whole film. 
Screenings without this permission, even for public performances, are 
illegal. That is why big agencies often ask for permission months in 
advance.</p>
<p>Film makers usually choose the fourth option: employing figures 
produced with simulation techniques (every cheap software program offers
 a few). The advantage is that the simulated image is capable of really 
spectacular rapid metamorphoses, from fairy-tale witch to any form 
desired. The first work using soley this type of image was a popular 
remake of Ovid's Metamorphoses, and this type then became known as the 
metamorfoid, as opposed to the android.</p>
<p>The one problem with metamorfoids is that both copyright law and 
civil law prohibit the "metamorfoid use of motifs resembling any 
once-existing destiny or person". The developers are often forced to 
withdraw certain elements or  metamorfoids from the software market 
because a real person intentionally decides to live just that destiny - 
"new mimesis" is the proper term for this well-known trick - and when 
decisive elements in that person's life begin to resemble the 
metamorfoid's, then they demand compensation. Generally it is more 
economical to put a new program package on the market and withdraw the 
old one than pay the high costs involved.</p>
<p>For all intents and purposes, acting has become the only form of 
military service, since the traditional, historical form, with its ranks
 and long training periods, has become redundant. The already existing 
acting material is easier and cheaper to use. Military developments 
naturally have not ceased, indeed they turn increasingly to the fields 
covered by the biofilm program. The purpose of this research is to 
program any type of drama directly into living organisms, through the 
eyes, through sight. On the consumer side, it has been shown that a 
viewer can watch 178,850 films continuously, on the basis of a 
fourteen-hour a day viewing day, two-hour films, and aseventy-year 
viewing career (excluding childhood, when age restrictions apply). Film 
viewing in this form is not merely the twenty-first-century equivalent 
of bodybuilding (many people wishing to get into the Guinness Book of 
Records have registered themselves for the 200,000-film "dream limit"). 
Film viewing has also become a vital source of subsistence. The radical 
drop in the normal number of viewers (at the expense of the film makers)
 has brought into existence a new career structure. The state, and 
indeed local government, now deals with the viewer as a paid public 
employee, so that certain poorer families sacrifice one member to this 
unpleasant work, in order to rely on a permanent income. The danger in 
this - the new socialists call it "infoslavery" - is that constant 
viewing is like the strongest of drugs, and those who take this work can
 never, after long exposure, be cured of it. The post-information 
society needs this public-service sector, as it gives significant 
financial aid to the moving picture industry on the basis of viewing 
figures. Given the number of filmmakers, however, the revenue generated,
 when broken down for one person, does not even guarantee minimum 
subsistence. Thus, there is a serious battle to attract viewers; and 
programs for reliable viewers in good health are reserved years in 
advance (often using montage materials for productions that are not even
 ready).</p>
<p>Only directors with complete life-work plans have a chance of winning
 the tenders - which are essential to the maintenance of the public 
communication sphere - often adding press reviews and monographs on 
their oeuvre about films they have not yet made.</p>
<p>Most of the material does not even emerge in final form as it gets 
used up and disappears in the networks and the interactive personal TV 
(popular in the private sphere, IPTEL for short). The quantity of 
transmissions is so great that on general holidays the interference 
clouds can interrupt the weather, and a central infoblock similar to a 
smog alert takes place. At these times, everybody  can only communicate 
by traditional means until the end of the alert. (This system is subject
 to abuse by the big advertising agencies, who have power over the 
weather office.)</p>
<p>Statistics of information highway accidents is dispiriting. The most 
frequent cause of life-threatening accidents is the otaku virus (a form 
of it also appeared in the last decades of the twentieth century): If 
someone tries to enter a completely disinterested field and gather all 
the information belonging to it, they can cause a series of infocrashes 
and provoke so-called info-harakiri on a local level, as well as spread 
several hundred known incurable viruses.</p>
<p>Even the church cannot avoid highway building: Their satellite, 
called Man of Light, permanently transmits a rainbow which can be tuned 
into, either directly or via the networks. Indeed, the scientific 
societies, which are among the poorest type and whose numbers are 
rapidly diminishing, also operate a Quack, Quack network. A peculiarity 
of the latter is that it merely transmits newly received information - 
it does not store anything or make replies.</p>
<p>Although popular opposition to this all-pervasive system of networks 
is seemingly very strong, very few people (as the above examples show) 
are capable of truly remaining outside it. Four such groups can be 
named: a few deeply religious families; a sect of believers in a natural
 way of life which denies the image as a natural phenomemon; a very 
small group, perhaps less than a thousand, of the very rich; and the 
radical artists. Given that they cannot join the highway even in the 
slow lane, their remaining outside means that nobody knows about them.</p>
<p>In contrast to the above groups, there are also exhibitionists and 
families who wear miniature cameras on various parts of their bodies 
which they keep continually at the ready, armed with permission from the
 personal TV networks, and at the disposal of the satellites (EXISTEL).</p>
<p>A similar asscociation in the public sphere is the documentary makers
 society. Its delegates wear cameras on their foreheads - as a third eye
 - with the aid of a specially made Doc-Hat. Through this device, the 
cameras are switched on and off in the central documentary office. 
Approximately five minutes before being switched on, a red light shows 
and a whistle sounds from the hat, giving anyone who does not want to 
grant image permission the chance to get away.</p>
<p>The avant-gardists have revived Jean-Luc Godard's dictum - "Every 
second of a film is twenty-four frames of truth" - and Malevich's black 
square, and have organized themselves into a cartel. They are only 
willing to work within a prescribed form: a strictly controlled playback
 speed (twenty-four black, upended frames per second), with a truth 
inscribed in every frame. It is no wonder that the anonymous author of a
 children's film about animals made in the year 2095 put into the mouth 
of a now-extinct crested newt the sigh: <strong>MEHR LUMIERE! </strong></p>
]]></content:encoded>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>Arie Altena</dc:creator>
    <dc:rights>This information is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply.</dc:rights>
    
      <dc:subject>1996</dc:subject>
    
    
      <dc:subject>article</dc:subject>
    
    
      <dc:subject>essay</dc:subject>
    
    
      <dc:subject>film</dc:subject>
    
    
      <dc:subject>science fiction</dc:subject>
    
    
      <dc:subject>utopia</dc:subject>
    
    <dc:date>2011-08-01T12:02:37Z</dc:date>
    <dc:type>Page</dc:type>
  </item>


  <item rdf:about="http://www.v2.nl/archive/articles/on-seiko-mikamis-world-membrane-and-the-dismembered-body">
    <title>On Seiko Mikami's World, Membrane and the Dismembered Body</title>
    <link>http://www.v2.nl/archive/articles/on-seiko-mikamis-world-membrane-and-the-dismembered-body</link>
    <description>Essay by Sabu Kosho about Seiko Mikami's installation "World, Membrane and the Dismembered Body".</description>
    <content:encoded xmlns:content="http://purl.org/rss/1.0/modules/content/"><![CDATA[
<h3>The Examination</h3>
<p>Invited one by one into an anechoic chamber, a visitor's first 
sensation of Mikami's piece is likely to be fear, fear of being locked 
in. There is an extraordinary sense of claustrophobia rarely encountered
 anywhere else. One is cut off from the external environment both 
visually and acoustically--such is the initiation to the whole event. 
With no environmental sound and no echo--the ears feel clogged. The room
 is small (5 square meters) like the inside of a cell, prison or 
biological, with walls completely covered by a fimbria like 
material--geometrically shaped yet oddly organic, wildly indented, and 
of skin color. Waiting inside is a chair obviously meant for clinical 
use.</p>
<p>As soon as the connection with the external world is cut off, one's 
attention shifts inward. Gradually we begin to hear our own internal 
sounds, the sounds that we all make, inexorably, as long as we live: 
various growlings of the stomach and intestine, the gurgling of fluids 
flowing everywhere, surprisingly big rustlings of, perhaps, dried ear 
wax, and finally, the most dominant--the repetitious yet irregular pulse
 of the heartbeat. The orchestration of this amazingly rich range of 
sounds comes from somewhere strange--so close yet so far. There is a 
sensation of being suspended in the bottomless pit of a biological 
sound/environment; this is the music of the abyss, the groundlessness of
 one's own body.</p>
<p>By definition, anechoic (echoless) is different from soundless (which
 occurs in a vacuum, for example) and, of course, silence, that is a 
rhetorical rather than physical situation. Even in a busy urban space, 
silence can arrive whenever we pause to notice it, when we stop our 
conversations with others, or shift our attention from the normal 
routine. Our environment consists of layers of sound in which silence is
 a momentary act of shutting off certain layers in order to pay 
attention to the ambient. It is a technique of shifting our attention by
 what phenomenologists call subjective bracketing. Therefore, it is 
possible that, even while listening to street sounds, we can achieve 
silence in our consciousness by transposing whatever noise there is to 
the realm of inattention. In this sense, the production of silence, 
which is mainly concerned with dialogic structure or communication, is a
 cultural event par excellence. But being caged in an anechoic room 
deprives one of the context within which to perform such bracketing. One
 is thrown into a situation where the ground is decomposed, and a 
solitude that is abysmally rich opens its mouth. It is said that dogs 
and other animals can live only for a short while in anechoic rooms 
because of the disorientation, and there are records of anechoic rooms 
being used for torture.</p>
<p>This is the prelude to the main event. After being invited to sit on 
the chair and attach a stethoscopic device near the heart, one hears and
 sees an edifice built of one's internal sound/environment. This is the 
moment when the abyss organizes itself into a variety of spatial 
configurations. Having been compelled to oneself become a 'gigantic ear'
 of the abyss, attention now shifts to actively producing various forms 
and sound patterns. First, the repetitious sound--ba-bumph, ba-bumph, 
ba-bumph, ba-bumph--of one's own heart begins to come from outside 
instead of inside. Then, the room is darkened, to the surprise, fear, 
and perhaps expectation of the audience. Curiously, my own heartbeat 
comes from somewhere behind my ear, in the beginning from far away and 
then gradually near, then from everywhere at the same time. It comes and
 goes from various spots and toward various directions. Sometimes it 
sounds soft like a stream and sometimes shockingly aggressive like a gun
 shot. All of a sudden, it begins to rotate around my head, and it 
scatters all over the space. Then, along with the roving heartbeat, my 
own being feels like moving around the room and forming various spatial 
patterns, accompanied by my pulse as the breath of the world itself. 
Becoming sound, 'I' constructs a space/time architecture of another 
dimension. 'I' is totally dislocated, inside-out, losing the solid locus
 that keeps the daily identity. I(t) feels like becoming the space of 
the room itself--the gigantic ear. After eight minutes of this 
transformative spatio-temporal construction, the lights come back on and
 again the ba-bumph, ba-bumph lasts for a minute, as in the beginning. 
The denouément: one is escorted out of the room. A total of 15 minutes 
by the clock, but an immeasurable time that feels endlessly long and 
instantaneously short.</p>
<p>Less overwhelming but equally important is the visual component. 
During the eight minutes of darkness, a growing, transformative abstract
 net pattern is projected on the fimbrial wall. Looking at the 
biomorphic growth, it gradually becomes apparent that its movement is in
 synchronicity with the acoustic spatial pattern. The acoustic 
experience is being visualized into a transformative net scheme, and 
watching, one comes to be able to detect and measure the spatial form of
 one's own soundmaking and hearing experience. It might be said that 
because of the visual reference, one's consciousness manages to keep its
 integrity. By offering the spatial orientation, the visual can hook and
 sustain the body/soul integrity that is on the verge of falling apart. 
The subject, first thrown into the abyss, is reconstructed in the 
spatio-temporal architecture that autonomously grows in tandem with the 
visitor's biological condition.</p>
<h3>Case history</h3>
<p>For the past several years, Mikami has been asking audiences to lend 
their bodies to her work. In "Borderless Under the Skin", for example, 
the throb of our own pulse was borrowed, and in "Molecular Informatics",
 our gaze: in all of them, the data of our body was the program's 
interface. In "Molecular Informatics," the audience, which was invited 
"to see" the work, donates its own gaze to the program, where, as 
participants, they directly encounter the split moment between their 
existential passivity (reactive eye movement) and cognitive activity 
(the intention to see), always already existing at the core of their 
subjective formation. But the role of seeing in the current work, 
"World, Membrane, and the Dismembered Body" is the reverse, that is, 
instead of inducing the moment of split, "seeing" delivers a certain 
recovery of the split by way of construction. The differences, 
connections, and developments between the two projects seem to 
correspond to the nature of the hearing and seeing circuits in our 
bodies. According to Mikami, the function of the ear/hearing is more 
passive than that of the eye/gaze. "Unlike the eye, the ear does not 
have a double-fold, self-conscious expression. The ear does not express 
that it is hearing. The ear cannot move at the owner's will. While the 
eye can be shut off to intercept certain incoming information, the ear 
is totally passive. It simply receives, without being selective. The ear
 does not seek, either. Sound offers only its orientation and movement 
to our acoustic perceptor, the ear; we cannot easily detect the sound 
source solely by hearing if not for the support of visual perception."</p>
<p>"Molecular Informatics" and "World, Membrane, and the Dismembered 
Body" deal with the two major sensory data--visual and acoustic 
perceptions--that today's cultural institutions rely on most. These are 
the domains where today's culture most powerfully and actively produces 
phantasmagoric illusionism. Mikami's manifesto for her two projects is 
that "the ear is not a thing that merely hears, the eye is not a thing 
that merely sees." This offers an important clue to understanding their 
common denominator. They both address the discrepancy between the 
function of the fragmented sense-organs in our world of the 
techno-cultural network, and the way the cultura-lingual symbolic order 
customarily rhetoricizes it. We are the object of capital's agenda to 
sell the information commodity at the same time as being the subject who
 judges and buys it. At the same time, our Being or Subject is 
fragmented into the beings or subjects of different sensory organs: the 
thing that sees (i.e., ads, films, TV, art and so on), and the thing 
that hears (i.e., prayer, agitation, music and so on). Mikami's work 
makes us aware of the passivity of existence by emphatically decomposing
 an authentic human being--the body/soul integrity--into functional 
parts already implicated and inscribed within the network of the 
invisible whole we tentatively call the 'world.' Our subject thinks/says
 that "I see", "I hear," while it is also made to see and hear in the 
context of technology and scientific analysis. In this way, these works 
create an arena that hosts breathtaking struggles between our 
existential passivity and activity. The struggles present the way the 
'world' is being constructed everywhere, day by day. In this sense, 
Mikami's work presents an anatomy of the contemporary Cogito, the thing 
that sees/hears but not always doubts.</p>
<p>What is at stake in "World, Membrane, and the Dismembered Body" 
(hereafter shortened to W.M.D) in particular is the passivity of 
acoustic perception, even more intense than that of visual perception. 
Mikami's statement, that the " pulse of the heart beat is the most base 
of self expressions," alludes to the limits of cultural production--from
 which it appears and to which it disappears--the status of our 
existence, simply being here, is already an "expression." As the work 
makes us realize so vividly, we have always been an instrument, even 
before listening to any sound. If our heart is not beating and our 
eardrums are not vibrating along with it, we cannot enjoy sound/music 
from the beginning.</p>
<p>The heart/ear circuit is extracted from the daily environment (or the
 body/soul integrity) and recomposed in a new context in a way that the 
Subject is toppled from the Imperial throne from which it observed, 
scrutinized, defined, and dominated the object of perception (as an 
audience of music or cultural products in general). In a situation when 
the sound source and the sound perceiver--or artist/player and 
audience--are not safely distanced but collapsed into a mutual nesting 
box, the subject of the audience is made to face a critical chasm that, 
in fact, always exists at its genesis. It so happens that, as Gilles 
Deleuze said, "'I think' and 'I am' do not correspond. The chasm is the 
motor of time." The chasm is the cruel moment at which the split of the 
Subject attacks, yet it is also the moment at which a new 
spatio-temporal production begins. At this instant, the pulse of the 
heartbeat strikes the hearing subject as a preemptive attack. Without 
any preparation, the Cogito is attacked by an accident, the accident of 
one's being in the world. Listening to one's being in W.M.D is equal to 
listening to the accident of the world or the world as an accident.</p>
<p>What "World, Membrane and the Disappearing Body" presents to us is 
that the heartbeat is the sound of sounds, or the music of musics. One 
might even say that the heartbeat subsumes all virtual sounds in the 
same way that, in the psychoanalytic sense, the phallus subsumes all 
virtual objects. But in W.M.D, what is at stake is not the heart per se 
but the hEARt circuit. Like a Klein bottle, a stream which comes from 
the heart is absorbed into the gigantic mouth of the ear, which is again
 connected to the heart. The "ear" interface, the place of exchange, 
stands on the meta-level to the unconscious, contingent "heart," at the 
same time they are collapsed into one continuity. In this scheme, it is 
not just a natural phenomenon of body that is reconstructed, but a 
moment of production--the human machine that is connected to other 
machines. In the whole of the productive machine, "the head [ear] is the
 organ of exchange, but the heart is the amorous organ of repetition." 
(Deleuze)</p>
<p>With respect to the audience's experience of the work, Mikami 
observes: "It is a real time, double-fold, self-referential status: the 
sounds the audience's own bodies make--subtle internal sounds made by 
organs reverberating between tissues and membranes--are proliferated 
outside the body via the device and further reverberate in the room to 
affect the ear of the audience, which itself is a part of sound sources.
 In this work, nothing--neither body nor the device nor the 
environment--is the main objective to be experienced, except that the 
'ear' stands out as a mediator between systems, expressing itself as a 
certain perceptive coding of topos." W.M.D is this "topos" rather than 
an image, for representation of a certain object--image, view, 
narrative, thematic system--is not the concern of the work. Rather, it 
produces and reveals the mechanism of representation itself--how the 
representing subject and the perceiving subject are part of the 
techno-cultural productive "machine." This points to the view of the 
world not as a "theater," but as a "factory" (Deleuze/Guattari): the 
world as a gigantic factory in which representations (theaters) of the 
world themselves are a part of the production.</p>
<h3>Diagnosis</h3>
<p>In Mikami"s work everything is arranged around the body or the body 
senses. She produces work which employs "fragments of the body (sensory 
organs) by decomposing them into data" because she believes that 
"essential elements which compose interface for programs all exist 
inside our body." Then, what is the "body" the audience owns as well as 
experiences in W.M.D?</p>
<p>Paul Valéry once categorized the four kinds of body we have in 
modernity. The first one is the "body for the self." Valéry stipulates: 
"Each of us calls this body My Body; but we give it no name in 
ourselves, that is to say, in it. We speak of it to others as of a thing
 that belongs to us; but for us it is not entirely a thing; and it 
belongs to us a little less than we belong to it. . ." In W.M.D, what we
 experience so vividly is the very ambiguous mutual belongings of our 
subject and our body--the abyss. Valéry continues: "we can say that the 
world is based on it and exists in reference to it; or just as 
accurately, with a simple change in the adjustment of our intellectual 
vision, that the selfsame body is only an infinitely negligible, 
unstable event in the world." Or even more appropos to our problematic 
concerns, our body is the primary obstacle to our ideals. The resistance
 of our body to our thoughts is the primary sign of the trauma that the 
world does not belong to us; it is the alterity. To our Cogito, this 
life, this being, is nothing but an accident which we nevertheless have 
to believe to be self-affirming or even causa sui. The world of passion 
(passivity) begins from and is based upon our bodies for ourselves. To 
the Cogito, the social relations, including brutal conflicts, and our 
bodies, including illness, connect to form one and the same world of 
wars. The body of the first category, Valéry states, is "formless"; "it 
has no past." This amorphous present of the body is the premise of 
Mikami's work.</p>
<p>The second category of body we own is "the body for others." This is 
the one that is looked at and judged by others, the body that is thrown 
into the social world. For us to see, we have first to be seen by the 
other. For Jean Paul Sartre, Maurice Merleau-Ponty, and Jacques Lacan, 
being gazed at by the other is the initiation of the subjective 
formation. The body touched by the other also offers the paradigm of 
love. Furthermore, this particular circuit produces the cultural code of
 narcissism. In this work, we are the other.</p>
<p>The third category is the body that appears as the object of 
scientific observation in the context of modernization. It is fragmented
 into objects of analysis, operation, and manipulation. Heidegger as 
well as Valéry had reservations about the fragmented and 
instrumentalized body--as a loss of Being or the wholeness of 
nature/spirit. In fact, all the fragmentations were concurrent. Thus the
 problematic of technology or techné in the modern is provoked by the 
advent of the third body. Mikami's maneuver is rather an affirmation of 
the fragmentations; it pushes them to their limits. The elaboration of 
her technology is a critique of or competition with the seduction of the
 "authenticity" that Heidegger evokes.</p>
<p>Finally, the fourth body is the most tricky. Using an untranslatable 
term, implexe, Valéry indicates the body that is both real and 
imaginary. In today's terminology, this is the virtual body: the 
totality of the body that we own/experience yet can never grasp at this 
or that moment, by this or that system of thought. This is the complex 
of all bodies we own/experience as a being-in-the world. According to 
the philosopher Hiroshi Ichikawa, the body as a realistic synthesis is 
possible only thanks to the potential of the implexe, though it is 
realized, in a sense, only by deterring and going beyond the implexe. 
For this reason, the body as a realistic synthesis is deemed both 
revealing and veiling. Upon the accomplishment of the synthesis, 
however, the implexe is buried under the subconscious. This fourth 
body--inasmuch as it is neither a realistically synthesized nor revealed
 object--is beyond phenomenological description.</p>
<p>W.M.D reveals and produces the topos wherein the four categories of 
body all intervene. The audience faces the first body as an abyss; s/he 
experiences a moment very close to narcissism when they enjoy their 
second body as if it is another's; the third body is engaged by the 
artist's sophisticated programming; and last, what we ultimately 
experience in the small room is the moment at which this indescribable 
thing--the implexe--constructs the spatio-temporal edifice, namely, the 
extension of body.</p>
<p>Employing the implexe, the invisible drive, this project constructs a
 unique environment by making the audience's internal environment 
external. This "inside-out" by implexe might be the essence of the 
architectonic. The way our body is both proprioceptive--receptive to 
it's self-produced stimuli--and exteroceptive--responsive to outside 
stimuli--or how it is autopoietic and allopoietic, can finally express 
itself. Perhaps human production of its own environment--what can be 
called
Architecture--is always a way of externalizing the internal environment.
Virtual space, the fourth body, the implexe, assumes the potential for 
structuring the "inside-out." If not for the inside-out, there wouldn't 
be any "here and now, or rather an Erewhon from which emerge 
inexhaustibly ever new, differently distributed 'heres' and 'nows.'" 
(Deleuze) Just as Samuel Butler's anagram "here and now" is essentially 
produced by "nowhere," the productive "nowhere" can become "now here" 
only by way of the jump of inside-out organized by the virtual body.</p>
<h3>Operation</h3>
<p>Mikami's work is not an art that expresses something, taking for 
granted the authenticity of art or the world of representation. It is 
not an art that employs technology and media for a certain effect of 
representation.
It points to a situation where art and technology are not yet separated,
 and stresses the precedence of technology. As we have seen, W.M.D 
creates the circuit through which our body extends itself in the 
techno-cultural network by an elaborate censor of perception. For this 
mechanism, even a description of audience participatory/interactive art 
is not sufficient.<br />
Rather it is an art that constructs a particular way we make the world 
our own body and live in it--the productive force of technology. On 
another level, Mikami's work intensely and even cruelly presents the way
 we are fragmented and becoming part of a world that is constantly 
expanding in tandem with technology's brutal, accidental force. Making 
us directly experience the ambiguity of technology, Mikami's work 
presents the immanence. Yet it refuses to represent the whole world in 
which we are apart. Mikami composes interfaces of various body parts and
 connects them into a growing network which does not presuppose any 
existence of a whole.
It is a production of different machinic arrangements. In this sense, it
 is engaged in an affirmation of chaos.
Since the work itself radically persists in being ambiguous--an 
interface--a conclusion is hardly possible. But as a final thought 
without a final definition or a last instance, I would say that Mikami's
 work is a mediation between two philosophical plate-tectonics that have
 been shaking us for a very long time: those of Being and chaos. Which 
is to say that it is persistently a mediation and an interface which 
refuses any finality.
Futhermore, being a patient, a guinea pig, an organ donor, and an 
audience in her work, I confess that I became totally dissected, 
disoriented, and lost in the sense of observing and speaking about it as
 an art work. Being in Mikami's work does not allow the audience to be a
 safe, unaffected observer, but forces us to begin to confront the work 
in the midst of a total breakdown and resurrection.</p>
<p>References: Gilles Deleuze, Difference and Repetition, trans. by Paul
 Patton, Columbia University Press, 1994; Hiroshi Ichikawa, Seishin 
Toshiteno Shintai, Kodansha, 1992; Paul Valery, "Some Simple Reflections
 of Body", included in Aesthetics, trans.by Ralph Manheim, Pantheon 
Books, 1964.</p>
]]></content:encoded>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>Arie Altena</dc:creator>
    <dc:rights>This information is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply.</dc:rights>
    
      <dc:subject>1998</dc:subject>
    
    
      <dc:subject>essay</dc:subject>
    
    <dc:date>2011-04-12T12:05:00Z</dc:date>
    <dc:type>Page</dc:type>
  </item>


  <item rdf:about="http://www.v2.nl/archive/articles/the-strategy-of-the-form">
    <title>The Strategy of the Form</title>
    <link>http://www.v2.nl/archive/articles/the-strategy-of-the-form</link>
    <description>Essay by NOX, related to the SoftSide project and DEAF96 (1996).</description>
    <content:encoded xmlns:content="http://purl.org/rss/1.0/modules/content/"><![CDATA[
<p><span id="content">
<div class="content">
<p>You go to a mosquito at midnight and give him a certain
					number of photons, and that particularly well-timed jolt
					turns off the mosquito's clock. He's an insomniac after
					that - he'll doze, buzz for a while, all at random, and
					he'll continue doing that for as long as you care to watch,
					or until you come along with another jolt. You've given
					him perpetual jet lag.</p>
<p>Jet lag and insomnia are
					problems which remain unsolved in biological terms. It is
					not simply a question of the body's internal clock, life's
					daily rhythm, being no longer synchronized with the clock
					of daylight, the sun. Your natural rhythm has become completely
					confused. Anxiously you attempt to reimpose some order on
					the daily schedule of eating, making love, vacuum-cleaning
					and washing. But it soon becomes all too much. You try to
					make a conscious effort but nothing seems to get done. It's
					simply exhausting to have to perform certain actions without
					those actions being dictated by a greater rhythm. You are
					jet-lagged and, once cast out of time, you will lag hopelessly
					behind.</p>
<p>25 June, 1988. Muehren approaches from the
					left-hand side and kicks the ball diagonally at least thirty
					metres towards the right-hand side of the field. Van Basten
					is right at the gap and, as if wielding a baseball bat,
					he shoots the ball from a nearly impossible position in
					a curve over Dassajev. This Russian keeper probably still
					wakes up at night in a pool of sweat.</p>
<p>The coincidence
					of the ball and the attacker in the Gap is even more miraculous
					then the goal itself. The feeder and the attacker simultaneously
					had the same idea; otherwise the attacker would never have
					been at the back line on time - which all too often happens
					with off form sides where the ball goes out for the umpteenth
					time. But what is a side which is 'in form'? A side that 'runs smoothly' is a fluid system where players are never
					offside the game or isolated, where eleven players perform
					with a single consciousness, where the movements of each
					individual are synchronized with those of all the other
					players. It 'runs' as smoothly as Christian Huygens' clocks.
					Huygens noticed one day that a set of pendulum clocks placed
					against a wall happened to be swinging in perfect chorus-line
					synchronization. He knew that the clocks could not be that
					accurate. Nothing in the mathematical description then available
					for a pendulum could explain this mysterious propagation
					of order from one pendulum to another. In the same way,
					the players' movements are perfectly synchronized and they
					perform like a clock that dictates the rhythm of attack
					and defence. They are transported by that rhythm so that
					every movement is made simple and obvious. Wim Jonk: 'It
					all went like clockwork and I felt as if I was floating
					across the field.'</p>
<p>What is the form of a football
					team? The players no longer function separately in space,
					rather they form a fluid system: a field, or even a magnetic
					field, so that attack and defence are constantly alternated.
					For that reason, its form is soft but not weak because the
					stability of the team is rooted in its dynamics, in hair-trigger
					reactions to the flux of circumstance. The side's shared
					consciousness gives the game power and direction, and the
					ball automatically follows this vector. Hence, the players
					(of both sides) are in fact curves in the turf so that they
					are transformed into a landscape, into something between
					surface and space, with a dimension that fluctuates between
					2.0 and 3.0.</p>
<p><strong>The mystery of mercury</strong></p>
<p>Everything
					that is static, is condemned to death. Nothing that lives,
					can exist without transformation. This is what Sanford Kwinter
					calls a soft system: a system driven by its very 'softness',
					its capacity to move, to differentiate internally, to absorb,
					transform, and exchange information with its surroundings.
					What is Life?: a living organism has the astonishing gift
					of concentrating a 'stream of order' on itself and thus
					escaping the decay into atomic chaos. (Schroedinger) A fluid
					system's ability to maintain order is due to its ability
					to alter its structure. This means that order does not exist
					as form in space but as movement in time: a direction. And
					if a form is to continue, it must be able to transform itself.
					This does not concern a form that can move, but rather a
					movement that passes through the form. By changing form,
					soft systems or living entities try to remain intact and
					strong. Anything that goes from the same state to the same
					state will become extinct, such as the Hawaiian geese which
					are now genetically so similar that the females have became
					infertile.</p>
<p><strong>Soft shapes. Soft systems. Soft
					City.</strong></p>
<p>Imagine an object offering no resistance
					to other objects, effortlessly changing form as if it were
					super-conductive. Its material would have to have a fluid
					structure so that it would be instantly capable of processing
					the information it receives. A molecular structure built
					like a computer programe, a form entirely made of software.
					Imagine an object made of grey matter of which the form
					is thought. Pure intelligence. The other forms that surround
					it are not reflected, they are absorbed as information.
					They fall as if through a fluid mirror so as to be completely
					and arithmetically processed by the memory metal. This object
					has no self-image, it has no consciousness and will not
					pass the mirror phase.</p>
<p>What does it mean if a form
					can absorb movement or, to put it more strongly, if it is
					made of movement instead of being a form that moves? In
					any case, it is no longer possible to discuss form in terms
					of something that is imposed from outside. It would be just
					as ridiculous to talk of the form of a flock of birds -
					a flock has no form but is in a constant process of formation
					through a wave-like motion. Nothing is so fluid, so intelligent
					and yet so purposeful. There are moments when you can observe
					more fixed structures and patterns within the flock, but
					they will instantly disintegrate. You could describe this
					formation as a mixture of the fixed and the fluid, the crystalline
					and the amorphous, as something between object and process.
					It could also be called mesomorphous but this does not make
					it simpler to understand. This is the term for a phenomenon,
					the most shocking aspect of which is the fact that it does
					not exist; rather each time it is brought about. You cannot
					create a flock but you can 'breed' it. You can make a large
					number of black dots move in a certain direction (towards
					the south) on a computer. You can provide each of these
					dots with a couple of simple algorithmic rules: don't bump
					into any other dots, keep up with the dot next to you and
					don't stray. Then you set the program in motion and suddenly
					a flock has come about out of nothing - you haven't designed
					it, you've generated it.</p>
<p><strong>The body's suppleness</strong></p>
<p>We
					begin with the heart: a flock of muscle cells through which
					the electric signal passes as a co-ordinated wave across
					the three-dimensional structure of the heart. Each cell
					contracts as the signal occurs. Each cell then expands in
					a critical, insensitive period during which it cannot be
					prematurely reactivated. So the heart is constantly being
					formed in the wave-like motion of contraction and expansion.
					It has no fixed form in the sense that the muscle cells
					follow a clock; rather they are muscle cells which combine
					to form a clock. It flocks. But its mysterious perfection
					is haunted by something that is equally enigmatic: disturbance.
					Order is as unintelligible as chaos. When order disintegrates
					- which is known as fibrillation - the individual muscle
					cells are still working correctly, but the heart as a whole
					is no longer functioning properly. Hence, this is not a
					disease and nothing will be revealed by an autopsy.</p>
<p> Let us progress from the heart to locomotion. Imagine
					that you must consciously place one foot in front of the
					other, that you are forced to impose the rhythm of walking
					as if you are operating your body instead of your body operating
					itself. Its natural cadence would immediately vanish so
					that you would walk as stiffly as a robot. When the cadence
					is right, the body has no central motor; rather it has a
					motor system of voluntary movements. It is the muscle's
					rhythm that forms the motor and directs each physical movement.
					Suppleness always exists in the (ebb and) flow of consciousness.
					Try consciously hammering a nail into a wall and you will
					keep hitting your thumb. You must not come between the hammer
					and the nail being knocked into the wall.</p>
<p> The movement
					of the heart, the limbs and the metabolism combine to form
					the rhythm of the body. This physical clock, the bio-rhythm,
					maintains an internal, twenty-five-hour rhythm. We are kept
					on track by the light of the sun which we experience each
					day. In fact, our clock is set according to the clock of
					daylight. Eating, making love, working and washing - all
					these activities take place in periods of twenty-four hours
					and maintain their own rhythm. In general everyone is determined
					to achieve a bizarre number of actions as effectively as
					possible, to create a single rhythm so that everything occurs
					at the right time without ever having to consult a watch.
					Each action, from the extraordinary to the ordinary, just
					falls into place. We can train ourselves to perform these
					actions, as in fact happens from earliest childhood. We
					can endeavour to cultivate good habits but yet this does
					not mean that we will function effectively as a whole. There
					are people who do everything according to a time-table,
					promptly and according to a relentless schedule of activities.
					Yet they can be completely thrown by even the slightest
					alteration or disturbance. They may then experience severe
					insomnia.</p>
<p>Since the individual has been programming
					his life, he has limited his potential for metamorphosis.
					(Canetti)</p>
<p><strong>Install Ritual</strong></p>
<p>We
					have discussed the fluidity of systems, forms and objects.
					And we have discussed the body's fluidity.</p>
<p>At present,
					there are two distinct trends in architecture. The first
					concentrates on the form's softness and turbulence, the
					second on the program's. The first may sometimes have no
					program whatsoever while in the second trend the form may
					be completely neutral. Our aim is this: that the architectural
					object be considered in such a fluid way, that it is capable
					of absorbing life (body plus program). We want to connect
					the suppleness of the object to the suppleness of the body.</p>
<p>The
					possibilities that present themselves, exist because there
					are two other trends functioning within our culture as a
					whole; two trends which are diametrically opposed to the
					instrumentalist idea that technology mediates between the
					body and its environment without it essentially influencing
					or changing either the body or the world. First: the complete
					fusion of the architectural object with the technological
					object. And second: the fusion of the body with technology.
					In the first architectural identity evaporates (which is
					not a tragedy). In the second the soul of the natural body
					has effortlessly moved into a bio-technical mutation (which
					is not a tragedy either). In both trends, technology seeks
					to calm the body down, to temper it and soothe it, to provide
					it with conditioned air, to keep it motionless while lifting
					it up a few floors, to make it fall asleep in the gentlest
					possible manner...</p>
<p>But imagine the opposite: imagine
					a technology which is geared towards speeding the body up
					rather than calming it down. Imagine that architecture is
					swallowed up by technology so that it becomes completely
					capable of absorbing and enhancing the body's rhythm. That
					means that the body's rhythm will affect the form. And conversely
					it means that the form's rhythmicality will in turn activate
					the body. This can never be captured in a series of rules.
					In fact, the program, such as we know it, is purely a mechanistic
					interpretation of the body and its activities. We must no
					longer prescribe functions, we must classify activities
					in such a way that they can become events. Prescribed actions
					are always linked to prescribed spaces (in the typological
					sense, and as quantified in floor surface area). We must
					separate this, so that the action becomes fluid, so that
					it becomes an event. We must discard the idea that architecture
					is programmed to divide up activities.</p>
<p>A form of
					space which can be analyzed in terms of isolated functions
					and parts of a program, is effectively indifferent to what
					actively occurs within it because it is not affected or
					transformed by the body's rhythm. Functions do not stimulate
					the form's transformation, nor are they stimulating in the
					sense of prodding the body into action. You have to keep
					motivating yourself into doing things, so that your actions
					seem clumsy and link up like the sequences in a badly edited
					film. You eat, you sleep, you take a shower but there is
					no rhythm; the body's rhythm has not been synchronized with
					the form's rhythmicality. We must opt for an architecture
					which stimulates life's suppleness, that enables, even encourages
					the subtle flow of events.</p>
<p>Only a form which has
					mastered the body's motor system, is capable of activating.
					Only a form which has been transformed and affected by the
					rhythm of life, is capable of motivating. It can only prompt
					the body into motion as a motor, as a vector, as a combination
					of power and direction. This is also the principle of animation:
					you are only 'prompted' if the object or the form has also
					been prompted. In fact, you no longer need to perform the
					complete action because the form has already partly done
					that for you. You no longer need to initiate an activity,
					because the form has already given you the clue. And it
					is this shared consciousness that ensures that these actions
					are carried out effectively. Or, to put it more strongly:
					the actions as such are installed so that they become a
					performance. In this way, the actions are performed: intensified
					and made spectacular.</p>
<p>This principle of animating
					and being animated is perfectly embodied in the form of
					the installation. We are using this in the double sense
					of the word: both in terms of installing a technical system
					and of installing an artwork of which the public forms a
					component part. An installation gives actions power and
					direction, and the body automatically follows this vector.
					As an event already activated it prompts further action
					- an engine in motion which you simply need to connect with.
					It is never still, it is always on. So, because the program
					is now vectorial, you can never sit back and consider what
					to do next. In an installation all the functions, all the
					sleeping vectors are assigned a destination and are hence
					transformed into events. Because, as Borges also wondered,
					what is a knife when it is in a drawer? It is a sleeping
					knife. It only begins to shine once it has been picked up.</p>
<p><strong>Full
					Moon</strong></p>
<p>An architecture which does not think
					in terms of pre-programmed functions but in terms of events,
					performances, spectacles and rituals. And because these
					are not pre-programmed, they cannot be fixed into a form.
					Ergo, it is only by fusing with the technological that architecture
					can become so soft that it is capable of acting and of reacting
					to activities. At its most extreme, this installation would
					consist of a system that could move completely with the
					activities, as a 'soft system' where events are quite simply
					mutual animations of surroundings and body. But of course
					the central question is: how soft can an architecture be?
					Because an important aspect of architecture is matter and
					matter always resists transformation.</p>
<p>Can it change
					from space into field? Sanford Kwinter follows the biologist
					Waddington's example by calling this an epigenetic landscape.
					The ball in the epigenetic landscape represents a cell or
					cluster of cells in an early developing embryo. The embryo's
					directness, or general tendency to develop in a given environment
					rather than to die, is topologically represented by the
					downward slope of the epigenetic plane. The ball that rolls
					down that slope, can take any number of different pathways
					which will depend on the way in which the plane and its
					perturbations react to the ball. An architecture, fused
					with technology (only then it can read actions as information),
					fluid as an epigenetic plane, will ensure, by giving life
					power and direction (the slope), that activity will develop
					although it remains uncertain about precisely how that activity
					will take place (the various pathways downwards). And this
					is precisely the difference between function and event.</p>
<p>In
					isolation, without a daily resetting stimulus, the sleep-wake
					cycle will become erratic. People who live in 'time isolation'
					without daylight, temperature changes, clocks or phones,
					will stay awake for twenty to thirty hours at a time, followed
					by ten or twenty hours of sleep. Not only will the subjects
					remain unaware that their day had lengthened, they will
					refuse to believe it when told. Winfree approached this
					systematically and started with an elderly woman who did
					needlepoint in the evening in front of banks of bright light.
					Her cycle changed sharply, and she reported feeling great,
					as if she were driving in a car with the top down...</p>
<p>Full
					Moon - a night resort that opens at 6 pm and closes at 6
					am. The Mellow House, Ambient Floors, Seven Ex, Le Boutique
					Chirurgique, The Fully Automatic and, right at the top,
					The Moon - six clubs located around The Ray: a beam of artificial
					moonlight, generated by twelve, movable robot lamps which
					shine through the floors. Ultimately they also provide energy
					for the mechanical camera arms so that these can follow
					the masses dancing on the revolving floors below. This Cyclo
					will also allow the dancers to watch the sampled images
					on the large monitor; a kind of spark plug over which sparks
					will shoot back and forth. When the monitor edits the images
					together and connects them with the music, it will stimulate
					the dancers to follow this rhythm. And, as they dance faster
					to the '(heart)beats per minute', the cameras will zoom
					in and the lamps above will shine more brightly.</p>
<p>In
					short, here is the cold, electronic light that 'gives activities
					power and direction', that stops people sleeping and attempts
					to slow down their bio-rhythms as much as possible. Hence
					everything, every action, every activity is influenced by
					the Light; everything is based on the idea that, during
					these activities, you will lose all sense of chronological
					time. Only this is realized in two different ways. On the
					dance floor below, the electronic light influences the architecture
					so that it melts into the locomotory (where the dancing
					bodies are followed by the robot cameras' mechanical whirls).
					And above, in the six night clubs, the moonlight affects
					the architecture in such a way that the actual matter of
					the floors begins to melt, that the floors themselves begin
					to dance and the bodies walking around them will become
					trapped in the swirls of eddying floors.</p>
<p>Right at
					the top, in The Moon, close to the pulsating mega-watts
					of the twelve robot lamps, the light has become so white
					and strong that it can only be endured by otakus and hackers
					who spend their days in front of monitors. Pale and translucent
					from their constant bathing in electronic moonlight, they
					are now standing on the steepest floor of all the clubs
					in the Full Moon. Each of them is pressing loosely against
					the wall, completely oblivious to the possibility of sleep.</p>
</div>
</span></p>
]]></content:encoded>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>Arie Altena</dc:creator>
    <dc:rights>This information is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply.</dc:rights>
    
      <dc:subject>1996</dc:subject>
    
    
      <dc:subject>architecture</dc:subject>
    
    
      <dc:subject>essay</dc:subject>
    
    
      <dc:subject>soft</dc:subject>
    
    <dc:date>2011-07-21T14:05:00Z</dc:date>
    <dc:type>Page</dc:type>
  </item>





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