MachineMachine /stream - search for Electronic https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[Ethereum's Vitalik Buterin Is Worried About Crypto's Future | Time]]> https://time.com/6158182/vitalik-buterin-ethereum-profile/

In a few minutes, electronic music will start pulsing, stuffed animals will be flung through the air, women will emerge spinning Technicolor hula hoops, and a mechanical bull will rev into action, bucking off one delighted rider after another.

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Mon, 21 Mar 2022 04:51:23 -0700 https://time.com/6158182/vitalik-buterin-ethereum-profile/
<![CDATA[The Voder: 1939, the worlds first electronic voice synthesizer]]> https://www.youtube.com/watch?v=TsdOej_nC1M

The Voder was the worlds first voice electronic synthesizer. In 1939 Homer Dudley working at Bell Telephone Laboratories in Murray Hill, New Jersey began to publicly demonstrate the Voder, the first electronic device that could generate continuous human speech electronically.

The Voder was designed for the 1939 World Fair in New York as a showcase of the advanced work being done at Bell Laboratories. It was a manually operated system requiring training, ten finger, two foot paddles, a knee leaver and arm switch to generate sounds. The sounds quality actually was better than most voice synthesizers all the way up to the late 1990s.

This is audio from a radio program recorded live during the broadcast.

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Mon, 21 Nov 2016 13:12:29 -0800 https://www.youtube.com/watch?v=TsdOej_nC1M
<![CDATA[Will A.I. Harm Us? Better to Ask How We'll Reckon With Our Hybrid Nature - Facts So Romantic - Nautilus]]> http://nautil.us/blog/will-ai-harm-us-better-to-ask-how-well-reckon-with-our-hybrid-nature

Photo by Ars Electronica / FlickrLittle Lewis, my son, I see some evidence that you have the ability to learn science, number and proportions, and I recognize your special desire to learn about the astrolabe… — Chaucer’s Astrolabe Treatise, 1391.

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Wed, 07 Sep 2016 19:09:44 -0700 http://nautil.us/blog/will-ai-harm-us-better-to-ask-how-well-reckon-with-our-hybrid-nature
<![CDATA[This is what happens when you divide by zero on a mechanical calculator]]> https://www.youtube.com/watch?v=OFJUYFlSYsM

From early on in math class, you’re taught that you cannot divide a number by zero. On paper, it doesn’t work out. Do it electronically, and you’ll get an error message. http://goo.gl/K1HGYC

Try do divide by zero with a mechanical calculator and, well, that’s where things get interesting.

YouTuber MultiGlizda recorded the chaos that happens within a Facit ESA-01 mechanical calculator when it’s asked to divide a number by zero. With the case off, viewers are able to see the fascinating inner workings of these old machines in operation, and also demonstrate the dicey nature of the number zero and its division.

YouTube channel numberphile explains that division is based on subtraction; that is, if you want to divide a number by a second number, you just subtract second number from the first number over and over again. So, 20 divided by 5 would be 20 minus 5, which equals 15, minus 5 which equals 10, minus 5 which equals 5, minus 5 which equals 0. Since it took four subtractions to get to zero, the answer is 4.

It’s a bit of a convoluted way of explaining division, but it helps us understand the video below. You see, when you divide 20 by 0, you’ll end up subtracting 0 from 20 an infinite amount of times. And in the case of the Facit ESA-01 mechanical calculator, what winds up happening is the machine attempts to complete the infinite number of operations it believes is necessary to complete the division.

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Tue, 03 May 2016 12:41:47 -0700 https://www.youtube.com/watch?v=OFJUYFlSYsM
<![CDATA[Nostalgia for Detritus - The Los Angeles Review of Books]]> https://lareviewofbooks.org/review/nostalgia-for-detritus

DOUGLAS LAIN’S latest novel depicts an alien invasion set in an alternate near-past where people have been dehumanized by the worn-out specter of consumer-capitalism and electronic media.

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Sun, 18 Oct 2015 08:10:40 -0700 https://lareviewofbooks.org/review/nostalgia-for-detritus
<![CDATA[Resolution Disputes: A Conversation Between Rosa Menkman and Daniel Rourke]]> http://www.furtherfield.org/features/interviews/resolution-disputes-conversation-between-rosa-menkman-and-daniel-rourke

In the lead-up to her solo show, institutions of Resolution Disputes [iRD], at Transfer Gallery, Brooklyn, I caught up with Rosa Menkman over two gallons of home-brewed coffee. We talked about what the show might become, discussing a series of alternate resolutions and realities that exist parallel to our daily modes of perception. iRD is open to visitors on Saturdays at Transfer Gallery until April 18th, and will also function as host to my and Morehshin Allahyari’s 3D Additivist Manifesto, on Thursday April 16th. Rosa Menkman: The upcoming exhibition at Transfer is an illustration of my practice based PhD research on resolutions. It will be called ‘institutions of Resolution Disputes’, in short iRD and will be about the liminal, alternative modes of data or information representation, that are obfuscated by technological conventions. The title is a bit wonky as I wish for it to reflect that kind of ambiguity that invokes curiosity. In any case, I always feel that every person, at least once in their grown-up life, wants to start an institution. There are a few of those moments in life, like “Now I am tired of the school system, I want to start my own school!”; and “Now I am ready to become an architect!”, so this is my dream after wanting to become an architect. Daniel Rourke: To establish your own institution?

RM: First of all, I am multiplexing the term institution here. ‘institutions’ and the whole setting of iRD does mimic a (white box) institute, however the iRD does not just stand for a formal organization that you can just walk into. The institutions also revisit a slightly more compound framework that hails from late 1970s, formulated by Joseph Goguen and Rod Burstall, who dealt with the growing complexities at stake when connecting different logical systems (such as databases and programming languages) within computer sciences. A main result of these non-logical institutions is that different logical systems can be ‘glued’ together at the ‘substrata levels’, the illogical frameworks through which computation also takes place. Secondly, while the term ’resolution’ generally simply refers to a standard (measurement) embedded in the technological domain, I believe that a resolution indeed functions as a settlement (solution), but at the same time exists as a space of compromise between different actors (languages, objects, materialities) who dispute their stakes (frame rate, number of pixels and colors, etc.), following rules (protocols) within the ever growing digital territories. So to answer your question; maybe in a way the iRD is sort of an anti-protological institute or institute for anti-utopic, obfuscated or dysfunctional resolutions. DR: It makes me think of Donna Haraway’s Manifesto for Cyborgs, and especially a line that has been echoing around my head recently:

“No objects, spaces, or bodies are sacred in themselves; any component can be interfaced with any other if the proper standard, the proper code, can be constructed for processing signals in a common language.”

By using the terms ‘obfuscation’ and ‘dysfunction’ you are invoking a will – perhaps on your part, but also on the part of the resolutions themselves – to be recognised. I love that gesture. I can hear the objects in iRD speaking out; making themselves heard, perhaps for the first time. In The 3D Additivist Manifesto we set out to imagine what the existence of Haraway’s ‘common language’ might mean for the unrealised, “the powerless to be born.” Can I take it that your institute has a similar aim in mind? A place for the ‘otherwise’ to be empowered, or at least to be recognised?

RM: The iRD indeed kind of functions as a stage for non-protocological resolutions, or radical digital materialism. I always feel like I should say here, that generally, I am not against function or efficiency. These are good qualities, they make the world move forward. On the other hand, I do believe that there is a covert, nepotist cartel of protocols that governs the flows and resolutions of data and information just for the sake of functionality and efficiency. The sole aim of this cartel is to uphold the dogma of modern computation, which is about making actors function together (resonate) as efficiently as possible, tweaking out resources to maximum capacity, without bottlenecks, clicks, hicks or cuts, etc. But this dogma also obfuscates a compromise that we never question. And this is where my problem lies: efficiency and functionality are shaping our objects. Any of these actors could also operate under lower, worse or just different resolutions. Yet we have not been taught to see, think or question any of these resolutions. They are obfuscated and we are blind to them. I want to be able to at least entertain the option of round video (strip video from its interface!), to write inside non-quadrilateral, modular text editors (no more linear reading!) or to listen to (sonify) my rainbows (gradients). Right now, the protocols in place simply do not make this possible, or even worse, they have blocked these functionalities. There is this whole alternate universe of computational objects, ways that our data would look or be used like, if the protocols and their resolutions had been tweaked differently. The iRD reflects on this, and searches, if you will, a computation of many dimensions. DR: Meaning that a desktop document could have its corners folded back, and odd, non standard tessellations would be possible, with overlapping and intersecting work spaces?

RM: Yes! Exactly! Right now in the field of imagery, all compressions are quadrilateral, ecology dependent, standard solutions (compromises) following an equation in which data flows are plotted against actors that deal with the efficiency/functionality duality in storage, processing and transmission. I am interested in creating circles, pentagons and other more organic manifolds! If we would do this, the whole machine would work differently. We could create a modular and syphoning relationships between files, and just as in jon Satroms’ 2011 QTzrk installation, video would have multiple timelines and soundtracks, it could even contain some form of layer-space! DR: So the iRD is also a place for some of those alternate ‘solutions’ that are in dispute? RM: Absolutely. However, while I am not a programmer, I also don’t believe that imagining new resolutions means to absolve of all existing resolutions and their inherent artifacts. History and ecology play a big role in the construction of a resolution, which is why I will also host some of my favorite, classic solutions and their inherent (normally obfuscated) artifacts at the iRD, such as scan lines, DCT blocks, and JPEG2000 wavelets.

The iRD could easily function as a Wunderkammer for artifacts that already exist within our current resolutions. But to me this would be a needles move towards the style of the Evil Media Distribution Center, created by YoHa (Matsuko Yokokoji and Graham Harwood) for the 2013 Transmediale. I love to visit Curiosity Cabinets, but at the same time, these places are kind of dead, celebrating objects that are often shielded behind glass (or plastic). I can imagine the man responsible for such a collection. There he sits, in the corner, smoking a pipe, looking over his conquests. But this kind of collection does not activate anything! Its just ones own private boutique collection of evil! For a dispute to take place we need action! Objects need to have – or be given – a voice! DR: …and the alternate possible resolutions can be played out, can be realised, without solidifying them as symbols of something dead and forgotten. RM: Right! It would be easy and pretty to have those objects in a Wunderkammer type of display. Or as Readymades in a Boîte-en-valise but it just feels so sad. That would not be zombie like but dead-dead. A static capture of hopelessness. DR: The Wunderkammer had a resurgence a few years ago. Lots of artists used the form as a curatorial paradigm, allowing them to enact their practice as artist and curator. A response, perhaps, to the web, the internet, and the archive. Aggregated objects, documents and other forms placed together to create essayistic exhibitions. RM: I feel right now, this could be an easy way out. It would be a great way out, however, as I said, I feel the need to do something else, something more active. I will smoke that cigar some other day.

DR: So you wouldn’t want to consider the whole of Transfer Gallery as a Wunderkammer that you were working inside of? RM: It is one possibility. But it is not my favorite. I would rather make works against the established resolutions, works that are built to break out of a pre-existing mediatic flow. Works that were built to go beyond a specific conventional use. For example, I recently did this exhibition in The Netherlands where I got to install a really big wallpaper, which I think gained me a new, alternative perspectives on digital materiality. I glitched a JPEG and zoomed in on its DCT blocks and it was sooo beautiful, but also so scalable and pokable. It became an alternative level of real to me, somehow. DR: Does it tesselate and repeat, like conventional wallpaper? RM: It does repeat in places. I would do it completely differently if I did it again. Actually, for the iRD I am considering to zoom into the JPEG2000 wavelets. I thought it would be interesting to make a psychedelic installation like this. It’s like somebody vomited onto the wall.

DR: [laughs] It does look organic, like bacteria trying to organise. RM: Yeah. It really feels like something that has its own agency somehow.

DR: That’s the thing about JPEG2000 – and the only reason I know about that format, by the way, is because of your Vernacular of File Formats - the idea that they had to come up with a non-regular block shape for the image format that didn’t contradict with the artifacts in the bones and bodies that were being imaged. It feels more organic because of that. It doesn’t look like what you expect an image format to look like, it looks like what I expect life to look like, close up. RM: It looks like ‘Game of Life’. DR: Yes! Like Game of Life. And I assume that now they don’t need to use JPEG2000 because the imaging resolution is high enough on the machines to supersede bone artifacts. I love that. I love the effect caused when you’ve blown it up here. It looks wonderful. What is the original source for this? RM: I would blow this image [the one from A Vernacular of File Formats] up to hell. Blow it up until there is no pixel anymore. It shouldn’t be too cute. These structures are built to be bigger. Have you seen the Glitch Timond (2014)? The work itself is about glitches that have gained a folkloric meaning over time, these artifact now refer to hackers, ghosts or AI. They are hung in the shape of a diamond. The images themselves are not square, and I can install them on top of the wallpaper somehow, at different depths. Maybe I could expand on that piece, by putting broken shaped photos, and shadows flying around. It could be beautiful like that.

DR: It makes me think of the spatiality of the gallery. So that the audience would feel like they were inside a broken codec or something. Inside the actual coding mechanism of the image, rather than the standardised image at the point of its visual resolution. RM: Oh! And I want to have a smoke machine! There should be something that breaks up vision and then reveals something. DR: I like that as a metaphor for how the gallery functions as well. There are heaps of curatorial standards, like placing works at line of sight, or asking the audience to travel through the space in a particular order and mode of viewing. The gallery space itself is already limited and constructed through a huge, long history of standardisations, by external influences of fashion and tradition, and others enforced by the standards of the printing press, or the screen etc. So how do you make it so that when an audience walks into the gallery they feel as though they are not in a normal, euclidean space anymore? Like they have gone outside normal space? RM: That’s what I want! Disintegrate the architecture. But now I am like, “Yo guys, I want to dream, and I want it to be real in three weeks…” DR: “Hey guys, I want to break your reality!” [laughs] RM: One step is in place, Do you remember Ryan Maguire who is responsible for The Ghost in the MP3? His research is about MP3 compressions and basically what sounds are cut away by this compression algorithm, simply put: it puts shows what sounds the MP3 compression normally cuts out as irrelevant – in a way it inverses the compression and puts the ‘irrelevant’ or deleted data on display. I asked him to rework the soundtrack to ‘Beyond Resolution’, one of the two videowork of the iRD that is accompanied by my remix of professional grin by Knalpot and Ryan said yes! And so it was done! Super exciting.   DR: Yes. I thought that was a fantastic project. I love that as a proposition too… What would the equivalent of that form of ghosting be in terms of these alternate, disputed resolutions? What’s the remainder? I don’t understand technical formats as clearly as you do, so abstract things like ‘the ghost’, ‘the remainder’ are my way into understanding them. An abstract way in to a technical concept. So what is the metaphoric equivalent of that remainder in your work? For instance, I think it depends on what this was originally an image of. I think that is important. RM: The previous image of JPEG2000 does not deal with the question of lost information. I think what you are after is an inversed Alvin Lucier ‘Sitting in a Room’ experiment, one that only shows the “generation loss” (instead of the generation left over, which is what we usually get to see or hear in art projects). I think that would be a reasonable equivalent to Ryan Maguires MP3 compression work. Or maybe Supraconductivity. I can struggle with this for… for at least two more days. In any case I want the iRD to have a soundtrack. Actually, it would like there to be a spatial soundtrack; the ghost soundtrack in the room and the original available only on a wifi access point. DR: I’m really excited by that idea of ghostly presence and absence, you know. In terms of spatiality, scan lines, euclidean space… RM: It’s a whole bundle of things! [laughs] “Come on scan lines, come to the institutions, swim with the ghosts!” DR: It makes me think of cheesy things you get in a children’s museum. Those illusion rooms, that look normal through a little window, but when you go into them they are slanted in a certain way, so that a child can look bigger than an adult through the window frame. You know what I mean? They play with perspective in a really simple way, it’s all about the framing mechanism, the way the audience’s view has been controlled, regulated and perverted. RM: I was almost at a point where I was calling people in New York and asked, “Can you produce a huge stained glass window, in 2 weeks?” I think it would be beautiful if the Institute had its own window. I would take a photo of what you could see out of the real window, and then make the resolution of that photo really crappy, and create a real stained glass window, and install that in the gallery at its original place. If I have time one day I would love to do that, working with real craftspeople on that. I think that in the future the iRD might have a window through which we interface the outside. Every group of people that share the same ideas and perspectives on obfuscation need to have a secret handshake. So that is what I am actually working on right now. Ha, You didn’t see that coming? [Laughs] DR: [Laughs] No… that’s a different angle. RM: I want people to have a patch! A secret patch. You remember Trevor Paglen’s book on the symbology of military patches?

DR: Oh yeah. Where he tries to decode the military patches? Yes, I love that. RM: Yeah, I don’t think the world will ever have enough patches. They are such an icon for secret handshakes. I have been playing around with this DCT image. I want to use it as a key to the institutions, which basically are a manifest to the reasonings behind this whole exhibition, but then encrypted in a macroblock font (I embedded an image of Institution 1 earlier). There was one of Paglen’s patches that really stood out for me; the black on black one. The iRD patch should be inspired by that.

DR: Hito Steyerl’s work How Not to be Seen: A Fucking Didactic Educational .MOV File, centres on the grid used by the military to calibrate their satellites from space. The DCT structure looks a lot like that, but I know the DCT is not about calibration. It contains all the shapes necessary to compose any image? RM: If you look up close at a badly compressed JPEG, you will notice the image consist of macroblocks. A macroblock is a block organizations, usually consisting of 8×8 pixels, that posses color (chrominance) and light (luminance) values embedded via DCT (discrete cosine transform). Basically all JPEGs you have ever seen are build out of this finite set of 64 macroblocks. Considering that JPEGs make up the vast majority of images we encounter on a daily basis, I think it is pretty amazing how simple this part of the JPEG compression really is. But the patch should of course not just be square. Do you know the TV series Battlestar Galactica, where they have the corners cut off all their books? All the paper in that world follows this weird, octagonal shape? Or Borges Library and its crimson hexagon, that holds all knowledge. I love those randomly cryptic geometric forms… DR: It reminds me of a 1987 anime film, Wings of Honneamise, that had a really wonderfully designed world. Everything is different, from paper sizes and shapes, through to their cutlery. Really detailed design from the ground up, all the standards and traditions. RM: Like this Minecraft book too. The Blockpedia. DR: Oh that’s great. I love the Minecraft style and the mythos that has arisen around it. RM: So Minecraft and Borges follow a 6 corner resolution, and Battlestar paper has 8 corners… Discrepancy! I want to reference them all! DR: So these will go into the badges? RM: I want to have a black on black embroidered patch with corners. Don’t you think this would be so pretty? This black on black. I want to drop a reference to 1984, too, Orwell or Apple, the decoder can decide. These kind of secret, underground references, I like those. DR: A crypto exhibition. RM: It’s so hot right now (and with hot I do not mean cool). Since the 90s musicians encrypt or transcode things in their sounds, from Aphex Twin, to Goodiepal and now TCF, who allegedly encrypted an image from the police riots in Athens into one of his songs. However, he is a young Scandinavian musician so that makes me wonder if the crypto design in this case is confusingly non-political. Either way, I want to rebel against this apparent new found hotness of crypto-everything, which is why I made Tacit:Blue.

Tacit:Blue uses a very basic form of encryption. Its archaic, dumb and decommissioned. Every flash shows a next line of my ‘secret message’ encrypted in masonic pigpen. When it flickers it gives a little piece of the message which really is just me ranting about secrecy. So if someone is interested in my opinion, they can decode that.

Actually, the technology behind the video is much more interesting. Do you know The Nova Drone? Its a small AV synthesizer designed by Casper Electronics. The the flickr frequency of this military RGB LED on the top of the board can be altered by turning the RGB oscillators. When I come close to the LED with the lens of my iphone, the frequencies of the LED and the iphone camera do not sync up. What happens is a rolling shutter effect. The camera has to interpret the input and something is gone, lost in translation. In fact, a Resolutional Dispute takes place right there. DR: So the dispute happens because framerate of the camera conflicts with the flicker of the LED? RM: And the sound is the actual sound of the electronics. In Tacit:Blue I do not use the NovaDrone in a ‘clean’ way, I am actually misusing it (if there is such a thing when it comes to a device of dispute). Some of the sounds and disruptions of flow are created in this patch bay, which is where you can patch the LFOs, etc. Anyway, when you disconnect the patch it flickers, but I never take it out fully so it creates this classic, noisy electric effect. What do you think about the text? Do you think this works? I like this masonic pigpen, its a very simple, nostalgic old quiff. DR: It reminds me of the title sequence for Alien. Dave Addey did a close visual, sci-fi etymological, analysis of the typography in Alien. It went viral online recently. Did you see that?

RM: No! DR: It is fantastic. Everything from the title sequence to the buttons on the control panel in the background. Full of amazing insights.

RM: Wow, inspiring!

So with any cypher you also need a key, which is why I named the video Tacit:Blue, a reference to the old Northrop Tacit Blue stealth surveillance aircraft. The aircraft was used to develop techniques against passive radar detection, but has been decommissioned now, just like the masonic pigpen encryption. DR: This reminds me of Eyal Weizman. He has written a lot on the Israeli / Palestinian conflict as a spatial phenomena. So we don’t think about territory merely as a series of lines drawn on a globe anymore, but as a stack, including everything from airspace, all the way down beneath the ground, where waste, gas and water are distributed. The mode by which water is delivered underground often cuts across conflicted territories on the surface. A stacked vision of territory brings into question the very notion of a ‘conflict’ and a ‘resolution’. I recently saw him give a lecture on the Forensic Architecture project, which engages in disputes metered against US Military activities. Military drones are now so advanced that they can target a missile through the roof of a house, and have it plunge several floors before it explodes. It means that individual people can be targeted on a particular floor. The drone strike leaves a mark in the roof which is – and this is Weizman’s terminology - ‘beneath the threshold of detectability’. And that threshold also happens to be the size of a human body: about 1 metre square. Military satellites have a pixel size that effectively translates to 1 metre square at ground level. So to be invisible, or technically undetectable, a strike needs only to fall within a single pixel of a satellite imaging system. These drone strikes are designed to work beneath that threshold. In terms of what you are talking about in Trevor Paglen’s work, and the Northrop Tacit Blue, those technologies were designed to exist beneath, or parallel to, optic thresholds, but now those thresholds are not optic as much as they are about digital standards and resolution densities. So that shares the same space as the codecs and file formats you are interested in. Your patch seems to bring that together, the analogue pixel calibration that Steyerl refers to is also part of that history. So I wonder whether there are images that cannot possibly be resolved out of DCT blocks. You know what I mean? I think your work asks that question. What images, shapes, and objects exist that are not possible to construct out of this grid? What realities are outside of the threshold of these blocks to resolve? It may even be the case that we are not capable of imagining such things, because of course these blocks have been formed in conjunction with the human visual system. The image is always already a compromise between the human perceptual limit and a separately defined technical limit. RM: Yes, well I can imagine vector graphics, or mesh based graphics where the lines are not just a connection between two points, but also a value could be what you are after. But I am not sure. At some point I thought that people entering the iRD could pay a couple of dollars for one of these patches, but if they don’t put the money down, then they would be obliged to go into the exhibition wearing earplugs. DR: [Laughs] So they’d be allowed in, but they’d have one of their senses dampened? RM: Yes, wearing earmuffs, or weird glasses or something like that. [Laughs] DR: Glasses with really fine scan lines on them that conflict with TV images or whatever. RM: [Laughs] And I was thinking, well, there should be a divide between people. To realise that what you see is just one threshold that has been lifted to only a few. There are always thresholds, you know. DR: Ways to invite the audience into the spaces and thresholds that are beneath the zones of resolutional detectability? RM: Or maybe just to show the mechanics behind objects and thresholds. DR: Absolutely. So to go back to your Tacit:Blue video, in regards the font, I like the aesthetic, but I wonder whether you could play with that zone of detectability a little more. You could have the video display at a frequency that is hard for people to concentrate on, for instance, and then put the cryptographic message at a different frequency. Having zones that do not match up, so that different elements of the work cut through different disputed spaces. Much harder to detect. And more subliminal, because video adheres to other sets of standards and processes beyond scan lines, the conflict between those standards opens up another space of possibilities. It makes me think about Takeshi Murata’s Untitled (Pink Dot). I love that work because it uses datamoshing to question more about video codecs than just I and P frames. That’s what sets this work apart, for me, from other datamoshed works. He also plays with layers, and post production in the way the pink dot is realised. As it unfolds you see the pink dot as a layer behind the Rambo footage, and then it gets datamoshed into the footage, and then it is a layer in front of it, and then the datamosh tears into it and the dot become part of the Rambo miasma, and then the dot comes back as a surface again. So all the time he is playing with the layering of the piece, and the framing is not just about one moment to the next, but it also it exposes something about Murata’s super slick production process. He must have datamoshed parts of the video, and then post-produced the dot onto the surface of that, and then exported that and datamoshed that, and then fed it back into the studio again to add more layers. So it is not one video being datamoshed, but a practice unfolding, and the pink dot remains a kind of standard that runs through the whole piece, resonating in the soundtrack, and pushing to all elements of the image. The work is spatialised and temporalised in a really interesting way, because of how Murata uses datamoshing and postproduction to question frames, and layers, by ‘glitching’ between those formal elements. And as a viewer of Pink Dot, your perception is founded by those slips between the spatial surface and the temporal layers. RM: Yeah, wow. I never looked at that work in terms of layers of editing. The vectors of these blocks that smear over the video, the movement of those macroblocks, which is what this video technologically is about, is also about time and editing. So Murata effectively emulates that datamosh technique back into the editing of the work before and after the actual datamosh. That is genius! DR: If it wasn’t for Pink Dot I probably wouldn’t sit here with you now. It’s such an important work for me and my thinking.

Working with Morehshin Allahyari on The 3D Additivist Manifesto has brought a lot of these processes into play for me. The compressed labour behind a work can often get lost, because a final digital video is just a surface, just a set of I and P frames. The way Murata uses datamoshing calls that into play. It brings back some of the temporal depth. Additivism is also about calling those processes and conflicts to account, in the move between digital and material forms. Oil is a compressed form of time, and that time and matter is extruded into plastic, and that plastic has other modes of labour compressed into it, and the layers of time and space are built on top of one another constantly – like the layers of a 3D print. When we rendered our Manifesto video we did it on computers plugged into aging electricity infrastructures that run on burnt coal and oil. Burning off one form of physical compressed time to compress another set of times and labours into a ‘digital work’. RM: But you can feel that there is more to that video than its surface! If I remember correctly you and Morehshin wrote an open invitation to digital artists to send in their left over 3D objects. So every object in that dark gooey ocean in The 3D Additivist Manifesto actually represents a piece of artistic digital garbage. It’s like a digital emulation of the North Pacific Gyre, which you also talked about in your lecture at Goldsmiths, but then solely consisting of Ready-Made art trash.

The actual scale and form of the Gyre is hard to catch, it seems to be unimaginable even to the people devoting their research to it; it’s beyond resolution. Which is why it is still such an under acknowledged topic. We don’t really want to know what the Gyre looks or feels like; it’s just like the clutter inside my desktop folder inside my desktop folder, inside the desktop folder. It represents an amalgamation of histories that moved further away from us over time and we don’t necessarily like to revisit, or realise that we are responsible for. I think The 3D Additivist Manifesto captures that resemblance between the way we handle our digital detritus and our physical garbage in a wonderfully grimm manner. DR: I’m glad you sense the grimness of that image. And yes, as well as sourcing objects from friends and collaborators we also scraped a lot from online 3D object repositories. So the gyre is full of Ready-Mades divorced from their conditions of creation, use, or meaning. Like any discarded plastic bottle floating out in the middle of the pacific ocean. Eventually Additivist technologies could interface all aspects of material reality, from nanoparticles, to proprietary components, all the way through to DNA, bespoke drugs, and forms of life somewhere between the biological and the synthetic. We hope that our call to submit to The 3D Additivist Cookbook will provoke what you term ‘disputes’. Objects, software, texts and blueprints that gesture to the possibility of new political and ontological realities. It sounds far-fetched, but we need that kind of thinking. Alternate possibilities often get lost in a particular moment of resolution. A single moment of reception. But your exhibition points to the things beyond our recognition. Or perhaps more importantly, it points to the things we have refused to recognise. So, from inside the iRD technical ‘literacy’ might be considered as a limit, not a strength. RM: Often the densities of the works we create, in terms of concept, but also collage, technology and source materials move quite far away or even beyond a fold. I suppose that’s why we make our work pretty. To draw in the people that are not technically literate or have no back knowledge. And then perhaps later they wonder about the technical aspects and the meaning behind the composition of the work and want to learn more. To me, the process of creating, but also seeing an interesting digital art work often feels like swimming inside an abyss of increments. DR: What is that? RM: I made that up. An abyss is something that goes on and on and on. Modern lines used to go on, postmodern lines are broken up as they go on. Thats how I feel we work on our computers, its a metaphor for scanlines. DR: In euclidean space two parallel lines will go on forever and not meet. But on the surface of a globe, and other, non-euclidean spaces, those lines can be made to converge or diverge. * RM: I have been trying to read up on my euclidean geometry. DR: And I am thinking now about Flatland again, A Romance in Many Dimensions. RM: Yeah, it’s funny that in the end, it is all about Flatland. That’s where this all started, so thats where it has to end; Flatland seems like an eternal ouroboros inside of digital art. DR: It makes me think too about holographic theory. You can encode on a 2D surface the information necessary to construct a 3D image. And there are theories that suggest that a black hole has holographic properties. The event horizon of a black hole can be thought of as a flat surface, and contains all the information necessary to construct the black hole. And because a black hole is a singularity, and the universe can be considered as a singularity too – in time and space – some theories suggest that the universe is a hologram encoded on its outer surface. So the future state of the universe encodes all the prior states. Or something like that. RM: I once went to a lecture by Raphael Bousso, a professor at Department of Physics, UC Berkeley. He was talking about black holes, it was super intense. I was sitting on the end of my seat and nearly felt like I was riding a dark star right towards my own event horizon. DR: [laughs] Absolutely. I suppose I came to understand art and theory through things I knew before, which is pop science and science fiction. I tend to read everything through those things. Those are my starting points. But yes, holograms are super interesting. RM: I want to be careful not to go into the wunderkammer, because if there are too many things, then each one of them turns into a fetish object; a gimmick. DR: There was a lot of talk a few years ago about holographic storage, because basically all our storage – CDs, DVDs, hard drive platters, SSD drives – are 2D. All the information spinning on your screen right now, all those rich polygons or whatever, it all begins from data stored on a two dimensional surface. But you could have a holographic storage medium with three dimensions. They have built these things in the laboratory. There goes my pop science knowledge again. RM: When I was at Transmediale last year, the Internet Yami-ichi (Internet Black Market) was on. There I sold some custom videos for self cracked LCD screens. DR: Broken on purpose? RM: Yes, and you’d be allowed to touch it so the screen would go multidimensional. Liquid crystals are such a beautiful technology. DR: Yes. And they are a 3D image medium. But they don’t get used much anymore, right? LEDS are the main image format. RM: People miss LCDS! I saw a beautiful recorded talk from the Torque event, Esther Leslie talking about Walter Benjamin who writes about snow flakes resembling white noise. Liquid crystals and flatness and flatland. I want to thank you Dan, just to talk through this stuff has been really helpful. You have no idea. Thank you so much! DR: Putting ideas in words is always helpful. RM: I never do that, in preparation, to talk about things I am still working on, semi-completed. It’s scary to open up the book of possibilities. When you say things out loud you somehow commit to them. Like, Trevor Paglen, Jon Satrom are huge inspirations, I would like to make work inspired by them, that is a scary thing to say out loud. DR: That’s good. We don’t work in a vacuum. Trevor Paglen’s stuff is often about photography as a mode of non-resolved vision. I think that does fit with your work here, but you have the understanding and wherewithal to transform these concerns into work about the digital media. Maybe you need to build a tiny model of the gallery and create it all in miniature. RM: That’s what Alma Alloro said! DR: I think it would be really helpful. You don’t have to do it in meatspace. You could render a version of the gallery space with software. RM: Haha great idea, but that would take too much time. iRD needs to open to the public in 3 weeks! * DR originally stated here that a globe was a euclidean space. This was corrected, with thanks to Matthew Austin.

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Mon, 13 Apr 2015 05:50:53 -0700 http://www.furtherfield.org/features/interviews/resolution-disputes-conversation-between-rosa-menkman-and-daniel-rourke
<![CDATA[Interview with Domenico Quaranta]]> http://www.furtherfield.org/features/interviews/interview-domenico-quaranta

Daniel Rourke: At Furtherfield on November 22nd 2014 you launched a Beta version of a networked project, 6PM Your Local Time, in collaboration with Fabio Paris, Abandon Normal Devices and Gummy Industries. #6PMYLT uses twitter hashtags as a nexus for distributed art happenings. Could you tell us more about the impetus behind the project? Domenico Quaranta: In September 2012, the Link Art Center launched the Link Point in Brescia: a small project space where, for almost two years, we presented installation projects by local and international artists. The Link Point was, since the beginning, a “dual site”: a space where to invite our local audience, but also a set for photographic documentation meant to be distributed online to a global audience. Fabio Paris’ long experience with his commercial gallery – that used the same space for more than 10 years, persuaded us that this was what we had to offer to the artists invited. So, the space was reduced to a small cube, white from floor to ceiling, with neon lights and a big logo (a kind of analogue watermark) on the back door. Thinking about this project, and the strong presence of the Link Point logo in all the documentation, we realized that the Link Point was actually not bound to that space: as an abstract, highly formalized space, it could actually be everywhere. Take a white cube and place the Link Point logo in it, and that’s the Link Point.

This realization brought us, on the one hand, to close the space in Brescia and to turn the Link Point into a nomad, erratic project, that can resurrect from time to time in other places; and, on the other hand, to conceive 6PM Your Local Time. The idea was simple: if exhibition spaces are all more or less similar; if online documentation has become so important to communicate art events to a wider audience, and if people started perceiving it as not different from primary experience, why not set up an exhibition that takes place in different locations, kept together only by documentation and by the use of the same logo? All the rest came right after, as a natural development from this starting point (and as an adaptation of this idea to reality). Of course, this is a statement as well as a provocation: watching the documentation of the UK Beta Test you can easily realize that exhibition spaces are NOT more or less the same; that attending or participating in an event is different from watching pictures on a screen; that some artworks work well in pictures but many need to be experiences. We want to stress the value of networking and of giving prominence to your network rather than to your individual identity; but if the project would work as a reminder that reality is still different from media representation, it would be successful anyway. Daniel Rourke: There is something of Hakim Bey’s Temporary Autonomous Zones in your proposal. The idea that geographic, economic and/or political boundaries need no longer define the limits of social collective action. We can criticise Bey’s 1991 text now, because in retrospect the Internet and its constitutive protocols have themselves become a breeding ground for corporate and political concerns, even as technology has allowed ever more distributed methods of connectivity. You foreground network identity over individual identity in the 6PM YLT vision, yet the distinction between the individuals that create a network and the corporate hierarchies that make that networkingpossible are less clear. I am of course gesturing towards the use of Twitter as the principal platform of the project, a question that Ruth Catlow brought up at the launch. Do you still believe that TAZs are possible in our hyper-connected, hyper-corporate world? Domenico Quaranta: In its first, raw conceptualization, 6PM YLT had to come with its own smartphone app, that had to be used both to participate in the project and to access the gallery. The decision to aggregate content published on different social platforms came from the realization that people already had the production and distribution tools required to participate in the action, and were already familiar with some gestures: take a photo, apply a filter, add an hashtag, etc. Of course, we could invite participants and audiences to use some specific, open source social network of our choice, but we prefer to tell them: just use the fucking platform of your choice. We want to facilitate and expand participation, not to reduce it; and we are not interested in adding another layer to the project. 6PM YLT is not a TAZ, it’s just a social game that wants to raise some awareness about the importance of documentation, the power of networks, the public availability of what we do with our phones. And it’s a parasitic tool that, as anything else happening online, implies an entire set of corporate frameworks in order to exist: social networks, browsers, operative systems, internet providers, server farms etc. That said, yes, I think TAZs are still possible. The model of TAZ has been designed for an hyper-connected, hyper-corporate world; they are temporary and nomadic; they exist in interstices for a short time. But I agree that believing in them is mostly an act of faith.

Daniel Rourke: The beta-tested, final iteration of 6pm YLT will be launched in the summer of 2015. How will you be rolling out the project in the forthcoming months? How can people get involved? Domenico Quaranta: 6PM Your Local Time has been conceived as an opportunity, for the organizing subject, to bring to visibility its network of relationships and to improve it. It’s not an exhibition with a topic, but a social network turned visible. To put it simply: our identity is defined not just by what we do, but also by the people we hang out with. After organizing 6PM Your Local Time Europe, the Link Art Center would like to take a step back and to offer the platform to other organizing subjects, to allow them to show off their network as well. So, what we are doing now is preparing a long list of institutions, galleries and artists we made love with in the past or we’d like to make love with in the future, and inviting them to participate in the project. We won’t launch an open call, but we already made the event public saying that if anyone is interested to participate, they are allowed to submit a proposal. We won’t accept anybody, but we would be happy to get in touch with people we didn’t know. After finalizing the list of participants, we will work on all the organizational stuff, basically informing them about the basic rules of the game, gathering information about the events, answering questions, etc. On the other hand, we have of course to work on the presentation. While every participant presents an event of her choice, the organizer of a 6PM Your Local Time event has to present to its local audience the platform event, as an ongoing installation / performance. We are from Brescia, Italy, and that’s where we will make our presentation. We made an agreement with MusicalZOO, a local festival of art and electronic music, in order to co-produce the presentation and have access to their audience. This is what determined the date of the event in the first place. Since the festival takes place outdoor during the summer, we are working with them on designing a temporary office where we can coordinate the event, stay in touch with the participants, discuss with the audience, and a video installation in which the live stream of pics and videos will be displayed. Since we are expecting participants from Portugal to the Russian Federation, the event will start around 5 PM, and will follow the various opening events up to late night. One potential reference for this kind of presentation may be those (amazing) telecommunication projects that took place in the Eighties: Robert Adrian’s The World in 24 Hours, organized at Ars Electronica in 1982; the Planetary Network set up in 1986 at the Venice Biennale; and even Nam June Paik’s satellite communication project Good Morning Mr Orwell (1984). Left to Right – Enrico Boccioletti, Kim Asendorf, Ryder Ripps, Kristal South, Evan Roth Daniel Rourke: Your exhibition Unoriginal Genius, featuring the work of 17 leading net and new media artists, was the last project to be hosted in the Carroll/Fletcher Project Space (closing November 22nd, 2014). Could you tell us more about the role you consider ‘genius’ plays in framing contemporary art practice? Domenico Quaranta: The idea of genius still plays an important role in Western culture, and not just in the field of art. Whether we are talking about the Macintosh, Infinite Jest, a space trip or Nymphomaniac, we are always celebrating an individual genius, even if we perfectly know that there is a team and a concerted action behind each of these things. Every art world is grounded in the idea that there are gifted people who, provided specific conditions, can produce special things that are potentially relevant for anybody. This is not a problem in itself – what’s problematic are some corollaries to our traditional idea of genius – namely “originality” and “intellectual property”. The first claims that a good work of creation is new and doesn’t depend on previous work by others; the second claims that an original work belongs to the author. In my opinion, creation never worked this way, and I’m totally unoriginal in saying this: hundreds of people, before and along to me, say that creating consists in taking chunks of available material and assembling them in ways that, in the best situation, allow us to take a small step forward from what came before. But in the meantime, entire legal systems have been built upon such bad beliefs; and what’s happening now is that, while on the one hand the digitalization of the means of production and dissemination allow us to look at this process with unprecedented clarity; on the other hand these regulations have evolved in such a way that they may eventually slow down or stop the regular evolution of culture, which is based on the exchange of ideas. We – and creators in particular – have to fight against this situation. But Unoriginal Genius shouldn’t be read in such an activist way. It is just a small attempt to show how the process of creation works today, in the shared environment of a networked computer, and to bring this in front of a gallery audience. Left to Right – Kim Asendorf, Ryder Ripps, Kristal South, Evan Roth Daniel Rourke: So much online material ‘created’ today is free-flowing and impossible to trace back to an original author, yet the tendency to attribute images, ideas or ‘works’ to an individual still persists – as it does in Unoriginal Genius. I wonder whether you consider some of the works in the show as more liberated from authorial constraints than others? That is, what are the works that appear to make themselves; floating and mutating regardless of particular human (artist) intentions? Domenico Quaranta: Probably Museum of the Internet is the one that fits best to your description. Everybody can contribute anonymously to it by just dropping images on the webpage; the authors’ names are not available on the website, and there’s no link to their homepage. It’s so simple, so necessary and so pure that one may think that it always existed out there in some way or another. And in a way it did, because the history of the internet is full of projects that invite people to do more or less the same. Left to Right – Brout & Marion, Gervais & Magal, Sara Ludy Daniel Rourke: 2014 was an exciting year for the recognition of digital art cultures, with the appointment of Dragan Espenschied as lead Digital Conservator at Rhizome, the second Paddles On! auction of digital works in London, with names like Hito Steyerl and Ryan Trecartin moving up ArtReview’s power list, and projects like Kenneth Goldsmith’s ‘Printing out the Internet’ highlighting the increasing ubiquity – and therefore arguable fragility – of web-based cultural aggregation. I wondered what you were looking forward to in 2015 – apart from 6PM YLT of course. Where would you like to see the digital/net/new media arts 12 months from now? Domenico Quaranta: On the moon, of course! Out of joke: I agree that 2014 has been a good year for the media arts community, as part of a general positive trend along the last few years. Other highlighs may include, in various order: the September 2013 issue of Artforum, on “Art and Media”, and the discussion sparked by Claire Bishop’s essay; Cory Arcangel discovering and restoring lost Andy Warhol’s digital files from floppy disks; Ben Fino-Radin becoming digital conservator at MoMA, New York; JODI winning the Prix Net Art; the Barbican doing a show on the Digital Revolution with Google. Memes like post internet, post digital and the New Aesthetic had negative side effects, but they helped establishing digital culture in the mainstream contemporary art discourse, and bringing to prominence some artists formerly known as net artists. In 2015, the New Museum Triennial will be curated by Lauren Cornell and Ryan Trecartin, and DIS has been announced to be curator of the 9th Berlin Biennial in 2016. All this looks promising, but one thing that I learned from the past is to be careful with optimistic judgements. The XXI century started with a show called 010101. Art in Technological Times, organized by SFMoMA. The same year, net art entered the Venice Biennale, the Whitney organizedBitstreams and Data Dynamics, the Tate Art and Money Online. Later on, the internet was announced dead, and it took years for the media art community to get some prominence in the art discourse again. The situation now is very different, a lot has been done at all levels (art market, institutions, criticism), and the interest in digital culture and technologies is not (only) the result of the hype and of big money flushed by corporations unto museums. But still, where we really are? The first Paddles On! Auction belongs to history because it helped selling the first website ever on auction; the second one mainly sold digital and analogue paintings. Digital Revolution was welcomed by sentences like: “No one could fault the advances in technology on display, but the art that has emerged out of that technology? Well, on this showing, too much of it seems gimmicky, weak and overly concerned with spectacle rather than meaning, or making a comment on our culture.” (The Telegraph) The upcoming New Museum Triennial will include artists like Ed Atkins, Aleksandra Domanovic, Oliver Laric, K-HOLE, Steve Roggenbuck, but Lauren and Ryan did their best to avoid partisanship. There’s no criticism in this statement, actually I would have done exactly the same, and I’m sure it will be an amazing show that I can’t wait to see. Just, we don’t have to expect too much from this show in terms of “digital art recognition”. So, to put it short: I’m sure digital art and culture is slowly changing the arts, and that this revolution will be dramatic; but it won’t take place in 2015

http://www.6pmyourlocaltime.com/

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Wed, 08 Apr 2015 03:57:20 -0700 http://www.furtherfield.org/features/interviews/interview-domenico-quaranta
<![CDATA[Laura Mulvey on RIDDLES OF THE SPHINX (Mulvey and Wollen, 1977)]]> http://vimeo.com/75600309

An excerpt from the audio commentary track on the British Film Institute's Dual Format Edition of RIDDLES OF THE SPHINX (Laura Mulvey and Peter Wollen, 1977). This exclusive extract was produced by Catherine Grant for the scholarly website FILM STUDIES FOR FREE with the kind permission of Laura Mulvey and the BFI in September 2013. Check out the related entry of links to online writings by and studies of Laura Mulvey's work as a film scholar as well as filmmaker: filmstudiesforfree.blogspot.com/2013/10/celebrating-laura-mulvey-or-film.html For more information about the BFI's Riddles of the Sphinx DVD, please see: bfi.org.uk/blu-rays-dvds/riddles-sphinxCast: Catherine GrantTags: feminist film, film theory, filmmaking, Laura Mulvey, Peter Wollen, British Film Institute, Marc Karlin, Motion Analyzer Projector, refilming, Ken Jacobs, sphinx, Mike Ratledge and electronic music

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Sun, 08 Mar 2015 13:16:24 -0700 http://vimeo.com/75600309
<![CDATA[The Deeper I Stare Into the Internet, the More I See the World Going to Waste | Motherboard]]> http://motherboard.vice.com/read/the-deeper-i-stare-into-the-internet-the-more-shit-i-see-going-to-waste

We have a strange, sad way of leaving things behind. Not just regular old things—spent notebooks, obsolete consumer electronics, whatever—but big things that happen to be old.

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Wed, 08 Oct 2014 01:54:38 -0700 http://motherboard.vice.com/read/the-deeper-i-stare-into-the-internet-the-more-shit-i-see-going-to-waste
<![CDATA[Silver Strain - A Blue Rose [Twin Peaks]]]> http://vimeo.com/21785003

Video tribute to TWIN▲▲PEAKS* Music, animated digital collages and editing by Silver Strain Now available for digital download on the Silver Strain compilation album "Adjust Your Tracking": blackbvsrecords.bandcamp.com/album/adjust-your-tracking Follow Silver Strain on facebook: facebook.com/silverstrain *Originally released on "A Witch House and Okkvlt Guide to TWIN▲▲PEAKS" by Phantasma DisquesCast: Silver StrainTags: §, Okkvlt, Electronic, Roland Synth, David Lynch, Collages, Phantasma Disques, Owls, Surrealism, 90s TV Show, Drugs and Silver Strain

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Tue, 07 Oct 2014 03:44:21 -0700 http://vimeo.com/21785003
<![CDATA[transmediale 2014 afterglow -- The Media of the Earth: Geologies of Flesh and the Earth]]> http://www.youtube.com/watch?v=cyiX_dlE5e0&feature=youtube_gdata

With Ryan Bishop, Sean Cubitt, Jussi Parikka, Denisa Kera

At Haus der Kulturen der Welt Berlin Sat, 1.2.2014

Afterglow of The Mediatic conference stream

The panel focuses on the effects of electronic and synthetic waste on geological and biological bodies. The tissue and the soil effectively register the residue of scientific and technological processes, acting as inadvertent storage site and archival apparatus for our trash. The panel includes discussions of electronic waste, nuclear fallout as well as the global labour concerning the geology of media: minerals and material sciences. It is in this sense that it aims to address the media of the earth, and the earth as essential to the existence of media: issues which tie organic bodies with the non-organic reality. The speakers represent media and technology studies perspectives to what was often reserved as a territory of the sciences, namely geophysics. A geopolitics that is truly geo-based emerges from these engagements.

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Wed, 10 Sep 2014 12:08:58 -0700 http://www.youtube.com/watch?v=cyiX_dlE5e0&feature=youtube_gdata
<![CDATA[This 3D printer technology can print a game controller, electronics and all - Computerworld]]> http://www.computerworld.com/s/article/9247934/This_3D_printer_technology_can_print_a_game_controller_electronics_and_all

Computerworld - A group of Stanford University graduate students have created an 3D printer attachment that lays down functioning circuitry right alongside the thermoplastic extruder head of an existing machine, enabling it to make functioning electronic prototypes.

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Sun, 27 Apr 2014 03:55:58 -0700 http://www.computerworld.com/s/article/9247934/This_3D_printer_technology_can_print_a_game_controller_electronics_and_all
<![CDATA[GLTI.CH Karaoke @ Crystallize Media Art Lab]]> http://www.youtube.com/watch?v=tlAS6SCGRqo&feature=youtube_gdata

A pioneering and collaborative spirit brings 16 UK and Korean artists together in a celebration of technology and creative culture

The legacy of Nam June Paik and the "electronic superhighway" is at the heart of a new exhibition in London this autumn. 16 artists from Korea and the UK explore how contemporary artwork is expressed through scientific technology, through IT, social media and cinema. If Paik's legacy is his ability to embrace electronic media and technology creatively, using it as a medium and a language to articulate his artistic interpretation of modern culture this three day exhibition explores how with creative technology at the fingertips of the masses, does the artist crystallize their ideas? Technology offers a common language for artists working in two different cultures. The work featured in the historic vault at Billingsgate illustrates how contemporary artists across the globe are harnessing fascinating media empowering them to express global culture, domestic behaviour, politics and ideas.

The exhibition is part of the wider Korea Brand and Entertainment Expo 2013, celebrating Korea's 'creative economy', a strategic vision aspiring to emulate the success of the UK's creative industries. At the heart of the exhibition along with an innovative use and communication through technology is the spirit of collaboration, of shared ideas, mutual respect and a desire to fix a lens on modern culture.

Nam June Paik, the Korean artist, world famous provocateur and founder of video art pioneered the innovative use of technological tools that artists continue to practice today. The first to voice the phrase "electronic super highway" as early as 1974, Paik saw the boundless possibilities offered by broadcasting and the Internet age. Within the exhibition a shrine to Paik features 'Documenta 6 Satellite Telecast' (1977) his collaborative work with Joseph Beuys and Douglas Davis, the world's first live satellite performance broadcast simultaneously into 25 different countries. From this genesis sprouts the contemporary work of the artists featured.

The curator for 'Crystallize', Stephanie Seungmin Kim (ISKAI Contemporary Art) has carefully selected the 16 artists who each embrace art, science and creativity. Collaboration across industry and practice roots this exhibition in a language of exploration.

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Wed, 22 Jan 2014 15:32:26 -0800 http://www.youtube.com/watch?v=tlAS6SCGRqo&feature=youtube_gdata
<![CDATA[Digital Metaphors: Editor’s Introduction | Alluvium]]> http://www.alluvium-journal.org/2013/12/04/digital-metaphors-editors-introduction/

Metaphor wants to be…

‘[...] metaphors work to change people’s minds. Orators have known this since Demosthenes. [...] But there’s precious little evidence that they tell you what people think. [...] And in any case, words aren’t meanings. As any really good spy knows, a word is a code that stands for something else. If you take the code at face value then you’ve fallen for the trick.’ (Daniel Soar, “The Bourne Analogy”).

Tao Lin’s recent novel Taipei (2013) is a fictional document of life in our current digital culture. The protagonist, Paul — who is loosely based on the author — is numb from his always turned on digitally mediated life, and throughout the novel increases his recreational drug taking as a kind of compensation: the chemical highs and trips are the experiential counterpoint to the mundanity of what once seemed otherworldly — his online encounters. In the novel online interactions are not distinguished from real life ones, they are all real, and so Paul’s digital malaise is also his embodied depressive mindset. The apotheosis of both these highs and lows is experienced by Paul, and his then girlfriend Erin, on a trip to visit Paul’s parents in Taipei. There the hyper-digital displays of the city — ‘lighted signs [...] animated and repeating like GIF files, attached to every building’ (166) — launch some of the more explicit mediations on digital culture in the novel: Paul asked [Erin] if she could think of a newer word for “computer” than “computer,” which seemed outdated and, in still being used, suspicious in some way, like maybe the word itself was intelligent and had manipulated culture in its favor, perpetuating its usage (167). Here Paul intimates a sense that language is elusive, that it is sentient, and that, in the words of Daniel Soar quoted above as an epitaph, it tricks us. It seems to matter that in this extract from Taipei the word ‘computer’ is conflated with a sense of the object ‘computer’. The word, in being ‘intelligent’, has somehow taken on the quality of the thing it denotes — a potentially malevolent agency. The history of computing is one of people and things: computers were first the women who calculated ballistics trajectories during the Second World War, whose actions became the template for modern automated programming. The computer, as an object, is also-always a metaphor of a human-machine relation. The name for the machine asserts a likeness between the automated mechanisms of computing and the physical and mental labour of the first human ‘computers’. Thinking of computing as a substantiated metaphor for a human-machine interaction pervades the way we talk about digital culture. Most particularly in the way we think of computers as sentient — however casually. We often speak of computers as acting independently from our commands, and frequently we think of them ‘wanting’ things, ‘manipulating’ culture, or ourselves.

Pre-Electronic Binary Code Pre-electronic binary code: the history of computing offers us metaphors for human-machine interaction which pervade the way we talk about digital culture today [Image by Erik Wilde under a CC BY-SA license]

Julie E. Cohen, in her 2012 book Configuring the Networked Self, describes the way the misplaced metaphor of human-computer and machine-computer has permeated utopian views of digitally mediated life: Advocates of information-as-freedom initially envisioned the Internet as a seamless and fundamentally democratic web of information [...]. That vision is encapsulated in Stewart Brand’s memorable aphorism “Information wants to be free.” [...] Information “wants” to be free in the same sense that objects with mass present in the earth’s gravitational field “want” to fall to the ground. (8) Cohen’s sharp undercutting of Brand’s aphorism points us toward the way the metaphor of computing is also an anthropomorphisation. The metaphor implicates a human desire in machine action. This linguistic slipperiness filters through discussion of computing at all levels. In particular the field of software studies — concerned with theorising code and programming as praxis and thing — contains at its core a debate on the complexity of considering code in a language which will always metaphorise, or allegorise. Responding to an article of Alexander R. Galloway’s titled “Language Wants to Be Overlooked: On Software and Ideology”, Wendy Hui Kyong Chun argues that Galloway’s stance against a kind of ‘anthropomorphization’ of code studies (his assertion that as an executable language code is ‘against interpretation’) is impossible within a discourse of critical theory. Chun argues, ‘to what extent, however, can source code be understood outside of anthropomorphization? [...] (The inevitability of this anthropomorphization is arguably evident in the title of Galloway’s article: “Language Wants to Be Overlooked” [emphasis added].)’ (Chun 305). In her critique of Galloway’s approach Wendy Chun asserts that it is not possible to extract the metaphor from the material, that they are importantly and intrinsically linked.[1] For Julie E. Cohen the relationship between metaphor and digital culture-as-it-is-lived is a problematic tie that potentially damages legal and constitutional understanding of user rights. Cohen convincingly argues that a term such as ‘cyberspace’, which remains inextricable from its fictional and virtual connotations, does not transition into legal language successfully; in part because the word itself is a metaphor, premised on an imagined reality rather than ‘the situated, embodied beings who inhabit it’ (Cohen 3). And yet Cohen’s writing itself demonstrates the tenacious substance of metaphoric language, using extended exposition of metaphors as a means to think more materially about the effects of legal and digital protocol and action. In the following extract from Configuring the Networked Self, Cohen is winding down a discussion of the difficulty of forming actual policy out of freedom versus control debates surrounding digital culture. Throughout the discussion Cohen has emphasised the way that both sides of the debate are unable to substantiate their rhetoric with embodied user practice; instead Cohen identifies a language that defers specific policy aims.[2] Cohen’s own use of metaphor in this section — ‘objections to control fuel calls [...]’, ‘darknets’ (the latter in inverted commas) — is made to mean something grounded, through a kind of allegorical framework. I am not suggesting that allegory materialises metaphor — allegory functioning in part as itself an extended metaphor — but it does contextualise metaphor.

Circuit Board 2 How tenacious is metaphoric language? The persistence of computational metaphors in understanding digital culture could harm legal and constitutional understandings of user rights [Image by Christian under a CC BY-NC-ND license]

This is exemplified in Cohen’s description of the ways US policy discussions regarding code, rights and privacy of the subject are bound to a kind of imaginary, and demonstrate great difficulty in becoming concrete: Policy debates have a circular, self-referential quality. Allegations of lawlessness bolster the perceived need for control, and objections to control fuel calls for increased openness. That is no accident; rigidity and license historically have maintained a curious symbiosis. In the 1920s, Prohibition fueled the rise of Al Capone; today, privately deputized copyright cops and draconian technical protection systems spur the emergence of uncontrolled “darknets.” In science fiction, technocratic, rule-bound civilizations spawn “edge cities” marked by their comparative heterogeneity and near imperviousness to externally imposed authority. These cities are patterned on the favelas and shantytowns that both sap and sustain the world’s emerging megacities. The pattern suggests an implicit acknowledgment that each half of the freedom/control binary contains and requires the other (9-10). I quote this passage at length in order to get at the way in which the ‘self-referential nature’ of policy discussion is here explained through a conceptual, and specifically literary, framing. Technology is always both imagined and built: this seems obvious, but it justifies reiteration because the material operations of technology are always metaphorically considered just as they are concretely manifest. The perilous circumstance this creates is played on in Cohen’s writing as she critiques constitutional policy that repeatedly cannot get at the embodied subject that uses digital technology; thwarted by the writing and rewriting of debate. In Cohen’s words this real situation is like the science fiction that is always-already seemingly like the real technology. Whether William Gibson’s ‘cyberspace’, a programmer’s speculative coding, or a lawyer’s articulation of copyright, there is no easy way to break apart the relationship between the imaginary and the actual of technoculture. Perhaps then what is called for is an explosion of the metaphors that pervade contemporary digital culture. To, so to speak, push metaphors until they give way; to generate critical discourse that tests the limits of metaphors, in an effort to see what pretext they may yield for our daily digital interactions. The articles in this issue all engage with exactly this kind of discourse. In Sophie Jones’ “The Electronic Heart”, the history of computing as one of women’s labour is used to reconfigure the metaphor of a computer as an ‘electronic brain’; instead asking whether cultural anxieties about computer-simulated emotion are linked to the naturalization of women’s affective labour. In “An Ontology of Everything on the Face of the Earth”, Daniel Rourke also considers computers as a sentient metaphor: uncovering an uncanny symbiosis between what a computer wants and what a human can effect with computing, through a critical dissection of the biocybernetic leeching of John Carpenter’s 1982 film The Thing. Finally, in “The Metaphorics of Virtual Depth”, Rob Gallagher uses Marcel Proust’s treatment of novelistic spacetime to generate a critical discourse on spatial and perspectival metaphor in virtual game environments. All these articles put into play an academic approach to metaphors of computing that dig up and pull out the stuff in between language and machine. In his introduction to Understanding Digital Humanities David M. Berry has argued for such an approach: [what is needed is a] ‘critical understanding of the literature of the digital, and through that [to] develop a shared culture through a form of Bildung’ (8).

Elysium A wheel in the sky: Neil Blomkamp's futuristic L.A. plays on the territorial paranoia of the U.S. over alien invasion and dystopian metaphors of digitally-mediated environments [Image used under fair dealings provisions]

I am writing this article a day after seeing Neill Blomkamp’s film Elysium (2013). Reading Cohen’s assertion regarding the cyclical nature of US digital rights policy debates on control and freedom, her allegory with science fiction seems entirely pertinent. Elysium is set in 2154; the earth is overpopulated, under-resourced, and a global elite have escaped to a man-made (and machine-made) world on a spaceship, ‘Elysium’. Manufacturing for Elysium continues on earth where the population, ravaged by illness, dreams of escaping to Elysium to be cured in “Med-Pods”. The movie focuses on the slums of near future L.A. and — perhaps unsurprisingly given Blomkamp’s last film District 9 (2009) — plays on the real territorial paranoia of the U.S. over alien invasion: that the favelas of Central and South America, and the political structures they embody, are always threatening ascension. In Elysium the “edge city” is the whole world, and the technocratic power base is a spaceship garden, circling the earth’s orbit. ‘Elysium’ is a green and white paradise; a techno-civic environment in which humans and nature are equally managed, and manicured. ‘Elysium’, visually, looks a lot like Disney’s Epcot theme park — which brings me back to where I started. In Tao Lin’s Taipei Paul’s disillusionment with technology is in part with its failure to be as he imagined, and his imagination was informed by the Disney-fied future of Epcot. In Taipei: Paul stared at the lighted signs, some of which were animated and repeated like GIF files, attached to almost every building to face oncoming traffic [...] and sleepily thought how technology was no longer the source of wonderment and possibility it had been when, for example, he learned as a child at Epcot Center [...] that families of three, with one or two robot dogs and one maid, would live in self-sustaining, underwater, glass spheres by something like 2004 or 2008 (166). Thinking through the metaphor of Elysium has me thinking toward the fiction of Epcot (via Tao Lin’s book). The metaphor-come-allegories at work here are at remove from my digitally mediated, embodied reality, but they seep through nonetheless. Rather than only look for the concrete reality that drives the metaphor, why not also engage with the messiness of the metaphor; its potential disjunction with technology as it is lived, and its persistent presence regardless.

CITATION: Zara Dinnen, "Digital Metaphors: Editor's Introduction," Alluvium, Vol. 2, No. 6 (2013): n. pag. Web. 4 December 2013, http://dx.doi.org/10.7766/alluvium.v2.6.04

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Wed, 11 Dec 2013 15:42:41 -0800 http://www.alluvium-journal.org/2013/12/04/digital-metaphors-editors-introduction/
<![CDATA[Today, cyber means war.]]> http://io9.com/today-cyber-means-war-but-back-in-the-1990s-it-mean-1325671487/1474902195/

Today, cyber means war. But back in the 1990s, it meant sex — at least, the kind of sex you can have in a chat room. Why did the word change, and where did it originally come from?

It all started with "cybernetics," an obscure term popularized by a mathematician named Norbert Weiner in the 1940s. For his groundbreaking book Cybernetics, Weiner borrowed the ancient Greek word "cyber," which is related to the idea of government or governing. Indeed, the only time the word cybernetics had appeared before was in a few works of political theory about the science of governance.

In his writing, Weiner described what was at the time a pretty futuristic idea — that one day there would be a computer system that ran on feedback. Essentially, it would be a self-governing system. And for a long time, cybernetics remained the purview of information theorists like Weiner, and early computer programmers.

Science fiction author Pat Cadigan, whose novel Mindplayers is a cyberpunk classic, recalled that her first encounter with "cyber" was of a decidedly Weinerish variety. She told io9 that the first time she heard the term was when she was in high school in 1967, and somebody mentioned cybernetics. "I asked what cybernetics was. 'It has to do with computers,' was the answer. My eyes glazed over. For years, that was the only word I knew with the prefix 'cyber' in it."

Mindplayers Amazon.com: $3.50 Buy now M34 readers bought this

But all that changed a little over a decade later. Cadigan recalled:

One morning in 1979, I was getting ready for work and Gary Numan's "Cars" came on the radio. Afterwards, the DJ said, "There's some cyberpunk for you." He was making a joke; in 1979, the punk movement was in full flower but the chaotic noise of punk music was starting to evolve into electronic noise. The Bizarre Evolution of the Word "Cyber" 4 SEXPAND Still, that joke quickly became a reality. In the early 1980s, the cyberpunk movement took over science fiction, spurred by the popularity of the film Bladerunner and William Gibson's novel Neuromancer. Authors like Cadigan, Bruce Sterling and Rudy Rucker were writing mind-blowing stories about the merging of humans and computers. Cyber became a catch-all prefix that could be added to any word to make it sound cutting-edge. Cadigan noted that cyber "sort of supplanted the term 'digital' in some ways as an indicator of something that was high tech."

The 1990s: Decade of Cyber

RELATED

Are you a cyberpunk? This early 1990s poster explains it all to you. R.U. Sirius was a founder of Mondo 2000, the definitive futurist magazine of the early 1990s. And now he's posted a ton of snippets from it over … Read… Cyberpunk was a mostly-underground artistic style in the 1980s, but suddenly in the 1990s everything was cyber. As more and more people got internet access, the alien world of cyberspace from William Gibson's work became a household consumer item.

Richard Holden, a lexicographer with the Oxford English Dictionary, recently researched the history of cyber for the dictionary. He told io9 that the 1990s were a time when use of the word underwent rapid diversification:

The Oxford English Dictionary entry for the prefix cyber­- has evidence of its use going back to 1961 (in Cybertron, as it happens), but . . . it seems to have become particularly popular in the 1990s — we don’t have all that much evidence for its use before then. This seems likely to be a result of the invention of the World Wide Web, and the earliest evidence we’ve found for words like cyber-bully, cybercommunity, cybergeek, cyberlaw, cyberstalker, and, indeed, cybersex and cyberwar all comes from the early 90s. At that time you . . . seem to get a mix of positive and negative terms involving the prefix, which possibly reflects the mixed feelings people often have about the opportunities and threats a new technology can bring. Ben Zimmer, who writes about linguistics for the Wall Street Journal, agreed with Holden, noting that the seemingly-incongruous ideas of cybersex and cyberwar "grew up side by side." The earliest recorded use of the term "cybersecurity" came in 1989, the exact same year when the word "cyberporn" was coined. But neither term was dominant. In the heady days of the 1990s "information superhighway," before people got used to the idea that shopping, dating, and work could exist online, adding the prefix cyber to something made it seem like it was taking place in the gleaming, pixelated world inhabited by futuristic youth.

Had the iPhone come along in the 1990s, it's likely that we'd be calling our devices something very different. Cadigan said, "Terminology-wise, I find it interesting that we never had cyber-phones. The mobile/celluar phone became the cell and then evolved into the smart phone, not the cyber-phone." Just as today everything from buildings to phones can be "smart," in the 1990s anything could be cyber.

Including sex.

The Cybersex Moment

The Bizarre Evolution of the Word "Cyber" 56 SEXPAND Back in the days of AOL chat rooms, IRC channels, and text-only multi-user games, lots of people started having cybersex. Most of this furtive online activity involved no more than people talking dirty via text.

But cyber-pundits suggested that teledildonics and virtual reality sex were just around the corner. Soon, we would be having sex with chrome-plated dragon beasts in landscapes made of diamond flowers. And we would be stimulating our lovers 3,000 miles away with sex toys that plugged into both partners, sending the orgasmic shivers of one to the other via the internet.

Zimmer pointed out that Douglas Adams may have invented the idea of cybersex back in 1982, when he remarked in Life, the Universe and Everything that "Zaphod had spent most of his early history lessons plotting how he was going to have sex with the girl in the cybercubicle next to him." As more college age people began piling on to the internet in the mid-1990s, cybersex became trendy slang for what you did with your long-distance boyfriend using the university dial-up connection. And, like most slang, it quickly got shortened to cyber.

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Wed, 11 Dec 2013 15:42:39 -0800 http://io9.com/today-cyber-means-war-but-back-in-the-1990s-it-mean-1325671487/1474902195/
<![CDATA[Digital Archaeology]]> http://www.wired.com/wired/archive/1.05/1.5_archaeology.html

Anyone who can read German can read the first book ever printed. If you can read Sumerian cuneiform, you can read clay tablets that were probably the first things ever written. Hard copy sticks around, equally a delight to scholars and a burden to office managers. More significantly, the read-out system - the human eye, hand, and brain for which the scribes of Sumer scratched in clay - has not changed appreciably, which is why nearly every written thing that survives, from the dawn of writing to yesterday's newspaper, is still accessible and constitutes a fragment of civilization. But as we move forward we discover that not all modern means of storing data share the characteristic of eternal readability. This problem originally appeared in the pre-electronic age, with the invention of sound recording. Signals were embodied in an object that required a specific machine to render it back into a form that could be apprehended by the senses. In those days, there were dozens of incompatible recording formats. The 10-inch, 78-rpm shellac platter ultimately won out, but not before the losers had produced a substantial body of recorded material, some of it irreplaceable. Serious audiophiles constructed customized machines that could play anything from Edison cylinders to the various platter formats - including those that ran from the axis to the circumference - to the standard outside-in disk. When LPs were introduced, turntable manufacturers included variable-speed switches, so you could play your old 45s as well as the new "albums." That was a slower era, of course, when decades passed between one standard and another. But the advent of digital computing in the early '50s vastly accelerated the pace at which we replace formats designed to store information. With computers increasing an order of magnitude in speed every two or three years, at the same time decreasing in cost, the pressure to dump the old, less efficient standards was irresistible. Obviously, much of the data stored on the old systems - the material of immediate or archival value to the organization doing the replacement - is recorded in the new format and lives on. But a lot of it doesn't. Digital archaeology is a discipline that doesn't quite exist yet, but may develop to deal with this problem, which is pervasive in the world of data. NASA, for example, has huge quantities of information sent back from space missions in the 1960s stored on deteriorating magnetic tape, in formats designed for computers that were obsolete twenty years ago. NASA didn't have the funds to transfer the data before the machines became junk. The National Center for Atmospheric research has "thousands of terabits" of data on aging media that will probably never be updated because it would take a century to do it. The archival tapes of Doug Engelbart's Augment project - an important part of the history of computing - are decaying in a St. Louis warehouse. "The 'aging of the archives' issue isn't trivial," says desktop publisher Ari Davidow. "We're thinking of CD-ROM as a semi-permanent medium, but it isn't. We already have PageMaker files that are useless." Also, recall that the PC era is an eye-blink compared to the mainframe generations that came and went under the care of the old Egyptian priesthood of computer geeks. (Would you believe a '60s vintage GE 225 machine that ran tapes that stored 256 bits per inch? Drop some developer on it and you can actually see the bits.) J. Paul Holbrook, technical services manager for CICNet (one such Egyptian priest), summarizes the problem this way: "The biggest challenge posed by systems like this is the sheer volume of information saved - there's too much stuff, it isn't indexed when it's saved, so there's lots of stuff you could never discover without loading it up again - that is, if you could load it up. "The nature of the technology makes saving it all a daunting task. It's certainly possible to keep information moving forward indefinitely, if you keep upgrading it as you go along. But given the volume of data and how fast it's growing, this could present an enormous challenge." Holbrook says twenty years is the maximum time you can expect to maintain a form of digital data without converting it to a newer format. He draws an analogy to print: "What if all your books had only a twenty-year life span before you had to make copies of them?" A 'museum of information,' suggested by WELL info-maven Hank Roberts, might help to stem the leakage. Roberts says, "[Museum] collections are spotty and odd sometimes, because whenever people went out to look for anything, they brought back 'everything else interesting.' And that's the only way to do it, because it always costs too much to get info on demand - a library makes everything available and throws out old stuff; a museum has lots of stuff tucked away as a gift to the future."

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Wed, 11 Dec 2013 15:42:33 -0800 http://www.wired.com/wired/archive/1.05/1.5_archaeology.html
<![CDATA[The Phantom Zone]]> http://rhizome.org/editorial/2013/sep/10/phantom-zone

The boundary between science fiction and social reality is an optical illusion.

Donna Haraway, A Cyborg Manifesto (1991) [1]

This is no fantasy... no careless product of wild imagination. No, my good friends.

The opening lines of Richard Donner's Superman (1978) [2] In a 1950 film serial entitled Atom Man vs Superman [3] television executive and evil genius Lex Luthor sends Superman into a ghostly limbo he calls "The Empty Doom." Trapped in this phantom void, Superman's infinite powers are rendered useless, for although he can still see and hear the "real" world his ability to interact with it has all but disappeared. Over the following decades this paraspace [4]—to use Samuel Delany's term for a fictional space, accessed via technology, that is neither within nor entirely separate from the 'real' world—would reappear in the Superman mythos in various forms, beginning in 1961. Eventually dubbed "The Phantom Zone," its back story was reworked substantially, until by the mid 60s it had become a parallel dimension discovered by Superman's father, Jor El. Once used to incarcerate Krypton's most unsavory characters, The Phantom Zone had outlasted its doomed home world and eventually burst at the seams, sending legions of super-evil denizens raining down onto Earth. Beginning its life as an empty doom, The Phantom Zone was soon filled with terrors prolific enough to make even The Man of Steel fear its existence.

Overseen by story editor Mortimer Weisinger, and the unfortunately named artist Wayne Boring, the late 50s and early 60s were a strange time in the Superman universe. The comics suddenly became filled with mutated variants of kryptonite that gave Superman the head of an ant or the ability to read thoughts; with miniature Supermen arriving seconds before their namesake to save the day and steal his thunder; with vast universes of time caught fast in single comic book panels. It was an era of narrative excess wrapped by a tighter, more meticulous and, many would say, repressed aesthetic:

Centuries of epic time could pass in a single caption. Synasties fell between balloons, and the sun could grow old and die on the turn of a page. It was a toy world, too, observed through the wrong end of a telescope. Boring made eternity tiny, capable of being held in two small hands. He reduced the infinite to fit in a cameo... [5]

The Phantom Zone is one of the least bizarre narrative concepts from what is now known as the Silver Age of D.C. Comics (following on from the more widely celebrated Golden Age). It could be readily understood on a narrative level, and it had a metaphorical dimension as well, one that made conceivable the depths contained in Superman's vast, but ultimately manipulable universe. The Phantom Zone was usually portrayed on a television screen kept safe in one of the many rooms of the League of Justice headquarters. It could also be used as a weapon and fired from a portable projection device—the cold, harsh infinity of the Empty Doom blazing into Superman's world long enough to ensnare any character foolish enough to stand in its rays. Whether glimpsed on screen or via projection, then, The Phantom Zone could be interpreted as a metaphor for the moving image. 

In comic books, as in the moving image, the frame is the constituent element of narrative. Each page of a comic book is a frame which itself frames a series of frames, so that by altering each panel's size, bleed or aesthetic variety, time and space can be made elastic. Weisinger and Boring's Phantom Zone took this mechanism further, behaving like a weaponized frame free to roam within the comic book world. Rather than manipulating three-dimensional space or the fourth dimension of time, as the comic book frame does, The Phantom Zone opened out onto the existence of other dimensions. It was a comic book device that bled beyond the edge of the page, out into a world in which comic book narratives were experienced not in isolation, but in parallel with the onscreen narratives of the cinema and the television. As such, the device heralded televisual modes of attention.

For his 1978 big-budget movie version of Superman, [6] director Richard Donner cunningly translated The Phantom Zone into something resembling the cinema screen itself. In the film's opening sequence, a crystal surface swoops down from the immense backdrop of space, rendering the despicable General Zod and his cronies two-dimensional as it imprisons them. In the documentary The Magic Behind the Cape, [7] bundled with the DVD release of Superman in 2001, we are given an insight into the technical prowess behind Donner's The Phantom Zone. The actors are made to simulate existential terror against the black void of the studio, pressed up against translucent, flesh-like membranes and physically rotated out of sync with the gaze of the camera. Rendering the faux two-dimensional surface of Donner's Phantom Zone believable required all manner of human dimensions to be framed out of the final production. The actors react to causes generated beyond the studio space, the director's commands, or the camera's gaze. They twist and recoil from transformations still to occur in post-production. In a sense, the actors behave as bodies that are already images. With its reliance on post-produced visual effects, the Phantom Zone sequence represents an intermediary stage in the gradual removal of sets, locations, and any 'actual' spatial depths from the film production process. Today, actors must address their humanity to green voids post-produced with CGI, and the indexical relationship between the film image and the events unfolding in front of the lens have been almost entirely shattered. In this Phantom cinema produced after the event, ever-deeper layers of special effects seal actors into a cinematic paraspace. Just as The Phantom Zone of the comic book heralded televisual modes of attention, The Phantom Zone of the 1970s marked a perceptual regime in which the cinematic image was increasingly sealed off from reality by synthetic visual effects.

   For Walter Benjamin, writing during cinema's first “Golden Era,", the ability of the cinema screen to frame discontinuous times and spaces represented its most profound "truth." Delivered by cinema, Benjamin argued, mechanically disseminated images were actually fracturing the limits of our perceptions, training "human beings in the apperceptions and reactions needed to deal with a vast apparatus whose role in their lives is expanding almost daily." [8]  The cinema screen offered audiences who were confined to finite bodies that had never before experienced such juxtapositions an apparently shared experience of illuminated consciousness. Far from inventing this new mode of perception through the "shock-character" of montage, Benjamin believed that cinema spoke of the 'truths' which awaited us beneath the mirage of proletarian experience. Truths which would guide us—with utopian fervor—towards an awareness, and eventual control, of what Benjamin called the "new nature":

Not just industrial technology, but the entire world of matter (including human beings) as it has been transformed by that technology. [9]

In short, cinema was less a technology than a new and evolving mode of machinic thought, both generated by and generating the post-industrial subject. Observing the relation between representation and visibility, Jens Andermann notes:

Truth, the truth of representation, crucially depends on the clear-cut separation between the visible and the invisible, the non-objectness of the latter. Truth is the effect of what we could call the catachretic nature of visuality, the way in which the world of visual objects can point to the invisible domain of pure being only by obsessively pointing to itself. [10]

As from the Greek root aisthanesthai – "to perceive"—the aesthetic conditions through which The Phantom Zone have been translated frame far more than a supposed fictional void. Called upon to indicate an absolute outside — the unfathomable infinity of another, ghostly, parallel universe — The Phantom Zone instead reiterates the medium of its delivery, whether comic book, television, or cinema, with mirror-like insistency. Such is the power of new technical modes of thought, that very often, they cause us to rethink the outmoded media that we are so used to as to be unaware. The Phantom Zone hides the cinematographic image in plain view. Its reappearance and reimagining over the last 60 odd years, in ever newer forms and aesthetic modes, can be read paradigmatically, that is, as a figure that stands in place of, and points towards, shifts, mutations and absolute overturnings in our perceptual apparatus. Its most recent iteration is in the 2013 Superman reboot, Man of Steel, [11] and in particular in a 'viral' trailer distributed on YouTube a few weeks before the film was released. [12] Coming towards us soars a new mode of machinic thought; a Phantom Zone of unparalleled depth and aesthetic complexity that opens onto a new new - digital - nature.

The General Zod trailer for Man of Steel begins with a static rift that breaks into a visual and audial disarrangement of the phrase, “You are not alone". General Zod's masked face materializes, blended with the digital miasma: a painterly 3D effect that highlights the inherent ‘otherness' of where his message originates. The aesthetic is unsettling in as much as it is recognizable. We have no doubt as viewers of this 'viral' dispatch as to the narrative meaning of what we are witnessing, namely, a datastream compressed and distributed from a paraspace by an entity very much unlike us. The uncanny significance of the trailer stems more from how very normal the digital miasma feels; from how apprehensible this barrage of noise is to us. Indeed, it is ‘other', but its otherness is also somehow routine, foreseeable. The pathogen here is not Zod's message, it is digital technology itself. The glitched aesthetic of the trailer has become so habitual as to herald the passing of digital materiality into the background of awareness. Its mode of dissemination, via the Trojan Horse of YouTube, just as unvisible to us during the regular shifts we make between online/offline modes of communication. The surface of this Phantom Zone very much interfaces with our material world, even if the message it impresses upon us aches to be composed of an alien substance.   Digital video does the work of representation via a series of very clever algorithms called codecs that compress the amount of information needed to produce a moving image. Rather than the individual frames of film, each as visually rich and total as the last, in a codec only the difference between frames need be encoded, making each frame “more like a set of movement instructions than an image." [13] The painterly technique used in the General Zod trailer is normally derived from a collapse between key (image) and reference (difference) frames at the status of encoding. The process is called ‘datamoshing', and has its origins in glitch art, a form of media manipulation predicated on those minute moments when the surface of an image or sound cracks open to reveal some aspect of the process that produced it. By a method of cutting, repeating or glitching of key and reference frames visual representations are made to blend into one another, space becomes difference and time becomes image. The General Zod trailer homages/copies/steals the datamoshing technique, marking digital video's final move from convenient means of dissemination, to palpable aesthetic and cultural influence.  In the actual movie, Man of Steel (2013), Zod's video message is transposed in its entirety to the fictional Planet Earth. The viral component of its movement around the web is entirely absent: its apparent digitality, therefore, remains somewhat intact, but only as a mere surface appearance. This time around the message shattering through The Phantom Zone is completely devoid of affective power: it frames nothing but its existence as a narrative device. The filmmakers rely on a series of “taking over the world" tropes to set the stage for General Zod's Earth-shaking proclamation. TV sets in stereotypical, exotic, locales flicker into life, all broadcasting the same thing. Electronic billboards light up, loudspeakers blare, mobile phones rumble in pockets, indeed, all imaging technologies suddenly take on the role of prostheses for a single, datamoshed, stream. In one—particularly sincere—moment of the montage a faceless character clutches a Nokia brand smartphone in the centre of shot and exclaims, “It's coming through the RSS feeds!" This surface, this Phantom Zone, frames an apparatus far vaster than a datamoshed image codec: an apparatus apparently impossible to represent through the medium of cinema. The surface appearance of the original viral trailer is only a small component of what constitutes the image it conveys, and thus, of the image it frames of our time. Digital materiality shows itself via poorly compressed video clips arriving through streams of overburdened bandwidth. Our understanding of what constitutes a digital image must then, according to Mark Hansen, “be extended to encompass the entire process by which information is made perceivable." [14]

In its cinematic and comic book guises, The Phantom Zone was depicted as “a kind of membrane dividing yet connecting two worlds that are alien to and also dependent upon each other".[15] The success of the datamoshed trailer comes from the way it broke through that interface, its visual surface bubbling with a new kind of viral, digital, potential that encompasses and exposes the material engaged in its delivery. As cinematographic subjects we have an integral understanding of the materiality of film. Although we know that the frames of cinema are separate we crave the illusion of movement, and the image of time, they create. The ‘viral' datamoshed message corrupts this separation between image and movement, the viewer and the viewed. Not only does General Zod seem to push out, from inside the numerical image, it is as if we, the viewing subject enraptured by the digital event, have been consumed by its flow. The datamoshed Phantom Zone trailer takes the one last, brave, step beyond the apparatus of image production. Not only is the studio, the actor, and even the slick appeal of CGI framed out of its mode of delivery, arriving through a network that holds us complicit, this Phantom Zone frames the 'real' world in its entirety, making even the fictional world it appeals to devoid of affective impact. To take liberty with the words of Jean Baudrillard:

[Jorge Luis] Borges wrote: they are slaves to resemblance and representation; a day will come when they will try to stop resembling. They will go to the other side of the mirror and destroy the empire. But here, you cannot come back from the other side. The empire is on both sides. [16]

Once again, The Phantom Zone highlights the material mode of its delivery with uncanny exactness. We are now surrounded by images that supersede mere visual appearance: they generate and are generated by everything the digital touches, including we, the most important component of General Zod's 'viral' diffusion. The digital Phantom Zone extends to both sides of the flickering screen.   References

[1] Donna Haraway, Simians, Cyborgs and Women : The Reinvention of Nature. (London: Free Association Books Ltd, 1991), 149–181.

[2] Richard Donner, Superman, Action, Adventure, Sci-Fi, 1978.

[3] Spencer Gordon Bennet, Atom Man Vs. Superman, Sci-Fi, 1950.

[4] Scott Bukatman, Terminal Identity: The Virtual Subject in Postmodern Science Fiction (Durham: Duke University Press, 1993), 164.

[5] Grant Morrison, Supergods: Our World in the Age of the Superhero (London: Vintage Books, 2012), 62.

[6] Donner, Superman.

[7] Michael Thau, The Magic Behind the Cape, Documentary, Short, 2001. See : http://www.youtube.com/watch?v=bYXbzVJ6NzA&feature=youtu.be&t=4m12s

[8] Walter Benjamin, “The Work of Art in the Age of Its Technological Reproducibility," in The Work of Art in the Age of Its Technological Reproducibility, and Other Writings on Media (Cambridge  Mass.: Belknap Press of Harvard University Press, 2008), 26.

[9] Susan Buck-Morss, The Dialectics of Seeing: Walter Benjamin and the Arcades Project (MIT Press, 1991), 70.

[10] Jens Andermann, The Optic of the State: Visuality and Power in Argentina and Brazil (University of Pittsburgh Pre, 2007), 5.

[11] Zack Snyder, Man of Steel, Action, Adventure, Fantasy, Sci-Fi, 2013.

[12] Man of Steel Viral - General Zod's Warning (2013) Superman Movie HD, 2013, http://www.youtube.com/watch?v=5QkfmqsDTgY.

[13] BackStarCreativeMedia, “Datamoshing—the Beauty of Glitch," April 9, 2009, http://backstar.com/blog/2009/04/09/datamoshing-the-beauty-of-glitch/.

[14] Mark B. Hansen, “Cinema Beyond Cybernetics, or How to Frame the Digital Image," Configurations 10, no. 1 (2002): 54, doi:10.1353/con.2003.0005.

[15] Mark Poster, The Second Media Age (Wiley, 1995), 20.

[16] Jean Baudrillard, “The Murder of the Sign," in Consumption in an Age of Information, ed. Sande Cohen and R. L. Rutsky (Berg, 2005), 11.  

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Tue, 10 Sep 2013 08:00:00 -0700 http://rhizome.org/editorial/2013/sep/10/phantom-zone
<![CDATA[RAWerTUNES10dotEXE [3Dude Remix]]]> http://runcomputerrun.com/?portfolio=daniel-rourke-alex-myers

My homage to iTunes 10 has been transcoded and extruded into another iteration! A collaboration with Alex Myers. You can hear, see and 3D print it at your own great expense in the forthcoming Run Computer, Run exhibition, Rua Red, Dublin.

DANIEL ROURKE + ALEX MYERS Daniel Rourke is a writer and artist. His work explores error, noise and kippleisation through words, sounds, performance and whatever ideas are to hand. He is one half of GLTI.CH Karaoke, an experimental performance platform exposing the course of accidents, temporary lyrical disjoints & technical out-of-syncs. Daniel writes regularly forRhizome.org and Furtherfield.org. He is currently undertaking a practice-based PhD in Art and Writing at Goldsmiths, University of London. machinemachine.net / twitter @therourke Alex Myers makes artgames to explore how accidental meaning/anomalous discourse emerges by breaking rule-based game spaces to disrupt player expectations and concepts. He is an Assistant Professor and Director of Game Studies at Bellevue University. Alex has exhibited at NP3 in Groningen,Nikolaj Kunsthallen in Copenhagen, Lab for Electronic Art and Performance, Berlin, Interaccess in Toronto, FACT in Liverpool, and LACDA in Los Angeles. www.alexmyers.info / twitter @aandnota

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Mon, 13 May 2013 08:08:51 -0700 http://runcomputerrun.com/?portfolio=daniel-rourke-alex-myers
<![CDATA[run computer, run : RAWerTUNES10.EXE (3Dude...]]> http://tumblr.machinemachine.net/post/50335497027

run computer, run : RAWerTUNES10.EXE (3Dude Remix) RAWerTUNES10.EXE is a noise-art album made in homage to the now late, (great?) iTunes 10 release. As iTunes 11 makes its way onto computers across the globe this album will remain as a media-archive of splendid noises transcoded from iTunes 10 executables. Exapted from the same raw code each track is now accompanied by its own ‘Dude’ ready to be 3D printed, at your own (great) expense. DANIEL ROURKE + ALEX MYERS Daniel Rourke is a writer and artist. His work explores error, noise and kippleisation through words, sounds, performance and whatever ideas are to hand. He is one half of GLTI.CH Karaoke, an experimental performance platform exposing the course of accidents, temporary lyrical disjoints & technical out-of-syncs. Daniel writes regularly forRhizome.org and Furtherfield.org. He is currently undertaking a practice-based PhD in Art and Writing at Goldsmiths, University of London. machinemachine.net / twitter @therourke

Alex Myers makes artgames to explore how accidental meaning/anomalous discourse emerges by breaking rule-based game spaces to disrupt player expectations and concepts. He is an Assistant Professor and Director of Game Studies at Bellevue University. Alex has exhibited at NP3 in Groningen,Nikolaj Kunsthallen in Copenhagen, Lab for Electronic Art and Performance, Berlin, Interaccess in Toronto, FACT in Liverpool, and LACDA in Los Angeles. www.alexmyers.info / twitter @aandnota

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Mon, 13 May 2013 04:19:00 -0700 http://tumblr.machinemachine.net/post/50335497027
<![CDATA[Living Computers Possible with Biological Transistor | DNA Computing | LiveScience]]> http://www.livescience.com/28273-biological-computers-possible-using-dna.html

The transistor revolutionized electronics and computing. Now, researchers have made a biological transistor from DNA that could be used to create living computers. A transistor is a device that controls the flow of electrons in an electrical circuit, which acts as an on-off switch.

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Thu, 18 Apr 2013 16:54:15 -0700 http://www.livescience.com/28273-biological-computers-possible-using-dna.html