MachineMachine /stream - search for connections https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[Why making if-then connections might be the key to consciousness | Aeon Videos]]> https://aeon.co/videos/why-making-if-then-connections-might-be-the-key-to-consciousness

As recently as just a few decades ago, the interconnected web of experiences, thoughts and emotions known as a ‘stream of consciousness’ was widely believed to belong to humans alone. A still-accumulating body of evidence, however, strongly indicates that consciousness is far from unique to us.

]]>
Mon, 12 Dec 2022 06:53:25 -0800 https://aeon.co/videos/why-making-if-then-connections-might-be-the-key-to-consciousness
<![CDATA[Why making if-then connections might be the key to consciousness | Aeon Videos]]> https://aeon.co/videos/why-making-if-then-connections-might-be-the-key-to-consciousness

As recently as just a few decades ago, the interconnected web of experiences, thoughts and emotions known as a ‘stream of consciousness’ was widely believed to belong to humans alone. A still-accumulating body of evidence, however, strongly indicates that consciousness is far from unique to us.

]]>
Mon, 12 Dec 2022 01:53:25 -0800 https://aeon.co/videos/why-making-if-then-connections-might-be-the-key-to-consciousness
<![CDATA[Seduced & Abandoned: The Body in the Virtual World - The Feminine Cyberspace]]> https://www.youtube.com/watch?v=doL9mRMEUGw

Seduced & Abandoned was one of a series of ICA conferences (spanning 12-13 March, 1994) held under the umbrella title Towards the Aesthetics of the Future that explored the connections between culture, society, politics and the impact upon them of new digital processes and technologies.

In this selection, Sadie Plant argues that cyberspace is a potentially radical space which uses modes of thinking and operating that have traditionally been seen as female. She also considers the relationship between cyberspace and immaterial space and speculates on what this could mean for the future. Christine Tamblyn and Pat Cadigan contribute to the discussion/Q&A but do not make individual presentations.

Digitisation supported by Virtual Futures http://virtualfutures.co.uk

Extra title music by Vapor Lanes https://vaporlanes.bandcamp.com/

Review of the proceedings http://www.independent.co.uk/extras/indybest/gadgets-tech/computers-more-theorists-than-you-could-shake-a-stick-at-rupert-goodwins-floats-in-organic-creme-de-1429850.html

]]>
Fri, 04 Aug 2017 04:48:09 -0700 https://www.youtube.com/watch?v=doL9mRMEUGw
<![CDATA[The Compulsions of the Similar: Animated GIFs and the TechnoCultural Body]]> http://www.machinemachine.net/portfolio/the-compulsions-of-the-similar-gifs/

This paper on GIFs and screen-based compulsion is a very extended follow-up to a short, but widely disseminated, piece I wrote in 2011: On the Doctrine of the Similar (GIF GIF GIF). It is presented here as a draft, since I never published this paper officially. I hope it is useful/interesting for GIF lovers everywhere. Rather than designate high resolutions and white-knuckle optical speeds as representative of 21st Century techno-cultural immersion, I consider animated GIFs a more contemporary medium. From their origins in the early 90s as simple linguistic stand-ins animated GIFs have diversified along with the web that birthed them. They correspond quickly and directly, and lend themselves to constant mutation and (re)assemblage at the hands of their producers and consumers; blurring the distinction between these identities along the way. Their poor visual fidelity is made up for by their propensity to repeat and cycle in lieu of the actions and expressions they harbour. By allowing us to wallow in their remixed repetitions animated GIFs feed on the human susceptibility to resemblance and recognition, even as their surface affect remains distanced from any particular media origin. As Sally Mckay describes, “GIFs are simultaneously ‘in your face’ and in your mind, their affects continuous with the immersive experience of daily internet use.” [1] This status enables GIFs as a metaphor for contemporary techno-culture itself, framing our distributed, multimedial space-time in staged, repeatable, and digestible patterns. In its early days, cinema was considered capable of immobilising the world for the purposes of human appreciation and enchantment. Eadweard Muybridge sought to isolate the gallop of the horse from its particular being in time and space, so that it was forever framed for our experience. Today a million versions of Muybridge’s horse careen around the web as animated GIFs of questionable quality, flashing fleetingly, but often, on screens that scroll in multiple dimensions. In turn pictures, depictions and imitations have given way to motions, evocations and impressions, mixing the shared memory of our collective experiences at ever greater speeds, distances and – most importantly – correspondences than ever before. As Daniel Rubinstein points out the content of an animated GIF “can be figurative or abstract, lyrical or macabre, but… the primary materials that the GIF artist uses are rhythm and repetition…” [2] An aesthetics not necessarily of surface reception, but of delivery, temporality and the patterns of configuration. A patterning that calls to mind the work of Walter Benjamin, who argued that metre, rhythm and other heterogeneous impressions had a significant impact on human modes of intuition and experience. [3] It is fascinating to consider Benjamin’s early essays, especially his The Doctrine of the Similar from 1933, in relation to his more widely read work on film. Having established the process by which humans became ensconced in what Susan Buck-Morss calls a “new nature… of matter as it has been transformed by” technology, [4] Benjamin went on in The Work of Art (1936) [5] to explore the significance this technologised environment has on the human “mimetic faculty.” [6] In two 1933 essays Benjamin argues that ‘primitive’ language emerged in magical correspondence with the world. From the surface of the starry sky, or the intestines of a sacrificed animal, early humans “read what was never written,” [7] deriving mystical revelations from the constellations and signatures perceived there. [8] Configurations between patterns were what determined legibility, not just because they carried an intended meaning – being ‘written’ there by the Gods, for instance – but because similarities ‘flash up’ speculatively in the human mind: So speed, the swiftness in reading or writing which can scarcely be separated from this process, would then become… the effort or gift of letting the mind participate in that measure of time in which similarities flash up fleetingly out of the stream of things only in order to become immediately engulfed again. [9] “Nature creates similarities,” and as such, humans being of nature, are driven by a mimetic compulsion “to become and behave like something else,” [10] projecting that same compulsion into the world around them. This compulsion manifested itself in group dances, as song and spoken language, and later, as writing, eventually flattening the speculative space of mimetic experience into inscriptions on stone, vellum, or paper. As Howard Caygill observes: Configuration is thus transformed into inscription, reducing the speculative reading of the similarity between patterns into the transcendental reading of graphically inscribed marks upon an infinite but bounded surface. [11] Like the writing that Benjamin believed ‘captured’ human beings and their mimetic faculty, animated GIFs point to a new type of inscription, born of, and infinitely responsive to itself. We enter into this whether or not we wish too, each time we navigate a browser window, or slide our fingers across a smartphone screen. We are as malleable as our nature. A physiological suspense beckoning from the screen that animated GIFs turn around and loop – indefinitely – as a reminder of their own attention. In creating and sharing GIFs we add depth to the flat surfaces through which the internet is received. We may be ensconced in this space, and pulled along by it, but it is a space whose apparent distribution across screens, browser windows, and multiple devices too readily gestures to our bodies and selves as being fully individuated, rather than to the whole assemblage of which both our bodies, devices, and the images that play between them, are a part. Benjamin believed that, rather than allowing us to attain mastery over nature, technologies such as film give us an awareness over our relationship with nature through the processes of “material complexification.” [12] For Benjamin this training was akin to the relationship between factory workers and the production line, where the ratchet of the gears and conveyors program the workers’ bodies, fusing them together into a larger assemblage. The successive frames of film, made to spool through the mechanism one after the other at imperceptible speed, create an illusion of temporal and spatial fluidity that shock us into an awareness of the complex relation between our psychic and physiological realities. As R.L Rutsky lucidly explains, “this scattered, interrupted filmic reception becomes part of the human sensorium or body… a body that is no longer distanced from—or entirely separate from—the images and shocks that it comes into contact with.” [13] Constituted by what Anne Friedberg describes as a “mobilized and virtual gaze,” [14] filmic subjectivity has often been considered to correspond to the supposed sovereignty of the consumer, predicated on the promise of an enhanced mobility and freedom of choice across a dizzying array of goods and spectacles. Time and space themselves became filmic, opening up onto new mimetic correspondences discoverable in everything from the high-speed montage of flowers in bloom, to the slowed down and isolated gallop of Muybridge’s horse. Cinema goers attain all the nobility of flâneurs exploring endless arcades of experience without ever having to leave their seats. As R.L. Rutsky argues, the audience ‘becomes’ through this collective “state of distraction,” defined by “its ability to ‘take up’ these images in much the same way that the film apparatus does.” [15] And so the mimetic faculty itself achieves a kind of mechanisation in the mass spectacle of moving images, able to reveal correspondences at speeds and densities hitherto impossible to conceive. In the words of Mark Hansen: Despite the vast acceleration of image circulation in the historical interval separating Benjamin’s moment from ours, his effort to grapple with the material impact of… autonomous images remains exemplary: it com­prises an indispensable model that can guide us in our efforts to forge con­nections with our alienating, postimaginary material world. [16] Whereas the mimetic faculty had originally come to correspond with nature through theological ritual or script, with this second nature – of what Mark Hansen calls “the mechanosphere” [17] – the correspondence is material, and sensuous. Our receptivity is physiological, our bodies are shared, and our memories – now dependent on the “alien rhythms” [18] of montage – have become intricately woven into the machine as images. In turn, as noted by Arthur Kroker, “the image machine is haunted by memories of the body,” [19] bodies that depend on the fidelity, malleability and repeatability of film, videotape, and more recently, digital forms of media for their existence. As with its filmic ancestors, animated GIFs often frame fragmented images of time in snippets of montage, giving what Gilles Deleuze termed “common standard of measurement to things which do not have one,” framing “long shots of countryside and close-ups of the face, an astronomical system and a single drop of water” [20] within a single perceptual apparatus. The train whips by on the silver screen, but the instant of each image impacting us is lost as the play of further images moves onwards through experience. As Steven Shaviro has insisted, we “have already been touched by and altered by these sensations, even before [we] have had the chance to become conscious of them.” [21] But unlike filmic time, made to reel at 24 frames per second, the GIF’s loading mechanism introduces a more awkward temporal component into perception: that of bandwidth. Standardized in 1987 by CompuServe, the GIF’s early popularity was based, in part, on their ability to load in time with its download. In the days of dial-up connections this meant that at least part of a GIF image would appear before the user’s connection froze, or – more significantly – the user could see enough of the image for it to mean something. In 1989 Compuserve updated GIFs to use this ‘partial loading’ mechanism to encode animations within a single GIF file. In essence, the hacky update transformed a two dimensional spatial loading mechanism into a three dimensional temporal one. A file format designed to harness correspondences within each single image had become about correspondences between and across images. According to Jason Eppink in 1995 Netscape Navigator, an early popular web browser, “took advantage of [this mechanism] to enable looping, making the GIF viable for animation online over dial-up speeds.” [22] Small in size and made up of few frames, this is where animated GIFs entered their ‘classic’ [23] phase. Corresponding to single phrases or concepts such as ‘Under Construction’, ‘Area 51’ or ‘flying pink unicorn’, the era of personal web pages saturated with spinning hamsters is one anybody born after 1990 will little remember, but its influence on the contemporary ‘folk’ attitude of the web has not abated. As the 2000s came into view, animated GIFs became freed up by an increase in bandwidth and storage capacity to show more complex assemblages, and it was at this stage that the format achieved its common contemporary use as a vehicle for moments framed from cinema, television and – increasingly – video websites like YouTube. Frame grab or video capture GIFs often pay homage to isolated moments in pop culture, but as the ‘craft’ of animated GIFs has grown, so the frame capture form has begun to correspond well outside the filmic and televisual contexts from which they were first appropriated. This leap is, for me, the first point at which GIFs begin to co-ordinate their own realm of mimetic correspondence. An ocean of viral videos turned into a self-serving visual vernacular, looping back on itself ad infinitum. Brought on by their obsolescence, animated GIFs are among the most contradictory of images, able to resist the rigid taxonomies of the burgeoning algorithmic economy, even as they are turned into ‘clickbait’ by sites like BuzzFeed, [24] who rely on them to flash on screens kept in motion by the compulsive scroll of a mouse, or – increasingly – a finger or thumb. From our vantage point, subsumed by the impact of a high-bandwidth internet culture, animated GIFs [25] seem quaint, clumsy, even remedial in their capacity to transmit information. GIFs are easy to share and edit, but difficult for search engines to classify and catalogue. They are usually small in size, but their popularity exerts a significant load on the web servers that host them. As internet speeds have increased, and screen resolutions soared in depth, GIFs have remained; flickering endlessly as visual reminders of the ubiquitous mess the internet has become. Users of sites like Tumblr, 4chan, and Reddit revel in the capacity of GIFs to quickly correspond to the world, capturing token moments of experience or expression that signal well beyond their original context. Images can be made to correspond with increasing immediacy; can be cut, copied, stretched, collected and forced to clash in violent juxtaposition through Photoshopping, embedding, and multiple recompressions, using software interfaces that themselves are infinitely malleable. As Sarah Kember and Joanna Zylinska argue in Life After New Media, one of the principle ways in which we create meaning through matter is by cutting: Cutting reality into smaller pieces – with our eyes, our bodily and cognitive apparatus, our language, our memory, and our technologies – we enact separation and relationality as the two dominant aspects of material locatedness in time. [26] The affect of a GIF is not just felt, but copied and pasted elsewhere; separated and related in never before seen patterns and expressions. GIFs can be broken into their constituent frames, compressed and corrupted on purpose and made to act as archives for viral ‘memetic’ events travelling the web. It is possible to track the cultural development of some of these correspondences. Often though, the source of the cultural moment they hail from becomes completely lost in the play of images. Finding meaning in the semiotic sludge of these GIFs often requires a sensitivity to similitude bordering on the magical, even if their visceral impact is beyond question. Net artists and archaeologists, Olia Lialina and Dragan Espenschied, have long been fascinated by a GIF known as ‘Real_Dancing_Girl’. Indeed, Lialina cites the GIF as a defining impetus in her desire to become a net artist in the first place. [27] Small in size and given to a multitude of purposes and meanings, Real_Dancing_Girl.GIF found her way onto many thousands of personal web pages during the early ‘classic’ GIF era, made to dance alongside a cast of similar pixelated characters. If you blow Real_Dancing_Girl up to a size well beyond the means of a mid-90s desktop monitor to display, it is easy to see a single aberrant pixel that flashes each time she swings her hips to her left. [28] Throughout Real_Dancing_Girl’s 20 something years of propagation around the web this pixel remained, apparently unnoticed, or at least aesthetically accepted by those who added the GIF to their webpages. The pixel in Real_Dancing_Girl indicates the difficulty the network has in determining what communicates and what doesn’t. Its significance may be slight – a punctum to prick the attention of those enraptured by the image – but the aberrant pixel signals how the mimetic faculty tends to shift inwards. In recent homages to the GIF nameless web artists have incorporated the anomalous pixel in their higher resolution remakes, mimicking the movements of Real_Dancing_Girl as their digitised bodies recoil. A playground of correspondences that at first mimicked language and the wider world now mimics itself. As Graig Uhlin notes, narrative correspondence is not the guiding principle of the GIF, rather “the viewer is caught up in the GIF’s temporal suspension: to view is to be captivated.” [29] A 2015 BuzzFeed article entitled Can You Get Through These 17 GIFs Of Massive Zits Being Popped Without Shielding Your Eyes? [30] poses a challenge to the audience that promises bodily affect, relying on the GIF as its primary vehicle. As BuzzFeed is wont to do the article encourages the ‘reader’ to scroll through each animated GIF for no other reason than for the experience it will deliver. The GIFs are knowingly visceral, their careful ‘listicle’ [31] arrangement down the length of the page no less meticulous than the framing of each individual animated GIF on the spectacle of a zit being burst asunder. Here bodies are vast surfaces closed off by each GIF, so that even though the moment of each zit’s (and therefore each body’s) eruption is reduced to its purest semblance, the affect of bodies in their entirety is alluded to and made significant. Each GIF has its own title that celebrates the compulsion of this activity, and the sense of release and relief they represent for the bodies subjected to by each GIF and, in turn, the body of the viewer suspended among them: Doesn’t this make you feel relaxed? Just imagine how gratifying this must feel… How is it possible to feel such disgust and satisfaction at the same time? Yeah, it’s kind of gross to watch… …but there’s no denying there’s something beautiful about these gifs. [32] The audience is encouraged to excerpt their mimetic faculty, to revel in the correspondences between GIFs and eruptions; to find ‘beauty’ in these captivating physiological rhythms. Indeed, the ‘loop’ of each individual zit and its eruption is enhanced by the further repetition of awareness and reception as the tirade of grotesque releases continues. In the zit article we find a paradigm of the click/scroll/repeat reverie that BuzzFeed has become synonymous with. A compulsion to derive affect, and physiological release, in the navigation of lists of what BuzzFeed founder Jonah Peretti calls “upbeat, even childlike content.” [33] In an April 2015 article for Vox Dylan Matthews reflects [34] on the success of BuzzFeed by looking over an academic paper written by Jonah Peretti a decade before the launch of the website. [35] Published in theory journal Negations in 1996 [36] Peretti’s paper uses Frederic Jameson’s Postmodernism and Consumer Society, and Gilles Deleuze and Felix Guattari’s Anti-Oedipus: Capitalism and Schizophrenia to offer a definition of the distributed identities of contemporary consumers. Deleuze, Guattari and Jameson use the figure of the ‘schizophrenic’ [37] to refer to an individual without a defined ego or identity. Jameson saw “the rapid fire succession of signifiers in MTV style media” [38] of the 1980s as serving “to confuse viewers, harm[ing] their ability to use culture to build identities.” [39] Peretti fuses this view with Deleuze and Guattari’s more ‘emancipatory’ take on the egoless schizophrenic: a figure able to resist the pre-packaged identities being offered them by capitalism, and act – effectively – on their own desires. [40] For Dylan Matthews, Peretti’s fused rendering of the schizophrenic offers an insight into the principles behind BuzzFeed. As Peretti himself wrote in his 1996 paper: Capitalism needs schizophrenia, but it also needs egos… The contradiction is resolved through the acceleration of the temporal rhythm of late capitalist visual culture. This type of acceleration encourages weak egos that are easily formed, and fade away just as easily. [41] The zit article exemplifies the plethora of visual identifications that BuzzFeed accelerates through social-media echo chambers. Its skill is to create lists and headlines that everyone and anyone can relate to, and will click and scroll through. “23 Euphoric Moments Literally Everyone Has Experienced”; “23 Times Tumblr Went Way Too Fucking Far”; “19 Euphoric Experiences For Book Lovers”; “21 Things Everyone Who Went To Primary School In Wales Remembers.” Once again the GIF becomes not only the vehicle, but the metaphor of identity destruction and rebirth. A bearer of postimaginary perception, through which – to hijack Walter Benjamin’s insights – “like a flash, similarity appears” [42] only to “become immediately engulfed again.” [43] BuzzFeed is far from the only factory to exploit the qualities of digital media to arrest our attentions, but its success at offering its users new identities that appear to merge and interrelate in an endless, mutating mass is unrivalled. Perhaps its most devastating trick was to recognise compulsion as one of the primary driving forces behind internet navigation, reception and – in conjunction – identity formation. Like the unseen bodies of those zit owning GIF subjects, the listicle format reveals just enough of the shared body of human culture – of Benjamin’s “postimaginary material world” – to produce an affective response in its receivers/users/consumers. An ever expanding multiverse of tiny framed portions of experience cut from context so that they can be shared, digested, and repeated indefinitely. Whether viewed in their original format, or as streamed equivalent, the visceral impact of GIFs is beyond question, extending beyond the browser, altering pop culture, our tastes, and even our aesthetic acuity. The different timescales of media production and reception clash in the animated GIF as in no other medium. It is no coincidence that animated GIFs became the web’s primary mode of packaging and delivering visual humour. Just as a joke is the vehicle for the impact of a punchline, so a GIF encapsulates the potential of the having and sharing of its experience. Not only does the animated GIF allow us to wallow in its repetitions, actuating the moving image event in a conscious awareness of one’s awareness, GIFs also enact two modes of experience in their temporal structures. Firstly, GIFs that load in time with bandwidth build frame by frame the structure of the soon to be experienced experience – outside of cinematic and ‘real’ time, at a changeable pace we could call ‘bandwidth-time’. Secondly, the GIF as a mode of display and redisplay tends towards a perceptual sweet spot in its loops and repetitions. The loop of GIFs counteracts some of the uncontainable immediacy of cinema, enclosing the ‘perfect’ amount of time for “the expression of experience by experience” [44] in the cycle of repeated views. Even as bandwidth has increased to alleviate the limitations of the GIF’s short timespan, rather than lengthen animated GIFs, the web community has responded by increasing the resolution and dimensions of GIFs, allowing their visceral impact to expand, even if the perceptive loop has not. Because of this, GIFs still stand as one of the best indications of bandwidth-time. Through the GIF’s jilting appearance on laptop monitors or smartphone screens, viewers are entered into physiological communion with server banks, optical cables, WiFi signals, and 4G mobile phone masts talking in zeroes and ones via invisible protocols. Whilst digital substrates have increased in their capacity to store, distribute and display information, they have also edged towards invisibility. [45] What matters is that media content is received, and that that reception is smooth and immediate. Whether an animated GIF is composed of a seamless loop or a series of incompatible frames made to jolt against one another, the anchor point at which the GIF repeats has a heightened significance upon its first viewing. The browser window opens onto a single frame, that slips to a few more frames incongruently, until the entire GIF file has been buffered by the computer, at which point the loop begins in earnest. This quality of GIFs reminds us of their origins, even as each nudge towards a seamless loop makes us aware how clunky and clumsy our network architecture still is. Throughout the 2010s the Graphical Interchange Format formalised by Compuserve and Netscape has undergone a series of violent transformations into other, apparently related forms. When a GIF is uploaded to microblogging service Twitter or popular image sharing site imgur, for instance, it is automatically transcoded into MP4 or GIFV video format. The resultant GIF/video hybrid retains the frequency of the original looping animation, but the file can now be started and stopped at will, alleviating part of the strain on the servers given the responsibility of delivering it. These hybrids are still colloquially referred to as ‘GIFs’, even though they retain none of the original coding mechanisms of Compuserve’s format. What’s more, these formats are designed to buffer before they stream, separating us once again from the stutters of bandwidth-time. As Mark Nunes reminds us, Internet traffic is predicated on a logic of unimpeded flow. The network demands maximum throughput, with a minimum of noise, a “free flowing system ultimately [dependant] upon a control logic in which everything that circulates communicates… or is cast aside as abject.” [46] For the network it is beneficial to deny bandwidth-time entirely, casting Internet users aloft in the experience of ‘stream-time’; a control logic more suited to arresting our attentions, in which the future image we are about to receive has always already been determined and buffered by the network. We may then wish to read the anchor point of the GIF loop as a cohort of Roland Barthes’ ‘punctum’ – an off-centre compositional “accident which pricks” [47] our attention. The GIF punctum is one frame piled off-kilter with the rest of the sequence; the frame that lingers in awareness just a moment longer as cinematic and bandwidth-time catch up with one another. Whilst the violent subjugation of the GIF to streamable formats allows the content of the GIF to continue in its loops and correspondences, its potential to mutate is cut short by its transcoding to video. In their ‘original’ format animated GIFs retain each of their frames as if it was a separate file among its partners, so that importing the file into a software editing suite retains the quality and malleability of the whole loop across each individual frame. This means that each copied and pasted GIF carries within itself an unspoken promise of its next adaptation. Although the cut/edit/remix culture of the web does not rely solely on animated GIFs for its expression – one need only browse YouTube for a few moments to find a video that has been bent to several wills before its reception – the GIF’s blunt democratic immediacy is less prevalent across other file formats and modes of viewing. As noted by Giampaolo Bianconni in a 2012 article entitled, GIFability: Dan Harmon, who was… the executive producer of the television sitcom Community, [said] that he tried, “many times a season” to put star Alison Brie “in a situation… that I know is going to end up as an animated GIF file!” [48] What in televisual terms is a few moments of particularly well-crafted action, or an acutely framed humorous facial expression, achieves far greater ubiquity and visibility as an animated GIF overlaid with kitschy text, or other hastily layered editorial additions. The acts of recuperation and appropriation carried out by viewers is now considered an integral component of cultural capital. What matters for images is that they are seen, and the mode of their contemporary reception, increasingly, is in appropriated, poor copies, cut out of context – into GIFs or otherwise. The rise of what Hito Steyerl has termed, the Poor Image, is dependent on two, seemingly contradictory, demands: The networks in which poor images circulate thus constitute both a platform for a fragile new common interest and a battleground for commercial and national agendas… While it enables the users’ active participation in the creation and distribution of content, it also drafts them into production. Users become the editors, critics, translators, and (co-)authors of poor images. [49] For a director like Harmon “poor images” of his work are commercially, and arguably artistically beneficial to its reception. What Bianconi calls the ‘GIF-able’ moment is one that harnesses the flash of mimetic acuity in a viewer and drafts them into a productive mode. Harmon’s decision to give his shots a GIF fidelity calls to mind Walter Benjamin’s conclusions in The Work of Art. And yet instead of filmic images training us in new modes of apperception, it has become the images we see daily on our computer screens, flickering in time with new perceptual proficiencies across screens that scroll in multiple dimensions. Now that images can be exchanged, transmitted, copied and edited at frantic light speeds it becomes commercially important for producers of established media forms, such as television and cinema, to maintain the movement and mutation of their images online. In turn, as users and viewers we should tend to concern ourselves with modes of pro-sumption [50] that wrestle a degree of control back from the media machine. In an article published in July 2015, journalist Cleo Stiller explores the phenomena of ‘microporn GIFs’, ostensibly created by and for women: [51] While GIFs may seem like a flash in the pan—really, how can four seconds turn you on?—the nature of the loop… give[s] the viewer time to notice the caress of a hand floating from neck to shoulder to forearm, the tensing of an abdomen, the arching of a back, and the reflex of a thigh. [52] Each microporn GIF teeters on the verge of something happening, gesturing to the possibility of the sexual event; of eventfulness. And the loop gives these moments an infinite capacity to repeat and thus expand experientially, even if they do not expand narratively. The suspense of the GIF is erotic regardless of its content; each loop is a charged instant of imminence. As evinced by Helen Hester, Bethan Jones, and Sarah Taylor-Harman in their paper on microporn, Giffing a fuck, these tensions – and thus affective pleasures – are not reliant on clumsy narrative arcs for their delivery. The illusion of narrative coherence within and across pornography lends itself to easy categorisation. Pornography then tends to be catalogued with simplistic labels such as ‘threesome’, ‘anal’, or ‘blowjob’ by the websites and services that deliver it, reducing the plethora of erotic acts, human behaviours and experiences to a database of homogeneous and heteronormative search terms. [53] For Hester, Jones, and Taylor-Harman the community of microporn GIF creators represents a line of resistance… …against dominant representations of heterosexual acts, and potentially counters the commercial nature of pornography and its narrative linearity. Here lies the possibility for pornographic consumers to critique and deconstruct such dominant paradigms, choosing for themselves instead the bodies and fragmented sexual inter/activities they desire to see presented. [54] Here the GIF’s tight spatial and temporal framing, coupled with its capacity to travel, mutate and multiply, is empowering. If a desire, a feeling, an expression is GIF-able, then it has the potential to create further desires, feelings, and expressions. Fragmentation then becomes a means to disassemble normative narratives and reconstruct them into a shared techno-body that enables and celebrates the diversity of its components and their correspondences. The resulting loops are interrelational in a way not easily captured by the logic of the database and the search term. According to Sally McKay: Brian Massumi describes affective intensity as a “state of suspense, potentially of disruption. It is like a temporal sink, a hole in time…” [55] This is a moment of incipience, before action is taken, before emotions qualify and retroactively determine the affect. [56] Each GIF evokes an affect not just because of its content, but because its loop winds that content tight like a spring. A GIF is always poised in lieu of a release. This promise to spring back, to evoke and disrupt makes GIFs – microporn or otherwise – one of the web’s most enduring forces. The erotic charge of each GIF unites its creator, sharer and viewers in a non-linguistic discourse. Action is inevitable, reaction is desired, and disruption is to be expected. References & Notes [1] Sally McKay, “The Affect of Animated GIFs (Tom Moody, Petra Cortright, Lorna Mills),” Art & Education, 2005, http://www.artandeducation.net/paper/the-affect-of-animated-gifs-tom-moody-petra-cortright-lorna-mills/. [2] Daniel Rubinstein, “GIF Today,” The Photographer’s Gallery: Born in 1987 Exhibition, June 2012. [3] Howard Caygill, Walter Benjamin: The Colour of Experience (Routledge, 1997), 5. [4] Susan Buck-Morss, The Dialectics of Seeing: Walter Benjamin and the Arcades Project (MIT Press, 1991), 70. [5] Walter Benjamin, “The work of art in the age of its technological reproducibility (1936),” in The work of art in the age of its technological reproducibility, and other writings on media, ed. Michael William Jennings et al. (Cambridge, Mass.: Belknap Press of Harvard University Press, 2008), 19–55. [6] Walter Benjamin, “On the Mimetic Faculty (1933),” in Reflections: Essays, Aphorisms, Autobiographical Writings, 1st Schocken edition edition (New York: Random House USA Inc, 1995), 333–36. [7] Ibid. [8] Anson Rabinbach, “Introduction to Walter Benjamin’s ‘Doctrine of the Similar,’” New German Critique, no. 17 (April 1, 1979): 62, doi:10.2307/488009. [9] Walter Benjamin, “Doctrine of the Similar (1933),” trans. Knut Tarnowski, New German Critique Spring, 1979, no. 17 (April 1, 1979): 65–69, doi:10.2307/488009. [10] Benjamin, “On the Mimetic Faculty (1933).” [11] Caygill, Walter Benjamin, 5. [12] Mark B. N. Hansen, Embodying Technesis: Technology beyond Writing, Studies in Literature and Science (Ann Arbor: University of Michigan Press, 2000), 234. [13] R. L Rutsky, “Allegories of Emergence: The Generative Matrix of Walter Benjamin” (Constructions of the Future, Heidelberg, 2011), 16. [14] Anne Friedberg, “The Mobilized and Virtual Gaze in Modernity: Flaneur/Flaneuse,” in The Visual Culture Reader, ed. Nicholas Mirzoeff, 2. ed, repr (London: Routledge, 2001), 395–404. [15] R. L Rutsky, “Walter Benjamin and the Dispersion of Cinema,” Symploke 15, no. 1–2 (2008): 18, doi:10.1353/sym.0.0017. [16] Hansen, Embodying Technesis, 248. [17] Ibid., 262. [18] Ibid., 266. [19] Arthur Kroker, Body Drift: Butler, Hayles, Haraway (U of Minnesota Press, 2012), 1. [20] Gilles Deleuze, Cinema 1 (Continuum, 2005), 16. [21] Steven Shaviro, The Cinematic Body (Minneapolis: University of Minnesota Press, 1993), 46. [22] J. Eppink, “A Brief History of the GIF (so Far),” Journal of Visual Culture 13, no. 3 (December 1, 2014): 299, doi:10.1177/1470412914553365. [23] For a further breakdown of GIF ‘types’ see: Daniel Rourke, “The Doctrine of the Similar (GIF GIF GIF),” Dandelion 3, no. 1 (January 19, 2012). [24] At its most extreme, ‘clickbait’ is any link that draws a user’s attention with a tempting claim or open question in its headline, only to confront them with vacuous or even misleading content once the sought-after click is granted. Although BuzzFeed’s editor in chief Ben Smith claimed in 2014 that the site “doesn’t do clickbait,” (Ben Smith, “Why BuzzFeed Doesn’t Do Clickbait,” 2014) a compelling argument can be made that BuzzFeed does at the very least rely on what journalist James Hamblin calls “curiosity gaps” (James Hamblin, “It’s Everywhere, the Clickbait,” 2014) in order to elicit the necessary click from internet users. [25] GIF is the file extension and acronym for ‘Graphical Interchange Format’, a subtype of bitmap image encoding. [26] Sarah Kember and Joanna Zylinska, Life After New Media: Mediation as a Vital Process (Cambridge, Mass: MIT Press, 2012), 75. [27] Olia Lialina, “In Memory of Chuck Poynter, User and GIF Maker,” One Terabyte of Kilobyte Age, March 22, 2011, http://blog.geocities.institute/archives/2466. [28] “Real_Dancing_Girl: Who_am_I?,” Tumblr Blog, Real_Dancing_Girl, accessed January 1, 2016, http://realdancingirl.tumblr.com/WHOAMI. [29] Graig Uhlin, “Playing in the Gif(t) Economy,” Games and Culture 9, no. 6 (November 1, 2014): 520, doi:10.1177/1555412014549805. [30] Jamie Jones, “Can You Get Through These 17 GIFs Of Spots Being Popped Without…,” BuzzFeed, July 19, 2015, http://www.buzzfeed.com/jamiejones/gifs-of-cysts-being-popped. [31] The word ‘listicle’ is a portmanteau combination of ‘list’ and ‘article’. See: Jo Christy, “What Is A Listicle?,” Stir Up Media, March 7, 2015, https://web.archive.org/web/20150307191311/http://stirupmedia.co.uk/what-is-a-listicle/. [32] Jones, “Can You Get Through These 17 GIFs Of Spots Being Popped Without…” [33] Andrew Rice and 2013, “Does BuzzFeed Know the Secret?,” NYMag.com, accessed July 21, 2015, http://nymag.com/news/features/buzzfeed-2013-4/#. [34] Dylan Matthews, “BuzzFeed’s Founder Used to Write Marxist Theory and It Explains BuzzFeed Perfectly,” Vox, April 2, 2015, http://www.vox.com/2014/5/20/5730762/buzzfeeds-founder-used-to-write-marxist-theory-and-it-explains. [35] Dylan Matthews builds on a preliminary reading of the paper by Eugene Wolters, “From Deleuze to LOLCats, the Story of the BuzzFeed Guy,” Critical-Theory, April 8, 2013, http://www.critical-theory.com/from-deleuze-to-lolcats-the-story-of-the-buzzfeed-guy/. [36] Jonah Peretti, “Capitalism and Schizophrenia: Contemporary Visual Culture and the Acceleration of Identity Formation/Dissolution,” Winter 1996, http://negations.icaap.org/issues/96w/96w_peretti.html. [37] Much has been written on the inappropriate adoption of the label ‘schizophrenic’ by the likes of Deleuze, Guattari, Jameson and others. It is used here to refer to their definition, rather than the actual illness of schizophrenia as defined by the Diagnostic and Statistical Manual of Mental Disorders. [38] Peretti, “Capitalism and Schizophrenia: Contemporary Visual Culture and the Acceleration of Identity Formation/Dissolution.” [39] Matthews, “BuzzFeed’s Founder Used to Write Marxist Theory and It Explains BuzzFeed Perfectly.” [40] Ibid. [41] Peretti, “Capitalism and Schizophrenia: Contemporary Visual Culture and the Acceleration of Identity Formation/Dissolution.” [42] Benjamin, “On the Mimetic Faculty (1933).” [43] Benjamin, “Doctrine of the Similar (1933).” [44] Vivian Carol Sobchack, The Address of the Eye: A Phenomenology of Film Experience (Princeton, N.J.: Princeton University Press, 1992), 305. [45] R. L Rutsky, High Technē: Art and Technology from the Machine Aesthetic to the Posthuman (Minneapolis, MN: University of Minnesota Press, 1999), 15. [46] Mark Nunes, Error Glitch, Noise, and Jam in New Media Cultures (New York: Continuum, 2011), 5, http://public.eblib.com/EBLPublic/PublicView.do?ptiID=655513. [47] Roland Barthes, Camera Lucida: Reflections on Photography (New York: Hill and Wang, 1981), 27. [48] Giampaolo Bianconi, “GIFABILITY,” Rhizome.org, November 20, 2012, http://rhizome.org/editorial/2012/nov/20/gifability/. [49] Hito Steyerl, “Hito Steyerl, In Defense of the Poor Image / Journal / E-Flux,” E-Flux, no. 11 (November 2009), http://www.e-flux.com/journal/view/94. [50] A portmanteau of ‘producer’ and ‘consumer’, the prosumer, according to George Ritzer and Nathan Jurgenson, represents, “a trend toward unpaid rather than paid labor and toward offering products at no cost… [a] system marked by a new abundance where scarcity once predominated.” G. Ritzer and N. Jurgenson, “Production, Consumption, Prosumption: The Nature of Capitalism in the Age of the Digital ‘Prosumer,’” Journal of Consumer Culture 10, no. 1 (March 1, 2010): 14, doi:10.1177/1469540509354673. [51] Although Stiller concentrates on female microporn creators, it is perhaps more productive to suggest who the community is not made up of i.e. cis-males. This seems to be a much more inclusive take on a category of user created content aligned with resistance to heteronormative classification. This resonates more closely with the assessment of Hester, Jones, and Taylor-Harman in the paper referenced below. [52] Cleo Stiller, “Why Some Women Prefer Their Porn in GIFs,” Fusion, accessed June 16, 2015, http://fusion.net/story/165548/why-women-love-porn-gifs/. [53] Helen Hester, Bethan Jones, and Sarah Taylor-Harman, “Giffing a Fuck: Non-Narrative Pleasures in Participatory Porn Cultures and Female Fandom,” Porn Studies 2, no. 4 (October 2, 2015): 356–66, doi:10.1080/23268743.2015.1083883. [54] Ibid., 361. [55] Brian Massumi, Parables for the Virtual: Movement, Affect, Sensation (Duke University Press, 2002), 26. [56] McKay, “The Affect of Animated GIFs (Tom Moody, Petra Cortright, Lorna Mills).”

]]>
Sat, 15 Jul 2017 07:02:13 -0700 http://www.machinemachine.net/portfolio/the-compulsions-of-the-similar-gifs/
<![CDATA[Towards a statistical mechanics of consciousness: maximization of number of connections is associated with conscious awareness]]> https://arxiv.org/abs/1606.00821

Authors: R. Guevara Erra, D. M. Mateos, R. Wennberg, J.L. Perez Velazquez Abstract: It has been said that complexity lies between order and disorder. In the case of brain activity, and physiology in general, complexity issues are being considered with increased emphasis.

]]>
Sun, 23 Oct 2016 04:56:19 -0700 https://arxiv.org/abs/1606.00821
<![CDATA[#Additivism Talk at Spike Island, Bristol (11th July 2016)]]> http://additivism.org/post/147089602566

Additivism Talk at Spike Island, Bristol (11th July 2016)On July 11th at Spike Island, Bristol, Daniel Rourke will present his ongoing collaboration with Morehshin Allahyari: The 3D Additivist Manifesto and forthcoming Cookbook. A call to push 3D printing and additive technologies to their absolute limits and beyond, into the realm of the speculative, the provocative and the weird.Drawing metaphoric connections between Additive manufacturing and Geological processes, Daniel will talk about plastic, deep time and the incidental production of ‘pseudomorphs’ – destined to outlast the humans that create them.“The fate of ‘man’ in the Anthropocene is not that he will be erased, but that he will be made immortal, as a trace preserved forever in the rock.”- Bronislaw Szerszynski, The End of the End of Nature: The Anthropocene and the Fate of the Human, (2012) Book your place!This event is part of Point Line Time, a drawing research project led by artist and writer Tamarin Norwood as part of her twelve-month residency at Spike Island, Bristol. Throughout her residency, Norwood is working with a network of researchers and practitioners including an animator, a 3D print engineer, a choreographer and a sign language translator to explore the acts of drawing and writing in relation to time and three-dimensional space. She hosts a series of public conversations, presentations and live experiments as she develops a new body of work.

]]>
Fri, 08 Jul 2016 04:38:05 -0700 http://additivism.org/post/147089602566
<![CDATA[Interview with GLTI.CH at Noisey.Vice]]> http://noisey.vice.com/en_uk/blog/singing-over-skype-its-glitch-karaoke

You don’t need to leave the house to belt out your favourite karaoke tracks—with strangers. Two Skype-friendly artists have founded glti.ch karaoke, an online karaoke project which anyone can partake in. You literally sign into Skype and sing karaoke duets (or quartets) with fellow fans. Imagine chat roulette was entirely musical and you get how things are matched. The artists Kyoung Kim and Daniel Rourke started this without any plans. Three years later, they’re still singing to Belle and Sebastian on YouTube. Strangely, they’re not alone. As they continue to synchronize singers in different time zones, they also do these GLTI.CH Breaks event where DJs located in different parts of the world mix together in a basement, a bedroom, or a pub full of drunks (from New York to Seoul, they’ve done it all). Last month, glti.ch karaoke opened a show called Tactical Gltiches at the SUDLAB gallery in Italy. They spoke to us about tinkering with Ustream, avoiding crappy bandwith, and how acapella saves the day.

NOISEY: How did Glti.ch Karaoke come about? Kyoung Kim: We were swapping stories over a few pints—Daniel of his experiences living in Japan, and I of my time in Korea, and got to talking about missing karaoke in these respective countries. Unlike your average karaoke bar in the US or the UK with a conspicuous stage and spotlighting for the singer, karaoke in Korea and Japan generally consists of piling into a room with a bunch of friends, food, and drink and singing in a raucous mix of solos, duets, and group numbers eventually belted while standing on the sofa. It’s more about sharing fun with people than claiming your theatrical moment, and all in all, you get a lot more bang for your buck. For me, karaoke with my sister trumps all, but at the time she was living in Seoul. I confessed to Daniel I’d been getting my karaoke fix by singing YouTube karaoke videos with her over Skype. Daniel Rourke: We were astounded to find that nobody had given a name to ‘singing karaoke over Skype.” (We did a lot of Google searches). It seemed so obvious to us to hook up two locations, buffer a YouTube rendition of “Livin’ on a Prayer“ on both sides of the Atlantic and click “play.” That got us thinking about the possibilities. A good friend works at Meanwhile Space, a non-profit organization in London that transforms empty properties into community projects, and mentioned to us that they were about to start working in an old shoe shop in Whitechapel. The challenge to make karaoke happen in a dusty basement with no internet access at four o’clock in the afternoon spurred us on. We had our eye on the amazing stuff the GLI.TC/H community was doing at the time, and setup our website Glti.ch as a kind of homage to them. The rest is less easy to explain. How does it work? Rourke: We have done it a few different ways over the years, but we try and make sure the basic setup is accessible to anyone who wants to repeat it. Using free software like TinyChat or Google Hangouts we link up at least two disparate locations and orchestrate karaoke duets over the internet. YouTube is stuffed full of fan made karaoke versions of pop tunes. If you want to sing it, chances are, somebody has already uploaded it. Then it’s just a case of scrambling to get things to work on both sides. Kim: To prepare for that scrambling, we test and design a bunch of back-up plans that only work about 30% of the time in attending the actual glitches that manifest. In emphasizing the GLTI.CH of the karaoke, the scramble is something we both warn and invite others to join in on. So how things work is not just contingent on computer software, hardware, cables, and broadband connections, but also on the mix of curiosity, patience, and enthusiasm for making-your-own-fun-through-convoluted-ways that people bring with them to our events. Rourke: That’s where the “art” of the project begins: a sincere desire to dance with failure. The most exciting elements of the project come out of realizing how many variables there are in organizing something so simple, especially if you have a group of drunk karaoke enthusiasts at one end, say in Liverpool, and an old pizza restaurant in a London shopping mall at the other. The thing that remains stable—getting people to sing duets—is surrounded by all this other stuff that we, as the hosts, have to juggle. Let’s just say we are both very adept at keeping a crowd entertained.

How do you combine DJs in different time zones together? Kim: A lot of planning. Hosting a party in London on a Friday night means you get a DJ during the work day in San Francisco. So we work with our DJs’ schedules accordingly. There is constant managing and coordinating during the event. We dedicate one computer and the best internet connection in the house to connecting with the DJs with (so far) Skype, but also usually have one or two other computers open with Google Hangouts, again Skype, Tinychat, Facebook, Twitter, Kakao Talk, our phones, smoke signals, pigeon… both for backup and because different people have different preferences for interfaces. We avoid as much as we can set-ups that require others to register or sign up to any new social media outfit, download more software, or buy equipment they don’t have. With the last Breaks, we tinkered with Ustream, and the chat in there ended up being the key for making things go. What is GLTI.CH Breaks? Rourke: Originally, it was a project we instigated with Christina Millare. We wanted to take some of the stuff we had learned while glti.ch karaoking and translate it into another format. The result was the first GLTI.CH Breaks event, where we had three DJs—Tramshed, Sahn, and WaxOn—all located in different parts of the world, mix together in the basement of Power Lunches, Dalston. It was a blinding success, apart from the computer crashes, and crappy bandwidth, but that means success to us. Karaoke is a ridiculous phenomenon. Anyone who has watched the X-Factor will know how kitsch and mediocre karaoke can be. But those of us who love it embrace that, and the social outcome of that kitschy quality is what makes it so wonderful. Our projects inhabit that crappiness, and take it somewhere else, so the technical components of the work also echo the social, and hopefully the two really fuse and amplify each other. With GLTI.CH Breaks I think we stumbled on something like that. DJ mix culture is based around a beloved, but antiquated medium – the vinyl record – that is prone to skip, and jump and crackle and hiss. Ironically though, it is those very qualities that make vinyl perfect as a medium of expression. Building a series of technical, network, temporal and spatial layers on top of that in GLTI.CH Breaks we felt as if the creative element of DJing was heightened even further. Plus, drunk people get really excited when they realize that a DJ based in a bedroom in San Francisco is mixing tunes just for them. Kim: They get excited by it when sober too!

Enlighten us. What is “social glitch?” Kim: A phrase we’ve batted around since the beginning. To describe what we’d both been thinking about and working through in our separate research and practices. Rourke: Social glitches are at the heart of all the projects we have done. They are what you might call, “desirable unintended effects.” We go hunting for them, we try to set up the conditions to make them happen, but we never know when they might arise, or what exactly they might look like. For instance, in summer 2012, we took part in AND Festival, Manchester. We were asked by curator Christina Millare to host a GLTI.CH karaoke event in one of the bedrooms upstairs in a pub. We hooked the room up to our online chat room, and invited anybody with a webcam to join us from wherever they were in the world. The event in Manchester was raucous, full of people singing at the top of their voices from 8 PM until 2 AM. The HD television was lit up all night with new people logging in from London, Seoul, New York, and who knows where. At one point the computer in Manchester completely crashed—mid-chorus—and everyone in the room let out a huge groan of despair. The social glitch came when I logged back into the chatroom, because even though our side of the party had crashed, the participants online were still there singing their hearts out. It was an amazing moment, and the crowd in Manchester whooped with joy and began to sing along, even before I’d had chance to hook the music back in. It was improvized acapella karaoke and a beautiful unintended social effect. Nadja Sayej would like to sing “More Than A Feeling” with you. Follow her on Twitter - @nadjasayej   

]]>
Tue, 18 Mar 2014 14:38:31 -0700 http://noisey.vice.com/en_uk/blog/singing-over-skype-its-glitch-karaoke
<![CDATA[illucia: using a videogame to remix music]]> http://vimeo.com/63219660

illucia.com twitter.com/paperkettle illucia dtr is a patchbay controller for connecting computer programs. Life Sequencer is a game in the illucia suite - it uses falling blocks to build step sequencer patterns (it is also remixable by Conway's Game of Life). Also, it doesn't actually make any sound - it just makes data using OSC. You can then take that data and send it to any computer programs... like Ableton Live or Max. Behind the scenes (not shown in the video), Ableton and Max have some audio samplers running. As I play Life Sequencer, it builds step sequencer patterns. I then patch the data from the step sequencer into the music samplers (so that the sample playhead moves around based on the block patterns in the game). I use cables to select and layer samples, and then I speed up the playback and audio pitch with illucia's knobs. Eventually I patch in some sample rate reduction (and a special glitchy mode on Life Sequencer) right as I trigger the Conway's Game of Life pattern remixer. The Conway algorithm eats through most of the existing blocks, and then I start placing more blocks to build a new pattern. The illucia patchbay then becomes a physical controller for exploring these strange connections & reconsidering the inner lives of computer programs.Cast: paperkettleTags:

]]>
Thu, 06 Mar 2014 15:01:09 -0800 http://vimeo.com/63219660
<![CDATA[Artist Profile: Alex Myers]]> http://rhizome.org/editorial/2013/apr/3/artist-profile-alex-myers

Your work spans several distinct, but overlapping areas of discourse. We could start by talking through design, animation, glitch art, code, game play or the interface. I want to start right from the bottom though, and ask you about inputs and outputs. A recent work you collaborated on with Jeff Thompson, You Have Been Blinded - “a non-visual adventure game” -  takes me back to my childhood when playing a videogame often meant referring to badly sketched dungeon maps, before typing N S E or W on a clunky keyboard. Nostalgia certainly plays a part in You Have Been Blinded, but what else drives you to strip things back to their elements? I’ve always been interested in how things are built. From computers to houses to rocks to software. What makes these things stand up? What makes them work? Naturally I’ve shifted to exploring how we construct experiences. How do we know? Each one of us has a wholly unique experience of… experience, of life.. When I was a kid I was always wondering what it was like to be any of the other kids at school. Or a kid in another country. What was it like to be my cat or any of the non-people things I came across each day? These sorts of questions have driven me to peel back experience and ask it some pointed questions. I don’t know that I’m really interested in the answers. I don’t think we could really know those answers, but I think it’s enough to ask the questions. Stripping these things down to their elements shows you that no matter how hard you try, nothing you make will ever be perfect. There are always flaws and the evidence of failure to be found, no matter how small. I relish these failures. Your ongoing artgame project, Writing Things We Can No Longer Read, revels in the state of apophenia, “the experience of seeing meaningful patterns or connections in random or meaningless data”. [1] The title invokes Walter Benjamin for me, who argued that before we read writing we “read what was never written” [2] in star constellations, communal dances, or the entrails of sacrificed animals. From a player’s point of view the surrealistic landscapes and disfigured interactions within your (not)(art)games certainly ask, even beg, to be interpreted. But, what role does apophenia have to play in the making of your work? When I make stuff, I surround myself with lots of disparate media. Music, movies, TV shows, comics, books, games. All sorts of stuff gets thrown into the pot of my head and stews until it comes out. It might not actually come out in a recognizable form, but the associations are there. A specific example can be found in a lot of the models I use. I get most of them, or at least the seed of them, from open source models I find on 3D Warehouse. Because of the way that website works, it’s constantly showing you models it thinks are similar for whatever reason. Often I’ll follow those links and it will take me down symbolic paths that I never would have consciously decided to pursue. This allows a completely associative and emergent composition to take form. I’d like to paraphrase and link up your last two answers, if I may. How do “relishing failures” and “allowing things to take form” overlap for you? I know you have connections with the GLI.TC/H community, for instance. But your notgames Me&You, Down&Up, and your recent work/proposition Make Me Something seem to invoke experiments, slips and disasters from a more oblique angle. All are a means of encouraging surprise. In each piece it’s not about the skill involved, but about the thrill of the unknown. In all of my projects I try to construct a situation where I have very little control over the outcome. Glitch does this. But within the glitch community there’s a definite aesthetic involved. You can look at something and know that it’s glitch art. That’s not true for everything, but there is a baseline. For my notgames work I embrace the practice, not necessarily the look. I want irregularity. I want things to break. I want to be surprised. Your work in progress, the Remeshed series, appears to be toying with another irregular logic,  one you hinted at in your comments about “associative and emergent composition”; a logic that begins with the objects and works out. I hear an Object Oriented echo again in your work Make Me Something, where you align yourself more with the 3D objects produced than with the people who requested them. What can we learn from things, from objects? Has Remeshed pushed/allowed you to think beyond tools? That’s a tricky question and I’m not sure I have a satisfactory answer. Both projects owe their existence to a human curatorial eye. But in both I relinquish a lot of control over the final object or experience. I do this in the spirit of ready-to-hand things. By making experiences and objects that break expectations our attention is focused upon them. They slam into the foreground and demand our attention. Remeshed, and to an extent, Make Me Something, allows me to focus less on the craft of modeling and animation and more on pushing what those two terms mean. As Assistant Professor and Program Director of the Game Studies BSc atBellevue University you inevitably inhabit a position of authority for your students. Are there contradictions inherent in this status, especially when aiming to break design conventions, to glitch for creative and practical ends, and promote those same acts in your students? Yourecently modified Roland Barthes’ 1967 text ‘The Death of the Author’ to fit into a game criticism context. It makes me wonder whether “The Player-God” is something you are always looking to kill in yourself? Absolutely. When teaching I try break down the relationship of authority as much as possible. I prefer to think of myself as a mentor, or guide, to the students. Helping them find the right path for themselves. Doing this from within a traditional pedagogical structure is difficult, but worthwhile. Or so I tell myself. In terms of the Player-God, I think yes, I’m always trying to kill it. But at the same time, I’m trying to kill the Maker-God. There is no one place or source for a work. There’s no Truth. I reject the Platonic Ideal. Both maker and player are complicit in the act of the experience. Without either, the other wouldn’t exist.

Age: Somewhere in my third decade. Location: The Land of Wind and Grass / The Void Between Chicago and Denver How long have you been working creatively with technology? How did you start? Oof, for as long as I can remember. When I was 13 I killed my first computer about 4 days after getting it. I was trying to change the textures in DOOM. I had no idea what I was doing. Later, in college I was in a fairly traditional arts program learning to blow glass. At some point someone gave me a cheap Sony 8mm digital camcorder and I started filming weird things and incorporating the (terrible) video art into my glass sculptures. After that I started making overly ambitious text adventures and playing around with generative text and speech synthesizers. Describe your experience with the tools you use. How did you start using them? Where did you go to school? What did you study? I use Unity and Blender primarily right now. They’re the natural evolution of what I was trying to do way back when I was using Hammer and Maya. I did my MFA in Interactive Media and Environments at The Frank Mohr Institute in Groningen, NL. I started working in Hammer around this time making Gun-Game maps for Counter-Strike: Source. During the start of my second semester of grad school I suffered a horrible hard drive failure and lost all of my work. In a fit of depression I did pretty much nothing but play CS:S and drink beer for three months. At the end of that I made WINNING. What traditional media do you use, if any? Do you think your work with traditional media relates to your work with technology? I’m not sure how to answer this. About the most traditional thing I do anymore is make prints from the results of my digital tinkering. Object art doesn’t interest me much these days, but it definitely influenced how I first approached Non-Object art. Are you involved in other creative or social activities (i.e. music, writing, activism, community organizing)? I’m involved with a lot of local game developer and non-profit digital arts organizations. What do you do for a living or what occupations have you held previously? Do you think this work relates to your art practice in a significant way? I’m an Assistant Professor of Game Studies at Bellevue University. The job and my work are inexorably bound together. I enjoy teaching in a non-arts environment because I feel it affords me freedom and resources I wouldn’t otherwise have. I actually hate the idea of walled-disciplines in education. Everyone should learn from and collaborate with everyone else. Who are your key artistic influences? Mostly people I know: Jeff Thompson, Darius Kazemi, Rosa Menkman, THERON JACOBS and some people I don’t know: Joseph Cornell, Theodor Seuss Geisel, Bosch, Brueghel the Elder, most of Vimeo. Have you collaborated with anyone in the art community on a project? With whom, and on what? Yes. Definitely. Most recently I’ve been working with Jeff Thompson. We made You Have Been Blinded and Thrown into a Dungeon, a non-visual, haptic dungeon adventure. We’ve also been curating Games++ for the last two years. Do you actively study art history? Yep. I’m constantly looking at and referencing new and old art. I don’t limit it to art, though. I’m sick of art that references other art in a never ending strange loop. I try to cast my net further afield. Do you read art criticism, philosophy, or critical theory? If so, which authors inspire you? Definitely. In no particular order: Dr. Seuss, Alastair Reynolds, Alan Sondheim, Dan Abnett, Samuel Beckett, James Joyce, Stephen King, Margaret Atwood, Italo Calvino, Mother Goose, Jacques Lacan, Ludwig Wittgenstein, Carl Jung, H.P. Lovecraft, Jonathan Hickman, Brandon Graham, John Dewey, Umberto Eco... the list goes on and on. Are there any issues around the production of, or the display/exhibition of new media art that you are concerned about? I think we’ve partially reached an era of the ascendant non-object. That is, an art form, distinct from performance and theatre, that places an emphasis wholly on the experience and not on the uniqueness of the object. Because of this move away from a distinct singular form, there’s no place for it in the art market. Most artists that work this way live by other means. I teach. Others move freely between the worlds of art and design. Still others do other things. The couple of times I’ve had solo exhibitions in Europe, I’ve almost always been offered a livable exhibition fee. Here in the States that’s never been the case. When I have shows stateside, I always take a loss. The organizer may cover my material costs, but there’s no way I could ever live off of it. Nor would I want to. I think the pressures of survival would limit my artistic output. I’m happier with a separation between survival and art.

[1] “Apophenia,” Wikipedia, the Free Encyclopaedia, March 21, 2013, http://en.wikipedia.org/w/index.php?title=Apophenia&oldid=545047760.

[2] Walter Benjamin, “On the Mimetic Faculty,” in Reflections: Essays, Aphorisms, Autobiographical Writings (New York: Schoclen Books, 1933), 333–336.

]]>
Wed, 03 Apr 2013 09:28:28 -0700 http://rhizome.org/editorial/2013/apr/3/artist-profile-alex-myers
<![CDATA[“Create connections, if possible between everything in the...]]> http://tumblr.machinemachine.net/post/42579916276

“Create connections, if possible between everything in the world.” #Schwitters #Merz (at Tate Britain)

]]>
Fri, 08 Feb 2013 05:56:57 -0800 http://tumblr.machinemachine.net/post/42579916276
<![CDATA[Matthew Fuller » Giffed Economy]]> http://www.spc.org/fuller/texts/giffed-economy/

Why look at animated GIFs now? They are one of the first forms of image native to computer networks making them charmingly passé, a characteristic that gives them contradictory longevity. Animated GIFs crystallise a form of the combination of computing and the camera. As photography moves almost entirely into digital modes, the fascination with such quirky formats increases. The story of photography will be, in no small part, that of its file formats, the kinds of compression and storage it undergoes, as they in turn produce what is conjurable as an image. The Graphics Interchange Format was first developed through the computer network firm Compuserve. As an eight-bit file format it introduced the amazing spectacle of 256 colour images to be won over the thin lines of dial-up connections. Due to this, when a picture is converted to GIF, it’s likely that posterization occurs – where gradations of tone turn to patches of reduced numbers of colours. Such aliasing introduces a key part of

]]>
Mon, 31 Dec 2012 06:59:00 -0800 http://www.spc.org/fuller/texts/giffed-economy/
<![CDATA[Software archaeology of the GIF by Matthew Fuller]]> http://bit.ly/RFkdI3

Why look at animated GIFs now? They are one of the first forms of image native to computer networks making them charmingly passé, a characteristic that gives them contradictory longevity. Animated GIFs crystallise a form of the combination of computing and the camera. As photography moves almost entirely into digital modes, the fascination with such quirky formats increases. The story of photography will be, in no small part, that of its file formats, the kinds of compression and storage it undergoes, as they in turn produce what is conjurable as an image. The Graphics Interchange Format was first developed through the computer network firm Compuserve. As an eight-bit file format it introduced the amazing spectacle of 256 colour images to be won over the thin lines of dial-up connections. Due to this, when a picture is converted to GIF, it’s likely that posterization occurs – where gradations of tone turn to patches of reduced numbers of colours. Such aliasing introduces a key part of their aesthetic, something described by the Lempel-Ziv-Welch (LZW) compression that lies at the format’s core. Characteristic of images in the present era its history is entangled with the imaginings and instruments of “intellectual property”. The LZW format was itself the site for a protracted and infamous attempt at patent enforcement in the USA that dragged on from 1994 until 2003 prompting the rapid development of the alternative PNG format.

]]>
Sun, 18 Nov 2012 23:25:55 -0800 http://bit.ly/RFkdI3
<![CDATA[Lies, Damn Lies, and Twitter Bots]]> http://ieet.org/index.php/IEET/more/Cascio201209

I’m particularly interested in the political uses of technology-enabled deception—uses that I suspect are likely to become more prevalent in the near future.

Two of my rules for constructing useful and interesting scenarios are to (a) think about what happens when seemingly disparate changes smash together, and (b) imagine how new developments might be misused. In both cases, the goal is to uncover something unexpected, but (upon reflection) disturbingly plausible. I’d like to lay out for you the chain of connections that lead me to believe that we’re on the verge of something big.

]]>
Tue, 18 Sep 2012 06:18:00 -0700 http://ieet.org/index.php/IEET/more/Cascio201209
<![CDATA[Sloppy MicroChips: Can a fair comparison be made between biological and silicon entropy?]]> http://ask.metafilter.com/mefi/217051

Was reading about microchips that are designed to allow a few mistakes (known as 'Sloppy Chips'), and pondering equivalent kinds of 'coding' errors and entropy in biological systems. Can a fair comparison be made between the two? OK, to setup my question I probably need to run through my (basic) understanding of biological vs silicon entropy...

In the transistor, error is a bad thing (in getting the required job done as efficiently and cheaply as possible), metered by parity bits that come as standard in every packet of data transmitted. But, in biological systems error is not necessarily bad. Most copying errors are filtered out, but some propogate and some of those might become beneficial to the organism (in thermodynamics sometimes known as "autonomy producing equivocations").

Relating to the article about 'sloppy chips', how does entropy and energy efficiency factor into this? For the silicon chip efficiency leads to heat (a problem), for the string of DNA efficiency leads to fewer mutations, and thus less change within populations, and thus, inevitably, less capacity for organisms to diversify and react to their environments - leading to no evolution, no change, no good. Slightly less efficiency is good for biology, and, it seems, good for some kinds of calculations and computer processes.

What work has been done on these connections I draw between the biological and the silicon?

I'm worried that my analogy is limited, based as it is on a paradigm for living systems that too closely mirrors the digital systems we have built. Can DNA and binary parity bit transistors be understood on their own terms, without resorting to using the other as a metaphor to understanding?

Where do the boundaries lie in comparing the two?

]]>
Tue, 05 Jun 2012 10:05:10 -0700 http://ask.metafilter.com/mefi/217051
<![CDATA[Did a Copying Mistake Build Man's Brain?]]> http://www.livescience.com/20102-copying-mistake-build-man-brain.html

A copying error appears to be responsible for critical features of the human brain that distinguish us from our closest primate kin, new research finds.

When tested out in mice, researchers found this "error" caused the rodents' brain cells to move into place faster and enabled more connections between brain cells.

]]>
Wed, 09 May 2012 08:14:46 -0700 http://www.livescience.com/20102-copying-mistake-build-man-brain.html
<![CDATA[The animated history of the GIF]]> http://www.dailydot.com/entertainment/gif-history-steve-wilhite-olia-lialina-interview/

The GIF, or graphics interchange format, was introduced to the world by Compuserve in 1987. The compressed format was the ideal for performing image transfers across the slow modem connections of the time. The format also allowed for color, replacing the black-and-white run-length encoding format (RLE).

The GIF was simply the best and most versatile image format around said Alexander “Sandy” Trevor, the former chief technical officer of CompuServe who managed the GIF team.

“If you want lossless, compressed graphics, there is nothing better than GIF,” Trevor told the Daily Dot. “Yes, jpeg is better for photos, but you can tolerate loss in photos. And png has some benefits, but for most applications it is not worth the additional implementation hassle.”

]]>
Fri, 04 May 2012 04:45:10 -0700 http://www.dailydot.com/entertainment/gif-history-steve-wilhite-olia-lialina-interview/
<![CDATA[The Constraint Histories of Digital Games]]> http://blog.ihobo.com/2011/10/constraint-histories.html

Attempts to provide a taxonomy of game genres founder on the lack of consistent criteria, and usually have to be arbitrarily assigned. Connecting ‘shooters’ into a lineage suggests scrolling shooters were direct influences on first person shooters, for instance. But there's no evidence suggesting Zaxxon has any connection with the design of DOOM, or that Space Invaders inspired Zaxxon. As a historical tool, genre categories can provide some useful connections – DOOM certainly did influence GoldenEye 007, for example – but genre cannot be used as a unifying framework for game history because the genre lineages are narrowly valid and do not constitute a complete description of game history. An alternative approach can begin by considering the historical constraints that acted on any given title, grouping games by common constraints into related clusters.

]]>
Wed, 19 Oct 2011 03:25:57 -0700 http://blog.ihobo.com/2011/10/constraint-histories.html
<![CDATA[Trap street]]> http://en.wikipedia.org/wiki/Trap_street

A trap street is a fictitious entry in the form of a misrepresented street on a map, often outside the area the map nominally covers, for the purpose of "trapping" potential copyright violators of the map, who will be unable to justify the inclusion of the "trap street" on their map. On maps that are not of streets, other "copyright trap" features (such as non-existent towns or mountains with the wrong elevations) may be inserted or altered for the same purpose.[1] Trap streets are often nonexistent streets; but sometimes, rather than actually depicting a street where none exists, a map will misrepresent the nature of a street in a fashion that can still be used to detect copyright violators but is less likely to interfere with navigation. For instance, a map might add nonexistent bends to a street, or depict a major street as a narrow lane, without changing its location or its connections to other streets.

]]>
Sun, 16 Oct 2011 09:10:08 -0700 http://en.wikipedia.org/wiki/Trap_street
<![CDATA[The Doctrine of the Similar (GIF GIF GIF)]]> http://machinemachine.net/portfolio/the-doctrine-of-the-similar-gif-gif-gif

In two short essays – written in 1933 – Walter Benjamin argues that primitive language emerged in magical correspondence with the world. The faculty we all exhibit in childhood play, to impersonate and imitate people and things loses its determining power as language gradually takes over from our “non-sensuous” connection with reality. In a break from Saussurian linguistics, Benjamin decries the loss of this “mimetic faculty”, as it becomes further replaced by the “archive of non-sensuous correspondences” we know as writing. To put it in simpler terms… Where once we read the world, the stars or the entrails of a sacrificed animal, now we read the signs enabled and captured by written language. From Benjamin’s The Doctrine of the Similar: “So speed, the swiftness in reading or writing which can scarcely be separated from this process, would then become… the effort or gift of letting the mind participate in that measure of time in which similarities flash up fleetingly out of the stream of things only in order to become immediately engulfed again.” The GIF – standing for Graphical Interchange Format – has been around since 1987. Their early popularity was based, in part, on their ability to load in time with a web-page. In the days of poor bandwidth and dial-up connections this meant that at least part of a GIF image would appear before the user’s connection broke, or – more significantly – the user could see enough of the image for it to make sense. In the mid 90s avid web hackers managed to crack the code of GIFs and use this ‘partial loading’ mechanism to encode animations within a single GIF file. Thus the era of personal web pages saturated with looping animations of spinning hamsters was born. Brought on – ironically – by their obsolescence the GIF has become the medium of choice for web artists, propagating their particular net-aesthetic through this free, open and kitschy medium. GIFs inhabit the space between convenience and abundance, where an apparent breakdown in communication can stimulate new modes of expressing non-sensuous similarities in the internet world. Sites like dump.fm, 4chan and ytmnd revel in the GIF’s ability to quickly correspond to the world. GIFs can be broken into their constituent frames, compressed and corrupted on purpose and made to act as archives for viral events travelling the web. A playground of correspondences that at first reflected language and the wider world, in time has looked increasingly inward. As language and writing find themselves pulled through and energised by the semiotic sludge of the broken, corrupted and iconic animated GIF Benjamin’s sensitivity to similitude continues to echo its magical significance. GIFs take a variety of forms, some of which I will try to classify for you: GIF Type I: Classic

Small in size and made up of few frames, this is where animated GIFs began. Corresponding to single words or concepts such as ‘smile’, ‘alien’ or ‘flying pink unicorn’ GIF Type II: Frame Capture

Frame grab or video capture GIFs pay homage to well known scenes in pop culture. But as the ‘art’ of animated GIFs grew the frame capture began to stand for something isolated from context. This leap is, for me, the first point at which GIFs begin to co-ordinate their own realm of correspondence. An ocean of viral videos turned into a self-serving visual language, looping back on itself ad infinitum. GIF Type III: Art

Leaking then directly into the third category, we have the Art GIF. Much larger in resolution and aware of their heritage in cinema, these GIFs are acutely refined in their choice of framing. GIF Type IV: Glitch

A badly encoded or compressed GIF can result in odd, strangely beautiful phenomena, and with a little skill and coding ability these glitches can be enhanced to enormous proportions. Glitch GIFs break the boundaries of another non-sensuous realm: that of computer code. A significant magical order Benjamin was little capable of predicting. GIF Type V: Mash-Up

Lastly, and perhaps most prolific, is the mash-up GIF. These GIFs are comprised of a combination of all the previous forms. The mash-up is THE most inner-looking species of GIF. It is possible to track the cultural development of some of these. Often though, the source of any original correspondence becomes completely lost in the play of images. Here again, I think Benjamin’s essay can help us: “Language is the highest application of the mimetic faculty: a medium into which the earlier perceptive capabilities for recognising the similar had entered without residue, so that it is now language which represents the medium in which objects meet and enter into relationship with each other…” In other words, what these images MEAN I can’t tell you in words. But perhaps by showing you other GIFs I might go some way to helping you understand them.

]]>
Wed, 25 May 2011 05:21:34 -0700 http://machinemachine.net/portfolio/the-doctrine-of-the-similar-gif-gif-gif
<![CDATA[The glorious GIF renaissance]]> http://www.slate.com/id/2270819/

GIFs (the name stands for graphics interchange format and can be pronounced with either a hard or soft G) began life in the mid-'80s, image files so efficiently compressed that sluggish Internet connections (which is to say, every connection back then) could download them speedily. When most people use the term GIF today, however, they mean it as shorthand for animated GIFs. Animated GIFs are synonymous with the Internet's mid-'90s, pre-Flash era, when individuals and major corporations alike festooned Web sites with flickering borders, banners, and graphics, all playing on tight, endless loops. More recently, animated GIFs became key chintzy building blocks in the chaotic, almost instantly passé visual architecture of MySpace user pages. Among Mark Zuckerberg's less controversial moves is that he's shunned animated GIFs from Facebook user pages, like a school principal banning "flashy and/or inappropriate" clothing from classrooms.

]]>
Tue, 17 May 2011 02:46:40 -0700 http://www.slate.com/id/2270819/