MachineMachine /stream - search for database https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[A New Database Reveals How Much Humans Are Messing With Evolution | WIRED]]> https://www.wired.com/story/database-humans-messing-with-evolution/

Charles Darwin thought of evolution as an incremental process, like the patient creep of glaciers or the march of continental plates.

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Mon, 28 Feb 2022 00:52:32 -0800 https://www.wired.com/story/database-humans-messing-with-evolution/
<![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).”

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Sat, 15 Jul 2017 07:02:13 -0700 http://www.machinemachine.net/portfolio/the-compulsions-of-the-similar-gifs/
<![CDATA[World's First Haunted Object 3D Scanning Project is Confusing Ghosts, Producing Paranormally-Active Prints]]> http://weekinweird.com/2017/06/17/haunted-object-3d-scanning-project-paranormal-problems/

The Traveling Museum of the Paranormal & Occult, the world’s only mobile museum of haunted artifacts, has launched the first-ever initiative to 3D scan and compile a database of paranormally-active objects.

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Mon, 26 Jun 2017 05:50:28 -0700 http://weekinweird.com/2017/06/17/haunted-object-3d-scanning-project-paranormal-problems/
<![CDATA[Meet the woman who put 50 million stolen articles online so you can read them for free | The Independent]]> http://www.independent.co.uk/news/world/americas/meet-the-woman-who-put-50-million-stolen-articles-online-so-you-can-read-them-for-free-a6964176.html

Alexandra Elbakyan is a highbrow pirate in hiding. The 27-year-old graduate student from Kazakhstan is operating a searchable online database of nearly 50 million stolen scholarly journal articles, shattering the $10 billion-per-year paywall of academic publishers.

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Sat, 28 Jan 2017 04:33:44 -0800 http://www.independent.co.uk/news/world/americas/meet-the-woman-who-put-50-million-stolen-articles-online-so-you-can-read-them-for-free-a6964176.html
<![CDATA[Performance Capture: Part 2]]> https://vimeo.com/147314781

Transmission of information. Animation: Mike Pelletier mikepelletier.nl Music: Robot Repair robotrepair.net 3d characters were generated using MakeHuman. The motion capture data used in this project was obtained from mocap.cs.cmu.edu. The database was created with funding from NSF EIA-0196217.Cast: mike pelletier and robot repair

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Sat, 16 Apr 2016 06:41:00 -0700 https://vimeo.com/147314781
<![CDATA[Performance Capture: Part 1]]> https://vimeo.com/147314780

Underwater studies without water. Animation: Mike Pelletier mikepelletier.nl Music: Robot Repair robotrepair.net 3d characters were generated using MakeHuman. The motion capture data used in this project was obtained from mocap.cs.cmu.edu. The database was created with funding from NSF EIA-0196217.Cast: mike pelletier and robot repair

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Sat, 12 Dec 2015 06:53:32 -0800 https://vimeo.com/147314780
<![CDATA[Algorithmic Narratives and Synthetic Subjects (paper)]]> http://machinemachine.net/portfolio/paper-at-theorizing-the-web-synthetic-subjects/

This was the paper I delivered at The Theorizing the Web Conference, New York, 18th April 2015. This video of the paper begins part way in, and misses out some important stuff. I urge you to watch the other, superb, papers on my panel by Natalie Kane, Solon Barocas, and Nick Seaver. A better video is forthcoming. I posted this up partly in response to this post at Wired about the UK election, Facebook’s echo-chamber effect, and other implications well worth reading into.

Data churning algorithms are integral to our social and economic networks. Rather than replace humans these programs are built to work with us, allowing the distinct strengths of human and computational intelligences to coalesce. As we are submerged into the era of ‘big data’, these systems have become more and more common, concentrating every terrabyte of raw data into meaningful arrangements more easily digestible by high-level human reasoning. A company calling themselves ‘Narrative Science’, based in Chicago, have established a profitable business model based on this relationship. Their slogan, ‘Tell the Stories Hidden in Your Data’, [1] is aimed at companies drowning in spreadsheets of cold information: a promise that Narrative Science can ‘humanise’ their databases with very little human input. Kristian Hammond, Chief Technology Officer of the company, claims that within 15 years over 90% of all news stories will also be written by algorithms. [2] But rather than replacing the jobs that human journalists now undertake, Hammond claims the vast majority of their ‘robonews’ output will report on data currently not covered by traditional news outlets. One family-friendly example of this is the coverage of little-league baseball games. Very few news organisations have the resources, or desire, to hire a swathe of human journalists to write-up every little-league game. Instead, Narrative Science offer leagues, parents and their children a miniature summary of each game gleaned from match statistics uploaded by diligent little league attendees, and then written up by Narrative Science in a variety of journalistic styles. In their book ‘Big Data’ from 2013, Oxford University Professor of internet governance Viktor Mayer-Schönberger, and  ‘data editor’ of The Economist, Kenneth Cukier, tell us excitedly about another data aggregation company, Prismatic, who: …rank content from the web on the basis of text analysis, user preferences, social network-popularity, and big-data analysis. [3] According to Mayer- Schönberger and Cukier this makes Prismatic able ‘to tell the world what it ought to pay attention to better than the editors of the New York Times’. [4] A situation, Steven Poole reminds us, we can little argue with so long as we agree that popularity underlies everything that is culturally valuable. Data is now the lifeblood of technocapitalism. A vast endless influx of information flowing in from the growing universe of networked and internet connected devices. As many of the papers at Theorizing the Web attest, our environment is more and more founded by systems whose job it is to mediate our relationship with this data. Technocapitalism still appears to respond to Jean Francois Lyotard’s formulation of Postmodernity: that whether something is true has less relevance, than whether it is useful. In 1973 Jean Francois Lyotard described the Postmodern Condition as a change in “the status of knowledge” brought about by new forms of techno-scienctific and techno-economic organisation. If a student could be taught effectively by a machine, rather than by another human, then the most important thing we could give the next generation was what he called, “elementary training in informatics and telematics.” In other words, as long as our students are computer literate “pedagogy would not necessarily suffer”. [5] The next passage – where Lyotard marks the Postmodern turn from the true to the useful – became one of the book’s most widely quoted, and it is worth repeating here at some length:

It is only in the context of the grand narratives of legitimation – the life of the spirit and/or the emancipation of humanity – that the partial replacement of teachers by machines may seem inadequate or even intolerable. But it is probable that these narratives are already no longer the principal driving force behind interest in acquiring knowledge. [6] Here, I want to pause to set in play at least three elements from Lyotard’s text that colour this paper. Firstly, the historical confluence between technocapitalism and the era now considered ‘postmodern’. Secondly, the association of ‘the grand-narrative’ with modern, and pre-modern conditions of knowledge. And thirdly, the idea that the relationship between the human and the machine – or computer, or software – is generally one-sided: i.e. we may shy away from the idea of leaving the responsibility of our children’s education to a machine, but Lyotard’s position presumes that since the machine was created and programmed by humans, it will therefore necessarily be understandable and thus controllable, by humans. Today, Lyotard’s vision of an informatically literate populous has more or less come true. Of course we do not completely understand the intimate workings of all our devices or the software that runs them, but the majority of the world population has some form of regular relationship with systems simulated on silicon. And as Lyotard himself made clear, the uptake of technocapitalism, and therefore the devices and systems it propagates, is piece-meal and difficult to predict or trace. At the same time Google’s fleet of self-driving motor vehicles are let-loose on Californian state highways, in parts of sub-Saharan Africa models of mobile-phones designed 10 or more years ago are allowing farming communities to aggregate their produce into quantities with greater potential to make profit on a world market. As Brian Massumi remarks, network technology allows us the possibility of “bringing to full expression a prehistory of the human”, a “worlding of the human” that marks the “becoming-planetary” of the body itself. [7] This “worlding of the human” represents what Edmund Berger argues is the death of the Postmodern condition itself: [T]he largest bankruptcy of Postmodernism is that the grand narrative of human mastery over the cosmos was never unmoored and knocked from its pulpit. Instead of making the locus of this mastery large aggregates of individuals and institutions – class formations, the state, religion, etc. – it simply has shifted the discourse towards the individual his or herself, promising them a modular dreamworld for their participation… [8] Algorithmic narratives appear to continue this trend. They are piece-meal, tending to feedback user’s dreams, wants and desires, through carefully aggregated, designed, packaged Narratives for individual ‘use’. A world not of increasing connectivity and understanding between entities, but a network worlded to each individual’s data-shadow. This situation is reminiscent of the problem pointed out by Eli Pariser of the ‘filter bubble’, or the ‘you loop’, a prevalent outcome of social media platforms tweaked and personalised by algorithms to echo at the user exactly the kind of thing they want to hear. As algorithms develop in complexity the stories they tell us about the vast sea of data will tend to become more and more enamoring, more and more palatable. Like some vast synthetic evolutionary experiment, those algorithms that devise narratives users dislike, will tend to be killed off in the feedback loop, in favour of other algorithms whose turn of phrase, or ability to stoke our egos, is more pronounced. For instance, Narrative Science’s early algorithms for creating little league narratives tended to focus on the victors of each game. What Narrative Science found is that parents were more interested in hearing about their own children, the tiny ups and downs that made the game significant to them. So the algorithms were tweaked in response. Again, to quote chief scientist Kris Hammond from Narrative Science: These are narratives generated by systems that understand data, that give us information to support the decisions we need to make about tomorrow. [9] Whilst we can program software to translate the informational nuances of a baseball game, or internet social trends, into human palatable narratives, larger social, economic and environmental events also tend to get pushed through an algorithmic meatgrinder to make them more palatable. The ‘tomorrow’ that Hammond claims his company can help us prepare for is one that, presumably, companies like Narrative Science and Prismatic will play an ever larger part in realising. In her recently published essay on Crisis and the Temporality of Networks, Wendy Chun reminds us of the difference between the user and the agent in the machinic assemblage: Celebrations of an all powerful user/agent – ‘you’ as the network, ‘you’ as the producer- counteract concerns over code as law as police by positing ‘you’ as the sovereign subject, ‘you’ as the decider. An agent however, is one who does the  actual labor, hence agent is one who acts on behalf of another. On networks, the agent would seem to be technology, rather than the users or programmers who authorize actions through their commands and clicks. [10] In order to unpack Wendy Chun’s proposition here we need only look at two of the most powerful, and impactful algorithms from the last ten years of the web. Firstly, Amazon’s recommendation system, which I assume you have all interacted with at some point. And secondly, Facebook’s news feed algorithm, that ranks and sorts posts on your personalised stream. Both these algorithms rely on a community of user interactions to establish a hierarchy of products, or posts, based on popularity. Both these algorithms also function in response to user’s past activity, and both, of course, have been tweaked and altered over time by the design and programming teams of the respective companies. As we are all no doubt aware, one of the most significant driving principles behind these extraordinarily successful pieces of code is capitalism itself. The drive for profit, and the relationship that has on distinguishing between a successful or failing company, service or product. Wendy Chun’s reminder that those that carry out an action, that program and click, are not the agents here should give use solace. We are positioned as sovereign subjects over our data, because that idea is beneficial to the propagation of the ‘product’. Whether we are told how well our child has done at baseball, or what particular kinds of news stories we might like, personally, to read right now, it is to the benefit of technocapitalism that those narratives are positive, palatable and uncompromising. However the aggregation and dissemination of big data effects our lives over the coming years, the likelihood is that at the surface – on our screens, and ubiquitous handheld devices – everything will seem rosey, comfortable, and suited to the ‘needs’ and ‘use’ of each sovereign subject.

TtW15 #A7 @npseaver @nd_kane @s010n @smwat pic.twitter.com/BjJndzaLz1

— Daniel Rourke (@therourke) April 17, 2015

So to finish I just want to gesture towards a much much bigger debate that I think we need to have about big data, technocapitalism and its algorithmic agents. To do this I just want to read a short paragraph which, as far as I know, was not written by an algorithm: Surface temperature is projected to rise over the 21st century under all assessed emission scenarios. It is very likely that heat waves will occur more often and last longer, and that extreme precipitation events will become more intense and frequent in many regions. The ocean will continue to warm and acidify, and global mean sea level to rise. [11] This is from a document entitled ‘Synthesis Report for Policy Makers’ drafted by The Intergovernmental Panel on Climate Change – another organisation who rely on a transnational network of computers, sensors, and programs capable of modeling atmospheric, chemical and wider environmental processes to collate data on human environmental impact. Ironically then, perhaps the most significant tool we have to understand the world, at present, is big data. Never before has humankind had so much information to help us make decisions, and help us enact changes on our world, our society, and our selves. But the problem is that some of the stories big data has to tell us are too big to be narrated, they are just too big to be palatable. To quote Edmund Berger again: For these reasons we can say that the proper end of postmodernism comes in the gradual realization of the Anthropocene: it promises the death of the narrative of human mastery, while erecting an even grander narrative. If modernism was about victory of human history, and postmodernism was the end of history, the Anthropocene means that we are no longer in a “historical age but also a geological one. Or better: we are no longer to think history as exclusively human…” [12] I would argue that the ‘grand narratives of legitimation’ Lyotard claimed we left behind in the move to Postmodernity will need to return in some way if we are to manage big data in a meaningful way. Crises such as catastrophic climate change will never be made palatable in the feedback between users, programmers and  technocapitalism. Instead, we need to revisit Lyotard’s distinction between the true and the useful. Rather than ask how we can make big data useful for us, we need to ask what grand story we want that data to tell us.   References [1] Source: www.narrativescience.com, accessed 15/10/14 [2] Steven Levy, “Can an Algorithm Write a Better News Story Than a Human Reporter?,” WIRED, April 24, 2012, http://www.wired.com/2012/04/can-an-algorithm-write-a-better-news-story-than-a-human-reporter/. [3] “Steven Poole – On Algorithms,” Aeon Magazine, accessed May 8, 2015, http://aeon.co/magazine/technology/steven-poole-can-algorithms-ever-take-over-from-humans/. [4] Ibid. [5] Jean-François Lyotard, The Postmodern Condition: A Report on Knowledge, Repr, Theory and History of Literature 10 (Manchester: Univ. Pr, 1992), 50. [6] Ibid., 51. [7] Brian Massumi, Parables for the Virtual: Movement, Affect, Sensation (Duke University Press, 2002), 128. [8] Edmund Berger, “The Anthropocene and the End of Postmodernism,” Synthetic Zero, n.d., http://syntheticzero.net/2015/04/01/the-anthropocene-and-the-end-of-postmodernism/. [9] Source: www.narrativescience.com, accessed 15/10/14 [10] Wendy Chun, “Crisis and the Temporality of Networks,” in The Nonhuman Turn, ed. Richard Grusin (Minneapolis: University of Minnesota Press, 2015), 154. [11] Rajendra K. Pachauri et al., “Climate Change 2014: Synthesis Report. Contribution of Working Groups I, II and III to the Fifth Assessment Report of the Intergovernmental Panel on Climate Change,” 2014, http://epic.awi.de/37530/. [12] Berger, “The Anthropocene and the End of Postmodernism.”

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Fri, 08 May 2015 04:02:51 -0700 http://machinemachine.net/portfolio/paper-at-theorizing-the-web-synthetic-subjects/
<![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[Synthetic Assistants]]> http://www.grafik.net/category/screenshot/synthetic-assistants

I wrote a short piece for Grafik Magazine’s Screenshot feature: Moravec’s Paradox states that ‘low-level’ sensorimotor skills require far more computational resources than ‘high-level’ abstract reasoning. In general terms, this translates into the doctrine that computers are very good at solving some types of problems, humans at others. Picking out the face of a loved one in a packed crowd and walking over to embrace them is laughably easy for a human to do, but not a robot. Alternatively, calculating the square-root of 1,276,433,9 takes a cheap pocket calculator a few nanoseconds. As for a human? Well, try it out for yourself * Sustained by these principles, a new breed of machine/human hybrid systems have begun infecting our social and economic networks. Rather than imitate tasks that humans can do effortlessly, these programs are built to work with us, allowing the distinct strengths of human and ‘artificial’ intelligences to coalesce. One particularly intriguing example of this is the reCaptcha password system. Maintained by Google, reCaptcha is employed hundreds of millions of times every day, according to Google’s own promotional blurb, to ‘stop spam, read books’. You yourself — perhaps without knowing it — have taken part in a vast online act of computation, donating a short burst of your highly evolved pattern recognition skill to Google’s project of digitising every one of the world’s printed books. The reCaptcha system is doubly fascinating in regards Moravec’s Paradox because it marks the meeting-point between low-level and high-level computable problems. Every password is guessable given enough time and computer resources. Alternatively, the smudged word on page 286, line forty three of the Magna Carta is incredibly difficult for a computer to recognise. If it fails, a different smudge with a different ‘solution’ is pulled from the database, ensuring your email account remains secure. Whilst determining whether or not you are a human the reCaptcha software quietly hijacks your biological brain, translating the task it has been allotted to protect your data into a moment of distributed, invisible labour. The question is: who or what is using who or what, for what or whom? Systems like reCaptcha could be hailed as the birth of a ‘world brain’: a thinking web connecting everyone on Earth into a vast meta-mind capable of incredible feats of computation. The truth, however, is both far more mundane and far more profound in its implications. A generation or two ago we envisaged the future as a place where intricate machines would carry out most menial tasks, leaving humans free to contemplate their place in the universe, embrace loved ones in crowds, and sunbathe under the depleted ozone layer. Instead, we have inherited a world where humans carry out menial tasks at the bequest of machines, whilst maintaining the illusion that it is we, personally, who have benefited from each transaction. Every click and swipe of your finger is a collaboration between invisible entities — corporate, synthetic or not-even-invented yet. Next time you scan your own produce at the supermarket, track your eating and exercise habits, and upload them to a corporately maintained database, follow the advice of a piece of software on which stock to sell, or which car to buy, search Google for a weird string of misspelt terms, or retweet a Twitter bot, you are taking part in a vast experiment that has already evolved beyond any single person or machine’s ability to comprehend. The future of information is augmented, symbiotic, invisible and incessant. But does it belong to users? Corporations? Or semi-autonomous machines? Only you and your synthetic assistants can decide. * The answer, according to my smartphone, is 3572.7215116770576

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Thu, 28 Aug 2014 01:42:31 -0700 http://www.grafik.net/category/screenshot/synthetic-assistants
<![CDATA[Black Diamond]]> http://machinemachine.net/portfolio/black-diamond

I was commissioned to write the essay for Mishka Henner‘s solo show, Black Diamond, at Carroll/Fletcher Gallery, London. The exhibition will run until 31st May, 2014. Excerpt from the essay : If linear perspective centred the World on the Earthly beholder – rendering the artist, viewer or owner of a painting as master of all they purveyed – then its replacement, a tumbling or “dynamic viewing space” imposes a kind of vertigo on the subject, causing us to misjudge the social and political ground of our perceptions. Henner’s 51 US Military Outposts places viewers in the position of Gods above a toy-like World, the fidelity of which is wholly reliant on the resolution of the sourced images. In line with his Feedlots and Oil Fields series, the resolution of the images – appropriated from Google Earth, and painstakingly stitched together – gives us a clue as to where their socio-political ground is located. Just as a pixel attains significance only within the context of the image grid, so the relatively plain surface of Earth is politically meaningless, is without form and void, until its geometries and textures, its biological traces and material densities, are caught and defined in the vast, inconceivable, territories of the database. Download as PDF More info : mishkahenner.com and carrollfletcher.com

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Mon, 28 Apr 2014 08:32:33 -0700 http://machinemachine.net/portfolio/black-diamond
<![CDATA[Stephen Wolfram's Introduction to the Wolfram Language]]> http://www.youtube.com/watch?v=_P9HqHVPeik&feature=youtube_gdata

Stephen Wolfram introduces the Wolfram Language in this video that shows how the symbolic programming language enables powerful functional programming, querying of large databases, flexible interactivity, easy deployment, and much, much more.

To learn more about the Wolfram Language, visit reference.wolfram.com/language.

For the latest information, visit www.wolfram.com.

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Tue, 25 Feb 2014 03:26:22 -0800 http://www.youtube.com/watch?v=_P9HqHVPeik&feature=youtube_gdata
<![CDATA[Apophenia]]> http://machinemachine.net/portfolio/apophenia

I wrote an essay for the publication accompanying Alma Alloro‘s solo exhibition, Apophenia, held at Transfer Gallery, New York – January 4th through 25th, 2014. Excerpt from my essay : Alma Alloro’s machines reel and spin in homage to the kinds of correspondences and affects images can make. In the tradition of Oskar Fischinger’s An Optical Poem (1938), or Hans Richter’s Rhythmus series (1920s) Apophenia is ‘about’ the preponderance of images: about what takes place when images move, but also about the very substance of the static image — a thing we had no need to conceive of until motion had been thrust upon it. Her works are concerned with performing a net aesthetic apart from the rigidity of digital codes and databases, linking her machines through animated GIFs back to… the principal technologies of animation… The machines, devices and contrivances of Apophenia celebrate similar instances when the coming into being of an image traces a noticeable and long-lasting mark in physical space. To be truly confronted with an image is to become aware of one’s own construction as a thing — ‘Here where the world touches’ — something that high-bandwidth, high-resolution and optical speeds tends to camouflage in the clarity of simulation. Download as PDF More info : almaalloro.com and TransferGallery.com

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Wed, 29 Jan 2014 07:46:25 -0800 http://machinemachine.net/portfolio/apophenia
<![CDATA[The Hidden History of]]> http://www.visualthesaurus.com/cm/wordroutes/the-hidden-history-of-glitch/

The persistent glitchiness of HealthCare.gov, the website implementing the Affordable Care Act, has given us much time to ponder that peculiar little word, glitch. As it happens, some new research on the word brings its origin, most likely from Yiddish, into a sharper perspective.

I've had a couple of occasions to expound on glitch lately, in my Wall Street Journal column and in a brief interview for NPR's "All Things Considered." But some recently uncovered evidence of the early development of glitch deserves a fuller airing.

Dictionaries have thus far given only a partial view of how glitch developed. The Oxford English Dictionary, in its second edition of 1989, unsatisfyingly says that its etymology is "unknown." The OED also suggests that the word's original meaning was "a surge of current or a spurious electrical signal," later extended in "astronaut's slang" to mean "a hitch or snag; a malfunction."

This reconstruction of the word's semantic history seems to be entirely based on a 1962 quote (the earliest given by the OED and other dictionaries) from John Glenn, in his contribution to Into Orbit, a book jointly written by the original seven astronauts of Project Mercury. Glenn wrote:

Another term we adopted to describe some of our problems was "glitch." Literally, a glitch is a spike or change in voltage in an electrical circuit which takes place when the circuit suddenly has a new load put on it. You have probably noticed a dimming of lights in your home when you turn a switch or start the dryer or the television set. Normally, these changes in voltage are protected by fuses. A glitch, however, is such a minute change in voltage that no fuse could protect against it.

One might surmise from this that Glenn and his fellow astronauts took a highly technical term and "adopted" it into a more general term for any malfunction. But that overlooks the history of the term predating the space program — a history only now becoming clear.

A glimmer of this backstory emerged when William Safire discussed glitch in an "On Language" column for The New York Times back in 1980. Safire thought the term dated from the '60s in aeronautical use, but noted that it "probably originated in the German and Yiddish glitschen, meaning 'slip,' and by extension, 'error.'" Others, such as Leo Rosten in The Joys of Yiddish, have claimed glitch as a Yiddishism. But how do we get from Yiddish lingo to Cape Canaveral mishaps?

None other than the actor Tony Randall supplied a piece of the puzzle. In a letter responding to Safire's column, reproduced in the 1982 "On Language" anthology What's the Good Word?, Randall wrote:

The first time I heard the word "glitch" was in 1941 in Worcester. I got a job there as an announcer at WTAG. When an announcer made a mistake, such as putting on the wrong record or reading the wrong commercial, anything technical, or anything concerning the sales department, that was called a "glitch" and had to be entered on the Glitch Sheet, which was a mimeographed form. The older announcers told me the term had been used as long as they could remember.

There matters stood until a few years ago, when there was a flurry of "antedating" (searching for ever-earlier citations) among the word researchers who participate in the American Dialect Society mailing list. Plumbing newspaper databases, Yale law librarian Fred Shapiro came up with the new date to beat: May 19, 1940. That was when the novelist Katharine Brush wrote about glitch in her column "Out of My Mind" (syndicated in the Washington Post, the Boston Globe, and other papers). Brush corroborated Tony Randall's radio recollection:

When the radio talkers make a little mistake in diction they call it a "fluff," and when they make a bad one they call it a "glitch," and I love it.

Other examples from the world of radio can be found in the 1940s. The April 11, 1943 issue of the Washington Post carried a review of Helen Sioussat's book about radio broadcasting, Mikes Don't Bite. The reviewer noted an error and wrote, "In the lingo of radio, has Miss Sioussat pulled a 'muff,' 'fluff,' 'bust,' or 'glitch'?" And in a 1948 book called The Advertising and Business Side of Radio, Ned Midgley explained how a radio station's "traffic department" was responsible for properly scheduling items in a broadcast. "Usually most 'glitches,' as on-the-air mistakes are called, can be traced to a mistake on the part of the traffic department," Midgley wrote.

Further digging reveals that in the 1950s, glitch made the transition from radio to television. In a 1953 ad in Broadcasting Magazine, RCA boasted that their TV camera has "no more a-c power line 'glitches' (horizontal-bar interference)." And Bell Telephone ran an ad in a 1955 issue of Billboard showing two technicians monitoring the TV signals that were broadcast on Bell System lines: "When he talks of 'glitch' with a fellow technician, he means a low frequency interference which appears as a narrow horizontal bar moving vertically through the picture."

A 1959 article in Sponsor, a trade magazine for television and radio advertisers, gave another technical usage in an article about editing TV commercials by splicing tape. "'Glitch' is slang for the 'momentary jiggle' that occurs at the editing point if the sync pulses don't match exactly in the splice." Sponsor also gave the earliest etymological explanation I've seen: "'Glitch' probably comes from a German or Yiddish word meaning a slide, a glide or a slip."

So, by the time that glitch entered the space program in the '60s, it had enjoyed a long life in radio and television, referring to a variety of technical problems. And when astronauts used it in a general way for any hitch or snag, it was in fact a return to how glitch was introduced into radio broadcasting circles a few decades earlier.

Though we still don't know for sure if the term was imported via Yiddish or came directly from German, a Yiddish origin certainly seems more likely. I'm not aware of any evidence of its use in historically German-speaking regions in the U.S., and its emergence in radio circa 1940 is telling, given the active role of Yiddish speakers in the world of radio at the time. So the next time you run into a glitch on HealthCare.gov or some other site, give a thought to the on-air flubs by Yiddish-slinging radio announcers of years past.

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Sat, 09 Nov 2013 04:02:08 -0800 http://www.visualthesaurus.com/cm/wordroutes/the-hidden-history-of-glitch/
<![CDATA[What makes out today’s notworking is the social glitch]]> http://machinemachine.net/text/out-loud/what-makes-out-todays-notworking-is-the-social-glitch

For 3 years I have collaborated on a project with Kyoung Kim. Known as GLTI.CH Karaoke, or sometimes just GLTI.CH, we’ve plotted the course of accidents, of temporal lyrical disjoints and technical out-of-syncs through a wide variety of different mediums, spaces and social conditions. This week saw what feels like the climax of our experiments, a three day – 67 hour – installation at CRYSTALLIZE, an exhibition of new media art held alongside the 2013 Korea Brand & Entertainment Expo, at Old Billingsgate, London. GLTI.CH has played a significant part in my practice and thus my thinking over the last 3 years. Working with Kyoung has afforded me countless experiences and opportunities, and introduced me to the world of glitch, digital, net and new media arts and artists. The project is not over, but its Karaoke phase is drawing to a conclusion. I thought it would be a good time to republish this half-considered manifesto I wrote a while back. 15 Statements about Glti.ch Notworking What makes out today’s networking is the notworking. There would be no routing if there were no problems on the line. Spam, viruses and identity theft are not accidental mistakes, mishaps on the road to techno perfection. They are constitutional elements of yesterday’s network architectures. Lovink, Gert. (2005), “The Principle of Notworking Concepts in Critical Internet Culture,” p. 10 GLTI.CH Karaoke is not a hack or some fancy programming. It’s taking the front-end of things and trying to make something else. We’ve made the mishmashed world of GLTI.CH Karaoke through play and we hope you’ll sing with us. karaoke, glti.ch (2011), “WHAT IS GLTI.CH KARAOKE?”

Glti.ches are more than aesthetic revelations: as software crashes, or hardware halts to a stutter, the soft underbelly of the notwork is exposed. The trick is to see the glti.ch not as an abhorrence, but as a signal of noisy potential: error and noise are an implicit feature of digital materiality. What Gaston Bachelard called ‘Desire Paths’, physical etchings in our surroundings drawn by the thoughtless movement of (human) feet, also exist online. For those versed in the language of the glti.ch, desire equals subversion and the means of flight – a way to reverse the roles of power. The line of desire in these cases is often laid directly over the enclosed path. Being buffered along by the unruly torrents of technical failure, the true semblance of the glti.ch is impossible to pin down: notwork control mechanisms have desirable unintended effects. The kludge is a hands-on, makeshift solution, to an unpredictable technical or social problem: 100% of cargo cult coders, pirates, glti.ch artists and hackers started out as kludgers. Algorithms that churn your Google search, or offer you potential meta-data with which to imbricate your image collection into the logic of the database, have themselves become actors in the play of human relations. Digital formats as diverse as ePub, DivX, and GIF, and software platforms from the likes of Google, Microsoft or Apple, trace narrative arcs which are themselves transcodable relations. Interruption, stutters and breaks force us into encounters with the world, exposing the circuitry that we as consumers are expected to elude into the background. Digital copies, being copied, forever copying, exert an unruly behaviour that exposes the material world. The most astonishing thing about the notwork is how any order can be maintained in it at all. The more regulations imposed upon the notworks, the more interesting the resulting glti.ches will be in their variation/liberation. Human beings are material entities, buffered by the same stops and starts as the notwork. Participating in the glti.ch, in the artifact that exposes the failure, is to align oneself with material reality. The glti.ch is a social phenomenon.

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Thu, 07 Nov 2013 07:16:51 -0800 http://machinemachine.net/text/out-loud/what-makes-out-todays-notworking-is-the-social-glitch
<![CDATA[Neither Here Nor Then: Thomson and Craighead at Carroll / Fletcher Gallery]]> https://www.furtherfield.org/features/neither-here-nor-then-thomson-and-craighead-carroll-fletcher-gallery#new_tab

Visiting Jon Thomson and Alison Craighead’s survey exhibition, Never Odd Or Even, currently on show at Carroll / Fletcher Gallery, I found myself confronted with an enigma. How to assemble a single vision of a body of work, impelled only by the dislocated narratives it offers me? ‘Archaeology’ is derived from the Greek word, arche, meaning ‘beginning’ or ‘origin’. The principle that makes a thing possible, but which in itself may remain elusive, unquantifiable, or utterly impervious to analysis. And so it is we search art for an origin, for an arising revelation, knowing full well that meaning is not something we can pin down. Believing, that the arche of a great work is always just about to take place. In an essay written especially for the exhibition, David Auerbach foregrounds Thomson and Craighead’s work in the overlap between “the quotidian and the global” characteristic of our hyperconnected contemporary culture. Hinged on “the tantalising impossibility of seeing the entire world at once clearly and distinctly” [1] Never Odd Or Even is an exhibition whose origins are explicitly here and everywhere, both now and anywhen. The Time Machine in Alphabetical Order (2010), a video work projected at the heart of the show, offers a compelling example of this. Transposing the 1960 film (directed by George Pal) into the alphabetical order of each word spoken, narrative time is circumvented, allowing the viewer to revel instead in the logic of the database. The dramatic arcs of individual scenes are replaced by alphabetic frames. Short staccato repetitions of the word ‘a’ or ‘you’ drive the film onwards, and with each new word comes a chance for the database to rewind. Words with greater significance such as ‘laws’, ‘life’, ‘man’ or ‘Morlocks’ cause new clusters of meaning to blossom. Scenes taut with tension and activity under a ‘normal’ viewing feel quiet, slow and tedious next to the repetitive progressions of single words propelled through alphabetic time. In the alphabetic version of the film it is scenes with a heavier focus on dialogue that stand out as pure activity, recurring again and again as the 96 minute 55 second long algorithm has its way with the audience. Regular sites of meaning become backdrop structures, thrusting forward a logic inherent in language which has no apparent bearing on narrative content. The work is reminiscent of Christian Marclay’s The Clock, also produced in 2010. A 24 hour long collage of scenes from cinema in which ‘real time’ is represented or alluded to simultaneously on screen. But whereas The Clock’s emphasis on cinema as a formal history grounds the work in narrative sequence, Thomson and Craighead’s work insists that the ground is infinitely malleable and should be called into question.

Another work, Belief (2012), depicts the human race as a vast interlinked, self-reflexive system. Its out-stretched nodes ending at webcams pointing to religious mediators, spiritual soliloquists and adamant materialists, all of them searching to define what it means to be in existence. Projected on the floor of the gallery alongside the video a compass points to the location each monologue and interview was filmed, spiralling wildly each time the footage dissolves. Each clip zooms out of a specific house, a town, a city and a continent to a blue Google Earth marble haloed by an opaque interface. Far from suggesting a utopian collectivity spawned by the Google machine, Belief once again highlights the mutable structures each of us formalise ourselves through. As David Auerbach suggests, the work intimates the possibility of seeing all human kind at once; a world where all beliefs are represented by the increasingly clever patterns wrought through information technology. Instead, culture, language and information technology are exposed as negligible variables in the human algorithm: the thing we share is that we all believe in something.

Never Odd Or Even features a series of works that play more explicitly with the internet, including London Wall W1W (2013), a regularly updated wall of tweets sent from within a mile of the gallery. This vision of the “quotidian” out of the “global” suffers once you realise that twitter monikers have been replaced with each tweeter’s real name. Far from rooting the ethereal tweets to ‘real’ people and their geographic vicinity the work paradoxically distances Thomson and Craighead from the very thing twitter already has in abundance: personality. In a most appropriate coincidence I found myself confronted with my own tweet, sent some weeks earlier from a nearby library. My moment of procrastination was now a heavily stylised, neutralised interjection into Carroll / Fletcher gallery. Set against a sea of thoughts about the death of Margaret Thatcher, how brilliant cannabis is, or what someone deserved for lunch I felt the opposite of integration in a work. In past instances of London Wall, including one at Furtherfield gallery, tweeters have been contacted directly, allowing them to visit their tweet in its new context. A gesture which as well as bringing to light the personal reality of twitter and tweeters no doubt created a further flux of geotagged internet traffic. Another work, shown in tandem with London Wall W1W, is More Songs of Innocence and of Experience (2012). Here the kitsch backdrop of karaoke is offered as a way to poetically engage with SPAM emails. But rather than invite me in the work felt sculptural, cold and imposing. Blowing carefully on the attached microphone evoked no response. The perception and technical malleability of time is a central theme of the show. Both, Flipped Clock (2009), a digital wall clock reprogrammed to display alternate configurations of a liquid crystal display, and Trooper (1998), a single channel news report of a violent arrest, looped with increasing rapidity, uproot the viewer from a state of temporal nonchalance. A switch between time and synchronicity, between actual meaning and the human impetus for meaning, plays out in a multi-channel video work Several Interruptions (2009). A series of disparate videos, no doubt gleaned from YouTube, show people holding their breath underwater. Facial expressions blossom from calm to palpable terror as each series of underwater portraits are held in synchrony. As the divers all finally pull up for breath the sequence switches.

According to David Auerbach, and with echoes from Thomson and Craighead themselves, Never Odd Or Even offers a series of Oulipo inspired experiments, realised with constrained technical, rather than literary, techniques. For my own reading I was drawn to the figure of The Time Traveller, caused so splendidly to judder through time over and over again, whilst never having to repeat the self-same word twice. Mid-way through H.G.Wells’ original novel the protagonist stumbles into a crumbling museum. Sweeping the dust off abandoned relics he ponders his machine’s ability to hasten their decay. It is at this point that the Time Traveller has a revelation. The museum entombs the history of his own future: an ocean of artefacts whose potential to speak died with the civilisation that created them. [2] In Thomson and Craighead’s work the present moment we take for granted becomes malleable in the networks their artworks play with. That moment of arising, that archaeological instant is called into question, because like the Time Traveller, the narratives we tell ourselves are worth nothing if the past and the present arising from it are capable of swapping places. Thomson and Craighead’s work, like the digital present it converses with, begins now, and then again now, and then again now. The arche of our networked society erupting as the simulation of a present that has always already slipped into the past. Of course, as my meditation on The Time Traveller and archaeology suggests, this state of constant renewal is something that art as a form of communication has always been intimately intertwined with. What I was fascinated to read in the works of Never Odd Or Even was a suggestion that the kind of world we are invested in right now is one which, perhaps for the first time, begs us to simulate it anew.

[1] David Auerbach, “Archimedes’ Mindscrew,” in Never Odd Or Even (Carroll / Fletcher Gallery, London: Carroll / Fletcher Gallery, London, 2013), 4, https://www.carrollfletcher.com/usr/library/documents/thomson-and-craighead-essays/essay-from-tc-final-low-res.pdf.

[2] Fredric Jameson, Archaeologies of the Future: The Desire Called Utopia and Other Science Fictions (Verso, 2005), 100. 

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Fri, 14 Jun 2013 04:12:48 -0700 https://www.furtherfield.org/features/neither-here-nor-then-thomson-and-craighead-carroll-fletcher-gallery#new_tab
<![CDATA[Neither Here Nor Then: Thomson and Craighead at Carroll / Fletcher Gallery]]> http://www.furtherfield.org/features/neither-here-nor-then-thomson-and-craighead-carroll-fletcher-gallery

Visiting Jon Thompson and Alison Craighead’s survey exhibition, Never Odd Or Even, currently on show at Carroll / Fletcher Gallery, I found myself confronted with an enigma. How to assemble a single vision of a body of work, impelled only by the dislocated narratives it offers me? ‘Archaeology’ is derived from the Greek word, arche, meaning ‘beginning’ or ‘origin’. The principle that makes a thing possible, but which in itself may remain elusive, unquantifiable, or utterly impervious to analysis. And so it is we search art for an origin, for an arising revelation, knowing full well that meaning is not something we can pin down. Believing, that the arche of a great work is always just about to take place. In an essay written especially for the exhibition, David Auerbach foregrounds Thompson and Craighead’s work in the overlap between “the quotidian and the global” characteristic of our hyperconnected contemporary culture. Hinged on “the tantalising impossibility of seeing the entire world at once clearly and distinctly” [1] Never Odd Or Even is an exhibition whose origins are explicitly here and everywhere, both now and anywhen. The Time Machine in Alphabetical Order (2010), a video work projected at the heart of the show, offers a compelling example of this. Transposing the 1960 film (directed by George Pal) into the alphabetical order of each word spoken, narrative time is circumvented, allowing the viewer to revel instead in the logic of the database. The dramatic arcs of individual scenes are replaced by alphabetic frames. Short staccato repetitions of the word ‘a’ or ‘you’ drive the film onwards, and with each new word comes a chance for the database to rewind. Words with greater significance such as ‘laws’, ‘life’, ‘man’ or ‘Morlocks’ cause new clusters of meaning to blossom. Scenes taut with tension and activity under a ‘normal’ viewing feel quiet, slow and tedious next to the repetitive progressions of single words propelled through alphabetic time. In the alphabetic version of the film it is scenes with a heavier focus on dialogue that stand out as pure activity, recurring again and again as the 96 minute 55 second long algorithm has its way with the audience. Regular sites of meaning become backdrop structures, thrusting forward a logic inherent in language which has no apparent bearing on narrative content. The work is reminiscent of Christian Marclay’s The Clock, also produced in 2010. A 24 hour long collage of scenes from cinema in which ‘real time’ is represented or alluded to simultaneously on screen. But whereas The Clock’s emphasis on cinema as a formal history grounds the work in narrative sequence, Thomson and Craighead’s work insists that the ground is infinitely malleable and should be called into question.

Another work, Belief (2012), depicts the human race as a vast interlinked, self-reflexive system. Its out-stretched nodes ending at webcams pointing to religious mediators, spiritual soliloquists and adamant materialists, all of them searching to define what it means to be in existence. Projected on the floor of the gallery alongside the video a compass points to the location each monologue and interview was filmed, spiralling wildly each time the footage dissolves. Each clip zooms out of a specific house, a town, a city and a continent to a blue Google Earth™ marble haloed by an opaque interface. Far from suggesting a utopian collectivity spawned by the Google machine, Belief once again highlights the mutable structures each of us formalise ourselves through. As David Auerbach suggests, the work intimates the possibility of seeing all human kind at once; a world where all beliefs are represented by the increasingly clever patterns wrought through information technology. Instead, culture, language and information technology are exposed as negligible variables in the human algorithm: the thing we share is that we all believe in something.

Never Odd Or Even features a series of works that play more explicitly with the internet, including London Wall W1W (2013), a regularly updated wall of tweets sent from within a mile of the gallery. This vision of the “quotidian” out of the “global” suffers once you realise that twitter monikers have been replaced with each tweeter’s real name. Far from rooting the ethereal tweets to ‘real’ people and their geographic vicinity the work paradoxically distances Thomson and Craighead from the very thing twitter already has in abundance: personality. In a most appropriate coincidence I found myself confronted with my own tweet, sent some weeks earlier from a nearby library. My moment of procrastination was now a heavily stylised, neutralised interjection into Carroll / Fletcher gallery. Set against a sea of thoughts about the death of Margaret Thatcher, how brilliant cannabis is, or what someone deserved for lunch I felt the opposite of integration in a work. In past instances of London Wall, including one at Furtherfield gallery, tweeters have been contacted directly, allowing them to visit their tweet in its new context. A gesture which as well as bringing to light the personal reality of twitter and tweeters no doubt created a further flux of geotagged internet traffic. Another work, shown in tandem with London Wall W1W, is More Songs of Innocence and of Experience (2012). Here the kitsch backdrop of karaoke is offered as a way to poetically engage with SPAM emails. But rather than invite me in the work felt sculptural, cold and imposing. Blowing carefully on the attached microphone evoked no response. The perception and technical malleability of time is a central theme of the show. Both, Flipped Clock (2009), a digital wall clock reprogrammed to display alternate configurations of a liquid crystal display, and Trooper (1998), a single channel news report of a violent arrest, looped with increasing rapidity, uproot the viewer from a state of temporal nonchalance. A switch between time and synchronicity, between actual meaning and the human impetus for meaning, plays out in a multi-channel video work Several Interruptions (2009). A series of disparate videos, no doubt gleaned from YouTube, show people holding their breath underwater. Facial expressions blossom from calm to palpable terror as each series of underwater portraits are held in synchrony. As the divers all finally pull up for breath the sequence switches.

According to David Auerbach, and with echoes from Thomson and Craighead themselves, Never Odd Or Even offers a series of Oulipo inspired experiments, realised with constrained technical, rather than literary, techniques. For my own reading I was drawn to the figure of The Time Traveller, caused so splendidly to judder through time over and over again, whilst never having to repeat the self-same word twice. Mid-way through H.G.Wells’ original novel the protagonist stumbles into a crumbling museum. Sweeping the dust off abandoned relics he ponders his machine’s ability to hasten their decay. It is at this point that the Time Traveller has a revelation. The museum entombs the history of his own future: an ocean of artefacts whose potential to speak died with the civilisation that created them. [2] In Thomson and Craighead’s work the present moment we take for granted becomes malleable in the networks their artworks play with. That moment of arising, that archaeological instant is called into question, because like the Time Traveller, the narratives we tell ourselves are worth nothing if the past and the present arising from it are capable of swapping places. Thomson and Craighead’s work, like the digital present it converses with, begins now, and then again now, and then again now. The arche of our networked society erupting as the simulation of a present that has always already slipped into the past. Of course, as my meditation on The Time Traveller and archaeology suggests, this state of constant renewal is something that art as a form of communication has always been intimately intertwined with. What I was fascinated to read in the works of Never Odd Or Even was a suggestion that the kind of world we are invested in right now is one which, perhaps for the first time, begs us to simulate it anew.

[1] David Auerbach, “Archimedes’ Mindscrew,” in Never Odd Or Even (Carroll / Fletcher Gallery, London: Carroll / Fletcher Gallery, London, 2013), 4, http://www.carrollfletcher.com/usr/library/documents/thomson-and-craighead-essays/essay-from-tc-final-low-res.pdf.

[2] Fredric Jameson, Archaeologies of the Future: The Desire Called Utopia and Other Science Fictions (Verso, 2005), 100. 

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Fri, 14 Jun 2013 03:12:48 -0700 http://www.furtherfield.org/features/neither-here-nor-then-thomson-and-craighead-carroll-fletcher-gallery
<![CDATA[Creating Artificial Intelligence Based on the Real Thing]]> http://www.nytimes.com/2011/12/06/science/creating-artificial-intelligence-based-on-the-real-thing.html

For the most part, the biological metaphor has long been just that — a simplifying analogy rather than a blueprint for how to do computing. Engineering, not biology, guided the pursuit of artificial intelligence. As Frederick Jelinek, a pioneer in speech recognition, put it, “airplanes don’t flap their wings.”

Yet the principles of biology are gaining ground as a tool in computing. The shift in thinking results from advances in neuroscience and computer science, and from the prod of necessity.

The physical limits of conventional computer designs are within sight — not today or tomorrow, but soon enough. Nanoscale circuits cannot shrink much further. Today’s chips are power hogs, running hot, which curbs how much of a chip’s circuitry can be used. These limits loom as demand is accelerating for computing capacity to make sense of a surge of new digital data from sensors, online commerce, social networks, video streams and corporate and government databases.

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Wed, 08 Aug 2012 02:44:00 -0700 http://www.nytimes.com/2011/12/06/science/creating-artificial-intelligence-based-on-the-real-thing.html
<![CDATA[A Database of Metaphor]]> http://www.metafilter.com/114289/A-Database-of-Metaphor

The Mind is a Metaphor. A database of thousands of metaphors organized by category, like 18th century, Liquid, or Jacobite. It's maintained by University of Virginia English Professor Brad Pasanek.

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Tue, 27 Mar 2012 19:06:33 -0700 http://www.metafilter.com/114289/A-Database-of-Metaphor
<![CDATA[How the internet transforms scientific discovery]]> http://www.cbc.ca/news/technology/story/2011/12/14/spark-open-science.html

Internet users with no scientific training have helped discover a new type of galaxy and crack a problem in protein biochemistry that stumped experts, thanks to the power of the internet.

Networked science, also called open science, makes use of collaborative tools such as wikis, blogs, online databases, and games to tap the collective talents or intelligence of many people, including non-scientists — sometimes hundreds of thousands of them — in the pursuit of scientific discoveries.

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Sun, 18 Dec 2011 02:05:43 -0800 http://www.cbc.ca/news/technology/story/2011/12/14/spark-open-science.html
<![CDATA[Neanderthal Neuroscience]]> http://blogs.discovermagazine.com/loom/2011/11/14/neanderthal-neuroscience/

As scientists began to build a database of human DNA in the 1990s, it became possible to test these ideas with genes. In his talk, Paabo described how he and his colleagues managed to extract some fragments of DNA from a Neanderthal fossil–by coincidence, the very first Neanderthal discovered in 1857. The DNA was of a special sort. Along with the bulk of our genes, which are located in the nucleus of our cells, we also carry bits of DNA in jellybean-shaped structures called mitochondria. Since there are hundreds of mitochondria in each cell, it’s easier to grab fragments of mitochondrial DNA and assemble them into long sequences. Paabo and his colleagues used the mutations in the Neanderthal DNA, along with those in human and chimpanzee DNA, to draw a family tree.

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Mon, 21 Nov 2011 02:09:18 -0800 http://blogs.discovermagazine.com/loom/2011/11/14/neanderthal-neuroscience/