MachineMachine /stream - search for manipulation https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[Why “the Mind Is Just a Computation” Is a Fatally Flawed Idea | Mind Matters]]> https://mindmatters.ai/2021/03/why-the-mind-is-just-a-computation-is-a-fatally-flawed-idea/

The computational theory of mind (CTM) is the theory that the mind is a computation (calculation) done by the brain. That is, the mind works by rule-based manipulation of symbols, which is what a computer does — computation. Thus our mental states are computational states.

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Wed, 31 Mar 2021 07:55:17 -0700 https://mindmatters.ai/2021/03/why-the-mind-is-just-a-computation-is-a-fatally-flawed-idea/
<![CDATA[How To / Why Leave Facebook]]> http://www.youtube.com/watch?v=JEeR9jUsiyo&feature=youtube_gdata

a tutorial/essay video on how to && why leave facebook without deleting ur account ( more @ nickbriz.com/facebook )

--------------------------------- ~ ---------------------------------

Filter Bubble https://www.youtube.com/watch?v=B8ofWFx525s

Recycled Likes http://readwrite.com/2012/12/11/why-are-dead-people-liking-stuff-on-facebook#awesm=~oIOG2pHruSl3s1 && http://bureauofminds.tumblr.com/post/41028512430/facebook-is-impersonating-people-without-their

Sponsored Stories http://mashable.com/2011/01/25/facebook-sponsored-stories/ && info on the change/update to this http://www.huffingtonpost.com/2014/01/10/facebook-sponsored-storie_n_4574644.html

Mood Manipulation Experiment http://www.theatlantic.com/technology/archive/2014/06/everything-we-know-about-facebooks-secret-mood-manipulation-experiment/373648/

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Fri, 04 Jul 2014 01:51:30 -0700 http://www.youtube.com/watch?v=JEeR9jUsiyo&feature=youtube_gdata
<![CDATA[Magnetically Actuated Micro-Robots for Advanced Manipulation Applications]]> http://www.youtube.com/watch?v=uL6e3co4Qqc&feature=youtube_gdata

SRI is developing new technology to reliably control thousands of micro-robots for smart manufacturing of macro-scale products in compact, integrated systems.

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Mon, 21 Apr 2014 08:15:21 -0700 http://www.youtube.com/watch?v=uL6e3co4Qqc&feature=youtube_gdata
<![CDATA[Four Notes Towards Post-Digital Propaganda | post-digital-research]]> http://post-digital.projects.cavi.dk/?p=475

“Propaganda is called upon to solve problems created by technology, to play on maladjustments and to integrate the individual into a technological world” (Ellul xvii).

How might future research into digital culture approach a purported “post-digital” age? How might this be understood?

1.

A problem comes from the discourse of ‘the digital’ itself: a moniker which points towards units of Base-2 arbitrary configuration, impersonal architectures of code, massive extensions of modern communication and ruptures in post-modern identity. Terms are messy, and it has never been easy to establish a ‘post’ from something, when pre-discourse definitions continue to hang in the air. As Florian Cramer has articulated so well, ‘post-digital’ is something of a loose, ‘hedge your bets’ term, denoting a general tendency to criticise the digital revolution as a modern innovation (Cramer).

Perhaps it might be aligned with what some have dubbed “solutionism” (Morozov) or “computationalism” (Berry 129; Golumbia 8): the former critiquing a Silicon Valley-led ideology oriented towards solving liberalised problems through efficient computerised means. The latter establishing the notion (and critique thereof) that the mind is inherently computable, and everything associated with it. In both cases, digital technology is no longer just a business that privatises information, but the business of extending efficient, innovative logic to all corners of society and human knowledge, condemning everything else through a cultural logic of efficiency.

In fact, there is a good reason why ‘digital’ might as well be an synonym for ‘efficiency’. Before any consideration is assigned to digital media objects (i.e. platforms, operating systems, networks), consider the inception of ‘the digital’ inception as such: that is information theory. If information was a loose, shabby, inefficient method of vagueness specific to various mediums of communication, Claude Shannon compressed all forms of communication into a universal system with absolute mathematical precision (Shannon). Once information became digital, the conceptual leap of determined symbolic logic was set into motion, and with it, the ‘digital’ became synonymous with an ideology of effectivity. No longer would miscommunication be subject to human finitude, nor be subject to matters of distance and time, but only the limits of entropy and the matter of automating messages through the support of alternating ‘true’ or ‘false’ relay systems.

However, it would be quite difficult to envisage any ‘post-computational’ break from such discourses – and with good reason: Shannon’s breakthrough was only systematically effective through the logic of computation. So the old missed encounter goes: Shannon presupposed Alan Turing’s mathematical idea of computation to transmit digital information, and Turing presupposed Shannon’s information theory to understand what his Universal Turing Machines were actually transmitting. The basic theories of both have not changed, but the materials affording greater processing power, extensive server infrastructure and larger storage space have simply increased the means for these ideas to proliferate, irrespective of what Turing and Shannon actually thought of them (some historians even speculate that Turing may have made the link between information and entropy two years before Bell Labs did) (Good).

Thus a ‘post-digital’ reference point might encompass the historical acknowledgment of Shannon’s digital efficiency, and Turing’s logic but by the same measure, open up a space for critical reflection, and how such efficiencies have transformed not only work, life and culture but also artistic praxis and aesthetics. This is not to say that digital culture is reducibly predicated on efforts made in computer science, but instead fully acknowledges these structures and accounts for how ideologies propagate reactionary attitudes and beliefs within them, whilst restricting other alternatives which do not fit their ‘vision’. Hence, the post-digital ‘task’ set for us nowadays might consist in critiquing digital efficiency and how it has come to work against commonality, despite transforming the majority of Western infrastructure in its wake.

The purpose of these notes is to outline how computation has imparted an unwarranted effect of totalised efficiency, and to label this effect the type of description it deserves: propaganda. The fact that Shannon and Turing had multiple lunches together at Bell labs in 1943, held conversations and exchanged ideas, but not detailed methods of cryptanalysis (Price & Shannon) provides a nice contextual allegory for how digital informatics strategies fail to be transparent.

But in saying this, I do not mean that companies only use digital networks for propagative means (although that happens), but that the very means of computing a real concrete function is constitutively propagative. In this sense, propaganda resembles a post-digital understanding of what it means to be integrated into an ecology of efficiency, and how technical artefacts are literally enacted as propagative decisions. Digital information often deceives us into accepting its transparency, and of holding it to that account: yet in reality it does the complete opposite, with no given range of judgements available to detect manipulation from education, or persuasion from smear. It is the procedural act of interacting with someone else’s automated conceptual principles, embedding pre-determined decisions which not only generate but pre-determine ones ability to make choices about such decisions, like propaganda.

This might consist in distancing ideological definitions of false consciousness as an epistemological limit to knowing alternatives within thought, to engaging with a real programmable systems which embeds such limits concretely, withholding the means to transform them. In other words, propaganda incorporates how ‘decisional structures’ structure other decisions, either conceptually or systematically.

2.

Two years before Shannon’s famous Masters thesis, Turing published what would be a theoretical basis for computation in his 1936 paper “On Computable Numbers, with an Application to the Entscheidungsproblem.” The focus of the paper was to establish the idea of computation within a formal system of logic, which when automated would solve particular mathematical problems put into function (Turing, An Application). What is not necessarily taken into account is the mathematical context to that idea: for the foundations of mathematics were already precarious, way before Turing outlined anything in 1936. Contra the efficiency of the digital, this is a precariousness built-in to computation from its very inception: the precariousness of solving all problems in mathematics.

The key word of that paper, its key focus, was on the Entscheidungsproblem, or decision problem. Originating from David Hilbert’s mathematical school of formalism, ‘decision’ means something more rigorous than the sorts of decisions in daily life. It really means a ‘proof theory’, or how analytic problems in number theory and geometry could be formalised, and thus efficiently solved (Hilbert 3). Solving a theorem is simply finding a provable ‘winning position’ in a game. Similar to Shannon, ‘decision’ is what happens when an automated system of function is constructed in such a sufficiently complex way, that an algorithm can always ‘decide’ a binary, yes or no answer to a mathematical problem, when given an arbitrary input, in a sufficient amount of time. It does not require ingenuity, intuition or heuristic gambles, just a combination of simple consistent formal rules and a careful avoidance of contradiction.

The two key words there are ‘always’ and ‘decide’. The progressive end-game of twentieth century mathematicians who, like Hilbert, sought after a simple totalising conceptual system to decide every mathematical problem and work towards absolute knowledge. All Turing had to do was make explicit Hilbert’s implicit computational treatment of formal rules, manipulate symbol strings and automate them using an ’effective’ or “systematic method” (Turing, Solvable and Unsolvable Problems 584) encoded into a machine. This is what Turing’s thesis meant (discovered independently to Alonzo Church’s equivalent thesis (Church)): any systematic algorithm solved by a mathematical theorem can be computed by a Turing machine (Turing, An Application), or in Robin Gandy’s words, “[e]very effectively calculable function is a computable function” (Gandy).

Thus effective procedures decide problems, and they resolve puzzles providing winning positions (like theorems) in the game of functional rules and formal symbols. In Turing’s words, “a systematic procedure is just a puzzle in which there is never more than one possible move in any of the positions which arise and in which some significance is attached to the final result” (Turing, Solvable and Unsolvable Problems 590). The significance, or the winning position, becomes the crux of the matter for the decision: what puzzles or problems are to be decided? This is what formalism attempted to do: encode everything through the regime of formalised efficiency, so that all of mathematically inefficient problems are, in principle, ready to be solved. Programs are simply proofs: if it could be demonstrated mathematically, it could be automated.

In 1936, Turing had showed some complex mathematical concepts of effective procedures could simulate the functional decisions of all the other effective procedures (such as the Universal Turing Machine). Ten years later, Turing and John von Neumann would independently show how physical general purpose computers, offered the same thing and from that moment on, efficient digital decisions manifested themselves in the cultural application of physical materials. Before Shannon’s information theory offered the precision of transmitting information, Hilbert and Turing developed the structure of its transmission in the underlying regime of formal decision.

Yet, there was also a non-computational importance here, for Turing was also fascinated by what decisions couldn’t compute. His thesis was quite precise, so as to elucidate that if no mathematical problem could be proved, a computer was not of any use. In fact, the entire focus of his 1936 paper, often neglected by Silicon Valley cohorts, was to show that Hilbert’s particular decision problem could not be solved. Unlike Hilbert, Turing was not interested in using computation to solve every problem, but as a curious endeavour for surprising intuitive behaviour. The most important of all, Turing’s halting, or printing problem was influential, precisely as it was undecidable; a decision problem which couldn’t be decided.

We can all picture the halting problem, even obliquely. Picture the frustrated programmer or mathematician starting at their screen, waiting to know when an algorithm will either halt and spit out a result, or provide no answer. The computer itself has already determined the answer for us, the programmer just has to know when to give up. But this is a myth, inherited with a bias towards human knowledge, and a demented understanding of machines as infinite calculating engines, rather than concrete entities of decision. For reasons that escape word space, Turing didn’t understand the halting problem in this way: instead he understood it as a contradictory example of computational decisions failing to decide on each other, on the account that there could never be one totalising decision or effective procedure. There is no guaranteed effective procedure to decide on all the others, and any attempt to build one (or invest in a view which might help build one), either has too much investment in absolute formal reason, or it ends up with ineffective procedures.

Undecidable computation might be looked at as a dystopian counterpart against the efficiency of Shannon’s ‘digital information’ theory. A base 2 binary system of information resembling one of two possible states, whereby a system can communicate with one digit, only in virtue of the fact that there is one other digit alternative to it. Yet the perfect transmission of that information, is only subject to a system which can ‘decide’ on the digits in question, and establish a proof to calculate a success rate. If there is no mathematical proof to decide a problem, then transmitting information becomes problematic for establishing a solution.

3.

What has become clear is that our world is no longer simply accountable to human decision alone. Decisions are no longer limited to the borders of human decisions and ‘culture’ is no longer simply guided by a collective whole of social human decisions. Nor is it reducible to one harmonious ‘natural’ collective decision which prompts and pre-empts everything else. Instead we seem to exist in an ecology of decisions: or better yet decisional ecologies. Before there was ever the networked protocol (Galloway), there was the computational decision. Decision ecologies are already set up before we enter the world, implicitly coterminous with our lives: explicitly determining a quantified or bureaucratic landscape upon which an individual has limited manoeuvrability.

Decisions are not just digital, they are continuous as computers can be: yet decisions are at their most efficient when digitally transferred. Decisions are everywhere and in everything. Look around. We are constantly told by governments and states that are they making tough decisions in the face of austerity. CEOs and Directors make tough decisions for the future of their companies and ‘great’ leaders are revered for being ‘great decisive leaders’: not just making decisions quickly and effectively, but also settling issues and producing definite results.

Even the word ‘decide’, comes from the Latin origin of ‘decidere’, which means to determine something and ‘to cut off.’ Algorithms in financial trading know not of value, but of decision: whether something is marked by profit or loss. Drones know not of human ambiguity, but can only decide between kill and ignore, cutting off anything in-between. Constructing a system which decides between one of two digital values, even repeatedly, means cutting off and excluding all other possible variables, leaving a final result at the end of the encoded message. Making a decision, or building a system to decide a particular ideal or judgement must force other alternatives outside of it. Decisions are always-already embedded into the framework of digital action, always already deciding what is to be done, how it can be done or what is threatening to be done. It would make little sense to suggest that these entities ‘make decisions’ or ‘have decisions’, it would be better to say that they are decisions and ecologies are constitutively constructed by them.

The importance of neo-liberal digital transmissions are not that they become innovative, or worthy of a zeitgeist break: but that they demonstrably decide problems whose predominant significance is beneficial for self-individual efficiency and accumulation of capital. Digital efficiency is simply about the expansion of automating decisions and what sort of formalised significances must be propagated to solve social and economic problems, which creates new problems in a vicious circle.

The question can no longer simply be ‘who decides’, but now, ‘what decides?’ Is it the cafe menu board, the dinner party etiquette, the NASDAQ share price, Google Pagerank, railway network delays, unmanned combat drones, the newspaper crossword, the javascript regular expression or the differential calculus? It’s not quite right to say that algorithms rule the world, whether in algo-trading or in data capture, but the uncomfortable realisation that real entities are built to determine provable outcomes time and time again: most notably ones for cumulating profit and extracting revenue from multiple resources.

One pertinent example: consider George Dantzig’s simplex algorithm: this effective procedure (whose origins began in multidimensional geometry) can always decide solutions for large scale optimisation problems which continually affect multi-national corporations. The simplex algorithm’s proliferation and effectiveness has been critical since its first commercial application in 1952, when Abraham Charnes and William Cooper used it to decide how best to optimally blend four different petroleum products at the Gulf Oil Company (Elwes 35; Gass & Assad 79). Since then the simplex algorithm has had years of successful commercial use, deciding almost everything from bus timetables and work shift patterns to trade shares and Amazon warehouse configurations. According to the optimisation specialist Jacek Gondzio, the simplex algorithm runs at “tens, probably hundreds of thousands of calls every minute” (35), always deciding the most efficient method of extracting optimisation.

In contemporary times, nearly all decision ecologies work in this way, accompanying and facilitating neo-liberal methods of self-regulation and processing all resources through a standardised efficiency: from bureaucratic methods of formal standardisation, banal forms ready to be analysed one central system, to big-data initiatives and simple procedural methods of measurement and calculation. The technique of decision is a propagative method of embedding knowledge, optimisation and standardisation techniques in order to solve problems and an urge to solve the most unsolvable ones, including us.

Google do not build into their services an option to pay for the privilege of protecting privacy: the entire point of providing a free service which purports to improve daily life, is that it primarily benefits the interests of shareholders and extend commercial agendas. James Grimmelmann gave a heavily detailed exposition on Google’s own ‘net neutrality’ algorithms and how biased they happen to be. In short, PageRank does not simply decide relevant results, it decides visitor numbers and he concluded on this note.

With disturbing frequency, though, websites are not users’ friends. Sometimes they are, but often, the websites want visitors, and will be willing to do what it takes to grab them (Grimmelmann 458).

If the post-digital stands for the self-criticality of digitalisation already underpinning contemporary regimes of digital consumption and production, then its saliency lies in understanding the logic of decision inherent to such regimes. The reality of the post-digital, shows that machines remain curiously efficient whether we relish in cynicism or not. Such regimes of standardisation and determined results, were already ‘mistakenly built in’ to the theories which developed digital methods and means, irrespective of what computers can or cannot compute.

4.

Why then should such post-digital actors be understood as instantiations of propaganda? The familiarity of propaganda is manifestly evident in religious and political acts of ideological persuasion: brainwashing, war activity, political spin, mind control techniques, subliminal messages, political campaigns, cartoons, belief indoctrination, media bias, advertising or news reports. A definition of propaganda might follow from all of these examples: namely, the systematic social indoctrination of biased information that persuades the masses to take action on something which is neither beneficial to them, nor in their best interests: or as Peter Kenez writes, propaganda is “the attempt to transmit social and political values in the hope of affecting people’s thinking, emotions, and thereby behaviour” (Kenez 4) Following Stanley B. Cunningham’s watered down definition, propaganda might also denote a helpful and pragmatic “shorthand statement about the quality of information transmitted and received in the twentieth century” (Cunningham 3).

But propaganda isn’t as clear as this general definition makes out: in fact what makes propaganda studies such a provoking topic is that nearly every scholar agrees that no stable definition exists. Propaganda moves beyond simple ‘manipulation’ and ‘lies’ or derogatory, jingoistic representation of an unsubtle mood – propaganda is as much about the paradox of constructing truth, and the irrational spread of emotional pleas, as well as endorsing rational reason. As the master propagandist William J. Daugherty wrote;

It is a complete delusion to think of the brilliant propagandist as being a professional liar. The brilliant propagandist […] tells the truth, or that selection of the truth which is requisite for his purpose, and tells it in such a way that the recipient does not think that he is receiving any propaganda…. (Daugherty 39).

Propaganda, like ideology works by being inherently implicit and social. In the same way that post-ideology apologists ignore their symptom, propaganda is also ignored. It isn’t to be taken as a shadowy fringe activity, blown apart by the democratising fairy-dust of ‘the Internet’. As many others have noted, the purported ‘decentralising’ power of online networks, offer new methods for propagative techniques, or ‘spinternet’ strategies, evident in China (Brady). Iran’s recent investment into video game technology only makes sense, only when you discover that 70% of Iran’s population are under 30 years of age, underscoring a suitable contemporary method of dissemination. Similarly in 2011, the New York City video game developer Kuma Games was mired in controversy when it was discovered that an alleged CIA agent, Amir Mirza Hekmati, had been recruited to make an episodic video game series intending to “change the public opinion’s mindset in the Middle East.” (Tehran Times). The game in question, Kuma\War (2006 – 2011) was a free-to-play First-Person Shooter series, delivered in episodic chunks, the format of which attempted to simulate biased re-enactments of real-life conflicts, shortly after they reached public consciousness.

Despite his unremarkable leanings towards Christian realism, Jacques Ellul famously updated propaganda’s definition as the end product of what he previously lamented as ‘technique’. Instead of viewing propaganda as a highly organised systematic strategy for extending the ideologues of peaceful warfare, he understood it as a general social phenomenon in contemporary society.

Ellul outlined two types: political and sociological propaganda: Political propaganda involves government, administrative techniques which intend to directly change the political beliefs of an intended audience. By contrast, sociological propaganda is the implicit unification of involuntary public behaviour which creates images, aesthetics, problems, stereotypes, the purpose of which aren’t explicitly direct, nor overtly militaristic. Ellul argues that sociological propaganda exists; “in advertising, in the movies (commercial and non-political films), in technology in general, in education, in the Reader’s Digest; and in social service, case work, and settlement houses” (Ellul 64). It is linked to what Ellul called “pre” or “sub-propaganda”: that is, an imperceptible persuasion, silently operating within ones “style of life” or permissible attitude (63). Faintly echoing Louis Althusser’s Ideological State Apparatuses (Althusser 182) nearly ten years prior, Ellul defines it as “the penetration of an ideology by means of its sociological context.” (63) Sociological propaganda is inadequate for decisive action, paving the way for political propaganda – its strengthened explicit cousin – once the former’s implicitness needs to be transformed into the latter’s explicitness.

In a post-digital world, such implicitness no longer gathers wartime spirits, but instead propagates a neo-liberal way of life that is individualistic, wealth driven and opinionated. Ellul’s most powerful assertion is that ‘facts’ and ‘education’ are part and parcel of the sociological propagative effect: nearly everyone faces a compelling need to be opinionated and we are all capable of judging for ourselves what decisions should be made, without at first considering the implicit landscape from which these judgements take place. One can only think of the implicit digital landscape of Twitter: the archetype for self-promotion and snippets of opinions and arguments – all taking place within Ellul’s sub-propaganda of data collection and concealment. Such methods, he warns, will have “solved the problem of man” (xviii).

But information is of relevance here, and propaganda is only effective within a social community when it offers the means to solve problems using the communicative purview of information:

Thus, information not only provides the basis for propaganda but gives propaganda the means to operate; for information actually generates the problems that propaganda exploits and for which it pretends to offer solutions. In fact, no propaganda can work until the moment when a set of facts has become a problem in the eyes of those who constitute public opinion (114).

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Wed, 11 Dec 2013 15:42:45 -0800 http://post-digital.projects.cavi.dk/?p=475
<![CDATA[The Phantom Zone]]> http://rhizome.org/editorial/2013/sep/10/phantom-zone

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[6] Donner, Superman.

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

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

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

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

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

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

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

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

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

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

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Tue, 10 Sep 2013 08:00:00 -0700 http://rhizome.org/editorial/2013/sep/10/phantom-zone
<![CDATA[Rhetological Fallacies infographic]]> http://t.co/j82gMtjf

Errors and manipulations of rhetoric and logical thinking

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Thu, 20 Sep 2012 03:48:00 -0700 http://t.co/j82gMtjf
<![CDATA[Technology Wants to Keep Evolving]]> http://www.americanscientist.org/bookshelf/pub/getting-better-all-the-time

Kelly argues that all technologies, from the stone ax to the computer chip, should be seen as a collectivity—the technium, which is “the greater, global, massively interconnected system of technology vibrating around us” and includes “culture, art, social institutions, and intellectual creations of all types.” He coins the term because he wishes to emphasize the idea of technology as an overarching entity that constitutes the equivalent of an evolving “seventh kingdom of life,” one that “predated our humanness.” Indeed, the “root of the technium can be traced back to the life of an atom.” A bird’s nest and a wooden shack, a beaver’s dam and a dam built by engineers are all manipulations of natural materials to gain an environmental advantage. Rather than see technology as an expression of culture, Kelly argues that a garden, for instance, whether created by ants or human beings, is natural.

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Tue, 22 Feb 2011 12:03:18 -0800 http://www.americanscientist.org/bookshelf/pub/getting-better-all-the-time
<![CDATA[UBUWeb Sound - DJ Food: Raiding the 20th Century]]> http://ubu.clc.wvu.edu/sound/dj_food.html

"On January 18th 2004, Strictly Kev premiered the original 'Raiding The 20th Century' on XFM's 'The Remix' show in London. It was a 40 minute attempt to catalogue the history of cut up music - be it avant garde tape manipulation, turntable megamixes or bastard pop mash ups. It rapidly spread throughout the web and managed to cause a full scale server crash on boomselection.info when they hosted it due to the volume of net traffic.

Shortly afterwards he read Paul Morley's recently published book 'Words & Music' and was amazed that certain chapters mirrored parts of his mix. Apart from the fact that the title, 'Raiding the 20th Century' was coined by Morley 20 years before for a future Art of Noise project, he also featured Alvin Lucier, who - purely by chance - was sampled on the opening track of the mix.

Kev decided to expand his idea to make the defnitive document on cut up music including many other parts, omitted by the constraints of the original radio session. After months of fu

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Sat, 06 Nov 2010 18:07:00 -0700 http://ubu.clc.wvu.edu/sound/dj_food.html
<![CDATA[Ancient death-grip leaf scars reveal ant–fungal parasitism]]> http://rsbl.royalsocietypublishing.org/content/early/2010/08/16/rsbl.2010.0521.short?rss=1

Parasites commonly manipulate host behaviour, and among the most dramatic examples are diverse fungi that cause insects to die attached to leaves. This death-grip behaviour functions to place insects in an ideal location for spore dispersal from a dead body following host death. Fossil leaves record many aspects of insect behaviour (feeding, galls, leaf mining) but to date there are no known examples of behavioural manipulation. Here, we document, to our knowledge, the first example of the stereotypical death grip from 48 Ma leaves of Messel, Germany, indicating the antiquity of this behaviour. As well as probably being the first example of behavioural manipulation in the fossil record, these data support a biogeographical parallelism between mid Eocene northern Europe and recent southeast Asia.

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Thu, 19 Aug 2010 08:40:00 -0700 http://rsbl.royalsocietypublishing.org/content/early/2010/08/16/rsbl.2010.0521.short?rss=1
<![CDATA[Exploring Empathic Space: Correlates of Perspective Transformation Ability and Biases in Spatial Attention]]> http://www.scienceblog.com/cms/ability-literally-imagine-oneself-anothers-shoes-may-be-tied-empathy-22592.html

Empathy involves, in part, the ability to simulate the internal states of others. The authors hypothesized that our ability to manipulate, rotate and simulate mental representations of the physical world, including our own bodies, would contribute significantly to our ability to empathize.

"Our language is full of spatial metaphors, particularly when we attempt to explain or understand how other people think or feel. We often talk about putting ourselves in others' shoes, seeing something from someone else's point of view, or figuratively looking over someone's shoulder," Sohee Park, report co-author and professor of psychology, said. "Although future work is needed to elucidate the nature of the relationship between empathy, spatial abilities and their potentially overlapping neural underpinnings, this work provides initial evidence that empathy might be, in part, spatially represented."

"We use spatial manipulations of mental representations all the time as we move through the phys

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Tue, 23 Jun 2009 14:42:00 -0700 http://www.scienceblog.com/cms/ability-literally-imagine-oneself-anothers-shoes-may-be-tied-empathy-22592.html