MachineMachine /stream - search for translation https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[the "undifferentiated mass of organic sensation" origin]]> http://ask.metafilter.com/mefi/378843

In this text from 1966, Robert Smithson quotes Roland Barthes as saying the “undifferentiated mass of organic sensation.” But I can’t find the origin of the quote. A skewed translation? or possibly just made up by Smithson? Any ideas where it might come from appreciated.

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Thu, 14 Mar 2024 13:38:54 -0700 http://ask.metafilter.com/mefi/378843
<![CDATA[A Theory of Vibe — Glass Bead]]> https://www.glass-bead.org/article/a-theory-of-vibe/

Across the foliated space of the twenty-seven equivalents, Faustroll conjured up into the third dimension: From Baudelaire, E. A. Poe’s Silence, taking care to retranslate Baudelaire’s translation into Greek.

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Fri, 03 Jun 2022 05:52:08 -0700 https://www.glass-bead.org/article/a-theory-of-vibe/
<![CDATA[A Theory of Vibe — Glass Bead]]> https://www.glass-bead.org/article/a-theory-of-vibe/

Across the foliated space of the twenty-seven equivalents, Faustroll conjured up into the third dimension: From Baudelaire, E. A. Poe’s Silence, taking care to retranslate Baudelaire’s translation into Greek.

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Fri, 03 Jun 2022 01:52:08 -0700 https://www.glass-bead.org/article/a-theory-of-vibe/
<![CDATA[Walk&Talk; - Arts Festival 2018]]> https://www.youtube.com/watch?v=90GCsukwHKI

(pt) Walk&Talk fala da ilha, fala de um lugar e de um momento que questiona noções de centro e de periferia, amplia as geografias do mundo e as histórias da arte. Uma vídeo-conversa entre pessoas que multiplicam as formas de habitar a ilha, sobre a nossa natureza, o poder de criar e os ritmos do tempo.

(en) Walk&Talk speaks from the island, speaks from a place and moment that questions notions of centre and of periphery, expands the geographies of the world and the histories of the art. A video-conversation between people who multiply the ways of inhabiting the island, about our nature, the power of creating and the pace of time.

/ Realização/Direction - Bernardo Bordalo, Rui Nó | Montagem/Editing - Bernardo Bordalo | Cinematografia/Cinematography - Cláudio Oliveira | Banda Sonora/Sound Track - Cláudio Oliveira | Sonoplastia/Sound Design - Claudio Oliveira | Tradução/Translation Luisa Cativo

Comissariado/Commissioned by Walk&Talk - Arts Festival Direção Artística/Artistic Direction Jesse James & Sofia Carolina Botelho

/ Ana Trincão - André Uerba - Alessandro Bartolazzo - António Torres – Casabranca - Camposaz - Caroline David - Cristóvão Ferreira - Conan Osiris - Dani Admiss - Daniel Rourke + Luiza Prado - Diana Vidrascu – Diogo Alvim - Elliot Sheedy - Filipe Pereira - Gustavo Ciríaco com/with Ana Trincão, Rodrigo Andreolli, Sara Zita Correia & Tiago Barbosa - Gonçalo Preto - Henrique Ferreira - João Mourão & Luis Silva - Kurt Woerpel - Lígia Soares - Lúcia Moniz - Luísa Salvador - Manuela Marques - Margarida Andrade - Maurícia Barreira Neves - Maya Saravia - Mezzo Atelier, Joana Oliveira & Giacomo Mezzadri - Michel Charlot - Miguel Flor - Miguel Damião - Mónica de Miranda - Nora Al-Badri + Nikolai Nelles - Pauliana Valente Pimentel - Pedro Penim com/with Bernardo de Lacerda & Frederico Serpa - Polliana Dalla Barba - Sascha Pohflepp & Chris Woebken - Shift Register, Jamie Allen & Martin Howse - Rodrigo Andreolli - Sara Zita Correia - Sofia Caetano - Teresa Silva - Tiago Barbosa - Tim Lahan - ThugUnicorn – UVA - Voyager - We Came from Space

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Thu, 28 Mar 2019 09:40:15 -0700 https://www.youtube.com/watch?v=90GCsukwHKI
<![CDATA[Climate and Collapse: Only through the insurrection of civil societies will we avoid the worst]]> https://www.activisme.fr/climate-and-collapse/

Translation of an interview of Christophe Bonneuil, French historian and research director at the CNRS, by Ivan Du Roy for BastaMag, published on October 16th, 2018. [PDF version]

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Wed, 31 Oct 2018 17:59:17 -0700 https://www.activisme.fr/climate-and-collapse/
<![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["The Precession of Simulacra" by Jean Baudrillard, Translated from English into American | Carney | continent.]]> http://continentcontinent.cc/index.php/continent/article/view/91

Originally appeared in Baudrillard’s Simulations and Simulacra, 1981. This adaptation is based on an English translation by Paul Foss and Paul Patton. You think you understand the fucking real, man? Try this shit on for size:

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Thu, 31 Oct 2013 16:24:54 -0700 http://continentcontinent.cc/index.php/continent/article/view/91
<![CDATA[Datamoshing the Land of Ooo: An Interview with David OReilly]]> https://rhizome.org/editorial/2013/apr/25/datamoshing-land-ooo-conversation-david-oreilly/#new_tab

Screenshot of work in progress, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time.

David OReilly is a 3D animator’s 3D animator. Embracing a stripped-back aesthetic that foregrounds the very processes of animation, OReilly—whose past short films include award-winning titles “The External World” (2011) and “Please Say Something” (2009)—is recognized as much for his astute grasp of dark, abstract comedy as for his unique approach to visual design. Drawing on glitch aesthetics, underground Japanese Manga and the most parasitic of Internet memes, OReilly forges original compositions from the debris of contemporary culture. On April 1, Cartoon Network aired an episode of primetime television series Adventure Time that was written and directed by OReilly. Entitled “A Glitch is a Glitch,”[1] the episode tells the story of a villain who creates a computer virus to delete all of the other characters in the show, with the exception of his love interest. The other characters must weed out and destroy this glitch in the system. “A Glitch is a Glitch” arrived a couple of weeks before a new ‘viral’ trailer for Superman reboot Man of Steel, which also used glitchy datamoshing techniques to deliver its message. It seems significant that as glitch aesthetics take root in the Hollywood mainstream, a young animator, who has creatively embraced glitches for years, would make a television cartoon devoted to weeding them out.

Screenshot of work in progress, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: How did you become involved with Adventure Time? DO: Pen (the creator of the show) was a fan of my short films and got in touch in early 2010. At the time I was making The External World and wasn’t able to jump ship, so it was put on hold. About a year later I had moved to LA and we ran into each other a few times and started talking about it again. DR: At what stage did the music producer Flying Lotus (Steven Ellison) become involved with the project?  DO: Steve is a friend and knew I was doing this early on. We were originally planning on doing a completely different intro that he would score, so he sent over some tracks during production. In the end we didn’t have time or money to do that intro, so the end credits sequence was born. DR: Were there any restrictions and/or stipulations on what you could do with the show? DO: Creatively, Pen really wanted me to do my own thing. The writers on the show are really good, and I would have been happy to animate one of their storyboards—but he really wanted me to do all that stuff myself. I can’t think of a precedent for that. It may be the only animated show in history to let a total outsider write and direct an episode. As far as restrictions, there were a few because ultimately it’s for children’s TV. A few jokes were cut or toned down, which was frustrating at the time, but I’m proud of what made it to air.  

In-progress footage from David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: A Glitch is a Glitch features a clip from another work of yours where a grey, doll-like woman swallows her own hair. In Adventure Time, the clip arrives through the window on a floppy disc taped to a brick. Jake and Finn watch the clip, which then seems to bring the glitch into being. There’s a couple of references here to the Japanese film, Ring (1998), in which a VHS tape must be watched, copied and passed on in order that the “original” viewer not die. Your doll woman in particular echoes and subverts a memorable motif from the Ring franchise, having the long-haired spectral figure literally eat herself like an ouroboros. DO: I think that was misinterpreted by the fans. That clip isn’t an earlier work—I made it alongside the episode and released it a week before. For that scene I was kind of thinking about those shock sites you see when you’re younger. Back in my day it was tubgirl or goatse; they were passed around and became these enigmatic things you had to see. Kids now are way more exposed to that stuff—and probably at a far younger age. A lot of people complained that scene was too extreme for kids’ TV, but I think people don’t give them credit for what they can tolerate. If they have the Internet they’re pretty much exposed to the open mouth of hell at all times. 

Process images, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: The shock value of your work is often emphasised by your allegiance to cute—kawaii—figures. Adventure Time feels like a good fit for that contradiction to play out. Do you have any major influences when it comes to addressing this balance? Other than Goatse, of course.  DO: I should say the scene of the girl eating her hair wasn’t about shocking the audience, it was about getting Finn & Jake to feel sick. Only a few seconds of it appears in the actual episode. In general I never think about shock value in any project because it implies there’s no meaning behind the images. Surprise might be a better word; I’m interested in using animation for ideas that it isn’t typically used for. Of course, some people were shocked, but that’s mainly because they expected a regular 2D episode—and the story existed outside of the show’s canon. DR: In your essay Basic Animation Aesthetics, you talk about bringing consistency and coherence to the 3D worlds you create. At a few points in the Adventure Time episode, as the glitch tears through the Land of Ooo, things get stripped back to their elements, which in this case appears to be the software interface itself . I wondered whether you could talk about restrictions in relation to 3D animation. How did you force yourself to “think outside the box” with this project?  DO: In general I try to find ideas which justify being in 3D animation. On this project, I wanted to focus on glitch as a narrative device. I had been doing that stuff a fairly long time ago, but my interests shifted to story, so I abandoned it for a while. This was a chance to really use both these interests in one project. It’s a back and forth between what works for the story and what’s interesting visually; you can’t structure a narrative around a bunch of interesting visual ideas and vice versa. The world being deleted allowed for a lot of visual corruption of things so that seemed to fit.

Still image from “Treehouse of Horror VI” (1995), segment entitled “Homer3. Episode of The Simpsons. DR: I was reminded of the 1995 episode of The Simpsons, “Treehouse of Horror VI,” which featured a segment titled “Homer3.” I couldn’t resist this reference I found on Wikipedia: “One of the key shots in Homer3 was where Homer steps into the 3D world and his design transitions into 3D. Bill Oakley considers the shot the ‘money shot’ and had a difficult time communicating his idea to the animators.” I wondered whether you could think of an equivalent, troublesome “money shot“ in your AT episode?  DO: There were a lot of technical hurdles. In general, doing stylistic glitch is easy compared to doing good character animation. Mixing the two gets very tricky though. One of the hardest things was corrupting the scene near the end of the entire broadcast so that the earlier clip is superimposed over Finn & Jake to give them an idea (i.e., using glitch as a kind of thought bubble). It was easy to storyboard that idea, but making it work properly took a lot of grind. DR: How much of the “stylistic” glitching came directly from “real” glitches? In other words, what processes did you use to introduce random, glitchy elements into the design process? Did you have to cheat to get the “stylistic” results you wanted? DO: It was all generated from “real” glitches—but since everything is run through compositing software and sort of controlled you could also say it was all fake. The glitches needed to begin locally—inside objects—then spread out until they became part of the scene itself. The local stuff was done by generating a ton of sprites that had random pixels move outwardly to create the colorful flourishes we associate with video compression. These had a decent amount of control—a blob of glitchy stuff could move around a scene, for example. Once the scenes were fully animated and rendered the global full-frame glitches were done. There was some jpeg corruption added on top of the battle scene at the end.

Screenshot from design process, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time.

Screenshot of work in progress, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: Some of the behind-the-scenes images you sent me are overlaid with interface elements that appear as part of the glitches that engulf Jake and Finn. This made me think again about the hand-drawn corrections made at the design stage (the scribbles repositioning Jake’s thumb, for instance). Your work merges and disguises the layers that exist between design, interface, 3D environment, characters and story. All of them are blurred via post-produced digital effects that seem to mimic the story itself (with characters having to literally swallow themselves in order reboot the glitchy world of Ooo). I wondered if you could say something about all these story arcs, design self-references and post-produced “mistakes”? DO: In every case with design, it has to be intentional. Even if there are chaotic elements, it still has to be intentional or controlled in some way—otherwise you’re just showing off the tools and probably not communicating an idea. Some people might disagree but that’s my feeling about it. There’s a kind of back and forth between software and idea that goes on when I work in 3D, because to me it’s weird NOT to acknowledge that everything is fake and animation is basically an optical illusion – but it’s still ultimately a medium to get ideas across. I don’t want style or design to be center stage—it’s just something that happens in the translation process from brain to screen. DR: To my eye some of these effects look painterly, like video codecs corrupted on purpose, or what is commonly referred to as “datamoshing.” Could you let us into some of the processes you used to make that painterly aesthetic?  DO: There was a few layers of stuff going on. Some effects were applied as part of the 3D scene and others as a post-process. The painterly aspect of compression comes from the codec trying and use motion data over a static image, so that image is pushed and smudged around leaving these colorful trails and blotches. I also generated a lot of moiré patterns for the “time tunnel” sequence. I’ve wanted to use moiré effects for a while, they’re another example of the computer generating seemingly organic results from limited input. They’re also really damn pretty. DR: You’ve talked in the past about viewers becoming used to 3D aesthetics over time, meaning that a technical approach “that once would stun an audience with its realism now barely has any effect.” [2] I wonder whether you think glitch can become more than just another addition to the “rapidly expanding aesthetic library”? [3] DO: Glitch in its current incarnation will date like everything else. It’s a motif associated with jpeg and DivX compression, and we won’t be using those formats forever. In the 80s & 90s, there were a lot of analog errors being explored, and the errors in the 2020s will probably look a lot different.

Screenshot of work in progress, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: A lot of your distinctive visual style stems from the way you strip back the clutter of 3D design. Was there ever a chance you might have stuck with the 2D look of Adventure Time?  DO: I don’t think so. As much as I loved getting to know those characters and trying to write for them, I also really love 3D. I still feel it’s at its earliest stage and I get excited about doing ideas that only work in that medium.  DR: I’d like to move on to the question of how your work circulates on the Internet and feeds into a culture of artistic re-use. You recently released all 65 character rigs from your project The External World, allowing anyone to modify and re-use them in their own (non-commercial) projects. Have there been any surprising results from doing this?  DO: It’s still early days with those, I haven’t seen more than a few tests done with them. One animator has decided to use them for 51 animation exercises. I’d like to see them do interactive stuff, but that may take a while. DR: A few months ago you collated some of your creative influences for a Russian design magazine. Who inspires you at the moment? DO: The Adventure Time storyboard writers are awesome (literally all of them). In 3D I like the work of Andrew Benson and Robert Seidel. In comics I can’t get enough of Chris Ware and Jason. About 100 other people. I can’t list them all off because I’d think of another 100. 

David OReilly, “Mindsploitation Timelapse” (2013). Single-channel video with sound. DR: You recently shared a video showing the design process behind your cover for Mindsploitation, a book by Vernon Chatman. What are you working on next? DO: I had been working on that book for about a year. As with every project, I never talk about it. As much as possible I try to maintain the lowest expectations from people.  DR: And finally, do you have any advice for young, aspiring visual designers? The next generation of glitchers and creators! DO: It’s hard to not use clichés for questions about advice. Most people say the same thing over and over, which 99% of the time is a way to dodge it. Here is some random crap I would tell my 15 year old self: get off social networks, finish every project even if you think it’s bad, be happy to have free time and use the hell out of it, do more drugs, keep a diary. This conversation between Daniel Rourke and David OReilly took place between April 10 and 24, 2013, on Google Drive.    References:

[1] The Glitch is a Glitch is not available on YouTube or Vimeo – here instead is an unofficial, unendorsed link to the episode from the darkest recesses of the web [2] David OReilly, “Basic Animation Aesthetics,” 2009, 7. 

[3] Ibid.  

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Thu, 25 Apr 2013 05:00:00 -0700 https://rhizome.org/editorial/2013/apr/25/datamoshing-land-ooo-conversation-david-oreilly/#new_tab
<![CDATA[Datamoshing the Land of Ooo]]> http://rhizome.org/editorial/2013/apr/25/datamoshing-land-ooo-conversation-david-oreilly

Screenshot of work in progress, David OReilly, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time. David OReilly is a 3D animator’s 3D animator. Embracing a stripped-back aesthetic that foregrounds the very processes of animation, OReilly—whose past short films include award-winning titles "The External World" (2011) and "Please Say Something" (2009)—is recognized as much for his astute grasp of dark, abstract comedy as for his unique approach to visual design. Drawing on glitch aesthetics, underground Japanese Manga and the most parasitic of Internet memes, OReilly forges original compositions from the debris of contemporary culture. On April 1, Cartoon Network aired an episode of primetime television series Adventure Time that was written and directed by OReilly. Entitled “A Glitch is a Glitch,”[1] the episode tells the story of a villain who creates a computer virus to delete all of the other characters in the show, with the exception of his love interest. The other characters must weed out and destroy this glitch in the system. “A Glitch is a Glitch” arrived a couple of weeks before a new ‘viral’ trailer for Superman reboot Man of Steel, which also used glitchy datamoshing techniques to deliver its message. It seems significant that as glitch aesthetics take root in the Hollywood mainstream, a young animator, who has creatively embraced glitches for years, would make a television cartoon devoted to weeding them out.

Screenshot of work in progress, David OReilly, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time. DR: How did you become involved with Adventure Time? DO: Pen (the creator of the show) was a fan of my short films and got in touch in early 2010. At the time I was making The External World and wasn't able to jump ship, so it was put on hold. About a year later I had moved to LA and we ran into each other a few times and started talking about it again. DR: At what stage did the music producer Flying Lotus (Steven Ellison) become involved with the project?  DO: Steve is a friend and knew I was doing this early on. We were originally planning on doing a completely different intro that he would score, so he sent over some tracks during production. In the end we didn’t have time or money to do that intro, so the end credits sequence was born. DR: Were there any restrictions and/or stipulations on what you could do with the show? DO: Creatively, Pen really wanted me to do my own thing. The writers on the show are really good, and I would have been happy to animate one of their storyboards—but he really wanted me to do all that stuff myself. I can't think of a precedent for that. It may be the only animated show in history to let a total outsider write and direct an episode. As far as restrictions, there were a few because ultimately it's for children's TV. A few jokes were cut or toned down, which was frustrating at the time, but I'm proud of what made it to air.  

In-progress footage from David OReilly, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time. DR: A Glitch is a Glitch features a clip from another work of yours where a grey, doll-like woman swallows her own hair. In Adventure Time, the clip arrives through the window on a floppy disc taped to a brick. Jake and Finn watch the clip, which then seems to bring the glitch into being. There’s a couple of references here to the Japanese film, Ring (1998), in which a VHS tape must be watched, copied and passed on in order that the "original" viewer not die. Your doll woman in particular echoes and subverts a memorable motif from the Ring franchise, having the long-haired spectral figure literally eat herself like an ouroboros. DO: I think that was misinterpreted by the fans. That clip isn't an earlier work—I made it alongside the episode and released it a week before. For that scene I was kind of thinking about those shock sites you see when you're younger. Back in my day it was tubgirl or goatse; they were passed around and became these enigmatic things you had to see. Kids now are way more exposed to that stuff—and probably at a far younger age. A lot of people complained that scene was too extreme for kids' TV, but I think people don't give them credit for what they can tolerate. If they have the Internet they're pretty much exposed to the open mouth of hell at all times. 

Process images, David OReilly, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time. DR: The shock value of your work is often emphasised by your allegiance to cute—kawaii—figures. Adventure Time feels like a good fit for that contradiction to play out. Do you have any major influences when it comes to addressing this balance? Other than Goatse, of course.  DO: I should say the scene of the girl eating her hair wasn't about shocking the audience, it was about getting Finn & Jake to feel sick. Only a few seconds of it appears in the actual episode. In general I never think about shock value in any project because it implies there’s no meaning behind the images. Surprise might be a better word; I'm interested in using animation for ideas that it isn't typically used for. Of course, some people were shocked, but that’s mainly because they expected a regular 2D episode—and the story existed outside of the show's canon. DR: In your essay Basic Animation Aesthetics, you talk about bringing consistency and coherence to the 3D worlds you create. At a few points in the Adventure Time episode, as the glitch tears through the Land of Ooo, things get stripped back to their elements, which in this case appears to be the software interface itself . I wondered whether you could talk about restrictions in relation to 3D animation. How did you force yourself to “think outside the box” with this project?  DO: In general I try to find ideas which justify being in 3D animation. On this project, I wanted to focus on glitch as a narrative device. I had been doing that stuff a fairly long time ago, but my interests shifted to story, so I abandoned it for a while. This was a chance to really use both these interests in one project. It’s a back and forth between what works for the story and what's interesting visually; you can't structure a narrative around a bunch of interesting visual ideas and vice versa. The world being deleted allowed for a lot of visual corruption of things so that seemed to fit.

Still image from "Treehouse of Horror VI" (1995), segment entitled "Homer3. Episode of The Simpsons. DR: I was reminded of the 1995 episode of The Simpsons, "Treehouse of Horror VI," which featured a segment titled "Homer3." I couldn’t resist this reference I found on Wikipedia: "One of the key shots in Homer3 was where Homer steps into the 3D world and his design transitions into 3D. Bill Oakley considers the shot the 'money shot' and had a difficult time communicating his idea to the animators." I wondered whether you could think of an equivalent, troublesome "money shot" in your AT episode?  DO: There were a lot of technical hurdles. In general, doing stylistic glitch is easy compared to doing good character animation. Mixing the two gets very tricky though. One of the hardest things was corrupting the scene near the end of the entire broadcast so that the earlier clip is superimposed over Finn & Jake to give them an idea (i.e., using glitch as a kind of thought bubble). It was easy to storyboard that idea, but making it work properly took a lot of grind. DR: How much of the "stylistic" glitching came directly from "real" glitches? In other words, what processes did you use to introduce random, glitchy elements into the design process? Did you have to cheat to get the "stylistic" results you wanted? DO: It was all generated from "real" glitches—but since everything is run through compositing software and sort of controlled you could also say it was all fake. The glitches needed to begin locally—inside objects—then spread out until they became part of the scene itself. The local stuff was done by generating a ton of sprites that had random pixels move outwardly to create the colorful flourishes we associate with video compression. These had a decent amount of control—a blob of glitchy stuff could move around a scene, for example. Once the scenes were fully animated and rendered the global full-frame glitches were done. There was some jpeg corruption added on top of the battle scene at the end.

Screenshot from design process, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time.

Screenshot of work in progress, David OReilly, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time. DR: Some of the behind-the-scenes images you sent me are overlaid with interface elements that appear as part of the glitches that engulf Jake and Finn. This made me think again about the hand-drawn corrections made at the design stage (the scribbles repositioning Jake’s thumb, for instance). Your work merges and disguises the layers that exist between design, interface, 3D environment, characters and story. All of them are blurred via post-produced digital effects that seem to mimic the story itself (with characters having to literally swallow themselves in order reboot the glitchy world of Ooo). I wondered if you could say something about all these story arcs, design self-references and post-produced "mistakes"? DO: In every case with design, it has to be intentional. Even if there are chaotic elements, it still has to be intentional or controlled in some way—otherwise you're just showing off the tools and probably not communicating an idea. Some people might disagree but that's my feeling about it. There's a kind of back and forth between software and idea that goes on when I work in 3D, because to me it’s weird NOT to acknowledge that everything is fake and animation is basically an optical illusion - but it’s still ultimately a medium to get ideas across. I don't want style or design to be center stage—it’s just something that happens in the translation process from brain to screen. DR: To my eye some of these effects look painterly, like video codecs corrupted on purpose, or what is commonly referred to as "datamoshing." Could you let us into some of the processes you used to make that painterly aesthetic?  DO: There was a few layers of stuff going on. Some effects were applied as part of the 3D scene and others as a post-process. The painterly aspect of compression comes from the codec trying and use motion data over a static image, so that image is pushed and smudged around leaving these colorful trails and blotches. I also generated a lot of moiré patterns for the "time tunnel" sequence. I’ve wanted to use moiré effects for a while, they’re another example of the computer generating seemingly organic results from limited input. They're also really damn pretty. DR: You’ve talked in the past about viewers becoming used to 3D aesthetics over time, meaning that a technical approach "that once would stun an audience with its realism now barely has any effect." [2] I wonder whether you think glitch can become more than just another addition to the "rapidly expanding aesthetic library"? [3] DO: Glitch in its current incarnation will date like everything else. It’s a motif associated with jpeg and DivX compression, and we won’t be using those formats forever. In the 80s & 90s, there were a lot of analog errors being explored, and the errors in the 2020s will probably look a lot different.

Screenshot of work in progress, David OReilly, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time. DR: A lot of your distinctive visual style stems from the way you strip back the clutter of 3D design. Was there ever a chance you might have stuck with the 2D look of Adventure Time?  DO: I don't think so. As much as I loved getting to know those characters and trying to write for them, I also really love 3D. I still feel it's at its earliest stage and I get excited about doing ideas that only work in that medium.  DR: I'd like to move on to the question of how your work circulates on the Internet and feeds into a culture of artistic re-use. You recently released all 65 character rigs from your project The External World, allowing anyone to modify and re-use them in their own (non-commercial) projects. Have there been any surprising results from doing this?  DO: It's still early days with those, I haven't seen more than a few tests done with them. One animator has decided to use them for 51 animation exercises. I’d like to see them do interactive stuff, but that may take a while. DR: A few months ago you collated some of your creative influences for a Russian design magazine. Who inspires you at the moment? DO: The Adventure Time storyboard writers are awesome (literally all of them). In 3D I like the work of Andrew Benson and Robert Seidel. In comics I can’t get enough of Chris Ware and Jason. About 100 other people. I can't list them all off because I'd think of another 100. 

David OReilly, "Mindsploitation Timelapse" (2013). Single-channel video with sound. DR: You recently shared a video showing the design process behind your cover for Mindsploitation, a book by Vernon Chatman. What are you working on next? DO: I had been working on that book for about a year. As with every project, I never talk about it. As much as possible I try to maintain the lowest expectations from people.  DR: And finally, do you have any advice for young, aspiring visual designers? The next generation of glitchers and creators! DO: It's hard to not use clichés for questions about advice. Most people say the same thing over and over, which 99% of the time is a way to dodge it. Here is some random crap I would tell my 15 year old self: get off social networks, finish every project even if you think it's bad, be happy to have free time and use the hell out of it, do more drugs, keep a diary. This conversation between Daniel Rourke and David OReilly took place between April 10 and 24, 2013, on Google Drive.    References:

[1] The Glitch is a Glitch is not available on YouTube or Vimeo – here instead is an unofficial, unendorsed link to the episode from the darkest recesses of the web [2] David OReilly, “Basic Animation Aesthetics,” 2009, 7. 

[3] Ibid.  

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Thu, 25 Apr 2013 04:00:00 -0700 http://rhizome.org/editorial/2013/apr/25/datamoshing-land-ooo-conversation-david-oreilly
<![CDATA[Artist Profile: Émilie Gervais]]> http://rhizome.org/editorial/2013/apr/18/artist-profile-emilie-gervais

Animated GIF from the website Parked Domain Girl Tombstone (2013) DR: On first inspection, a lot of your work appears to be rooted in the 90s, drawing on the low bandwidth aesthetics inherent in GIFs, midi plugins, embedded frames, ASCII art, and forgotten webring hyperlinks. But the 90s comes out in other ways, too. Pop-cultural undercurrents include Nintendo and Leisure Suit Larry; mixtapes and a particular flavor of Europop. How/why do these things speak to you as a contemporary (Web) artist? EG: The origin of the meaning of most collected n found elements i use in my work is rooted in the 90s. My work itself isn't rooted in the 90s. I've been dragged to use that type of stuff mostly bc i like it n its accurate w the topics im interested in rn. Still tho the source material or what it evokes isn't really important. It jst adds semantic layer/s for some people n so does the aesthetics. Everything linked to that part of my work is treated as game elements (to be inserted) in different contexts of reception w diff codes of conduct. Its about notebooks. All that content is accessory to my work. You could really jst take the whole structure/s n insert totally diff content. It'd still make sense. Maybe Im already doing that but its not linked anywhere rn. Its kinda like people who enjoy playing Canabalt but hate playing Robot Unicorn. The gameplay is literally the same. Jst the content n aesthetic is different. That changes the whole experience. Whats a contemporary web artist?

Blinking Girls Cave (2012) DR: I love the idea of interchangeable (aesthetic) content, as if Andy Warhol could have changed the contents of a "textures" subfolder and suddenly transformed a Campbell's Soup painting into a Heinz. How is play more than a structural component to your work? I'm thinking about rulemaking and breaking, especially your collaboration with Sarah Weis, Blinking Girls Cave, which the park authorities took a disliking to while it was in progress. [Ed. – Blinking Girls Cave (2012) was a part of Apache Project, a series of artworks installed at Mother Neff State Park in Moody, Texas, in a cave that was once used by the Tonkawa Indians as a shelter as well as a burial site. After an initial proposal for an installation in the cave was rejected by park management (despite having been initially approved), the project ultimately took the form of a photo shoot, in which GIFs—some of them drawn from the imagery in seduction-based adventure game Leisure Suit Larry—were displayed on tablets, smartphones and laptops that were placed within the cave and documented. This scaled-back version also proved unacceptable to park management.] EG: I think play is a structural component of life. It's related to how i conceptualize, process n think stuff. It opens space for experimentation. To me, its more related to what sociologists do than anything performance art; like how-to approach different types of social dynamics from diff point of view per example. Also, like that Andy Warhol eating a hamburger video; a partly exhibited learning process. Breaking rules wasn't really a thing in ♡ ♥ Blinking Girls ♥ ♡. What happened at Mother Neff is that our first intended installation, which involved light effects n bubble machines, was disapproved at the last minute bc of the damage it could cause to the cave walls. Blinking Girls Cave thus became about hardwares n gifs. During the documentation - that being the installation - Nate Hitchcock, the director n curator n everything at Apache Project, was interrupted by a park ranger who requested him to leave the park because taking pictures n or making videos in the cave wasn't appropriate. DR: There’s a real sense of a partly exhibited learning process in your URL works: an ever growing array of Web 1.0 motifs, exhibited as unique URLs. For me these works expose the Internet as a spatial, material thing, still begging to be explored. You spoke of sociology, is there perhaps something archaeological in your practice? EG: The internet is def abt spatiality and materiality. One can relate to these notions differently. To me, its really more abt physicality. I wasn't really thinking abt them topics when i made these. It's jst kinda there in all websites. Thats the internet. I wouldnt say that these r really web 1.0. The user in both cases isnt primarily a content consumer. Backdoor trojan girl was exhibited at Domain Gallery in a way that highlighted the urls. Under other circumstances, it'd prob be different. The archaeological in my practice is kinda superficial rn. DR: Your URL artworks, http://backdoortrojangirl.net (2012) and http://w-h-a-t-e-v-e-r.net (2013), both flicker between female and male signifiers. Do you think the Web is gendered? How would you approach gender differently in work produced for a gallery context? EG: I don't think the web is gendered. Culture is n adds gendered filter/s to it in some cases. I don't know if i would approach it; maybe i'd dig a hole for feminists/feminism or i'd do a show about postpostpostpostpostpostpost-transexualism. It'd be really fun. DR: For your ongoing collaborative online exhibition Art Object Culture (2011-), you and Lucy Chinen bring together two artists each month to create a new work based on trinkets that were purchased online. These readily available objects accrue value as they pass through the project. I could ask you about the long shadow cast by Duchamp’s readymades, about ownership, exhibition value and artistic identity as they relate to the Web. Instead, I’d really like it if you shared some AOC secrets with us. What criteria do you use to select the artists? Which is your favorite submission so far and why? EM: Art Object Culture offers a website template for artists to explore art making within one rule: create new art objects from items pre-existing in various online stores. We mainly seek artists that have the ability to bend that rule. I don't really have a favorite submission. I like some more than others but my opinion on this is not important. There is no secret. The current format is a translation of our ideas on AOC related topics from 2011. It might eventually mutate. Hopefully we'll sell all the artworks that were made for it before that n or have a show; some kinda showcase for all of them together w everyone that made stuff for it n other people too.

Émilie Gervais  Age: my age range is 7 to 77. Location: Paca/FR. How long have you been working creatively with technology? How did you start? Since forever. I started by playing games on some used pc and recontextualizing movies, game related stuff as improvised play based on the characters n plot/s with friends at school. I've always spent a lot of time randomly surfing the internet while chatting on microsoft comic chat, mIRC, the palace n was really into customizing anything that was customizable ie. winamp skins, mirc themes, etc... Beside that, my fav drawing thing is Lite Bright n i've been deleting, moving, opening files since ive been typing on a keyboard. I've crashed the home computer a couple of times. Describe your experience with the tools you use. How did you start using them? Where did you go to school? What did you study? Experimentation n play! My main tool is the internet or jst even information. In college, ive done a dble cursus in literature n social studies. Then, I dropped out of art school in Mtl n went to Paris. In 2010/2011, i did a dnap/bfa in 1yr at the Ecole d'Art Superieure d'Aix-en-Provence where I'm currently finishing a dnsep/master w a focus in hypermedia. My thesis text thing's title is Fuck Privacy Demo Game Over. What traditional media do you use, if any? Do you think your work with traditional media relates to your work with technology? I'm not media based. The traditional/non traditional dichotomy makes no sense to me. I jst use whatever depending on the project im working on. It's more about ideas n processes. Are you involved in other creative or social activities (i.e. music, writing, activism, community organizing)? I tweet n play music on my iphone everyday. Before that, i played ice hockey n have done some cycling as a summer training thing. I love dancing. Also, health related stuff; superfoods n other stuff, but i mostly eat pizza n candies. Thats creative. I'm involved with adrenaline, gaming, immersive as non immersive n fun everyday. I'm really concerned about open source n how it affects education/academics. But im not seriously implicated in anything, im jst personally into it rn. What do you do for a living or what occupations have you held previously? Do you think this work relates to your art practice in a significant way? I worked at HMV Megastore n Liquid Nutrition in Montreal while being in college. I spent one summer selling autoportraits on the Pont Saint-Louis in Paris w a friend. I worked at some pizza place on bd de Belleville. The boss never slept, ate one fried egg a day and gave us free pizza n drinks everyday. Clients ordered one expresso and remained seated for hrs jst talking abt whatever. Total Belleville cliche. Everything influences the way i process stuff. RN im an art student. Who are your key artistic influences? Toru Iwatani, Kassia Meador, Gustav Klimt n the internet. Have you collaborated with anyone in the art community on a project? With whom, and on what? I collaborate w Lucy Chinen on Art Object Culture n conducted the Blinking Girls project w Sarah Weis. I work/ed w friends that are mostly into painting n music. I ghostpost alot n collaborate w lots of people actively n passively everyday on everything. Its mostly passive networked collaboration/s. Do you actively study art history? Im surrounded by it. I've been into it for as long as i can remember. My dad always brought the family to museums. When i was living in San Francisco, we went to Los Angeles one time mostly jst to go n visit the Getty museum. My college art history teacher was totally awesome. Art history entertains me. Do you read art criticism, philosophy, or critical theory? If so, which authors inspire you? I have phases in which i read alot and others in which i dont at all. Most of the time, i try not to remember the authors so it remains jst about the ideas. RN im reading Critical Play by Mary Flanagan. Are there any issues around the production of, or the display/exhibition of new media art that you are concerned about? Yes, but no at the same time. It really depends on the whole concept of a project. I kinda hate almst everything that is JUST about representation when it comes to new media related art tho, so i'd say im concerned about that. This conversation took place between 22 March and 1 April on a Google Drive document.

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Thu, 18 Apr 2013 08:00:05 -0700 http://rhizome.org/editorial/2013/apr/18/artist-profile-emilie-gervais
<![CDATA[GLTI.CH Featured on DRadio Wissen]]> http://wissen.dradio.de/glitch-art-nie-waren-fehler-schoener.40.de.html?dram:article_id=220551

As originally featured on the DRadio Wissen site (here is a terrible Google translation for your pleasure): Never were beautiful mistake An error in the digital image processing in a computer game in the transmission of live streams – which can be very annoying. Glitching contrast, describes when a player to exploit this bug as advantages in the computer game for himself. And some turn a glitch also art. For this new art form now is a virtual museum and created the world is kind of glitch discussed. Glitch Artists gather this type of error in images, sound, video, and try to make myself even by opening files with the wrong programs and thus achieve an erroneous result. For example, a exc. file with a sound program. Iihh how slippery! The word glitch should have been from the German “slippery” borrowed into English. In the Anglo-American electrical engineers use the term glitch, if there was a faulty circuit.

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Tue, 11 Sep 2012 15:04:00 -0700 http://wissen.dradio.de/glitch-art-nie-waren-fehler-schoener.40.de.html?dram:article_id=220551
<![CDATA[Machines by Other Means, Manchester]]> http://glti.ch/machines-by-other-means/

Through mistranslation, malfunction or a signal of the wrong duration, this night is not just a celebration of the error itself but a visual and sonic manifestation of improvised mayhem. What if machines were reconfigured to corrupt? Expect overheated batteries, projectors chewing images and sonic assaults like the sound of furniture exploding – all from the comfort of The Salutation Hotel. Machines By Other Means is a house party gone wrong, featuring MOGA mastermind Mark Amerika’s live manifesto on glitch in collaboration with sound artist, Twine (Ghostly Records), Lydia Lunch’s provocative musings on contemporary society, squalling and spacey sonicism by noise merchants Bo Ningen, ‘Holy Artist’ Bjorn Veno’s spontaneous exploration of technological spirituality, Oscar Lhermitte’s drill machine cameras and collaborative karaoke devised by GLTI.CH. Join us in person (Facebook Event) or Join us LIVE online (tinychat.com/gltich) at 9pm GMT On 30th of August we hit AND Festival, singing our hearts out from a bedroom at the Salutation Hotel in Manchester. In the build-up to our transglobal sing off, we’d love to hear what your favourite Karaoke songs are and why. Do you sing Prince’s “Kiss” to woo? U2′s “With or Without You?” when you want to sway in the booth holding your lighter aloft? Johnny Cash’s “Walk the Line” to start the night off with a bang? Bon Jovi’s “Livin on a Prayer” to finish at a climax? Rihanna’s “Umbrella” when it’s raining outside? We invite your responses as we rethink the karaoke songbook. One for lovers of song and story. That celebrates the emancipated crooner and highlights our unique experiential associations and stories with the music we love. It’ll be online and indexed by the names (or alias if you’d like) and descriptions/stories of those who sing them and then hyperlinked to the respective song on YouTube so that others may feel what you feel when you sing what you sing. Any/all responses very welcome here, at our Facebook Event page or via email at gltiches@gmail.com (ideally between now and August 20th). Let the GLTI.CH Karaoke Songbook Revolution begin!

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Wed, 08 Aug 2012 04:56:00 -0700 http://glti.ch/machines-by-other-means/
<![CDATA[War and Peace ebook readers find a surprise in its Nooks]]> http://www.guardian.co.uk/books/booksblog/2012/jun/07/war-and-peace-ebook-nook

A few days ago a blogger who identifies himself as just "Philip" took to his site to recount his experience of reading War and Peace – specifically, a 99¢ version as sold through Barnes and Noble's Nook store. A contextually important reminder: the Nook is Barnes and Noble's answer to Amazon's Kindle and the two devices have invariably been pitted against each other in a kind of ereader war.

When, however, Philip came across the line, "It was as if a light had been Nookd in a carved and painted lantern", the Kindle/Nook rivalry wasn't foremost in his mind. Instead, he thought he'd just stumbled on an unorthodox verb-translation or some other minor textual hiccup. It was only when that rogue "Nookd" struck again that he realised, via the text's search function, that every instance of the word "kindle" or "kindle" had, in fact, been changed to "Nook" and "Nookd".

Which means Tolstoy has been subjected to indignities – and absurdities – such as this: "When the flame of the sulphur splin

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Fri, 15 Jun 2012 05:23:00 -0700 http://www.guardian.co.uk/books/booksblog/2012/jun/07/war-and-peace-ebook-nook
<![CDATA[Noise; Mutation; Autonomy: A Mark on Crusoe’s Island]]> http://machinemachine.net/text/research/a-mark-on-crusoes-island

This mini-paper was given at the Escapologies symposium, at Goldsmiths University, on the 5th of December Daniel Defoe’s 1719 novel Robinson Crusoe centres on the shipwreck and isolation of its protagonist. The life Crusoe knew beyond this shore was fashioned by Ships sent to conquer New Worlds and political wills built on slavery and imperial demands. In writing about his experiences, Crusoe orders his journal, not by the passing of time, but by the objects produced in his labour. A microcosm of the market hierarchies his seclusion removes him from: a tame herd of goats, a musket and gunpowder, sheafs of wheat he fashions into bread, and a shelter carved from rock with all the trappings of a King’s castle. Crusoe structures the tedium of the island by gathering and designing these items that exist solely for their use-value: “In a Word, The Nature and Experience of Things dictated to me upon just Reflection, That all the good Things of this World, are no farther good to us, than they are for our Use…” [1] Although Crusoe’s Kingdom mirrors the imperial British order, its mirroring is more structural than anything else. The objects and social contrivances Crusoe creates have no outside with which to be exchanged. Without an ‘other’ to share your labour there can be no mutual assurance, no exchanges leading to financial agreements, no business partners, no friendships. But most importantly to the mirroring of any Kingdom, without an ‘other’ there can be no disagreements, no coveting of a neighbours ox, no domination, no war: in short, an Empire without an outside might be complete, total, final, but an Empire without an outside has also reached a state of complete inertia. Crusoe’s Empire of one subject, is what I understand as “a closed system”… The 2nd law of thermo dynamics maintains that without an external source of energy, all closed systems will tend towards a condition of inactivity. Eventually, the bacteria in the petri dish will multiply, eating up all the nutrients until a final state of equilibrium is reached, at which point the system will collapse in on itself: entropy cannot be avoided indefinitely. The term ‘negative entropy’ is often applied to living organisms because they seem to be able to ‘beat’ the process of entropy, but this is as much an illusion as the illusion of Crusoe’s Kingdom: negative entropy occurs at small scales, over small periods of time. Entropy is highly probable: the order of living beings is not. Umberto Eco: “Consider, for example, the chaotic effect… of a strong wind on the innumerable grains of sand that compose a beach: amid this confusion, the action of a human foot on the surface of the beach constitutes a complex interaction of events that leads to the statistically very improbable configuration of a footprint.” [2] The footprint in Eco’s example is a negative entropy event: the system of shifting sands is lent a temporary order by the cohesive action of the human foot. In physical terms, the footprint stands as a memory of the foot’s impression. The 2nd law of thermodynamics establishes a relationship between entropy and information: memory remains as long as its mark. Given time, the noisy wind and chaotic waves will cause even the strongest footprint to fade. A footprint is a highly improbable event. Before you read on, watch this scene from Luis Buñuel’s Robinson Crusoe (1954):

The footprint, when it first appears on the island, terrifies Crusoe as a mark of the outsider, but soon, realising what this outsider might mean for the totality of his Kingdom, Robinson begins the process of pulling the mark inside his conceptions: “Sometimes I fancied it must be the Devil; and reason joined in with me upon this supposition. For how should any other thing in human shape come into the place? Where was the vessel that brought them? What marks were there of any other footsteps? And how was it possible a man should come there?” [3] In the novel, it is only on the third day that Crusoe re-visits the site to compare his own foot with the print. The footprint is still there on the beach after all this time, a footprint Crusoe now admits is definitely not his own. This chain of events affords us several allegorical tools: firstly, that of the Devil, Crusoe believes to be the only rational explanation for the print. This land, which has been Crusoe’s own for almost 2 decades, is solid, unchanging and eternal. Nothing comes in nor goes beyond its shores, yet its abundance of riches have served Crusoe perfectly well: seemingly infinite riches for a Kingdom’s only inhabitant. Even the footprint, left for several days, remains upon Crusoe’s return. Like the novel of which it is a part, the reader of the mark may revisit the site of this unlikely incident again and again, each time drawing more meanings from its appearance. Before Crusoe entertains that the footprint might be that of “savages of the mainland” he eagerly believes it to be Satan’s, placed there deliberately to fool him. Crusoe revisits the footprint, in person and then, as it fades, in his own memory. He ‘reads’ the island, attributing meanings to marks he discovers that go far beyond what is apparent. As Susan Stewart has noted: “In allegory the vision of the reader is larger than the vision of the text; the reader dreams to an excess, to an overabundance.” [4] Simon O’Sullivan, following from Deleuze, takes this further, arguing that in his isolation, a world free from ‘others’, Crusoe has merged with, become the island. The footprint is a mark that must be recuperated if Crusoe’s identity, his “power of will”, is to be maintained. An outsider must have caused the footprint, but Crusoe is only capable of reading in the mark something about himself. The evocation of a Demon, then, is Crusoe’s way of re-totalising his Empire, of removing the ‘other’ from his self-subjective identification with the island. So, how does this relate to thermodynamics? To answer that I will need to tell the tale of a second Demon, more playful even than Crusoe’s. In his 1871 essay, Theory of Heat, James Clerk Maxwell designed a thought experiment to test the 2nd law of Thermodynamics. Maxwell imagines a microscopic being able to sort atoms bouncing around a closed system into two categories: fast and slow. If such a creature did exist, it was argued, no work would be required to decrease the entropy of a closed system. By sorting unlikely footprints from the chaotic arrangement of sand particles Maxwell’s Demon, as it would later become known, appeared to contradict the law Maxwell himself had helped to develop. One method of solving the apparent paradox was devised by Charles H. Bennet, who recognised that the Demon would have to remember where he placed the fast and slow particles. Here, once again, the balance between the order and disorder of a system comes down to the balance between memory and information. As the demon decreases the entropy of its environment, so it must increase the entropy of its memory. The information required by the Demon acts like a noise in the system. The laws of physics had stood up under scrutiny, resulting in a new branch of science we now know as ‘Information Theory’. Maxwell’s Demon comes from an old view of the universe, “fashioned by divine intervention, created for man and responsive to his will” [5]. Information Theory represents a threshold, a revelation that the “inhuman force of increasing entropy, [is] indifferent to man and uncontrollable by human will.” [6] Maxwell’s Demon shows that the law of entropy has only a statistical certainty, that nature orders only on small scales and, that despite any will to control, inertia will eventually be reached. Developed at the peak of the British Empire, thermodynamics was sometimes called “the science of imperialism”, as Katherine Hayles has noted: “…to thermodynamicists, entropy represented the tendency of the universe to run down, despite the best efforts of British rectitude to prevent it from doing so… The rhetoric of imperialism confronts the inevitability of failure. In this context, entropy represents an apparently inescapable limit on the human will to control.” [7] Like Maxwell, Crusoe posits a Demon, with faculties similar in kind to his own, to help him quash his “terror of mind”. Crusoe’s fear is not really about outsiders coming in, the terror he feels comes from the realisation that the outsiders may have been here all along, that in all the 20 years of his isolation those “savages of the mainland” may have visited his island time and again. It is not an outside ‘other’ that disturbs and reorganises Crusoe’s Kingdom. A more perverse logic is at work here, and once again Crusoe will have to restructure his imperial order from the inside out. Before you read on, watch another scene from Luis Buñuel’s Robinson Crusoe (1954):

Jacques Rancière prepares for us a parable. A student who is illiterate, after living a fulfilled life without text, one day decides to teach herself to read. Luckily she knows a single poem by heart and procures a copy of that poem, presumably from a trusted source, by which to work. By comparing her memory of the poem, sign by sign, word by word, with the text of the poem she can, Rancière believes, finally piece together a foundational understanding of her written language: “From this ignoramus, spelling out signs, to the scientist who constructs hypotheses, the same intelligence is always at work – an intelligence that translates signs into other signs and proceeds by comparisons and illustrations in order to communicate its intellectual adventures and understand what another intelligence is endeavouring to communicate to it… This poetic labour of translation is at the heart of all learning.” [8] What interests me in Rancière’s example is not so much the act of translation as the possibility of mis-translation. Taken in light of The Ignorant Schoolmaster we can assume that Rancière is aware of the wide gap that exists between knowing something and knowing enough about something for it to be valuable. How does one calculate the value of what is a mistake? The ignoramus has an autonomy, but it is effectively blind to the quality and make-up of the information she parses. If she makes a mistake in her translation of the poem, this mistake can be one of two things: it can be a blind error, or, it can be a mutation. In information theory, the two ways to understand change within a closed system are understood to be the product of ‘noise’. The amount of change contributed by noise is called ‘equivocation’. If noise contributes to the reorganisation of a system in a beneficial way, for instance if a genetic mutation in an organism results in the emergence of an adaptive trait, then the equivocation is said to be ‘autonomy-producing’. Too much noise is equivalent to too much information, a ‘destructive’ equivocation, leading to chaos. This balance is how evolution functions. An ‘autonomy-producing’ mutation will be blindly passed on to an organism’s offspring, catalysing the self-organisation of the larger system (in this case, the species). All complex, what are called ‘autopoietic’ systems, inhabit this fine divide between noise and inertia.  Given just the right balance of noise recuperated by the system, and noise filtered out by the system, a state of productive change can be maintained, and a state of inertia can be avoided, at least, for a limited time. According to Umberto Eco, in ‘The Open Work’: “To be sure, this word information in communication theory relates not so much to what you do say, as to what you could say… In the end… there is no real difference between noise and signal, except in intent.” [9] This rigid delineator of intent is the driving force of our contemporary, communication paradigm. Information networks underpin our economic, political and social interactions: the failure to communicate is to be avoided at all costs. All noise is therefore seen as a problem. These processes, according to W. Daniel Hillis, define, “the essence of digital technology, which restores signal to near perfection at every stage.” [10] To go back to Umberto Eco then, we appear to be living in a world of “do say” rather than “could say”. Maintenance of the network and the routines of error management are our primary economic and political concern: control the networks and the immaterial products will manage themselves. The modern network paradigm acts like a Maxwell Demon, categorising information as either pure signal or pure noise. As Mark Nunes has noted, following the work of Deleuze and Guattari: “This forced binary imposes a kind of violence, one that demands a rationalisation of all singularities of expressions within a totalising system… The violence of information is, then, the violence of silencing or making to speak that which cannot communicate.” [11] To understand the violence of this binary logic, we need go no further than Robinson Crusoe. Friday’s questions are plain spoken, but do not adhere to the “do say” logic of Crusoe’s conception. In the novel, Crusoe’s approach to Friday becomes increasingly one sided, until Friday utters little more than ‘yes’ and ‘no’ answers, “reducing his language to a pure function of immediate context and perpetuating a much larger imperialist tradition of levelling the vox populi.”[12] Any chance in what Friday “could say” has been violently obliterated. The logic of Ranciere’s Ignoramous, and of Crusoe’s levelling of Friday’s speech, are logics of imperialism: reducing the possibility of noise and information to an either/or, inside/outside, relationship. Mark Nunes again: “This balance between total flow and total control parallels Deleuze and Guattari’s discussion of a regime of signs in which anything that resists systematic incorporation is cast out as an asignifying scapegoat “condemned as that which exceeds the signifying regime’s power of deterritorialisation.” [13] In the system of communication these “asignifying” events are not errors, in the common sense of the word. Mutation names a randomness that redraws the territory of complex systems. The footprint is the mark that reorganised the Empire. In Ranciere’s parable, rather than note her intent to decode the poem, we should hail the moment when the Ignoramus fails, as her autonomous moment. In a world where actants “translate signs into other signs and proceed by comparison and illustration” [14] the figures of information and communication are made distinct not by the caprice of those who control the networks, nor the desires of those who send and receive the messages, but by mutation itself. Michel Foucault, remarking on the work of Georges Canguilhem, drew the conclusion that the very possibility of mutation, rather than existing in opposition to our will, was what human autonomy was predicated upon: “In this sense, life – and this is its radical feature – is that which is capable of error… Further, it must be questioned in regard to that singular but hereditary error which explains the fact that, with man, life has led to a living being that is never completely in the right place, that is destined to ‘err’ and to be ‘wrong’.” [15] In his writings on the history of Heredity, The Logic of Life, Francois Jacob lingers on another Demon in the details, fashioned by Rene Descartes in his infamous meditation on human knowledge. François Jacob positions Descartes’ meditation in a period of explosive critical thought focussed on the very ontology of ‘nature’: “For with the arrival of the 17th Century, the very nature of knowledge was transformed. Until then, knowledge had been grafted on God, the soul and the cosmos… What counted [now] was not so much the code used by God for creating nature as that sought by man for understanding it.” [16] The infinite power of God’s will was no longer able to bend nature to any whim. If man were to decipher nature, to reveal its order, Descartes surmised, it was with the assurance that “the grid will not change in the course of the operation”[17]. For Descartes, the evil Demon, is a metaphor for deception espoused on the understanding that underlying that deception, nature had a certainty. God may well have given the world its original impetus, have designed its original make-up, but that make-up could not be changed. The network economy has today become the grid of operations onto which we map the world. Its binary restrictions predicate a logic of minimal error and maximum performance: a regime of control that drives our economic, political and social interdependencies. Trapped within his imperial logic, Robinson Crusoe’s levelling of inside and outside, his ruthless tidying of Friday’s noisy speech into a binary dialectic, disguises a higher order of reorganisation. As readers navigating the narrative we are keen to recognise the social changes Defoe’s novel embodies in its short-sighted central character. Perhaps, though, the most productive way to read this fiction, is to allegorise it as an outside perspective on our own time? Gathering together the fruits of research, I am often struck by the serendipitous quality of so many discoveries. In writing this mini-paper I have found it useful to engage with these marks, that become like demonic footprints, mutations in my thinking. Comparing each side by side, I hope to find, in the words of Michel Foucault: “…a way from the visible mark to that which is being said by it and which, without that mark, would lie like unspoken speech, dormant within things.” [18]    

References & Bibliography [1] Daniel Defoe, Robinson Crusoe, Penguin classics (London: Penguin Books, 2001).

[2] Umberto Eco, The open work (Cambridge: Harvard University Press, n.d.).

[3] Defoe, Robinson Crusoe.

[4] Susan Stewart, On longing: narratives of the miniature, the gigantic, the souvenir, the collection (Duke University Press, 1993).

[5] N. Katherine Hayles, “Maxwell’s Demon and Shannon’s Choice,” in Chaos bound: orderly disorder in contemporary literature and science (Cornell University Press, 1990).

[6] Ibid.

[7] Ibid.

[8] Jacques Rancière, The emancipated spectator (London: Verso, 2009).

[9] Umberto Eco, The open work (Cambridge: Harvard University Press, n.d.). (My emphasis)

[10] W Hillis, The pattern on the stone?: the simple ideas that make computers work, 1st ed. (New York: Basic Books, 1999).

[11] Mark Nunes, Error: glitch, noise, and jam in new media cultures (Continuum International Publishing Group, 2010).

[12] Susan Stewart, On longing: narratives of the miniature, the gigantic, the souvenir, the collection (Duke University Press, 1993).

[13] Nunes, Error.

[14] Rancière, The emancipated spectator.

[15] Michel Foucault, “Life: Experience and Science,” in Aesthetics, method, and epistemology (The New Press, 1999).

[16] François Jacob, The logic of life: a history of heredity?; the possible and the actual (Penguin, 1989).

[17] Ibid.

[18] Michel Foucault, The order of things?: an archaeology of the human sciences., 2003.

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Wed, 07 Dec 2011 08:50:14 -0800 http://machinemachine.net/text/research/a-mark-on-crusoes-island
<![CDATA[The Artist is Present (a video game about waiting in line at a museum)]]> http://www.joystiq.com/2011/09/18/the-artist-is-present-is-a-game-about-waiting-in-line-at-a-museu/

Writing articles about video games is so much fun that we often have to stop, wipe the manic grins off our faces and find something really boring to do. Sometimes we stare at a blank white wall and recite the Declaration of Independence under our breath, other times we watch Lost in Translation. Now we have a new option: We can play The Artist is Present, a game about waiting in line at New York's Museum of Modern Art created by Pippin Barr.

Unfortunately for us, the game's backstory is pretty entertaining. Contemporary artist Marina Abramović held an exhibit in 2010 that had people waiting hours in line for a chance to look into her eyes for as long as they wanted, and Barr used that idea to make a hilariously serious game about the contemporary art experience. In the game, you enter MoMA, buy a ticket and -- surprise -- wait in line to stare into Abramović's eyes.

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Mon, 19 Sep 2011 01:39:30 -0700 http://www.joystiq.com/2011/09/18/the-artist-is-present-is-a-game-about-waiting-in-line-at-a-museu/
<![CDATA[New 'Solaris' translation locked in Limbo]]> http://www.metafilter.com/mefi/104691

Solaris, Stanislaw Lem's 1961 masterpiece, has finally been translated directly into English. The current print version, in circulation for over 4 decades, was the result of a double-translation. Firstly from Polish to French, in 1966, by Jean-Michel Jasiensko. This version was then taken up by Joanna Kilmartin and Steve Cox who hacked together an English version in 1970. Lem, himself a fluent English speaker, was always scathing of the double translation. Something he believed added to the universal misunderstanding of his greatest work. After the relsease of two film versions of the story, and decades of speculation, a new direct English translation has been released. Translated by American Professor Bill Johnston 'The Definitive Solaris' is only available as an audiobook for the time being. Copyright issues, hampered by several, widely available, editions of the poor English translation may mean it is some time yet before a definitive print edition makes it onto our bookshelves.

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Sun, 19 Jun 2011 05:29:33 -0700 http://www.metafilter.com/mefi/104691
<![CDATA[First ever direct English translation of Solaris published]]> http://www.guardian.co.uk/books/2011/jun/15/first-direct-translation-solaris

The first ever direct translation into English of the Polish science fiction author Stanislaw Lem's most famous novel, Solaris, has just been published, removing a raft of unnecessary changes and restoring the text much closer to its original state.

Telling of humanity's encounter with an alien intelligence on the planet Solaris, the 1961 novel is a cult classic, exploring the ultimate futility of attempting to communicate with extra-terrestrial life. The only English edition to date is Joanna Kilmartin and Steve Cox's 1970 version, which was translated from a French version which Lem himself described as poor.

Now Bill Johnston, a professor at Indiana University, has produced the first Polish-English translation of the novel. It has just been published as an audiobook download by Audible, narrated by Battlestar Galactica's Alessandro Juliani, with an ebook to follow in six months' time. Lem's heirs are hoping to overcome legal issues to release it as a print edition as well.

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Thu, 16 Jun 2011 15:07:40 -0700 http://www.guardian.co.uk/books/2011/jun/15/first-direct-translation-solaris
<![CDATA[Projects: GLTI.CH Karaoke]]> http://projects.metafilter.com/3042/GLTICH-Karaoke

is a virtual jukebox oozing with time-delayed, glitchy fun. Streaming live over the web, London and Kumamoto will be joined in a sing off to end all sing offs. The first GLTI.CH KARAOKE event will laugh in the face of the nine hour time difference, of poor bandwidth, bad lip syncing, and terrible foreign language translations. All that matters is that the interwebs keep running and the participants keep on singing.From our first event we will encourage a whole series GLTI.CH Karaoke happenings. Using webstreaming software our eventual aim is to link up multiple cities across the globe for an all-out, Noon til Noon, 24 hour Karaoke marathon. This means we need YOU to help host future events, with all proceeds raised going to The Japan Society Tohoku Earthquake Relief Fund.

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Fri, 25 Mar 2011 11:17:46 -0700 http://projects.metafilter.com/3042/GLTICH-Karaoke
<![CDATA[400 years of the King James Bible]]> http://entertainment.timesonline.co.uk/tol/arts_and_entertainment/the_tls/article7171739.ece

The King James Bible is a book that attracts superlatives. To David Norton it is “the most important book in English religion and culture”, to Gordon Campbell “the most celebrated book in the English-speaking world” and “the most enduring embodiment of Scripture in the English language”. To Robert Carroll and Stephen Prickett it is simply the Bible translation that defines Bible translations: “All other versions still exist, as it were, in its shadow. It has shaped, formed and moulded the language with which the others must speak”.

No one present at the birth of the KJB, least of all the translators themselves, could have imagined that it would live so long. King James’s offer to commission a new Bible translation had been made quite casually at the Hampton Court Conference in 1604, chiefly, it seems, to console the Puritans for their failure to secure any other changes to the religious settlement

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Fri, 11 Feb 2011 03:43:31 -0800 http://entertainment.timesonline.co.uk/tol/arts_and_entertainment/the_tls/article7171739.ece
<![CDATA[Do writers need paper?]]> http://www.prospectmagazine.co.uk/2010/10/books-electronic-publishing/

Above all, the translation of books into digital formats means the destruction of boundaries. Bound, printed texts are discrete objects: immutable, individual, lendable, cut off from the world. Once the words of a book appear onscreen, they are no longer simply themselves; they have become a part of something else. They now occupy the same space not only as every other digital text, but as every other medium too. Music, film, newspapers, blogs, videogames—it’s the nature of a digital society that all these come at us in parallel, through the same channels, consumed simultaneously or in seamless sequence.

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Sun, 24 Oct 2010 17:05:00 -0700 http://www.prospectmagazine.co.uk/2010/10/books-electronic-publishing/