MachineMachine /stream - tagged with medium https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[The Medium is the Messiah: McLuhan's Religion and its Relationship to His Media Theory | Read Mercer Schuchardt]]> https://secondnaturejournal.com/the-medium-is-the-messiah-mcluhans-religion-and-its-relationship-to-his-media-theory/

To say that Marshall McLuhan was incidentally a Christian, or that his Catholicism was just part of his private life, is a little like saying that Karl Marx was only incidentally a Marxist.

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Tue, 28 Aug 2018 05:33:41 -0700 https://secondnaturejournal.com/the-medium-is-the-messiah-mcluhans-religion-and-its-relationship-to-his-media-theory/
<![CDATA[Glitches in Things and the “Friendly Medium”]]> http://vimeo.com/84208956

This talk was original delivered at GLI.TC/H 2112, on Saturday 8th December 2012. The talk expands on ideas I have been carting around for a few of years now. Updated with Object Oriented insights I hope it acts as a mental toolkit for artists looking to dance with objects, in all their glitchy splendour. As usual, I completely ignored my notes whilst talking, for this reason it’s worth listening to the question and answer bit afterwards. See here for more: machinemachine.net/text/arts/an-object-oriented-glitch-ontology Infinite thanks must go to Rosa Menkman, Jon Satrom and Nick Briz – the GLI.TC/H Bots at the heart of the fest. Thank you for inviting me to participate.

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Wed, 15 Jan 2014 03:29:49 -0800 http://vimeo.com/84208956
<![CDATA[Matthew Fuller » Giffed Economy]]> http://www.spc.org/fuller/texts/giffed-economy/

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

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

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

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Sun, 18 Nov 2012 23:25:55 -0800 http://bit.ly/RFkdI3
<![CDATA[DIGITAL FORM DISCUSSION]]> http://culanth.org/?q=node/583

To what extent do the material components (e.g. hardware, source code, network protocols) and properties (e.g. speed, malleability, erasability) of digital technology influence the methodologies one might employ to study it? Is there a specific “ethnographic toolkit” that is particularly well-suited for studying the digital form and related socio-cultural phenomena?

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Wed, 11 Jul 2012 06:37:00 -0700 http://culanth.org/?q=node/583
<![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[Rigid Implementation vs Flexible Materiality]]> http://machinemachine.net/text/research/rigid-implementation-vs-flexible-materiality

Wow. It’s been a while since I updated my blog. I intend to get active again here soon, with regular updates on my research. For now, I thought it might be worth posting a text I’ve been mulling over for a while (!) Yesterday I came across this old TED presentation by Daniel Hillis, and it set off a bunch of bells tolling in my head. His book The Pattern on the Stone was one I leafed through a few months back whilst hunting for some analogies about (digital) materiality. The resulting brainstorm is what follows. (This blog post, from even longer ago, acts as a natural introduction: On (Text and) Exaptation) In the 1960s and 70s Roland Barthes named “The Text” as a network of production and exchange. Whereas “the work” was concrete, final – analogous to a material – “the text” was more like a flow, a field or event – open ended. Perhaps even infinite. In, From Work to Text, Barthes wrote: The metaphor of the Text is that of the network… (Barthes 1979) This semiotic approach to discourse, by initiating the move from print culture to “text” culture, also helped lay the ground for a contemporary politics of content-driven media. Skipping backwards through From Work to Text, we find this statement: The text must not be understood as a computable object. It would be futile to attempt a material separation of works from texts. I am struck here by Barthes” use of the phrase “computable object”, as well as his attention to the “material”. Katherine Hayles in her essay, Text is Flat, Code is Deep, (Hayles 2004) teases out the statement for us: ‘computable’ here mean[s] to be limited, finite, bound, able to be reckoned. Written twenty years before the advent of the microcomputer, his essay stands in the ironic position of anticipating what it cannot anticipate. It calls for a movement away from works to texts, a movement so successful that the ubiquitous ‘text’ has all but driven out the media-specific term book. Hayles notes that the “ubiquity” of Barthes” term “Text” allowed – in its wake – an erasure of media-specific terms, such as “book”. In moving from, The Work to The Text, we move not just between different politics of exchange and dissemination, we also move between different forms and materialities of mediation. (Manovich 2002)For Barthes the material work was computable, whereas the network of the text – its content – was not.

In 1936, the year that Alan Turing wrote his iconic paper ‘On Computable Numbers’, a German engineer by the name of Konrad Zuse built the first working digital computer. Like its industrial predecessors, Zuse’s computer was designed to function via a series of holes encoding its program. Born as much out of convenience as financial necessity, Zuse punched his programs directly into discarded reels of 35mm film-stock. Fused together by the technologies of weaving and cinema, Zuse’s computer announced the birth of an entirely new mode of textuality. The Z3, the world’s first working programmable, fully automatic computer, arrived in 1941. (Manovich 2002) A year earlier a young graduate by the name of Claude Shannon had published one of the most important Masters theses in history. In it he demonstrated that any logical expression of Boolean algebra could be programmed into a series of binary switches. Today computers still function with a logic impossible to distinguish from their mid-20th century ancestors. What has changed is the material environment within which Boolean expressions are implemented. Shannon’s work first found itself manifest in the fragile rows of vacuum tubes that drove much of the technical innovation of the 40s and 50s. In time, the very same Boolean expressions were firing, domino-like, through millions of transistors etched onto the surface of silicon chips. If we were to query the young Shannon today, he might well gawp in amazement at the material advances computer technology has gone through. But, if Shannon was to examine either your digital wrist watch or the world’s most advanced supercomputer in detail, he would once again feel at home in the simple binary – on/off – switches lining those silicon highways. Here the difference between how computers are implemented and what computers are made of digs the first of many potholes along our journey. We live in an era not only practically driven by the computer, but an era increasingly determined by the metaphors computers have injected into our language. Let us not make the mistake of presupposing that brains (or perhaps minds) are “like” computers. Tempting though it is to reduce the baffling complexities of the human being to the functions of the silicon chip, the parallel processor or Wide Area Network this reduction occurs most usefully at the level of metaphor and metonym. Again the mantra must be repeated that computers function through the application of Boolean logic and binary switches, something that can not be said about the human brain with any confidence a posteriori. Later I will explore the consequences on our own understanding of ourselves enabled by the processing paradigm, but for now, or at least the next few paragraphs, computers are to be considered in terms of their rigid implementation and flexible materiality alone. At the beginning of his popular science book, The Pattern on the Stone, (Hillis 1999) W.  Daniel Hillis narrates one of his many tales on the design and construction of a computer. Built from tinker-toys the computer in question was/is functionally complex enough to “play” tic-tac-toe (noughts and crosses). The tinker-toy was chosen to indicate the apparent simplicity of computer design, but as Hillis argues himself, he may very well have used pipes and valves to create a hydraulic computer, driven by water pressure, or stripped the design back completely, using flowing sand, twigs and twine or any other recipe of switches and connectors. The important point is that the tinker-toy tic-tac-toe computer functions perfectly well for the task it is designed for, perfectly well, that is, until the tinker-toy material begins to fail. This failure is what Chapter 1 of this thesis is about: why it happens, why its happening is a material phenomenon and how the very idea of “failure” is suspect. Tinker-toys fail because the mechanical operation of the tic-tac-toe computer puts strain on the strings of the mechanism, eventually stretching them beyond practical use. In a perfect world, devoid of entropic behaviour, the tinker-toy computer may very well function forever, its users setting O or X conditions, and the computer responding according to its program in perfect, logical order. The design of the machine, at the level of the program, is completely closed; finished; perfect. Only materially does the computer fail (or flail), noise leaking into the system until inevitable chaos ensues and the tinker-toys crumble back into jumbles of featureless matter. This apparent closure is important to note at this stage because in a computer as simple as the tic-tac-toe machine, every variable can be accounted for and thus programmed for. Were we to build a chess playing computer from tinker-toys (pretending we could get our hands on the, no doubt, millions of tinker-toy sets we”d need) the closed condition of the computer may be less simple to qualify. Tinker-toys, hydraulic valves or whatever material you choose, could be manipulated into any computer system you can imagine, even the most brain numbingly complicated IBM supercomputer is technically possible to build from these fundamental materials. The reason we don”t do this, why we instead choose etched silicon as our material of choice for our supercomputers, exposes another aspect of computers we need to understand before their failure becomes a useful paradigm. A chess playing computer is probably impossible to build from tinker-toys, not because its program would be too complicated, but because tinker-toys are too prone to entropy to create a valid material environment. The program of any chess playing application could, theoretically, be translated into a tinker-toy equivalent, but after the 1,000th string had stretched, with millions more to go, no energy would be left in the system to trigger the next switch along the chain. Computer inputs and outputs are always at the mercy of this kind of entropy: whether in tinker-toys or miniature silicon highways. Noise and dissipation are inevitable at any material scale one cares to examine. The second law of thermo dynamics ensures this. Claude Shannon and his ilk knew this, even back when the most advanced computers they had at their command couldn”t yet play tic-tac-toe. They knew that they couldn”t rely on materiality to delimit noise, interference or distortion; that no matter how well constructed a computer is, no matter how incredible it was at materially stemming entropy (perhaps with stronger string connectors, or a built in de-stretching mechanism), entropy nonetheless was inevitable. But what Shannon and other computer innovators such as Alan Turing also knew, is that their saviour lay in how computers were implemented. Again, the split here is incredibly important to note:

Flexible materiality: How and of what a computer is constructed e.g. tinker-toys, silicon Rigid implementation: Boolean logic enacted through binary on/off switches (usually with some kind of input à storage à feedback/program function à output). Effectively, how a computer works

Boolean logic was not enough on its own. Computers, if they were to avoid entropy ruining their logical operations, needed to have built within them an error management protocol. This protocol is still in existence in EVERY computer in the world. Effectively it takes the form of a collection of parity bits delivered alongside each packet of data that computers, networks and software deal with. The bulk of data contains the binary bits encoding the intended quarry, but the receiving element in the system also checks the main bits alongside the parity bits to determine whether any noise has crept into the system. What is crucial to note here is the error-checking of computers happens at the level of their rigid implementation. It is also worth noting that for every eight 0s and 1s delivered by a computer system, at least one of those bits is an error checking function. W. Daniel Hillis puts the stretched strings of his tinker-toy mechanism into clear distinction and in doing so, re-introduces an umbrella term set to dominate this chapter: I constructed a later version of the Tinker Toy computer which fixed the problem, but I never forgot the lesson of the first machine: the implementation technology must produce perfect outputs from imperfect inputs, nipping small errors in the bud. This is the essence of digital technology, which restores signals to near perfection at every stage. It is the only way we know – at least, so far – for keeping a complicated system under control. (Hillis 1999, 18)   Bibliography  Barthes, Roland. 1979. ‘From Work to Text.’ In Textual Strategies: Perspectives in Poststructuralist Criticism, ed. Josue V. Harari, 73–81. Ithaca, NY: Cornell University Press. Hayles, N. Katherine. 2004. ‘Print Is Flat, Code Is Deep: The Importance of Media-Specific Analysis.’ Poetics Today 25 (1) (March): 67–90. doi:10.1215/03335372-25-1-67. Hillis, W. 1999. The Pattern on the Stone : the Simple Ideas That Make Computers Work. 1st paperback ed. New York: Basic Books. Manovich, Lev. 2002. The Language of New Media. 1st MIT Press pbk. ed. Cambridge  Mass.: MIT Press.      

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Thu, 07 Jun 2012 06:08:07 -0700 http://machinemachine.net/text/research/rigid-implementation-vs-flexible-materiality
<![CDATA[Peter Krapp: Noise Channels: Glitch and Error in Digital Culture (2011)]]> http://monoskop.org/log/?p=4169

To err is human; to err in digital culture is design. In the glitches, inefficiencies, and errors that ergonomics and usability engineering strive to surmount, Peter Krapp identifies creative reservoirs of computer-mediated interaction. Throughout new media cultures, he traces a resistance to the heritage of motion studies, ergonomics, and efficiency, showing how creativity is stirred within the networks of digital culture.

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Wed, 23 May 2012 09:46:17 -0700 http://monoskop.org/log/?p=4169
<![CDATA[In the Digital Era, Publication Isn’t Preservation]]> http://www.digitalbookworld.com/2012/publication-isnt-preservation/

Publication used to mean preservation but it no longer does. Let me explain.

When a print book is published its metadata is literally attached to its content. The author and title, publisher and imprint, price, ISBN and barcode, as well as the size, the shape, the binding are clear, easily referenced at a glance. Part of the complicated process of digitizing books that the Hathi Trust, the Internet Archive, and Google, for example, faced was how to record and connect all of this information to a digital file. For scanned and even more seriously for born-digital e-books, as Digital Book World pointed out earlier this month (Brian O’Leary clearly agrees), the matter is more complex.

First of all, it’s not always readily obvious that the metadata is correct. But just as important, the connection of metadata to digital book content is more tenuous. Without a hard copy to refer back to, a piece of information that goes missing may not be retrievable. For this reason (and more), the Intern

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Mon, 21 May 2012 10:46:01 -0700 http://www.digitalbookworld.com/2012/publication-isnt-preservation/
<![CDATA['Will reading in the digital era erode our ability to understand the world?' No, the world has designs of its own...]]> http://www.independent.co.uk/arts-entertainment/books/features/the-essay-will-reading-in-the-digital-era-erode-our-ability-to-understand-the-world-7734221.html

Quite the opposite, so long as we grasp the fresh routes to knowledge, and connection, that technological change brings, says Nick Harkaway.

These are old, old fears in a new form. In ancient Greece, Socrates reportedly didn't fancy a literate society. He felt that people would lose the capacity to think for themselves, simply adopting the perspective of a handy written opinion, and that they would cease to remember what could be written down. To an extent, he was right. We do indeed take on and regurgitate information, sometimes without sufficient analysis, and we do use notes as an aide memoire - though even now, when our brains have begun to assume the ability to Google information, studies show we can still memorise facts perfectly well if we know we will need to. But Socrates was also wrong: literacy isn't a catastrophe for knowledge, but a huge boon. It allows us to gain an understanding of the work of lifetimes in short order, preparing the way for research into topics we might

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Thu, 17 May 2012 03:38:40 -0700 http://www.independent.co.uk/arts-entertainment/books/features/the-essay-will-reading-in-the-digital-era-erode-our-ability-to-understand-the-world-7734221.html
<![CDATA["Videogames are the experience of being ruled"]]> http://killscreendaily.com/articles/essays/will-work-fun/

Revolutions are often thought of in terms of conflict and disorder, but they just as often come on waves of peaceful obsolescence. The old way of doing things is allowed to linger as long as it likes while everyone else gets on with the future. In the last few years the "free-to-play" model— where games are given away on mobile phones or online while the developer makes money through advertisements or the sale of in-game items—has encircled the videogame industry. At first it seemed like a curiosity, a unique idea that made sense in China and Korea, where loot-hoarding games like Ragnarok Online, The Legend of Mir, and World of Warcraft found a perfect match with internet bar culture. Meanwhile Activision and Electronic Arts competed for dominance in a luxury business energized by dreams of $180 Rock Band bundles and franchises with the "potential to be exploited every year across every platform." When rumors began circulating last month that Nexon, one of the biggest free-to-play comp

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Thu, 17 May 2012 03:32:16 -0700 http://killscreendaily.com/articles/essays/will-work-fun/
<![CDATA[The New Aesthetic Needs to Get Weirder]]> http://www.theatlantic.com/technology/archive/2012/04/the-new-aesthetic-needs-to-get-weirder/255838/

The New Aesthetic is an art movement obsessed with the otherness of computer vision and information processing. But Ian Bogost asks: why stop at the unfathomability of the computer's experience when there are airports, sandstone, koalas, climate, toaster pastries, kudzu, the International 505 racing dinghy, and the Boeing 787 Dreamliner to contemplate?

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Sat, 14 Apr 2012 08:21:55 -0700 http://www.theatlantic.com/technology/archive/2012/04/the-new-aesthetic-needs-to-get-weirder/255838/
<![CDATA[Digital tendencies]]> http://articles.boston.com/2011-08-07/bostonglobe/29862127_1_computer-art-art-supplies-modern-art

From 1961 to 1973, a loosely organized group of artists and scientists coalesced around the radical idea that the emerging technology of the computer could be used to make a different kind of art. Known simply as the New Tendencies, this heterogeneous movement included dozens of men and women from the far reaches of the industrialized world. Often working under collective monikers such as Equipo 57 or Grupo Anonima, most of them were as ambivalent about individual fame as they were about the artistic status of their activities, which they preferred to call “research.”

However they saw their own work, their visual innovations were quickly recognized as cutting-edge art, and in a matter of years began appearing in landmark exhibitions at venues such as the Louvre and the Museum of Modern Art in New York.

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Fri, 12 Aug 2011 04:59:28 -0700 http://articles.boston.com/2011-08-07/bostonglobe/29862127_1_computer-art-art-supplies-modern-art
<![CDATA[Accuracy takes power: one man's 3GHz quest to build a perfect SNES emulator]]> http://arstechnica.com/gaming/news/2011/08/accuracy-takes-power-one-mans-3ghz-quest-to-build-a-perfect-snes-emulator.ars

Emulators for playing older games are immensely popular online, with regular arguments breaking out over which emulator is best for which game. Today we present another point of view from a gentleman who has created the Super Nintendo emulator bsnes. He wants to share his thoughts on the most important part of the emulation experience: accuracy.

It doesn't take much raw power to play Nintendo or SNES games on a modern PC; emulators could do it in the 1990s with a mere 25MHz of processing power. But emulating those old consoles accurately—well, that's another challenge entirely; accurate emulators may need up to 3GHz of power to faithfully recreate aging tech. In this piece we'll take a look at why accuracy is so important for emulators and why it's so hard to achieve.

Put simply, accuracy is the measure of how well emulation software mimics the original hardware. Apparent compatibility is the most obvious measure of accuracy—will an old game run on my new emulator?

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Thu, 11 Aug 2011 04:25:22 -0700 http://arstechnica.com/gaming/news/2011/08/accuracy-takes-power-one-mans-3ghz-quest-to-build-a-perfect-snes-emulator.ars
<![CDATA[How Google Dominates Us]]> http://www.nybooks.com/articles/archives/2011/aug/18/how-google-dominates-us/?pagination=false

Most of the time Google does not actually have the answers. When people say, “I looked it up on Google,” they are committing a solecism. When they try to erase their embarrassing personal histories “on Google,” they are barking up the wrong tree. It is seldom right to say that anything is true “according to Google.” Google is the oracle of redirection. Go there for “hamadryad,” and it points you to Wikipedia. Or the Free Online Dictionary. Or the Official Hamadryad Web Site (it’s a rock band, too, wouldn’t you know). Google defines its mission as “to organize the world’s information,” not to possess it or accumulate it. Then again, a substantial portion of the world’s printed books have now been copied onto the company’s servers, where they share space with millions of hours of video and detailed multilevel imagery of the entire globe, from satellites and from its squadrons of roving street-level cameras. 

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Sun, 31 Jul 2011 18:17:11 -0700 http://www.nybooks.com/articles/archives/2011/aug/18/how-google-dominates-us/?pagination=false
<![CDATA[A Medium for the Masses]]> http://www.cityonahillpress.com/2011/05/05/a-medium-for-the-masses/

The word “meme” first appeared in Richard Dawkins’ 1976 book “The Selfish Gene.” Dawkins defined a meme as being any sort of idea that spreads from person to person within a culture and catches fire. It played on the notion of a gene, as both genes and memes multiply with human-to-human contact. As UC Santa Cruz computer science professor Gerald Moulds put it, “Every idea that manages to self-replicate is a meme.” Internet memes are much the same thing. They spread from website to website, from community to community, from user to user across the Web, mutating and bonding together, and taking on different meanings along the way.

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Mon, 06 Jun 2011 02:25:06 -0700 http://www.cityonahillpress.com/2011/05/05/a-medium-for-the-masses/
<![CDATA[Depicting Relationships: The limits of language]]> http://eis-blog.ucsc.edu/2011/05/depicting-relationships-the-limits-of-language/

The heart of the english sentence (and equivalent sentential forms in other natural languages) lies in connecting ideas together and creating meaning. Like placing two portals from the recent hit sequel by Valve, you are changing the space without necessarily adding or subtracting from it. You’re using what’s already there, but rearranging it; repurposing it. Relying on a complex process of disambiguation to carry through your novel contribution to the whole of spoken or written utterances (as you learn in English grammar classes).

Have you ever considered words to be a bit constraining? I am a self avowed white boarder; I love to take a slab of potential symbols and diagrams and put things there. Able to change, able to be added to at any point. But still fixed, still temporal. 

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Sun, 29 May 2011 15:28:54 -0700 http://eis-blog.ucsc.edu/2011/05/depicting-relationships-the-limits-of-language/
<![CDATA[Technology Of Writing]]> http://vos.ucsb.edu/browse.asp?id=2733

Technology of/on/about writing: A huge list of resources

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Wed, 11 May 2011 11:03:29 -0700 http://vos.ucsb.edu/browse.asp?id=2733
<![CDATA[Analogue artists defying the digital age]]> http://guardian.co.uk/culture/2011/apr/24/mavericks-defying-digital-age

Dusty vinyl records, vintage film cameras, rickety typewriters and antiquated recording equipment … these are the creative tools being used by some emerging artists. Pure nostalgia? Or a laudable refusal to escape the speed and sanitised perfection of contemporary digital culture?

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Sun, 24 Apr 2011 06:39:12 -0700 http://guardian.co.uk/culture/2011/apr/24/mavericks-defying-digital-age
<![CDATA[Francis Fukuyama on Why Analog Is Often Better Than Digital]]> http://online.wsj.com/article/SB10001424052748703529004576160300649048270.html

Visual and audio reproduction have undergone massive changes as their underlying technologies shifted from analog to digital over the past two decades. It's clear that it is far more convenient to snap photos with a digital point-and-shoot or listen to music on an iPod. But whether the quality of images or music has improved is, however, a highly debatable proposition, one that is contested by legions of enthusiasts who have continued to cling to older technologies not out of Luddite resistance to change, but because they believe the shift to 1's and 0's is actually making things worse.

Photography and music have been hobbies of mine ever since I was a child when I built Dynakits and had my own darkroom. I was introduced to high-end audio by the political theorist Allan Bloom, who back in the early 1980s had what seemed to me a crazily expensive Linn Sondek turntable and a collection of over 2,000 records. 

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Wed, 09 Mar 2011 10:02:53 -0800 http://online.wsj.com/article/SB10001424052748703529004576160300649048270.html