MachineMachine /stream - tagged with metaphor https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[Archival Images of AI Playbook]]> https://aixdesign.co/posts/archival-images-of-ai-playbook

Archival Images of AI Playbook

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Wed, 04 Dec 2024 12:18:11 -0800 https://aixdesign.co/posts/archival-images-of-ai-playbook
<![CDATA[Consciousness Began When the Gods Stopped Speaking: Julian Jaynes’ Famous 1970s Theory]]> http://nautil.us/issue/54/the-unspoken/consciousness-began-when-the-gods-stopped-speaking-rp

Julian Jaynes was living out of a couple of suitcases in a Princeton dorm in the early 1970s. He must have been an odd sight there among the undergraduates, some of whom knew him as a lecturer who taught psychology, holding forth in a deep baritone voice.

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Sun, 26 Nov 2017 10:30:42 -0800 http://nautil.us/issue/54/the-unspoken/consciousness-began-when-the-gods-stopped-speaking-rp
<![CDATA[Journal Contribution: Exaptation and the Digital Now]]> http://median.newmediacaucus.org/caa-edition/

Earlier this year I devised and delivered the New Media Caucus sponsored panel and journal editorial: ‘Exaptation and the Digital Now’, with Zara Dinnen, Rob Gallagher and Alex Myers: Exaptation and the Digital Now: INTRODUCTION Case Study #1: Holoback Zara Dinnen Case Study #2: The Phantom Zone Daniel Rourke Case Study #3: Fire in the Hole – The Obviously Non-Short History of Art Games Alex Myers Case Study #4: Exaptation, Interpretation, PlayStation Rob Gallagher

The panel took place at the College Art Association annual conference, Chicago, February 14th 2014. Our write-up was featured in the New Media Caucus journal CAA 2014 conference edition. Click-through for each of our papers and the specially extended introduction:

Evolution is a dominant metaphor for thinking about and describing the processes of new technologies; we believe ‘exaptation’ offers a more productive, nuanced approach to questions of adaptation and co-option that surround digital media. [8] According to Svetlana Boym in her essay “The Off-Modern Mirror:”

Exaptation is described in biology as an example of ‘lateral adaptation,’ which consists in a co-option of a feature for its present role from some other origin… Exaptation is not the opposite of adaptation; neither is it merely an accident, a human error or lack of scientific data that would in the end support the concept of adaptation. Exaptation questions the very process of assigning meaning and function in hindsight, the process of assigning the prefix ‘post’ and thus containing a complex phenomenon within the grid of familiar interpretation. [9]

Media is replete with exaptations. Features specific to certain media are exapted – co-opted – as matters of blind chance, convenience, technical necessity, aesthetics, and even fashion. Narratives of progress cannot account for the ways technologies branch out or are reused, misused, and abused across communities and networks. Exaptation offers a way to think about digital culture not as ever-newer, ever-faster, ever-more-seamless, but rather as something that must always negotiate its own noisy history. Yesterday’s incipient hardware becomes the ordering mechanism of today’s cultural affects: a complex renewal that calls into question established notions of utility, value, and engendered experience. Exaptation accounts for features now considered integral to media without falling back into narratives that appear to anticipate what one could not anticipate. This article is a collaborative work that brings together the four co-authors’ various responses to the provocation of exaptation. In what follows exaptation is put into play as a model to help unsettle dominant narratives about the digital image in particular. Considering the digital image in various guises: as animated GIFs, poor images, art games, hardware, and holograms, this article will trace the traits that jump between media and metaphor; complicating linear narratives of progression, and reductive readings of remediation associated with new media. [10]

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Sun, 31 Aug 2014 06:59:28 -0700 http://median.newmediacaucus.org/caa-edition/
<![CDATA[The Millions : Bad Metaphors, Bad Tech]]> http://www.themillions.com/2013/01/bad-metaphors-bad-tech.html

Human flight began with laundry. In 1777, Joseph-Michel Montgolfier was watching clothes drying over a fire when he noticed a shirt swept up in a billow of air; six years later, he and his brother demonstrated their hot-air balloon, the first manned flying machine.

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Sun, 16 Mar 2014 11:10:25 -0700 http://www.themillions.com/2013/01/bad-metaphors-bad-tech.html
<![CDATA[Conference Panel: ‘Exaptation and the Digital Now’]]> http://www.scribd.com/doc/215721615/Panel-Delivered-‘Exaptation-and-the-Digital-Now

College Art Association annual conference, New Media Caucus affiliated panel ‘Exaptation and the Digital Now’, with Zara Dinnen, Rob Gallagher and Alex Myers, Chicago, February 14th 2014

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Fri, 14 Feb 2014 07:44:05 -0800 http://www.scribd.com/doc/215721615/Panel-Delivered-‘Exaptation-and-the-Digital-Now
<![CDATA[Digital Metaphors: Editor’s Introduction | Alluvium]]> http://www.alluvium-journal.org/2013/12/04/digital-metaphors-editors-introduction/

Metaphor wants to be…

‘[...] metaphors work to change people’s minds. Orators have known this since Demosthenes. [...] But there’s precious little evidence that they tell you what people think. [...] And in any case, words aren’t meanings. As any really good spy knows, a word is a code that stands for something else. If you take the code at face value then you’ve fallen for the trick.’ (Daniel Soar, “The Bourne Analogy”).

Tao Lin’s recent novel Taipei (2013) is a fictional document of life in our current digital culture. The protagonist, Paul — who is loosely based on the author — is numb from his always turned on digitally mediated life, and throughout the novel increases his recreational drug taking as a kind of compensation: the chemical highs and trips are the experiential counterpoint to the mundanity of what once seemed otherworldly — his online encounters. In the novel online interactions are not distinguished from real life ones, they are all real, and so Paul’s digital malaise is also his embodied depressive mindset. The apotheosis of both these highs and lows is experienced by Paul, and his then girlfriend Erin, on a trip to visit Paul’s parents in Taipei. There the hyper-digital displays of the city — ‘lighted signs [...] animated and repeating like GIF files, attached to every building’ (166) — launch some of the more explicit mediations on digital culture in the novel: Paul asked [Erin] if she could think of a newer word for “computer” than “computer,” which seemed outdated and, in still being used, suspicious in some way, like maybe the word itself was intelligent and had manipulated culture in its favor, perpetuating its usage (167). Here Paul intimates a sense that language is elusive, that it is sentient, and that, in the words of Daniel Soar quoted above as an epitaph, it tricks us. It seems to matter that in this extract from Taipei the word ‘computer’ is conflated with a sense of the object ‘computer’. The word, in being ‘intelligent’, has somehow taken on the quality of the thing it denotes — a potentially malevolent agency. The history of computing is one of people and things: computers were first the women who calculated ballistics trajectories during the Second World War, whose actions became the template for modern automated programming. The computer, as an object, is also-always a metaphor of a human-machine relation. The name for the machine asserts a likeness between the automated mechanisms of computing and the physical and mental labour of the first human ‘computers’. Thinking of computing as a substantiated metaphor for a human-machine interaction pervades the way we talk about digital culture. Most particularly in the way we think of computers as sentient — however casually. We often speak of computers as acting independently from our commands, and frequently we think of them ‘wanting’ things, ‘manipulating’ culture, or ourselves.

Pre-Electronic Binary Code Pre-electronic binary code: the history of computing offers us metaphors for human-machine interaction which pervade the way we talk about digital culture today [Image by Erik Wilde under a CC BY-SA license]

Julie E. Cohen, in her 2012 book Configuring the Networked Self, describes the way the misplaced metaphor of human-computer and machine-computer has permeated utopian views of digitally mediated life: Advocates of information-as-freedom initially envisioned the Internet as a seamless and fundamentally democratic web of information [...]. That vision is encapsulated in Stewart Brand’s memorable aphorism “Information wants to be free.” [...] Information “wants” to be free in the same sense that objects with mass present in the earth’s gravitational field “want” to fall to the ground. (8) Cohen’s sharp undercutting of Brand’s aphorism points us toward the way the metaphor of computing is also an anthropomorphisation. The metaphor implicates a human desire in machine action. This linguistic slipperiness filters through discussion of computing at all levels. In particular the field of software studies — concerned with theorising code and programming as praxis and thing — contains at its core a debate on the complexity of considering code in a language which will always metaphorise, or allegorise. Responding to an article of Alexander R. Galloway’s titled “Language Wants to Be Overlooked: On Software and Ideology”, Wendy Hui Kyong Chun argues that Galloway’s stance against a kind of ‘anthropomorphization’ of code studies (his assertion that as an executable language code is ‘against interpretation’) is impossible within a discourse of critical theory. Chun argues, ‘to what extent, however, can source code be understood outside of anthropomorphization? [...] (The inevitability of this anthropomorphization is arguably evident in the title of Galloway’s article: “Language Wants to Be Overlooked” [emphasis added].)’ (Chun 305). In her critique of Galloway’s approach Wendy Chun asserts that it is not possible to extract the metaphor from the material, that they are importantly and intrinsically linked.[1] For Julie E. Cohen the relationship between metaphor and digital culture-as-it-is-lived is a problematic tie that potentially damages legal and constitutional understanding of user rights. Cohen convincingly argues that a term such as ‘cyberspace’, which remains inextricable from its fictional and virtual connotations, does not transition into legal language successfully; in part because the word itself is a metaphor, premised on an imagined reality rather than ‘the situated, embodied beings who inhabit it’ (Cohen 3). And yet Cohen’s writing itself demonstrates the tenacious substance of metaphoric language, using extended exposition of metaphors as a means to think more materially about the effects of legal and digital protocol and action. In the following extract from Configuring the Networked Self, Cohen is winding down a discussion of the difficulty of forming actual policy out of freedom versus control debates surrounding digital culture. Throughout the discussion Cohen has emphasised the way that both sides of the debate are unable to substantiate their rhetoric with embodied user practice; instead Cohen identifies a language that defers specific policy aims.[2] Cohen’s own use of metaphor in this section — ‘objections to control fuel calls [...]’, ‘darknets’ (the latter in inverted commas) — is made to mean something grounded, through a kind of allegorical framework. I am not suggesting that allegory materialises metaphor — allegory functioning in part as itself an extended metaphor — but it does contextualise metaphor.

Circuit Board 2 How tenacious is metaphoric language? The persistence of computational metaphors in understanding digital culture could harm legal and constitutional understandings of user rights [Image by Christian under a CC BY-NC-ND license]

This is exemplified in Cohen’s description of the ways US policy discussions regarding code, rights and privacy of the subject are bound to a kind of imaginary, and demonstrate great difficulty in becoming concrete: Policy debates have a circular, self-referential quality. Allegations of lawlessness bolster the perceived need for control, and objections to control fuel calls for increased openness. That is no accident; rigidity and license historically have maintained a curious symbiosis. In the 1920s, Prohibition fueled the rise of Al Capone; today, privately deputized copyright cops and draconian technical protection systems spur the emergence of uncontrolled “darknets.” In science fiction, technocratic, rule-bound civilizations spawn “edge cities” marked by their comparative heterogeneity and near imperviousness to externally imposed authority. These cities are patterned on the favelas and shantytowns that both sap and sustain the world’s emerging megacities. The pattern suggests an implicit acknowledgment that each half of the freedom/control binary contains and requires the other (9-10). I quote this passage at length in order to get at the way in which the ‘self-referential nature’ of policy discussion is here explained through a conceptual, and specifically literary, framing. Technology is always both imagined and built: this seems obvious, but it justifies reiteration because the material operations of technology are always metaphorically considered just as they are concretely manifest. The perilous circumstance this creates is played on in Cohen’s writing as she critiques constitutional policy that repeatedly cannot get at the embodied subject that uses digital technology; thwarted by the writing and rewriting of debate. In Cohen’s words this real situation is like the science fiction that is always-already seemingly like the real technology. Whether William Gibson’s ‘cyberspace’, a programmer’s speculative coding, or a lawyer’s articulation of copyright, there is no easy way to break apart the relationship between the imaginary and the actual of technoculture. Perhaps then what is called for is an explosion of the metaphors that pervade contemporary digital culture. To, so to speak, push metaphors until they give way; to generate critical discourse that tests the limits of metaphors, in an effort to see what pretext they may yield for our daily digital interactions. The articles in this issue all engage with exactly this kind of discourse. In Sophie Jones’ “The Electronic Heart”, the history of computing as one of women’s labour is used to reconfigure the metaphor of a computer as an ‘electronic brain’; instead asking whether cultural anxieties about computer-simulated emotion are linked to the naturalization of women’s affective labour. In “An Ontology of Everything on the Face of the Earth”, Daniel Rourke also considers computers as a sentient metaphor: uncovering an uncanny symbiosis between what a computer wants and what a human can effect with computing, through a critical dissection of the biocybernetic leeching of John Carpenter’s 1982 film The Thing. Finally, in “The Metaphorics of Virtual Depth”, Rob Gallagher uses Marcel Proust’s treatment of novelistic spacetime to generate a critical discourse on spatial and perspectival metaphor in virtual game environments. All these articles put into play an academic approach to metaphors of computing that dig up and pull out the stuff in between language and machine. In his introduction to Understanding Digital Humanities David M. Berry has argued for such an approach: [what is needed is a] ‘critical understanding of the literature of the digital, and through that [to] develop a shared culture through a form of Bildung’ (8).

Elysium A wheel in the sky: Neil Blomkamp's futuristic L.A. plays on the territorial paranoia of the U.S. over alien invasion and dystopian metaphors of digitally-mediated environments [Image used under fair dealings provisions]

I am writing this article a day after seeing Neill Blomkamp’s film Elysium (2013). Reading Cohen’s assertion regarding the cyclical nature of US digital rights policy debates on control and freedom, her allegory with science fiction seems entirely pertinent. Elysium is set in 2154; the earth is overpopulated, under-resourced, and a global elite have escaped to a man-made (and machine-made) world on a spaceship, ‘Elysium’. Manufacturing for Elysium continues on earth where the population, ravaged by illness, dreams of escaping to Elysium to be cured in “Med-Pods”. The movie focuses on the slums of near future L.A. and — perhaps unsurprisingly given Blomkamp’s last film District 9 (2009) — plays on the real territorial paranoia of the U.S. over alien invasion: that the favelas of Central and South America, and the political structures they embody, are always threatening ascension. In Elysium the “edge city” is the whole world, and the technocratic power base is a spaceship garden, circling the earth’s orbit. ‘Elysium’ is a green and white paradise; a techno-civic environment in which humans and nature are equally managed, and manicured. ‘Elysium’, visually, looks a lot like Disney’s Epcot theme park — which brings me back to where I started. In Tao Lin’s Taipei Paul’s disillusionment with technology is in part with its failure to be as he imagined, and his imagination was informed by the Disney-fied future of Epcot. In Taipei: Paul stared at the lighted signs, some of which were animated and repeated like GIF files, attached to almost every building to face oncoming traffic [...] and sleepily thought how technology was no longer the source of wonderment and possibility it had been when, for example, he learned as a child at Epcot Center [...] that families of three, with one or two robot dogs and one maid, would live in self-sustaining, underwater, glass spheres by something like 2004 or 2008 (166). Thinking through the metaphor of Elysium has me thinking toward the fiction of Epcot (via Tao Lin’s book). The metaphor-come-allegories at work here are at remove from my digitally mediated, embodied reality, but they seep through nonetheless. Rather than only look for the concrete reality that drives the metaphor, why not also engage with the messiness of the metaphor; its potential disjunction with technology as it is lived, and its persistent presence regardless.

CITATION: Zara Dinnen, "Digital Metaphors: Editor's Introduction," Alluvium, Vol. 2, No. 6 (2013): n. pag. Web. 4 December 2013, http://dx.doi.org/10.7766/alluvium.v2.6.04

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Wed, 11 Dec 2013 15:42:41 -0800 http://www.alluvium-journal.org/2013/12/04/digital-metaphors-editors-introduction/
<![CDATA[An Ontology of Everything on the Face of the Earth]]> http://www.alluvium-journal.org/2013/12/04/an-ontology-of-everything-on-the-face-of-the-earth/

This essay was originally published as part of a special issue of Alluvium Journal on Digital Metaphors, edited by Zara Dinnen and featuring contributions from Rob Gallagher and Sophie Jones. John Carpenter’s 1982 film, The Thing, is a claustrophobic sci-fi thriller, exhibiting many hallmarks of the horror genre. The film depicts a sinister turn for matter, where the chaos of the replicating, cancerous cell is expanded to the human scale and beyond. In The Thing we watch as an alien force terrorises an isolated Antarctic outpost. The creature exhibits an awesome ability to imitate, devouring any creature it comes across before giving birth to an exact copy in a burst of blood and protoplasm. The Thing copies cell by cell and its process is so perfect – at every level of replication – that the resultant simulacrum speaks, acts and even thinks like the original. The Thing is so relentless, its copies so perfect, that the outpost’s Doctor, Blair, is sent mad at the implications: Blair: If a cell gets out it could imitate everything on the face of the Earth… and it’s not gonna stop!!! Based on John W. Campbell’s 1938 novella, Who Goes There?, Carpenter’s film revisits a gothic trope, as numerous in its incarnations as are the forms it is capable of taking. In Campbell’s original novella, the biologically impure is co-inhabited by a different type of infection: an infection of the Antarctic inhabitants’ inner lives. Plucked from an icy grave, The Thing sits, frozen solid, in a dark corner of the outpost, drip dripping towards re-animation. Before its cells begin their interstitial jump from alien to earthly biology, it is the dreams of the men that become infected: ‘So far the only thing you have said this thing gave off that was catching was dreams. I’ll go so far as to admit that.’ An impish, slightly malignant grin crossed the little man’s seamed face. ‘I had some, too. So. It’s dream-infectious. No doubt an exceedingly dangerous malady.’ (Campbell)

The Thing’s voracious drive to consume and imitate living beings calls to mind Freud’s uncanny: the dreadful creeping horror that dwells between homely and unhomely. According to Ernst Jentsch, whose work Freud references in his study, the uncanny is kindled, ‘when there is intellectual uncertainty whether an object is alive or not, and when an inanimate object becomes too much like an animate one’ (Grenville 233). A body in the act of becoming: John W. Campbell’s novella depicts The Thing as a monstrous body that “swallows the world and is itself swallowed by the world”

In the original novella, The Thing is condensed as much from the minds of the men, as from its own horrific, defrosting bulk. A slowly surfacing nightmare that acts to transform alien matter into earthly biology also has the effect of transferring the inner, mental lives of the men, into the resultant condensation. John W. Campbell had no doubts that The Thing could become viscous, mortal human flesh, but in order to truly imitate its prey, the creature must infect and steal inner life too, pulling ghosts, kicking and screaming, out of their biological machines. As a gothic figure, Campbell’s Thing disrupts the stable and integral vision of human being, of self-same bodies housing ‘unitary and securely bounded’ (Hurley 3) subjectivities, identical and extensive through time. John W. Campbell’s characters confront their anguish at being embodied: their nightmares are literally made flesh. As Kelly Hurley reminds us in her study on The Gothic Body, Mikhail Bakhtin noted: The grotesque body… is a body in the act of becoming. It is never finished, never completed; it is continually built, created, and builds and creates another body. Moreover, the body swallows the world and is itself swallowed by the world (Hurley 28). Each clone’s otherness is an uncanny exposure of the abject relationship we endure with ourselves as vicarious, fragmented, entropic forms. In the 44 years between the novella and John Carpenter’s 1982 film, there were many poor clones of The Thing depicted in cinema. Films such as Invasion of the Body Snatchers (1956) and, It Came from Outer Space (1953) are replete with alien dopplegangers, abject human forms, cast away very much as in gothic tradition. Howard Hawk’s film, The Thing from Another World (1951), the first to explicitly translate Who Goes There?, completely disfigures Campbell’s story. The resultant monster is nothing more than, what one character calls, ‘an intellectual carrot’, grown from alien cells in a laboratory. The film is worth considering though for its Cold War undertones. Recast in an Arctic military base, Hawk’s Thing is an isolated monster set against a small, well organised army of cooperative men. Faced with disaster the men group together, fighting for a greater good than each of them alone represents.

Cinematic clones of The Thing: 1950s American Science Fiction films like It Came From Outer Space and Invasion of the Body Snatchers are replete with alien doppelgangers and abject human forms [Images used under fair dealings provisions] The metaphor of discrete cells coordinating into autopoeitic organisms, does not extend to the inhabitants of the isolated Antarctic outpost in the original short story, nor in the 1982 version. Rather than unite against their foe, they begin to turn on each other, never knowing who might be The Thing. In a series of enactments of game-theory, the characters do piece together a collective comprehension: that if The Thing is to eventually imitate ‘everything on the face of the Earth’ it must not show itself now, lest the remaining humans group together and destroy it. The Thing’s alien biology calls to mind the original design of the internet, intended, according to Michael Hardt and Antonio Negri: …to withstand military attack. Since it has no center and almost any portion can operate as an autonomous whole, the network can continue to function even when part of it has been destroyed. The same design element that ensures survival, the decentralisation, is also what makes control of the network so difficult (Hardt and Negri 299). The novella Who Goes There? and the film, The Thing, sit either side of a pivotal era in the advancement of information technology. How a life form or a biological computer work is immaterial to the behaviours they present to an observer. John Carpenter’s The Thing explores the fulfilment of Alan Turing’s ‘Imitation Game.’ Moving away from Campbell’s original appeal to telepathy and a mind/body split, the materialist vision of Carpenter’s film confronts us with a more fundamental horror. That every part of us is reducible to every other. In her book Refiguring Life, Evelyn Fox Keller argues that: As a consequence of the technological and conceptual transformations we have witnessed in the last three decades, the body itself has been irrevocably transformed… The body of modern biology, like the DNA molecule – and also like the modern corporate or political body – has become just another part of an informational network, now machine, now message, always ready for exchange, each for the other (Keller 117–118). Meanwhile, eschewing Martin Heidegger’s definition of a thing (in which objects are brought out of the background of existence through human use), Bill Brown marks the emergence of things through the encounter: As they circulate through our lives… we look through objects because there are codes by which our interpretive attention makes them meaningful, because there is a discourse of objectivity that allows us to use them as facts. A thing, in contrast, can hardly function as a window. We begin to confront the thingness of objects when they stop working for us… (Brown 4).

A thing or an object? Bill Brown argues that we look through objects but are confronted by things [Image by Marc PhOtOnQuAnTiQuE under a CC BY-NC-ND license] In his infamous 1950 paper, Computing Machinery and Intelligence, Alan Turing introduced the notion that a computer is nothing more than a machine that functions by pretending to be other machines. (Turing) Asking the question ‘can machines think?’ Turing replaced the ambiguity of ‘thought’ and ‘intelligence’ with imitation, proposing a test that avoided the need to know what was going on inside a machine, in favour of merely experiencing its affects. In a lecture entitled ‘Can Digital Computers Think?’, Turing expounds his point: It is not difficult to design machines whose behaviour appears quite random to anyone who does not know the details of their construction. Naturally enough the inclusion of this random element, whichever technique is used, does not solve our main problem, how to programme a machine to imitate a brain, or as we might say more briefly, if less accurately, to think. But it gives us some indication of what the process will be like. We must not always expect to know what the computer is going to do. We should be pleased when the machine surprises us, in rather the same way as one is pleased when a pupil does something which he had not been explicitly taught to do (Shieber 114–115). The mutability of Earthly life, its ability to err, to stumble upon novel strategies through random, blind chance, represents its most innate capacity. Biological life changes by mutation, passing those mutations on to the next generation, ad infinitum. The Thing, in opposition to this, can only become its other absolutely. There is no room for error, for mutation, for change or evolution: instead, The Thingly cadaver of Norris must protect its otherness in the only way it knows how: by transforming itself into a defensive form previously programmed and stored in its protoplasm. In terms of creativity it cannot escape its programming. Turing’s lecture hints at a further unsettling conclusion we can make: that even though novel behaviour may be consistent with error, from appearances alone it is impossible to distinguish something ontologically novel, with a behaviour which has been programmed to appear as such. The Thing is a Universal Turing Machine, a post-digital plasma, encoded with the biological ticker-tape of a thousand alien worlds. Put more simply, in the words of protagonist John MacReady: MacReady: Somebody in this camp ain’t what he appears to be. [my emphasis]

The “Gothicity” of matter? The digital metaphor of the Thing reveals that through imitation computers confer humanity upon us [Image by 

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Mon, 09 Dec 2013 10:34:38 -0800 http://www.alluvium-journal.org/2013/12/04/an-ontology-of-everything-on-the-face-of-the-earth/
<![CDATA[Use of The City as a metaphor for the Internet/Web]]> http://ask.metafilter.com/mefi/239039

I am looking for examinations of the Internet and World Wide Web that use the structure and/or history of the city as a metaphor. I'm afraid I have no original example of this phenomenon to kick things off. I have this image in my head of 'the city' that always goes back to Plato and his Republic. Plato's city was a physical, social construction, as well as a philosophical metaphor, at one and the same time. It feels that many have talked about the Internet in similar, overlapping, terms.

(It need not be 'the city as metaphor', rather any social, physical space that humans build and live in will suffice. Also, metonymy rather than metaphor would be great.)

Writings that explore the political history of the city, it's technological expansion, that consider the city as a nexus for theories of human civilisation, of emergence perhaps, of structure, social and political control and, perhaps most importantly, of space vs place - all as a way to think about similar phenomena taking place online. The Internet as emerging network with similarities to the city; the World Wide Web considered as spatio-social metaphor?

etc. etc.

Any ideas?

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Fri, 12 Apr 2013 10:19:31 -0700 http://ask.metafilter.com/mefi/239039
<![CDATA[What Is Life? A 21st Century Perspective | Conversation | Edge]]> http://edge.org/conversation/what-is-life

lecture by Craig Venter Life is code, as you heard in the introduction, was very clearly articulated by Schrodinger as code script. Perhaps even more importantly, and something I missed on the first few readings of his book earlier in my career, was as far as I could tell, it's the first mention that

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Wed, 08 Aug 2012 03:25:00 -0700 http://edge.org/conversation/what-is-life
<![CDATA[Creating Artificial Intelligence Based on the Real Thing]]> http://www.nytimes.com/2011/12/06/science/creating-artificial-intelligence-based-on-the-real-thing.html

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

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

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

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Wed, 08 Aug 2012 02:44:00 -0700 http://www.nytimes.com/2011/12/06/science/creating-artificial-intelligence-based-on-the-real-thing.html
<![CDATA[Passing the baton of life - from Schrödinger to Venter]]> http://www.newscientist.com/blogs/culturelab/2012/07/passing-the-baton-of-life---from-schrodinger-to-venter.html

Craig Venter spins increasingly ubiquitous metaphor: "The digital and biological worlds are becoming interchangeable"

"All living cells that we know of on this planet are 'DNA software'-driven biological machines comprised of hundreds of thousands of protein robots, coded for by the DNA, that carry out precise functions," said Venter. "We are now using computer software to design new DNA software."

The digital and biological worlds are becoming interchangeable, he added, describing how scientists now simply send each other the information to make DIY biological material rather than sending the material itself.

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Thu, 19 Jul 2012 08:09:00 -0700 http://www.newscientist.com/blogs/culturelab/2012/07/passing-the-baton-of-life---from-schrodinger-to-venter.html
<![CDATA[Sloppy MicroChips: Can a fair comparison be made between biological and silicon entropy?]]> http://ask.metafilter.com/mefi/217051

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

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

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

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

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

Where do the boundaries lie in comparing the two?

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Tue, 05 Jun 2012 10:05:10 -0700 http://ask.metafilter.com/mefi/217051
<![CDATA[The social cell]]> http://www.newstatesman.com/culture/2012/04/social-cell

A single cell, such as a bacterium, is the simplest thing that can be alive. In addition to the materials from which it is constructed, it needs three features: a way of capturing energy (a metabolism), a way of reproducing (genes or something like genes) and a membrane that lets in what needs to come in and keeps out the rest.

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Mon, 30 Apr 2012 10:46:07 -0700 http://www.newstatesman.com/culture/2012/04/social-cell
<![CDATA[A Database of Metaphor]]> http://www.metafilter.com/114289/A-Database-of-Metaphor

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

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Tue, 27 Mar 2012 19:06:33 -0700 http://www.metafilter.com/114289/A-Database-of-Metaphor
<![CDATA[Underneath the Skin: John Carpenter’s “The Thing” and You]]> http://weirdfictionreview.com/2012/03/underneath-the-skin-john-carpenters-the-thing-and-you/

This monster’s talent for mimicry provokes some of the darkest questions. By foregrounding this capability and coupling it with our inability to discern mimics from the remaining men, The Thing focuses dread light on a question which has haunted thinkers for ages: the “problem of other minds.” How can anyone know if other people actually have selves? What would enable you to tell the difference between your neighbor and a well-programmed robot? Thinkers have posited answers (including the notion that its insolvable nature means we must move on from it), but the question has not been laid to rest. Indeed, the quandary has proven to be a cornucopia of paranoiac fantasies, an essential theme in science-fiction and horror in particular. The Thing shares intellectual DNA with movies like The Invasion of the Body Snatchers and David Cronenberg’s eXistenZ, as well as literature by Poe, Kafka and virtually every piece of fiction penned by Philip K. Dick. This movie, though, has the distinction of being based on source material which pre-dates most of our great works of paranoia. Had The Thing stopped here, focusing on a hidden presence lurking beneath the face of friends and co-workers, it may have still been remembered as a fine work of psychological suspense. This movie brings something else to the cinematic table, a visual excess to counter-balance these narrative ambiguities. Carpenter, drawing heavily on the source material, rejuvenates the paranoiac nightmare with an infusion of gore and unexpected (almost unimaginable) violence.

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Mon, 26 Mar 2012 03:37:33 -0700 http://weirdfictionreview.com/2012/03/underneath-the-skin-john-carpenters-the-thing-and-you/
<![CDATA[The Exegete]]> http://lareviewofbooks.org/post/18187221884/the-exegete

When Philip K. Dick died in 1982 of a series of strokes brought on by years of overwork and amphetamine abuse, he was seen within the science fiction genre as a cult author of idiosyncratic works treating themes of synthetic selfhood and near-future dystopia, an intriguing if essentially second-rank talent. At the time, he was more popular in France and Japan, which have always had a taste for America’s pop culture detritus, than he was in his native country. Thirty years later, Dick — known to his most avid fans simply by his initials “PKD” — has developed a reputation as, among other things: a baleful chronicler of Bay Area working-class angst, thanks to a series of previously unpublished realist works written during the 1950s and early 1960s, such as Humpty Dumpty in Oakland; a postmodernist avant la lettre, due to his delirious explorations of deliquescent mindscapes in novels like Eye in the Sky and Martian Time-Slip, which Vintage began reprinting in imposing trade paperback editions in 1991; a godfather of cyberpunk via Ridley Scott’s film Blade Runner, adapted from Dick’s 1968 novel Do Androids Dream of Electric Sheep?; and a kind of Gnostic magus gifted with quasi-divine revelations that came to inform his final novels, beginning with VALIS in 1981. During the last decade of his life, Dick produced an 8,000-page opus of theological speculation known simply as the Exegesis, which struggled to come to grips with what seemed to be mystical experiences, and which editors Pamela Jackson and Jonathan Lethem have now culled into Houghton Mifflin’s massive doorstop of a book.

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Sun, 04 Mar 2012 05:22:56 -0800 http://lareviewofbooks.org/post/18187221884/the-exegete
<![CDATA[Is It Time to Welcome Our New Computer Overlords?]]> http://www.theatlantic.com/technology/archive/2011/02/is-it-time-to-welcome-our-new-computer-overlords/71388/

"Watson is a computer that uncovers meaning in our language, and pinpoints the right answer, instantly. It uses deep analytics to answer questions computers never could before, even the ones on Jeopardy!" Then a Jeopardy! clue is displayed: "Groucho quipped, 'One morning I shot' this 'in my pajamas.'" Now, that's a provocative set of claims. Watson's performance in the tournament (despite a few howlers along the way) clearly demonstrates that it is very skilled in particular types of question-answering, and I have no doubt it could handle that Groucho clue with aplomb. But does that mean that Watson "understands" the "nuance, slang, and metaphor" of natural language? That it "uncovers meaning in our language"? Depends what you mean by "meaning," and how you understand "understanding." Elsewhere, Ferrucci has been more circumspect about Watson's level of "understanding." In an interview with IBM's own magazine ForwardView, he said, 

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Thu, 17 Feb 2011 15:38:15 -0800 http://www.theatlantic.com/technology/archive/2011/02/is-it-time-to-welcome-our-new-computer-overlords/71388/
<![CDATA[Thinking literally]]> http://www.boston.com/bostonglobe/ideas/articles/2009/09/27/thinking_literally/?page=full

Drawing on philosophy and linguistics, cognitive scientists have begun to see the basic metaphors that we use all the time not just as turns of phrase, but as keys to the structure of thought. By taking these everyday metaphors as literally as possible, psychologists are upending traditional ideas of how we learn, reason, and make sense of the world around us. The result has been a torrent of research testing the links between metaphors and their physical roots, with many of the papers reading as if they were commissioned by Amelia Bedelia, the implacably literal-minded children’s book hero. Researchers have sought to determine whether the temperature of an object in someone’s hands determines how "warm” or "cold” he considers a person he meets, whether the heft of a held object affects how "weighty” people consider topics they are presented with, or whether people think of the powerful as physically more elevated than the less powerful.

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Mon, 28 Sep 2009 08:59:00 -0700 http://www.boston.com/bostonglobe/ideas/articles/2009/09/27/thinking_literally/?page=full
<![CDATA[Fallacy of misplaced concreteness | Wikipedia]]> http://en.wikipedia.org/wiki/Fallacy_of_misplaced_concreteness

In the philosophy of Alfred North Whitehead, one commits the fallacy of misplaced concreteness when one mistakes an abstract belief, opinion or concept about the way things are for a physical or 'concrete' reality.

Whitehead proposed the fallacy in a discussion of the relation of spatial and temporal location of objects. Whitehead rejects the notion that a concrete physical object in the universe can be described simply in spatial or temporal extension. Rather, the object must be described as a field located in both space and time.

"...among the primary elements of nature as apprehended in our immediate experience, there is no element whatever which possesses this character of simple location. ... [Instead,] I hold that by a process of constructive abstraction we can arrive at abstractions which are the simply located bits of material, and at other abstractions which are the minds included in the scientific scheme. Accordingly, the real error is an example of what I have termed:"

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Thu, 12 Mar 2009 18:08:00 -0700 http://en.wikipedia.org/wiki/Fallacy_of_misplaced_concreteness
<![CDATA[The Metaphor is the Message Part II: Palimpsests Palimpsests Palimpsests]]> http://spacecollective.org/Rourke/3786/The-Metaphor-is-the-Message-Part-II-PalimpsestsPalimpsestsPalimpsests

This slice in hyperspace follows on from these past posts: How things 'become': The infinity of definitionThe Archaeology of 'The Book'hypertext/?="The Metaphor is the Message" (Part I) ...and is a direct response to this post by Robokku: Temporal Hypertext Time is important in the definition of any model, hypertextual or otherwise. At the moment I am interested in how new technologies allow us new ways to see, to realise the world around us. This constant re-definition of our realities can actually add temporality to mediums which previously had none.

Modern technology has allowed art historians to 'look' at paintings with new, multidimensional, eyes. Shine certain wavelengths of light onto a Picasso painting and it becomes possible to read marks under the surface of the paint. What's more, apply several different wavelengths of light to the same painting and multiple layers, painted by the artist at various different times, become visible.

In a sense, once an available technology has re-examined the painting its process is more obvious: the non-temporal becomes temporal. Each layer is like a snap-shot of the artist's process, their vision, even their 'mistakes'. The laser/x-ray imposes a kind of hyper[textu]ality upon the painting which previously was unavailable (but not absent - only hidden). Of course this causes the art historian to weep with joy, but it also causes an exponential explosion of interpretation from that moment onwards. Any further examination of the painting now occurs in hyper-reference. The painting can never be seen as merely 2-dimensional again.

The example I have given can be extended to countless other mediums and medias. Film has its cutting room floor / multiple editions. Ancient manuscripts have their palimpsestic layers, just as the painting does. In fact palimpsest is THE word to use here, as it applies to all medias.

Examine the outside of an old brick building and very often you will find the outline of a window that was bricked in, a foundation that no longer leads to an out-house, or a patch of brickwork that had to be fixed. Even the photograph has had its dimensionality extended. These are remnants of temporality, just like the layers under the painting: the word is a palimpsest, and I've grown used to using it often.

Now here's the bit which leads back to my original post. and acts as in answer to Robokku's questions...

How does/can this palimpsestic awareness apply to the future of information/expression? The internet contains copies of its former self, hidden not so far from view. Wikipedia has its history section and google has its cache. The Internet Way Back Machine allows ghostly simulacra of webpages to be pulled out of the deep freeze. My 1998 homepage is alive, somewhere.

But is this layering of information the same as a palimpsest? I am not sure. Binding time together with human reality are the narratives that anthropomorphises it. Follow the xray-defined marks under the painting's surface and you can actually see the former brushstrokes of the artist, layer after layer, hour after hour: time is made real in the narrative story of the artist's action.

This kind of narrative arc does not really exist in internet archives. The user is taken out of the equation and all that is left is a username editing the entry on 'Defenestration' for the 12th,17th or 26th time. A ghost of personhood can be seen, but it is far inferior to the powerful force of just one single hidden Picasso brushstroke.

How can we infuse our new metaphors with these narrative dimensions?

I linked to a Seed magazine conversation in my Archaeology of the Book piece that NEEDS to be read (or watched) again and again. Please come back after the layers have realigned themselves and add some layers of your own to this (or Robokku's) post.

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Thu, 24 Apr 2008 08:57:00 -0700 http://spacecollective.org/Rourke/3786/The-Metaphor-is-the-Message-Part-II-PalimpsestsPalimpsestsPalimpsests