Thursday, March 25, 2010
Friday 11am Section- Immemory
I left the poetry section almost immediately (under the assumption that there was little material of interest to me) and began searching for Vertigo. Unsurprisingly, It was under the cinema section and could be accessed by clicking a still from the opening sequence of the movie. What I read was interesting commentary about Hitchcock's obsession with dopplegangers, Scottie's romantic quest to fight time and death, and some information about the Vertigo tour of San Francisco.
While the information was fascinating, what I realized along the way was much more important. I began to appreciate Marker's memoir as a navigable digitization of memories. I became entertained by dissecting his brain, going through the places he had been and the sights he had seen. Once I realized the level of immersion and freedom I was given in exploring Marker's past, my level of understanding and enjoyment rose significantly.
Haraway writes about ‘integrated social systems’ creating the practice of ‘experimental ethnography’ [162]. This practice results in the reduction of human action and interaction to protocol, to ‘statistical modes of operation’. This reminds me of Moulthrop’s vision of the future of hypertext: “Hypertext and hypermedia are also interactively ‘cool,’ so following this analysis we might conclude that they will undergo a similar implosion, becoming ever bit as institutionalized and conservative as broadcast networks” [You Say You Want A Revolution? Hypertext and the Laws of Media, 42].
Hypertextual structure mirrors the free-associative structure of the human mind. If hypertext becomes institutionalized, molded to a [social] protocol, when pushed to its absolute limit, it follows that operations of the human mind and agency will become constrained when pushed to their limit as well. And what is this limit? Haraway seems to argue that the complete and fluid integration of human and machine is the ultimate limit of human agency.
On a completely separate note: I was confused by Haraway’s letter substitutions [usually ‘d’ for ‘ti’, etc.] They were relatively prevalent, but seemed inconsistent [?]; I couldn’t find a pattern [“The picture is more systematic and involves reproduction, sexuality, culture, consumphon, and producdon [166]]. What was her intention?
Emily for Matt's section
History and Technology
Friday 11 AM Section - Blog Post #7
Gitelman’s article touches on an interesting concept: the temporality of the Web. Specifically, she raises the question of whether it is possible to archive the history of an entity such as the World Wide Web when it is always changing. Although it is true that at any given moment, a webpage can be modified and most likely will soon be viewed in a different version, these characteristics do not need to serve as enemy to history but instead can ensure that knowledge of historical events will survive.
This realization comes after following the recent history textbook controversy raging in Texas. As a Texan, I’ve kept up with this battle which points out how history can be preserved in two different mediums – the textual and the digital. In the case of this history textbook, only a few people have the privilege to decide what historical events are included. Anything not deemed important enough is not included and thus, this information becomes hard to find if the textbook is your only source of information. The Web handles these two issues differently. With the Web, anyone can access and modify its content (readily seen at sites such as Wikipedia). Yes, this means that crucial information can be deleted but the possibility of it being reinstated is easier and can occur quickly. In the meantime, one site does not make the whole entity of the Web, so the same information most likely exists elsewhere or, as this week’s readings also pointed out: digital information leaves a trace. When it is deleted, is it truly gone? Lastly, perhaps we should stop trying to mold a medium to fit and neatly archive our history. History is always changing. It needs to thrive in a medium that is also always evolving. It seems fitting that the Web would be used as the medium of choice for this task but there are lots of kinks that still need to be worked out.
Kirschenbaum - Screen Essentialism and Storage Media
“Greater and greater storage capacity will only serve to further dematerialize the media [[storage devices]] as their finite physical boundaries slip past the point of practical concern.”As computers get better, our detachment to how they work only gets stronger because we have to think about computer’s limitations less and less. That idea fits in well with his discussion of how computer text is ephemeral, which makes sense when you think about how text is moved around within a computer and between computers.
Friday, 11am section.
The “New” Medium of Space
In “Navigable Space”, Lev Manovich discusses the progression and development of space as a recurring theme throughout media’s history. Beginning as early as novels, space has been used as a way for different types of media to capture the user’s interest and imagination through the manipulation of perspective and trajectory. What is very interesting though is how new media has allowed for totally new ways of experimenting with the concept of space, allowing space to become a medium in and of itself. Furthermore, the power of space as a medium lies in its representation and the tension between the virtual and the real.
A primary concern of Manovich in his writing is to express how the concept of space in media is not unique to new media. In literature, many writers take advantage of the perspective of a character to allow the reader to explore and interact with his/her surroundings. For example, in Huckleberry Finn, “subjectivity is constructed through conflicts between the subject and nature, and between the subject and his enemies” (14L)[1]. We will see how navigation, exploration, and interaction are recurring themes for space as a medium. In a similar manner, other forms of media such as film and even painting achieve the development of space by the manipulation of perspective and the interaction with environment. However, as media has developed in modernity, the ability of space’s function as a medium has profoundly expanded.
In film, this new development can be readily seen. Because of the ability to have a moving perspective, space becomes a much more dynamic and interactive object. 2001: Space Odyssey and Star Wars as well as motion simulators are cited by Manovich as examples of how 3-D flythrough can visually create navigable space. With the advent of video games, navigable space takes on a whole new meaning. Games, such as Doom and Myst, allow the player to move through space, exploring and acting. This achievement is of great importance to Manovich because it helps define space as a medium. Space is important, he asserts, because it intimately links looking and acting, and makes exploration a goal in itself. Examples he provides for Doom and Myst include the connection between observing the character’s environment and interacting with it as well as the satisfaction obtained purely from exploring the virtual world. As put my Manovich, “movement through space allows the player to progress through the narrative, but it is also valuable in itself. It is a way for the player to explore the environment” (2R).
Once navigation and interaction are recognized as crucial features of space, the power of representation becomes apparent. The first aspect of representation that Manovich discusses is the dichotomy between space and objects. In early virtual spaces, Manovich saw the problem that “there [was] no space in cyberspace” (5R). Specifically, spaces were merely a collection of objects separated from a static background, typified by the Pacman video game. “What was missing from computer space is space in the sense of medium – and environment in which objects are embedded and the effect of these objects on each other” (6R). In this area, modern video games have reached full integration. However, Manovich suggests that other uses of space as representation have yet to fully reach their potential. For example, he compares navigation through a database and the search for information as an important navigable space in new media. Also, he recognizes navigable space as a functional new way to visualize and analyze data. However, Manovich asserts that these types of spaces have yet to integrate space and object effectively.
Another dichotomy that arises in space as representation (and the representation of space) is the tension between the real and the virtual. As Manovich illustrates with his example of the “Aspen Movie Map”, a virtual space can be a mode of a real representation. In this case, space is created by the aggregation of photographs mapping out the city and put into an interface. On the other hand, in the example of “Legible City”, the virtual can be a derivative of the real. In this case, the map is based on a physical city, but buildings are replaced by representative 3-D letters according to proportion, color, and location. Through navigation, the letters cumulate into text. Finally, in the example of “The Forest”, the virtual can resemble the real but function as a release from the constraints of the real, in this case through the freedom of movement. As these examples illustrate, the advancement of technology in new media has created a tension in the representation of space: on one hand, space can be isotropic, imaginative, and limitless; on the other hand, virtual space can effectively recall the space of human anthropology. We can make the real virtual (e.g. data representation), or we can make the virtual seem real (e.g. abstract film, games).
Within these tensions, the power of space in new media is really seen. One media object that we studied that demonstrates this potential is The Cave. In The Cave, the user wears special glasses that both work with the 3-D imaging and track the user’s position and direction of perspective. These glasses are an important part of The Cave because they made the experience totally immersive while still allowing freedom of movement. In addition, a controller was given to the user to manage the navigation through the virtual world. The virtual worlds we experienced demonstrated the freedom virtual space can have in integrating space and objects, and in blurring the distinction between real and virtual. For this reason, The Cave is an excellent indication of the experimentation with virtual space possible in the future.
[1] Because original page numbers are unavailable on the PDF of “Navigable Space”, pages will be designated by the PDF page and either L or R for the left or right hand side of the PDF page.
Kelly Dobson and the animal-human/machine distinction
This passage from Haraway's "Cyborg Manifesto" helped me to make sense of some of Kelley Dobson's work. The Omo, especially, is striking in the way that it was developed - it has multiple layers of different materials on its surface which replicate the animal feel of muscle, fat and skin, but it doesn't make much of an effort to take on the form of a recognizable animal. The omo is simultaneously natural and "art)ificial" in this sense - it occupies the space between animal-human and machine that we're increasingly finding very comfortable and desirable. The lengths to which Dobson goes to make the patterns of the omo's breathing and the experience of holding it feel "natural" and animal don't necessarily conflict with her ultimate choice to have the omo appear non-animal - more plant-like, actually - in a visual sense.
I like robots, and this made me start to think about the ways in which other robots I've read about or experienced have crossed this animal-machine boundary. Some do so in an obvious way - like the robot dog Aibo. But one robot, called the BigDog, transgressed this boundary in a more complex way. The robot, which can be seen online here (very worth watching) is designed to stay upright on four legs on rough terrain, ice - even when pushed by a human. Its legs are animal0id in terms of their joints, but the robot as a whole is not intended to serve as an animal replacement - it's more useful in terms of traversing or carrying things over rough, uncertain terrain. Who knows how the scientists who developed BigDog determined the algorithm that keeps the robot on its feet - but the results are unsettlingly animal in appearance. The robot responds to the terrain just like a horse or a dog would - the comments on the video uniformly express discomfort with the way it moves & the terrifying sound it makes. Clearly the developers were inspired by nature in the development of this robot, but there seems to be no accounting for the unexpected success with which the robot mimics animal movement. The discomfort I experienced was certainly a different reaction from my "aww" response to the omo, although both are transgressions of the animal-machine boundary - I would guess the difference lies in the magnitude of the physical power attained by the animal-machine.
Apologies for the late late post!
Blog post 7
Every piece of information that I put about myself on the internet, although all of it may not be completely accurate to my true self, is recorded and documented as part of my “profile”. So, what does this mean for my public, or social, self? Am I part of a system that simply divides me into categories that can relate to almost anything, or anyone, else on the internet? (specifically social networking sites)
In any case, Dobson’s pieces made me think deeper about how social networking sites help develop a persons public self, but also how it defines your private self. I think that it’s had more of an impact on my development to become myself without my knowing. So, in essence, the use of communicating with my computer helped shape me?
Blog post #7
- Qian
Anna's session
Wednesday, March 24, 2010
Thursday section - Archiving New Media
How do we sort and store digital information? What is our cultural memory? What new kind of knowledge will exist in the future as a product of this archival system? These are some of the questions that come to mind when thinking about the Internet and its repercussions/influence on the way in which we process information.
S03 - Machines and communication
It felt really amazing to listen to someone like Kelly Dobson who manages to establish a much more intimate connection to the machines than I have ever seen before. Perhaps that is the reason I am so terrible with computers and technology in general. For me, a machine was always a tool that helped me communicate better to other people or just made my life easier. It never occurred to me that I was communicating with the machine too.
I had a friend in high school who liked to somehow talk to his laptop (I'm not sure how he was doing this). The rest of us always thought it was because he didn't have any friends so we tried to hang out with him more. However, he sensed what we thought and never really wanted to hang out with us. Now, when I remember it, I know that I used to think that communication with the machine was a sign of increasing alienation, but Kelly Dobson's talk made me question that. Now I think that what she does is an amazing way of learning new modes of communication and I think that what my friend was doing was his way of finding the right mode of expression and that the mistake maybe wasn't his, but mine and all the others' around me who couldn't understand that.
However, the reason I never felt particularly attached to computers was probably because I was afraid of being too exposed. When I was really young and was using my mother's computer, I was always afraid she would be able to see that I was playing games too much or just downloading music illegally. I felt computers overexposed me and revealed parts of my personality I sometimes didn't want others to know about. Because of that, I tend to agree with the Cyborg Manifesto that cyborgs break the division between public and private. As Kirschenbaum points out, everything we do on our computers can probably be somehow traced. There is always a history of web sites we visited or terms we searched on Google. It is true that we can delete those (perhaps not completely), but the very notion of being forced to constantly delete something we do not want to be seen might give a strange feeling of being too exposed.
On the other hand, there is also a feeling of being just a number among other numbers. That is the feeling I have when I see how fast information circulates the Internet. For example, even on Facebook updates often disappear from News Feed very fast. If we google something a few times over time, the web sites that come up may change really fast. The notion of multitude of information balances the notion of being overexposed on the Internet for me.
David Paesani Assignment 2
It is not without some irony, and, indeed, this my point, that I compare Jameson's resolutely Marxist ideal of cognitive mapping that he, he who has the feeling he is one of the few Marxists left (Cognitive Mapping, 347), posits as a means of maintaining a stressing on “the gap between the local positioning of the individual subject and the totality of class struggle in which he or she is situated” (353) with the hyper-fantastic and rampantly capitalistic realm of lived virtual experience in Second Life. SL, though ostensibly fulfilling the requirement of creating an imaginary space in which one can locate oneself within a larger social totality, nonetheless fails to provide a space immediately attractive to revolutionary political action; to the contrary, it is the very space where the conquest of the imaginary by capital is most stunningly profound.
Cognitive mapping is attractive and essential for political action because any such action is only manageable if, as Jameson says, following the failure of the League of Black Revolutionary Workers, one can successfully map one's own place in relation to the larger imagined social totality (353). This is essential today more so than ever, for today, in our postmodern world, we are “now exposed to a perpetual barrage of immediacy from which all sheltering layers and intervening mediations have been removed” (351) as opposed to our previous conceptions of space as first organized on a Cartesian grid and conceived as homogenous (classical) before moving towards a radical alienation between truth and experience (349). In our current milieu we are compelled to find a new means with which to navigate the imagined space of our reality without the comfort of that immanent grid or the specifics of distance the play of the dialectic of truth and experience allowed the great modernists. Rather to the contrary, there is no space from which we can create any distance,; separations and distinctions are no longer hard and fast, rather they bleed and blur into each other. And while this is not in and of itself a bad thing, we might expect Jameson to say that it serves to radically decenter every aspect of our lived heterogeneity to the degree that any purposeful movement becomes impossible without a larger whole against which to move. This is why the Workers could be so successful on a local scale while losing their potency immediately upon entering into a larger cognitive space, lost like a solitary gust of wind in a hurricane.
Second Life is a fascinating example of the consequences of this postmodern spatial situation. On the one hand, SL is precisely the kind of imaginary 'space' where one can imagine a representation of one's self firmly in relation to a larger social totality, in this case, the SL community. In this sense, it is precisely the kind of mechanism for imagining the project of cognitive mapping. However, it is limited with respect to its social totality being only the artificial and commensurately imaginary community of SL, wholly distinct from an imagined relation to real material conditions which dictate the organization of the social totality. But that is not to say that there is nothing real about what happens on Second Life; quite the contrary, the real material of capital has infiltrated its imaginary realm in every conceivable money-making way. The developers and designers of SL charge membership fees for their premium memberships, fees rewarded in-world with fake money with a degree of equivalency to real money itself. Virtual 'land' may be bought and sold, and, indeed, there is a whole economy unique to SL which nonetheless is directly tied to the real life economy outside its servers. Indeed, there is a whole host of entrepreneurs who have made real-life fortunes in profit at manipulating the economy of Second Life, users who literally manipulate imaginary relations for real economic gain. In this way, this program which seems to bear a potential for radically mapping one's subjectivity as it relates to a social whole in order to effect social change becomes one more site of the colonization of our social imaginary by the juggernaut of capital.
The question remains then: to what extent can we learn from SL how not to perform a cognitive mapping project (whose shape Jameson makes to pretensions to anticipate, leaving it open to the imagination, as it were)? Or rather, how can we establish an imaginary space where capitalism is never the motivating force? For what seems certain is that if we rely upon corporations and companies to produce such a program for us, we are doomed to re-enacting the same.
Dobson, Kirschenbaum & The Personalization of Machines
Today’s guest speaker, Kelly Dobson, really fascinated me by her art. I thought that the way she wanted people to be more aware of the connection between robots and media in general with the way humans interact and live their daily lives was very interesting. This led me to think of an idea that I have talked about in previous posts and one which kind of goes along with the Kirschenbaum reading for Monday. This idea is that of information, who can see it/use it, and what it is really for.
Way back when, in the beginning of the semester, we talked about Facebook and privacy issues, we think we’re in control of the information that we put out there, but we aren’t. Kirschenbaum illustrates in “Mechanisms; New Media and the Forensic Imagination” that once we copy any sort of information on a floppy disk, (or any internal or external storage space for that matter) the data is actually marked on something which we may never be able to fully delete. Along with showing that we can never really exterminate data, on a deeper level, we can postulate that once a piece of information gets out, as it can never be contained, what is done with it. Dobson expands on these questions/fears when she showed the video in which she was talking to “Blendie.” During this exhibition, we could see that she clearly controlled what “Blendie” was doing…until “Blendie” started to talk back. This scared me a little bit because, while I’m not going to go all Terminator-the-machines-are-going-to-kill-us on the blog right now, I will say that it made me wonder, and I know this will sound crazy, if “Blendie” could ever be in control of us. While it was evident that Dobson controlled the “Scream Body,” she also showed us “Omo.” She had control over “Omo”’s way of “breathing,” but she did mention that “Omo” responds to its user, and while that does give comfort knowing that it is an individual thing, it is also knowing and sensing things about us that we may not want it to.
These ideas are just some of the things I was mulling over while thinking about Dobson and her connection to the readings, and I’m sure if my previous posts have been any indication of my train of thought, I’ll be musing about these ideas in future posts.
Gitelman, Thursday Section 2pm
Gitelman makes this analogy after she discusses that the “least recently modified” webpage is in fact different than it used to be, because although the title of the page is the same, its location and thus place in the world wide web has changed, making it almost entirely something different. While the paintings shown in an art history lecture are merely pictures of the paintings, they still retain a quality of being those pictures. The internet is quite unique, however, in that it is constantly changing, adapting, and modifying itself, making the identity of the “least recently modified web page” not necessarily valid. This web page by CERN was meant for the Internet, but the New York Times articles were not meant to be .pdf files. In a sense, as Gitelman writes, the Times pages on the computer are “distilled: they are scans of films of pages” (124). I began to think about eBooks, the Kindle, and various other electronic book readers, and how it might apply to this analogy. While the words of the text are identical on the electronic reader, it is still quite something different, in that they are simply scans or digital versions of the book. In this case it is a fine substitute, unnoticed by the reader; yet still, similar to the pictures of paintings at the art history class, it is “presented in ways that ignore or elide the physical” (126).
S03 - blog post #7
In addition, other works of hers seemed to complicate, rather than simplify, the action that they carried out. Blendie, for example, requires much more human exertion than a traditional blender. While it may be true that a Blendie user will feel more in sync with his machine, I must ask at what cost. Technology serves to facilitate all of the various processes that would take too long for a human to complete without them (or which can simply be completed more quickly using the technology). I could walk to the library and look up information in print form, but Google has made it more efficient to find the same information from my room. I personally don’t feel the need to become attuned to the various machines that I use throughout my day. Rather than the gap between RL and VR in which meaning is made, the gap between human and machine seems less about meaning and more about convenience. While exploring this gap may be the goal of a program like Second Life, there is no equivalent program that has the explicit purpose of looking at the gap between human and machine; the gap in Second Life allows users to project versions of themselves and explore their identities, while the gap between me and a blender doesn’t serve any exploratory purpose in my life.
I did find it interesting to consider the question of temporality in terms of her work, though. For example, the Omo (the breathing machine) grows steadily more in sync with a certain person as it spends more time with that person. If new media is supposed to make us in some way crave the ever-permanent present, though, why would an object with such a clearly temporal structure be desirable? Shouldn’t we want something more automatically in sync with us, something that immediately becomes a part of our present rather than taking time to adjust to it?