Sunday, November 25, 2007

New Media Reader 585 - 647

Mythinformation

Winner’s essay, “Mythinformation”, seeks to articulate how computers can be used for positive social change. He takes the rhetoric of the computer language, and addresses what the social goals of the revolution will be. He addresses the idea that new technology and new ways of getting information does not necessarily create a more democratic society. It does have the potential to be democratic, but it must be worked towards, and does not come automatically.


From Plans and Situated Actions

Lucy Suchman wrote the essay in “Plans and Situated Actions” to make a critique on the practice within artificial intelligence. She presents a different concept on how people seek to accomplish goals. She points out that AI research is fundamentally misguided. She says that the basic principle that the research cannot be based on logical manipulations like the human brain would function, and that AI would never be able to address rapidly changing situations like on a battlefield. She presents two unsolved problems, which are the self-explanatory tool, and giving the computer a purpose.


Siren Shapes: Exploratory and Constructive Hypertexts

Michael Joyce makes a distinction between two types of hypertext environments; exploratory and constructive. Constructive hypertexts are flexible representation of thoughts, stories, arguments, and everything else for which we use media. Exploratory hypertexts are former constructive hypertexts that are not being used by original author of the work. With these two forms she argues that they hold promise for transforming education than simple electric reading with links. There have been a few programs on the Web that have used this type of hypertexts, but there are lots of legal issues that surround it. She says the web is barely-exploratory, and that it has a much bigger potential.


The Work of Culture in the Age of Cybernetic Systems

Bill Nichols writes an update to Walter Benjamin’s essay “The Work of Art in the Age of Mechanical Reproduction.” He discusses the shift from a fetishization of the object to the fetishization of the process of interaction, of simulation. He relates simulation to video games and genetic engineering. I think it’s important to write this update to Benjamin’s essay, there have been dramatic shifts in art and mechanical reproduction, and he definitely never addresses simulation in that essay.


The Fantasy Beyond Control

Lynn Hershman’s “Lorna” is considered to be the first interactive video art installation. It allowed the viewer to make selections of the space Lorna was in. She spurred many new forms of interactive video art, with Hershman and Griffith, and the recent work of Chris Hales.

Comic Web Sites

This Modern World:
I really enjoyed the few cartoons I read. They are very insightful, they make great observations on the republican/ democratic controversies.

Leisure Town:
This one didn’t do much for me. I didn’t really understand it’s purpose, and though it’s different in style, the photo comics was a distraction and uninteresting for the most part.

Yimagination:
This site looks very interesting, I like how it is trying to incorporate the viewer into the creation of a story. The c-ware section can allow you to create your own comic strip. I think it’s something to keep an eye on to see if it’s successful or not.

The Comics Journal:
A great resource for comic artists, with interviews and a forum for new comics to be posted.

Modern Tales:
This is a great site that is well organized, and you have access to about a hundred different comic strips. I had no idea there were so many comic strips out there.

Penny Arcade:
This strip is pretty good. I read a couple and I like the references to Facebook.


The Web Comic List:
This site is really good for getting up to date comics, and keeping track of when a new comic is out.

Top Web Comics:
This is the best site I’ve seen so far for aquiring online web comics. They have categories to search by, and then they are ranked, so the bad ones are filtered out. I was surprised they did not have a category for political comics, maybe there aren’t that many out there?

Comic Documentary

The documentary on comics was very interesting. I didn’t realize that world out there existed. I had no idea what kind of culture surrounded the comics, or how they developed. I thought the intro was great, with the animations that drew up the name each person in the documentary, followed with the very comical oil spill at the end. I thought the superhero war propaganda was very interesting. I also didn’t realize that comics went through so much censorship. It was great how Mad Magazine was able to circumvent those censorships. I like how Robert Crumb had absolutely no inhibition in proclaiming his addiction to LSD and how he relied on it for his inspiration with his cat series. This didn’t surprise me as much as another scene in the movie with the girls wearing practically nothing playing pool behind a comic artist being interviewed. This is a side of the comic world I did not expect. I didn’t realize how much of a ladies man you can become by drawing comics.

I liked how the film turned the interviews into their own comic strip, by freeze framing them and placing them side by side. I thought it was a good documentary about comics, but I really wanted to see Bill Watterson, he is one of the most successful comic artists, and I own all his Calvin and Hobbes books.

Friday, November 16, 2007

515-584

A Cyborg Manifesto: Science, Technology, and Socialist-Feminism in the Late Twentieth Century

Donna Haraway’s essay discusses the relationship of cyborgs and feminism in relation to mythological goddesses. She sees the goddesses as an image founded by a matriarchal utopia, whereas the cyborg is relative only to the present. She analyses the history of the cyborg through many veins, including science fiction. Her essay has been very influential in relation to science and technology; it offers a model for cultural and political engagement.


The GNU Manifesto

Richard Stallman was unhappy with the shift from free software to closed programs. He was a member at MIT, and saw the shift from free software to proprietary software. He then decided to develop software that would be free to all users. He would make programs that allowed people to manipulate or alter the programs to their choosing. The main issue is the value of intellectual property. He comes up with the term “copyleft”, which means that a programmer would copyright a program, but then add distribution terms which allows everyone to modify it. I really like his idea, and I think his philosophy would really open up the computer world, allowing ideas to build on each other, and for people to augment ideas. I think the programs would be a lot more powerful, and a lot more customized to our individual purposes.


Using Computers: A Direction for Design

Winograd and Flores wrote this article in regards to artificial intelligence. They essentially tell us that computers will never be able to attain human-like intelligence. They say that the “essence of intelligence is to act appropriately when there is no simple pre-definition of the problem.” They think that the artificial research should not be abandoned, only that they should focus on designing tools. They are more focused on the ontological perspective of communication technology.


Two Selections by Brenda Laurel: The Six Elements and the Causal Relations Among Them, Star Raiders: Dramatic Interaction in a Small World.

Brenda Laurel writes a unique essay on how computer work in relation to Aristotle’s Poetics. She approaches computers from a humanistic perspective, using models that have been used on other forms of art. She says computer art can only happen if it is taken away from technologists, and put in the hands of humanists. She applies the elements of drama as explained by Aristotle to computers. I think this is a really interesting approach to computer art, and I like how she explains that in order for computer art, or drama to occur, it needs to be developed by people who understand human interactions, not scientists or programmers.


Towards a New Classification of Tele-Information Services

Bordewijk and Kaam consider the social role of various digital media, and not on a sensory level like McLuhan describes. He classifies the various applications on the internet as either being conversational or for consultation. I’m really unclear as to what he’s actually saying in this essay. The intro points out the social roles that technology creates, and he sees that eventually computer communication will integrate into almost every aspect of human interaction. He seems to just put out a way that describes how we communicate.

Thursday, November 15, 2007

New Media Reader 443 - 514

From Literary Machines: Proposal for a Universal Electronic Publishing System and Archive

Ted H. Nelson proposes an idea for a hypermedia network called Xanadu. It is a network where anyone can produce their own documents and connect them with other public documents. What it sounds like he’s proposing is exactly like Wikipedia; a place where versions of documents can be changed by anyone as long as it’s public. There will be a version tracker so anyone will be able to see what it was before it was changed. This design is intended to work with any imaginable form of media. I think Nelson was a great visionary in that he was able to foresee all these problems with fragmented information on the Internet and also a way to propose a solution.


Will There Be Condominiums in Data Space?

Bill Viola is the first video artist to create “70 millimeter” video art; which means he was able to transcend the cheap aspects of video production. In this essay he writes about the poetic nature of video art. It was much easier to understand this article after seeing the documentary on him. I really like his introduction paragraph about memory, and how it’s a filter. Then goes on to say, “Life without editing, it seems, is just not that interesting”. This is to say, that as we go through our continuous existence, our memory is constantly editing our perception, but if we were to simply video tape our existence it would be incredibly boring.


The Endless Chain

Ben Bagdikian’s “The Endless Chain”, articulates the relationship of the dominance of new media over old media; video games are now bigger than movies, the web is reducing the amount of books sold, etc. Bagdikian notices a relationship between old and new media, and through press accounts he sees that old and new media systems seem to be integrating into a single system. He says that new media is no longer a marginal phenomenon, but I think he’s just looking at the emergence of certain new media becoming mainstream. I think there will always be new media in the margin, and only a few will actually become mainstream. He also discusses the influence that major media broadcasters have, and how they dominate the media industries.


Direct Manipulation: A Step Beyond Programming Languages

Shneiderman proposes a new type of communication, one that is not based on words, but a visual language. His justification is that words are just representations of things, so why not be able to carry around a new way to visually represent ideas. He describes a direct manipulation system that doesn’t rely on a programming language, but relates the computer to an ordinary action. The benefits of this is with the interface design; Photoshop being a good example of direct manipulation. I’m not quite sure I understand the importance of this article. He seems to simply be making a statement about good user interfaces, as opposed to the ones that don’t work.


Video Games and Computer Holding Power

Turkle, in her article, approaches computing and video games from a psychoanalytical standpoint. She noticed the major force video games had on our culture, and analyzed how the computer enables us to enact personae that are different from non-computing situations. Instead of the common conception that video games are a bad influence, her research discovered that they allowed people to take on different roles that are important to them psychologically. Computers influence the way we interact with the world and ourselves. I really like reading about this analysis, it gives video games more justification, and gives good insight into the psychoanalysis of it.

Proposal for a Universal Electronic Publishing System and Archive

Ted H. Nelson proposes an idea for a hypermedia network called Xanadu. It is a network where anyone can produce their own documents and connect them with other public documents. What it sounds like he’s proposing is exactly like Wikipedia; a place where versions of documents can be changed by anyone as long as it’s public. There will be a version tracker so anyone will be able to see what it was before it was changed. This design is intended to work with any imaginable form of media. I think Nelson was a great visionary in that he was able to foresee all these problems with fragmented information on the Internet and also a way to propose a solution.

Moliere's Misanthrope

Recently I went to go see a play that heavily incorporated new media.  It was a version of Moliere’s “Misanthrope” at the New York Theatre Workshop.  The stage was very modern, only consisting of a low, wide grey table, and a low grey bench. The stage itself was gray, with black, one way windows surrounding the sides. On the back wall there were three flat screens positioned vertically next to each other. What was interesting about the play is that there was a live feed of the performance on these screens. It added a new dimension to their performance. And sometimes they would play video clips of the characters that were in contrast to the performance, and one time they showed a second-life character. There were times when the stage would be empty, and the actors would be acting backstage in the dressing room. The play then broke the wall of the cage surrounding them, and ventured into the audience, then even into the street where a cameraman followed them.

I thought it was really interesting how this play reinvented this classic script. The use of the cameras and flat screens did not feel forced. I think that Marshall McLuhan would have appreciated it because it involved so many different mediums, which to him would have given a strong message. I appreciated how it created new layers to a theater production. I will admit that I have not been to many successful theater shows recently, but this one helped me appreciate them again.

Sunday, November 11, 2007

TIMELINE

1940-45 - Vannevar Bush – Primary organizer of the Manhattan Project. Created groundbreaking analog computing projects at MIT. 1940 got grand by Franklin Roosevelt for funding and research between military, industry and academic “iron triangle” which led to new media. 1945 wrote As We May Think.

Doug Engelbart – Inspired by Bush’s “As We May Think”, he invented the mouse, word pressor, and the hyperlink.

1950 – Alan Turing worked to decrypt encoded language. He wrote an essay, Computing Machinery and Intelligence, which discusses the many aspects of artificial intelligence.

1952 – “Grace Murray Hopper programmed the first compiler, computer languages began to take shape.”

1954 – Norbert Wiener began working toward cybernetics, which is “the science of communications and automatic control systems in both machines and living things.” (Apple Dictionary). Wrote the essay Men, Machines, and the World About.

1957 – Allan Kaprow established a new trend in performing arts where the audience became more and more involved with the performance, these were called “happenings”.

1959 – Brion Gysin was an artist who made popular the “cut-up” technique, where he would cut newspapers into sections and rearrange the text.

1960 – J.C.R. Licklider was an American computer scientist famous for his publication of “Man-Computer Symbiosis”. This article describes the need for the symbiosis of computers and man-power.

1962 – Doug Engelbart invented the computer mouse.

1963 – Ivan E. Sutherland – Sketchpad was created, which is a three dimensional communication program.

1966 – E.A.T. (Experiments in Art and Technology) was founded. Which led to the development of the relationship between artist and engineer.

1967 – Negroponte founded the Architecture Machine Group at MIT.

1968 – “The mother of all demos” Douglas Engelbart and others demonstrated the research behind ARC (Augmentation Research Center) about interactive computing. This led to an explosion of interest in the field.

1974 – Augusto Boal writes “Theater of the Oppressed”, which brought about ideas of interactive theater, further blurring the line between audience and actors.

1975 – Nicholas Negroponte publishes “Soft Architecture Machines”; an article that depicts the importance of humans being empowered by computers, allowing for creative experimentation.

1976 – Joseph Weizenbaum writes “Computer Power and Human Reason”; which brings up concerns about the effects human relations have with the advance of computer interaction.

1977 - Burroughs and Gysin publish “The Third Mind,” a collection of cut-up writings and essays.

1977 – Myron Kreuger publishes “Responsive Environments”. He is the godfather of virtual reality, and interactive computer spaces.

1977 – Alan Kay and Adele Goldberg publish “Personal Dynamic Media”. They developed the ideas that led to the development of the laptop and desktop computer.

1988 – Ivan Sutherland won the Turing Award for his invention of the Sketchpad”

New Media Reader 339-439

Theatre of the Oppressed

Augusto Boal created interactive performances that confront problems of the ordinary people. These performances led to the Brazilian government killed his colleagues, tortured him and told him to get out of the country. His work involves techniques for therapeutic purposes. He later returned to Brazil after it was safe for him, and became a politician. His methods of interactive theater are still used around the world, blurring the line of actor/audience.


Soft Architecture Machines

Negroponte brought about the idea that the user be empowered by computers, rather than complying with machine experts. The ‘soft architecture’ he talks about is the concept of network or software systems as spatial. He founded the Architecture Machine Group at MIT in 1967. He began to manage data spatially, rather than in the form of numeric or textual lists. He argues that the computer should not be used only as an expert with special knowledge, but as a tool for individual experimentation that would lead to new ideas.


Computer Power and Human Reason: From Judgment to Calculation

Joseph Weizenbaum wrote one of the most famous chatterbox in the history of computing, and then perceived the dangers of some of the uses that can come from it. He then demanded that scientists and technologists take responsibility for what they develop. One of the concerns was that machines would take over jobs as well as emotional functions. He is worried that people will not be able to differentiate the difference between a computer program and real human interactions. He brings up good ideas, but they are fairly outdated by now. I think that we have been able to distinguish that computer therapeutic programs are not a substitute for the real, human therapy.

Responsive Environments

Myron W. Krueger is often referred to as the father of virtual reality. His essay begins with observing that man-machine interaction is limited to poking at a machine with his fingers”. His essay goes from this initial observation to his development of VIDEOPLACE. This program provides a tool for devising interactions. I wonder what he thinks about the development of Secondlife, where the interactions and environment have been developed to such a degree that there is an entire world that people can live in.


Personal Dynamic Media

Alan Kay and Adele Goldberg published this article in 1977, which introduced the idea of a notebook computer. They developed the idea while working at Xerox PARC. They worked to develop the “Dynabook”. They believed that people other than businessmen should use the computer, and that it could be used creatively. With their vision, Xerox PARC developed the notebook as well as the personal desktop computer. Along with the vision of being able to carry a computer with them, they stated the importance of wireless communication, which didn’t come about until a few decades later. They led the way to the development of the computer I enjoy every day that I am able to take with me and use for many purposes.


A Thousand Plateaus

Gilles Deleuze and Felix Guattari used creative writing styles to illustrate ideas. For example they used “rhizomatic” writing to describe hypertext. They introduce a new way of thinking about writing, and this form of rhizomatic writing changes our perception and challenges our Western thought.


Mindstorms: Children, Computers, and Powerful Ideas

The 1980s brought about the home computer era, with it the idea of using computers as a learning device for children to use. Computers were not wide spread at the time the essay was written. Seymour Papert develops an idea of “constructionist education” which is an education system designed to look closely at the idea of mental construction. He designed a program, LOGO, which allows children to take control of the computer and learn mathematics.


“Put-That-There”: Voice and Gesture at the Graphics Interface

Richard A. Bolt’s essay brought about multimodal interfaces, which is a combination of speech and gesture input. They allow a person to communicate with a computer using speech and gestures. This can be arranged by setting up a three-dimensional space with screens and speakers. He created the program Put-That-There that includes this type of multimodal communication. This is in contrast to the notion at the time that the computer revolutionized textual purposes.

Eric Rosenthal's Lecture

I really enjoyed Eric Rosenthal’s lecture. He seems like he’s going to be one of those people we have been reading about in the New Media Reader, and one day there will be a Wikipedia site for him and his accomplishments. He’s one of those professors that blow you away with their intellect and research. I really admire how he’s pursuing his research and making actual innovations in the digital world.

He was a very good speaker, and even though he was very smart, he knew how to convey his information in a rational way that we could understand. I always heard that the camera sees differently than us, and we have to take that into consideration when taking photos, but I never knew why that happened. I didn’t realize that our eyes had a 1:1,000,000 contrast ratio, and cameras only have a 1:1,000.

The main problem with contemporary digital photography is that it is based on a very outdated theory that we see with red green and blue rods and cones. His research indicates that that is not true, and his new cameras are being produced that are based on an entirely different theory, one that is a more accurate representation of how we see things.

Another problem is that JPEG and MPEG files are based on a compression algorithm based on mathematics, which takes out lots of information and creates artifacts into the image. I’m very intrigued about the layered compression he was talking about. I wonder where it is in its stage, and if it will ever go commercial. One of the main problems is the amount of space large photos take up, the new compression formula would negate that problem.

I am very interested to see where his research goes, and if it will ever become commercial (I’d want to pick up some of that stock as soon as I can). It sounds like it would completely revolutionize the photographic community; in research, fashion, and overall documentation.

Scratch

The documentary, Scratch, was very entertaining, with lots of quick cuts and editing techniques. These effects served to reflect the nature of the music it was telling about, often quickly cutting back a few frames and replaying them over again like a DJ would do with a record. What I think is interesting is how it is a precursor to the new DJ technology with DJs scratching live music videos.

I really enjoyed watching this documentary because it helped me understand the world of hip-hop a little better, like the one guy distinguishing the difference between hip-hop and rap. I didn’t understand how all the sub-cultures worked with each other, like the relationships between the DJ and the MC, and break-dancing. I liked seeing how some of the DJs emerged, playing in their garages and kitchens at first. I’m not sure who the guy was, but there was some studio recording guy who was talking about outer space and alien music, it was all a bit of a stretch I think, but entertaining nonetheless.

Bill Viola

I really enjoyed the work of Bill Viola. I liked how he used a variety of equipment to suit the specific needs for a project. The piece that involved jump cuts in a desert and then someone walks and throws a puddle into a pond was really interesting. I like how it played with ideas of time, space, and movement.

I thought his slow motion greeting was great. I like how he got the inspiration from a painting and turned it into a video installation. Before I stated that I was not a fan of video art, but this piece really intrigued me. This is completely opposite from Nam Jun Paik. The fluid, 100 frames per second, captured every moment, and made you contemplate each movement and touch. I actually thought that the piece may have been stronger without the sound, or at least it was completely different. The first time I saw it without the sound I felt something completely different than when he put the creepy noises and slow talking in.

Thursday, November 1, 2007

New Media Reader 247-338

The 1970 Software exhibition was on the whole, a big failure, but it did have an influence on artists, technologists, theorists, and the public. They tried to have an exhibit where people used the computers, but they crashed, and gerbils attacked each other. Ted Nelson created a new media installation that created ‘gerbil art’ where they would push blocks around, then a machine would arrange them into a grid-like pattern. Another instillation new media art was turning a glass window into a speaker playing poetry.

Burnham stated that, “the goal of Software is to focus our sensibilities on the fastest growing area in this culture: information processing systems and their devices.”


Constituents of a Theory of the Media

Media is a big business, and it hopes to make lots of money. Enzensberger states that in order to effect change, we must not turn away from media, but instead work at the media to where unjust culture is vulnerable. He proposes a new organization of media should take place, where tools of media are not only open to those who can afford it, but to everyone, so that they may be wherever there is social conflict. He wants a ‘mass newspaper’ where it is written and distributed by its readers (Wikipedia, Blogs). Although he doesn’t just want open forums for media distribution, he would rather instead of Rodney King being discussed on the web, that there was a massive rally of video tapes and a built network for a social movement opposed to police violence.

Enzensberger relates Benjamin to his necessity for a structure of society that is free from “the forces which destroy culture”, which is made closer by the mechanical reproduction of art, where there is no historical labor or shroud of aura surrounding a piece of art. He also addresses McLuhan because of his importance in stating and articulating the quote “the medium is the message”. This is important to Enzenberger’s statement becaue he declares that “the burgeoisie does indeed have all possible means at its disposal to communicate something to us, but that it has nothing more to say.


Requiem for the Media

Jean Baudrillard argues against Enzensberger and McLuhan, stating that media serves a social function. He also states that (just like Enzensberger) simply making everyone a producer will not will not improve the situation, but that unlike Enzensberger, the effect of making media reversible does not make it reciprocal. Instead he proposes that the problem lies within the very underlying model of communication. What we have now is the ‘simulation’ model of communication. His solution lies within joint production and genuine interaction.


The Technology and the Society

Raymond Williams introduces the concept of ‘flow’ with regards to television. Flow is characterized as the primary organizing principle of television. It is the combination of programs, commercials, and other material that makes up our experience of watching television. He states that new media is not created out of ‘thin air’, but that it is an ongoing process, and that the internet did not spring from J.C.R. Licklider’s head. It was created by ongoing social processes interacting with technical processes.


Computer Lib / Dream Machines

This is the most important book in new media history, according to NWF. This book Computer Lib predicted the oncoming of the personal computer. It also challenged the idea what the computer will be used for. The Dream Machines side of the book perhaps has even greater significance for new medias development. The message of this book is about media and design. The fundamental essence and importance of computers lies in its ability to enable new generations of media.

He proposed that coputer experiences should be designed for creative purposes and with the user in mind. He also proposes that new designed media should be placed in open publishing networks.