Futurity Now: Bruce Sterling on Atemporality

February 8, 2010

Bruce Sterling’s keynote from the Transmediale Festival (6 Feb 2010) delivers some brilliant and provocative ideas about the role of the creative artist in the context of an increasingly atemporal culture. In this wide-ranging speech, Sterling passionately articulates how changes in knowledge production practices and shifts in the way authority is conferred in the context of network culture have permanently altered the “organized narrative representations of history in a way that history cannot recover from.”

To set up his discussion, Sterling begins with a brief hypothetical confrontation between the “Old” Richard Feynman and his present-day counterpart, the “Atemporal” Richard Feynman. Drawing on a memorable speech by the real Mr. Feynman, Sterling outlines how “Old” Feynman viewed the process of generating knowledge as having three simple stages:

  • Write down the problem
  • Think really hard
  • Write down the solution

“Of course it’s a joke,” Sterling observes. “But it’s not merely a joke — [Feynman is] trying to just make it as simple as possible.” This simplicity is confounded by the Atemporal Feynman, for whom knowledge production is at best a much more circuitous and unstable process, and at worst, a kind of upside-down hyperbolic oxymoron:

  • Write problem in a search engine, see if somebody else has solved it already.
  • Write problem in my blog. study the commentary cross-linked to other guys.
  • Write problem in Twitter in 140 characters. see if i can get it that small. see if it gets retweeted.
  • Open source the problem. supply some instructables that can get you as far as i was able to get. see if the community takes it any farther.
  • Start a Ning social network about my problem. name the network after my problem. see if anybody accumulates around my problem.
  • Make a video of my problem. YouTube my video. see if it spreads virally. see if any media convergence accumulates around my problem.
  • Create a design fiction that pretends that my problem has already been solved. create some gadget that has some relevance to my problem and see if anybody builds it.
  • Exacerbate or intensify my problem with a work of interventionist tactical media.
  • Find some pretty illustrations from the Flickr looking into the past photo pool.

Sterling: “Old Feynman would naturally object, you know: ‘you have not solved the problem. You have not advanced scientific knowledge, there is no progress in this, you didn’t get to step three, solving the problem. Whereas the atemporal Feynman would respond, you know, it’s worse than that. I haven’t even done step 1 of defining the problem and writing it down. But I have done a lot of work about its meaning and its value and its social framing, combined with some database mining and some collaborative filtering, which is far beyond you and your pencil.”

More info: Futurity Now!

http://remotedevice.net/blog/futurity-now-bruce-sterling-on-atemporality/


Version 2010 Chicago: Sustainable tactics and strategies for communities, resources, and networks

February 4, 2010

Chicago’s Version 2010 (April 22 to May 2, 2010) is “now seeking proposals and presentations about tactics and strategies that help sustain our communities, find better uses of our resources, and maintain and expand our networks.”

For eleven days and nights, we will explore the best practices and boldest failures in interventionist, participatory, and collective social, political, and cultural practices. This year’s theme is presented in order to bring together groups and individuals seeking additional methods for connecting our networks and creating solid foundations for the practice of art, education and social activism well into the next decade. We want to use this opening during the current economic and political crisis to expand and amplify our shared ideals, values and strategies for survival and expansion. (Version 10 CFP)

Submissions are programmed under themed “platforms.”

  • Free University
  • Live Musical Performances
  • The Chicago Art Parade
  • Performance/ Interventions/ Mobile Projects
  • A Catalog of Strategies
  • the NFO XPO
  • Version Group Exhibition
  • Curatorial Projects
  • Underground Multiplex (Film/Video)
  • Printervention
  • Web Selections
  • The Other

Submission form here. See also the related call for papers from Proximity Magazine: “A Catalog of Strategies.”

Via @glowlab

http://remotedevice.net/blog/version-2010-chicago-sustainable-tactics-and-strategies-for-communities-resources-and-networks/


The amateur operators: notes on early adopters

February 4, 2010

There are real risks in reading the present moment into historical accounts, but I couldn’t help doing just that as I read “The Amateur Operators” by Susan Douglas (one of this week’s recommended readings for Henry Jenkins’ class, Fandom, Participatory Culture, and Web 2.0).

For those who haven’t read the piece, the gist of it is that the period of 1906-1912 saw an explosion in amateur wireless telegraphy, with boys and young men across an increasingly urbanized America “[reclaiming] a sense of mastery, indeed masculinity itself, through the control of technology.” (191) Wireless kits and how-to guides (some published by the “founder of science fiction” himself, Hugo Gernsback) sold like hotcakes, and in just a few years there were several hundred thousand amateur wireless operators spread out across the country.

This hobbyist culture, at once intensely social — as it inherently involved communication — and potentially isolating — as it required technical skills that could only be acquired outside of the flow of ordinary life — bears a striking resemblence to the tinkering subcultures that have attended the rise of home computing, network culture, and social media. Like the initial “boy wonder” practitioners of homebrew wireless telegraphy, early adopters of computational and network technology have initially been characterized in the popular discourse as heroes of the arcane, the possessors of secret knowledge, and even potential messiahs. But, as was the case with amateur radio operators, the culture has a tendency to swing in t he opposite direction as the technologies and practices in question become more widely embraced and therefore subject to greater scrutiny (and acts of mischief). In many cases this scrutiny has led to calls — rightly or wrongly — for regulation founded on anxieties about safety, morality, and legality (compare, for example, the heirarchically-minded US Navy’s half-pragmatic, half self-righteous outrage at the “leveling effect” of amateurs sharing the airwaves with professionals to academia’s worries over the loss of control over canon or the RIAA’s efforts to distinguish “professional” content from amateur production via vehicles such as tonight’s awkward and remarkably irrelevant Grammy awards ceremony).

Inspired by Douglas, I looked up the 1907 New York Times article that she references in her text, and found in it many parallels to early descriptions of Internet enthusiasts (among many other possible analogies — for example, such fascinated exaltations of the “boy-inventor” now can be found in press coverage of Augmented Reality designers, physical computing tinkerers, Y Combinator whiz kids or certain social networking platform CEOs). Have a look for yourself — the article is here. Then have a look at this gem from the Canadian Broadcasting Company, circa 1993:

Young Peter Mansbridge’s awkward yet strangely fascinating decision to not use the word “the” in front of “Internet” notwithstanding, a final parallel with wireless telegraphy occurs to me as I write these notes. According to Douglas’ account, the wireless boom peaked quickly and came to an end as the airwaves became so crowded as to be unusable. The US Navy, among others, fought and won a battle with the amateurs, despite the latter’s claims that “the ether was neither the rightful province of the military nor a resource a private firm could appropriate and monopolize,” and that “their enthusiasm and technical spadework entitled them to a sizable portion of the territory.” (214) In the end, none of these objections mattered: the airwaves were either militarized or sold off to corporate interests, and amateur radio was relegated to shortwave only (a limitation that caused an estimated 88% drop in the number of hobbyists in the United States). In light of this, could we consider the emergence of “boy inventor” and techno-messiah characters in popular culture as harbingers of public resource conflicts to come?

http://remotedevice.net/blog/the-amateur-operators-notes-on-early-adopters/


A cat named Clarissa

January 31, 2010

She's 10.


Workspace adventure

January 29, 2010

Smart organic windows: MIT CROMA

January 29, 2010

MIT’s CROMA group brings together researchers from media arts, architecture, and chemical engineering. The group “aims at developing technologies and use case scenarios for building responsive, programmable, and energy-smart architectural components.” Their “smart organic window” project proposes the use of electrochromic organic polymers to enable touch- and motion-sensitive brise-soleil techniques.

A basic premise of this work is that a programmable and responsive façade element can not only be aesthetically provocative and improve energy-efficiency of architecture, but also has the potential to alter the ways we relate to buildings and surfaces, opening exciting avenues for new kinds of interaction and experience, and requiring new skills and competencies in the fields of design, architecture, and engineering. (CROMA)

http://remotedevice.net/blog/organic-windows/


iMAP cake

January 28, 2010

Mini-celebration on the occasion of the first iMAP cohort completing their exams. Cake courtesy Jen Stein.


CLOUD MIRROR

January 27, 2010

I met Eric Gradman at a meeting of the recently-formed Transmedia LA group; his enthusiasm and sense of humor are as infectious in person as they are in his work. Gradman’s “uncomfortably augmented reality” project, CLOUD MIRROR, is currently on show at the Sundance festival.

The CLOUD MIRROR is an interactive augmented reality art installation… Live video captured by a camera and is re-projected on the wall behind the camera, functioning like a “magic mirror.” But the CLOUD MIRROR software alters the images on the way to the screen. It runs an algorithm that tracks faces from frame to frame and also examines each frame for 2D barcodes printed on attendee badges. By pairing each face with a badge, and each badge id with a database row, the CLOUD MIRROR can identify by name whoever is standing in front of the installation.

The CLOUD MIRROR then augments each frame, adding a thought bubble to each face in the image. The contents of that thought bubble are selected from a set of “tags” associated with that person. Tags come from various sources, including Facebook, Twitter, and SMS data.

When registering for the event, attendees were asked to optionally provide their Twitter name, Facebook profile ID, and to answer the question “Where is your favorite place in LA?” In the weeks leading up to the event, the CLOUD MIRROR software sent a friend request to any attendee that provided that information. The poor trusting souls who accepted this request had their personal profile gently data-mined. Specifically, the information captured was “Facebook updates,” “Twitter updates,” and “Facebook relationship status.”

CLOUD MIRROR also capitalized on peoples’ innate desire to embarrass their friends by allowing anyone to anonymously “graffiti” in a thought bubble by sending an SMS message to a special number containing the target’s unique badge ID. (monkeys and robots)

http://remotedevice.net/blog/cloud-mirror/


Ambient storytelling resources

January 27, 2010

Precedents and origins

  • Ergodic Literature: (ergon + hodos = “work” + “path”) “In ergodic literature, nontrivial effort is required to allow the reader to traverse the text. If ergodic literature is to make sense as a concept, there must also be nonergodic literature, where the effort to traverse the text is trivial, with no extranoematic responsibilities placed on the reader except (for example) eye movement and the periodic or arbitrary turning of pages.” (Wikipedia: Ergodic literature)
  • Grafitti

  • Mail Art “The more theoretical branch of postal art probably has its roots (left) in the Italian Futurists at the turn of the century. They actually used the mail as an artistic device. They sent letters back and forth from World War I praising the beauty of war (they were a sick bunch, what can I tell ya?) but they also used the mail imaginatively, creating innovative stationary, letterheads, logos, postcards and rubber stamps.” (A Brief History of Postal Art)
  • Sticker Art such as Shepard Fairey’s Andre the Giant has a posse
  • Implementation “Implementation is a novel about psychological warfare, American imperialism, sex, terror, identity, and the idea of place, a project that borrows from the traditions of net.art, mail art, sticker art, conceptual art, situationist theater, serial fiction, and guerilla viral marketing. The text was written collaboratively by Nick Montfort and Scott Rettberg with some contributions from others. Its initial incarnation was as a serial novel printed on sheets of stickers that were distributed in monthly installments.” (nickm.com/implementation)

Web-based ambient storytelling

  • The Nethernet “…(previously known as PMOG, the Passively Multiplayer Online Game) is an online game in which players “passively” participate in while browsing web pages. Players earn data points by taking missions, which they can spend on various game items that could be attached to web pages to trigger events when another player next visited that page.” (Wikipedia: The Nethernet)

Context: Play and Mobile Media

  • Come out and Play The website for this annual festival of street games can be a great source of inspiration for brainstorming new design projects. “Come Out & Play helps people rediscover the city around them through play. The festival offers a chance to explore new styles of public games and play. We show how much fun can be had by combining elements like GPS, sidewalks, chalk, smartphones, kickball, SMS, capture the flag, bluetooth, and treasure hunts in a dramatic urban context like New York City.”
  • Geocaching “Geocaching is an outdoor activity in which the participants use a Global Positioning System (GPS) receiver or other navigational techniques to hide and seek containers (called “geocaches” or “caches”) anywhere in the world. A typical cache is a small waterproof container (usually a tupperware or ammo box) containing a logbook. Larger containers can also contain items for trading, usually toys or trinkets of little value. Geocaching is most often described as a “game of high-tech hide and seek”, sharing many aspects with orienteering, treasure-hunting, and waymarking.” (Wikipedia: Geocaching)
  • SCVNGR

Improvisition and personal micronarratives

Rabbitholes and User-Generated Content

  • The Jejune Institute Explore the site, then check out the Unfiction forum to find out more.
  • World Without Oil “World Without Oil combined elements of an alternate reality game with those of a serious game. The game sketched out the overarching conditions of a realistic oil shock, then called upon players to imagine and document their lives under those conditions. Compelling player stories and ideas were incorporated into the official narrative, posted daily. Players could choose to post their stories as videos, images or blog entries, or to phone or email them to the WWO gamemasters. The game’s central site linked to all the player material, and the game’s characters documented their own lives, and commented on player stories, on a community blog and individual blogs, plus via IM, chat, Twitter and other media.” (Wikipedia: World Without Oil)
  • Jane McGonigal: “Why I Love Bees” (.pdf) “Alternate reality games (ARGs) are massively multiplayer puzzle adventures that combine online interactive content with real-world game events. McGonigal proposes “stimulating ambiguity” as the central design philosophy of ARGs. She explores how ambiguous game content stimulates massively collaborative game play that allows for a greater share of leadership and meaningful participation in large-scale player groups. She also outlines how the open-ended puzzles of ARGs inspire multiple, creative interpretations that allow for diverse problem-solving strategies to flourish in a single player community. The essay is grounded in a close reading of player-produced conte nt and their interpretations of the core puzzle of the I Love Bees game: a series of several hundred GPS coordinates, dates, and times that were listed on the central game Web site.” (MIT Press)

Embedding media

  • Augmented Reality (AR) Please, please, please don’t confuse AR with ARGs. They’re totally different things. When we talk about ARGs, we’re talking about a set of practices related to storytelling and interaction; AR refers to a specific set of technologies that enable a real-world environment to be augmented by computer-generated imagery or information, creating a kind of “mixed” reality. Layar and Google Goggles are two examples of AR that have recently appeared on cell phones.

Location-specific ambient storytelling

  • Million Story Building “…an experimental design project exploring how location-specific mobile technology can add playful, imaginative and practical new layers to the relationship between a structure and its inhabitants.” (USC MEML)

http://remotedevice.net/teaching/ambient-storytelling-resources/


Engineering Man for Space: NASA’s cyborg study

January 25, 2010

From NASw-512, “Engineering Man for Space”; May 15th, 1963 (abstract).

More: Cyborg bibliography.

via @caseorganic

http://remotedevice.net/blog/engineering-man-for-space-nasas-cyborg-study/