Monday
3pm-8:40pm. (Dinner break from
5-6)
2 W13th
St., room 1006
Contact:
james_rouvelle@hotmail.com
Course
Description:
This
studio course explores the concepts of Computation as well as related concepts
of Information, Simulation, Ubiquitous Computing, and Interaction Design.
Warning
We will build simple circuits in this class. Students will be expected to work
with (and purchase) a micro-controller such as the Basic Stamp as well as other
components. The cost will be about $150 per student, but depends on what you
build. Programming in Basic will be necessary. In addition to the Basic Stamp2, I will demo a bluetooth
device called embeddedblue,
in addition, I will demo a serial to Ethernet converter called the xport.
I will also provide examples for interfacing micro-controllers to terminal
programs such as: Processing,
Max/MSP/Jitter, Java, and, if need be, Flash. A good reference text for this sort of thing is Physical
Computing Ð but I bet you already know thatÉ Two other excellent texts are: Code,
by Charles Petzold, and The
Pattern on the Stone, by Daniel Hillis.
Introduction
We will study computation from the ground up, and implement physical and
virtual computation artifacts and interfaces from aesthetic, technical, social,
theoretical and political perspectives.
In addition to the weekly exercises, readings and discussions, we will complete
three projects. One will concentrate on interaction and computation outside of
the electric computer, this project will be presented in proposal format
only. The second project will
concentrate on interface design for memory, and the other on meaningful
interactions based on computation, information, and simulation using the
hardware and software of your choice. We will think of concepts, simple circuit
design, and any other materials covered in class as a medium akin to wood or
paper and experiment with materials that can enable simple expressive
computational forms.
Students will be expected to work with Basic Stamp and various sensors/outputs
as well as simple circuits. The third class will include an introduction to the
Basic Stamp. Students will be expected to purchase ($150) their own materials
kit and build their Stamp during weeks three through six. No prior hardware
experience is necessary but students must be prepared to get their hands dirty.
The weekly assignments will include readings, summaries of readings, conceptual
prototypes and electronics exercises. All weekly assignments will be archived
in student web journals and presented weekly in class.
Objectives
In this course, students will read, think, sketch, design, code, solder and
build. We will focus on conceptual development, prototyping and implementation
of Virtual and Physical Computing artifacts from the perspective of technical
proficiency, functionality, aesthetics and personal/social meaning. Readings
will emphasize critical thinking, technology, social and design issues.
Readings, lectures, videos tapes and slides will augment the studio practice.
Each student will keep a web journal throughout the term to chronicle and share
thoughts, ideas and resources. The web journal will be updated weekly. It will
serve as a repository for weekly assignments and to document the development
process for projects. Include a photo and a short bio. The website will include
link(s) to all weekly assignments, link(s) to your previous web work and a
RESOURCE section where you will list influential web sites and tools as well as
information sources.
Students will be expected to present their weekly assignments in class, speak
about their work during evaluations and participate in collective critique
process of the work of other class members.
Evaluation:
Grades in this course will be based on regular class attendance, the quality of your work, class participation, and progress. Tardiness and excessive absences will adversely affect your grade. Participation in discussions and critiques is mandatory.
Projects & Grading:
Students will be graded by letter, A-F, on all evaluated work. Work must be completed on time and in full satisfaction of each project goal. Late work (assignments handed in or posted after the start of in-class critique sessions) will be automatically downgraded by one letter grade.
A
|
Well above the expectations of the course. Outstanding participation, attendance, and exceptional progress. |
B |
Above average assignments and participation. No more than one absence. |
C |
Average execution of assignments, participation, and no more than two absences. |
D |
Well below average: work, attendance (two absences), projects, and participation. |
F |
Unsatisfactory: work, attendance (more than two absences), projects, and participation |
Attendance:
Two or more
unexcused absences from class may result in failure. Two unexcused late arrivals, or early departures (eg, not
returning from dinner, or other unexplained disappearance) will be marked as
the equivalent of one absence.
Absence from a class is not an excuse for skipping a tutorial, reading
assignment, or posting an assignment.
You are fully responsible for completing work.
Readings:
Readings and
tutorials will often be delivered through the web - via links (URLs). Critiques
will frequently be initiated from various topics covered in the readings - in
other words, please use the concepts you read about in discussion of fellow
students' work.
Food and
Drink in the Computer Labs:
No.
Weekly Schedule
________________________________________________________________________
Introductions
in class:
Introductions;
course overview, resources, setting up personal/class blogg at www.blogger.com , and registration matters.
Timeline of Computing from Wikipedia
The Greatest Moments
of Computer History are Speeding Up
Some preliminary
terms:
Process: is a series of tasks that result in a
goal
Algorithm: A series of tasks leading to a
specific result. Do you hear that echo?
Functional
Abstraction:
lets us manipulate information without worrying about the details of its
underlying representation.
Information: a difference that makes a
difference: a perceptible,
experiential, and meaningful change of state. Information is
stimuli that have meaning in some context for its receiver. Some (if not
all) kinds of information can be converted into data and then passed on to
another receiver. Relative to the computer, we can say that information is made
into data, put into the computer where it is stored and processed as data, and
then put out as data in some form that can be perceived as information.
Information must have a means of its representation. If we had the right kind
of magic microscope, we should always be able to see the digits that represent
whatever information is present. Information is never "just thereÓ.
Here are two simulations:
Hubble Spacetelescope Ð scroll down and to the left to Òhow Hubble images are madeÓ
UCSD Supercomputer visualizations
Assignment:
Read:
The
Computer: a tool for thought experiments Ð Frank Dietricht, Sections I
and II
Prepare:
Prepare a brief (10 min) presentation on your work to present to class next time. The point of this is for me to get to know you.
________________________________________________________________________
On Computation and the physical world
First letÕs see your worksÉ.
Then weÕll review, then:
Discussion on Dietrcht Text, with examples of works mentioned in the text
Some Definitions.
Reference to Code, by Charles Petzold, and The Pattern on the
Stone, by Daniel Hills.
Assignment: readings:
****DONÕT Worry about ----ˆWrite a brief code for the virtual Turing Machine, TM - Java Applet
If you would like a comprehensive review of the BS2 Ð IÕll go over this in class next time
PLEASE BRING YOUR PHYSICAL COMPUTING SUPPLIES TO OUR NEXT CLASS
________________________________________________________________________
Discuss readings,
Summarize with concepts of descriptive/causative language. General purpose computer vs. specific purpose computer. Recursion, Finite-State Machine Concept of digital groundÉ
1. Cellular automata n.)
A system made up of many discrete cells, each of which may be in one of a
finite number of states. A cell or automaton may change state only at fixed,
regular intervals, and only in accordance with fixed rules that depend on cells
own values and the values of neighbors within a certain proximity.
Cellular automata are - by definition - dynamical systems which
are discrete in space and time, operate on a uniform, regular lattice - and are
characterized by "local" interactions - from: (http://cell-auto.com/definition/)
On Finite-State
Machines, from Daniel HillisÕ ÒThe Pattern on the StoneÓ.
Rechnender
Raum, Konrad Zuse
Some things to think about:
A. Remember that I will ask you to create a proposal for a Òsoftware (logic) dependant/independent of the hardwareÓ work in a few weeksÉ
The
Last Question:
1
What is ÒentropyÓ? HereÕs a useful definition, but I would like to point out
there there are several definitions of entropy, each depending on the system
that it is applied to, anyway, for our talk, letÕs go with this definition :
In classical thermodynamics, the entropy of a system is the ratio of heat
content to temperature, and the change in entropy represents the amount of
energy input to the system which does not participate in mechanical work done
by the system. This definition comes from here: What is entropy? We might also need to know what Chaos
is Ð as it is mentioned at the end of the story: so, letÕs imagine a roulette wheel, and define a chaotic
system as Ð a system in which a small change in the initial conditions (the
throw of a ball, the mass of the ball, the diameter of the wheel, and so forth)
can produce a large change in the state to which the system evolves.
a.
LetÕs think about this quote, from media theorist
Friedrich Kittler (excerpted from Òon the implementation of knowledge, toward a
theory of hardwareÓ, available Kittler Text Hub) .Òto
the degree that it appears in binary code, writing gains the enormous power to
do what it says. It is no accident that what we call in ordinary speech a
statement is called, in programming language, a command. Whatever technical
drawing simply puts before the eyes, effectively takes place.Ó
b. LetÕs look at this old film from 1965, Logic
by Machine (part 1) (Yes, this is a VERY dry film, and
these mathematicians don't exactly light up the screen with star power, but I
still found it very worthwhile. Part 2 is especially interesting, as they get
into the philosophical and social implications of these new machines, symbolic
reality, artificial intelligence, etc.
The animation is cheap but effective, and the music by Morton Subotnick (who
was to become an electronic music pioneer) is creepy and sparse.
(Recommended for those with the patience for it.)
Some questions:
On
Logic and Switches:
To the
ancient Greeks, logic was a means of analyzing language in the search for truth
and thus was considered a form of Philosophy. The basis of AristotleÕs logic was the syllogism.
In a Syllogism, two premises are stated, with each one being assumed correct. From these two premises a conclusion is deduced.
Here is a famous syllogism from antiquity:
á
All men are mortal;
á
Socrates is a man;
o Hence,
Socrates is mortal.
Here is a modern syllogism, from Lewis Carroll (author of Alice in Wonderland, as well as a Mathematician)
á
All philosophers are logical;
á
An illogical man is always obstinate.
Any thoughts on a solution to Mr. CarrollÕs syllogism?
How about:
á Some obstinate persons are not philosophers Ð not obvious at allÉ.
For almost two thousand years, mathematicians wrestled with AristotleÕs logic, attempting to corral it using mathematical symbols and operators. Prior to the nineteenth century, the only person to come close was Gottfried Wilhelm von Leibniz (1648-1716), who dabbled with logic early in life but then went on to other interests.
Then came Charles Boole. I will go into BooleÕs life in more detail a bit later, but, for now letÕs consider the title of one of his most influential works from 1854 entitled: An Investigation of the laws of thought on which are founded the mathematical theories of logic and probabilities, often referred to as: The Laws of Thought. The title of the book suggests an ambitious motivation: Because the rational human brain uses logic to think, if we were to find a way in which logic can be represented by mathematics, we would also have a mathematical description of how the brain works. Remember the timing of this work, and itÕs country or origin: The industrial revolution in England.
Boole invented a kind of algebra that looks and acts very much like conventional algebra. LetÕs review a few fundamentals of algebra so that we may appreciate the genius of Boole. When we do conventional algebra, we follow certain rules. These rules have probably become so ingrained in our practice that we no longer think of them as rules and might even forget their names.
The first rule is that addition and multiplication are commutative. That means we can switch around the symbols on each side of the operation;
á A + B = B + A
á A x B = B x A
By contrast, subtraction and division are NOT commutative.
Addition and multiplication are also associative, that is:
á A + (B + C) = (A + B) + C
á A x (B x C) = (A x B) x C
And, finally, multiplication is said to be distributive over addition:
á A x (B + C) = (A x B) + (A x C)
Another Characteristic of conventional algebra is that it
always deals with numbers, such as pounds of tofu, or numbers of ducks or
distances that a train travels or the ages of family members. Here is the genius of Boole: he made
algebra more abstract by divorcing it from concepts of number.
In Boolean algebra, the operands refer not to numbers but
instead to classes. A class
is simply a group of things, what in later times came to be known as a set
The + symbol in Boolean algebra means a union of two classes, and has come to be called a logic OR
The x symbol in Boolean algebra means an intersection of two
classes, and has come to be called a logic AND
The 1 in Boolean logic represents Òthe universeÓ, or EVERYTHING.
The 1 Ð in Boolean logic represents the universe excluding something.
Boolean Searching Ð perhaps this will make things more clearÉ
To exemplify this, letÕs reconsider the syllogism from the top of the page.
Boolean algebra provides a mathematical method for solving syllogisms. LetÕs look at the first two-thirds of that famous syllogism again, but now using gender-neutral language:
á
All persons are mortal;
á
Socrates is a person;
LetÕs represent this in a Boolean algebraic expression:
LetÕs use P to represent the class of all persons, M to represent the class of mortal things, and S to represent the class of Socrates. What does it mean to say Òall persons are mortalÓ? It means that the intersection of the class of all persons and the class of all mortal things is the class of all persons:
Hence, All Persons are mortal = P x M = P, where ÒxÓ is the sign for intersection/AND. In case you are wondering, it would be wrong to say that P x M = M, Why? Because the class of all mortal things includes EVERYTHING that is mortal, animals, plants, etcÉ
To say, ÒSocrates is a personÓ, means that the intersection of the class containing Socrates (a very discrete class) and the class of all persons (a much larger class) is the class containing Socrates:
á
S x P = S
Because we know from the first equation that P equals (P x M) we can substitute that into the second equation:
á
S x (P x M) = S
By the associative law, this is the same as:
á
(S x P) x M = S
But we already know that (S x P) equals S, so we can simplify by using this substitution:
á
S x M = S
And now weÕre finished. This formula tells us that the intersection of Socrates and the class of all mortal things is S, which means that Socrates is mortal. If we found that (S x M) equaled 0, weÕd conclude that Socrates wasnÕt mortal. If we found that (S x M) equaled M, the conclusion would have to be that Socrates was the only mortal thing and everything else was immortalÉ
Using Boolean algebra might seem like overkill for proving the obvious fact, but Boolean algebra can also be used to determine whether something satisfies a certain set of criteria. WeÕll look more into that in a moment.
So:
Boolean Logic. bool«ē-&n loj«ik) (n.) Named
after the nineteenth-century mathematician George Boole, Boolean logic is a
form of algebra in which all values are reduced to either TRUE or FALSE.
Boolean logic is especially important for computer science
because it fits nicely with the binary numbering system, in which each bit has a value of either 1
or 0. Another way of looking at it is that each bit has a value of either TRUE
or FALSE.
Boolean Logic and Digital Circuits
Now lets make a
vacation destination computer using the Boolean gates: And, Or, Xor, and
Not. The steps we need to take are
to list the qualities we are looking for in a vacation destination and figure
out if they are necessary Ð meaning everybody MUST have them, or generally
acceptable, meaning everyone is OK with them.
Now lets make a
list of the features that we are willing to consider. Lets limit ourselves to five or sixÉ
After we have
selected the features, and decided how important they are, lets create an
expression for our criteria.
In Boolean Algebra: an >>
We will use
brackets to clarify our logic.
Usually we will need to make a few drafts of the expression to make it
clear. When we have arrived at a
clear expression, we will convert it into a virtual computer using Boolean
Logic Java Applet
As a preliminary
exercise, letÕs use the Boolean
Logic Java Applet and use AND blocks and INVERTERS to
construct and OR block.
In class Boolean
Logic exercise/lab. HereÕs the
problem: Randy Sarafin told me
that he wants a male cat, neutered, either white or tan; OR a white cat,
neutered, any color but white; or heÕll take any cat I can find if itÕs
black. Please help Randy by:
Boolean Logic Tutorial Ð with
test at the end!!! Ð but you donÕt have to take itÉ.
On Finite-State
Machines, from Daniel HillisÕ ÒThe Pattern on the StoneÓ.
HereÕs more
from Mr. Hillis:
Remember that I will ask you to
create a proposal for a computer that does not rely on a desktop. It will be a work of physical computing
in a pure sense, where your logic will affect changes in an environment other
than the motherboard of a PC.
Think about switches, connectors and registers, and letÕs think too
about how the ÒthingsÓ we experience in our world as being external Ð
specifically existing is a space separate from our mind Ð may actually be elements
of an ongoing, recursive computation (recursion involves inserting a
word inside of its own definition Ðwe are continually externalizing aspects of
our own mind into an ÒexternalÓ environment in order to define ourselvesÉ McLuhan often brought up the myth of
narcissus Ð narcissus Ð whose name is from the word narcosis Ð narcotic, didnÕt
realize he was looking at himself Ð how does this relate to this recursive,
reflective, dialectic relationship IÕm describing?) Ð a part of our
computed/built environment. Toward
this aim, lets begin to think about objects in our world as switches,
connectors and registers (memory devices) Ð as coprocessors to our own
computative actions, that change roles depending on who is experiencing with
them. Realize that static objects
are neither. Our physiological
processes designed to take in stimuli are constantly active Ð simply because we
see a chair does not mean that our eyes are then no longer sending the
information into our brains that is experienced as chair.
An exercise could be choosing an object and defining what it is computing and how it functions as a mirror, and conveyor and register of memory. Think about the components of computation: switches, connectors and registers. Things that we can identify can alternate between all three states, depending on what pattern they are a part of. Can you pick some thing and describe it as a switch, as a connector, and as a register?
A potentially simple example:
Perhaps
these quotes by Francois LaChance might be useful. But first some definitionsÉ.
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Some artworks:
Ð We Edit Life - "Experimenters in visual
perception are using computers to create weird and random patterns that never
occur in real life to find out what and how people see when these patterns are
shown to them. The art of computer graphics is only in its infancy yet it is
already stimulating creative thought in far out areas where research is likely
to get complex and unwieldy. If offers not only the means to quicken the pace
of discovery but an ideal of communicating what we may discover" - We Edit
Life., by vicki bennett Ð check her
site, youÕll like it.
We Edit Life was commissioned in Spring 2002 by Lovebytes in partnership with
the Studio of the North, funded by the European Regional Development Fund and
the Regional Arts Lottery Programme. We Edit Life is now available for purchase
on a compilation DVD called "Volatile Media".
This is some next-level stuff, people
- Marcel van der Drift
Ð doors of perception 7 videos.
Tech:
Introduction to
Physical Interaction Theory
Physical Computing: references and materials page Ð check it out.
Jitter: video tracking
There are some objects for video tracking for Jitter. With
the standard
installation there is an object called jit.findbounds which will attempt to find
color variations in a video frame. You then can have it watch one color and
it will track it. This object works pretty well but it can take some time to
configure.
Also there are a number of objects that a grad student at IAMAS(Japan) created
called, cv.jit. These are a collection of computer vision objects that are much
smarter. I have done a few things with these but I haven't had a project yet
that needed them. Here is the link for the objects.
http://www.iamas.ac.jp/~jovan02/cv/
Processing is a programming language
and environment based in Java and built for the electronic arts and visual
design communities. It is created
to teach fundamentals of computer programming within a visual context and to
serve as a software sketchbook.
Used by students, artists, design professionals, and researchers for
learning, prototyping, and production, it is a powerful and approachable, and
dynamic language. Give it a whirl.
Sound
in Processing:
Programming
reference material:
A.
(solution
and comparison to the object oriented assignment from Nice intro
tutorial)
From
the Processing Website:
Processing
Video code: will work with any video source and does not require jmyron
half a wake (ing)
life (ish)...
Assignment:
________________________________________________________________________
Recursion, artifice, and gestalt in the built environment
Review of Graspable User Interfaces, Tangible Bits, Ubiquitous Computing, Calm Technology and Physical Computing.
1. Graspable User Interface , (graspable can be understood as ÒavailableÓ, too)
Herb Simon Concepts: The Will to recognize pattern, The Environment as mold, Natural/Artificial (artifice). Relationship between internal and external Ð homeostasis. The wandering ant analogy, complexity.
If the things we construct within our built environments are embodiments of mind, then can we think of objects as elements in a parallel processing scheme?
Dave
Furcy on Herb SimonÕs Sciences of the Artificial:
The thesis of the book is that certain phenomena or entities are "artificial" in the sense that they are contingent to the goals or purposes of their designer. In other words, they could have been different had the goals been different (as opposed to natural phenomena which are necessarily evolved given natural laws). Chapter 1 tackles the following issue: Since artifacts are contingent, how is a science of the artificial possible? How to study artifacts empirically? Chapter 4, on the other hand, deals with the notion of complexity. This is necessary because "artificiality and complexity are inextricably interwoven."
Natural
science is very familiar to us (especially physics and biology) but the world
around us is mostly man-made, artificial. It evolves with mankind's goals. So
science must encompass both natural and goal-dependent (artificial) phenomena.
Chapter 1 discusses how to relate these two. There are two perspectives on
artifacts, synthetic vs. analytic. The science of the artificial is
really the science (analytic or descriptive) of engineering (synthetic or
prescriptive).
Artifacts are
Fulfillment
of purpose involves a relation between the artifact, its environment and a
purpose or goal. Alternatively, one can view it as the interaction of an inner
environment (internal mechanism), an outer environment (conditions for goal
attainment) and the interface between the two. In this view, the real nature of
the artifact is the interface. Both the inner and outer environments are
abstracted away. The science of the artificial should focus on the interface,
the same way design focuses on the "functioning".
Simulation is the imitation of the interface and is implied by the
notion of artificiality. Simulation can also be viewed as adaptation to the
same goal. It can be used to better understand the original (simulated) entity
because simulation can help predict behavior by making explicit "new"
knowledge, i.e. knowledge that is indeed derivable but only with great effort.
Simulation is even possible for poorly understood systems by abstraction of
organizational properties.
Computers are organizations of elementary components whose function only
matters. They are a special class of artifacts that can be used to perform
simulations (in particular of human cognition). They can be studied in the
abstract, namely using mathematics. Yet, they can and must also be studied
empirically. Their study as an empirical phenomenon requires simulation
(example of time-sharing systems). In conclusion, the behavior of computers
will turn out to be governed by simple laws, the apparent complexity resulting
from that of the environment they are trying to adapt to.
We are constantly involved in a creative, computative, process. We are Ògoal orientedÓ beings continually (recursively) establishing, and checking relationships with what is ostensibly an external world but what is really a constant routine to build ourselves and, by extension, the (an) environment. ItÕs as if we need to constantly make sure we are still ÒthereÓ Ð ÒthereÓ being defined by an ability to express a thought and then experience itÕs reflection, and then reflect on it. We donÕt really know about an objective, external world; we work to index ourselves in an ÒitÓ Ð to find our own reflection Ð we ping the external and come to know solely via interaction. Objects in our built environment function as elements (think of them as subroutines), in this recursive algorithm that is the common, human process. Objects, when considered as embodiments of mind, are processing elements intrinsically linked to the process by which we build ourselves at each moment. We cannot have one without the other Ð we are they and they us, we are coupled. We are recursive beings literally Ð our being is defined by our being Ð a continual process that needs artifice to function. Narcissus had trouble because he didnÕt understand that he was looking at himself.
early childhood research project Ð George Forman
A famous proof by the mathematician and theorist Alan
Turing in the 1930s holds that all common computers are universal in the sense
that their functioning is dependent on the software and independent of the
hardware. This means that an Intel-based machine (the common desktop PC) can do
whatever a Motorola or PowerPC machine (a Macintosh) can do and vice versa. In
fact, either of these can do what a Cray supercomputer can do, only they take
more memory and more time in which to do it. After the simple logic gates are
constructed (there are only three basic logic gates), the abilities of the
computer are entirely a function of the programming. Fredkin's student Roger
Banks put forth in 1971 a proof
that the same is true of the less conventional computer architecture of a
cellular automaton. Because all computers (including cellular automata) are
universal, and because the engine at the bottom of the physics of the natural
world is a computer of some sort, Fredkin concludes that the ultimate computer
is universal (because it is a computer, Q.E.D.).
If the ultimate computer
is universal, as it must be, then we should be able to simulate or, more
properly, emulate its operations by the correct programming of our own feeble
computers (in the way that a good programmer should be able to emulate a Cray
supercomputer using a desktop PC). All of physics as we know it should be
expressible as a computer program. As Fredkin puts it,
"What cannot be programmed cannot
be physics. This is a very important idea. If a process cannot be
programmed on a particular universal computer, despite having enough memory and
time, then it cannot be programmed on any computer. If we can't program it on
an ordinary computer, Finite Nature implies it can't be a part of physics
because physics runs on a kind of computer."
The difficulty
here is that there are features of our world which have long been thought to be
impossible to duplicate by computer. If these feats are truly impossible for a
computer, then Finite Nature must fail. However, Fredkin shows that the most
problematical of these tasks -- true quantum randomness and the reversibility
of computation -- are not the insurmountable barriers they were once thought to
be.
Turing machine/Universal Computer/Finite
State Machine stuff: java applet: TM
- Java Applet
Article on Turing
Machines Ð includes a bit of a definition of computing, ÒIntuitively
a task is computable if one can specify a sequence of instructions which when
followed will result in the completion of the task. Such a set of instructions
is called an effective procedure, or algorithm, for the
task.Ó
Cellular
automata n.) A system made up of many discrete cells, each of which may be
in one of a finite number of states. A cell or automaton may change state only
at fixed, regular intervals, and only in accordance with fixed rules that
depend on cells own values and the values of neighbors within a specific
proximity.
Cellular
automata are - by definition - dynamical systems which are discrete in space
and time, operate on a uniform, regular lattice - and are characterized by
"local" interactions - from: (http://cell-auto.com/definition/)
Here
is an excerpt from Daniel HillisÕ book: ÒThe Pattern on the StoneÓ
Some
definitions:
Narrative is the communication of meaning by means of a temporal process, it is the transformation of a sequence into a story, or specific result or meaning. It is a FORM in which things are arranged in such a way as to produce a specific result. It is identical to an algorithm.
Narrativity is a potential for some thing to express meaning(s) within a sequence, within a narrative. Depending on the dimension of the thing (could be a word, a sound, a color, a shape, a sentence) it could also be understood as the potential of transforming any sequence into a story.
Gestalt is a German word that does not translate easily. It is often put to
use during grad seminars at art schools across the planet and is sometimes
understand as a situation where the sum is different from the parts. It can be used to imply a
transformation Ð even a sort of alchemy that occurs when certain things Ð
words, images, sounds, objects of any kind, are placed in a sequence of some
kind. It means a complete
pattern or configuration. The catch is the word complete. There are
three parts to a definition of gestalt: a thing, its context or environment,
and the relationship between them. Imagine this: I have a bunch of lava rocks
around a potted cactus in my apartment. There are about ten of them. As the plant
grows, I occasionally rearrange the rocks. This is not a highly charged
activity. I can be pretty casual, almost absent minded, about it. But I picked
each one of those rocks out of tall grass very near a smoldering volcano that
was about to erupt. Out there,
when I reached for the rocks and carefully freed them from the thorny grass I
am not absent minded. The volcano is smoking and while I think
IÕll be OK IÕm not sure Ð there are very nervous people rushing past me as I
stop.
Get it? The context is really different,
although the objects, the dried, lava rocks, are the same. But in
considering Gestalt we say that the rocks are not the same, because the
context is a part of the definition of the object. The experienced whole (the
gestalt) includes the thing itself (the figural rocks) and its
meaning. Meaning is derived from its relationship to the context (the ground
/apartment vs near the volcano).
Therefore, the gestalt of the rocks in the flowerpot is different from
the gestalt of the rocks on the ground by the volcano. The same thing applies
when we are talking about ourselves or another person. We can only
define ourselves in terms of relationships - that is, in terms of our
interaction with the immediate environment or present context. Who defines
that? Only the Òexperiencer.Ó This is also the definition of phenomenology.
Personal experience is understood in terms of
figure and ground relationships. The immediate situation is constructed from
the individual's awareness of self, awareness of the environment, and awareness
of the relationship between the two. The awareness of relationship involved in
a particular situation constitutes a gestalt, a meaningful pattern or
configuration.
But note this: Gestalts seem to have the
psychological property, (or ÒaffectÓ) of ÒwantingÓ completion. In other words
they are experienced as leading toward a result. Sound familiar? Experiences that have been successfully
resolved fade into the background. Those that have not, continue to absorb
energy and attention, even when they are out of awareness. We sometimes call
that Òunfinished businessÓ, and it can distort our present experience as well
as our anticipation of the future.
It therefore follows that the relationship
between environment and our self is crucial. We affect the environmental
context through our interaction with it.
The narrative is the form from which we arrive at an understanding. Narrativity is the potential of each
object in our environment to express meaning(s) within different sequences.
Those sequences are determined by interactions from all elements of the
environment and are dynamic, and are defined solely by the ÒexperiencerÓ Ð
think again of the concept of the constellation. Experience therefore, must be defined in terms of the
integrity of both sides, plus the fluidity of the interaction between the two.
It seems imperative, that individuals direct their attention to the
interrelationship among all things in the world. This implies
a compelling curiosity that can lead to the excitement of discovery that is one
of the most important goals of Gestalt.
A foil:
Modernism
Robert Smithson and Richard
Serra both believed that sculpture should have a dialog with its
environment. Two sculptures of Richard Serra are shown in an urban environment
- Fulcrum in the Broadgate development at Liverpool Street in London and
Tilted Arc in New York - the latter has since been destroyed.
Earthworks, Cristo, Heizer, Smithson De la Marre
9 Evenings
Pepsi Pavilion
HereÕs way to think about the internet: It is an open-ended, non-linear structure that can be added to and recontextualized endlessly. Do you remember the Dietricht from the beginning of my talk? Perhaps it would be good to think of a project as a way to explore the internet as a de-centered production space, in the vein of internet bulletin boards and online interactive projects, but with a focus on developing innovative ways to expand and structure these modelsÉ. But weÕll worry about that later.
Stelarc Ð URL Body, PingBody, animatronic head Ð is only as smart as the person interrogating itÉ.
Stuart Moulthrop - victory garden and pax
cellular automata dynamics slide
show - geared for the computer science major
ATTA
(leaf cutter) ants, by Lisa Arenson
Analysis of
Learning: Experiences of Art and Ideas for Connections - Walker Digital Ð various projects
in informatics and emergent behavior.
All CA based.
Some
things to think about:
A. Remember that I will ask you to create a proposal for a Òsoftware (logic) dependant/independent of the hardwareÓ work in a few weeksÉ
Assignments:
Reading:
Graspable User Interface - George Fitzmaurice's Ph.D Thesis. Explores the idea of multiple physical objects as handles for elements in a computing environment, as opposed to a single physical object (the mouse).
Virtual Perspective And The Artistic Vision: by Edward A. Shanken
Propose:
Create a proposal for a work that involves computation and interaction but does not make use of the familiar paradigm of desktop computer running softwareÉ
Think about how you use perspective, computation, and dimensionality in your work, and as a means to a specific end. Each of you will present your proposal to the class for critique. Think of expanding the functions (input/output,logic) of the desktop computer into the physical world Ð by using common objects as switches, connectors and registers (memory). This is a thought experiment, donÕt worry about practicality, and its fine to develop a ÒsimpleÓ project.
More info/ideas (posted too late, perhapsÉ. Sorry Ð but maybe it will help?)
ÒThe word interaction has lately been applied to just about any relationship between people or things, as though shapes interact in a Picasso painting. More properly, the work implies deliberation over the exchange of messages. Much experience can be understood as interaction, of course. As a usual point of departure, on can approach interaction as a conversation. One party acts or speaks, and the other interprets and then responds. This distinguishes the exchange from mere transmittal. The more that the response follows one assertion and invites another, the more engaging the interaction is thought to be. Supporting contexts and protocols help keep this on track.Ó
Malcolm McCullough, Digital Ground, MIT PRESS 2004
Overture:
Dr. Paul Bach-y-Rita. He mentions the plasticity of the human mind. Patterns of stimuli on the hand or tongue can cause the brain to visualize or balance itself, its called sensory substitution. Notice how Dr. Bach-y-Rita says that the user can visualize Òwith conditioningÓ Ð we all needed to learn to make sense of the data coming into our brains via the optic nerve. Check out the first video, and the last one on the page Ð the one with the guy wearing a camera on his forehead. This person is blind and has learned to see via lingual stimulation from the brainportÉ
Lifelong Kindergarten Group, MIT: ÒToys to think withÓ. We looked at this in class.
Etude:
Imagine if you could embed any common object with a sensor and then gather the data, process it, and produce a related output. That output can be a monitor, a speaker, an LED or some other embedded feedback device (vibration in the back of a chair, for example). With this ÒpervasiveÓ computing, devise a system of interactivity that uses input (a sensor) Ð output and feedback. The goal is to engage a user (cause them to create input to the system), encourage them to explore and participate with the objects (have the output of the system be clear and somehow inviting), and reward them for doing so (keep their attention, perhaps by letting them understand that their actions produce specific results that lead to an outcome). The goal can be simply having a user realize that there is a cause and effect relationship happening and that there is a logic that evolves over time. What we are exploring here is the plasticity of the human mind, our innate curiosity to understand pattern, and our ability and willingness to transpose. With this in mind, try to allow the normal usage of the object(s) you select to trigger the beginning of the piece. Your concept can focus on an individual, a group, or a combination of the two. Pay attention to (and be able to describe) the environment you are imagining as a setting for the work.
More on sensory substitution:
brainPort Ð
article from a recent NYTimes
papers
on SENSORY
SUBSTITUTION
javoice Ð Java ÒVisual
ProsthesisÓ Applet Ð graphic sonification, try it, youÕll like it.
More
on Visual Prosthesis
________________________________________________________________________
Crit #1
A kind of review:
Some more words on Context:
on interaction
Strategies for interaction:
Related
Artworks:
MemexEngine Marc Lafia The Vanndemar Memex
or Laura Croft Stripped Bare by her Assassins, Even The Vandemar Memex
is a rumination on the many fascinating tropes of extended self, distributed
narrative, artificial life, collective intelligence and emergent systems. The
Memex, set up in the context of a game, re-assembles Duchamp, Vannevar Bush,
video games and many contemporary art works putting forward the notion of a
engine from which works happen. The work is structured as a series of events,
organized by episodes, a tool set, narrative tracks and collective networked
actions. The user first selects a code name, then an image that tells the
machine something of their psychological type and soon is set along a path.
Authors (www.vanndemar.com) Marc Lafia : direction, concept, story, images,
interface Mark Meadows : story, design Gabriella Marks: words, images, design,
play mechanics, code
Ghost City Jody Zellen Ghost City is a website that focuses on
the representation of the city by the mass media. It is a labyrinthine
environment through which viewers can navigate, either following the linear
narrative that unfolds by moving from page to page, or they can delve into the
non-linear chaos of random links. Each space is made up of appropriated images
and texts. The images are culled from various print media sources. The texts
are either found passages from urban theory or specifically written poetic
musings on the city. Rather than present static images, Ghost City is a
collage of moving parts. It is a pulsating grid of flashing images that loop
indefinitely. The viewer is an urban wanderer moving through the site,
step-by-step, page by page. One moves forward and back retracing one's steps
within the urban grid, discovering new spaces and new meanings. One clicks on a
word: "walk," "time," "space" or an image of a
silhouette, a shadow or a fa�de. The movement freezes, a color flashes and you
are someplace else. One by one a new grid of images appears. Some seem
familiar. Have you been here before? Ghost City is about memory, and
about travelling through time and space. The time is infinite. The space is
finite. Yet the time and space of Ghost City metaphorically relate to
the experience of the city where people walk and talk and interact. Within the
confines of Ghost City visitors can pause and think and move backwards
and forwards. Ghost City is a city of fragments. A memory. A ghost of
reality. A ghost city.
Wax
Web is an
interactive narrative 3D environment that is based upon and distributed via the
internet. It goes back to Blair's 1991 electronic movie ÈWax or the Discovery
of Television Among the BeesÇ. Scenes from this film are interwoven with image,
sound and text elements to build an associative net of references where the
linear story is no longer valid. Depending on the interaction with the viewer,
the elements gather to build new narrative threads and generate new interaction
possibilities. By shifting into virtual space, the movie turns into interactive
cinema.
IsAnyOneThere? Stephen Wilson. A Voice Activated Tour of San
Francisco Via its Pay Telephone. Overview For one week a computer
telemarketing device makes hourly calls to selected pay telephones, engages
whoever answers in conversations about life in the city, and digitally stores
the conversations. The installation later allows viewers to interactively
explore the city via a database of these recorded calls and digital video of
life near the phones. It appropriates the often intrusive computer-based telemarketing
technology and uses it in a new way, involving people who don't traditionally
participate in the art world in an event that probes the diversity of life in
the city and the relation of truth to fiction.
o Dr. Paul Bach-y-Rita. He mentions the plasticity of the human mind. Patterns of stimuli on the hand or tongue can cause the brain to visualize or balance itself, its called sensory substitution. Notice how Dr. Bach-y-Rita says that the user can visualize Òwith conditioningÓ Ð we all needed to learn to make sense of the data coming into our brains via the optic nerve. Check out the first video, and the last one on the page Ð the one with the guy wearing a camera on his forehead. This person is blind and has learned to see via lingual stimulation from the brainportÉ
Pervasive computing:
Tech:
Embeddedblue from Parallax, Bs2, Jitter, TcpServer_Processing
Assignments: Reading, Immersion and Interaction Ð Oliver Grau
ÒIs
a dog a place? Yes, to a flea.Ó Jamy Sheridan
Here is some stuff from a few weeks ago:
Boolean Logic. bool«ē-&n
loj«ik) (n.) Named after the nineteenth-century mathematician George
Boole, Boolean logic is a form of algebra in which all values are reduced to
either TRUE or FALSE. Boolean logic is especially important for computer science
because it fits nicely with the binary numbering system, in which each bit has a value of either 1
or 0. Another way of looking at it is that each bit has a value of either TRUE
or FALSE.
Boolean Logic and Digital Circuits
Now lets make a vacation destination
computer using the Boolean gates: And, Or, Xor, and Not. The steps we need to take are to list
the qualities we are looking for in a vacation destination and figure out if
they are necessary Ð meaning everybody MUST have them, or generally acceptable,
meaning everyone is OK with them.
Now lets make a list of the features that
we are willing to consider. Lets
limit ourselves to five or sixÉ
After we have selected the features, and
decided how important they are, lets create an expression for our
criteria.
In Boolean Algebra: an >>
We will use brackets to clarify our
logic. Usually we will need to
make a few drafts of the expression to make it clear. When we have arrived at a clear expression, we will convert
it into a virtual computer using Boolean
Logic Java Applet
As a preliminary exercise, letÕs use the Boolean
Logic Java Applet and use AND blocks and INVERTERS to
construct and OR block.
In class Boolean Logic exercise/lab. HereÕs the problem: Randy Sarafin told me that he wants a
male cat, neutered, either white or tan; OR a white cat, neutered, any color
but white; or heÕll take any cat I can find if itÕs black. Please help Randy by:
Boolean Logic Tutorial Ð with
test at the end!!! Ð but you donÕt have to take itÉ.
On Finite-State Machines,
from Daniel HillisÕ: ÒThe Pattern on the StoneÓ.
An example of a finite-state machine is an arrangement of logic blocks called a flip-flop
Where is this guy? >>Head Mounted Display: HMD
The feeling of presence, of 'being there', surrounded by space and interacting with available objects. The point of view in the immersive world is omni-directional. Immersion is enveloping, a 360 degree surround, that is physical rather than cognitive. For Joseph Nechvatal, immersion in a Virtual Reality work implies a unified total space, a homogeneous world without external distraction, striving to be a harmonious whole. He identifies 'two grades of immersion: (1) cocooning and (2) expanding within which, when these two directions of psychic space cooperate ... we feel ... our bodies becoming subliminal, immersed in an extensive topophilia ... an inner immensity where we realize our limitations along with our desires for expansion.'
Illusion Ð immersion Ð a quest for the perfect illusion. Polysensuality. Immersion means a few different things to different contingencies. For our purpose it will relate to artworks that envelope an viewer and turn them into an immersant Ð in the commercial world of electronic gadgetry immersive simply means polysensual Ð experiences that you can hear, see, touch, etcÉ The major difference between the two is that in the art world the immersant is completely within the artwork so that any references to the ÒoutsideÓ world are solely in the mind. In the commercial application, you are sitting at your desk and are working with your materials Ð but your materials have more ÒhandlesÓ. This difference is very important, as immersive art is sometimes considered to be a radical shift from traditional art disciplines in that it (immersive art) makes critical/dialectical inquiry difficult. Why?
ÒWe donÕt know who discovered water, but it certainly wasnÕt a fishÓ Marshall McLuhan
Think about visiting the gallery or museum Ð think about things within a frame, think about a frame of reference Ð its all about perspective and dialecticism that results from that. IÕve mentioned the idea before that the things we make are embodiments of mind Ð we have a will to build into our environment in order to perceive our thoughts externally and consider them dialectically. In order for this to function, there is an implication that we will be able to triangulate. The issue of triangulation within an immersive environment is significant because all of your stimuli is coming from the immersive environment Ð where is the frame?
spatium = [Latin] space Space or
Outer Space are the seemingly empty places (vacuum) between planets and stars.
Space is not really empty, but the material in space is so dilute that it is
hard to detect it. Space looks black. A particular camera or detector cannot
observe all kinds of radiation (such as all colors of light, infrared and
ultraviolet radiation, radio waves, and X rays), so if a bright object happens
not to emit radiation of the kinds that the camera can detect, then the picture
looks like a picture of outer space.
www.sunspot.noao.edu/sunspot/pr/glossary.html
A space is a particular frame of
reference for an object. Specifically, it defines the transformations that are
applied to an object to put it into the frame of reference.
www.davidgould.com/Books/Glossary.htm
Most minimally, any film displays a
two-dimensional graphic space, the flat composition of the image. In films that
depict recognizable objects, figures, and locales, a three-dimensional space is
represented as well. At any moment, three-dimensional space may be directly
depicted, as onscreen space, or suggested, as offscreen space. In narrative
film, we can also distinguish between story space, the locale of the totality
of the action (whether shown or not), and plot space, the locales visibly and
audibly represented in the scenes.
www.mhhe.com/socscience/art-film/bordwell_6_filmart/student/olc/glossary.mhtml
So, Space is a means, and not a mere
setting. ÒTo speak of Ôproducing spaceÕ sounds bizarre, Ò wrote the critical
theorist Henri Lefebvre in 1974, Òso great is the sway still held by the idea
that empty space is prior to whatever ends up filling itÓ.
Memory, like Space, is a frame of reference
Ð see the excerpt above from Dan Hillis on finite-state machines.
LOCATION
a point or extent in space
www.cogsci.princeton.edu/cgi-bin/webwn
ÒPlaces (locations) emerge at crossovers between infrastructures. Where one flow prompts, regulates, or feeds another, development occurs. Where the boats met the trains great cities grew. Electronic communication has intensified, not undermined, the hubs of activity.Ó Malcolm McCullogh, Digital Ground, MIT press, 2004
Char Davies Osmose video explanation
And This Guy ? If his eyes are twitching, heÕs definitely >>
What is the deal with dreams, anyway? Why do we dream
at all for that matter? According to Joel Achenbach in his book Why
Things Are:
The brain creates dreams
through random electrical activity. This electrical activity is concurrent with
Rapid Eye Movement (R.E.M.). (Rapid eye movement
sleep occurs at several points during the night. Most people experience three
to five intervals of REM sleep per night, and brainwaves during this period
speed up to awake levels. If you ever watch a person or a dog experiencing REM
sleep, you will see their eyes flickering back and forth rapidly. In many dogs
and some people, arms, legs and facial muscles will twitch during REM sleep.
Periods of sleep other than REM sleep are know as NREM (non-REM) sleep.
REM sleep is when you dream.
If you wake up a person during REM sleep, the person can vividly recall dreams.
If you wake up a person during NREM sleep, generally the person will not be
dreaming.)
Random is the key word here.
About every 90 minutes the brain stem sends electrical impulses throughout the
brain, in no particular order or fashion. The analytic portion of the brain --
the forebrain -- then desperately tries to make sense of these signals. It is
like looking at a Rorschach test, a random splash of ink on paper. The main
points here are that the brain pays attention and becomes cognizant of changes
in state over time Ð it is not cognizant of stasis. The only way of
comprehending it is by viewing the dream (or the inkblot) metaphorically,
symbolically, since there's no literal message.
This doesn't mean that
dreams are meaningless or should be ignored. How our forebrains choose to
"analyze" the random and discontinuous images may tell us something
about ourselves, just as what we see in an inkblot can be revelatory. And
perhaps there is a purpose to the craziness: Our minds may be working on
deep-seated problems through these circuitous and less threatening metaphorical
dreams.
Here
are some other things you may have noticed about your dreams:
ÒOne
important characteristic of the sensors in your skin is referred to as the Rate
of Adaptation. Most human mechanoreceptor cells respond to a change in the
external stimulus (pressure, temperature,...) by producing voltage pulses
across neurons. Immediately after the change in external stimulus, these pulses
begin to appear. Over some time, the pulse rate declines and eventually returns
to the original passive level. The rate of adaptation is the rate at which the
mechanoreceptor pulse rate returns to normal after a change in stimulus. Simply
put, sensors with adaptation do not provide information about static signals -
only about changing signals. To use such a sensor to sense a static quantity,
like roughness, it is necessary to make the roughness produce a time-varying
contact force on the tactile sensors in the fingers.Ó
We
are twittering machines. This
cognizance of activity is used by subsystems of our bodies, think about the
physiology of grasping something:
On
Seeing:
All objects absorb and reflect light in predictable ways. By measuring how much light an object absorbs in some colors (or wavelengths) and reflects in others, we can tell a lot about that object. For instance, suppose there are three bananas on a tableÑone is dark brown with a wrinkled and leathery appearance, one is dull yellow in color with a smooth skin, and the third is pale green with a slick and shiny textureÑwhich would you pick to eat and why? Noting its color and texture, most people would choose the yellow banana because these characteristics indicate it is ripe.
The banana example illustrates a concept basic to the art and science of remote sensing. The various colors (or wavelengths) of light that bounce off the banana and travel to your eye allow you to determine whether the banana is ripe, and you never have to touch the banana to make that judgment. This is similar to how Òremote sensingÓ works. (The term Òremote sensingÓ refers to the use of an artificial device to make measurements or observations of an object from a distance.) By observing and measuring things like color, shape, and texture, scientists can learn a lot about EarthÕs environment.
|
Image |
In Ways of Seeing,
John Berger stipulated that 'image' means a 'sight which has been created or
reproduced ... detached from the place and time in which it first made its
appearance and preserved.' In other words, an image is an aspect of culture,
not nature. Since images are made by humans, they embody 'ways of
seeing' -- i.e., the assumptions, desires and values of the makers. In Art/Science
and DNA Structure , Dr. Root-Bernstein
writing on the possibility that the visual representation of Watson and
CrickÕs double-helix may be wrong, states: ÒWhat too many scientists, writers, and illustrators have overlooked-or
do not understand-is that images are ÒunderstandingÓ. The visual form in
which a theory is represented becomes a working model of that theory, whether
it is accurate or not.46 What becomes familiar through visual repetition
becomes the basis for our aesthetic appreciation and sets our standards for
judging the rest of a field, be that field science or art. Again, We train to
the Medium |
Predictable
is a key word in that description. The vast majority of 3-D graphics are
created by applying the notions above Ð the illusion of 3-D is created by
representing light on surfaces. What happens when predictability is diminished?
on the
physiology of seeing When what we see defies our assumptions weÉ..
adapt, and work to understand what is going on. Illusions are defined as erroneous mental
representations. When we can
compare illusory images with non-illusory images it is relatively easy to
differentiate between the two.
These are Optical Illusions Ð they can be understood as Òerroneous mental representationsÓ due to context Ð we can immediately compare them to the things around us that we know.
This
one is a bit more difficult to ÒexplainÓ, as it is sculptural and Panoramic,
immersive.
When
we cannot clearly differentiate between real/unreal our tendency is to develop
a frame of reference, an organizing principle that makes sense out of what we
are perceiving Ð as in a dream.
Again, we train to the medium.
Sometimes this can be useful
In other words:
Optical illusions can be experienced as such if we can have a critical perspective to understand them Ð meaning, if we can use our stored knowledge of the world to compare with what we are experiencing in one location, we can, often deduce that it is, in fact, illusory Ð when we are in an immersive environment this criticality is significantly less available so the illusion becomes, in essence, real Ð and we respond as we would to a real event.
Our sense of touch, our sense of sight, dreams, sensory substitution Ð what does all of this say:
We train to the: dreams / Illusion Ð immersion Ð VirtualReality MEDIUM.
Our conscious mind is a simulation and we have learned to play with this simulation, to develop a dialectic relationship with our autogenic (self-regulating) systems of our body for the sake of pleasure. We can ÒplayÓ with our mechanism for creating reality. ThatÕs pretty amazing, isnÕt it? Immersive art can be understood as a recent apotheosis of this act.
We make it up with every heatbeat Ð ridges on fingertips Ð physiology of grasping, holding phenomena, nystagmus, twittering constantly.
The feeling of presence, of 'being there', surrounded by space and interacting with available objects. The point of view in the immersive world is omni-directional. Immersion is enveloping, a 360 degree surround, that is physical rather than cognitive. For Joseph Nechvatal, immersion in a Virtual Reality work implies a unified total space, a homogeneous world without external distraction, striving to be a harmonious whole. He identifies 'two grades of immersion: (1) cocooning and (2) expanding within which, when these two directions of psychic space cooperate ... we feel ... our bodies becoming subliminal, immersed in an extensive topophilia ... an inner immensity where we realize our limitations along with our desires for expansion.'
Images/Works:
Anton von Werner - Sedan Panorama
Fresco Pompeii - 360 deg. fresco
Panorama X - Panorama
CAVE - Cave
Head Mounted Display: HMD Headmounted from Disc
Fred Waller's ãCineramaÒ made its appearance in the USA. Similar to today's IMAX cinemas, in the 1950s it provided around one hundred cinemas across the world with three-dimensional image worlds, many of them ultra-fast moving ones cinerama
Char Davies Osmose video explanation
Telematic Dreaming video
A-Volve video explanation
Marcos Novak - Liquid Architecture
Some of these artists are from last weekÕs foreshortened class (snow event closed school early)
MemexEngine Marc Lafia The Vanndemar Memex
or Laura Croft Stripped Bare by her Assassins, Even The Vandemar Memex
is a rumination on the many fascinating tropes of extended self, distributed
narrative, artificial life, collective intelligence and emergent systems. The
Memex, set up in the context of a game, re-assembles Duchamp, Vannevar Bush,
video games and many contemporary art works putting forward the notion of a
engine from which works happen. The work is structured as a series of events,
organized by episodes, a tool set, narrative tracks and collective networked
actions. The user first selects a code name, then an image that tells the
machine something of their psychological type and soon is set along a path.
Authors (www.vanndemar.com) Marc Lafia : direction, concept, story, images,
interface Mark Meadows : story, design Gabriella Marks: words, images, design,
play mechanics, code
Ghost City Jody Zellen Ghost City is a website that focuses on
the representation of the city by the mass media. It is a labyrinthine
environment through which viewers can navigate, either following the linear
narrative that unfolds by moving from page to page, or they can delve into the
non-linear chaos of random links. Each space is made up of appropriated images
and texts. The images are culled from various print media sources. The texts
are either found passages from urban theory or specifically written poetic
musings on the city. Rather than present static images, Ghost City is a
collage of moving parts. It is a pulsating grid of flashing images that loop
indefinitely. The viewer is an urban wanderer moving through the site,
step-by-step, page by page. One moves forward and back retracing one's steps
within the urban grid, discovering new spaces and new meanings. One clicks on a
word: "walk," "time," "space" or an image of a
silhouette, a shadow or a fa�de. The movement freezes, a color flashes and you
are someplace else. One by one a new grid of images appears. Some seem familiar.
Have you been here before? Ghost City is about memory, and about
travelling through time and space. The time is infinite. The space is finite.
Yet the time and space of Ghost City metaphorically relate to the
experience of the city where people walk and talk and interact. Within the
confines of Ghost City visitors can pause and think and move backwards
and forwards. Ghost City is a city of fragments. A memory. A ghost of
reality. A ghost city.
Wax
Web is an
interactive narrative 3D environment that is based upon and distributed via the
internet. It goes back to Blair's 1991 electronic movie ÈWax or the Discovery
of Television Among the BeesÇ. Scenes from this film are interwoven with image,
sound and text elements to build an associative net of references where the
linear story is no longer valid. Depending on the interaction with the viewer,
the elements gather to build new narrative threads and generate new interaction
possibilities. By shifting into virtual space, the movie turns into interactive
cinema.
IsAnyOneThere? Stephen Wilson. A Voice Activated Tour of San
Francisco Via its Pay Telephone. Overview For one week a computer
telemarketing device makes hourly calls to selected pay telephones, engages
whoever answers in conversations about life in the city, and digitally stores
the conversations. The installation later allows viewers to interactively
explore the city via a database of these recorded calls and digital video of
life near the phones. It appropriates the, often intrusive, computer-based
telemarketing technology and uses it in a new way, involving people who don't
traditionally participate in the art world in an event that probes the
diversity of life in the city and the relation of truth to fiction.
o Dr. Paul Bach-y-Rita. He mentions the plasticity of the human mind. Patterns of stimuli on the hand or tongue can cause the brain to visualize or balance itself, its called sensory substitution. Notice how Dr. Bach-y-Rita says that the user can visualize Òwith conditioningÓ Ð we all needed to learn to make sense of the data coming into our brains via the optic nerve. Check out the first video, and the last one on the page Ð the one with the guy wearing a camera on his forehead. This person is blind and has learned to see via lingual stimulation from the brainportÉ
Pervasive computing:
Tech:
Embeddedblue from Parallax, Bs2, Jitter, TcpServer_Processing,
Silicon Logic Gates, The 3914 Dot Bar Display Chip Ð you can do ADC with it and it works beautifully with the Logic Gates. Ridiculously Sensitive Charge Detector . Add some relays and youÕve enough to build many projects.
Micro Lab #2
Assignment:
Reading:
complexity and art ÐPeter Gallanter
destruction vs. deConstruction Ð Kevin Taylor
Space-telescope data visualizations, Hubble Spacetelescope Ð scroll down the right side to Òhow the hubble images are madeÓ and UCSD Supercomputer visualizations
Artworks by,
In class Presentation
Micro Lab #1
Assignment:
work on Micro project.
Charles Halary, ÒArt and
Electromagnetism: a relationship in the form of a waveÓ Ð scroll down to Art
and Design Art and
Electromagnetism
Read:
The Coming
Age of Calm Technology Marc Weiser and John Seely Brown on ambient technology
________________________________________________________________________
Combinations and Sequences, adding memory.
Brief Review
Digital Logic from Play-Hookey.com Ð good job of describing and illustrating Digital Logic, both Combinational and Sequential
>>>
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***If
you use the silicon chip versions of the logic gates mentioned above you will
notice something: a logic 1 will be represented by 0 voltage on the output pin
Ð thatÕs right. The reason? An aspect of chip manufacturing is that
the output voltage of individual pins varies Ð sometimes it reaches +5VDC,
sometimes itÕs lower. What users
of these chips realized is that each and every pin will always ÒsourceÓ, or
reach exactly 0 volts. So, to
avoid instances where the output voltage fluctuation is enough to cause an LED
(for example) to remain dark when it should be lit, engineers and chip
designers decided to have 0 = True (1). Got it? BTW, as Micro-controllers have the same issue (they are made
from the same materials as our Logic ICÕs, itÕs a good idea to write your code
with this fact in mind.
>>>
***In
class Lab assignment:***
Please
pick, or create a truth table and build a virtual circuit for it. Please come up with a version of it
that uses Òreal worldÓ inputs and outputs. Then visit Digital Logic from
Play-Hookey.com and click on any of the Sequential Circuits and build one
in the simulator (simmcir
, or Boolean
Logic Java Applet) of your choice.
When you have done this, call me over and weÕll talk about it. Then, combine a Sequential circuit with
a Combinational circuit
Some
stuff:
Mathpuzzle Ð check out the Spieker Circle Table near the bottom
Leeds Electric Ð cool surplus in Brooklyn
Science Ebooks Ð many cool links, some deadÉ
Java Applets - physics, electricity, electromagnetism, etc...
An
idea:
We
train to the medium, any medium >>
Look
at this: Double
Helix Illustration
Art/Science and DNA Structure Ð Dr. Robert S. Root-Bernstein
Excerpt from above linked article:
ÒThe
problem is that there is a very small but real possibility that Watson and
Crick got part of the structure wrong. Oh, the base-pairing idea, the basis for
how information is encoded in genes, is certainly right. Genetic engineering,
if nothing else, proves that by the fact that we can synthesize almost any gene
sequence we want and have it make the corresponding protein. The rungs in the
ladder of the double helix are certainly right. It's the double-helix part that
is a bit doubtful. And that's where aesthetics and visual conventions come in.
To understand how it is even conceivable that DNA might not be a helix, it is necessary first to recognize that scientific research, like all arts, is a process of questioning nature. In all processes there are an infinite number of possible turnings and detours one could take at any given junction that could lead to alternative end points. Imagination or oversight determines the path. Scientists, like artists, therefore try to miss as little as possible by elaborating classes of possibilities that they narrow down by a series of informed choices.6 As Henri Poincare said, "To invent is to choose," an aesthetic statement equally valid in any creative field. What therefore underpins all creative endeavors is the interplay between the elaboration of possibilities and the criteria of choice that are employed for selecting among them. If an idea is never imagined, it cannot be chosen. And to be chosen, it must fit the dominant aesthetic criteria of the field, or give rise, laboriously, to a new one.
***Here I must emphasize that scientists, just as much as artists, are dependent upon aesthetic criteria in making their investigative choices. A considerable literature exists arguing that the choice of a problem; the criteria used to analyze its possible solutions; concepts of beauty, harmony, simplicity, symmetry, consistency; and even the skill and style with which the solution is reached and is propounded are all replete with aesthetic choices that differ in no significant manner from those made by the artist.8 As the turn-of-the-century neuroanatomist and Nobel laureate Santiago Ramon y Cajal wrote, great scientists have a: "congenital inclination to economy of mental effort and the almost irresistible propensity to regard as true what satisfies our aesthetic sensibility by appearing in agreeable and harmonious architectural forms. As always, reason is silent before beauty."9 These words, as we shall see, certainly apply to Watson and Crick and their work on DNA. Both Watson and Crick were strongly predisposed to favor helical models for DNA from the very beginning. Upon meeting the two men in 1952 while they were developing models of DNA structure, nucleic acid specialist Chargaff wrote in his diary "two pitchmen in search of a helix."l0 Pitchmen is a pun: pitch refers to the degree of inclination or slope formed by a helix as it twists around and equally to the fact that Watson and Crick were giving Chargaff a "pitch," or sell job, to the effect that DNA must be a helix. This decision was made even before there was any evidence for it, as Watson's Double Helix makes evident. For example, Watson records that during 1952, he believed:
"The idea [of helices] was so simple that it had to be right. Every helical staircase I saw that weekend in Oxford made me more confident that other biological structures would also have helical symmetry. For over a week I pored over electron micrographs of muscle and collagen fibers, looking for hints of helices."ll
What
too many scientists, writers, and illustrators have overlooked-or do not
understand-is that images are ÒunderstandingÓ. The visual form in which a
theory is represented becomes a working model of that theory, whether it is
accurate or not.46 What becomes familiar through visual repetition becomes the
basis for our aesthetic appreciation and sets our standards for judging the
rest of a field, be that field science or art. If the visual conventions and
models adopted by a field are therefore misleading-untruthful-then a lack of
rigor becomes generally acceptable. Clearly, just such a lack of rigor has
become acceptable in our portrayals of DNA. Just as clearly, there is an
outstanding problem here, whether that problem is with the structure of DNA
itself or with our understanding of DNA replication.
In
sum, I have no idea whether the double-helical model of DNA is correct. That is
not the point of this paper. The point is to underscore just how important
aesthetic considerations-beauty, ugliness, simplicity, the connection between
structure and function, and overlooking or ignoring complications-are to
science. There is no objectivity here-nor, if you believe Crick about the
necessity of bravely ignoring data to see the forest for the trees, can there
be. But in portraying the forest of genetic structures, I have also found that
there is a very real danger of oversimplification, as represented by the
completely inaccurate representations of DNA replication that are found in
every textbook I have examined. It is bad enough that our visual conventions
are misleading, but it is doubly inexcusable when the text that accompanies the
illustrations gives not even a hint as to the topological, structural,
functional, and mechanistic problems that the visual conventions hide. Thus, whatever
the historical fate of side-by-side models of DNA turns out to be, they have
played an important role in clarifying and extending our ever-changing view of
the stuff of life.
Clarification is the point. Clarification of our view of life is, in the end, what joins the sciences and arts. Arts, just like sciences, should be revealing. They must have integrity and coherence. They must give us a perspective that permits a deeper understanding of its subject. They should tell the truth, even if they must make up a fiction in order to do so. In the long run it is aesthetic criteria that set the masters of any field off from the pedants and epigones of any generation. What concerns me more than anything about the case of DNA is the way in which models, illustrations, and art itself have been subverted to the use of a theory, revealing not the inner details, surprises, and fascination of the material, but covering up its complications and controversies. There is a rich field here for the modeler and the artist who can approach the questions of DNA structure and function as an explorer and explicator because DNA is nowhere as simple as the object that so many of us now take as an icon.
And perhaps, someday, side-by-side models-the warped zipper in particular-may also become icons. At the very least, considered purely as architectural models, they are surprising and new. At the very least, Rodley, Bates, Sasisekharan, and their colleagues have been intensely creative in a purely artistic way. They have discovered something unexpected about natural forms and, contrary to Crick's opinion, what they have discovered has its own beauty. Thus, I would apply the same conclusion to their work that I applied a few years ago to the attempts artist Ken Snelson is making to model the quantum atom:
"[Have they] succeeded in [their] hopes of modeling the atom[sJ? Or [have they], in [their] search for the basic structures of matter, provided a solution to a problem that has yet to be invented? The criterion of beauty tells us nothing on this point. And in the end, it doesn't matter. What does matter is the surprising insight [they] bring to [their] invention. At the very least, we can no longer think of[DNA]. . . as we did before. Rodley, Bates, Sasisekharan, and their colleagues have expanded the universe of the possible."58
What more can we ask of either science or art, or of their surprising and explosive intersections? Ò
ARTWORKS:
MemexEngine Marc Lafia The Vanndemar Memex
or Laura Croft Stripped Bare by her Assassins, Even The Vandemar Memex
is a rumination on the many fascinating tropes of extended self, distributed
narrative, artificial life, collective intelligence and emergent systems. The
Memex, set up in the context of a game, re-assembles Duchamp, Vannevar Bush,
video games and many contemporary art works putting forward the notion of a
engine from which works happen. The work is structured as a series of events,
organized by episodes, a tool set, narrative tracks and collective networked
actions. The user first selects a code name, then an image that tells the
machine something of their psychological type and soon is set along a path.
Authors (www.vanndemar.com) Marc Lafia : direction, concept, story, images,
interface Mark Meadows : story, design Gabriella Marks: words, images, design,
play mechanics, code
Ghost City Jody Zellen Ghost City is a website that focuses on
the representation of the city by the mass media. It is a labyrinthine
environment through which viewers can navigate, either following the linear
narrative that unfolds by moving from page to page, or they can delve into the
non-linear chaos of random links. Each space is made up of appropriated images
and texts. The images are culled from various print media sources. The texts
are either found passages from urban theory or specifically written poetic
musings on the city. Rather than present static images, Ghost City is a
collage of moving parts. It is a pulsating grid of flashing images that loop
indefinitely. The viewer is an urban wanderer moving through the site,
step-by-step, page-by-page. One moves forward and back retracing one's steps
within the urban grid, discovering new spaces and new meanings. One clicks on a
word: "walk," "time," "space" or an image of a
silhouette, a shadow. The movement freezes, a color flashes and you are
someplace else. One by one a new grid of images appears. Some seem familiar.
Have you been here before? Ghost City is about memory, and about
traveling through time and space. The time is infinite. The space is finite.
Yet the time and space of Ghost City metaphorically relate to the
experience of the city where people walk and talk and interact. Within the
confines of Ghost City visitors can pause and think and move backwards
and forwards. Ghost City is a city of fragments. A memory. A ghost of
reality: a ghost city.
Wax
Web is an
interactive narrative 3D environment that is based upon and distributed via the
internet. It goes back to Blair's 1991 electronic movie ÈWax or the Discovery
of Television Among the BeesÇ. Scenes from this film are interwoven with image,
sound and text elements to build an associative net of references where the
linear story is no longer valid. Depending on the interaction with the viewer,
the elements gather to build new narrative threads and generate new interaction
possibilities. By shifting into virtual space, the movie turns into interactive
cinema.
IsAnyOneThere? Stephen Wilson. A Voice Activated Tour of San
Francisco Via its Pay Telephone. Overview For one week a computer
telemarketing device makes hourly calls to selected pay telephones, engages
whoever answers in conversations about life in the city, and digitally stores
the conversations. The installation later allows viewers to interactively
explore the city via a database of these recorded calls and digital video of
life near the phones. It appropriates the, often intrusive, computer-based telemarketing
technology and uses it in a new way, involving people who don't traditionally
participate in the art world in an event that probes the diversity of life in
the city and the relation of truth to fiction.
Poetry for Simultaneous Voices Ð Jim Rosenberg
The Cut-up Machine Ð an Hommage to William S. Burroughs
Diagrams - 5, Jim Rosenberg
Stuart Moulthrop - victory garden and pax
Assignment:
Read: Absorbing and Squeezing Out - On Sponges and Ubiquitous Media - Bill Buxton
________________________________________________________________________
Week 8
Non-binary Combinational Digital logic. Memory: Feedback and Flip-flops, Rhythm.
ÒA chaotic system can be described as a system where a small change in the initial conditions can produce a large change in the state to which the system evolves. Digital computers are predictable and unpredictable in exactly the same senses as the rest of the physical world. They follow deterministic laws, but these laws have complicated consequences that are extremely difficult to predict. It is often impractical to guess what computers are going to do before they do it.
As is true of physical systems, it does not take much to make a computation complex. In computers, chaotic systemsÐ systems whose outcomes depend sensitively on the initial conditions Ð are the norm.Ó D. Hillis Ð pattern on the stone, page 67.
WeÕve discussed binary possibilities of working with Boolean Algebra. What can we do using binary counting and Boolean Gates? Whatever we want toÉ
As an example of a non-binary function, suppose we want to build a machine to act as a judge of the childrenÕs game of Rock/Paper/Scissors. This is a game for two players in which each chooses, in secret, one of three ÒweaponsÓ Ð rock, paper or scissors. The rules are simpleÓ scissors cuts paper, paper covers rock, rock crushes scissors. If the two children choose the same weapon, they tie. Rather than building a machine that plays the game (which would involve guessing which weapon the opponent is going to choose), we will build a machine that judges who wins. HereÕs the input/output table for the function that takes the choices as inputs and declares the winner as output. The table encodes the rules of the game:
|
Input
A |
Input
B |
Output |
|
Scissors |
Scissors |
Tie |
|
Scissors |
Paper |
A wins |
|
Scissors |
Rock |
B wins |
|
Paper |
Scissors |
B wins |
|
Paper |
Paper |
Tie |
|
Paper |
Rock |
A wins |
|
Rock |
Scissors |
A wins |
|
Rock |
Paper |
B wins |
|
Rock |
Rock |
Tie |
The Scissors-Paper-Rock judging function is a combinational function, but it is not a binary function, since its inputs and output have more than two possible values. To implement this function as a combinational logic block, we must convert it to a function of 1Õs and 0Õs. This requires us to establish some convention for representing the inputs and outputs. A simple way to do this would be to use a separate bit for each of the possibilities. There would be three input signals for each weapon: a 1 on the first input represents scissors, a 1 on the second input represents rock, and a 1 on the third input represents paper. Similarly, we could use separate output lines to represent a win for player A, a win for player B, or a tie. So the box would have six inputs and three outputs.
Using three input signals for each weapon is a perfectly good way to build the function, but if we were doing it inside a computer we would probably use some kind of encoding that required a smaller number of inputs and outputs. For example, we could use two bits for each input and use the combination 01 to represent scissors, 10 to represent paper, and 11 to represent rock. We could similarly encode each of the possible outputs using two bits. This encoding would result in the simpler three-input/two-output table shown below:
|
Scissors
= |
01 |
|
Paper
= |
10 |
|
Rock = |
11 |
|
A wins
= |
10 |
|
B wins
= |
01 |
|
Tie = |
00 |
|
|
|
The three-input/two-output truth table:
|
Input A |
Input B |
Input C |
Output A |
Output B |
|
0 |
0 |
0 |
0 |
0 |
|
0 |
0 |
1 |
0 |
1 |
|
0 |
1 |
0 |
1 |
0 |
|
0 |
1 |
1 |
0 |
0 |
|
1 |
0 |
0 |
1 |
1 |
|
1 |
0 |
1 |
0 |
0 |
|
1 |
1 |
0 |
0 |
0 |
|
1 |
1 |
1 |
0 |
0 |
The trick with multiple output truth tables is to first break them into multiple (in this case two) one-output truth tables, like this:
Truth table for Output A
|
Input A |
Input B |
Input C |
Output A |
|
0 |
0 |
0 |
0 |
|
0 |
0 |
1 |
0 |
|
0 |
1 |
0 |
1 |
|
0 |
1 |
1 |
0 |
|
1 |
0 |
0 |
1 |
|
1 |
0 |
1 |
0 |
|
1 |
1 |
0 |
0 |
|
1 |
1 |
1 |
0 |
|
Input A |
Input B |
Input C |
Output B |
|
0 |
0 |
0 |
0 |
|
0 |
0 |
1 |
1 |
|
0 |
1 |
0 |
0 |
|
0 |
1 |
1 |
0 |
|
1 |
0 |
0 |
1 |
|
1 |
0 |
1 |
0 |
|
1 |
1 |
0 |
0 |
|
1 |
1 |
1 |
0 |
This link shows you how to convert any truth table into logic gates Truth Tables to Logic Gates - scroll down
Here is what the circuit would look like (made with CircuitMaker ):

Then we need to create another truth table to determine the final result of the game.
|
Input
A |
Input
B |
Output |
|
01 |
01 |
00 |
|
01 |
10 |
10 |
|
01 |
11 |
01 |
|
10 |
01 |
01 |
|
10 |
10 |
00 |
|
10 |
11 |
10 |
|
11 |
01 |
10 |
|
11 |
10 |
01 |
|
11 |
11 |
00 |
As above, here is the truth table
|
Input A |
Input B |
Output |
|||
|
0 |
1 |
0 |
1 |
0 |
0 |
|
0 |
1 |
1 |
0 |
1 |
0 |
|
0 |
1 |
1 |
1 |
0 |
1 |
|
1 |
0 |
0 |
1 |
0 |
1 |
|
1 |
0 |
1 |
0 |
0 |
0 |
|
1 |
0 |
1 |
1 |
1 |
0 |
Truth
table for Output A
|
Input A |
Input B |
Output
(A) |
||
|
0 |
1 |
0 |
1 |
0 |
|
0 |
1 |
1 |
0 |
1 |
|
0 |
1 |
1 |
1 |
0 |
|
1 |
0 |
0 |
1 |
0 |
|
1 |
0 |
1 |
0 |
0 |
|
1 |
0 |
1 |
1 |
1 |
Truth table for Output B
|
Input A |
Input B |
Output
(B) |
||
|
0 |
1 |
0 |
1 |
0 |
|
0 |
1 |
1 |
0 |
0 |
|
0 |
1 |
1 |
1 |
1 |
|
1 |
0 |
0 |
1 |
1 |
|
1 |
0 |
1 |
0 |
0 |
|
1 |
0 |
1 |
1 |
0 |
HereÕs the resulting circuit:


Electron Wrangling for beginners Ð Mark AllenÕs course at the Machine Project in LA Ð check the lecture notes: concise, helpful.
An
idea:
We
train to the medium, any medium >>
Look
at this: Double
Helix Illustration
Art/Science and DNA Structure Ð Dr. Robert S. Root-Bernstein
Excerpt from above linked article:
ÒThe
problem is that there is a very small but real possibility that Watson and
Crick got part of the structure wrong. Oh, the base-pairing idea, the basis for
how information is encoded in genes, is certainly right. Genetic engineering,
if nothing else, proves that by the fact that we can synthesize almost any gene
sequence we want and have it make the corresponding protein. The rungs in the
ladder of the double helix are certainly right. It's the double-helix part that
is a bit doubtful. And that's where aesthetics and visual conventions come in.
To understand how it is even conceivable that DNA might not be a helix, it is necessary first to recognize that scientific research, like all arts, is a process of questioning nature. In all processes there are an infinite number of possible turnings and detours one could take at any given junction that could lead to alternative end points. Imagination or oversight determines the path. Scientists, like artists, therefore try to miss as little as possible by elaborating classes of possibilities that they narrow down by a series of informed choices.6 As Henri Poincare said, "To invent is to choose," an aesthetic statement equally valid in any creative field. What therefore underpins all creative endeavors is the interplay between the elaboration of possibilities and the criteria of choice that are employed for selecting among them. If an idea is never imagined, it cannot be chosen. And to be chosen, it must fit the dominant aesthetic criteria of the field, or give rise, laboriously, to a new one.
***Here I must emphasize that scientists, just as much as artists, are dependent upon aesthetic criteria in making their investigative choices. A considerable literature exists arguing that the choice of a problem; the criteria used to analyze its possible solutions; concepts of beauty, harmony, simplicity, symmetry, consistency; and even the skill and style with which the solution is reached and is propounded are all replete with aesthetic choices that differ in no significant manner from those made by the artist.8 As the turn-of-the-century neuroanatomist and Nobel laureate Santiago Ramon y Cajal wrote, great scientists have a: "congenital inclination to economy of mental effort and the almost irresistible propensity to regard as true what satisfies our aesthetic sensibility by appearing in agreeable and harmonious architectural forms. As always, reason is silent before beauty."9 These words, as we shall see, certainly apply to Watson and Crick and their work on DNA. Both Watson and Crick were strongly predisposed to favor helical models for DNA from the very beginning. Upon meeting the two men in 1952 while they were developing models of DNA structure, nucleic acid specialist Chargaff wrote in his diary "two pitchmen in search of a helix."l0 Pitchmen is a pun: pitch refers to the degree of inclination or slope formed by a helix as it twists around and equally to the fact that Watson and Crick were giving Chargaff a "pitch," or sell job, to the effect that DNA must be a helix. This decision was made even before there was any evidence for it, as Watson's Double Helix makes evident. For example, Watson records that during 1952, he believed:
"The idea [of helices] was so simple that it had to be right. Every helical staircase I saw that weekend in Oxford made me more confident that other biological structures would also have helical symmetry. For over a week I pored over electron micrographs of muscle and collagen fibers, looking for hints of helices."ll
What
too many scientists, writers, and illustrators have overlooked-or do not understand-is
that images are ÒunderstandingÓ. The visual form in which a theory is
represented becomes a working model of that theory, whether it is accurate or
not.46 What becomes familiar through visual repetition becomes the basis for
our aesthetic appreciation and sets our standards for judging the rest of a
field, be that field science or art. If the visual conventions and models
adopted by a field are therefore misleading-untruthful-then a lack of rigor
becomes generally acceptable. Clearly, just such a lack of rigor has become
acceptable in our portrayals of DNA. Just as clearly, there is an outstanding
problem here, whether that problem is with the structure of DNA itself or with
our understanding of DNA replication.
In
sum, I have no idea whether the double-helical model of DNA is correct. That is
not the point of this paper. The point is to underscore just how important
aesthetic considerations-beauty, ugliness, simplicity, the connection between
structure and function, and overlooking or ignoring complications-are to
science. There is no objectivity here-nor, if you believe Crick about the
necessity of bravely ignoring data to see the forest for the trees, can there
be. But in portraying the forest of genetic structures, I have also found that
there is a very real danger of oversimplification, as represented by the
completely inaccurate representations of DNA replication that are found in
every textbook I have examined. It is bad enough that our visual conventions
are misleading, but it is doubly inexcusable when the text that accompanies the
illustrations gives not even a hint as to the topological, structural,
functional, and mechanistic problems that the visual conventions hide. Thus,
whatever the historical fate of side-by-side models of DNA turns out to be,
they have played an important role in clarifying and extending our
ever-changing view of the stuff of life.
Clarification is the point. Clarification of our view of life is, in the end, what joins the sciences and arts. Arts, just like sciences, should be revealing. They must have integrity and coherence. They must give us a perspective that permits a deeper understanding of its subject. They should tell the truth, even if they must make up a fiction in order to do so. In the long run it is aesthetic criteria that set the masters of any field off from the pedants and epigones of any generation. What concerns me more than anything about the case of DNA is the way in which models, illustrations, and art itself have been subverted to the use of a theory, revealing not the inner details, surprises, and fascination of the material, but covering up its complications and controversies. There is a rich field here for the modeler and the artist who can approach the questions of DNA structure and function as an explorer and explicator because DNA is nowhere as simple as the object that so many of us now take as an icon.
And perhaps, someday, side-by-side models-the warped zipper in particular-may also become icons. At the very least, considered purely as architectural models, they are surprising and new. At the very least, Rodley, Bates, Sasisekharan, and their colleagues have been intensely creative in a purely artistic way. They have discovered something unexpected about natural forms and, contrary to Crick's opinion, what they have discovered has its own beauty. Thus, I would apply the same conclusion to their work that I applied a few years ago to the attempts artist Ken Snelson is making to model the quantum atom:
"[Have they] succeeded in [their] hopes of modeling the atom[sJ? Or [have they], in [their] search for the basic structures of matter, provided a solution to a problem that has yet to be invented? The criterion of beauty tells us nothing on this point. And in the end, it doesn't matter. What does matter is the surprising insight [they] bring to [their] invention. At the very least, we can no longer think of[DNA]. . . as we did before. Rodley, Bates, Sasisekharan, and their colleagues have expanded the universe of the possible."58
What more can we ask of either science or art, or of their surprising and explosive intersections? Ò
Lab Assignment:
Go Through: Chapter 14,
ÒFeedback and Flip-FlopsÓ, from Code, by Charles Petzold. Using Boolean
Logic Java Applet , or CircuitMaker Download
(for PC only), build the sequential logic circuits in the chapter.
Some Artwork and other things IÕve been meaning to show youÉ
electronet Ð amazing site for art and electronics, please scroll down to the category Art and Design and read Charles HalaryÕs article: Electromagnetism and Art; a relationship in the form of a wave.
Leeds Electric Ð cool surplus in Brooklyn
Science Ebooks Ð many cool links, some deadÉ
Java Applets - physics, electricity, electromagnetism, etc...
######################################################
MemexEngine Marc Lafia The Vanndemar Memex
or Laura Croft Stripped Bare by her Assassins, Even The Vandemar Memex
is a rumination on the many fascinating tropes of extended self, distributed
narrative, artificial life, collective intelligence and emergent systems. The
Memex, set up in the context of a game, re-assembles Duchamp, Vannevar Bush,
video games and many contemporary art works putting forward the notion of a
engine from which works happen. The work is structured as a series of events,
organized by episodes, a tool set, narrative tracks and collective networked
actions. The user first selects a code name, then an image that tells the
machine something of their psychological type and soon is set along a path.
Authors (www.vanndemar.com) Marc Lafia : direction, concept, story, images,
interface Mark Meadows : story, design Gabriella Marks: words, images, design,
play mechanics, code
Ghost City Jody Zellen Ghost City is a website that focuses on
the representation of the city by the mass media. It is a labyrinthine
environment through which viewers can navigate, either following the linear
narrative that unfolds by moving from page to page, or they can delve into the
non-linear chaos of random links. Each space is made up of appropriated images
and texts. The images are culled from various print media sources. The texts
are either found passages from urban theory or specifically written poetic
musings on the city. Rather than present static images, Ghost City is a
collage of moving parts. It is a pulsating grid of flashing images that loop
indefinitely. The viewer is an urban wanderer moving through the site,
step-by-step, page-by-page. One moves forward and back retracing one's steps
within the urban grid, discovering new spaces and new meanings. One clicks on a
word: "walk," "time," "space" or an image of a
silhouette, a shadow. The movement freezes, a color flashes and you are
someplace else. One by one a new grid of images appears. Some seem familiar.
Have you been here before? Ghost City is about memory, and about
traveling through time and space. The time is infinite. The space is finite.
Yet the time and space of Ghost City metaphorically relate to the
experience of the city where people walk and talk and interact. Within the
confines of Ghost City visitors can pause and think and move backwards
and forwards. Ghost City is a city of fragments. A memory. A ghost of
reality: a ghost city.
Wax
Web is an
interactive narrative 3D environment that is based upon and distributed via the
internet. It goes back to Blair's 1991 electronic movie ÈWax or the Discovery
of Television Among the BeesÇ. Scenes from this film are interwoven with image,
sound and text elements to build an associative net of references where the
linear story is no longer valid. Depending on the interaction with the viewer,
the elements gather to build new narrative threads and generate new interaction
possibilities. By shifting into virtual space, the movie turns into interactive
cinema.
IsAnyOneThere? Stephen Wilson. A Voice Activated Tour of San Francisco Via its Pay Telephone. Overview For one week a computer telemarketing device makes hourly calls to selected pay telephones, engages whoever answers in conversations about life in the city, and digitally stores the conversations. The installation later allows viewers to interactively explore the city via a database of