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Entries in Art (31)

Monday
Jun192006

The context for learning, education and the arts (3)

This Entry is in Five Parts. (One, Two, Three, Four, Five)

This initial creativity was soon lost in the final version of “Understanding Media published in the 1964. In the book the medium becomes the message through the operations of an instantaneous sensory recognition of meaning. McLuhan explores affect by claiming that cubism in its elimination of point of view, generated an “instant total awareness [and in so doing] announced that the medium is the message? (Marshall McLuhan, Understanding Media, (Cambridge: MIT Press, 1994, p.13.) I am not sure what ‘instant total awareness’ is, but one can surmise that it is somewhere between recognition and self-reflexive thought. In choosing this rather haphazard approach McLuhan eliminates all of the mediators that make any form of communication work.

Take the World Wide Web as an example. Few users of the web are aware of the various hubs and routers that move data around at high speed, let alone of the complexity of the servers that route that data into their home or business computers. They become aware of the mediators when there is a breakdown, or when the system gums up. The notion that we receive information instantly is tied up with the elimination of mediation. So, the arrival in my home of a television image from another part of the world seems instant, but is largely the result of a process in which radically different versions of time and space have played significant roles (the motion and position of the satellite, transmitting stations, microwave towers and so on). I won’t belabour this point other than to point out that the notion of instant recognition has played a significant role in the ways in which our culture has understood digital communications. This has tended to reduce if not eliminate the many different facets of the creative and technological process.

But let’s return to the more interesting and potentially creative idea that the subject is the message (mnetioned in an earlier post). As the sense-ratios alter, the sum-total of effects engenders a subject surrounded by and encapsulated within an electronic world, a subject who effectively becomes that world (and here the resonance with Jean Baudrillard is clear). This is not simply the movement from machine to human, it is the integration of machine and humans where neither becomes the victim of the other. As mediums we move meanings and messages around in a variety of creative ways (hence the link to speech) and as humans interacting with machines we are the medium within which this process and processing circulates. I repeat, this does not mean that we have become the machine, a concept that has inspired a great deal of criticism of technology in general, rather we end up sharing a common ground with our own creations, a mediated environment which we are explore everyday and try to make sense of the information that we are learning.

Interestingly, Derrick De Kerckhove, the Director of the McLuhan Centre at the University of Toronto who has been described as the successor to McLuhan wrote a book entitled, The Skin of Culture: Investigating the New Electronic Reality (Kogan Page, London: 1998). He said:

“With television and computers we have moved information processing from within our brains to screens in front of, rather than behind, our eyes. Video technologies relate not only to our brain, but to our whole nervous system and our senses, creating conditions for a new psychology. (De Kerckhove: 5)

To Kerckhove, human beings have become messages (and this is different from being mediums) with our brains emulating the processing logic and structural constraints of computers. Here we do become the machine. We no longer signify as an act of will. Agency is merely a function of messaging systems. Agency no longer recognizes its role as a medium and as a result we seek and are gratified by the instantaneous, the immediate, the unmediated. Now, the ramifications of this approach are broad and need extensive thought and clarification.

The important point here is that De Kerckhove has molded the human body into an extension of the computer, because we are already, to some degree, machines. Our nervous systems, which scientists barely understand and our senses which for neuroscientists remain one of the wonders of nature are suddenly characterized through the metaphors of screens, vision, technology and a new psychology. The inevitable result are mechanical metaphors that make it seem as if science, computer science and biotechnology will eventually solve the ambiguous conundrums of perception (e.g., in the virtual world we become what we see), knowledge and learning. To say that we are the machine is a far cry from understanding the hybrid processes that encourage machine-human interactions. De Kerckhove has transformed the terrain here much as McLuhan did, so that humans lose their autonomy and their ability to act upon the world, although his is a far more sohisticated examination than McLuhan's.

As I said, this is not an article about McLuhan and so I will not explore the report that he wrote any further or the vast literature that has grown up around his thinking. As you can no doubt tell, I am concerned with the rather mechanical view that our culture has of the human mind and am fascinated with the ease with which we have taken on McLuhan’s simplified versions of affect and effect. It is not so much the behavioural bias that concerns me (although it is important to be aware of the influence of behaviourism on the cultural analysis of technology) but the equations that are drawn among experience, images and technology.

These equations often reduce the creative engagement of humans with culture and technology, to the point where culture and technology become one, eliminating the possibility of contestation. In large measure, many of the complaints about digital technologies, the fears of being overwhelmed if not replaced are the result of not recognizing the potential to recreate the products of technological innovation. The best example of this is the way video games have evolved from rudimentary forms of storytelling to complex narratives driven by the increasing ease with which the games are mastered by players. The sophistication of the players has transformed the technology. But none of this would have been possible without the ability of the technology to grow and change in response to the rather unpredictable choices made by humans.

If we turn to the computer for a moment, the notion that it has the power to affect human cognition is rooted in debates and theories developed within the fields of cybernetics and artificial intelligence. The “…popular press began to call computers ‘electronic brains’ and their internal parts and functions were given anthropomorphic names (e.g., computer memory)… (Warren Sack, “Artificial Intelligence and Aesthetics pg. 3)

The notion that a computer has memory has taken root in such a powerful way that it seems impossible to talk about computers without reference to memory. So, an interesting circle has been formed or it might be a tautology. Computer memory becomes a standard which we use to judge memory in general, hence the fears about Deep Blue somehow replacing the human mind, even though its programming was created by humans! The problem is that there is a long tradition of human creativity in the development of technologies and this history is embedded in every aspect of our daily lives. Deep Blue is just one more extension of the process. The fact that we can use the computer to judge our own memories certainly doesn’t eliminate anything. It merely means that we now have a tool that we can use to examine what we actually mean by memory. In fact, recent neuroscientific research into memory suggests that we have profoundly underestimated our own minds let alone the digital ones that we are creating.

The very idea of a computer program is linked to the power to do. (Sack: 5) Again, there are certain debates that cannot be developed here, including the significant one between Daniel Dennett and John Searle, a debate explored by Stephen Pinker in his new book, How the Mind Works. Pinker is a supporter of cognitive psychology and also suggests that the brain operates like a computer. His argument is more subtle than that however, because he is quite worried about creating too great an equivalence between the brain and the mechanics of the computer. I bring this up because it is the cultural attraction of the metaphors which interests me. It is important to understand that computer programs are carefully constructed artificial languages that have great difficulty dealing with the unpredictable, with the tentative, the contingent or the irrational. Computer programs are codified according to a strict set of rules and I think that we can make the argument that common sense is not. I will briefly return to this discussion later on.

To be continued......

Sunday
Jun182006

The context for learning, education and the arts (2)

This Entry is in Five Parts. (One, Two, Three, Four, Five)

Let me begin by quoting the head of IBM, Lou Gerstner in reference to Deep Blue, the computer developed to play chess at the grandmaster level:

“Deep Blue is emblematic of a whole class of emerging computer systems that combine ultrafast processing with analytical software. Today we’re applying these systems to challenges far more vital than chess. They are used for example in simulation — replacing physical things with digital things, re-creating reality inside powerful computer systems? (“Think Leadership? Vol. 3, No. 1, 1998: 2)

Now, what is important here is not only the references to Deep Blue and very fast computer systems, but the assumption that the replacement of physical things with digital things re-creates reality inside computer systems and by extension in reality itself. This may well be true and may well be happening, but we need to examine the implications of the claim and locate this claim within a cultural, social and economic analysis. And we need to become quite clear about the meaning of the term simulation which is used most often to refer to an artificial environment that either replaces the real or in Jean Baudrillard’s words become the real. Simulation as I will use it refers to the creation of artifacts, their use and their integration as well as co-optation into an increasingly digital culture.

“And soon we’ll see this hyper-extended networked world made up of a trillion interconnected, intelligent devices — intersecting with data-mining capability. Pervasive Computing meets Deep Computing? (Gerstner: 3)

I will return to the implications of this quote through a variety of different routes. Historically, the advent of new technologies in the 20th century has generally been paralleled by claims of social effect and cultural transformation and these are synoptically represented by the continued influence of Marshall McLuhan on present thinking about technology and its effects. I will not examine McLuhan’s ideas in great detail, suffice to say that many of the assumptions guiding his cultural appropriation by a variety of writers, commentators and politicians do not stand up to scrutiny of a rigorous kind. For example, McLuhan’s famous statement that “The Medium is the Message? grew out of a report that he wrote in 1959-60 for the Office of Education, United States Department of Health, Education and Welfare. It was entitled, “Report on Project in Understanding New Media? In it McLuhan analyses media such as television using the tools of cognitive psychology, management theory and economics. For McLuhan, media include speech, writing, photography, radio, etc.. And he is puzzled by why the effects of these media have been overlooked for as he puts it, “…3500 years of the Western world? (McLuhan, 1960: 1)

McLuhan searches for an explanation and much of the research for the project is prescient and fascinating as well as a precursor to the publication of “Understanding Media? in 1964. When it comes to the famous aphorism about the medium and the message, McLuhan reveals a rather interesting foundation for much of his later research.

“Nothing could be more unrealistic than to suppose that the programming for such media could affect their power to re-pattern the sense-ratios of our beings. It is the ratio among our senses which is violently disturbed by media technology. And any upset in our sense-ratios alters the matrix of thought and concept and value. In what follows, I hope to show how this ratio is altered by various media and why, therefore, the medium is the message or the sum-total of effects. The so-called content of any medium is another medium? (McLuhan, 1960: 9)

It is clear from this statement that the medium is actually the subject, that it is human beings whose sense-ratios are altered by participating in the experiences made possible through the media. It is not the content of the communication, but the encounter between the medium and subjectivity that alters or disturbs how we then reflexively analyse our experience. Although the medium is the message is generally interpreted in formal terms and although it has been appropriated as a generalization used to explain the presence of media in every aspect of our lives, McLuhan is here playing with cognitive and psychological research as it was developed in the 1950’s. More importantly, at this stage, he is avoiding a binary approach to form/content relations. He is effectively introducing a third element into the discussion, namely, the human body.

Saturday
Jun172006

The context for learning, education and the arts (1)

This entry has five parts. (One, Two, Three, Four, Five)

The context for learning, education and the arts has altered dramatically over the last few years as has the cultural environment for educators and artists/creators. Part of what I would like to do here is examine the intersection of a number of crucial developments that I think have transformed the terrain of technology, education, art and culture.

This is a grand claim and I would be the first to admit that we are being incessantly told that change has become the major characteristic of the late 20th century. But, I do think that we are witnessing shifts which will have a profound effect not only on the social and political structure of Western countries but on the ways in which In which we see ourselves, act upon and within the communities of which we are a part and how we create meanings, messages and information for the proliferating networks that now surround us.

The one important caveat here is that although I am concerned with the transformations we are experiencing, I will in no way claim that we are undergoing a revolutionary change. I tend to see history as evolutionary, which in no way precludes dramatic shifts from occurring. As intellectuals, artists, technology developers and educators, I believe it is our responsibility to become active within this environment and to develop the critical and creative tools to respond to the ongoing evolution of an emerging aesthetic of interactivity in which aesthetic goals are linked with ethical goals and are based on a perspective of caring for both the individual and the larger economic, political, ecological, social and spiritual circumstances that create contexts for the individual. (Carol Gigliotti;Bridge to, Bridge From: The Arts, Technology and Education? Leonardo, Vol. 31, No. 2, April-May, 1998 p.91)

Our cultural claims about the various factors that produce change tend to be linear, the line being one that moves along a fairly straight, if not narrow trajectory from the less complex to the more complex. The approach that I will take looks at the displacements that are created by the movement from one phase to another, movement in this instance being more like transportation framed by what Bruno Latour has described as connections, short circuits, translations, associations, and mediations that we encounter, daily. (Bruno Latour, Trains of Thought, Common Knowledge, Vol. 6, # 3, Winter, 1997, p. 183.)

So, I will begin by exploring the various conjunctures and disjunctures created by the presence of digital technologies in nearly every aspect of the cultural context of the early 21st century. My goal, however, is not an overview, but rather, to raise as many questions as I can in order to introduce increasing levels of mediation both to our understanding of the digital and to our creative transformation of the digital into various media of communication.

To be continued.....

 

Saturday
Jun032006

Some comments on How Images Think

Professor Pramod Nayar of the Department of English, University of Hyderabad comments on "How Images Think." This is a small selection of a longer review that appeared in the Journal of the American Society for Information Science and Technology

How Images Think is an exercise both in philosophical meditation and critical theorizing about media, images, affects, and cognition. Burnett combines the insights of neuroscience with theories of cognition and the computer sciences. He argues that contemporary metaphors - biological or mechanical - about either cognition, images, or computer intelligence severely limit our understanding of the image. He suggests in his introduction that image refers to the complex set of interactions that constitute everyday life in image-worlds (p. xviii). For Burnett the fact that increasing amounts of intelligence are being programmed into technologies and devices that use images as their main form of interaction and communication - computers, for instance - suggests that images are interfaces, structuring interaction, people, and the environment they share.

New technologies are not simply extensions of human abilities and needs - they literally enlarge cultural and social preconceptions of the relationship between body and mind.

The flow of information today is part of a continuum, with exceptional events standing as punctuation marks. This flow connects a variety of sources, some of which are continuous - available 24 hours - or live and radically alters issues of memory and history. Television and the Internet, notes Burnett, are not simply a simulated world - they are the world, and the distinctions between natural and non-natural have disappeared. Increasingly, we immerse ourselves in the image, as if we are there. We rarely become conscious of the fact that we are watching images of events - for all perceptive, cognitive, and interpretive purposes, the image is the event for us.

The proximity and distance of viewer from/with the viewed has altered so significantly that the screen is us. However, this is not to suggest that we are simply passive consumers of images. As Burnett points out, painstakingly, issues of creativity are involved in the process of visualization - viewers generate what they see in the images. This involves the historical moment of viewing - such as viewing images of the WTC bombings - and the act of re-imagining. As Burnett puts it, the questions about what is pictured and what is real have to do with vantage points [of the viewer] and not necessarily what is in the image (p. 26).

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Friday
Jun022006

Notes and varia

Christo covers the Reichstag

"The wrapping of the Reichstag my colleagues, enables us to see in another light and newly, perceptually experience this central and ambivalent place in German history. The wrapping is no debasement. It is an expression of reverence and creates room for contemplation of the essential. In the Catholic liturgy of Holy Week, the cross is wrapped so that it can be unwrapped in celebration at the high point of Good Friday. In the Jewish faith, the Torah rolls are wrapped in order to remind us of the preciousness of what they contain. The Reichstag will not be desecrated by Christo's wrapping, it will be ennobled - as strange as this may sound for a house of democracy."
Spoken by Konrad Weiss member of the German parliament and a member of the Green Party

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Network of networks diagram

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