Childhood’s End.
There is a little boy I do not know sitting in the corner of my room. He has round eyes that are puffy and red, with a pale face, like a little rabbit looking down, not speaking. The boy is supposed to be my brother. He had been introduced to me a few days ago. They told me he was always there, but I just did not know. I don’t think I had ever been told about him before. I am 5 years old.
I am holding a doll, a doll I’ve had as long as I can remember, a doll with falling out hair, one closed eye and one open eye, a doll that has always been with me. I am holding my doll, and looking at the boy. The doll fits me, holds me and is held and I feel without counting its missing hairs, its familiar one-eyed gaze. There is nothing wrong with my doll. The boy doesn’t fit here. From a distance I am just looking at this little stranger. I hold my doll more closely.
Mom comes in the room looking upset. She says, “Let’s get rid of this old doll. Now you are a big sister, and you have to take care of your brother. You are now an elder sister, you cannot act like a child anymore.” I nod no. I shake my head fast and hold the doll tight. Mom starts pulling my doll away from me. I pull back strongly, but my doll slips out of my hands. I cry and cry. But Mom takes the doll away. I only have a few hairs of the doll in my hand – a few from a few.
I am getting very upset. The doll is mine, but the boy is not my brother. He is a boy not a baby, so he cannot be my brother. The boy is looking at me, the red eyes and a pale face, like a doll.
I met the boy a few days before. Mom and dad introduced him as my brother. He had been there since 3 years ago. He was there. I don’t know what they mean. Grandma brought him here. He was holding my grandma’s hand and wouldn’t let her go. When Mom tried to hold his little hand, he had refused, and held Grandma more tightly with both his arms. He was crying. Dad had looked at me and said, “Now you have a younger brother”. I just looked at my dad. I didn’t understand what he meant. I was holding my doll then.
Since grandma left, the boy has been sitting down, not talking or looking at anyone, but just looking down in the corner of the room. Silence.
I hear mom and dad talking outside the room, whispering.
I think he is like a doll. He does not move nor talk. He has round eyes and does not blink. He just looks down. We are both alone.
Setting Places
>>>
Windows
I don’t remember how long I’ve been standing here, looking at windows, windows covered in buildings. Maybe a few hours, or a few months… maybe longer.
There are many windows. There are different people in every window. A couple far away standing still, a man smoking at a café, a grandma setting places at a table, a cat looking at a bird, a curtain closing, my reflection.
A window.
A little girl is still crying in her room,
(I assume the room is the little girl’s, but maybe it is not.)
Her little fist is clenched around something I cannot see clearly, some fibres perhaps a few hairs from a doll that is not anymore in her hand. Another little boy is sitting down in the corner of the room, staring at the girl.
A window.
A girl who seems just out of high school is wandering in a room. It is an open, empty space with only one window that is wide and very narrow, a horizontal gash in a wall that lets in a bit of light in a thin flat plane. The space is not designed to be used as a residence but for a business or an office. The girl seems to be looking for a space.
(But for what?)
She seems a little too young to look for a space for business, alone. Too young to be alone.
Sometimes you see empty windows.
A window,
A window,
and another window.
Only a few are there in the dark, here, there, there, there, and there. You can see better in the dark. The days pass and pass and the light comes on at night. Night after night of stories pass across the faces of buildings. The windows are alive at night while the buildings sleep.
There is someone in a window.
It was a little room, and there was a girl and boy, both with red puffy eyes, staring at each other. They are getting harder to see, I’m not sure they live there anymore.
Another window.
It is a larger room. A girl is painting in this room, a large painting that is covering one entire wall. I remember seeing her there for the last couple of days, every night. She is not there during the daytime, but she comes back late and starts painting again every night.
The room light is off – I can’t see the girl!
(Maybe I dozed out briefly…)
I am still standing and looking at windows.
People are coming out from the buildings.
A window.
A girl is sleeping in a dim room. A room that is full of ‘stuff’ – it is not clear what these things are for. The bed is roughly built with cheap veneered panels on top of chairs at the corners – no mattress. Fake plastic vine leaves are winding around the chair legs. There are torn foam cushions and leather pieces in the corner of the room – they must have been a couch for someone at some point. Wood panels everywhere. Piles of books – not quite piled, almost falling. Books and loose paper everywhere.
(She is waking up!)
The girl is acting very strange. She is looking for something. Something… that is quite fast… she turns on the light.
Fast black specks.
Cockroaches.
(The room is above a cheap pizza place and below a fast noodle place. I’ve been to the noodle place once. It is not bad but not that good either.)
Going back to the girl, a room in between two ‘not_so_good’ food places is not a good idea.
She goes out. She goes out of the building.
(I am looking at the empty room – those cockroaches may be still there though… I am looking at the room more carefully. The room is full of paintings, drawings, and sculptural objects. I see parts of the couch are sewn back into one of the paintings.
She is back!)
The girl is setting up something. And lighting a match… is that…?
(Smoke!)
A small pile of small bodies, the hundreds that are sacrificed so that I may paint here, your ashes protect this space and warn away my demons, the brush dips from water to charcoal – draws out the line that traces around a lost doll, a pony, giant smiling rats that eat people, a girl, a friend, a window, a space, a brother, a road between an old field and concrete walls that lead up and up away from my world, windows, windows looking down on us, eyes I paint but cannot see, he is out there waiting, for the soft touch of my brush.
space/time
“The universe is a big place, perhaps the biggest.”
Kurt Vonnegut
The narrative within the narrative: all discourse lives within the context of another discourse.
Narrative is the protoypical logos relationship between two ideas, two moments, two spaces, a time and a space, a moment that exists forever on its own at its singular core and is simultaneously contextualized in an infinite number of stories (1.) Narrative precedes all discourse.
Narrative = noumenon
Time-line (discourse) = phenomenon
- The quote by Vonnegut was famously re-contextualized by Philip Jose Farmer writing as Kilgore Trout, author of “Venus on the Half-Shell.” Trout was originally one of by Kurt Vonnegut’s characters. )
if we stop thinking of narrative as a singular experience –
do we read the same sentence in different ways?
do we approach the same words with the completely different context we bring to it from the concurrent perspective of our space and time?
if so, what are space and time?
http://csmt.uchicago.edu/glossary2004/timespace.htm
Space/Time
“The first definition of “time” in the Oxford English Dictionary is “a space or extent of time” (OED). The first definition of “space” is “denoting time or duration” (OED). These circular definitions demonstrate the congruity between time and space as concepts.”
Scope and Scale
Scope = Depth (Time)
Scale = Form, the ground covered
These dimensions are the upper liminal limit of our ontological perception. They are perceived as somehow different from each other, which characterizes our existence.
Mathematically, we are aware of many more dimensions. Statistics science, for example, deals with multiple-dimension spaces all the time (no pun). However, we tend to conceive of these as ‘data spaces’ and do not experience them in the same way as the time and space we ‘live’ in. Visualizations of these dimensions are inevitably experienced in the remediated lower dimension of space-time.
a two dimensional imagining of a Tralfamadorian, found here the COLORS
The Tralfamadorians, in Kurt Vonneguts non-linear <novel/ Slaughterhouse-Five />, are time detached alien entities who see time as we see form. They experience all time ‘simultaneously’, and are predeterministic (as a result?) in attitude – they can choose can focus on a moment, but can’t change anything.
This view of ourselves is visualized here,
http://thehomegalaxy.com/Metanoiaa/metanoiaa.html
for further info, check out Bonnie DeVarco
http://scaleindependentthought.typepad.com/scale_independent_thought/deep-time/
Can the scope of time be anything other than our own existence?
http://visav.phys.uvic.ca/~babul/AstroCourses/P303/BB-slide.htm
Astrophysical age of universe currently believed to be 13.7 billion years.
http://en.wikipedia.org/wiki/Kalpa_(aeon)
(Sanskrit view of time is immense, but calculated; cycles within cycles, see “Kalpa and other periods of time” where one cycle is defined as almost 40 billion years )
http://www.watsoninstitute.org/infopeace/vy2k/new-seclusion.cfm
“With the dissolution of the scale of our human environment (prefigured by the telescope and radicalized by the satellite), the very reality of the world is reduced to nil (or next to nothing), leading inevitably to a ‘catastrophic sense of incarceration now that humanity is literally deprived of horizon’ (Virilio, “Open Sky” p. 41)
time in games
Time and Computer Games
Or “No, that’s not what happened”
Michael Hitchens
Department of Computing
Macquarie University
NSW 2109 Australia
• Playing time: the objective real world chronological time experienced by a player during and between game play sessions.
• Engine time: The objective chronological real world time in which a game engine executes.
• Game Progress time: A abstract measure of time tracking movement towards game completion and allowing events to be related in terms of happens-before and happens-after
• Game World time: chronological time within the game world
Juul, J., “Introduction to Game Time”. In First Person: New
Media as Story, Performance, and Game, edited by Wardrip-
Fruin, N. & Harrigan, P., Cambridge, Massachusetts: MIT
Press, 2004, 131-142.
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
Ryan, Marie-Laure
Pages: 417
Publisher: Johns Hopkins University Press
Date Published: 02/2001
http://en.wikipedia.org/wiki/Afternoon,_a_story
“Afternoon” the first Hypertext story
http://www2.iath.virginia.edu/elab/
The Electronic Labyrinth
a study of the implications of hypertext for creative writers looking to move beyond traditional notions of linearity, by Christopher Keep, Tim McLaughlin, and Robin Parmar
“Two of the most obvious yet significant features of online communication are speed and reach (Figure 2.1). The combination of these two factors makes Internet communication extremely powerful. Take speed. With the split second it takes to press a single key, text, sounds, or visual information can be sent across the globe. The Internet inspires speediness. (…) speed is certainly changing how we live and what we expect, and it may be changing our mental states as well.”
Gurak, Laura J.. Cyberliteracy : Navigating the Internet with Awareness.
New Haven, CT, USA: Yale University Press, 2001. p 30.
http://site.ebrary.com/lib/sfu/Doc?id=10169967&ppg=41
Copyright © 2001. Yale University Press. All rights reserved.
scope and scale of time
http://visav.phys.uvic.ca/~babul/AstroCourses/P303/BB-slide.htm
http://www.santhigiri.com/cosmic/explanation.htm (Sanskrit view of time)
http://scaleindependentthought.typepad.com/scale_independent_thought/deep-time/
“With the dissolution of the scale of our human environment (prefigured by the telescope and radicalized by the satellite), the very reality of the world is reduced to nil (or next to nothing), leading inevitably to a ‘catastrophic sense of incarceration now that humanity is literally deprived of horizon” (Virilio, “Open Sky” p. 41). sourced from http://www.watsoninstitute.org/infopeace/vy2k/new-seclusion.cfm
Perception of Time
“Time is a condition for the existence of our ‘I’. It is like a kind of culture medium that is destroyed when it is no longer needed, once the links are severed between the individual personality and the conditions of existence. And the moment death is also the death of individual time: The life of a human being becomes inaccessible to the feeling of those remaining alive, dead for those around him.” (Tarkovsky, p. 57)
Tarkovsky, Andrey. Sculpting in Time: Reflections on the Cinema
Translated from the Russian by Kitty Hunter-Blair
Austin: University of Texas Press (1986)
http://plato.stanford.edu/entries/time-experience/
the specious present
(specious = superficially plausible but conceptually misleading/problematic)
“The relation of experience to time has not been profoundly studied. Its objects are given as being of the present, but the part of time referred to by the datum is a very different thing from the
conterminous of the past and future which philosophy denotes by the name Present. The present to which the datum refers is really a part of the past – a recent past – delusively given as being a time that intervenes between the past and the future. Let it be named the specious present, and let the past, that is given as being the past, be known as the obvious past. All the notes of a bar of a song seem to the listener to be contained in the present. All the changes of place of a meteor seem to the beholder to be contained in the present. At the instant of the termination of such series, no part of the time measured by them seems to be a past. Time, then, considered relatively to human apprehension, consists of four parts, viz., the obvious past, the specious present, the real present, and the future. Omitting the specious present, it consists of three … nonentities – the past, which does not exist, the future, which does not exist, and their conterminous, the present; the faculty from which it proceeds lies to us in the fiction of the specious present.”
(James, Principles, 609; quoted from Kelly, The Alternative, 167-8)
Holly K. Andersen, Rick Grush. A Brief History of Time-Consciousness: Historical Precursors to James and Husserl. Journal of the History of Philosophy, Volume 47, Number 2, April 2009, pp. 277-307
the dilemma of the perception of time:
(1) What we perceive, we perceive as present.
(2) We perceive motion.
(3) Motion occurs over an interval.
Therefore: What we perceive as present occurs over an interval.
“Still, there is more than an air of paradox about this. If successive parts of the motion (or musical phrase, or whatever change we perceive) are perceived as present, then surely they are perceived as simultaneous. But if they are perceived as simultaneous, then the motion will simply be a blur, as it is in cases where it is too fast to perceive as motion. The fact that we do not see it as motion suggests that we do not see the successive parts of it as simultaneous, and so do not see them as present.”
http://plato.stanford.edu/entries/time-experience/#4
Micro vs. Macro
Phenomenology
Kant’s Views on Space and Time
heavy and critical thinking…
http://plato.stanford.edu/entries/kant-spacetime/
Perception of space
“the ground covered”
Movement
“Space covered is past, movement is present, the act of covering. The space covered is divisible, indeed infinitely divisible, whilst movement is indivisible, or cannot be divided without changing qualitatively each time it is divided. This already presupposes a more complex idea: the spaces covered all belong to a single, identical, homogeneous space, while the movements are heterogeneous, irreducible among themselves.” (Deleuze, p.1)
Deleuze, Gilles. Cinema 1: The Movement-Image
Translated by Hugh Tomlinson and Barbara Habberjam
Minneapolis: University of Minnesota Press
Hertzian space
from place to <non-place>
“Speed destroys real space in favour of real time” (Virilio)
Kazys Varnelis: http://www.arch.columbia.edu/users/kv2157columbiaedu :
“…beyond corporeal space, we increasingly also live in Hertzian space, a cloud of electromagnetic radiation that bathes us in information.” http://varnelis.net/articles/architecture_for_hertzian_space
Paul Virilio http://www.egs.edu/faculty/paul-virilio/biography/ :
http://www.ctheory.http://www.ctheory.net/articles.aspx?id=72
“Cyberspace is a new form of perspective. It does not coincide with the audio-visual perspective which we already know. It is a fully new perspective, free of any previous reference: it is a tactile perspective. To see at a distance, to hear at a distance: that was the essence of the audio-visual perspective of old. But to reach at a distance, to feel at a distance, that amounts to shifting the perspective towards a domain it did not yet encompass: that of contact, of contact-at-a-distance: tele-contact.”
Lev Manovich: http://www.egs.edu/faculty/lev-manovich/biography/ :
“What is human nature and what is technology? How does one draw the boundary between the two in the twentieth century? Both Benjamin and Virilio solve this problem in the same way. They equate nature with spatial distance between the observer and the observed; and they see technologies as destroying this distance.”
http://www.manovich.net/TEXT/Benjamin-Virilio.html
ME++ The Cyborg Self and the Networked City
William J. Mitchell
“Throughout history, humans have created unique physical spaces in which to live, work and socialize. But the digital age has completely transformed the places in which we conduct our affairs, according to William J. Mitchell. We don’t congregate at the town bank any more for financial transactions. We visit ATMs or bank online. Interactions that once required people to face each other now take place via computer, often across vast distances. Mitchell describes the disappearance of familiar public structures like phone booths, as well as the migration of work from office to just about anywhere a wireless connection is possible. As technology becomes imbedded in our lives and literally disappears into the woodwork, Mitchell sees the possibility for new kinds of extended communities. Network technology has enabled “discontinuous, asynchronous global agoras,” says Mitchell, exemplified by the most recent Gulf War protests. Organizers used digital space (email lists and websites) to help orchestrate public gatherings, which in turn generated images fed back to the Internet, spurring interest in country after country, time-zone after time-zone. Mitchell believes that such networks open up new methods for human assembly and political organization, but also increase the risks to individuals of surveillance.”
Mitchell video, November 13, 2003, Running Time: 1:09:43
http://mitworld.mit.edu/video/170
other important related work:
Jacobs, Jane. The Death and Life of Great American Cities
New York: Vintage Books, Random House (1992)
Translation and its issues
Spectacular time
“The Time of Production, time-as-commodity, is an infinite accumulation of equivalent intervals. It is irreversible time made abstract: each segment must demonstrate by the clock its purely quantitative equality with all other segments. This time manifests nothing in its effective reality aside from its exchangeability. It is under the rule of time-as-commodity that “time is everything, man is nothing; he is at the most time’s carcass” (The Poverty of Philosophy). This is time devalued – the complete inversion of time as “the sphere of human development”. (Debord, 147)
“The self-approbation of the time of modern survival can only be reinforced, in the spectacle, by reduction in its use value. The reality of time has been replaced by its publicity.” (Debord, 154)
“As Hegel showed, time is a necessary alienation, being the medium in which the subject realizes himself while losing himself, becomes other in order to become truly himself. The opposite obtains in the case of the alienation that now holds sway – the alienation suffered by the producers of an estranged present. This is a spatial alienation, whereby a society which radically servers the subject from the activity that it steals from him separates him in the first place from his own time. Social alienation, though in principle surmountable, is nevertheless the alienation that has forbidden and petrified the possibilities and risks of a living alienation within time.” (Debord, 161)
“The world already has the dream of such a time; it has yet to come into possession of the consciousness that will allow it to experience its reality.” (Debord, 164)
Debord, Guy. The Society of the Spectacle. New York: Zone Books (1995)
Sensory space
Visual/ Sensorial Space
Differences in the senses: structural? neurological? … conceptual?
visual studies:
The visual field of the human eye spans approximately 120 degrees of arc. However, most of that arc is peripheral vision [Wikipedia]. We perceive objects within our vision span. Our vision gets distorted as the span reduces while getting close to an object.
As we extend our vision experience to 360 degrees (through use of immersive imaging technologies or as yet undiscovered new modalities), how does what we term consciousness adapt to these changes?
“Looking at vision”:
Panoptic
All-seen
Greek panoptos, fully visible : pan-, with respect to everything, fully; see pan- + optos, visible
( http://www.thefreedictionary.com/panoptic)
Panopticism
The Panopticon is a type of prison building designed by English philosopher and social theorist Jeremy Bentham in 1785.
Michel Foucault observed that the Panopticon was a metaphorical model of the tendency of hierarchical structures to ‘observe and normalize’
Holoptic
All-seeing
“whole-eyed” http://bugguide.net/node/view/155600
The Holoptic eye of the fly.
http://en.wikipedia.org/wiki/Diptera
The fly’s proprioceptive space adjusts to the orientation of its eyes.
“The heads of flies were passively turned during fixed flight (open loop conditions). The turning stimuli had ramp-shaped onsets. The resulting torque produced by the thorax was plotted as a function of the degree of head-turn.
“Directional, passive turns of the head evoke active turning tendencies (yawing forces) of the same sign from the thorax. The strength of these tendencies is dependent on the size of the given angle through which the head was turned. The cushion of sensory hairs on the neck (prosternal organ) is very important in the elicitation of the turning tendencies. The results which have been obtained indicate that the position of the fly’s head has a substantial influence on the magnitude of the turning tendencies elicited by visual stimuli.”
Eckehard Liske, The influence of head position on the flight behaviour of the fly. Calliphora erythrocephala, Journal of Insect Physiology, Volume 23, Issue 3, 1977, Pages 375-379, ISSN 0022-1910, DOI: 10.1016/0022-1910(77)90276-(http://www.sciencedirect.com/science/article/B6T3F-49N8SHS-C/2/92b8419958fff141bc1785b588474fcb)
Within this floating immersive vision bubble, a percept (the Other) we know nothing about.
“We characterize the computation of motion in the fly visual system as a mapping from the high dimensional space of signals in the retinal photodetector array to the probability of generating an action potential in a motion sensitive neuron. Our approach to this problem identifies a low dimensional subspace of signals within which the neuron is most sensitive, and then samples this subspace to visualize the nonlinear structure of the mapping. The results illustrate the computational strategies predicted for a system that makes optimal motion estimates given the physical noise sources in the detector array. More generally, the hypothesis that neurons are sensitive to low dimensional subspaces of their inputs formalizes the intuitive notion of feature selectivity and suggests a strategy for characterizing the neural processing of complex, naturalistic sensory inputs.”
Features and dimensions: Motion estimation in fly vision.
Bialek, William., and de Ruyter van Steveninck Rob R. http://arxiv.org/abs/q-bio/0505003v1
The success of this form of navigation is likely to be adopted by robotics…and may already be progressively incorporated in our phenomenological model through mediated connections to Hertzian Space.
Holopticism
http://wiki.thetransitioner.org/English/Holopticism
“Holopticism is a combination of Greek words holos (whole, holistic, holography…), optiké (vision) and tekhné (art, technique). It expresses the capacity for players in a given organization (or group) to perceive the emerging whole of the organization as if it were a unique entity…”
a visualization that suggests liminal polarity …
How would our consciousness perceive this ubiquitous immmersivity?
Scopic
Merleau-Ponty http://en.wikipedia.org/wiki/Maurice_Merleau-Ponty
“all consciousness is perceptual consciousness”.
“I can’t see you, can you see me?”
Children’s hide and seek game strategy
As W.J.T. Mitchell points out in What Pictures Want, this system “provides an especially powerful tool for understanding why it is that images, works of art, media, figures and metaphors have ‘lives of their own’”. [8] The scopic relation means that every mediated image, through the eye and beyond, adds another layer of the gaze and the stain. By consciously using this relation to their advantage artists are able to engage the viewer on levels that are unconscious, but innate.
http://csmt.uchicago.edu/glossary2004/scopicvocative.htm
“His (…) elevation transfigures him into a voyeur. It puts his at a distance. It transforms the bewitching world by which one was ‘possessed’ into a text that lies before one’s eyes. It allows one to read it, to be a solar Eye, looking down like a god.
The exaltation of a scopic and gnostic drive: the fiction of knowledge is related to this lust to be a viewpoint and nothing more.”
Michel de Certeau (“Walking in the City”)
The Nature of Consciousness
“Time is said to be irreversible. And this is true enough in the sense that ‘you can’t bring back the past’, as they say. But what exactly is this ‘past’? Is it what has passed? And what does ‘passed’ mean for a person when for each of us the past is the bearer of all that is constant in the reality of the present, of each current moment? In a certain sense the past is far more real, or at any rate more stable, more resilient than the present. The present slips and vanishes like sand between the fingers, acquiring material weight only in its recollection.” (Tarkovsky, p. 58)
“Time, imprinted in the frame, dictates the particular editing principle; and the pieces that ‘won’t edit’ – that can’t be properly joined – are those which record a radically different kind of time. One cannot, for instance, put actual time together with conceptual time, any more than one can join water pipes of different diameter.” (Tarkovsky, p. 117)
Parallel vs. sequential consciousness
fragmentation of consciousness (multitasking)…
the non-sequiter – as soon as a narrative forms, a bridge has been made … system sequence vs. narrative continuity …
Reaction …future work
intervention – hacking public space
we may understand this as the active remediation of perceived space and time, the intentional entering into one context of another, psychohyperdermic transgression of the liminal barrier
http://www.neural.it/art/2011/01/crashvertise_lets_make_crashes.phtml
“As soon as a serious crash takes place amid the bustle of the city, a Crashvertise team will head to the site to place signs and branded warning triangles for the bystanders to inspect. They also take pictures of the tragedy scene for publishing on the social networks and for creating a viral marketing campaign as soon as possible.”
more
http://vooruit-exe.be/2010/01/22/electrified-hacking-public-space
http://smak.be/tentoonstelling.php?la=en&y=&tid=&t=&id=484
http://www.youtube.com/watch?v=Cmpui9yhYSQ
ELECTRIFIED 02 – Hacking Public Space // Opening night fri 02.04.10 @ S.M.A.K.
http://www.gamestudies.org/0501/lindley/
The Semiotics of Time Structure in Ludic Space As a Foundation for Analysis and Design
by Craig A. Lindley
“For any particular ludic system, such as a computer game, time structure can be considered in terms of a number of distinct layers of meaning analogous to the levels of encoding identified in structuralist narrative theory: a generation level, a simulation level, a performance level and a discourse level.”
as we become nomadic again
http://www.microcompacthome.com/index.php
“The team of researchers and designers based in London and at the Technical University in Munich developed the m-ch as an answer to an increasing demand for short stay living for students, business people, sports and leisure use and for weekenders.”
architecture
the sands of time
http://www.we-make-money-not-art.com/archives/architecture/
http://unlimitedurbanwoods.com/nieuws.php?taal=&nieuwsid=91
Gecekondu DUS Summerhouse Hotel
In an era where over half of the residents of many large cities live in informal settlements, and over a billion squatters inhabit the world, with this number growing rapidly, one can question if the formal is normal.
Gecekundu, the Turkish name for shanty building, literally means ‘built over night’. Because these buildings are built in one night, the founder of the building receives ownership rights.
The Hotel will live up to its temporary character: Its building stones are the archetypical nomadic bags, the so-called china bags (or‘turkentassen’), filled with sand from the beach. Would this make the house legal as it is only re-shaping the sand that is already there?
http://www.dillerscofidio.com/blur.html
Blur Building
Blur is an anti-spectacle. Contrary to immersive environments that strive for high-definition visual fidelity with ever-greater technical virtuosity, Blur is decidedly low-definition: there is nothing to see but our dependence on vision itself.
Narrativity
Juul, J. (2001). Games Studies 0101: Games telling Stories? Game Studies: The International Journal of Computer Game Research, 1(1). Retrieved from http://www.gamestudies.org/0101/juul-gts/
arguments for games being a narrative form:
1) We use narratives for everything.
2) Most games feature narrative introductions and back-stories.
3) Games share some traits with narratives.
reasons for games being a non-narrative form:
1) Games are not part of the narrative media ecology formed by movies, novels, and theatre.
2) Time in games works differently than in narratives.
3) The relation between the reader/viewer and the story world is different than the relation between the player and the game world
the only truly problematic point seems to be the issue of time; but
non-linear storylines: time travel in games:
Portal (2007); plays with time and space
http://en.wikipedia.org/wiki/Portal_%28video_game%29
Machinima; using the game itself to make film
http://en.wikipedia.org/wiki/Machinima
achron (2011); time travel
http://www.achrongame.com/site/
http://en.wikipedia.org/wiki/Achron
chronotron (2008); what you do affect the other level
http://en.wikipedia.org/wiki/Chronotron
prince of Persia (2003-2005)
http://en.wikipedia.org/wiki/Prince_of_Persia:_The_Sands_of_Time
day of the tentacle (1993)
http://en.wikipedia.org/wiki/Day_of_the_Tentacle
“…that something can be presented in narrative form does not mean that it is narrative.” (??)
“…this experience is so strong that most people will involuntarily change bodily position when encountering interactivity, from the lean backward position of narratives to the lean forward position of games.”
But surely this is an artifact of the HCI, not a property of games vs. narratives; we lean forward because of the compulsive attraction to ‘jump through a window’ into a virtual world – “when encountering interactivity”? – would we not look around if we found ourselves in that world? Are we not already there?
What is game; Logical puzzle, a set of rule.
“The classical argument for the existence of narratives is then the fact that a story can be translated from one medium to another”
“This transposability of the story is the strongest reason for arguing that narratives are indeed structures independent of any medium.” (Chatman 1978, p.20)
“A story can then be recognized by having the same existents (with the same names) and the same events; this is what we usually mean by talking of “the same story”.”
However, what does ‘same’ mean in narrative? Same story is entirely different from same narrative. Narrative structures have repeated throughout mythology and history with different existents and events, yet can be recognized as based on similar essential themes.
_characters also tend to become more developed in ‘game to narrative’ translations, ‘interactive dynamism’ increases in the other direction. …….Seems more related to limitations of current technology than any inherent immutability of form.
“there is no such thing as a continuously interactive story”
(sure there is – isn’t life a story?)
+++
Narrative is understood as a relationship between two different time streams (see Christian Metz). It has a kind of orbital interaction with its adjacent partners, but does not on its own constitute ‘story’ which is the thread assembled in the experiencing mind, about which the author in any case knows little; the author is the first experience of a particular contextualization of narrative elements (dare we call them logons?).
By this definition, gaming and story-telling have both the element of narrative resident within them, and in any case the development of an embodied culture around games pre-supposes narrative development.
+++
Writing ‘narrative’ is the making of conceptual associations; a story is a record of the path an embodied participant traces through sequences of narrative. Although I live in a rule-based world, I make choices, inferring or assigning narrative, and fashioning the story of my existence on paper, or in-game. Is the re-reading of a novel any less variant than the degree of interactivity afforded by a finite ludology? I suggest not: new meanings, associations, and threads of linearity are drawn from the interactive re-experiencing of both text and HCI.
http://www.electronicbookreview.com/thread/firstperson/identarian
If it is true that gaming so far has not evidenced strong, or any, narrative structure perhaps that has more to do with economic concerns over the ludological aspects of game play. Just because games ‘don’t’ have narratives, doesn’t mean that they can’t. It seems not irreconcilable that through the remediation of objecthood to electronic impulse of rule-based game theory and practice new understanding about the possibilities of ‘play’ may be introduced as the remediation of lead blocks to hyper-text has equivalently recontextualized the possibilities, but perhaps not the nature, of story-telling. For a new form to emerge it is necessary to investigate the ways in which these two activities, game playing and story-telling exhibit emergent behavior. As games become more autonomous, stories will be told about and within the virtual world as they are …
The author, the experiencer-observer-recorder, (“Don’t recreate the world, feel the world” DiPaola) will become the ubiquitously reconfigured self-embodiment of an individualized Hertzian perception. If we can imagine a sufficiently advanced technology, we might predict the dissolution of the individualized organizer whereupon the networked story is endlessly re-contextualizing itself.
http://www.gamestudies.org/0101/eskelinen/
http://game-research.com/index.php/articles/does-gameplay-have-politics/
[resources] liminal networks
secondary & unobtrusive measures
< 4 November 2010 >
some potential secondary data sources
books:
Although there has not been time to investigate the contents of these books, the abstracts/summary info indicate that relevant secondary data are either present or referenced. I would therefore investigate these resources further.
Biocca, Frank, Levy, Mark R. eds. Communication in the age of virtual reality. Hillsdale, N.J. : L. Erlbaum Associates, 1995.
Bracken, Cheryl Campanella., Skalski, Paul D., eds. Immersed in media : telepresence in everyday life. New York : Routledge, 2010.
Abstract
Immersed in Media highlights the increasing significance of telepresence in the media field. With contributions representing diverse disciplines, this volume delves into the topic through considerations of popular media types and their effects on users. Chapters in the work explain how the experience of presence can be affected by media technologies, including television, video games, film, and the Internet. They also discuss how presence experience mediates or moderates commonly studied media effects, such as enjoyment, persuasion, and aggression. These discussions are accompanied by overviews of the current state of presence research and its future. Ultimately, this work establishes the crucial role of telepresence in gaining a complete understanding of the uses and effects of popular media technologies.
Conrad, Frederick G., Schober, Michael F., eds. Envisioning the survey interview of the future
This book brings together leading researchers in survey methodology and communication technology in order to (1) develop theories of technology-meditated survey response, (2) contribute to a better understanding of the survey response task and how it differs from the tasks for which communication technologies have been developed, and (3) introduce survey methodologists to new communication technologies that might potentially be relevant for data collection. Many of the observations and much of the content is derived from a workshop that took place at the University of Michigan, Institute for Social Research, involving more than two-dozen of the world’s leaders in survey techniques.
Finn, Kathleen E., Sellen, Abigail J., Wilbur, Sylvia B., eds. Video-mediated communication. Mahwah, N.J.: Lawrence Erlbaum, 1997
Hauser, Jens, ed. Sk-Interfaces: exploding borders – creating membranes in art, technology and society
Liverpool : FACT : Liverpool University Press, 2008
Senft, Theresa M. Camgirls : celebrity and community in the age of social networks
New York : Lang, c 2008.
Abstract
This book is a critical and ethnographic study of camgirls: women who broadcast themselves over the web for the general public while trying to cultivate a measure of celebrity in the process. The book’s overarching question is, “What does it mean for feminists to speak about the personal as political in a networked society that encourages women to ‘represent’ through confession, celebrity, and sexual display, but punishes too much visibility with conservative censure and backlash?” The narrative follows that of the camgirl phenomenon, beginning with the earliest experiments in personal homecamming and ending with the newest forms of identity and community being articulated through social networking sites like Live Journal, YouTube, MySpace, and Facebook. It is grounded in interviews, performance analysis of events transpiring between camgirls and their viewers, and the author’s own experiences as an ersatz camgirl while conducting the research.
research papers:
A listing of potentially relevant papers for further investigation.
Burgoon, Judee K. “A Communication Model of Personal Space Violations: Explication and Initial Test”. Human Communication Research, 4: p. 129–142
Abstract
An earlier model of personal space expectations and their violations is expanded through specification of primitive terms, constitutive definitions, and the propositional logic underlying the model. Five sample hypotheses are deduced and experimentally tested. Results generally support the model: violations by rewarding communicators produced more positive outcomes than violations by punishing communicators, and the relationships between distance and communication outcomes for each type of communicator were curvilinear.
Castella, V. Orengo. Abad, A. M. Zornoza. F. Alonso, Prieto. Silla, J. M. Peiro. “The influence of familiarity among group members, group atmosphere and assertiveness on uninhibited behavior through three different communication media”. Computers in Human Behavior, Volume 16, Issue 2, 31 March 2000, Pages 141-159.
(retrieved from http://www.sciencedirect.com/science/article/B6VDC-3YVDB40-3/2/d9e882ab6a74bf2427a276a2cbd490c7 )
Abstract
The study of the influence of new information technologies (NIT) on verbal communication has attracted attention from researchers. Results obtained in previous studies suggest that NIT communication media produce a deindividualization in group processes that enhances uninhibited behavior and flaming. However, identity theory emphasizes the role of social context, challenging the interpretation that features of the media are the main antecedent of this behavior. The aim of the present paper is threefold: (1) to empirically test whether there are significant differences in the frequency of uninhibited behavior in groups working under face-to-face, videoconference and computer-mediated communication; (2) to test whether familiarity among group members, group climate, assertiveness and their interactions significantly predict uninhibited behavior in groups, regardless of the communication media; and (3) to analyze whether communication media moderate the prediction of these variables on uninhibited behavior. Uninhibited behavior has been operationalized, distinguishing between informal speech and flaming. The experiment was carried out with 28 groups of five subjects each. Results show that informal speech and flaming present higher rates in computer mediated communication than in videoconference and face-to-face. Social familiarity among group members significantly predicts mild uninhibited behavior regardless of the medium, but does not account for flaming. Communication media moderate the prediction power of familiarity and its interaction with assertiveness and group climate on mild uninhibited behavior (informal speech). Results are discussed in relation to the alternative theories and models formulated.
Geser, Hans. “Towards a Sociological Theory of the Mobile Phone”. University of Zurich, March 2004 (Release 3.0). (retrieved from http://socio.ch/mobile/t_geser1.htm)
Introduction
Since its inception billions of years ago, the evolution of life on earth has been shaped by two highly consistent physical constraints:
1) Physical proximity was always a precondition for organisms to initiate and maintain continuing interactive relations;
2) Stable dwelling places were necessary for the development of more complex forms of communication and cooperation.
Hall, Edward T. “A System for the Notation of Proxemic Behavior”. American Anthropologist, New Series, Vol. 65, No. 5, Selected Papers in Method and Technique (Oct., 1963), pp. 1003-1026 Published by: Blackwell Publishing on behalf of the American Anthropological Association Stable (retrieved from http://www.jstor.org/stable/668580)
Introduction
This is one of a series of papers on Proxemics, the study of how man unconsciously structures microspace-the distance between men in the conduct of daily transactions, the organization of space in his houses and buildings, and ultimately the layout of his towns.
Harrison, B.L., Ishii, H., and Chignell, M. (1994). “An Empirical Study on Orientation of Shared Workspaces and Interpersonal Spaces in Video-Mediated Collaboration”. Telepresence Technical Report OTP-94-2, Ontario Telepresence Project. (retrieved from http://www.dgp.utoronto.ca/OTP/papers/video.mediated.collaboration/ishii.html)
Abstract
In this paper we begin by presenting a framework for understanding interpersonal space in terms of interpersonal distance, angles of orientation, and gaze. We then describe an experiment that studied the influence of distorted space on distributed collaboration. Subject responses showed that positioning of monitors and the perceived orientation of the work partners had no significant effect on the amount of collaboration that was experienced. However, a face-to-face condition was experienced as being significantly more collaborative than video-mediated conditions. We also found a preference for a seating arrangement where the partners faced each other instead of sitting at an angle in a highly collaborative task.
local demographics data sources:
I think it could prove interesting to test for correlations between the various demographics of local area network populations and network access frequency and density.
Census Demographic Bulletins
http://www.metrovancouver.org/about/statistics/Pages/CensusBulletins.aspx
http://www.metrovancouver.org/about/publications/Publications/Census2006_PopandDwel_Bulletin_1.pdf
Ministry of Advanced Education and Labour Market
http://www.aved.gov.bc.ca/datawarehouse/#stdreports
Institutional Research and Planning, SFU, Burnaby campus
http://www.sfu.ca/irp/Students/index.html#demographics
liminal networks


< 4 November 2010 >
“Every point on the surface of the earth is now part of the Hertzian landscape – the product of innumerable transmissions and of the reflections and obstructions of those transmissions.” (Mitchell, p. 55)
Virtual and manifest space
I am interested in “locative” media – a media that juxtaposes multi-sensorial mobile technologies such as cell phones, laptops, various electronic measurement devices, data streams from the internet, and other ‘receivers’, in an attempt to arrive at a conceptual model of the dynamic yet ‘unperceived’ discourse we are all immersed in.
Several studies have suggested there may be new modalities of human interaction evolving from the ubiquitous presence of portable communication technology, but it appears little work has been done tying deeply ingrained human adaptations to physical surroundings, to any qualitatively, or quantitatively distinguishing features of wireless (cell phone) communication based on the (virtual) distance the nodes are separated by. Yet space is an integral part of human perception and sociological interaction[1]. I am therefore interested in investigating the linking of GPS coordinates to communication (narrative) content. Such correlations could be used, perhaps, to streamline data transfer during higher density momentary fluctuations in the field by switching between local and wide area networks organically as the system required, or, as in my own work, for performative and exploratory visual re-mappings of the sociological space that artist-researchers like Paula Levine (San Francisco State University) and others refer to as ‘interlocational’[2], or ‘liminal’[3]. Distance, whether assumed or physical, perhaps sets the space for communication, on the one hand creating comfort zones, on the other a void of uncertainty.
W.J.T. Mitchell, Professor of Architecture and Media Arts and Sciences at MIT has proposed the notion of the “Hertzian landscape”, a virtual landscape of electronic images (texts, discourse – data) that envelops the planet in constant flows of information[4]. This data cloud surrounding the planet is everywhere pervasive and accessible. Levine writes,
“The idea was to visualize a space that more closely resembled the experience of living within overlapping flows of media technologies, and use this experience as the structure by which to recast the everyday and familiar.” (Levine, p. 6)
An interesting visualization of this electronic atmosphere may be seen in the color field visualizations of the commercial broadcast bands in the United States by B.I. Balogh[5];
“This work in progress aims to map the hertzian space created by the United States’ mass media broadcast stations. This space is not definable in traditional terms of surveyed boundaries of state and local territories, but rather by electrical fields and consumer markets in the air around us. Geospatial data provided by the FCC is rendered as translucent shapes whose color is determined by the type of service (AM/FM/TV). The resulting image depicts a landscape formed by our collective communications.”
Human behaviour modifies to accommodate new environments. A study by Hans Geser of the University of Zurich, “Towards a Sociological Theory of the Mobile Phone” identifies the cellular phone as a technology that offers “emancipation from local settings” (Geser, p. 9). The study speaks to the dissociation of content from place, noting that prior to the development of widely available portable communications,
“…the main function of fixed telephones was to reinforce the social integration of stable sedentary settings like cities or bureaucratic organizations: helping them to grow into dimensions far beyond the integrative of potential of primary social interactions.” (Geser, p. 3)
and that, subsequently,
“Mobile phones are recreating the more natural, humane communication patterns of pre-industrial times: we are using space-age technology to return to stone-age gossip.” (Fox 2001) (Geser, p. 11)
Geser cites other studies suggesting the rise of “nomadic intimacy” and “nomadic social participation” (Geser, p. 21) and that mobile communications will “increase intersystemic permeabilities, blendings and interpenetrations, while lowering the capacities to keep such contacts under centralized and regularized control”. (Geser, p. 41)
A possible disagreement with the notion of multi-nodal space as suggested by the intent of my research, is posited by Geser:
“It has to be considered that mobile phones are only capable of supporting highly decentralized network-like interactions, especially on the simple level of bilateral communications. Thus, older space-dependent interactions are still essential for supporting multilateral interaction fields, as well as more tightly integrated collectivities like communities and organizations”. (Geser, p. 41) However, it is possible that this is a view situated within current understandings of technology – many of the studies cited by Geser seem to be suggesting that “empowering technologies (which) are likely to amplify (instead of to reduce) psychological, social and cultural divergences, because of their capacity to be used for different purposes in any sphere of life” (Geser, p. 42), but this is of course difficult to predict as multi-nodal communications are quite likely to develop as technology becomes more sophisticated, or, as the locative artists suggest, different technologies are ‘overlaid’ on each other to arrive at new forms. Quantitative studies alone do not inform as to the extent and method of use of cell phone technology and its social development; qualitative studies are needed.
The Kinesthetic Factors
“One of the most basic forms of relating in space, one which is deeply imbedded in man’s philogenetic past, is the potential to strike, hold, caress, or groom”. (Hall, p. 1009)
What happens when this potential is virtualized? Halls work is seminal in physical human proxemics and juxtaposing his research with studies of human interaction in Hertzian space may yield an approach to a wider understanding of emergent virtual sociotechnologies. According to Hall,
“Proxemic behavior can be seen as a function of eight different “dimensions” with their appropriate scales:
1) postural-sex identifiers
2) sociofugal-sociopetal orientation (SFP axis)
3) kinesthetic factors
4) touch code
5) retinal combinations
6) thermal code
7) olfaction code
8) voice loudness scale” (Hall, p. 1006)
Further investigation as to how these kinesthetic factors might map into a Hertzian re-formatting of human experience is required.
Brief conclusion
This brief summary has attempted to identify some of the directions that further investigations into the relationship between physical and social spaces could go. Much of the data already existent will need to be re-contextualized in light of emergent social behaviours in a ‘less physical’ world. Creative/qualitative studies are able to reveal unexpected interconnections between various data sets, but the integrity of any conclusions in an interlocational emergent space is dependent on massive correlative pattern recognition. As Rita Raley, in Tactical Media observes,
(these artists) ”…pragmatically accept the data to contest its inevitable abstraction but do not have a stake in producing it as categorically true or false.” (Raley , p. 101)
____________________________
Bibliography
Castella, V. Orengo. Abad, A. M. Zornoza. F. Alonso, Prieto. Silla, J. M. Peiro. “The influence of familiarity among group members, group atmosphere and assertiveness on uninhibited behavior through three different communication media”. Computers in Human Behavior, Volume 16, Issue 2, 31 March 2000, Pages 141-159. Retrieved from http://www.sciencedirect.com/science/article/B6VDC-3YVDB40-3/2/d9e882ab6a74bf2427a276a2cbd490c7.
Fox, Kate (2001): Evolution, Alienation and Gossip. The role of mobile telecommunications in the 21st
century. Social Issues Research Center, Oxford. http://www.sirc.org/publik/gossip.shtml (cited by Geser).
Geser, Hans. “Towards a Sociological Theory of the Mobile Phone”. University of Zurich, March 2004 (Release 3.0). Retrieved from http://socio.ch/mobile/t_geser1.htm
Hall, Edward T. “A System for the Notation of Proxemic Behavior”. American Anthropologist, New Series, Vol. 65, No. 5, Selected Papers in Method and Technique (Oct., 1963), pp. 1003-1026 Published by: Blackwell Publishing on behalf of the American Anthropological Association Stable. Retrieved from http://www.jstor.org/stable/668580.
Harrison, B.L., Ishii, H., and Chignell, M. (1994). “An Empirical Study on Orientation of Shared Workspaces and Interpersonal Spaces in Video-Mediated Collaboration”. Telepresence Technical Report OTP-94-2, Ontario Telepresence Project. Retrieved from http://www.dgp.utoronto.ca/OTP/papers/video.mediated.collaboration/ishii.html.
Levine, Paula. “shadows from another place: transposed space”, 2005. Retrieved from http://paulalevine.net/essays/shadows/shadows.pdf.
Mitchell, William J. Me++: The Cyborg Self and the Networked City. Cambridge, MA: The MIT Press, 2003.
Raley, Rita. Tactical Media. Minneapolis, MN: The University of Minnesota Press, 2009.
_________________________________
Footnote
[1] see Hall, Edward T. for example.
[2] “I have come to think of these as interlocational maps. … Interlocation brings to mind something taking place between locations, which describes these mappings quite accurately. The maps reflect not only an overlaying of one site upon another, but they also visualize the space that exists as the result of that overlay, conceptually moving between one site and the other.” (Levine, p. 19)
[3] http://en.wikipedia.org/wiki/Liminality
[4] Kazys Varnelis’ description is “…beyond corporeal space, we increasingly also live in Hertzian space, a cloud of electromagnetic radiation that bathes us in information”. Retrieved from http://varnelis.net/articles/architecture_for_hertzian_space
[5] Mapping Hertzian Space – A Noospheric Atlas of the United States
april 25th, 2010
the ‘unique’ makes things too ‘important’. things like majorities – becoming majorities; self-defined.
when you get older, you become a more spacial being, maybe not so much momentary as you were when younger, not so much a being in immediacy, in time.
The Moment between Site and Non-site
The Moment between Site and Non-site
Is What Remains Text or Context?
By
After the industrial revolution, the concept of ‘speed’ becomes one of the most important points for understanding the world we live in (as per Paul Virilio); ‘to stop’ is to ‘die’ – things must keep moving in order to exist. The stopped machine means the death of the production process. More speed makes more product. This has driven our lives to be increasingly connected to the ‘logic of capital’ with the accelerating speed of the western Capitalist system. This acceleration results in increased social inertia; this is the ‘logic of speed’.
Today, reality collapses and fragments into vertexes[3] and blobs of many different alternative realities. Reality, conceptual understanding, can no longer keep up to the speed of the image as John Berger’s Ways of Seeing comments, “seeing comes before words” (Berger, 7). Kids know through seeing before they can speak about their knowing. Seeing comes before language; it is seeing that constitutes our environment. We explain the world with language; however, the language does not deny that we are surrounded by the world. Language is a constructed understanding, a subset of the world experience. There is not ever a ‘perfect’ intersection between ‘we know’ and ‘we see’.
Introduction
Bust down the Door! (2000) is a looping 2’ 40” black and white typography animation with jazzy music by Young-Hae Chang Heavy Industries, a Web art group consisting of C.I.O. (Chief Information Officer), Marc Voge and C.E.O. (Chief Executive Officer), Young-Hae Chang, based in Seoul, Korea. Their work consists of fast-moving text-based animation set to tightly integrated jazz sound tracks.
Unlike most other New Media art or Web art, Young-Hae Chang Heavy Industries shuns any interactivity or mutuality; the Artist Chang says “There is no mutuality in my work …I especially hate interactive mutuality …If there is no graphics, banners, colors, etc, what remains? It is text.”[4] Young-Hae Chang Heavy Industries work features poetic texts in the Monaco font combined with jazz music or an anonymous mechanical voice. Their works are characterized by distance – in time and space; a multiplicity of temporal attachments, but deterritorialized in space, homeless – nomadic[5], and anonymous.
This paper will examine this society of accelerating speed, time and space, and deconstruct the world with the space-referential[6] art work and the language that is signified by culture and history through Young-Hae Chang Heavy Industries work.
The Concept of time and space
I use the term ‘space-referential’, which includes so called ‘time-based’ media, to mean an approach to the work from the audience’s, and by extension, an environmental perspective. Except for the artist (producer), everybody constitutes the audience. Time-based art works, such as performance, film, and video, need space/materiality to be shown, to exist. They need some ‘standard’, bridges to be connected to the audience because they depend on time not on space. Medium, as an essential relationship of humans to images, demonstrates how this relationship is evidenced in both old and new media of illusion, concept, and idea. For instance, when a performance is going on, it is not only about the performance, inextricably included is where that performance is happening, how that performance is located in its context. The term, ‘time-based’ media features only the interface, the medium, and the artist, where the term ‘space-referential’ additionally emphasizes the ‘contention’ of the art. If the term, ‘time-based’ media refers to the actual art, the term ‘space-referential’ media, also includes its contextual relations.
On the other hand, I consider the concept of ‘space-based’ media, as ‘time-referential’. Sculpture exists in a space; however, its meaning changes through time. Because the time-referential work is located in space itself, it has to be perceived in time. The art object’s context is its history, and its current state. The meaning of the Sphinx of Egypt, or of any traditional art, such as painting, drawing, and sculpture, changes through time.
Since humans first made images (illusions) in a ‘mural-art culture’ – drew on the ground, on the cave, wall, and ceiling –, “a wall is no longer a tangible boundary of space but, instead, the medium of an optical idea” (Grau, 72). Through media’s seeming to extend the wall surface beyond a single plane, the medium is no longer just a physical plane; it becomes an extension of space, time, and (second) reality. The distinction between reality, and illusionary reality, is blurred. Recently, this ‘another form of second reality’ has been pulled more into art. As an illusionary reality, the ‘interior’, constituted of time and space, in conjunction with the medium itself, are not separated from the immersive, extended, exterior contextual ‘real’ space and time. Thus, the terms, ‘time/space-referential’ build more relative, inseparable relations of interfaces of medium and context.
Furthermore, in a ‘structural transformation’[7] in art practices, Hal Foster observes,
“[there] has been a shift from … a ‘vertical’ conception of art, whereby artists investigate the disciplinary depths of a given genre or medium, to a ‘horizontal’ conception, whereby art activity is conceived of as a kind of terrain on which various areas of discourse are brought together.” (Hopkins, 229)
The audience is dominated horizontally in the ‘panoramic landscape’[8]. This horizontality defines ‘presence/absence’ by ‘materiality’, and ‘pattern/randomness’ by ‘information’[9]. Space-referential media, time-based artwork, is information which needs ‘site’ (materiality) to exist, while time-referential media, space-based artwork, is materiality which requires ‘contained information’[10] (idea).
General Site of Bust down the Door!
The technology of Bust down the Door! is Flash, a (software) tool for, among other things, creating and delivering images and animations via the web.
Although there are hundreds of fonts, and millions of colors, Young-Hae Chang Heavy Industries does not use any fancy fonts or colors; they almost stubbornly persist in the use of monotonous fonts and color. Young-Hae Chang Heavy Industries refuses creating its own (personalized) identity; instead pursuing anonymity. Bust down the Door! has been reproduced in different versions: Bust down the Doors! – English, Deutsch, and Francais –, and Bust down the Door Again! – with drums, with strings, and the Gates of Hell-Victoria version[12].
Bust down the Doors! starts with the countdown: “TEN 9 EIGHT 7 SIX 5 FOUR 3 …” The work tells the narrative of a midnight attack at a home by unidentified armed aggressors:
“We/bust/down/the door/while/you sleep,/rush into/your home,/enter/your bedroom,/drag you/out of bed,/push you/in your/under-wear/out into/the street,/while the/neighbors,/now awakened,/peek from/behind curtains/to catch/a glimpse/of your/humili-ation,/some of/them nodding/in agreement/with us, your/captors,/others smiling,/still others/opening/their windows/to cry out/“kill the/traitor,”/while you,/in bare feet,/hands tied/behind your/back,/advance to/the pokes/of our gun/muzzles/in your back/and sides/and our spit/that drips/from your/face,/and all/the while/how strange/that as/you walk/in the/cool night,/as you move/closer/and closer/to the/isolated spot/where we/will force/you to/your knees/and put/a bullet/in/your head,/how/strange/and how/important,/how/life-saving/that/you must,/you/utterly must,/recall/the dream/you were/dreaming/when we/pulled you/out of bed,/the dream/of the/cool summer/sea/breeze,/that/caressed you/and/your lover/as you/sat on/the terrace/over-looking/the sea/and drank/to the/strains/of an/unbearably/sweet/bossa nova[13].”
The entire sequence of images is black text on white background. The font style of Bust down the door! is simple, aggressive, big and heavy like their iconic title ‘Heavy Industries’. The font is very generic, but not so generic at the same time. The Monaco font is one of the basic fonts in the Mac computer, but also has a noticeable characteristic of slashed 0s (
)[14]. The text is endlessly repeated with the background music which has a very regular fast-paced rhythm. On the other hand, it also has unpredictable flashes and visual “stop – and go” rhythms, and these tend to hold the viewer in a state of tension throughout the entire piece. This is achieved by the careful modulation of image sequence. For instance, in the phrase, “We/bust/down/the door/while/you sleep,/rush into/your home,/enter/your bedroom[15],” each individual word on the screen, ‘we’, ‘bust’, ‘down’ …, creates its own image within us. Furthermore, it creates its meaning through the modulation of image-segments, such as ‘we bust down’, ‘the door’, ‘while you sleep’ …, the entire sequence of images forming in the mind into a single disturbing “over-image”. Young-Hae Chang Heavy Industries plays with the multiplicity of narrative possibilities of animated text accompanied by jazzy music.
Is What Remains the text or the image?
Bust down the Door! features strategically assembled text and music; it is magnetic, inseparable, inescapable. The work integrates aspects of easy access, anatomy, music, art, and literature; it blurs the boundaries of them. Their attempt plays with the traditional separation of art, text, literature, and music; the work resembles many traditional art forms. It is like poetry, or experimental film. The work crosses many different disciplinary boundaries.
The tone of the work is bold and strong, at the same time it is sweet, or sometimes so dry. It is dynamic, and emotionally powerful. We become thoroughly intrigued with the work through variable and rhythmic changes of image and music.
Bust down the Door! depicts the world between the real and imaginary through a surreal poem of the beautiful vision of a victim that confronts death delivered by people that he (or she) does not know, who busted down his door and dragged him out of bed. This reminds us of individuals trampled by majorities in our society while it simultaneously depicts fantasies between dream and reality with the startling image of the memory of one beautiful moment from the past, prior to death. This places us in a mixed state of ‘critical nostalgia’ where fear is blended with hope. The image that remains reverberates within us perhaps like more traditional dramatic theatrical formats, such as Romeo’s and Juliet’s moment of realization prior to their tragic end, or paintings and sculptures of the poignant moment of Apollo’s loss of Daphne[16].
The accelerated pace of the text approaches a threshold of human cognition, demanding a state of heightened concentration. The subliminal speed of the image comes to us first then the contents of the image. The arrangement and formation of word-images,
“while the
neighbors,
now awakened,
peek from
behind curtains
to catch
a glimpse
of your
humili-ation,
some of
them nodding
in agreement
with us, your
captors,
others smiling,
still others
opening
their windows
to cry out
“kill the
traitor,”[17].”
reminds us of poetry narrative. The image that this work delivers through the variation of the text, and sound is very strong. Due to the speed of delivery, the screen is first perceived as individual black and white images, and only then is it read as text. The primary effect of the image “is really in their form and not in their content” (McLuhan, “Myth and Mass Media,” 10). Since human history arrived at “print culture”, “we are surrounded by forms for transmitting information” (McLuhan, “Printing and Social Change,” 3). The text is information, the information is image. Text is the text of an image. Image is the image of the text. When we see Young-Hae Chang Heavy Industries Bust down the Door!, we cannot deny that there is a first image that comes to our perception before we recognize the text of the work. For instance, when we see the text ‘door’, we simultaneously perceive the image of ‘door’. Similarly, when we see the intro screen “Young Hae Chang Heavy Industries presents, Bust down the Door! [18]” with the flashing screen, we are automatically reminded of the image of busting down a door. Text is being more than text itself, when it transmits message or information, when it transmits image.
What is art? Art is what one chooses to call art. Art is not the things (pictures, music, narratives, performances, etc) that it may from time to time contain, but instead can be conferred upon absolutely anything. Art is not a matter of form (text), profundity or craftsmanship, but of context. We analyze, de-contextualize and re-contextualize to make maps of relations with other art, to our culture, society, and history.
Language in History & Language in Pluralism
Language is a “human artifact,” it is “collective products of human skill and need” (McLuhan, “Myth and Mass Media,” 6). Language is the essence of our culture. To write, read, and speak a language means to think in that language. Language can be generous or exclusive to culture. For instance, using one language can give access to certain histories which cannot be approached from another linguistic stand point.
You can click on any site on the web, but you will not be able to navigate unless you know the language of the website. Digital culture is characteristically global in its geographical access, however, the exclusive characteristic of language does not allow for globalization unless you know the dominant language, for instance, English. Language can be “itself a mass medium” (McLuhan, “Myth and Mass Media,” 5). You can surf the web ‘in English’ – only, ‘in French and English’ (in France), ‘in German and English’ (in Germany), and ‘in English and Chinese’ (in China), but you would not likely see ‘in German and Korean’ unless there is a cultural relationship being promoted between those countries. Therefore, language can be exclusive for certain cultures like some politics, histories, arts, etc; language is the most dominant exclusivity.
Young-Hae Chang Heavy Industries chooses to serve as a bridge between many different cultures through their art. The work of Young-Hae Chang Heavy Industries is written in different languages; English, Korean, and French. They collaborate with others when the work comes to other languages.
Variability of Bust down the Door!
The showing of Bust down the Door! at the Rodin Gallery (2004) was Young-Hae Chang Heavy Industries’ first installation in a real space. Like their works on the web, the installation has no interactivity; however, its much larger presence gives the audience a very different experience than the work on a screen (often computer monitor). The repetition by flashing on a singular screen is extended into another repetition over multiple sequential screens. The size and speed of the work creates ‘fragmented visuals’ rather than a localized narrative. Narrative, which is often considered as immaterial media, changes its structure and meaning into heavy materiality.
This giant full-screen, full-wall projection puts us in a different space. Because of the immersive massive attack of image and sound, we are blown with virtual hurricane force into the world of Alice in Wonderland; lost without direction. Installation, as a medium, is “defined by spatial location rather than by the materials that constitute it” (Hopkins, 229). The space (site) that the installation is placed in is “scattered information”[20] while the idea, concept of the work is “contained information”[21]. When Bust down the Door! was on the web, its position remained in time but not in any physical space (non-site); it was space-referential media. However, the work becomes an extended ‘reality’ in a spatial site, as an installation. Installation is
“a kind of art making which rejects concentration on one object in favour of a consideration of the relationships between a number of elements or of the interaction between things and their contexts.” (Archer, “Foreword,” 8)
The texts on the wall are no longer ‘physical texts’, they create another extended space beyond the gallery space; it creates another instance of time and space.
Conclusion
It is obvious that New Media art, especially web based art, is more emotionally distant and difficult to ‘locate’ than traditional art formats. Many international art galleries and Biennales devote a vast exhibition hall to what is called “New Media art,” but it does not include much Web art. What it usually includes is mostly computer animation, video and sound installation, or interactivity (more recently).
Tate Online[22], one of the largest art networks in the world, has only 12 entries of Net art work including Young-Hae Chang Heavy Industries’ The Art of Sleep[23]. It seems cursory, more like a half-hearted attempt to give their website a cutting-edge façade as one of the largest art networks of the world. Furthermore, MOMA[24], the Museum of Modern Art (New York), barely has any archive of Media art, and certainly not much Web art. This illustrates that “the ordinary museum and its representatives simply present one form of the truth” (Archer, 125). Relative lack of interest in Web art as a new, alternative, and unique medium of expression may stem from its inherently modest demeanor. Human kind is a very sociable creature, yet interactivity on the web is, ironically, a solitary, lonely activity.
Web space is a new medium of action and information. It is another territory of our extended society. “All of man’s artifacts, of language, of laws, of ideas and hypotheses, of tools, of clothing and computers ㅡ all of these are extensions of the physical human body” (McLuhan, “Laws of the Media,” 5). Ironically, our new territory enhances the loss of diversity and access. It contrasts with the concept of print which enabled one man to speak to many. Media is counter to the progress of human history which has moved from local to global, from individualism to pluralism. Media is counter to the nature of our progress in time and space.
Art behaves like business in a Capitalist society. The artist thinks and acts like a businessman calculating how to get one’s capital worth. Things happen and disappear quickly; this is the nature of systematic-conformist society. Long-term and time-referential[25] projects mean death; thinking, exploration, and discussion are for the loser. Money results only in tangible things (or monumental); money is pure virtuality.
However, Bust down the Door!, as a Web art, is against this Capitalist illusion. It is fast-produced, fast-distributed, but in a different speed (time and space) than Capitalism. In contrast to the regulated speed of Capitalism with its horizontal and vertical directions, the malleable speed of Web art is in its shifting multiplicity of approaches. Web art is not tangible at all; it is invisible, immaterial. It is solitary, revolutionary, and activist.
Bust down the Door! has a wide-ranging aspect as space-referential media; it tries to break down the limitation that comes through nationalism. It is beyond (popular) consciousness, beyond (strategic) control, and beyond (modernist) reality. Virtual reality is considered as not only ‘another reality’, but also “a realer reality” (Davis). It is mind-time, memory[26]. It “enhance[s]” the real, not “betray[s]” (Davis). What remains is the context of the work not the ‘form’ of the work. The flashing pixels dissolve.
There’s a banging on my door.
Citation
Archer, Michael. “Foreword”. Installation Art. Ed. Nicolas de Oliveira, Nicola Oxley, and Michael Petry. USA: Smithsonian Institute Press ⓒ Thames & Hudson. 1994. (8).
Archer, Michael. “Museum”. Installation Art. Ed. Nicolas de Oliveira, Nicola Oxley, and Michael Petry. USA: Smithsonian Institute Press ⓒ Thames & Hudson. 1994. (125).
Archer, Michael. “Site”. Installation Art. Ed. Nicolas de Oliveira, Nicola Oxley, and Michael Petry. USA: Smithsonian Institute Press ⓒ Thames & Hudson. 1994. (33).
Berger, John. Ways of Seeing: Based on the BBC Television Series with John Berger. Penguin. 1972. (7).
Davis, Douglas. “The Work of Art in the Age of Digital Reproduction – an Evolving Thesis/1991-1995.” Retrieved from http://cristine.org/borders/Davis_Essay.html. 2008.
Deleuze and Guattari, Gilles, Felix. Anti-Oedipus: Capitalism and Schizophrenia. Minneapolis: University of Minnesota Press. 1983. (30).
Grau, Oliver. Virtual Art: From Illusion to Immersion. Trans. Gloria Custance. USA: The MIT Press ⓒ 2003 Massachusetts Institute of Technology. (72).
Hayles. N. Katherine. How WE Became PostHuman. USA: The University of Chicago Press © by The University of Chicago. 1999. (248-249).
Hopkins, David. After Modern Art 1945-2000. UK: Oxford History of Art. 2000. (229).
Kellner, Douglas, editor. Review of Baudrillard: A Critical Reader. Oxford and Cambridge: Basil Blackwell. 1994. (8).
McLuhan, Marshall. “Laws of Media.” Marshall McLuhan Unbound. Ed. Eric McLuhan and W. Terrence Gordon. USA: Gingko Press, Inc. 2005. (5).
McLuhan, Marshall. “Myth and Mass Media.” Marshall McLuhan Unbound. Ed. Eric McLuhan and W. Terrence Gordon. USA: Gingko Press, Inc. 2005. (5-10).
McLuhan, Marshall. “Printing and Social Change.” Marshall McLuhan Unbound. Ed. Eric McLuhan and W. Terrence Gordon. USA: Gingko Press, Inc. 2005. (3).
Young-Hae Chang Heavy Industries. Bust Down The Door! (2000)
with drums: http://www.yhchang.com/BUST_DOWN_THE_DOOR!_Rodin.html.
with strings:
http://www.yhchang.com/BUST_DOWN_THE_DOOR!_B.html.
Gates of Hell-Victoria version: http://www.yhchang.com/GATES_OF_HELL.html
Bibliography
Archer, Michael. “Foreword”. Installation Art. Ed. Nicolas de Oliveira, Nicola Oxley, and Michael Petry. USA: Smithsonian Institute Press ⓒ Thames & Hudson. 1994.
Archer, Michael. “Museum”. Installation Art. Ed. Nicolas de Oliveira, Nicola Oxley, and Michael Petry. USA: Smithsonian Institute Press ⓒ Thames & Hudson. 1994.
Archer, Michael. “Site”. Installation Art. Ed. Nicolas de Oliveira, Nicola Oxley, and Michael Petry. USA: Smithsonian Institute Press ⓒ Thames & Hudson. 1994.
Berger, John. Ways of Seeing. Penguin. 1990.
Davis, Douglas. “The Work of Art in the Age of Digital Reproduction – an Evolving Thesis/1991-1995.” Retrieved from http://cristine.org/borders/Davis_Essay.html. 2008.
Deleuze and Guattari, Gilles, Felix. Anti-Oedipus: Capitalism and Schizophrenia. Minneapolis: University of Minnesota Press. 1983.
Grau, Oliver. Virtual Art: From Illusion to Immersion. Trans. Gloria Custance. USA: The MIT Press ⓒ Massachusetts Institute of Technology. 2003.
Hayles. N. Katherine. How WE Became PostHuman. USA: The University of Chicago Press © by The University of Chicago. 1999.
Hopkins, David. After Modern Art 1945-2000. UK: Oxford History of Art. 2000.
Kellner, Douglas, editor. Review of Baudrillard: A Critical Reader. Oxford and Cambridge: Basil Blackwell. 1994.
McLuhan, Marshall. “Laws of Media.” Marshall McLuhan Unbound. Ed. Eric McLuhan and W. Terrence Gordon. USA: Gingko Press, Inc. 2005.
McLuhan, Marshall. “Myth and Mass Media.” Marshall McLuhan Unbound. Ed. Eric McLuhan and W. Terrence Gordon. USA: Gingko Press, Inc. 2005.
McLuhan, Marshall. “Printing and Social Change.” Marshall McLuhan Unbound. Ed. Eric McLuhan and W. Terrence Gordon. USA: Gingko Press, Inc. 2005.
McLuhan, Marshall. “The Effect of the Printed Book on Language in the 16th Centry.” Marshall McLuhan Unbound. Ed. Eric McLuhan and W. Terrence Gordon. USA: Gingko Press, Inc. 2005.
Mitchell, William J. City of Bits: Space, Place, and the Infobahn. USA: MIT Press Paperback edition ⓒ 1995 Massachusetts Institute of Technology. Fourth printing. 1997.
Virilio, Paul. Art and Fear. Trans. Julie Rose. New York: Continuum. 2003.
Virilio, Paul. Speed and Politics: An Essay on Dromology. New York: Semiotext(e). 1986.
Young-Hae Chang Heavy Industries. Bust Down The Door! (2000)
with drums: http://www.yhchang.com/BUST_DOWN_THE_DOOR!_Rodin.html.
with strings:
http://www.yhchang.com/BUST_DOWN_THE_DOOR!_B.html.
Gates of Hell-Victoria version: http://www.yhchang.com/GATES_OF_HELL.html
[1] Image from Bust Down the Door! (2000) by Young-Hae Chang Heavy Industries.
[2] Image from Bust Down the Door! (2000) by Young-Hae Chang Heavy Industries.
Retrieved from http://www.yhchang.com/BUST_DOWN_THE_DOOR!_Rodin.html. 2008.
[3] The boundaries of reality have broken down into discrete elements which organically reform and rearrange into many vague and shifting cultures.
[4] Review of Young-Hae Chng Heavy Industries’ exhibition at Rodin Gallery, Seoul (Samsung Foundation), by Jo, Sun Ryung (Curator, Pusan Metropolitan). 2004. Retrieved from http://www.foruma.co.kr/faReview/View.asp?fNum=42&page=1&writerCode=%EC%A1%B0%EC%84%A0%EB%A0%B9. Translated by Suk Kyoung Choi. 2008.
[5] French philosopher, Gilles Deuleuze mentions ‘nomadism’ as a philosophical term in his 1968 book, Difference and Repetition, developed from his concept of ‘deterritorialization’. Meanwhile, the Canadian communication theorist Herbert Marshall McLuhan, famous for the book, Understanding Media, foresaw the appearance of the ‘digital nomad’ in the 1970s, though he did not name it as such.
[6] Space-referential media (software: knowledge, information, and idea generated) is immaterial, so that it may spread wider, however, it does not exist physically; virtual images or data on CDs, DVDs or the internet are more fragile than time-referential traditional art works such as painting and sculpture, or the Sphinx of Egypt.
[7] See Hopkins (2000), p. 229.
[8] See Grau (2003), p.32.
[9] Figure 2 – The semiotics of virtuality. Hayles (1999), p. 248-249.
[10] From Robert Smithson’s ‘nonsite’. Archer (1994), p. 33.
[11] Image retrieved from http://www.yhchang.com/BUST_DOWN_THE_DOOR!_B.html.
[12] Cited http://www.yhchang.com/.
[13] Retrieved from http://www.yhchang.com/BUST_DOWN_THE_DOOR!_Rodin.html. Transcribed by Suk Kyoung Choi. 2008. Slashes (/) indicates screen (image) changes.
[14] Monaco. From Apple. Retrieved from http://www.myfonts.com/fonts/apple/monaco/. 2008.
[15] Retrieved from http://www.yhchang.com/BUST_DOWN_THE_DOOR!_Rodin.html. Transcribed by Suk Kyoung Choi. 2008. Slashes (/) indicates screen (image) changes.
[16] See the works by Bernini or Giovanni Battista Tiepolo.
[17] Retrieved from http://www.yhchang.com/BUST_DOWN_THE_DOOR!_Rodin.html. Transcribed by Suk Kyoung Choi. 2008.
[18] Retrieved from http://www.yhchang.com/BUST_DOWN_THE_DOOR!_Rodin.html. Transcribed by Suk Kyoung Choi. 2008.
[19] Still shots of the installation of Bust down the Door! at the Rodin Gallery, in Seoul. September 3 to October 31, 2004. Retrieved from http://news.naver.com/main/read.nhn?mode=LSD&mid=sec&sid1=103&oid=028&aid=0000078731.
[20] From Robert Smithson’s “site”. Archer (1994), p. 33.
[21] From Robert Smithson’s “nonsite”. Archer (1994), p. 33.
[22] Tate is the United Kingdom’s national museum of British and Modern Art, and is a network of four art galleries in England: Tate Britain (opened in 1897 as the National Gallery of British Art, and renamed in 2000), Tate Liverpool (1988), Tate St. Ives (1993), and Tate Modern (2000), with a complementary website, Tate Online (1998) http://www.tate.org.uk/.
[23] Young-Hae Chang Heavy Industries. The Art of Sleep. Net Art (2006). The work is commissioned by the Tate. Employing their usual mix of animated black and white typography, jazzy music and humor, the work explores the international contemporary art market from the artists’ perspective. http://www.tate.org.uk/intermediaart/the_art_of_sleep.shtm.
[24] http://moma.org/
[25] Time-referential media (hardware; traditional object-based media) is therefore material, so that it can last longer physically; however, it has to be attached to a point in space..
[26] See also, “Artist Manifesto II” on http://popopanda.wordpress.com/.
————————————————————————————————————————————–
The Tribal Network: Networks, Society, and New Media in an Interdisciplinary World
The interactivity of New Media art is inherently tied up with the technology that is used in its mediation. The New Media art that crosses the boundary between art and technology is interactive art not only in its content and ideas but also its form; media used as medium. In New Media Art, the concepts and practices of collaboration, sharing, interaction, free interchange, and open-mindedness appear frequently. The Golden Nica award of Prix Ars Electronica 2004 acknowledges these initiatives.
In a new category of the 2004 Prix Ars Electronica, “Digital Communities”, the Golden Nica was awarded to “Wikipedia” (USA, www.wikipedia.org) – an online “copyleft” encyclopedia – and “The World Starts With Me” (Uganda, Netherlands, and Kenya, http://www.theworldstarts.org) – a digital learning environment about sexual health education, AIDS prevention and creative Information Communication Technology (ICT) skills for young Ugandans. Both “Wikipedia” and “The World Starts With me” are about networks, networking, collaboration, and the possibility of community based work. The Golden Nica was also awarded in the “Net Vision” category (2004) to the “Creative Commons” (http://creativecommons.org), an organization that promotes collaboration and sharing through author-defined copyright management. “The goal of the Creative Commons project is to allow creators to share their works with others; to build a large pool of creative content that others can use and re-use in their own works, and restore some sanity to the intellectual property debate” (Ars Electronica)[1].
The wide-ranging social and creative impact of the internet as well as latest developments in the fields of social software, ubiquitous computing, mobile communications and wireless networking, and collaboration between diverse areas creates new participant social communities, in turn giving rise to new forms of interlinked Media art; the self-empowerment enabled by these developments allows more people to feel free to share, and to be connected in community, community that is not bound by biological-physical barriers.
Society’s desire for increasing speed causes a correspondent reliance on technology, a technology that creates both more complex obstacles through secured and limited access – the attempt to protect perceived ownership of data – as well as many continuously evolving, often unforeseen, benefits related to open communication. The speed of communication has reached a point where communities form and reform intentionally; this postmodern reflected and mediated environment leads to new tribalisms, perhaps a return to humanities first method of social organization. These new forms of intentional community allow us the possibility of freedom from the enslavement of secured information; networking, sharing, collaboration, bonding together, and transparency are fundamental principles of this new tribalism.
New Media art positions itself as a connection or bridge (interface) between these community-based networks. This paper will examine why humanity has to move in a direction of a more community based global environment in this world of accelerating speed, how New Media art influences and is implicit in the rise of new distributed tribalism, and theorize about where it might end up.
In social life, there have been changes of values. What is valuable? Value is processed in every dominant network at every time in every space. Value derives from human livelihood, resources, and power, and through the connectivity of their main activities. In the new tribalism, information and communication become the imperative – information and knowledge as the source of power, wealth, and meaning – with their attendant technological change, while the older tribalism was primarily a material hunter-gatherer existence.
Networks in old tribalism describe linear threads/paths, however, networks in new tribalism shift to planes; a movement from one-directional flows (linear time) to multi-directional/dimensional flows of information and resources. In the old tribalism, beyond a certain threshold of size, complexity, and volume of change, the flows became less efficient as hierarchical organized command and control structures under the conditions of pre-electronic communication technology. Networks become more efficient organizational forms with the new technological environment; they can be reconfigured, they can expand or shrink in free flows, because they have no center, and nodes can operate in a wide range of configurations. They are temporally organic, not spatially crystallized.
The construction of new tribal networks is socially differentiated from traditional structures by multiple and scattered spaces, and fragmented, disconnected, temporary, and individual/non-linear time; allowing for the manipulation of traditional biological space and clock time.
A network is a technological extension of the human biological organism, a new physicality and virtuality: physical hyperlink. Hyperlinks are understood as new “linked geographies” which pursue “nongeographical, real-time and mutable data, links and thick description, and interactivity” (Turow and Tsui ed. pg. 196-198). Sensual proximity densifies in high speed networks; this allows for enhanced communication, and facilitates shared understanding. Networks form richer cultural artifacts by integrating social activity as the infrastructure of power, and these networks -powered by information and communication- create a networked society. By this social structure, the organizational arrangements of human relationships of production, consumption, reproduction, experience, and expression are encoded into culture; the networks exist, re-present and re-produce themselves as recombinant sets of interconnecting nodes.
Nodes are points intersected organically, discrete spontaneous relationships in the space-time cultural data set. Networks have no fixed center, but are inseparable from their distributed and variant nodal points. Nodes increase their influence in the network, organically attracting further connections by absorbing more locally relevant information from other nodes. “Communication networks are the patterns of contact that are created by the flow of messages among communicators through time and space” (Monge and Contractor, p.3). ‘Flows’ are streams of information between nodes, or connections between nodes. Flows are the process of networks. The network exists as pure potentiality until there is information flow. Flows have self-expanding processing power because of their recurrent-recombinant and interactive-communicative aspects.
New information and communication networks are characterized by constant intersection and flexibility that allows for distribution in various contexts and applications, and this causes multiplicities of (multilevel) communication. The distributed nodes included in a new communication network gain density, not only through flexibility but from their ubiquitous spatial structure; new information networks are not limited/confined to traditional ‘places-space’, rather the spatial structure is associated with but not codified into the communication flow – everybody’s easier access to information through wireless connections and portable access devices, etc. – in a kind of ‘time-space[2]’. In this sense, alternative nodes which were minorities in the traditional and inherent power structure become dynamic and highly malleable responses to that power structure, to society, and to culture; they result in a more multidimensional social structure. A society that has more alternative subcultures allows for more self-programmable/reprogrammable ability, not just acceptance of an enforced given-society[3].
Media, art, and technology encourage the notion of an information networked society: a society founded on communication networks of interacting cultures, multi-dominant global networks of power, and a common belief in the positive use-value of sharing, rather than on localized fixed ‘seats’ of power. Appropriate combination between information/idea and distributive technology, open development of potential technologies, and organizational restructuring based on free access networking become the keys to ensuring productivity, innovation, creativity, and power sharing in the new tribal networked community.
“Collective action[4]” by social networks with their various forms of salient multiplicity tends to encourage and be motivated by a positive-developed society: a transdisciplinary, intercultural, and conversational interface, a common-ground of appreciated difference – the new distributed tribalism. Collective action works in coordination of observer and participant perspectives, resulting in consequently richer “’social capital’: networks of interaction that allow collective action, democratic participation and community” (Chambers, pg. 94). Johnny Lee, a human-computer interaction researcher currently (2008) working at Microsoft[5], built a good example of the positive use-value of sharing in a collective community. Lee built sophisticated educational tools out of cheap and easily available parts: a digital whiteboard assembled from a Nintendo wii remote, touch screen, and a head-mounted 3-D viewer[6]. Lee shares not only the information about his projects, but also the schematics and software so that anybody can share his knowledge and use it for further creative work. This attitude creates further discussion online around his “wiimote project” at http://www.wiimoteproject.com/, and engages people in the input and output cycle of the network. Networks powered by information and communication enlarge across time-before-space as recombinant sets of interconnecting nodes layering upon kinetic, potential, and archived narrative, a (re)making in history(s) diametrically re-mixed in contrast to the old tribal site-primal ‘history in the making’.
[7]
[Image 1] “3-D Screen” [Image 2] “3-D Screen”
Our world is wired and we cannot avoid being connected. With increasing frequency, different disciplines have collaborated building networks in a variety of ways in order to achieve their aims, but also to introduce the perspective of ‘the other’.
An artist, W. Bradford Paley, and a scientist, Jefferson Han, work on interesting ideas in their own fields. Paley, an artist and interaction designer whose focus in both worlds is the visual interpretation of patterns hidden in information, creates visual filters which let different subjects address the expression of their differences and reveals complexity in a way that is matched to human perceptual abilities[8]. Han is a research scientist who is one of the main developers of an “interface-free” touch-driven computer screen[9]. He has created a simple, multi-touch, multi-user screen interface that just might herald the end of the point-and-click era[10].
[Image 3] “Perspective Pixel” [11]
Both Paley and Han work on collaboration with people from many other disciplines in various ways according to their interdisciplinary areas of interest. Recently they worked together on a project, “TraceEncounters” (2004). “TraceEncounters” was a social network visualization, installed at Ars Electronica, 2004. It required participants to attach a small ‘chip on a pin’ (image 6) to their clothes. This enabled the position of the participant to be tracked at any time during the next few days. This live information was interpreted to provide an on-screen representation of the chip positions within a plan of the conference buildings of Ars Electronica, and this was always on display at one of the central meeting spaces. As discussions occurred and delegates gathered around particular individuals, the screen showed the changing flows of a complex pattern of social relationships centered now in one place and then another.
[12]
[Image 4] Left [Image 5] Top right
[Image 6] Bottom right
[Image 4] “TraceEncounters”, a crowd at the installation
[Image 5] “TraceEncounters”, the screen
[Image 6] “TraceEncounters”, the TraceEncounters Pin
The “GNOM Project” is another example of a networked collaborative project by a group of artists including Santiago Ortiz, Luis Rico, and Alfonso Valencia; a project co-produced by MedialabMadrid and the Protein Design Group from the Centro Nacional de Biotecnologia at the Universidad Autonoma de Madrid[13]. It is a research project in digital and physical interfaces for visualization, navigation, and experimentation with genetic networks.
[14]
[Image 7 (left), and Image 8 (right)] Visualization of “GNOM Project” and detail
The Project uses different forms of visualizations to explore genetic networks. For instance, the genetic interaction network in the bacteria Escherichia Coli[15] is represented in data-forms of an ‘oracle’ and a ‘landscape’ interface. The oracle interface represents “a circular interface of high control level over the node selection, where the entire network of relations can be visualized” while the landscape interface represents “a three-dimensional interface for spatial navigation, based on the metaphor of a journey over a flat and infinite landscape, where the navigation takes place between interrelated nodes” (“GNOM Project”).
12
[Image 9] Left: “GNOM Project” – Oracle interface
[Image 10] Right: “GNOM Project” – Landscape interface
This kind of collaboration between different disciplines not only explores relations between disciplines, but also addresses broad issues of perception, provides alternate perspective on complex questions, and solves problems beyond the scope of any one discipline. Klein introduces interdisciplinary discourse as
“new divisions of intellectual labor, collaborative research, team teaching, hybrid fields, comparative studies, increased borrowing across disciplines, and a variety of “unified,” “holistic” perspectives have created pressures upon traditional divisions of knowledge. There is talk of a growing “permeability of boundaries,” a blurring and mixing of genres, a postmodern return to grand theory and cosmology, even a “profound epistemological crisis”.” (Klein, pg. 11)
Interdisciplinary collaboration in this newly mediated world exponentially amplifies the scope and frequency of social contact and thus provides a fertile platform for mass participation and the development of new cultural forms: I have called this meta-form the new (distributed) tribalism. It creates “on a meta-level, a networked digital world provides an intellectual and social environment that is radically interdisciplinary” (Hughes and Lafortune, pg. 20). The tribe is the idea of the tribe.
Individuals are nodes of potential flows like “a steady bridge in the “between”” (Heidegger, pg.344). Martin Heidegger refers to man “as the stranger in the executed free-throw, who no longer returns from the ab-ground[16] and who in this foreign land keeps the remote neighboring to be-ing” (Heidegger, pg 346), and this “be-ing is nothing “in itself” and nothing “for” a “subject”” (Heidegger, pg. 341). Gilles Deleuze comments “an individual always belongs to a clan or a community” (Deleuze, pg. 38), and in the opinion of Deleuze, Hume views “relations as the effects of the principles of human nature … relations are the effect of the principles of human nature” (Deleuze, pg. 6-7). For Martin Buber, “I is the beginning of dialogue in community, but it is not sufficient. The We of communicative exchange must emerge” (Arnett, pg. 158), and he emphasizes “participation with others is the key to a meaningful existence” (Arnett, pg. 127-128). Humans are social animals, and tribalism is the very first social system that human beings ever lived in, and it has lasted until today. For all our social existence, a network has been a pattern that is common to our life. An individual being is a given collection of separate ideas and impressions. Impressions are defined by their vividness, and ideas, as reproductions of impressions. When an individual communicates to another (transmits the idea), that exchange creates resonance and produces something new; reception, response, transmission of re-contextualized idea, then cycle-link.
Networks always work in binary logic: inclusion/exclusion. Indeed, networks have their strength in their flexibility and adaptability, yet there is in their fundamental logic, a potentially negative aspect of collective action by the intentional community and this results from group control by nodes seeking dominance not so much of exclusivity or inclusivity, but through the manipulation of the idea of the gate itself; the right to decide. This overlay of old media on the new, of old tribalist site-centered protectionism on the openness of indecision, on the trust inherent in no-centre, on free creative interplay, has led to such interruptions in the flow as corporate legislation around copyright and sociopathic tribal scapegoating through collective flow blocking actions.
Thankfully, new tribalism also includes characteristics which distinguish it from older models of networking: a self-expanding processing and communicating capacity in terms of volume, complexity, and speed; a recombinant potentiality with digitization and recurrent flows; and, a distributed flexibility through interactive and mutual networking. Networks in new tribalism can sublimate towards these optimistic elements with a positive common belief in dynamic social networks. Interlinked, lateral, cross-boundary communication networks and newly emergent networks give expression to horizontal complexity and multiplicity, and the essential pluralism of new tribalism gives vertical depth to that shifting plane of possibility. Thus, the tribal networked society develops in a multiplicity of cultural contexts, trading in ones and zeros, nomadic but persistent, traveling at will across this new landscape in ubiquitous time and space.
——————————————————————————–
Works cited
Arnett, Ronard C. Communication and Community: Implications of Martin Buber’s Dialogue. Foreword by Friedman, Maurice. USA: Southern Illinois University Press, 1986. (127-128, 158).
Chambers, Deborah. New Social Ties: Contemporary Connections in a Fragmented Society. New York: Palgrave Macmillan, 2006. (94).
Deleuze, Gilles. Empiricism and Subjectivity: an Essay on Hume’s Theory of Human Nature. Trans. Boundas, Constantin V. New York: Columbia University Press, 1991. (6-7, 38).
“GNOM Project.” http://www.moebio.com/santiago/gnom/english.html. Retrieved on December 1, 2008.
Heidegger, Martin. Contributions to Philosophy (From Enowning). Trans. Emand, Parvis and Maly, Kenneth. USA: Indiana University Press, 1999. (341, 344, 346)
Hughes, Lynn and Lafortune, Marie-Josée (eds.). “Creative Con/Fusions.” Coursepack for HUMN 320. Calgary: ACAD, 2008. (20).
Klen, Julie Thompson. Interdisciplinarity: History, Theory, and Practice. Detroit: Wayne State University Press, 1990. (11).
Monge, Peter R. and Contractor, Noshir. Theories of Communication Networks. USA: Oxford University Press, 2003. (3).
Turow, Joseph and Tsui, Lokman, ed. The Hyperlinked Society: Questioning Connections in the Digital Age. USA: The University of Michigan Press, 2008. (196-198).
——————————————————————————–
References
Book References
Arnett, Ronard C. Communication and Community: Implications of Martin Buber’s Dialogue. Foreword by Friedman, Maurice. USA: Southern Illinois University Press, 1986.
Chambers, Deborah. New Social Ties: Contemporary Connections in a Fragmented Society. New York: Palgrave Macmillan, 2006.
Deleuze, Gilles. Empiricism and Subjectivity: an Essay on Hume’s Theory of Human Nature. Trans. Boundas, Constantin V. New York: Columbia University Press, 1991.
Hassan, Robert. Media, Politics and the Network Society. Open University Press, 2004.
Heidegger, Martin. Contributions to Philosophy (From Enowning). Trans. Emand, Parvis and Maly, Kenneth. USA: Indiana University Press, 1999.
Klen, Julie Thompson. Interdisciplinarity: History, Theory, and Practice. Detroit: Wayne State University Press, 1990.
Levinas, Emmanuel. Alterity & Transcendence. Trans. Smith, Michael B. New York: Columbia University Press, 2000.
Monge, Peter R. and Contractor, Noshir. Theories of Communication Networks. USA: Oxford University Press, 2003.
Turow, Joseph and Tsui, Lokman, ed. The Hyperlinked Society: Questioning Connections in the Digital Age. USA: The University of Michigan Press, 2008.
Web References
Ars Electronica. http://www.aec.at/en/.
“bestiario”. http://www.bestiario.org/.
MoMA, The Museum of Modern Art. “Desighn and the Elastic Mind”. http://www.moma.org/exhibitions/2008/elasticmind/.
Ortiz, Santiago. “moebio.com”. http://www.moebio.com/santiago/.
Ortiz, Santiago. “visualcomplexity”. http://www.visualcomplexity.com/vc/index.cfm?author=Santiago%20Ortiz
Rhizome. http://rhizome.org/.
TED. http://www.ted.com/index.php/.
“theyrule”. http://www.theyrule.net/2004/tr2.php.
——————————————————————————–
Footnotes:
[1] http://www.aec.at/en/archives/prix_archive/prix_projekt.asp?iProjectID=12866&iCategoryID=12418
[2] I mean by this that the visualization of communication flow tends to map time-span rather than physical position-space.
[3] Passive, pre-determined society
[4] “Collective action is a term that has been broadly applied to a wide range of phenomena in the social sciences, including organizational communication. It main focus is on “mutual interests and the possibility of benefits from coordinated action” rather than on individual self-interests” (Monge and Contractor, pg. 159).
[5] Johnny Lee (computer scientist). http://en.wikipedia.org/wiki/Johnny_Lee_(computer_scientist).
[6] See Johnny Lee’s talk at TED: http://www.ted.com/index.php/talks/johnny_lee_demos_wii_remote_hacks.html, and his projects at his website: http://www.cs.cmu.edu/~johnny/projects/.
[7] Image 1 & 2: Still images of Johnny Lee’s “3-D Screen: Head Tracking for Desktop VR Displays” project from his TED Talk. http://www.ted.com/index.php/talks/johnny_lee_demos_wii_remote_hacks.html.
[8] See W. Bradford Paley’s website: http://didi.com/brad/index.html.
[9] Jefferson Han. http://en.wikipedia.org/wiki/Jeff_Han.
[10] See the official website of the multi-touch screen, “Perspective Pixel”: http://www.perceptivepixel.com/. See also Jefferson Han’s talk at TED: http://www.ted.com/index.php/talks/jeff_han_demos_his_breakthrough_touchscreen.html.
[11] Still image of the “Perspective Pixel” from http://www.perceptivepixel.com/.
[12] See http://www.traceencounters.org/.
[13] Santiago Ortiz: moebio.com
Luis Rico: MediaLabMadrid http://www.medialabmadrid.org/medialab/, banquete.org
Alfonso Valencia: Protein Design Group
[14] Still images from http://www.moebio.com/santiago/gnom/english.html.
[15] Escherichia coli is “a gram negative bacterium that is commonly found in the lower intestine of warm-blooded animals.” Retrieved from http://en.wikipedia.org/wiki/Escherichia_coli.
[16] “Ab-ground is the originary essential swaying of ground. Ground is what is ownmost to truth” (Heidegger, pg. 264).
Duality 2: Candle vs. Incense (2006)
December, 2006
Cross projected video loops with the image of a mouth blowing opposite a candle and incense on two vellum screens hung from ceiling to floor.
+++
a mouth blowing
flickering candle vs glowing incense
a mouth inhaling
flaming candle vs dimming incense
a mouth to candle to incense to a mouth
infinity
winds
paper stirring
________________________
Duality 2: Mouth – Candle vs. Incense (2006)
I’m interested in the concept of duality -two sides of the world, like ‘light’ and ‘shadow/dark’-, relative relationships, and time, space, and speed. All these works are about the relativistic concepts of time/space, and duality.
<Why Duality?>
Shadow can only exist because of light. If there’s no light, we cannot see anything. Light has lightness, but also has darkness. Light and dark always exist together.
I believe nothing in the world can be absolute. Everything is made from relative concepts. So there cannot be mainstream/non-mainstream things. There cannot be a winner or a loser. No one can be better/stronger than the other. We cannot say who/what is right or not right. They can only be different.
Moreover every living thing is made up of non-living things (inorganic compounds).
Every visible thing is made up of the invisible. For example, ‘color’ is not a tangible ‘thing’, it is an idea. Material things are made of immaterial things: Concepts.
I think one of the most important artists’ roles now is talking about the world that we are living in. I believe that ‘duality’ is one of the most important and essential concepts in our world. For example, here is the ‘yin / yang’ symbol:
This symbol (from the Korean flag) is a divided circle, and it shows that ‘yin and yang’ are not in opposition. They only have meaning relative to each other. This symbol shows those dual meanings in balance, supporting each other, inseparable.
Every thing has this duality inside of it. The surface of things is not so important. But people usually don’t recognize the more important things, because usually the more important things are hidden. That’s why I’d like to talk about, and experiment with, ‘duality’ in my works.
Thinking about ‘Time, Space, and Speed’ & about ‘Relationships’
Speed: After the Industrial Revolution, the concept of ‘Speed’ becomes one of the most important points explaining the world we live in (as per Post Modernism/Paul Virilio). I want to examine this, to experiment with it, because now it is hard to explain our lives without the ‘logic of capital’. In the Capitalist system, ceaseless movement is natural for the world, (especially in West, because the Capitalist system started in the Western hemisphere). Moreover, in this system ‘to stop’ is to ‘die’: Things must keep moving in order to exist.
Time: Our memories are contracted pieces of time. And present time is based on past time. The time is running successively. The present time becomes the past time, and the future time will end in the past time. So every memory is a coexistence of different times and spaces. We speak of these as different times, however in fact there cannot be any boundary between them. Every mechanism is constantly changing.
Space: Successive time passage also changes the concept of present-space. Contemporary man has been called ‘Homo Nomad’. The word ‘nomad’ which is frequently used now does not literally mean a wanderer. Its meaning has been extended to a free, creative, and challenging way of thinking or lifestyle (as per Gilles Deuleuze’s ‘nomadism’ in his book ‘Difference and Repetition’), and developed with the concept ‘deterritorialization’ (as per a Canadian communication theorist Herbert Marshall McLuhan). Finally, this nomadization is breaking the boundaries of space.
Relationships: Basically, I think consideration of time and space (therefore speed) can help us to understand conceptual relative relationships, and that those concepts are the most basic elements in any relationship between material things. Time and space are represented by the manifestation of their relationship. Relationships are connections, but there cannot be any boundaries. Those connections are in essence relative, successive, and unlimited.
———————————————


[2]
[11]
leave a comment