Wednesday, May 10, 2017

Dances with Machines by Rebeccla Zacks

Section:
Humachines
The movements of the lanky man of the videotape mesh perfectly with the undulating rhythms and cascading tones that accompany his dance. As the music swells, his gestures grow pronounced and emphatic; as the sound dwindles to the pulse of a synthesized bass or the flutter of an electronic clarinet, his motions diminish to the twitch of a hand or the slow weep of an arm. The choreographer, it seems, must have worked closely with the dancer and the composer to make such a seamless piece. The reality is more complex; This dancer is, in fact, also choreographer and composer, choosing his moves on the fly while simultaneously making the music to match in a intimate collaboration with a video camera and a homemade computer system.
Sprawled shoeless on the living room floor in his Toronto home, 38-year-old David Rokeby watches the 28-year-old version of himself on a small TV set. Though his worn jeans, wire-rimmed glasses and only slightly scruffy hair make him look like the math professor his parents wanted him to be, Rokeby has instead become an internationally known interactive artist--his multimedia installations invite gallery goers and exhibition attendees to become active participants in the artistic process.
In language that shifts easily between the professorial and the poetic, Rokeby explains both the technology and the artistic intentions behind his work. In many ways, his career sounds like that of a researcher. Rokeby thinks of each of his installations as an experiment; observing the hundreds of thousands of people who have participated with his pieces has given him an invaluable opportunity to learn about humans, machines and the very complicated relationships between them.
Through these artistic explorations, Rokeby has begun to understand how people's interactions with computers change as technogadgetry becomes more and more common. And he has uncovered some ways that machines can subtly distort human perceptions. After years of investigating such ideas, Rokeby worries that our increasing interaction with the Internet and "intelligent" technologies might cause us to devalue some of the attributes that make us human. So while others work toward a transparent interface between person and machine, Rokeby aims to expose the quirks, foibles and rough edges of that relationship. "Because I've programmed a lot, because I've built computers, I know what it's like to write a program and then watch people deal with it, and watch how my decisions change people's experiences" says Rokeby. "For me, it's important that I somehow articulate the importance of that act."
Rokeby played the videotape of his dance on a sunny January afternoon to demonstrate his best-known project: Very Nervous System. The name is an umbrella term for an ongoing series of installations the project's technological roots date back to some fiddling around with light sensors and a synthesizer that Rokeby did in the early 1980s. Over the years, Rokeby has used the technology behind Very Nervous System not only in his artistic endeavors, but also to support them; reduced to its initials, VNS is an image-processing device he builds and sells to performers, composers, researchers and other artists.
What VNS does, essentially, is translate the motion captured in a live video image into a digital signal. That signal can, via a Macintosh computer, drive electronic equipment such as synthesizers, video players and lights--all in real time. In a typical Very Nervous System installation, a body moving in the camera's field of vision becomes an integral part of the work, triggering and modulating sounds or other effects.
Rokeby develops software and hardware for projects such as Very Nervous System with little outside help, and no formal technical training. As a teenager growing up in southern Ontario in the 1970s, he taught himself programming in order to indulge a fascination with electronic music and computer graphics. At 19, with an offer on the table for a lucrative but uninspiring job in data processing, Rokeby instead embarked on a "five-year plan"--he would focus on the things that interested him and avoid those that "smacked of career." If it didn't work out, he figured, he could always go back to school and get a computer science degree.
After a stint at the Ontario College of Art, almost five years to the day after he hatched his plan, Rokeby received an invitation to show his work at the Venice Biennale, arguably the world's premier art show. The list of his artistic honors has grown steadily since.
Rokeby isn't the only artist exploring the gray area between the body, the mind and the computer ('see "Virtual Plants," p. 62), but he began doing this kind of interactive work long before most of the other artists currently on the scene, says Finnish media scholar Erkki Huhtamo, a visiting professor in the department of design at the University of California, Los Angeles. What's more, Huhtamo says, Rokeby is one of few to have constructed his own technological tools. "He's wonderfully capable of doing that," says Huhtamo, "but on the other side he has applied those tools for various artworks--a career that combines these two sides meaningfully and interestingly is rather rare."
Virtuosity in both technology and art has given Rokeby a unique perspective on the evolving ways people relate to machines. Audiences of the early installations, shown at a time before many people used much computing power outside arcade video games, were "more open to the raw experience," Rokeby recalls. They focused on the physical, and felt as though they were bumping into invisible objects that made noise. As time went on, though, people became more interested in the "geewhiz" technical aspects of the installations, and in tying the experience into a rapidly expanding computer culture.
But even as PCs became ubiquitous and "virtual reality" and "interactive media" attained buzzword status, there was an ecstatic quality to how people reacted to the piece. "Very Nervous System is very exciting," Rokeby says. "To show it is very satisfying on a certain level because people love it, and come up to you and tell you that it's brilliant and fabulous and it has changed their way of looking at something." But Rokeby began to worry that his work was too exciting, that people were so blown away by the real-time physical experience that they weren't stopping to ask the questions he had hoped they would: "'What happened between me and the machine? What does that mean for my relationship with my word processor?'"
To Rokeby, the answers to these questions have implications far beyond artistic concerns. He noticed that people tended to credit Very Nervous System with more than its fair share of responsibility for certain effects; they might, for example, synchronize their movements unconsciously to a particular preprogrammed rhythm in the mix but believe it was the technology that adjusted to them.
"Given people's general sense that machines are very smart," Rokeby says, "they have a strong tendency to attribute the smarts to the machine, even if it's their own smarts reflected back." Rokeby believes that as interactive technologies, particularly the Internet, begin to play a central role in communications, commerce and civic activities, "the sense of where the control is and where the intelligence is becomes more significant, more politically and socially important."
To get away from the distracting excitement of Very Nervous System, in the 1990s Rokeby began working on pieces that were less physical and lacked the frenzied feedback between audience and computer. In 1995, he started showing a piece that turned his early installations inside out, giving audiences the chance to watch the computer's image-processing operation as it happened and to see what the machine had been seeing for all those years. "One of the things that was always weird about Very Nervous System," Rokeby says, "is that it is a surveillance system, but no one ever felt threatened by it--people didn't feel like they were being watched."
So in Watch, Rokeby created an overtly voyeuristic experience. Video projectors shine two images side-by-side, each a processed version of a surveillance camera's view of a nearby public space. In Very Nervous System, the computer extracts motion from a video signal by comparing one frame with the last and determining which pixels have changed, but that whole procedure is invisible to the viewer. The image-processing techniques used in Watch are a dissection of VNS's internal workings. On one side only the things that are moving show up, white ghosts gliding through a black void; the other side shows only what's still, a seemingly normal but frozen black-and-white video image.
To these images, Rokeby adds a soundtrack: The occasional noise of a camera shutter or electronic beeping interrupts soft hypnotic sounds of breathing, a heartbeat and a ticking clock. It's a reminder, Rokeby says, that there might be something wrong with spying on people in this way.
Watch also serves as a reminder of how different the world can look when seen through varying technological lenses. In the early days of developing the piece, Rokeby aimed the camera out his studio window at a busy intersection. The two different video filters--one catching motion, the other stasis--became socioeconomic filters: In one image, members of a vibrant crowd moved swiftly about their business, in the other, panhandlers appeared to be sitting quietly alone on a deserted sidewalk.
Rokeby again draws from art a lesson about the impact of technology on our perceptions. The image-filtering techniques he employs in Watch are very similar to those used to compress video for storage or transmission. (Programmers save digital space by recording or sending only the changing pixels in successive frames of a moving image.) The more we use such techniques in daily life, he says, the more we wear inherently biased lenses. Rokeby says he is particularly concerned by the large number of design decisions being made "by programmers in startup companies working on intense deadlines, with very little experience of philosophy and politics."
Though the insights rokeby has gained through his art may put him in a better position to make such programming decisions, he has no desire to tie himself to his own startup company. He builds and sells only a few VNS units a year, though many more people would like to get their hands on one, according to Todd Winkler, a music professor at Brown University. "In the computer music world, his system is very well known and people talk about it, want to learn about it all the time" says Winkler, who has used his own VNS setup for more than three years in installations, performances and demonstrations. Still, Winkler understands Rokeby's decision to focus primarily on art rather than commerce. "Getting into the business of making little metal boxes that everybody in the world wants could really consume you completely," Winkler says.
On the contrary, what is consuming Rokeby these days is his latest project, The Giver of Names. It's a concept that came to the artist almost instantaneously on the day after his birthday in 1990. "The idea was there would be a computer and objects and you could present the objects to the computer and it would talk about them," he recounts. Realizing this seemingly straightforward notion, however, has taken the better part of the decade.
Part of the motivation behind The Giver of Names was what Rokeby, perhaps presciently, saw as a shift in the interplay between people and technology. As he wrote in an e-mail quoted in the catalogue for the 1998 premiere of The Giver of Names, in the 1980s it was the body that was "most challenged by the computer. ... In the '90s it seems to be the notions of intelligence, and consciousness."
Rokeby worries that as we grow accustomed to such phenomena as intelligent agents on the Internet and computerized phone systems, we may devalue certain human attributes. To talk to that computerized receptionist, for example, we often have to exaggerate and mechanize our speech--the change in enunciation is a "subtle dumbing-down process." So rather than trying to make The Giver of Names a flawless facsimile of human thought, Rokeby wanted to leave it rough, exposing the "quirky textures" of a strictly mechanical intelligence rather than using clever programming to paper them over.
In action, The Giver of Names is quirky indeed. The installation space is spare: A video camera aims at a black pedestal around which a variety of objects are strewn. Off to one side is a Macintosh G3. Visitors can select objects from the pile, or items they've brought with them, and arrange them on the pedestal; the computer captures an image and processes it, identifying colors, outlines and shapes. The system then begins a mechanical version of free-association, pulling up words that are somehow connected to the details culled from the image. The Giver of Names'"state of mind" in this process is a relational database of 100,000 objects, words and ideas.
An object on the pedestal, Rokeby explains, "is like a pebble dropped in a pond of memory, and the associations are like ripples moving away from the initial object and exciting or stimulating different parts of the memory." The words most "stimulated" in this process become the palette from which the computer chooses in forming sentences that appear on the computer screen. At the same time, male and female voices fill the installation space as they utter the words.
Presented with a soda bottle and an apple, for example, the system might pick up on the red of the apple and the shape of the bottle--these would probably stimulate the word "wine," among others, says Rokeby. "As for the sentence, it could be anything from 'The wine spilled' to something completely off the wall like 'Red aliens from inner cities flopped sumptuously on the wine-stained sofa.'"
Early on, The Giver of Names tended to talk about war. The system's fixation on generals and grenades prompted Rokeby to consider the fact that many of the databases he used were developed for military-sponsored artificial intelligence and natural-language processing research. "It's kind of interesting," he says, that the tools "used to train artificial intelligences about language will inevitably have a strong defense bias, because the best resources right now were funded by the Defense Department."
Rokeby is the first to admit that such specific lessons aren't likely to be obvious in his artworks, that most people won't listen to The Giver of Names talking about a piece of fruit and say, "Gee, I should really think about the effects of military funding on the future of artificial intelligence." But by seeing ourselves in collusion with and in contrast to the mechanical perceiving, thinking and speaking systems that Rokeby builds, we can all begin to think about, as he puts it, "how much of what we do is basically mechanical and how much of what we do does imply something richer and more complicated." And Rokeby takes great satisfaction in the unique intensity with which interactive art allows him to communicate such ideas. Not everyone gets the point of each installation, he says, "but when they get it, boy do they get it."
~~~~~~~~
By Rebecca Zacks
VIRTUAL PLANTS AND OTHER (ONLINE) CREATURES 
Though David Rokeby and other artists who create interactive installations are starting to gain a foothold in the mainstream art world, it's still unlikely that you'll be able to find their work at a museum near you. You can, however, readily find these folks on the Internet, where their combination of computer savvy and artistic sensibility produces Web sites that are well worth exploring. Here's a small sample of what's out there:
Rokeby himself provides an extensive catalogue of his pieces, along with some of his writings, at http://www.interlog.com/~drokeby/.
Austrian-born Christa Sommerer and French-born Laurent Mignonneau teamed up in 1992, and now work at the ATR Media Integration and Communications Research Laboratories in Kyoto, Japan. At their ATR Web site (http://www.mic.atr.co.jp/~christa/) you'll find images from and explanations of the elaborate virtual ecosystems they've created for installations and Web-based pieces. Sommerer and Mignonneau have built a number of unique viewer/machine interfaces: Audiences can create new plants or creatures and influence their behavior by drawing on touch screens, sending e-mail, moving through the installation space, and even by touching real plants wired to the computer.
Janine Cirincione and Michael Ferraro, both faculty members at New York's School of Visual Arts, founded their design studio, Possible Worlds, in 1992. The company's elegant site (http://www.possibleworlds.com/) provides a glimpse both of commercial projects (which include a new animated show for MTV) and of interactive installations--joystick-controlled journeys through surreal computer-generated landscapes populated with quirky characters.
New York performance and installation artist Toni Dove has shown a number of virtual-reality and video-laser disc pieces. A viewer's gestures drive the sound and images in Dove's interactive movie, Artificial Changelings, which tells the parallel tales of a 19th-century kleptomaniac and a 21st-century hacker. Read more about Dove and Artificial Changelings at http://www.funnygarbage.com/dove/, and be sure to click on the small moving pictures at the bottom of the opening screen for an archive of images from the installation.
The Ars Electronica Center in Linz, Austria, is a home for interdisciplinary investigation of art, society and technology. At the center's somewhat labyrinthine site (http://web.aec.at/), you can explore the institution's "Museum of the Future," as well as archives from its annual festival and from the Prix Ars Electronica--an international computer art competition that has had a special category for interactive art since 1990.
Finally, installation artist Stephen Wilson, a professor in San Francisco State University's Conceptual/Information Arts Program, has compiled an encyclopedic list of links on "Intersections of Art, Technology, Science & Culture" at http://userwww.sfsu.edu/~infoarts/links/ wilson. artlinks2. html. From here, you can get to pages on a vast number of artists, events, organizations and areas of research. Wilson's book, Information Arts, is due out soon.
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Chicago Style Citation
Zacks, Rebecca. "Dances with Machines." Technology Review 102, no. 3 (May 1999): 58. Academic Search Complete, EBSCOhost (accessed May 10, 2017).

Ten Dreams of Technology

Ten Dreams of Technology

Abstract
This article presents the ten dreams of technology that frame the author/curator's selection of ten new media artworks. The "dreams" or themes presented by the author have been developed and/or questioned by artists throughout the history of the intersection of art and technology. This history emerges through artworks that the author describes as containing a "compelling vitality that we must admire." The collection of dreams includes: Symbiosis, Emergence, Immersion, World Peace, Transparency, Flows, Open Work, Other, New Art, and Hacking. The author notes that these dreams of technology have a future, even if it is not yet determined.
Tom Stoppard, in his play Arcadia, states, "The future is disorder.... It's the best possible time to be alive, when almost everything you thought you knew is wrong." From Richard Wagner's gesamtkunstwerk and Marinetti's Futurist Manifesto to Nam June Paik's "electronic highway" and Jaron Lanier's virtual reality universe to Roy Ascott's "vegetal reality," the history of the intersection of art and technology is one of the prognostications of an irrefutable, inevitable, and even immanent future that never comes to pass-at least not exactly as we thought it might [1].
This is not to deny that Douglas Engelbart or Alan Kay or Marc Weiser, or even Brenda Laurel and Purple Moon "predict the future by inventing it" [2]. Arguably, however, "technological art" is always less fulfilling than when the technology on which it is based becomes more or less invisible-a tool like a pencil, as John Baldessari would have it. The ultimate demonstration may have been Engelbart's mouse-a spellbinding vision of a future few others could even imagine at the time. But it is Perry Hoberman's Cathartic User Interface that is the most compelling and cathartic statement of where that future has dumped us [3].
In between the invention of a technology and its quotidian disappearance are the manifestoes, declaimed and implicit. Janet Murray has suggested the notion of "incunabular" media. In this stage we can imagine the outlines of Shakespeare and the very idea of a written literature in the magical, mechanical reproductions of the early printing press. We can also imagine something beyond the incunabular RPG and shooter video games.
In either case, these dreams of a certain future have such compelling vitality that we must admire them, even as we quibble about their navel-gazing mediumness and complain about how simplistic and complex they are. We must then acknowledge their inability to change humankind into the likeness of their vision.
Here, in no particular order, are ten dreams of technology that have a future, even if we do not yet know what it is and despite the certainty with which it is predicted [4].

1. The Dream of Symbiosis

The hope is that, in not too many years, human brains and computing machines will be coupled together very tightly, and that the resulting partnership will think as no human brain has ever thought and process data in a way not approached by the information-handling machines we know today.
-J.C.R. Licklider, 1960 [5]
Norbert Wiener is credited with coining the term "cybernetics" from the Greek word "kybernetes," or steersman. This research on controlled feedback loops-interaction between humans and machines-postulated that by allowing each to learn from the interaction with the other, both could evolve to higher levels of functioning. Many artists have dreamed the dream of what Wiener's younger contemporary, J.C.R. Licklider, referred to as [End Page 509] man-machine symbiosis, from Joseph Weizenbaum's Eliza (1966) to Ken Rinaldo's Autopoiesis (2000) [6].
At the same time, as David Rokeby suggests, "Interaction is banal. We talk to each other on the street. We breathe in air, modify it chemically, then breathe it back out to be breathed in by others. We drive cars. We make love. We walk through a forest and scare a squirrel. I am looking forward to a time when interaction in art becomes as banal and unremarkable ... merely another tool in the artistic palette, to be used when appropriate" [7].
Rokeby's Giver of Names (1990-present) is one of the most profoundly engaging dreams of cybernetic symbiosis, in part because of his disinterest in a simplistic "click and response" notion of the interactive feedback loop [8]. There is a great deal of computer research on issues of accurate visual identification, but Giver of Names has no such agenda. It is a metaphor producer, which invokes the awe of naming and the power of the word to create universes. The Giver of Names does not provide a literal description of the object. At the same time, it clearly does not generate random phrases. As Rokeby writes, his intent is that "sufficient tension exist between the object and the name given to challenge the viewers' preconceptions of the objects, and draw them into speculative exploration" [9]. The symbiotic feedback loop infers that over the course of more than a decade, the computer "learns " more and more about the world, and its oblique, almost Delphic utterances of our mundane combinations of boot and rubber-duck-and-ball objects also causes us to perceive the world differently. Not a bad definition of art-or of a "partnership that will think as no human brain has ever thought."

2. The Dream of Emergence

Teilhard de Chardin. Marshall McLuhan. Pierre Levy. George Dyson. Arnold Schwarzenegger's character in Terminator. There is a veritable academy based on the notion of networks as an extended or augmented nervous system out of which intelligence eventually and inevitably, emerges. Even Nathaniel Hawthorne saw this coming.
By means of electricity, the world of matter has become a great nerve, vibrating thousands of miles in a breathless point of time...The round globe is a vast...brain, instinct with intelligence!
-The House of Seven Gables, 1851
As mysteriously and magically "intelligent " as networks can seem, however, the critical, common denominator of emergent systems is, as Steven Johnson puts it, that "agents residing on one scale start producing behavior that lies one scale above them: ants create colonies; urbanites create neighborhoods; simple pattern-recognition software learns how to recommend new books. The movement from low-level rules to higher-level sophistication is what we call emergence" [10].
Artists have long created works out emergent, simple, rule-based systems: Paul Vanouse's Personal Data Confidante, Jane Prophet's Technosphere, Ken Goldberg's Jester, and John Klima's forthcoming Rhizome interface, to name just a few [11]. The role of the network in these projects is essentially to create an open system of input to promote adaptation, without which complexity is "like the intricate crystals formed by a snowflake: it's a beautiful pattern, but it has no function" [12].
Christa Sommerer and Laurent Mignonneau are two of the most influential artists working consistently with emergent systems: A-Volve (1994-95), Life Spacies (1997), Life Spacies II (1999), and Verbarium (1999) [13]. With all of these works, relatively simple rules govern which virtual creatures will "a-volve," and the input for behaviors is provided by viewer-participants both at the physical installation of the project and via the Internet.
With A-Volve, for example, visitor input creates the initial shape of a virtual creature, and the longer that shape can survive the more likely it is to be able to mate and reproduce. There is no directly discernible correlation, however, between a visitor's actions and the evolution of the creatures.
Importantly, Sommerer and Mignonneau are not simply illustrating their ability to write algorithms. A-Volve and later projects engage in issues of human-machine intercourse as well as the intersection of the physical and virtual worlds.

3. The Dream of Immersion

Whereas the public, that representative of daily life, forgets the confines of the auditorium, and lives and breathes now only in the artwork which seems the wide expanse of the whole World.
-Richard Wagner, Outlines of the Artwork of the Future [14]
From Wagner to Daguerre's panoramic dioramas to James Turrell's Roden Crater , artists have dreamed of artworks in which the viewer is totally immersed. So-called virtual reality is one technological manifestation of this dream. One of the earliest pioneers in this regard was Myron Krueger, who created what he called "responsive environments" and coined the term "artificial reality." Regarding the efficacy of what came to be called virtual reality, Krueger had this to say in an interview:
It is true that today's virtual reality provides very limited tactile feedback, almost no proprioceptive feedback (as would be provided by walking on a sandy beach or on rough terrain), rare opportunities to smell, and little mobility. However, it is just getting started. Criticizing a new idea because it is not yet fully realized seems unreasonably impatient. On that basis, the caves at Lascaux would never have been painted because we did not have a full palette and could not animate in three dimensions. Give us a few centuries and then revisit this complaint
[15].
Not quite a few centuries later, one of the most important and successful heirs working with immersive environments is Char Davies and her works Osmose (1995) and Éphémère (1998) [16]. For her, envelopment is core and at the same time anti Cartesian:
For a long time, I have been interested in conveying a sense of being enveloped in an all-encompassing, all-surrounding space, a subjective embodied experience that is very different from the Cartesian notion of absolute, emty, abstract, xyz space
[17]. [End Page 510]
In a sense, Davies is attempting to create completely non-technical feeling spaces and experiences with some of the highest technology available [18]. One way she does this is to use breath and balance as a means of navigation. It is not about gesturing or tracking or manipulating input devices. One uses one's whole body to float through the worlds of Osmose. Davies' dream of immersion is an almost literal one-dreamlike and enveloping-with no pretense at simulation and no mimetic worries about the computer's ability to render polygons in order to create photo-realistic environments.

4. The Dream of World Peace

An ocean cable is ... a living fleshy bond between severed portions of the human family, along which pulses of love and tenderness will run backward and forward forever. By such strong ties does it tend to bind the human race in unity, peace and concord.
-Henry Field [19]
There is no communication technology that assures world peace. The rhetoric goes that the ability to communicate quickly and easily leads to greater understanding, which then leads to tolerance and the certainty of harmony. Demonstrably, this is not true, and arguably whether it is the goal of prosecuting war without casualties by remote communication with munitions or networks of terrorist "sleeper cells" that are also remotely activated, the communications network and technologies have not had any calculable effect on humanity's penchant for destruction.
Nevertheless, the dream remains powerful. As Kit Galloway and Sherrie Rabinowitz put it: "We must create at the same scale as we can destroy. The counterforce to the scale of destruction is the scale of communication, and ... our legacy or epitaph will be determined in many ways by our ability to creatively employ informal, multimedia, multicultural, conversational, telecommunications and information technologies " [20].
Galloway and Rabinowitz, pioneers of seminal projects such as the Satellite Arts Project (1977) and Hole In Space (1980), instigated a network of electronic cafés at the time of the 1984 Olympics, which had nodes in five Los Angeles neighborhoods, as well as in the Museum of Contemporary Art. In many ways, this was a harbinger of the Internet cafés to come. But Galloway and Rabinowitz's electronic café was explicitly community-based, providing channels of exploration between groups and geographical locales that did not usually connect despite being in the same city. In addition, they were visionary about creating multi-modal tools, with which one could write, draw, and share images without much prior computer knowledge and not solely through a standard-issue keyboard and mouse. These ideas of physical computing are only now coming into the mainstream.
Galloway and Rabinowitz went on to create a permanent Electronic Café International on 18th Street in Santa Monica in 1989, which actively programmed global tele-events for over a decade, most of it prior to the popular explosion of the World Wide Web. Contemporary engaged projects such as the Sarai New Media Initiative in New Delhi, India, are an important continuation of dreams first glimpsed at the Electronic Café.

5. The Dream of Transparency

A corollary to issues of communications is transparency. The modernist ethics of form follows function without camouflaging artifice, or the contemporary open source movement and general public license, which require software code to be accessible and modifications to be returned to the community of users for further iteration. Transparency also has tendrils in events like Happenings or cinema verité, which break down the codes of theater and film to transparently present life as art.
01.org's life_sharing project is not exactly like the joke where two behavioral psychologists meet on the street and say, "You're fine; how am I?" But it dreams of a transparency that exposes their life to the outside world almost as clearly as to themselves. 01.org have set up their computer's file sharing system so that anyone with an Internet connection can access their files equally as well as they can. I have had the experience of e-mailing 01.org about a meeting and having a stranger from Boston reply whether he should come to New York to meet me then also. life_sharing has little to do with the idea of exposure and voyeurism per se, although it does have an element of durational performance, which is as much about perception—recognizing life as art—as spectacle. Crucial to the project, however, is its central tenet, the equation "file sharing = life sharing." In part, this is simply the reality of the contemporary fulfillment of Licklider's dream of human-computer symbiosis. 01.org writes:
Whoever works with a computer on a daily basis, at least for a few years, will soon realize that his own computer resembles more and more to its owner. You share everything with your computer: your time (often even for 13 hours a day), your space (desktop), your culture (bookmarks), your personal relationships (e-mails), your memories (photo archives), your ideas, your projects, etc. To sum up, a computer, with the passing of time, ends up looking like its owner's brain
[21].
Most importantly, via transparency, 01.org suggests that not only has the contemporary Frankenstein come to pass, but that we are also part machine with a much more tenuous yet stronger bond than mere mechanical or bioengineered implants.

6. The Dream of Flows

"Utopia is not the construction of a new city; utopia is the movement towards the potential of working together with the complexity of an existing big city in order to develop new forms of urban agencies" [22].
Even if postmodernism has come to be seen as a failed pastiche of styles and an uncritical refusal of commitment to any original ideas, "anything goes," the dream of unfixedness, of multiplicity, and of hybridity, recurs [23]. Einstein's relativity and Heisenberg's uncertainty have become our own. Even if we do not understand the science, we experience the reality.
Artists have always tried to capture the [End Page 511] dynamic nature of the universe, from Cubist fracturing to Rashomonic indeterminacy. Computational media can begin to model it.
One of the places where process is most apparent is the constantly morphing city. Knowbotic Research's IO_dencies project "combines physical, local urban dynamics ... with virtual network flows (the activities of the participants in the net). The movements towards 'an other city' [is] generated by manipulating, operating and modifying the urban flows" [24].
Ultimately, IO_dencies' questioning of urbanity is an experiment to "develop new forms of urban agency." But underlying this is the hypothesis that "contemporary cities are being transformed by the[ir] informational fluxes," and IO_dencies is both a tool to dynamically map these flows and to affect them.
Borges's fable of a 1:1 map [25] is a cartography of uselessness, but with computational media, Knowbotic attempts a cartography of flows that is dynamic, much like what it is representing. If malleable it can be affected by input from viewer-participants (the I or input of IO). If it has agency its cybernetic flow of feedback (the O or output of IO) affects the original input as well as the city itself. As Andreas Broeckmann writes in a slightly different context, for Knowbotic "the notion of permanent and uncontrollable change, multiple influences, complex sets of parameters, etc., are fundamental parameters of their practice" [26].

7. The Dream of the Open Work

[A work of art is] a complete and closed form in its uniqueness as a balanced organic whole, while at the same time constituting an open product on account of its susceptibility to countless different interpretations which do not impinge upon its unadulterated specificity. Hence, every reception of a work of art is both an interpretation and a performance of it, because in every reception the work takes on a fresh perspective.
-Umberto Eco [27]
Eco argues that the reception of a work of art makes it both performative and open. One of the strongest shifts of emphasis in the digital age has been on the production side and on the movement from creating finished works of art to creating systems for the production of art. Muntadas's The File Room (1994) is a progenitor in this regard and particularly important for its explicit agenda, using the combination of the database and the network to allow any viewer-user to add comments or new information about issues of censorship. This is a notoriously fraught issue regarding coverage-or lack thereof-by mainstream media.
Many other significant projects that use an open database have followed, but not only was The File Room one of the earliest of these projects, but in its installation form, with a single computer on a desk in a room lined with rows of filing cabinets, it was visually stunning and a proto-example of net.installation-works for which the open access of the Internet are integral and for which the artist specifies at least one physical interaction modality.

8. The Dream of the Other

From Frankenstein to Eduardo Kac's GFP Bunny, the technological other is often perceived as some kind of mutant. Even the "good" mutants-Wonder Woman, Spiderman, et al.-are portrayed as practically human despite their techno-biological deformities. The dream of the other, however, is to somehow inhabit the psyche of an other-to not merely deduce their feelings but to experience them.
Lynn Hershman's Lorna was the first artist-produced interactive laser disc. It was a kind of turning point for Hershman, moving from her own performative inhabitation of her alter ego, Roberta Breitmore , to understanding the power of interactivity and its sense of agency to allow others to "be" Lorna.
Lorna is a middle-aged agoraphobic, fearful of leaving her tiny apartment dominated by a television, which is the site of Hershman's installation. Viewer-participants can use a remote control to access chapters of a branching narrative of Lorna's life, based on the artifacts in the room. It is a simple structure, where the ability to pick and chose how to proceed allows the viewer-participant a sense of self-directed exploration that mutates into a kind of bonding/understanding of Lorna.

9. The Dream of a New Art

One of the most persistent tropes of the intersection of technology and art is that it will lead to a whole new art form, just as moving images eventually created cinema. This may be particularly true of Internet-based art. By creating a site explicitly dedicated to purely virtual art, äda'web pursued this dream vigorously with a remarkable series of projects by Jenny Holzer, Julia Scher, Muntadas, Lawrence Wiener, and Doug Aitken, among others.
Curated by Benjamin Weil, äda'web was specifically conceived along the lines of an atelier, generally pairing established artists with a remarkable team of digital artists, led by Vivian Selbo, to workshop a project over a number of months.
Yet äda'web is truly a case where the whole is greater than the sum of its parts. The interface that interconnects the various elements, projects, contexts, links to other works, commentary, creation of community, self-archiving, balance between practical usability and encouraging exploration, and even the attempts at e-commerce, all combine to powerfully imagine the contours of a new art form where it is not easy to point to a pre-existing model.

10. Hacking the Dream

Artists were among the earliest and most active participants to recognize the potential of the Internet—certainly long before most institutions and corporations. One result was to hack its capabilities for alternative purposes. From Rachel Baker's Sainsbury TM to Electronic Disturbance Theater's Floodnet, there is a long history of active contingents hacking the dreams of e-commerce and universal surveillance. Mongrel's Natural Selection was set up as an alternative search engine. Most of its queries simply passed to a commercial search engine such as Google or AltaVista, and then presented the results as its own. If, however, certain keywords were input- [End Page 512] generally to do with race-Natural Selection would create a result set that linked to artist Web sites about that keyword. Often, a casual browser might not realize that a site presented a very different worldview than he or she had been looking for.
Many of these tactical media projects get shut down by "legal bugs" [28] or stepped-up security features, but as long as the basic protocols of the Internet remain open, hacking the dream-artistically and politically-will remain viable. Unfortunately, continued openness is not a foregone conclusion and future dreams of technology may be only what the corporations and institutions can imagine, which would be the biggest failure of all.
Steve Dietz is the Director of New Media Initiatives at the Walker Art Center, where he is also responsible for the programming of the online "Gallery 9." He is the principal of YProductions, which works with museums to architect digitally based cultural programming. He was formerly the head of publications and new media initiatives at the National Museum of American Art, where he established one of the earliest extensive museum Web sites on the Internet and co-produced the CD-ROM "National Museum of American Art," which won the first prize in Arts and Culture at the 1997 International MILIA Festival. He was also a member of the executive committee of the Coalition for the Computer Interchange of Museum Information (CIMI) and project coordinator for the museum's participation in the Museum Educational Site Licensing Project (MESL). He is currently on the board of the Museum Computer Network (MCN).
Steve Dietz, Director,
New Media Initiatives
Walker Art Center, Vineland Place
Minneapolis, MN 55408, U.S.A.
E-mail: steve.dietz@walkerart.org
Web site: http://www.walkerart.org/gallery9/

References

1. Randall Packer and Ken Jordan, Multimedia: From Wagner to Virtual Reality (Norton: New York, 2001) is an excellent general resource for original documents related to the Ten Dreams of Technology.
2. See http://www.smalltalk.org/alankay.html for context of this oft quoted remark by Kay.
3. Perry Hoberman, Cathartic User Interface, 1995. http://www/hoberman.com/perry.
4. Ten is an arbitrary number, and it should be clear that every referred project exceeds its particular category.
5. J.C.R. Licklider. Man-Computer Symbiosis, originally published in IRE Transaction on Human Factors in Electronics, Volume HFE-1, pp. 4-11, March 1960. See http://memex.org/licklider.pdf.
7. David Rokeby, Lecture for 'Info Art,' Kwangju Biennale, 1996; http://www.interlog.com/~drokeby/install.html.
8. David Rokeby, Giver of Names, 1991-present; http://www.interlog.com/~drokeby/gon.html.
9. Rokeby [8].
10. Steven Johnson, Emergence: The Connected Lives of Ants, Brains, Cities, and Software (New York: Scribner, 2001) p. 18.
11. Paul Vanouse, Persistent Data Confidante, http://pdc.walkerart.org, Jane Prophet, Technosphere, http://www.technosphere.org.uk/, Ken Goldberg, Jester, http://shadow.ieor.berkeley.edu/humor/, John Klima, Context Breeder, http://www.cityarts.com/rhizome/.
12. Johnson, p. 20.
14. Richard Wagner, "Outlines of the Artwork of the Future," in Multimedia [1].
15. Myron Krueger Live, Interview with Jeremy Turner, CTheory, ARTICLES: A104, January 23, 2002; http://www.ctheory.net/text_file?pick=328.
17. Char Davies, Interview with Carol Gigliotti; http://www.immersence.com/publications/npara-doxa-F.html.
18. Davies is currently in the process of porting Osmose and Éphémère from high-end Silcon Graphics computers to the Playstation 2 platform.
19. Quoted in Tom Standage, The Victorian (New York: Berkely Books, 1998) p. 104.
20. Kit Galloway and Sherrie Rabinowitz, Ecafé Manifesto;http://www.ecafe.com.
23. See Georgia O'Keeffe Museum online symposium, 2001, http://www.okeeffemuseum.org/center/onlinesymposium.html.
25. Jorge Luis Borges, "Of Exactitude in Science," in A Universal History of Infamy.
26. Andreas Broeckmann, Topologies in Networks, Lecture for Recycling the Future: Kunstrado Wien http://thing.at/orfkunstrado/, pp. 4-7, December 1997. http://www.v@.nl/~andreas/texts/1997/net-topology/net-topology.html.
27. Umberto Eco, The Poetics of the Open Work (1987) pp. 48-50.
28. Knowbotic Research, Minds of Concern: Break http://www.netartcommons.net/article.pl?sidd=02/04/26/0311201 &mode=thread and http://united-hack.homeunix.net/minds3/. [End Page 513]
Copyright © 2002 Steve Dietz



Chicago Style Citation
Steve Dietz. "Ten Dreams of Technology." Leonardo 35, no. 5 (2002): 509-513. https://muse-jhu-edu.prxy4.ursus.maine.edu/ (accessed March 19, 2017).