Showing posts with label database. Show all posts
Showing posts with label database. Show all posts

Thursday, December 24, 2009

After land art: database and the locative turn, Brett Stalbaum


I want to live in Los Angeles
Not the one in Los Angeles
No, not the one in South California
They got one in South Patagonia
- Frank Black

Abstract
This essay asks whether we might learn something from the history of land art that might be important for any re-evaluation of the ontology of art after modernism and conceptualism. It examines the tensions between the 20th century notions of modernism and conceptual art, underscoring their constant interoperation as art system. After exploring the history of database in computation and tracing how the concepts and implementations of database in computer science were taken up by artists, the essay proposes that the binding of abstraction to material actuality (also known as database) allows us to move on to 21st century model of art practice that focuses on producing located actions instead of visualization.

Land Art: Modern and Conceptual
Land art was the practice that emerged from 1960s conceptualist strategies, which managed to take conceptualism full circle back to modernism, or rather, into a stable orbit around these binary stars of 20th century art. As with all expanded forms -- idea systems, combinatorics, performance, re-evaluation of audience interaction, deconstruction, pastiche, negation, appropriation, the textualization of form (and the consequent intertexualization of all forms) and the de-objectification of the art object -- land art, too, can be said to have marched away from modernism into unexplored territories for art making. Genealogically, land art finds its initial point of self-organization in the conceptual, but it nevertheless constantly oscillated back to and away from the gravity of modernism -- a fact that today gives it a special resonance for artists who are concerned with re-evaluating the virtual in terms of data and material relations, and conjuring the parameters of 21st century art.

Land art did not enter into its steady oscillation between modernism and the conceptual for reactionary reasons, such as the maintenance of modernist memes, but rather due to simple formal consequence. In land art, conceptualism and modernism are basic aspects of a cultural art-ontology balancing user interaction and the shape of relations (spatial, cultural, and cybernetic) with modernist art-identity and materialist / formal matters. It manifested in material form based on place; land art is a priori concrete and situated, even if concept is the only adhesive binding a practice to a place. Indeed, conceptually, land art made possible a new artist / audience relationship to place through a navigable relationship to the landscape's actual scale: 1:1. Being there. These are crucial matters in a world where greatly expanded personal mobility collides with an improving awareness (both scientific and psychosocial) of the complexity and beauty of our planet and its systems (both physical and cultural) and where the integration of data and location-based services into planetary systems has become a dominant mediator of those systems.

In the same maneuver relative to the modernist and the conceptual, land art managed not to reach the unfortunate escape velocity that ultimately ends in projection into the void, avoiding the slingshot around the conceptual basin of attraction and projecting into empty space, as did a few conceptual voyagers that we will never hear from again. [1] Neither did land art demonstrate an assumptive dematerialization into performance, schematics, onto screens, or into communications networks. [2] Land art conceptually maintained a tie between the abstraction of its currency [3], and the material basis for the abstraction's value. Place functions as the material bonding a conceptual practice to the conceptual abstraction of its value, just as gold once anchored the value of national currencies.

Even non-sites (such as Robert Smithson's gallery installations) are always tied conceptually to place as a form of literal grounding, even if that grounding was viewed as a negation of the original site. What can we learn from land art that might be important for any reevaluation of the ontology of art after modernism and conceptualism? [4] Land art most clearly reveals not the teleological tensions between the modern and the conceptual, but rather their constant interoperation as art system in which abstraction is bound to material existence. This binding of abstraction to material actuality is of central formal consequence, as we shall see, to database.

Database: The Third Attractor
By the 21st century, data has become a dominant new attractor that alters the dynamics of the entire art-ontological system described above; allowing for even more complex interoperations, arguably transformative. The role of data in its interoperation with culture has become critical, as database has become a ubiquitous form of mediation in even the most mundane of daily social and economic interactions. If "Software" and "Communications" were the operative memes in the transcoding [5] between culture and technology in the 1960s through the 1990s, database should be viewed as their tacit substrate. Database, the technical form that mediates data relations between the cultural / social and the material world, functions as a third attractor after the modern and the conceptual.

Database art and related transcoding [6] are necessarily broader than the database art of purely technical form in ways that have only begun to be explored. However, beginning with an analysis of technical form has the advantages of exposing how data literally connects up to and influences the material world. [7] The figure of land art is important here because it reminds us that artists have had no trouble situating place, real estate, in an organizational relation to conceptual abstractions of the real (such as, but not limited to maps), undercutting the notion that data is imaginary, immaterial, or unreal. Mapping in the cartographic sense has long foregrounded the material consequences of data relations. For example, Lansford W. Hastings' "Emigrants Guide to Oregon and California" - - and his famous cutoff -- doomed close to half of the Donner-Reed party in 1846. Data is indeed always an incomplete representation of its referent, a factor that certainly contributed to that cannibalistic disaster. But it is also true that data is itself actual and quite often profoundly determinant of what happens through abundance, instead of paucity. With the motorization of data and information through computational machinery and communication, data is now tightly coupled with the actual. [8] In 2004, the Donner-Reed party would have the opposite problem: not too little data, but too much. The coupling of data to the real today is perhaps so rigorous that the landscape is now as often transformed through the assistance and mediation of electronic mapping tools (such geographic information systems) as emigrants are transformed by the landscape.

Database Art?
Any definition of "database art" is at this time bound to be immature. At least, we have not seen enough selfconscious "database" practice on the part of artists to define it in a way that takes into account both the broad and narrow applications of database in art practice. We need to take into account the broad observation that all new media artwork implies a relationship to database. Lev Manovich has pointed this out in his important work on the cultural objects of new media. [9] For example, the creation of new multimedia objects often involves the selection and organization of a variety of different digital media objects such as pictures, movies, sound, and user interface controls into an organized presentation of some sort -- be it a digital movie consisting of video clips, or a Macromedia Director project and its "cast" of media elements. The collection and management of the individual objects that are nested within other new media objects does in fact constitute a database of new media materials, making it correct to claim that all digital media practice implies some relationship to database. But a narrower and more specific view of the history of digital database is needed to specify an aesthetic and conceptual theorization of the trajectory of database art today -- one that brings artistic practice into alignment with the social ubiquity of database beyond the terms of new media art.

The classic definition of a database is that it is an organized store of data. Historically, the development of systems for managing and manipulating data stores lagged behind the development of digital computation, generally due to technical priorities. The development of digital processors necessarily prefigured the development of sophisticated digital storage systems. Alan Turing specified an imaginary discrete state machine (later known as a Turing machine) that has conceptual similarities to modern computing in 1936, when he published his mathematical proof relating to decidability: the Entscheidungsproblem. But this imaginary machine, though possible to construct physically in terms of its logical rules for processing, specified an impossible infinite paper tape for storage / memory. [10] His proof was followed by actual computers, such as the Atanasoff-Berry computer in 1937, Turing's Colossus in 1943, and Mauchly and Eckert's ENIAC in 1946, all of which had finite memory.

The latter machine, which is sometimes referred to as the first fully electronic computer, was aided tremendously by the stored program concept, invented in 1945 in the United States by the Hungarian émigré Jon Von Neumann. The concept is that the machine's reprogrammable memory should hold not only the data to be processed but also the instructions that are used to operate on the data. This was made possible by an important quality of electronic memory -- random access to the contents of addressable memory locations. Processors could, as a consequence of instructions, fetch or store either a datum or another instruction from any arbitrary memory location with equal ease. Before Von Neuman, computers were single function devices that had to be physically reconfigured (actually rewired) to execute a different program; memory was only used as scratch space for data. By storing the instructions in volatile memory, arbitrary instructions could be loaded and executed, allowing the computer's processing task to be redefined symbolically instead of physically, at will of the operator. In a sense, Von Neumann invented computers as we know them today.

Von Neumann's insight and its major impact on facilitating virtual algorithms --both technically and culturally as "software" -- are commonly understood today. But his concept also implied something more subtle about data: the fact that memory was something more than random-access scratch space in which to store data during processing implied in turn that a semi-random management of data storage might also yield revolutionary optimizations. The storage of data during this era was tied closely to the input and output media: from the 1940s through the late 1950s, data had to be entered into memory sequentially by utilizing panels of switches, or media such as punch cards and magnetic tape reels. The "organized store," the database, could be described in concept during this period a simple sequential list -- not worth formal consideration, except perhaps in archeological or genealogical analysis. While electronic memory was random access, storage was bound to sequential access. Random access to the organization of computer memory was what allowed programs and data to interoperate more flexibly. Soon, semi-random access to storage would create its own revolution, although it was a less visible one.

Work on more organizationally complex data stores designed for faster and more flexible access would not begin to gather full steam until the 1960s [11], just as artists were first beginning to pick up on software [12] and cybernetics [13] -- concepts that had crystallized within the development information technology in previous decades. The lag between the development of the computing concepts / implementations and their filtration into art culture is partially significant for an analysis of database art in that any kind of digital database beyond simple sequential lists of data (used as input to software programs in data processing) was not possible until after the delivery of semi-random access storage hardware (the magnetic disk drive) by IBM in 1957. Only at that time was it technically possible for significant amounts of data to become un-tethered from a relatively trivial sequential form, allowing for the development of database models that concentrated on the physical and logical organization of data in forms that would support various kinds of computational efficiencies when processing large data sets. [14] But it would be many decades before the implications of the emerging technical ontology of data would be taken up as significant issues for artists. Data would not be recognized in terms of its own explicit aesthetic and conceptual consequences until the middle 1980s, for example, in the work of Frank Dietrich. [15]

This lag between the development of database technology, its aesthetic and conceptual consequences, and adoption by artists is not the whole explanation for the delinquent primacy of database in the arts. Database, which in many ways should have been the next logical (and ultimately fundamental) technological consequence of computation taken up by artists after software, was overshadowed by the cold war-inspired rush to merge nascent computational systems with communications systems. Nam June Paik is an example of an artist who early indexed database formally in his work. Take for example his 1963 sound installation titled Random Access, in which Paik unraveled a reel of audio tape, affixing it in a web-like pattern on a galley wall. Audience members were invited to pick up a magnetic recording head and play random sections of the tape by running the recording head across the strips manually. The association with the random access magnetic disk drive is literal. But in Paik's case, it is impossible not to take into account that the accelerated interest in the development of communications technology (from Arpanet to space-based communications satellites) might have implied a shift in focus from database to "Cybernated Art" [16], and the art world meme of the "communications artist" that he would popularize. There is a certain banal logic of assumption that would seem to apply here: notions of "communication" might have more congruence with the historical identity of artists, and this might have made "communications artist" a more appealing and seemingly strategic label than "database artist." Database may simply have suffered from marketing problems in relation to the sexier notions of software (which implies agency) and communication (which implies a potential recuperation of the public function and influence of art), thus deferring an awareness of the critical importance of database until relatively recently.

Taking computation (processing via algorithm), database, communication, and additionally user interface as purely separate entities would of course constitute a dicey proposition, and I do not wish to imply such a separation in technical terms. Rather, I am suggesting that art world memes derived from technical means in a classic example of Manovich's notion of transcoding. The general point is that the conceptual basis of the technical form in which computation is manifest (database, software, communications, and user interface) entered into the world of art ideas unevenly over time, and -- whether we attribute the dilatory interest in the implications of database on the part of artists to database's square-ish-ness, or the sluggish uptake of scientific discoveries into the art world, or both -- database did not for the most part enter markedly into the work or discourses of artists until the early 1990s when the social consequences of database began to impinge more apparently on issues of identity and power. [17] By that time unfortunately, most of the political battle was de facto already over.

Database Politics
Database reigns victorious as a lynchpin of social control and power: the model through which all subsequent social relations will be mediated. This was accomplished long before a significant social analysis of a decentralized, nomadic power elite enabled by data would become a key concern for artists. The first artists to read the radar scope and consciously incorporate the consequences of the rise of database into their practice were the Critical Art Ensemble:

As the electronic information-cores overflow with files of electronic people (those transformed into credit histories, consumer types, patterns and tendencies, etc.), electronic research, electronic money, and other forms of information power, the nomad is free to wander the electronic net, able to cross national boundaries with minimal resistance from national bureaucracies. The privileged realm of electronic space controls the physical logistics of manufacture, since the release of raw materials requires electronic consent and direction. [18] (1994)

After CAE, the political implications of database representation came to ride shotgun with the political concerns of representation and power generally. Artists have certainly been active in scoring polemic points in both theory and practice regarding the asymmetry of power relationships surrounding database and the ironies that often occur as a database mediates subjects [19]; the various perversities of information as property [20]; and the sense of bodily loss or detachment given the existence of our data bodies. [21] I suggest that much work needs to be done before the reactive / critical stance of today is transformed into a proactive / constructive social movement that equates social and economic investment in data bodies to real bodies (because they are now bound to one another). However, I will not examine the critical and political reaction on the part of artists (sometimes referred to as "database politics") in this writing in favor of continuing the trajectory through the formal aspects of database, which to no surprise, are organized technically to facilitate the nomadic flow of data.

Formal Aspects of Database in Computation
Software programs called Database Management Systems (or DBMS) manage the data store, allowing for data to be inserted, deleted, updated and selected from the store. Most introductory textbooks on database make quite an issue out of the distinction between database as the organized store of data, and the database management system as software that manages the store. Indeed there are important consequences that result from the two. But in a broader analysis, the DBMS is typically situated within threetier models that separate the user interface layer (such as a html) from the application logic (software implementing what are often called "business rules" that control the application), and the data management software that manages the database itself. At this level of "zooming out," database more generally refers to a conflation of data and the DBMS that manages it. In systems modeled in three tiers, the data access layer is most often considered as the tertiary layer. [22] Although there are important aspects to the relationship between the DBMS and the store that I will touch on, a "zoomed out" perspective of database in computation is for now most useful in terms of getting a sense of how database is formally situated in contemporary systems.

The database tier is not necessarily isolated or discrete. Viewed from this tiered perspective, it is important to note that even the database layer can be distributed across multiple physical locations, just as the other tiers themselves may be. Various functions of data processing and storage can be spread out between multiple DBMS installations located physically in corporate / government headquarters, secure sites, or even on end user systems such as peer-to-peer applications. [23] End user systems are commonly fed by multiple secure data centers, co-location sites, server farms, backup sites, or other peers that ensure -- above all else -- redundancy and backup for data assets, but also for technical issues such as geographic load balancing. Database servers organized in three-tier (often exploded into complex N-tier) configurations allow a data flow that is distributed: not between no-place and every-place, but between somewhere(s) and potentially anywhere within a global (arguably solar [24]) reach. Web servers, web services [25], and database servers typically exist physically as separate machines, or even as virtual servers [26], in many different locations. Grid computing and peer-to peer computing take this all a step further, creating a network context for computation where the tiers instantiate whenever and wherever they need to (or want to) by accessing mobile (from a network perspective) resources, with facilities for discovery and description of services. [27] So while a database is just an organized store of data in theory, database, in de facto terms, often refers to data management software executing on specially configured database servers -- perhaps connected to a SAN (storage area network) or a peer-to-peer network -- but in any case accessing data stores that exist in a third or deeper tiers, most often connected by TCP/IP networking. In order to leave behind us, and perhaps to leapfrog over, our art / cultural tardiness regarding the social implications of database, we need to consider database in these computational terms.

The illusion that an Ebay or an Amazon.com is "one site" exists at the user interface level. "There is no discrete computer." [28] At the same time, these applications maintain identity. For artists, this implies that how software maintains identity in a distributed physical medium is a key issue culturally. As an aside, it also implies that the international "net art" movement of the mid- to late 1990s, operating under the assumption of a network meme, was for the most part not a formal "network" movement. If the network is the computer [29] in a formal sense, then net art was always fundamentally computer art, albeit a movement with a special concern for the communicative aspect of data transport. But how is identity maintained, given a holistic view of ubiquitous computation as a medium? The base of the entire technical complex (the lowest tier) is the database tier. If form maps to technical foundation, computer art is all about data. How data is processed, transported, and viewed is more about the how than what. Form over content.

Although software and network (also various protocols allowing these to be implemented) have been privileged memes for artists, the fact is that the very object and objective of computation has always been data and its potential for yielding information through processing, even when machines were "hard-wired" single function devices and data organization was simple and sequential. That this desire and activity of processing data well predates contemporary digital processing is simply an indicator of the very self-evidence generated by the question: what motivated the development of computational techniques (for example algebra) and much later electronic computers, software, and networks in the first place? For what resources and to what end? It was data -- the realization that meaningful facts could be placed into a symbolic form and processed into something useful -- and the challenges involved in processing data, that inspired the development of all the latter. Cybernetics and screen culture are certainly important considerations for artists and critics. I do not call them into challenge in any way. But what I want to clarify is that the a priori motivation for computation is data and data processing. Data (and by extension database) turn out to be the motivating foundation and basis of computation. The fact that this formal influence -- conceptually and aesthetically -- has been, to some degree, historically overlooked by artists says a great deal about our plight, especially in relation to the sciences. [30] Therefore, understanding the parameters of database as technical form is a critical foundation for computer artists moving forward.

Zooming back into the conceptual level of the DBMS and the data store, we can observe that they provide an abstraction between the physical data, based on a database model, and logical structure of the data, based on a human-defined logical model describing the facts being stored. [31] The database model (i.e. relational or object-oriented) specifies the characteristics of the DBMS and its related data store, whereas the logical model describes the societal view of the systems being modeled. Take, for example, a sales database containing products, customers, and suppliers, or a GIS database of geo-locations, geo-names, and land use. It is at the level of the logical model that database interfaces with the "business rules" of application logic. In order to position the contemporary zeitgeist of database logic we need to give some attention to the interface between physical and logical at this level as well.

In database development, the negotiation between the physical organization of data (database model) and the social organization of data (logical model) is what determines many important aspects when it comes to how easily and for what kind of output the data can be processed by various algorithms. Different applications of data imply not only different logical models (first name, last name, address, phone number) but also different database models, such as hierarchical, network, relational, object-oriented, multi-dimensional. Today's dominant database model is the relational database model, developed by IBM researcher E.F. Codd in the early 1970s. It utilizes entity and attribute containment of data characteristics (metadata) in order to facilitate data processing. Data is logically modeled in tables of rows and columns, where the names given to the tables represent a tracked entity; the columns represent individual attributes of those entities; and the records represent individual instances of the general entity. Tables can be related to one another by using unique key values, thus allowing redundant data to be mitigated. By naming the attributes of data, and abstracting the location of the data into named tables representing entities, the relational database allows for strictly prescribed semantics and data typing.

The use of common query language interfaces such as the structured query language (SQL) enables a very flexible abstraction between the logical representation of data and the structure in which it is physically stored. This allows ad hoc queries to be formed, whereas older hierarchical and network database implementations required logical data modeling to take into account the questions that would be asked of the data at design time. These properties have made the relational database and SQL, the structured query language, popular for data analysis and the management of large data sets since, formally, the relational data model allows for more robust searching and data mining operations to be performed in the gap between the logical (societal) and physical data models. This is a critically important fact for artists to take into account. The relational database model (and its successor, the multi-dimensional database), form the technical basis for most data mining: the search for heretofore unknown relations within and between data sets. This is the technical form through which the power relations altered by nomadic data bodies and their control by the invisible elite are mediated. It is what made Wal- Mart the biggest retailer on earth, and Oracle the second largest software company behind Microsoft, which, by the way, sells a very industrially important product with an increasing market share, Microsoft SQL server. Not surprisingly, SQL server is presently just as important to Microsoft's monopolist ambitions as their Windows operating system is. Political artists working with computation must ask where they have been during the time when database, and relational database in particular, became a mediator of (by today) almost every financial transaction on the planet. [32]

Perhaps the tertiary imagination of database has been an additional influencing factor within the arts -- beyond the lag / slow uptake and lack of sexiness of database. Perhaps information technology, in a postcolonial sense, dissimulates its own power center, hiding it behind the discourses and aesthetics of user interface and application logic, the first and second tiers, respectively. There is a literal lack of visibility of database behind the explicit visibility and interactivity of user interface and its code. Perhaps this has encouraged many artists to pursue the visual artifacts of computation and the software coding that enables human computer interface, leading to a narrow aesthetic focus on interface, and political focus on access. Perhaps. But if mere lack of visibility was in some sense hiding database from the artists' radar, this would hardly square with the excessive interest that artists have shown in network communication. As witnessed by the international net art movement of the late 1990s, the transport of data (communications) once again seemingly became a major meme in spite of a similar lack of visibility, whereas the storage and management of data did not. Whatever the reasons -- which are certainly more diffuse than I could explicate -- "Database Art" did not take form as a broad art world meme. But where the meme has manifested is, not too surprisingly, as database visualization.

Toward Database Art: Beyond Visualization
The major objection that could be raised at this point is that there is there have indeed been many recent projects that explicitly utilize database, particularly in the mode of data visualization. There certainly have. But as Lev Manovich saliently indicates, artists working with data visualization are in some ways culturally snapped to narrow ranges of potential formal expression; something about the pictorial cultural / semiotic assumptions that adhere to artists even after conceptualism seems to imply that visualization is the "proper place" for artists working with data. Add to this the fact that other disciplines have no particular investment in or need from the arts regarding data visualization, and a certain isolation of artist visualization practices within the art ghetto seems likely. Of course it is very early in this particular history -- predictions are dangerous. But while the art world may pay some attention to such work, we can't ignore that there are already well developed visualization practices in other disciplines which may inhibit any potentially broader interdisciplinary impact of artist-created data visualization strategies, which of course implies that there are open questions regarding how artists might imagine / conjure a cultural space of influence relative to database practice in the first place. Manovich argues for a move from a concern
with data representation as a visual issue, which I would point out takes place always at the user interface or first tier, to a concern with the portrayal of human subjectivity amidst big data:

For me, the real challenge of data art is not about how to map some abstract and impersonal data into something meaningful and beautiful -- economists, graphic designers, and scientists are already doing this quite well. The more interesting and at the end maybe more important challenge is how to represent the personal subjective experience of a person living in a data society. If daily interaction with volumes of data and numerous messages is part of our new "data-subjectivity," how can we represent this experience in new ways? How new media can represent the ambiguity, the otherness, the multi-dimensionality of our experience, going beyond already familiar and "normalized" modernist techniques of montage, surrealism, absurd, etc.? In short, rather than trying hard to pursue the anti-sublime ideal, data visualization artists should also not forget that art has the unique license to portray human subjectivity -- including its fundamental new dimension of being "immersed in data." [33]

He refers to, among other works, Lisa Jevbratt's 1:1, Josh On's They Rule, and John Klima's Earth, all of which are interactive visualizations of data. Thus we can infer a key question: is being immersed in data exclusively a matter related to visual (or textual) cul ture, as typified by the types of screen-based (or scree-mediated) projects that Manovich is examining, [34] or are there are other societal modes of interaction with data which are ripe for exploration by artists? Are we also immersed in data when Wal-Mart, the organization with the most powerful database and computing systems in the world, monopolistically cuts its prices based on database-driven analysis enabled by their massive intelligence corporate / retail spy network? Or when the carrot juice we purchase from a cooler at a local market is fresh? Or when our credit report and other background checks determine the outcome of financial transaction such as a home purchase? Or when a package arrives at your house on time? Or the police arrive at your door?

Immersion in data is not only screenal in nature, though computer screens are certainly part of the social distribution of "what happens" in one way or another. Data is truly integrated and inter-operative not only in our immersive experience of computation and data before the user interface, but also as part of a socially distributed cognition that influences everything that happens socially. Ubiquitous computing driven by database has been with us for many years; perhaps we don't always imagine it "off the screen" because we don't always directly witness the data flow (though perhaps apparent on someone else's screen) involved in almost every transaction from a daily, lived, being-inthe world perspective. In a Heideggerian analysis of the situation, we may not really understand database until it is broken -- perhaps causing your ATM to no longer work, or producing a long cue at the supermarket, or causing a medical error, or the quite severe personal consequences of identity theft. Or rotten carrot juice. Database is total and totalizing.

Conclusion: Database as Third Attractor
Database impinges far beyond visualization in daily life -- so why should the analysis of database in the arts restrict itself to screen-based works? This is not an argument against visualization, however. It is simply a call for artists to be aware of visualization and human machine interaction as computational artifacts -- not the limit of possibilities. We need to explore a holistic practice that includes data as a mediating agent, allows data its say in a form of a two-way collaboration (instead of two-way subjugation), and possibly moves the body to behave in ways that are (at the extremes) arbitrary: as if by ceding certain control to the data body we regain a freedom to experience the data-mediated world through unfamiliar performances or
activities. This of course can only take place if the control of data is transparent, regulated, and democratic. But the resistance or reluctance of those who fear database to explore the possibilities of such mediation could also be a serious inhibitor to 21st century art. The potential exists for artists working with database to inflect the actual, projecting new activity [35], rather than merely reflecting data analytically or providing access to data through an alternative computer interface. I believe these speculations might answer Manovich's difficult question regarding the subjective experience of being-in-data by speculating on an expanded practice that is not necessarily screenbased. Visualization normally implies an attempt to interpret data, but this potential approach to database is to use it to generate / mediate alternative experiences and perhaps create new data for further analysis; enabling a database practice that is "off the screen" and in the world in ways as of yet largely unexplored by artists.

In the recent trajectory of art, modernism contained the seeds of the conceptual in terms of how increasing abstraction in the 20th century eventually revealed the medium itself. With the curtain lifted on the mechanics of representation, art was free to explore new abstractions such as idea systems, happenings and combinatorics. Conceptualism for its part contains the seeds of database in terms of organization and interpretation of collections -- the exploration of frameworks for presenting artifacts or social relations, and even place. [36] Now database enters both as technology and metaphor into the interoperation with modernism and conceptualism. Database is not a teleological break, but rather a third attractor whose influence is becoming more and more visible to artists. How it will interoperate will be born out in practice. But we can observe that the disruption of the binary oscillation of the modernist and the conceptual allows the influence of other, once thought antiquated, art attractors. Manovich may be correct that data visualization is anti-sublime, but this does not mean that database art need be. Indeed, at least part of the material interest I have expressed in my discussion of land art is purely romantic. Maybe there is room for the sublime in data art, but we should query for the other Los Angeles in South Patagonia in order to go there in a locative turn, specifically because the data made us do it, and not in order to visualize data.

References:
[1] For example, Rudolph Schwartzkogler, regardless of the circumstances of his death.
[2] I intend this only from the perspective of the art object. Performances, screen-based art works and network forms all have their own material substrate, though they are not as concrete as place.
[3] The term currency intended in the sense of value by fiat.
[4] This assumes the hypothetical case that there exists any possibility of yet another "after" emerging from the circular logic of the art world. Maybe it is our fate as artists to let science go on without us for a few hundred more years while we spin, but I hope not. I ask that -- if there is nothing to disrupt the environment, the modern, and the conceptual in which artists today breathe and eat -- then let's try to go someplace that is, if not new, at least unvisited.
[5] Lev Manovich, The Language of New Media (The MIT Press: Cambridge, MA / London, 2001)
[6] Ibid. Manovich's use of the term transcoding refers to the interplay and mutual influence between computer science concepts and cultural concepts.
[7] I theorized this process in Database Logic(s) and Landscape Art (originally 2002), http://www.noemalab.com/sections/ideas/ideas_articles/pdf/stalbaum_lan dscape_art.pdf
[8] When the notion of the abstract as the antithesis of the concrete is operative, we are discussing the unreal. When the notion of the abstract as a formative influence on the real is operative, we are discussing physics.
[9] Lev Manovich, "Database as Symbolic Form," http://www.manovich.net/docs/database.rtf, Originally 1998. See also The Language of New Media, Chapter 5. Ibid. [5]
[10] Storage and memory were not separate notions at the time.
[11] I offer a brief genealogy of different database models in a research report for C5 corporation titled "Toward Autopoietic Database" (2001), http://www.c5corp.com/research/autopoieticdatabase. html
[12] Jack Burnham, "Systems Esthetics" in: Artforum 7:1 (Sep 1968)
[13] Roy Ascott, "The Construction of Change" (original publication 1964), reprinted in The New Media Reader, ed. Noah Wardrip-Fruin and Nick Montfort (The MIT Press: Cambridge, MA / London, 2003)
[14] For example, the trade-offs between the speed of query (how fast the database can retrieve something) and the flexibility with which you can form queries (how arbitrary your questions can be) are expressed in the hierarchical and relational database models, respectively.
[15] Frank Dietrich, "Digital media: Bridges between data particles and artifacts" in: The Visual Computer 2: 135-151 (1986)
[16] Name June Paik, "Cybernated Art" (originally published 1966), reprinted in The New Media Reader. Ibid. [13]
[17] Lynn Hershman's Roberta Breitmore performance in the 1970s incorporated the creation of Hershman's alternative identity, including the acquisition of credit cards, and marked perhaps the first constructed (in a specifically social "database" sense) "data body" as part of an art performance; however, database is mostly implied here. More recently, artists have taken a significant interest in "database politics," examining the power relationships that emerge around information as private or public property. Many works by Natalie Jeremijenko, for example, have explored the political implications of database, quite stunningly.
[18] Critical Art Ensemble, The Electronic Disturbance (Autonomedia: New York, 1994)
[19] Again, refer to the work of Natalie Jeremijenko.
[20] Diane Ludin's IPB-e project (2002 - present), http://dev.ibiology.net/
[21] Victoria Vesna's Bodies INCorporated (1995 - present), http://www.bodiesinc.ucla.edu/
[22] Database is typically visualized as the bottom layer in diagrams depicting three-tier systems, with business logic in the middle and a presentation layer on top.
[23] Add to this notion some logic for automatic resource allocation and some flow control applications, and you essentially have grid computing.
[24] NASA's Voyager 1 spacecraft is still sending data to Earth even as it nears the edge of the heliosphere, http://www.wired.com/news/technology/ 0,1282,61106,00.html
[25] Web servers run an http program that serves pages at which people are supposed to look. Web services, by contrast, utilize http as transport, but instead of providing something to be looked at by humans, offer computational services for other distributed applications. XML, WSDL, SOAP, and UDDI are the markups and protocols for web services at this time.
[26] Servers can simulate multiple discrete servers.
[27] UDDI and WSDL respectively.
[28] Joel Slayton and Geri Wittig, "The Ontology of Organization as System" (1999), http://www.c5corp.com/research/ontology.shtml
[29] This phrase was once the slogan of Sun Microsystems.
[30] Data, by contrast, has certainly not been overlooked by science, which has maintained a holistic attitude toward data, computation, and communication -- instead of allowing aimless wanderings through the visual artifacts of computation.
[31] I make no commitment to any relationship between "fact" in a database sense, and truth in the philosophical sense.
[32] CAE, of course, excepted.
[33] Lev Manovich, "The Anti-Sublime Ideal in Data Art" (2002), http://www.manovich.net/DOCS/data_art.doc
[34] Another piece mentioned by Manovich is Natalie Jeremijenko's live wire (1995). While it is not a screenbased work, Jeremijenko's installation is certainly a data representation.
[35] One could argue that Jevbratt's 1:1 does exactly this, because it exposes the unseen World Wide Web; enabling an exploration of the Web's back roads -- which as it turns out are mostly private, password protected domains, default installations of http servers, and forgotten sites. It is clear that her visualizations are not meant to represent data as much as allow alternative access to a space otherwise culturally defined by search engines.
[36] The finest example of the latter may be found in the work of The Center for Land Use Interpretation, http://www.clui.org

Above copied from: http://www.intelligentagent.com/archive/Vol4_No4_freerad_afterlandart_stalbaum.htm

Wednesday, July 16, 2008

Transmedialization: An interart transfer, Karin Wenz


The term transmedialization describes the transfer of text from one medium to another. It is a special type of "remediation" (Bolter& Grusin 1999), but not used in the broad sense, as transmedialization is closely related to a specific text and not to e.g. narration in general in written text compared to narrative possibilities in film or computer games. Transmedialization may parallel or develop the source text. The question is: Which aspect is foregrounded and which is hidden by the transmedialization? If the two media systems are relatively close to each other we have different cases of transmedialization, if they are distant we speak of translation, which means that entirely new signs are created. Bruhn (2001) distinguishes the following cases of transmedialization in musical ekphrasis which can be applied to digital text as well: integration, inflection, adaption, and enactment.

1. Integration
One of the most important conceptual elaboration of multimedia is Fluxus' idea of intermedia. As defined by Dick Higgins, intermedia is the "art form appropriate to people who say there can be no artificial boundaries between art and life. If there can't be a boundary between art and life, there certainly cannot be boundaries between art form and art form. For purposes of history, of discussion, of useful distinction, one can refer to separate art forms, but the meaning of intermedia is that our time often calls for art forms that draw on the roots of several media, growing into new hybrids" (Friedman 1989). Derived from reflections on intermedia are the contemporary oppositions of mixed-media and intermedia, to distinguish the illustrative mixture of text, image and sound from the organic combinations as in visual poetry of the 1970s and 1980s. Important developments of these concepts can be found in the theoretical discussion on experimental poetry from the 1960's on, as stated in Friedrich Block's "The form of media: the intermediality of visual poetry" and Philadelpho Menezes "Poetics and Visuality".

In hypermedia hybrid combinations and new possibilities of codification are possible: "One surface fits all" (Beressem 1999). As the development of the audio-visual media show, there is an increase of visualization but at the same time an increase of semanticization (cf. Schneider 1997). It is the most important development, caused by the audiovisual media, that the attention especially in artistic contexts is turned to processes of sign production and that these processes are more and more perceived as aesthetic functions. Signs do not refer as symbols to meaning but refer selfrefentially to themselves and make the reader aware of his or her own perception.
Machiná by Philadelpho Menenez combines the image and function of a calculator with sound and text.


We can type in a combination of numbers (612309), which will start a sound file pronouncing the sound of single letters. When we finally choose the "="-symbol, the voice starts to combine the single sounds to the word "POESIA", which appears at the same time as the mirror image of the calculator, turning the numbers into letters. The integrative effect of this example can be described as a doubling: first, an electronic medium has been transferred onto the desktop of the computer - the calculator we all have used several times as one of the standard tools our computers offer. Second, the numeral sign system has been interconnected to the alphabet, not because of a semantic relationship but because of a mere visual similarity between numbers and letters. This example highlights, the numeral basis of digital literature in general and focuses on the limited possibilities of interaction digital media provide.

The user produces a new form of media poetry within a very limited environment. Besides a playful and interactive approach towards literature the reader should gain an awareness about the control and limitation which is inherent in digital literature at the same time. We are not dealing with a transformation of form and content from one medium to another, but instead with a sort of synthesis. In such an intermedial form individual components complement one another but could not stand on their own.


2. Inflection
One important aspect in the field of digital literature is the difference between digital and virtual technologies. In digital documents, the main features are related to non-linearity, very often described as spatial. Experiments with VRML give us the impression of a textual space which is not only a metaphor for the text. The idea of digital geometry and text as space is constructed in Econ by Silvia Laurentiz.

Text is transposed from the printed medium to the digital without changes of the content or the integration of new sign systems. Econ is based on the poem "O eco e o icon" by E. Melo e Castro, constructed as a virtual space the reader may navigate. The use of VRML for computer games is already well known, but there are only few examples for its use in a poetic context. In Econ the single verses are marked in different colors to allow a linear reading as well as jumping from one area to another. Whenever a poetic text is set into another medium without changes of its content, the original medium is inflected rather than transformed. All aspects from syntactic composition, vocabulary, metaphor and allusions used to the mode of expression remain untouched. This is a new approach towards digital literature which refers to Jeffrey Shaws interactive installations as for example his "Legible City". Space in VRML is a software construction which creates the environment for interaction. You may navigate from place to place, which is from verse to verse in the example of Econ. This spatial, poetic form integrates various forms like literal and pictorial space, virtual space, the metaphorical space of the poem and the space of the artwork. The technical problem of a smooth movement in VRML especially in a file provided on the internet, makes the reader to a player as in flight simulations, navigating around in the colored space of the poem. Reading and comprehending what the poem is about, is extremely difficult without knowing the original by Melo e Castro. Melo e Castro's poem is inflected in a way by the use of VRML. Somehow it becomes the background for a playfull interaction of the reader. It is transformed into space, freed from its linearity, but at the same time in part freed from its semantic content.

3. Adaption or the text as a database model
A transmedialization from a visual medium (video) to a dominantly textual one is the case of the "Woman in White" by Friederike Anders. "The Woman in White" is an example of a video installation transferred to the WWW and thereby transformed into a hypertext. The work consists of a photonovel, a narration in images and words and two databases connected to this novel: the identilador, which gives information about the possible identities of the woman and the eventilador, which is an archive of events. These databases connected to image and video databases are at the center of the online version of the "Woman in White". The mere visual presentation of Anders' video installation has been extended for this internet project and changed its focus totally. A primarily audio-visual presentation becomes a dominantly textual one by adding theses databases to the "Woman in White". At the same time the video part, music and animation has to be reduced to make the project accessible online. This example highlights the textual dominance of the internet, besides all discussions of visuality and multimediality. This transfer can be described as a specific case of ekphrases, as a verbal representation of a visual representation. Clüver (1997: 26) defines ekphrasis as "the verbal representation of a real or ficticious text composed in a non-verbal sign system". The result is an iconic projection of one sign system into another. This is only partly true for Ander's project. She transferred some of her files to the digital medium without any change on the surface. She added the photonovel as a narrative part, which is the adaption of the filmed story in the video to a textual medium and highlights the closeness of hypertext to print, but highlights at the same time the multilinear reading possibilites of a hypertextual, networked text.

The visual composition of the photonovel reminds us on the outer appearance of a tv with a huge central screen and its other parts like speakers and buttons on both sides and beneath the screen. A new component, which is typical for the digital medium, is added: the database. The transmedial processes of this example develop the original video installation further, highlighting on the possibilities and limitations of an internet project. Both, its range of register and its compositional elements transgress the possisbilities of printed text and of a video installation. The video installation was used as a source for this new artistic transfer. It is still visible in parts of the new project, but the result is a re-presentation in another medium. The discussions about the radical openness of hypertext are put into perspective by highlighting the necessary closeness of a database.
4. Enactment
The transmedialization of a print novel into a computer game and a MOO is a case, where the reader is forced to change her role and becomes a player and - in the case of a MOO - acts on the public space of a stage.

"When transformation of an artwork is brought onto the theatrical stage and blended with the miming aspect of the genre, the result is a case of enactment" (Bruhn 2001).

An example is Nika Bertram's Kahuna Modus. Only some theoretical presuppositions shall be outlined here. The analysis of MUD's (Multi User Dungeons) and MOO's (Multi User Dungeons Object Oriented) show that modes and genre of oral and written communication are merging. The leading hypothesis can be formulated as follows: medial literacy in computer-mediated communication is combined with new forms of conceptual orality. The distinction between conceptual and medial orality and literacy stems from the research of Koch and Österreicher (1994) to show that there is a continuum between both modes of communication. A personal letter to a friend, which obviously uses the medium written language, is conceptually more comparable to face-to-face communication than a lecture, which is mostly conceptually written and uses the medium oral language. Therefore, Koch and Österreicher propose to distinguish between medial distinct forms of representation but conceptual continuous forms, which are blending. A main function of the medium computer is mediation in communication between human-beings. But this is not new or surprising, because this is the function of signs in general, independent from the chosen medium of transmission.

The capacity of the medium to condense dimensions of time and space is grounded in its immediacy and in its dynamics. One aspect of this dynmaics is the possibility of the participants in a MOO to "play out scenes from the novel" in the case of the Kahuna MOO, "based on the story and not the narrative technique of the novel" as Nika Bertram puts it. This leads to an enactment of the narrative in a new environment and a very specific case of transmedialization. Transmedialization in general means the transfer of signs from one medium to another. This leads to a different semiotic relevance of the textual components and reception in a new environment.



References
Bairon, Sérgio.1995. Multimídia. São Paulo: Global.

Beressem, Hanjo. 1999. One surface fits all: text, images and the topology of hypermedia. In: Martin Heusser et al. Text and Visuality. Word and Image Interactions 3. Amsterdam: Rodopi.
Bolter, Jay David; Richard Grusin. 1999. Remediation: Understanding New Media. Cambridge, MA: MIT.

Bruhn, Siglind. 2001. A concert of paintings: 'Musical ekphrasis' in the 20th century. Eunomios. URL: http://www.eunomios.org/contrib/bruhn1/bruhn1.html

Clüver, Claus. 1997. Ekphrasis reconsidered. In: Ulla-Britta Lageroth et al. (eds.). Interart Poetics. Amsterdam Rodopi, 19-34.

Daniels, Dieter. 2000. Strategies of Interactivity. In: Rudolf Frieling & Dieter Daniels (eds.). Medien Kunst Interaktion. Wien: Springer.

Koch, Peter & Wulf Österreicher (1994). Schriftlichkeit und Sprache. In: H. Günther & Otto Ludwig (eds.). Schrift und Schriftlichkeit. Ein interdisziplinäres Handbuch internationaler Forschung. Berlin: de Gruyter, 587-604.

Leão, Lúcia. 1999. O labirinto da hipermídia. Arquitetura e navegação no ciberespaço. São Paulo: Iluminuras.

Melo e Castro, E. 1988. Poética dos meios e arte high tech. Lissabon: Vega.

Menenez, Philadelpho. 1998. Poesia concreta e visual. Sao Paulo: Atica.

Nöth, Winfried . 2000. Intermedial overlaps between word and image. http://www.pucsp.br./~cimid/ 03proj/wordimage/noth1a.htm

Scheffer, Bernd (ed.). Schrift und Bild in Bewegung. Ausstellungen, Installationen, Performances. München: Gasteig, 27. Mai bis 16. Juni 2000 Rathausgalerie 1. Juni bis 2. Juli 2000 Veranstalter: Medienforum München.

Schneider, Irmela. 1997. Wörter sehen und Bilder lesen. Prozesse der Hybridisierung in der Zeichenpraxis. In: Helmut Schanze & Helmut Kreuzer (eds.). Bausteine IV. Siegen : DFG-Sonderforschungsbereich 240.

Spielmann, Yvonne & Gundolf Winter (eds.). 1999. Bild - Medium - Kunst. München: Fink.
Schmitz, Ulrich. 1997. Schriftliche Texte in multimedialen Kontexten. In: R. Weingarten (ed.). Sprachwandel durch Computer. Opladen: Westdeutscher Verlag, 131-158.

Walther-Bense, Elisabeth. "The relations of Haroldo de Campos to German Concretist Poets, in particular to Max Bense". In: David Jackson, Eric Vos & Johanna Drucker (eds.).
online: http://www.stuttgarter-schule.de/campos.html

Experimental, Visual, Concrete. Avant-garde Poetry since the 1960s. Amsterdam: Rodopi.
Wenz, Karin. In print. "Text und Bild in Bewegung." In: Paul Peter Schnierer und Thomas Rommel (eds.). Literarische Hypertexte. Tübingen: Niemeyer.

Above copied from: http://www.netzliteratur.net/wenz/trans.htm

Monday, December 31, 2007

Database Aesthetics: Issues of Organization and Category in Online Art, Sharon Daniel

Collaborative Systems: evolving databases and the 'conditions of possibility' -- artificial life models of agency in on-line interactive art.


Abstract

This paper will discuss interactive on-line artworks modeled on cellular automata that employ various types of agents, both algorithmic and human, to assist in the evolution of their databases. These works constitute what will here be referred to as "Collaborative Systems," systems that evolve through the practice of inter-authorship.

for a full version of thei essay with illustraitions see: http://vv.arts.ucla.edu/AI_Society/daniel.html

I. Evolving Databases and the 'Conditions of Possibility'

Collaborative Systems are experiential frameworks where individuals and technologies interact and collaborate to generate and regenerate their environment. The conceptual structure and temporal development of Collaborative Systems parallels that of Cellular Automata Worlds modeled in Artificial-Life research.[1] These "worlds" or models suggest a paradigm shift for art practice from the 'pursuit of truth' to the preparation of a "conditions of possibility." Physicist Werner Heisenberg[2] posited the simultaneous absence and presence of matter -- where every object can be understood both as a localized point (finite, bounded, specific) and as a variably distributed wave function (spreading infinitely.) Similar contradictions and potentialities are contained in the notion of "conditions of possibility." This concept moves beyond the interpretation of "uncertainty" as the collapse of the separation between subject and object to establish a field of activity with degrees of freedom for forces of dynamic interaction.

Quantum Physics locates the interaction of or exchange between two separate physical systems to a "field" that extends from one to the other. In physics a "field" is a region under some influence, such as gravitation. Outside the context of physics, "field" is also defined as "a complex of forces that serve as causative agents in human behavior."[3] These definitions of "interaction" and "field" help describe interactivity (or inter-authorship) in the "field" (or framework) of on-line artworks modeled on the spatially and temporally distributed dynamics of cellular automata -- a model which can be manifested in collaborative systems.


figure 1.1 - development of a two dimensional cellular automata
figure 1.2 - development of a three dimensional cellular automata

In Cellular Automata machines: a new environment for modeling[4] Thomaso Toffoli and Norman Margolus maintain that cellular automata "...are the computer scientist's counterpart to the physicist's concept of "field." A cellular automata is a "computing space." A description of the Cellular Automata Machine (CAM8), a massively parallel computer architecture designed by Toffoli and Margolus, offers a general example of the structure of cellular automata.


figure 1.3 - images from Signal-to-Noise were processed by the CAM8 (click for a larger image)

These images from the web project Signal to Noise [5], were processed with the Cellular Automata Machine. Signal to Noise explores the emergence of global systems from associative, random or interpretive interactions between texts and images on the web.

The CAM8 was built to model systems that extend in space and evolve in time according to local laws. It uses iterative steps to process data in real-time. In the CAM8, each pixel may "behave" independently at each "step" based on a table of rules and a given initial condition. In the case of the CAM8, the table of rules is a set of definitions for the behavior of each pixel or cell in relation to the state of each neighboring pixel or cell. Given any initial condition, a global state (a pattern or image) emerges from the local interactions of discrete entities in an iterative and constantly evolving system.

In collaborative systems, both the initial condition of the system (the state or condition of the field or world at the first step of evolution), and its rule-table (directions for the behavior and interaction of its "cells"), are databases. The conceptual structure and temporal development of collaborative systems parallel that of cellular automata; however, a collaborative system incorporates human participants, artificially intelligent agents, algorithmic entities and/or associative networks in the location of the individual "cells" of a cellular automata. Each of these acts as an agent - playing a role in the "inter-authorship" of the system.

In a collaborative system, as in a cellular automata, these individual "cells" populate a field or frame; the field is a representation, analogous to the biological term phenotype, while the rule table is a description analogous to the term genotype.[6] "Representation" and "description" are terms are that are too situated in traditional aesthetic discourse to be used in this context, since they refer to static viewer/object systems rather than dynamic interactive systems. The terms phenotype and genotype are more useful here since they refer to emergent and evolutionary behavior. Thus the field or world frame embodies a database of "phenotype" and the rule table comprises database of "genotype."

A collaborative system frames a field of potential for human/machine interaction which challenges accepted models of authorship and necessitates a radical rethinking of aesthetics. This suggest the possibility of an aesthetics of "Database"

The term "Data" originated as the plural of the Latin word datum, meaning "something given."[7] In the world of experience our datum is our socially constructed, cultural context. Similarly, in the case of collaborative systems that "something given" is the database - a collection of associations, images, and texts -- a context. The database is a structure that persists while its content evolves and is displaced. It is relational and non-hierarchical. It comprises an initial condition or world-state at any moment in the evolution of a system.

"Aesthetics" has traditionally meant "a particular theory or conception of beauty."[8] A "conception" of the "beauty" of a database is not located in the viewer's interpretation of a static form but in the dynamics of how a user inflects the database through interaction with its field or frame. A database incorporates contradiction; it is simultaneously recombinant and indexical, precise and scaleable, immersive and emergent, homogeneous and heterogeneous. It is a field of coherence and contradiction. The aesthetic dimensions of the database arise when the user traverses this field of unresolved contradictions. The database is comprised of nested subfields which are activated, and given ontological status, by the user's trajectory through it's field. Continuously emergent ontological states resolve as new subfields from each interaction and are integrated into the field - changing and transforming the content and structure of that field and constituting the "art object" as a continuously evolving and fluid system. These are the conditions of possibility of a "database aesthetics."

An argument for the "conditions of possibility" of database aesthetics can be "grounded" in the analysis of systems found in the world.

The following four "found" systems provide external evidence of and extended context for, database aesthetics.[9]

1. Found System - Paris Catacomb

figure 2.1 - details of Paris Catacombs (click for a larger image)

The Parisian Catacombs constitute a massive database of the dead, embodied in an immersive environment. After a long, winding descent, narrow, stone corridors suddenly transform into stacks and rows of human skulls and femurs ten feet in depth and rising eight - lining what appears to be an infinitely receding passageway. Shock registers in sudden breathlessness. Immersion here means immersion in a monumental volume of loss and decay. But after this first bodily response, the response-type that is the locus of traditional aesthetics, ones perception shifts to the obsessive, repetitive, endless, stacking, ordering, patterning, and cataloging of human remains. These remains are organized and categorized; identified in groups by their location of origin in once consecrated graves. Identity and location have been displaced by a general categorization of fragments which constitutes a field. Each particular body as organic whole is lost. Its history and context subsumed in subfields.

The algorithm which constructs the catacomb is as follows: exhume skeletons, reduce individual skeletons to skull and femur, remove fragments to catacomb, situate in subfield identified with graveyard of origin. This algorithm is the genotype which produces the subfield as phenotype.

In this example, database aesthetics works through displacement that resolves into a pattern which constitutes an immersive, phenomenal space. The Paris Catacomb was once a dynamic system that has ceased to evolve.

2. Found System - St. Chapelle

The Chapel as a whole is an information system with a nested or "whole-to-part" structural organization. This structure was designed to regulate temporal and social experience.

The walls of the upper chapel are formed by fifteen stained glass windows which comprise the data-field of the chapel. Each window is divided into subfields, or self-contained individual panels. No two panels are alike. This idiosyncratic differentiation is mediated by the ordering frame of the chapel's architecture, which produces the appearance of a coherent pattern. The aesthetic experience is one of oscillation between the impact of the architectural phenotype, or field, and the stimulus of the visual and narrative genotypes of the windows and their individual panels, or nested subfields.

Each panel or groupings of panels has a narrative structure meant didactically to prescribe a moral code and outline a spiritual practice. Together, the panels function as an immersive rule table. Parishioners are meant to emulate the characters depicted in the stories, and structure their social interactions accordingly.

The experience of the chapel for a parishioner was time based; the illumination of the chapel database is subject to the cycles of night and day, and to the longer units of yearly seasonal change. The chapel is therefore a clock which temporally orders the live of its members as well as a social and moral handbook that regulates their behavior.

figure 2.2 - sequenced detail of the chapel and canopy at St. Chapelle

3. Found System - Nature Demiurge[10]

Insects from the collection of Anne and Jacques Kerchache were exhibited at the Cartier Foundation like a collection of precious jewels. Identical, velvet-lined, vitrines embedded in the walls at eye level circumscribed the gallery in a single, luminous, line. Each elegant display case contained a number of specimens from a particular species of insect. The specimens in each case were nearly identical to each other. Only subtle variations in pattern or color could be detected upon close inspection. The exhibition constituted a data-base of continuos differentiation - a play of difference along a spectra of metonymically arranged data. The focus of the exhibition as a whole was the demiurge -- the pattern of patterning, or the design of designing. Through a strategy of iteration, the collection of individual cases displayed the inescapable interweaving of the homogeneous and the heterogeneous.

In incremental steps the variety of pattern within the strict parameters of a "world" or species was expressed. The range of difference was so small that field and subfield were nearly coextensive. Nested within each subfield, the metonymy operates at the level of individual specimens. For example, the iteration of difference in pattern across the individual wings of one butterfly.

One case contained a butterfly with a wing pattern with "eyespots" comprised of a two dimensional border encircling a form which appeared to be rendered in three dimensions. On each of the four wing segments the "rendered" form was similar in "style" but unique in size and shape. This was true of each of the eight specimens. Of the examples of this species exhibited, no two "rendered" forms were identical though their location, scale, "style" were consistent. The "style" of the rendering was equivalent to a hatched and shaded, volumetric and perspectival, charcoal drawing. The volumes thus "rendered" were complex, organic, topologies - resembling droplets of water. These intricate representations formed a subfield that indicated the complexity and - in some sense - intelligence of the genotype.

figure 2.3 - nature demiurge


4. Found System - Venice

The database for the "conditions of possibility" of the city of Venice is a field defined by excess and necessity, decadence and survival. Here water, architecture, commerce, and tourism comprise a system that is both emergent and immersive - a physical and historical "collaborative system." The lagoon and canals frame the complex fields and subfields of the city while, simultaneously, the city frames their tidal flow. Venice is a body floating, suspended in its' own fluids. Water contains and fills, encompasses and embodies it. Its construction was an expression of power counter- balanced by its own impossibility.

The vector that traverses the field of Venice is the loss of perspective. Venice is a manifestation in experience of the condition of schizophrenia. There is no way to get one's bearings on the relation of past to present and present to future. If, as a tourist, one wanders in the city then any street, campo, canal, or fondamente is the way (or means) and the end. The experience is immersive. There is no possibility of objectivity. No matter how many maps of the city one has it is impossible not to get lost. Every small alleyway, canal, campo, fondamente, has several names - or rather, each may be individually named and all the names represent the same physical point but from different frames of reference or perspective locations. It is possible to consult many maps of Venice of varying degrees of scale, detail and resolution, overlaying map upon map. Maps representing different and multiple perspectives leave one always in some sense lost -- as no one map or combination of maps coincides with one's own immediate subjective and physical location. To "lose ones way" in the city would be oxymoronic -- it is the condition of being in Venice, as such. After all, where is one attempting to go? One is constrained by the limit-frame of the "world" or system which both frames an empty space and re-constitutes a new field. In this context the movement of an individual is linked to the movements, constraints, and containments of light, sound, and water within the system of canals and fondamenta. This interdependency functions like a four dimensional mesh where the displacement of one node or intersection necessarily distorts the surface of the whole, collapsing and expanding the individual interstices accordingly. A tourist in Venice is a wave function.

figure 2.4 - Venice water systems

Agency and Database

An aesthetics of database is located in a user's, or agents', interaction with its field or frame. The phrase "intelligent agent" implies an automatic process that can communicate with other processes to perform some collective task on behalf of one or more humans[11] -- a model based on the "phenotype" and its utility. In collaborative systems this definition of agency is expanded. Here, agents may be conceived as entities rather than instruments. An agent, either human or algorithmic, can be a force or substance that causes change within the system, as in a chemical reaction.

Human participants in a collaborative system operate, either intuitively or intentionally, in response to "rule-tables" given in the system as well as rules established by the social construction of "the subject". For Human "cells" or participants history or cultural context may function as the "initial condition" of a system.

The human participant interacts with algorithmic agents or cells whose behavior is prescribed by a set of rules given in the design of the system - for example a genetic algorithm, a Boolean search mechanism or a random number generator.

In "On-Line Language Games"[12] Warren Sack questions the emphasis on "problem-solving" in computer program design. Citing educator Paolo Freire's notion of "problematization" as a possible alternative to "problem-solving," Sack proposes that -"Rather than seeing new technologies as solutions, one can see them as entities that pose questions."

In collaborative systems agents of all types initiate questions and interact to evolve environments and/or experiences. Problematization as opposed to problem solving is central to the function of algorithmic agents in collaborative systems.

The following are projects which demonstrate four types of problematizing algorithmic agents: Chaotic, Random, Destructive and Schizophrenic...[13]

1. Chaotic Agency: "Strange Attraction: Non-Logical Phase-Lock over Space-Like Intervals" -- an Installation [14]

Image - Strange Attraction

figure 3.1 - Strange Attraction installation detail (click for a larger image)

figure 3.2 - Strange Attraction diagram (click for a larger image)

figure 3.3 - Strange Attraction installation detail (click for a larger image)

Research in Complexity and Chaos suggests temporal, spatial and perceptual models for the movement of perception into consciousness that are richer and more productive than those of classical mathematics and mechanics. For example, in chaos theory a "strange attractor" maps the infinite trajectory of a non-periodic system in phase space. Phase space allows as many dimensions or co-ordinates as there are degrees of freedom in the system to be mapped.

If the system considered is the attractor "being-in-the-world" -- as in the interactive installation "Strange Attraction: Non-Logical Phase-Lock over Space-Like Intervals" -- then the co-ordinates for 3 dimensions might be space, time and desire. Phase space will stretch and fold to incorporate infinite additional dimensions such as guilt, denial, elation, and repression--- as the symptoms of desire in its trajectory space and time are registered. A strange attractor never comes to rest and does not produce any single rhythm to the exclusion of all others -- yet a subtle order is established, that of self similarity. In any small cross section of a system the structure of the whole is described.

The installation "Strange Attraction: Non-Logical Phase-Lock Space-Like Intervals" establishes a non-periodic system, similar to that of a strange attractor. The participant acts within the system. Her actions, along with the involuntary responses generated by her actions, modify the state of the system. These modifications effect the participant's subsequent actions or experiences within the system, producing voluntary and involuntary responses that further modify the system, thus simulating, for example, the feedback loop of guilt and desire.

Electronic devices monitor each of the four participants', heartbeat, respiration, or skin resistance. Each participant involuntarily controls the transmission of sounds and images that represent her subjective location. At certain intersections of activity, these transmissions combine to form a kind of choir of inter-subjectivity. Each participant is simultaneously aware of herself as a subject with voluntary, yet partial, control over the system, and as an object - involuntarily responding to the action of another subject. Thus, a collaborative system is established.

2. Random Agency: Narrative Contingencies - An Online Collaborative System [15]

Images - Narrative Contingencies


figure 3.4 - Narrative Contingencies web interface (click for a larger image)

figure 3.5 - Narrative Contingencies image system (click for a larger image)


Narrative Contingencies, gives participants the opportunity to construct their own narratives - at the intersection of chance and interpretation. This system simultaneously acknowledges and challenges the social construction of the subject within and through narrative. It was designed to disengage the production of image and language from its ideological matrix by forcing it through complex filters of random and chance operations.

The content of the initial database and the structure of the site evolved in an iterative and associative process, incorporating random selection.

Participants are encouraged to submit images and texts that, over time, will replace those of the initial database. Through the combined agency of user interaction and chance operations the database continuously evolves. A global state - represented in the database - emerges from the local interactions of random selection and individual acts of interpretation. At any point in time any current state of the system expresses the subjective perspective of its participating users. Eventually the initial database will be completely displaced by the images and texts submitted by participating users. The system will experience an on-going and total regeneration or "sea change."

Narrative Contingencies was built based on the assumption, or belief, that -- while it is impossible to escape the image and language of the existing symbolic order it may be possible to restructure them through circumvention and dislocation. It is hoped that a participant -- who is able to arrive at a meaningful interpretation of images and texts that she herself has brought together and altered using random and chance operations -- may conclude that relations of meaning are not dependent upon the ordering intention of a single author but inherently contingent upon the subjective location of the reader or viewer.

3. Destructive Agency: "ELFnet" - Pager Network Community and Web Interface [16]

"ELFnet"[17] is an example of the use of distributed agents in a restricted communication network, destructive agency, and emergent signification systems.

Each participant in a local pager-network is provided with an alphanumeric pager. The collaborators in a local pager-network determine the structure and meaning of their local "community", the role of each individual in it and, eventually, its relation to a larger, "global" pager-network community. Each participant creates "intelligent agents" which reside on the pager network server using a simple scripting language. These " agents" extend the consciousness or identity of each participant and support their activity in the community by parsing, translating, editing and filtering communications within the network. Each participant is encouraged to create a graphical representation of her own "intelligent agent(s)" for the network's Web interface and customize the physical interface of her pager unit.

To date the function of the agents in the pager-network has been primarily either destructive or deconstructive. Participants do occasionally develop enabling agents that stimulate meaningful communication on relevant and topical issues. But, the majority of the agents developed in the network have been destructive, and competitive. These destructive agents distort, transform, steal and re-route communications. Participants in the pager-network have spontaneously evolved reactive and self-reflexive development practices. First, by writing agents that obstructed the flow and distorted the content of communication in the network. In response to this first generation of destructive agents, participants have created second, and third and fourth generation agents -- which attempt to counteract, or collaborate with, the disruptive agents already acting in the system. Communication has thus become progressively more complicated in a continuously escalating, evolving and mischievous cycle. New forms of communication and signification have actually developed within the network through the assertion and circumvention of destructive agency. In this sense "Elfnet" embodies Lacan's theory that communication is successful misunderstanding. [18]

3. Schizophrenic Agency: "Pathological Conversational Agents"

This final example, of Schizophrenic Agency, is related to research in the design and implementation of a conversational agent interface.

Schizophrenia has become a trope in contemporary critical theory. Both Frederic Jameson[19], and the collaborating authors Gilles Deleuze and Felix Guattari[20], appropriate this term from clinical psychology and employ it positively in the analysis and critique of the postmodern condition. In a qualitative inversion of psychoanalytic norms these authors embrace the fragmentation of the individual, autonomous subject and promote it as a real and fundamental condition of lived experience. Deleuze and Guattari's "Rhizome" and the "conditions of possibility" each affirm the coexistence of disparate or antagonistic qualities, identities, or activities as a potential release from the straight jacket of Enlightenment subjectivity and the psychoanalytic 'theory of personality'. When applied to collaborations, cultures or "worlds" these theories and the models they propose parallel ideas in Artificial-Life and Cellular Automata research.

In collaboration with researchers at UCSC's Perceptual Science Laboratory an interface is being designed which will allow participants to build animated, conversational agents. This interface will be tested in an on-line environment that will allow users to embody their "pathological" traits in an animated conversational agent and add these agents to a Collaborative System - a community of pathological agents. Each individual personality incorporates, to a greater or lesser degree, all the traits that have been defined as pathologies in clinical psychology. A "normal" personality merely exhibits these "disorders" to a degree that is acceptable within a given social or cultural context. Using the proposed interface users will be able to examine this "fuzzy logic" by modeling their pathological traits as a distributed system of embodied agents. So far, we have developed a completely animated synthetic talking head which communicates paralinguistic as well as linguistic information, and is controlled by a text-to-speech system. We plan to implement user definable avatars or character representations. The interface will provide controls and tools that will allow a user to define the appearance and emotional disposition of an agent as well as the functionality and structure of its environment. The conversational agent interface will allow direct manipulation of data through active objects and icons but will remain easily extensible through text or speech input.

This research will be utilized in a variety of applications -- one such application will be the collaborative system project "Pathologies." Each participant in "Pathologies" would construct an agent by using graphical tools and by answering questions in conversation with a basic learning agent. This "learning agent" will parse the user's answers and categorize them according to their relation to a pathological tendency. The answers will by stored by category in a database that will form the kernel of the users various pathological agents. The agents constructed by each individual participant would be located in a Collaborative System. Within this system many individual personalities would be represented by "pathological" fragments, re-purposed and redistributed as agents.

Conclusion

These three project examples are presented to show that In on-line interactive art database and agency can be utilized to create complex systems which emerge out of interactions between discrete elements in networks of exchange. The field or frame of a collaborative system as exemplified in both interactive art and "found systems" is:

1. An environment capable of fostering evolutionary growth and generative development,

2. A structure where systems and entities coexist in parallel, in cluster, or as subfields nested one within another, and

3. A world that can host - in the sense of a host organism - many collaborative systems, each in turn containing multiple dimensions and layers.

As stated earlier in this paper - Data, from the Latin "datum," means, "something given - a fact or proposition used to draw a conclusion." Datum also means "a point, line, or surface used as a reference as in surveying or mapping." Other important derivatives of the term "datum" include, oddly enough, the terms "render" and "surrender." Collaborative systems establish new "conditions of possibility" wherein one may; surrender the aesthetics of closed, finite, static viewer/object systems and render a new aesthetic of dynamic, interactive systems. The Datum or point of reference in western, perspectival representation is particularized - equivalent to the point of view of the autonomous subject. The Datum or point of reference in a database, or the "field" or "computing space" of a cellular automata world is multiple, nested and distributed. By rejecting the model of authorship and art practice which formed an analog to the enlightenment model of subjectivity, Collaborative systems based on artificial life research and database aesthetics re-model subjectivity and thus, re-map experience in reference to points of interaction, and lines connecting surfaces of collaboration and exchange.



Notes:

1. Artificial life is the study of artificial systems that exhibit behaviour characteristic of natural living systems; self-organization, adaptation, evolution, co-evolution,.... This includes biological and chemical experiments, computer simulations, and purely theoretical endeavours. Processes occurring on molecular, social and evolutionary scales are subject to investigation. In the field of computer science Artificial Life researchers model evolutionary and emergent behavior using genetic algorithms within graphical environments. For more information on Artificial Life Research refer to Artificial Life - The quest for a new creation, by Steven Levy (Penguin). Exploring Emergence, an "active essay" by Mitchel Resnick and Brian Silverman of the Epistemology and Learning Group at MIT's Media Laboratory at http://lcs.www.media.mit.edu/groups/el/projects/emergence/index.html presents examples of emergent behavior and cellular automata models.

2. Werner Heisenberg was part of the Copenhagen school of quantum physics and discoverer of the Principle of Uncertainty, which in popular candence states that at the quantum scale, both the location and the velocity of a partical cannot be known simultaneously because the act of observation (performed through electronmagnetic instruments) itself introduces energy into the system of particles observed thereby influencing them so that their behaviour cannot be known independently of the observer. This led to the debates about how deep uncertainty goes; the arguments centered around the "hidden variable" hypothesis which claims that some hidden variable remains to be discovered which will ultimately explain away Heisenberg's dilemma; or around the belief that there is no hidden variable awaiting discovery but that uncertainty is fundamentally a part of how nature works - in other words, the behaviors of the particles themselves are uncaused and unknown to them before they move.

3. American Heritage Electronic Dictionary, 3rd Edition, Houghton Mifflin Company, 1993

4. Toffoli, Thomaso and Norman Margolus, Cellular Automata Machines: A New Environment for Modeling, The MIT Press, Cambridge, Mass, fifth edition, 1991, p. 5.

5. Signal-to-Noise explores the emergence of global systems from associative, random or interpretive interactions between texts and images on the web. http://metaphor.ucsc.edu/~sdaniel.

6. A phenotype is the biological designation for the body-plan or body-shape (human body or worm) that is generated by the genotype, or chromosomal configuration unique to given organisms.

7. American Heritage Electronic Dictionary, 3rd Edition, Houghton Mifflin Company, 1993

8.Ibid.

9.I refer here to the type of aesthetic object made famous by the French painter, conceptual artist, Marcel Duchamp, which he named, "found object." Found objects are anything found in the world, often considered unauthored, and definitely not created by the artist who uses such objects, and simply designated as works of art by the artist. My term of found systems follows in this same tradition.

10. "Nature Demiurge" June-July, 1998 Foundation Cartier pour l'art contemporain.

11. From the Free On-Line Dictionary of Computing at http://wombat.doc.ic.ac.uk/foldoc/index.html

12.Warren Sack, "On-Line Language Games" presented at the panel Cyberspace: Trojan Horse or Roman Holiday?, Andrea Feeser and Jon Winet (organizers), College Art Association (CAA97), New York, New York, February, 1997.

13. Each of the following examples are projects concieved and designed by the author.

14.Strange Attraction:Non-Logical Phase-Lock Over Space-Like Intervals was exhibited at the Center for Advanced Visual Studies at MIT in 1994. Documentation of this interactive experience for four participants is available at http://arts.ucsc.edu/sdaniel/docu/SAfrmset.html

15. Narrative Contingencies may be experienced a http://metaphor.ucsc.edu/~sdaniel/pagemillpages/page1a.html

16.The prototype for this project was a collaboration with students at the University of California, Santa Cruz and San Jose State University's CADRE graduate program. The goal of this prototype was to study the potential to extend personality and subjectivity through artificial intelligence implemented in virtual communities via remote communications.

17.ELFNet is the acronym for "Edgar Liberation Front Network". This title was chosen by the student participants in prototype project after their reading of Exegesis by Astro Teller (Vintage, 1997)

18. See Lacan's discussion of communication as successful misunderstanding - meconnaissance. "The sense is of a failure to recognize, or misconstruction". The concept is central to Lacan's thinking since, for him, knowledge (connaissance) is inextricably bound with meconnaissance." Ecrits, "Translator�s Note," trans. Alan Sheridan, W. W. Norton and Co., 1977, p. xi. For a fuller discusion by Lacan see Ecrits, pp. 6, 15-20, 41-42, 138.

19.Frederic Jameson, Postmodernism, or, The Cultural Logic of Late Capitalism (Duke University Press, 1991) "When that relationship breaks down, when the links of the signifying chain snap, then we have schizophrenia in the form of a rubble of distinct and unrelated signifiers. The connection between this kind of linguistic malfunction and the psyche of the schizophrenic may then be grasped by way of a twofold proposition: first, that personal identity is itself the effect of a certain temporal unification of past and future with one's present; and, second, that such active temporal unification is itself a function of language, or better still of the sentence, as it moves along its hermeneutic circle through time. If we are unable to unify the past, present, and future of the sentence, then we are similarly unable to unify the past, present, and future of our own biographical experience or psychic life. With the breakdown of the signifying chain, therefore, the schizophrenic is reduced to an experience of pure material signifiers, or, in other words, a series of pure and unrelated presents in time." http://xroads.virginia.edu/~DRBR/JAMESON/jameson.html#return13

20.Deleuze, Gilles and Felix Guatrari, Anti-Oedipus: Capitalism and Schizophrenia, trans. by Robert Hurley et.al., University of Minnesota Press, Minneapolis, 1972, particularly "Part 4: Inroduction to Schizoanalysis." citation: "Every unconscious investment mobilizes a delirious interplay of disinvestments, of counterinvestments of overinvestments. But we have seen in this context that there were two major types of social investment, segregative and nomadic just as there were two poles of delerium: first, a paranoiac fascisizing type of pole that invests the formation of central sovereignty; overinvests it by making it the final eternal cause for all the other social forms of history; counterinvests the enclaves or the periphery; and disinvests every free "figure" of desire -- yes, I am your kind, and I belong to the superior race and class. And second, a schizorevolutionary type or pole that follows the lines of escape of desire; breaches the wall and causes flows to move; assembles its machines and its groups-in-fusion in the enclaves or at the periphery -- proceeding in an inverse fashion from that of the other pole: I am not your kind, I belong eternally to the inferior race, I am a beast, a black." Anti-Oedipus, p. 277.

above copied from: http://vv.arts.ucla.edu/AI_Society/daniel.html