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Crisis in Dissertation

I believe I have finally discovered the crux of my problems with the fundamental arguments with my dissertation. It is my hope that if I can work through this, I will be able to finally establish a structure and flow that enables me to write a solid amount and possibly … FINISH.

In my initial writings I had laid the groundworks of my dissertation around the premise that our REALITY is in part informed by our understanding and relations to SPACE. Our experiences of space are being changed because we are now living in technologically enhanced lives. My hope was that we can in fact alter our everyday usages of space, and create better ones. This was in part a call for Temporary Autonomous Zones a la Hakim Bey.

During the past year, in hiatus from writing, I have been gravitating toward what I lamely coin “party tech”, essentially how technology and the technologically enhanced can be integrated into and reinvent contemporary urban festivies. As I return to writing full time, my concern was how this work really integrates with my prior work in mobile. I have always felt that the two were somehow intertwined, but never fully put the two together.

Today I reflected on a statement my advisor Eugene Thacker had made to me, that my work is partially based around community. To be frank, I hear community and think hippy, and run far far away screaming. However, there is obviously something to this as it relates to parties. Understanding that parties are indeed temporary communities, then what is it that attracts me to them.

SWARMS/HIVES/COLLECTIVES.

I recently did a lecture series on the Avant Garde and Parties at a variety of colleges and universities in California as part of the Eyebeam Roadshow. The thesis to my lecture is that the act of partying was integral to the development of new work in the Avant Garde. I make some loose connections between Csíkszentmihályi’s Flow theory and the sort of phenomenon that occurs in groups at parties. This is a phenomenon that I continually observe at my parties, but am not 100% sure exactly what it is. People act more in unison, there is a “vibe”, etc. And this is where the connection between parties and mobile networks seem to intersect on the trajectories of my interests.

So the issue of being continually connected is important to my thesis. I think that it is sort of a meta-categories to the affordances and problems that are encountered, encapsulated by connectivity.

There are two other sort of meta-categories: perceptual reality and computation. Perceptual Reality is the influence that pervasive tech has on our perception. Computation is the ability to have an always on computer with us, aiding in everyday tasks. Both of these meta-categories are important in analyzing shifts to our everyday lives.

INVOKING ALTERNATIVES

The topic of my dissertation is to assert that intervention and bottom up action has changed in the pervasive network society. That instead of creating oppositions and protests to the powers that be, it has become far more effective to create alternatives. for instance peer to peer distribution networks provided alternative methods of media distribution. Open Source provides alternative economical models for technology development.

In the realms of intervening and challenging the everyday, a school with its roots in the avant garde, this means using pervasive technologies to create alternatives to everyday life. This is a point that I’m still not quite sure what I want to suggest. There are resources and tactics available. But this should not be a manual for contemporary intervention.

What my dissertation can be is an overview to the problem set of urban engagement in the pervasive network society. It can provide a historical reference of the avant garde and their strategies against the everyday and modernism. However, I am at a loss when it gets to the contemporary. Should I provide examples of pervasive tech? Of interventionists and political action?

I would LIKE to write about interesting issues in the field, such as the need for standardization in location based media. But I am not sure what it would be to create a scholarly contribution in this area.

SOCIOLOGY OF THE FUTURE

There is a secondary problem with my thesis, that I uncovered when I tried to reinsert connectivity into the picture. My thoughts on space are based around where technology is heading, not where it currently is. Wearing headsup displays, having remote tactility, control via brain waves are things that I experience in the labs at tech schools, but they are not yet everyday experiences.

Since my thesis is in part sociological, I believe that were I to continue evaluating the usage of future tech, I would be mostly SPECULATING. Yet, as I write 60% of all humans are connected to each other and a plethora of devices via mobile networks. There is a vast amount of information relating to issues in the Network Society. In short, by focusing on connectivity, I can write on our contemporary situation, and reserve my speculation on the future to the conclusion.

I still need to see how this sits a new outline. I think a lot of my work can be integrated into this format. However, I am not sure what this means in terms of new research, something my committee will likely frown upon.

New Fauxto Site

Fauxcialite has lanched a new version of their site, which features images taken on the fauxto system developed by moi. The site is much cleaner and elegant, check it out here.

We brought Fauxto out to the Fila party where they were launching their new line of multi-colored sneakers and Nina Sky was performing. A nice little mention in a blog from it.

Lady Luna of Sauvage Studios, who leads the Fauxcialite team, is currently travelling through the circles of NYC selling the device to various people and parties. It definitely remains a hit for those who attend, and I can’t wait to install it again soon.

Spinning bird

Here’s the new version. The bird now flies around the mouse, which I replaced with a simple graphic so that the bird could go in front of it.

All of the instances of _ymouse or _xmouse have been replaced by variables that are checked every frame to be equal to the mouse location.

Also, while playing with xScale, I made this, which is fairy simple, but I liked what it did.

I’ve been using my own hosting, but is there anywhere else that you would prefer me to be putting these?

And I can email you the .fla if you would like it.

Mouse Follower

http://www.andymasteroffish.com/files/Eyebeam3.swf

A flash animation with three characters that follow the mouse
-The walking lady slowly follows the mouse along the ground. Once she is in the same place, she looks up, however, if the mouse moves, it takes her a little while to figure out what happened. The likelihood of her realizing that the mouse has moved increases with each frame that she spends confused.

-The dog is excited about getting to the mouse. The further away he is, the faster he’ll move. Once he gets there he sits down, but jumps up occasionally.

-The bird flies toward the mouse in the air and rotates to face the mouse. He’s the only one that work on both the x and y plane.

Creating Beta Version

Today we decided upon a strategy for creating the next version of Madlib Karaoke.  This version will feature the current ability to replace words in Karaoke songs, but also enable interaction through movement of the microphone.

New to the team, Andy Wallace, will be developing a symbol library of movements, allowing particular movements from the mic to trigger specific interactions.
The plan is as follows:
STAGE 1 - December 20th
  • Create a 2d sprite in flash have it move on x and y axis to follow mouse
  • Add parameter to tweak speed that the sprite moves to the mouse
  • Replace mouse data with x/y data from XML sockets from text file
  • Use java app to send randomized x/y data to flash via XML sockets

STAGE 2 - January 20th

  • Develop a system to monitor x/y input over time, allowing detection of particular shapes. This will require some abstraction of the data.
  • Successfully test this with mouse as the input
  • Modify Java App so that it sends both randomized data and particular shapes
STAGE 3 - Feburary 1st
  • Use Open Frameworks to receive x/y position of mic with IR band
  • Send via XML sockets to Flash

Too Smart City Placement Top View


The furthest length of the distance between two furniture should be more than 5 feet and less than 10 feet.

Researching Sonar Sensors

The Too Smart City Sign,  in its current,  and likely final interactive structure, requires that it knows when users are standing near it,  and at what direction and distance from the sign structure.

Key challenges include:
  • Users having variable height
  • More than one user being at the location
  • Non-user objects
  • Extending range to entire 360 degrees  around sign
  • Determining distance to a high precision.
First was to figure out what type of sensor would work.  I’d used sonar sensors before, and know that IR sensors are used in security systems for very cheap.  There are ofcourse binary solutions, like lasers or light beams that detect when an obstruction is present.
I found this very helpful post at Society of Robots on IR vs Ultrasonic.  As I’d suspected, sunlight will have too large of an impact in an outdoors park to allow IR to be a possibility for the SIGN.  It should be a good solution for the trash can though, since it will contained within the dark recesses of the bin.
First Idea:

In this version there would be a series of 8 sensors that are embedded in the mid-section of the body.Each sensor would tell user distance, and the sensor ID would be used to determine which direction the user was in.

Key problem with this is that it is overkill if we are using sonar sensors. Sonar sensors read with a beam, where the sensor area is first thin, then grows in width to the extension of its range.

This beam shape enables us to have an overlap between two sensors, therefore giving us twice as many directions, and halving the required number of sensors. The below image is a rough depiction:

The concern with this system is that if there are two users standing equidistant from the pole in two of the locations (as depicted by the orange dots in 5 and 7) it would be the same as if a single user were standing in zone 6.
Four sensors are still rather pricey; the sensors we are currently considering are MaxBotix and are $100 each.
SO … perhaps a better idea is to use a single sensor and a stepper motor with a narrow field. The motor would turn around as fast as it can while still registering accurate sonar readings at each point.  There are some big problems with this approach.  The motor rotating constantly for 3 months outside may have problems, at least with continually providing accurate position.  Secondly, the cables connecting to the sonars sensor will need to handle turning repeatedly back and forth as the motor rotates 360 degrees in alternating directions.

This picture roughly depicts the idea - where it can determine different distances at different times.  This would then need some algorithm to analyze fluxtuations in distance over time.

TSC Installation Location Wish List Map


View Larger Map

Too Smart Bench Alternate Lego Prototype v.1


1. The Too Smart City Bench appears as a normal public bench.
2. Freddy seats upon the bench.
3. After the allotted time, Freddy is ejected from the bench.
4. Gears hidden underneath the bench rotate a shaft.
5. As the gears rotate the shaft, the rear base of the bench platform is lifted 18″, raising the backside of the bench and ejecting Freddy.

Too Smart Bench Lego Prototype v.1

1. Freddy is seated upon the Too Smart Bench
2. Gears within the bench rotate the belt, shifting the planks that Freddy is seated on.
3. As the bench rotates, Freddy loses his balance and is removed from his seating position.

Too Smart Trash Can Lego Prototype v.1

1. Freddy puts the non-recyclable trash into the trash can.

2. The trash can takes the trash and recognize that it is not recyclable.
3. With the built-in conveyer belt system, the trash can lift the trash out from itself and throw it back to Freddy.
4. Freddy picks up the trash again. 

Too Smart Sign Lego Prototype v.1


1. Freddy is attracted to the sign’s movement walks to the sign.
2. The sign notices Freddy and points at him and says, “Who are you?”
3. The sign gives direction to another location.

Initial Video proposal for Too Smart City. Created by David Jimison and JooYoun Paek. 3D Animations by Tonio Jong.


Too Smart City from David Jimison on Vimeo.

urban-bingo.com launches

The website for Urban Bingo has launched in preparation for the upcoming games in Seattle. The site was designed by one of my fave designers Paola, who does amazingly cute work.

Urban Bingo coming to LA, Seattle, and Nottingham UK

Urban Bingo has been selected to be part of IndieCade’s 2008 showcase line-up. Each city will have a distinct board set with pieces for the local area. A new urban bingo website is currently in development to facilitate the games, and hopefully build a community around playing urban bingo.

Dates for games are:
IndieCade @ Penny Arcade Expo
August 29 - 31
Seattle, WA

IndieCade @ E for All
October 3 - 5
Los Angeles, CA

IndieCade Europe @ GameCity
October 30 - November 1
Nottingham, England

Fauxcialite Website Launches

The website hosting all the lovely spinning photos from the initial party has now launched. Check it out http://fauxcialite.com/
(Continued)

Dynamically generated balls

I spent 1.5 hours late last night playing around with Flash animation for the madlib karaoke project. The idea behind the project is that the music video dynamically generates based upon movement from the performer. The aesthetic we are going for is dropping LSD in a toy store in Tokyo.

This initial foray is rather simple, where it creates a series of balls, each of which grows and moves based on randomized factors, but tend towards where the mouse is clicking.

100 Random Ballz 4 Jonny
(Jonny Rauberts is the talented designer working on the project, who had nothing to do with the craptastic stylings I used for this animations.)

The main concern moving forward on this side is how much Flash will be able to computationally generate. This example is rather choppy, and changing the amount of data being crunched worsens and lessens the flickering effect the balls have. I left this example a bit choppy to illustrate. Flash has some nice effects that it can perform, but each is rather processing intensive. So, building a robust system, is going to be, in part, figuring out what can be pregenerated and controlled via flash, and what Flash can draw itself based on whatever algorithms I write.

Since this is Karaoke, Flash can not be allowed to do its typical, slow down and think about it for a while method. It has to run smoothly, and synchronize to the audio track. I’m even thinking of having Flash output to some type of video mixer, and another processor handle outputting video, so that I can handle the intense processing, and ensure synchrony between the two.

CopSpot One Sheet

For those unaware of the project, I have been working on a Web 2.0 site for the discussion of community law enforcement agents and policies. I have just written a one page description that provides an overview of the project, which is available here

Kant - The Transcendental Aesthetic

This is a brief description of Kant’s Transcendental Aesthetic. (Continued)

Serendipitous Anthems - Appearing @ Conflux Festival

I am pretty excited about my next project, which will be appearing at Conflux. In Serendipitous Anthems, an audio spotlight follows people as they walk down the block projecting a personal music anthem to them, dynamically generated based on their walking speed, the weather, and other factors.

(Continued)

Lessons Learned: Fauxcialite Rotary Photos @ Korrupt

My last post was ten days ago. Not so coincidentally, ten days ago I met with Luna of Fauxcialites and agreed to do a last minute build for the upcoming Korrupt party. In retrospect, I never want to agree to have such an impossible turn around time again, but also, I am really glad that I did it.

Brief Synopsis of Device:
A 3 foot disc that can hold up to 1000 pounds, and rotates 360 degrees on its center access, is placed in front of a white photo background. People pose, while being rotated on the disc, at several positions. The images are then displayed in sequence, creating a non-accurate, but fun animation of the people. This sequence of people at the party posing is projected in near real time at the party.

The key lesson learned was that if a party has booze, music, and people that want to have a good time, it will be incredibly resilient. Parties survive horrible events all the time and keep going, so it is ok to try something out, and if it sucks, the party can still be amazing, just nobody will be using your interaction. This is really good news for me, since I had been more precarious about what I was installing at parties, because I was worried that I could potentially ruin them.

Fortunately, the installation did not suck, but was very loved. I had some major help from people putting it all together, literally in the case of the spinning device. My software was a near disaster, and I ended up only using half of it (see below.) Instead, I put the images together by hand. (Continued)

boozBot N.A.P.

So as many know, NYC has an iron fist firmly pressing down any FUN. I currently have an upcoming performance at court for drinking a beer outside from within a paper bag. The latest from the bastards: we can’t have liquor at Saturday’s event.

boozbot drawing

Jeff and I discussed: should boozbot serve water, lemonade. HELL NO! boozBot only serves hard hard alcohol. This is okay, since we wanted to concentrate on building boozbot a new body. I don’t want to go too far into deets on it, but let’s just say your cigarette will be lit by a flamethrower. Well, not really, but it is gonna be HOT!

Until then, boozBot is N.A.P. (not actively performing.) sorry suckas, you’re gonna have to poor your own badly mixed drinks for now.

Mobile weaponery

Last night on the L train a 50 y.o. black man (I’ll refer to him as “the man” in this post) dressed in nice clothing, took out his Nokia N95 (a near $800 phone) and began videotaping the people sitting around him. (Continued)

Quiet Offerings

Through a random act of fate, I have ended up with 200 florescent yellow foam ear plugs. I find ear plugs curious little objects. When we want to hear less, we wad them up and shove them in our ear, but why do we want to remove the wonderful sense of hearing? Sleep,travel on planes, noisy neighbors, being at a concert?
(Continued)

What kind of robot are you?

Last night was the second performance of Boozbot, during the bi-monthly Eyebeam MIXER. Here’s what I find interesting: (Continued)

Urban Bingo

One Friday evening, in the early summer of 2008, 47 people wandered through New York City’s Bargain District. They pointed at rats, stared at tourists, examined knock-off handbags, and every so often, one of them would shout … “BINGO!”

About:
Urban Bingo, presented as part of the Come Out and Play Festival, consists of a typical bingo board, with urban elements in the place of bingo numbers. Groups of 3-7 persons travel through the city, with individuals competing to be the first in their group to complete their board. Each board has 2-3 elements from 10 categories: Love & Lust, Crime, Culture & Religion, Moments & Signs, Art, Fashion, Tech, City Life, Urban Jungle, and NYC Specific. The game lasts on average 20 minutes. An Urban Bingo board generator is available at: davidjimison.info/urbanBingo.php
(Continued)

boozBot’s first night

jeff and I with our new creation, boozBot

In our myths of the future, when robots are everyday objects, there is always the outdated, out of work, down on its luck robot. From this cultural need comes C3P0 of Star Wars, Bender of Futurama, and now boozBot. boozBot is Baudrillard’s gizmo incarnate: shiny, awkward, and otherly. However, boozBot is not merely the servant, forever poised with another glass full of alcohol, he is also the quintessential bar keep, ready to lend an ear, tell a story, and laugh at all your jokes.

boozBot made its first appearance during Jeff Crouse and my second installment of TEST.PARTY at Eyebeam. boozBot served half a gallon of scotch, and kept guests entertained for approximately 4 hours. Video highlights from the evening will soon be posted.
(Continued)

Bocce Drift

In Bocce Drift, the traditional game of Bocce (kind of Jeu de Boules) breaks out of the sandpit and makes the entire city a course. Players take turns throwing the jack as they follow the jack and bocce balls down city streets. (Continued)

Reinscribing Spaces

In Production of Space, Henri Lefebvre proposes that spaces are produced by the application of specific representations set upon them. The codification of space is a form of semiotics, wherein one can study the signs that birth, order, and contain spaces.

A basic form of codified space is the pattern of white paint upon black asphalt to denote permittable crossings of an intersection. However, if we step away from actual street signage and attempt to discover a space without representation, it becomes more tricky. As Lefebvre correctly points out, the human mind can not help but generate and create space. It is similar to the phenomenon of judgement Merleau-Ponty describes, in which consciousness formulates a reading, despite sometimes faulty or lacking perceptions.

We can analyse space as a medium with the objects within it being representational texts. Our engagement in space is a direct result of what potentials are offered by this text.

The authorship of spaces are strictly regulated by both social and legal code. Robert Moses, the grand architect of modern New York, had special priveledges which enabled him the ability erase neighborhoods and build a freeway through New York City. For most, the authorship of space is possible only over their own property. Although some spaces might be technically public, an individual of the public is not allowed authorship.

Locative technologies, such as GPS enabled mobile phones, connect us with the ability to associate information to particular coordinates in space. The potential of this is to provide layered and alternate texts to a space.

In Storyscape, we were faced with the challenge of Freedom Park, a space whose objects did little to convey the deep history of the area. By using their phones to leave and share stories about specific areas of the park, people created a narrative fabric, which provided a new text in the space.

There is a problem with locative media, in that it often requires technology to engage in it. People will priveledge the reading of the space that they consider REAL, the space they embody, over a virtual layering on that space. However, locative media is an interesting form of reinscribing the medium of space. For now it is a patchwork, replacing particular senses. However, we can imagine some cybernetic future, the one being strived for in laboratories, where eyepieces overlay the crosswalk onto the road. In this near possibility, we can gleam that spaces may have multiple co-existing texts.

Mobile Technologies Group

mtglogoTo pursue research in mobile technology, I founded the Mobile Technologies research group at Georgia Tech. From 2004 through 2007, our group created several applications utilizing wireless devices. See the MTG website for details.

SigCHI 2007 - Short Paper

Visualization Method for a Social Navigation System WigglestickSlang for a divining rod used to drop media at specific spots, have their location visible to approved friends, and find their way to desired places. Intended for the urban pedestrian, Wigglestick features some differences in information visualization approach from existing way finding systems.conference paper

Pervasive Games Conference

Pervasive Gaming with the Nintendo DS A paper on creating pervasive gaming using the affordances of the Nintendo DS. The paper focuses upon techniques employed by the authors to use WiFi signals to determine accurate positon. conference paper

wigglestick

Wigglestick is a GPS based application enabling users to drop media at specific spots, have their location visible to approved friends, and find their way to desired places. Intended for urban pedestrians, the visualization mimics a radar, in which the distance and angle of an object represents its current relation to the users physical proximity. Wigglestick was presented at IEEE Pervasive Computing 2007 and SigCHI 2007

Dirt Party

A Dirt Party is a gathering where the guests are scrutinized during the course of the party using resources from the Web. The results are presented to the other guests in a variety of ways. The first Dirt Party took place at the Eyebeam 10th Anniversary Benefit, where the output was a series of dynamically generated tabloid covers.
(Continued)

PictoHunt

A mixed reality version of image matching for the Nintendo DS. Using wifi access points to determine location, the DS brings up an image of the user’s area. The user must look both at the image, and the physical world to determine what the differences are. Accepted to the Pervasive Games Conference 2007.

Hit! or Sh!t

Hit! or Sh!t is a media delivery system that recommends media that the user is likely to enjoy based on submitted ratings, and also creates networks between the users based on both real-world connections and statistically-generated ones. One of ten winners in the mtvU Digital Incubator.

Pixellation

Pixelation is similar to the parlor game Telephone, where an original sentence is whispered around a circle of friends and radically changes its meaning over time. The difference is, with Pixelation, you’re taking pictures with your cell phone, and sending them across a continent to create something similar to visual Jazz.

Deleuze and Guattari - The War Machine

*NOTE* I just lost the actual writing I did on this and therefore am just going to write an abbreviated verison of it.

D&G conceptualize an abstract notion of a force of entropy and dissolution which is the war machine. The war machine has as its supplement war, which often is the primary method employed in dissolution.

The state attempts to capture the war machine in order to use it for power. The war machine becomes a use of force, which in actuality offers to affordances: total war or fear of war. The state uses both to dissolve other borders and take them over. However, by using the war machine the state becomes heavier with the necessary bureaucracy, D&G use the example of the army requiring land. The more the war machine is captured by the state the more immense bureaucracy required.

As a return to their concepts of fractals, D&G speak of materiality providing elemental or primary or archetypal basis to which objects arise. These objects then exist with each other in a philum, and share the same action or desire to action. The gun, the cannon, arise from the substances of gun powder and metal, and relate to them both. The intentionality behind the use of an object points to whether it is a tool or a weapon. Tools are used precisely for express purposes, where weapons are objects of the war machine, which use speed to effect their goals.

Smooth and Striated Spaces

D&G analyze the degrees of defining space as being smooth or striated. Striated space is ridged, like the scratches on a rock, or the grooves of a record. The striations are fractal and infinite, lines within lines all the way down. Striated space is defined and mapped space. Smooth space is that which has no differences between it. D&G note that “smooth space is always being transversed”, that we move through it without stop, since we don’t notice any points.

Both smooth and striations are abstractions, and actual space is both. D&G use felt as an example of a space that feels smoooth, but is infact numerous intertwined patches.

As a fractal space, it is possible to measure an infinite amount into the space. I’m reminded of the map maker who makes a 1:1 map that covers the country.

In music the striation is the variance of interval and frequency. D&G rely on Riemann’s notions of local geometry and space to explain. We can map what we can experience and know around us, but can not determine the linkages between that space and any other. This theorem shares with the post modern notions of relativity, where we can only define by our own perspective from our own vantage point. Returning to music, it is the variance of interval and frequency that we are experiencing at that moment, which we can then encapsulate into a defined space.

D&G then study the line as a point of distinction, analyzing the use of the line in art, particularly nomadic art. To D&G nomads drew at close range, and dealt only within the local geometry. There was no distinction of space. Their wall drawings take on the haptics of their surface. The ideas of space then become conferred into the use of line in later art. Greek and Egyptian art use the line to reduce the sky or sea into a horizon. We now have the abstract line, which is the beginning of artistic expression over what we percieve. The abstract line condenses and changes space as a means of expression.

Schizophrenia

Deleuze and Guattari’s writings compiled in a thousand plateaus provide a very comprehensive study into the splintering that exists. Unlike most which attribute this to a state of post-capitalism, D&G maintain that this schizophrenia is continual flux which we undergo.

One or several wolves breaks apart any notions of a definable segmentarity, everything becoming a fractal definition of itself, and at the same time part of a pack. The pack mentality in this case is a key part of D&Gs arguments, where the individual unit goes from edge to center and back again continually. This becomes a critique of Freud and psychoanalysis for maintaining that there is a single problem (”Daddy”) to solve, when in fact consciousness itself is a crowd. This reverberates as a wider critique in the approach of opposing politics to each other, where each centers in on a particular problem without approaching the whole.

Body Without Organs address this calculated change in the schizo-structured organism, or body. D&G assign pure desire to each organ, but find a rigid constraint in the application of them into a body. They seek to allow a reuse, misuse, and reinterpretation of what the organs provide to the body. This reorganization is reminiscent of Burrough’s talking anus, which eventually doesn’t shut up. And both are a metaphor for the state, or any structure, where it is necessary to maintain a more heterogeneous and flexible approach to our uses of particular “organs.” D&G discuss the masochist who becomes like a horse, and uses suffering to transfer into a body without organs. In this regard, the body is now imposed with a single transgressive desire,which restructures all others through the act of sublimation.

Micropolitics and Segmentarity exposes the reliance that macropolitics has upon the micro, and also the reemergence of micro into macro. To D&G there are three modes: macro (state) micro (primitive) and the war machine. Where micro have the perspective of a binary segmentation, macro has multiple, overlapping segments . It is the micro that empowers the macro,and the macro that defines and segments the micro. The individual is considered to be the molecular, the base unit, and the masses are then the molar, or macro unit. The way that power is structured between these two are through the secretions of black holes within each of the macro and micro structures. Each hole reverberates, which in turn with others forms larger reverberations, and those in turn are a power structure. D&G state that a power structure can only be determined by what it can’t control, what escapes it, its impotence.

Aesthetics of Disappearance

Paul Virilio tackles the qualities being and speed in his book Aesthetics of Disappearance where he describes the effect that technology has upon time, space, and our sense of being in the world.

Virilio writes about how memory is a consciousness of movement through time, and that we denote the passage of movement by differences. Virilio uses the picnoleptic as a metaphor of this, where we simply lose track of the space and time between our remembered instances.

To Virilio, man has naturated technology, to the point where we do take on new technologies without even noticing them. We tend to imagine our futures by thinking of the technologies that will be present then.These technologies help us to speed faster through the world, not to go any where specific, but simply to move faster.

Virilio compares cinema to the way the world moves past us in cars. I think this is a touching metaphor, especially when comparing the absence between frames of film, with the absence of memory as we drive. To Virilio these places disappear. Space and time become annihalated by high speeds.

Personally, I believe that annihalation is rather dramatic since they tend to remain, although unnoticed. What happens over time is that more and more space are forgotten and left. These grow and reach critical mass, and we have instances of people engaging with them.Exotic landscapes in the city: buildings empty for 50 years, kudzu strewn fields, etc. Contemporary horror often revisits these places, atleast in imagination, with films like the Hills Have Eyes, or even Saw which occurs in an empty warehouse somewhere in the city. Clearly these places have not been annilalated, merely become some type of Jungian dark forest to remain menacing us.

mathematical theories of communication

Claude Shannon and Warren Weaver’s The Mathematical Theory of Communication provides useful insight into the mathematical study and formulas used to determine how one mechanism affects another.

Much of the work, while seminal has been covered now, in less mathematical terms, however I found that the approach itself to be enlightening. Using the structures of mathematics enables Weaver and Shannon to demonstrate some fascinating facts about communication. For instance, the notion of redundancy in language to ensure receipt, is clearly applicable not only to modem transmissions, but also to cultural artifacts.

Another area brought up by the book is that of Noise which distorts information. Shannon and Weaver point out that it can also embellish information. From a cultural perspective, there is much intentional noise placed in our physical world communications. Stuttering, accents and whispers all distort the information used in speech. Clearly, noise is a useful tool when communicating.

While reading, I often thought of how these theories, and more over, this approach, might influence my work in analyzing flow through urban environments. To me, the movement down a city block can be analyzed in a similar formulaic fashion, and abstracted for interesting insight. Is the flaneur or the derive a form of noise? Embellishing the direct action of movement through space definitely can add to the experience of travel.

Parisian Spleen; New York Muscle

In his chapter Modernism in the Streets Berman exemplifies the shift of modern man in 19th century Paris as brought about by Haussman’s creation of the boulevard.

Baudelaire represents this new modernity well through his writings. Baudelaire’s dislike for the common man, yet love of the public is something which Berman shows as being an embedded conflict, or wound of modernity.

Baudelaire’s writing on the boulevard is significant in part because the boulevard, the traffic it causes, the change of flow, are part of the character of his work. Baudelaire’s characters have chance encounters in the new streets, where the poor can now freely wander to the re-newed areas of the bourgeois. The great artists and poets are thrown into the muck of Parisian dirt, and come out better for it. Symbolizing the modern notion that one is required to really become a part of every day life, to get one’s knees dirty, to appreciate things.

Berman’s chapter on Paris contrasts nicely with his account of the horrid destruction of the bronx by Robert Moses’ cross-bronx expressway. It is difficult to read Berman’s personal account of its affects upon his home without feeling a great sympathy for all of us born in modern times.

Where the shuffle of the Parisian boulevard became a mixture of automobile and street commerce, the New York neighborhoods have been eviscerated by the highway. There is a significant difference in this progression. The boulevard has sidewalks and the ability to stop off at an block. The highway is intended to go through and get out. The great escape to the weekend resort, or through the city up North. There is no consideration for those without cars or who live in these neighborhoods. Berman describe’s Moses’ action as a murder a dissection of neighborhoods.

Berman then continues into the 60s where activism begins to reclaim the streets. this is an interesting time, and I wish that this section were covered in more detail. The politics of stopping traffic.

Berman’s 70s are largely a statement against the seperation of modernity and post-modernity. Berman’s view is that postmodernity is in part due to the 70s atttempts to look to the past for answers, rather than trying to start a clean slate and renew. Recycling becomes popular, and at last the drive towards novelty and progress is slightly curtailed.

I find that this point of distinction is rather getting caught up in terminology rather than appreciating that all terms are not going to be concise. Perhaps by definition, we are able to determine patterns of culture and society in our modern capitalist age. However, it seems too often that these theorists then forget that this is not a truism but rather a labeling of an abstraction. Whether po-mo is modern or beyond is perspective and semantics.

Berman’s insistence on refining cultural definitions brings out another problem I have with his book, in that it tends to overgeneralize the entire human existence into specific trends. I agree that there are social and cultural phenomena which directly correspond to capitalism, industry, and technology.Berman’s writing glazes between Marx and Baudelaire and Jacobs with frightening ease in an effort to find similarity. However, that is indeed a modernist stance, of stating an assumption and sticking to it. And I am proposing a splintered post modern one.

modern faust modern marx

Berman’s uses Goethe’s Faust as a character to illuminate the state of being modern. The comparisons he make are in Faust’s progression from lover to capitalist overlord of a factory, and also Faust’s dealings with himself and others. The character of Gretchen as one with projected innocence by Faust, and ruined by him, is used to portray the way that capitalism approaches all resources, which includes people as labor. Berman takes a similar stance on both Gretchen and under developed countries, that they are exploited, but are themselves duplicitous in the initial engagement with the modern world. Ofcourse, a country in this sense does not need represent all within it, just the choices of its ruling class.

More interesting, is how Berman uses Faust’s crisis of needing new experiences to explain the modern man’s similar need to constantly be reinventing oneself, rediscover oneself, in a ceaseless drive of competition. I found the insight to be poignant, but would like to see more comparisons done with non-fictive characters and events. Surely, modern man is caught up in continual renewal, however, there is always a touch of irony to it, a maintained notion of self behind our flickering image.

In Marx, Modernism, and Modernization Berman critiques Marx’s Communist Manifesto as being overly optimistic of the laborer. Berman furthers Marx’s proletariat, the intellectual who’s mental labor is sold, by adding the point that such people are indeed more sensitive to capitalism since they must sell both physical and mental energies, nearly all of themselves, to the market.

The notions of continual renewal and proletariat play heavily into McKenzie Wark’s Hackers. Clearly, Wark finds hackers to be the solution to Marx’s need for some future labor force who must learn how to repel capitalism and form communities.

Marxist thought explains how capitalism creates products which are built to be destroyed, so that new ones can be emerged. How nothing quite dies, but is revalued into a new market. It seems that this holds true more in the virtual landscape, where the cycle of consumptive renewal is accelerated. However, I believe that this in large part depends on a false sense of expanding computer programs, increased digital abilities,newer versions. The virtual renewal process is dependent upon computers increasing their abilities, however, this is near to ending. There is a point where the abilities offered will be enough for longer periods of time, a stasis where people will be able to do everything they want with what they already have. Or perhaps, great fashion and culture will continually find new ways to make minor NEEDED upgrades.

Modernism

I am intrigued by the framing of modernism that Bergman seems to be giving in All that is solid Melts Into Air. Principally, that by studying the history of the modern age from the 18th centuries revolutions to the 1960s we can understand our modern condition better, and thus better handle our current situations.

To me, it is a rather positive stance to take, considering that modernists themselves use the values of modern times to bemoan the problems they are facing, and to project some future where those problems are fixed. Postmodernism in turn, establishes itself as more relevant, avoiding the self-contained overly narrow approach of the modern. Bergman points out that it is a conservative strategy to discourage the modern, since the solution is regulation and restriction.

Reading through Bergman’s introduction was like reading the abridged romantic story of man and technology. Intrigue passion distrust and finally a nihilistic apathy. I am looking forward to more accounts of the thoroughly modern man, yearning for more progress, uniting under various new banners and ideologies.

Space

In the Space chapter in Postmodernism Jameson examines how culture has taken on spatial realm through what we might call transmedia, or the melting of various media. He describes how movement between disparate elements in a piece creates a conversation between collapsed symmantic systems.

Postmodernism is “beyond the avant garde” in that it no longer references Freud or psychoanalysis. Instead, postmodernism is like surrealism without the consciousness, creating new languages within each piece. This approach tends towards conversing with the micropolitical, as Jameson puts it, rather than the political.

I find Jameson’s book to provide poignant analysis on culture in late capitalism, however it felt a little dated. The pieces he references and the styles are generally of the mid-80s. Jameson’s book, by being an analysis of postmodernism, places itself in a frame beyond what it is, without fully acknowedging the possibility that it is changing.

To look at how things have evolved in some ways points further to what Jameson pointed out. Retro nostalgia and surface are stronger now than ever. Yet they also point to a hidden code and self-commentary. Self-reflexive culture that fractalizes perhaps, yet there exists in this schizophrenic splintering an outer perspective reinforced. 80s retro is not eighties at all, since all its value resides in its kitschiness.

I haven’t yet really determined what resides beyond the surface to new postmodernism. I think groups like paper rad, which are artificially hyper retro provide deeper aesthetics and symbolism as a reflection upon our condition within our current superficial surface culture.

architecture

In Jameson’s chapter on architecture in Postmodernism he focuses upon the house that Frank Gehry built for himself. As Gehry tells in interviews contained within the chapter, the house was bought because his wife liked it, and then Gehry built another shell of a house around the original (which can still be seen poking out.)

Jameson uses the example to discuss the nature of postmodern architecture. The issues that he brings up through the example have to do with notions of creating surface areas, but also of playing with dimensionality within space. The two houses merged together is a postmodern gesture which to Jameson reflects the schism of late capitalism between dreams and reality.

Jameson states that Gehry uses perspective to always throw off what the viewer would expect to see, thereby leveraging the memory, or re-percieved, over the actual. This is an interesting notion for sure since it implies that postmodern architecture is attempting to create structures which operate within a mental or virtual sphere, and not be grounded in our euclidean geometry.

Jameson also brings up the attempts of architecture to defy space, to seem floating outside of the context of their surroundings. The envelope of description that the surrounding spaces would imply upon the piece are refused, and the piece stands in its own. I often find this to be true in some of the new buildings with mirrored glass being built in Atlanta. They seem to be more shimmerings of air, suggesting that they are not fully in my world, but nonetheless maintaining dominance through their height and mirrored glass.

Jameson’s writing inspired a thought to me, athough still not fully formed. I think that there was a shift in public consciousness due to 9/11. Perhaps not a very profound one, I’m not sure. However, there is a new crisis brought on by the piercing of our two great buildings of global empire, by a plane. If they drop from the sky, they can go anywhere. This shattering of our trust in buildings, may have repercussions in how new buildings are created.Do architects now imagine what will happen were their building hit?

Hacking

Wark defines that hacker as a class, but also continually ascribes to this class a set behaviour of the hack. The notion of the hack is very obtuse in A Hacker Manifesto, where Werk remains distanced from specifying labeling any specific hack. Rather the hack is the changing or creating from nature.

Again, we find Wark relying upon the contextual knowledge of the reader to be well versed in our contemporary pop-cultural definitions - Keanu Reeves sailing through dimensions, stopping the computer police with his mind. Wark fights that definition by not defining, an action which he ascribes to hackers, that they intentionally avoid definition or grouping.

To me, Wark is implying that to hack, or to be a hacker, is to have an approach of extreme adaptability. Wark finds a historical lineage between modern day hackers and the rebellious farmers and peasants of yore, and also sees elements of hacking in contemporary “underdeveloped” or third world farmers.

In his conclusion, Wark reveals that the hackers approach, both in their ability to re-modify nature, and their experience and conception of the virtual are elements that they must teach to the other “productive classes” - workers, farmers, etc. To Wark, Hackers are too new and to disorganized to change the world alone. Only by forging alliances with the other productive classes, and by teaching them how to recognize and hack the vectoral/virtual domination of the global ruling classes, will we be able to achieve a better world.

Abstraction & Class

McKenzie Wark’s A Hacker Manifesto defines the hacker as a class of people capable of creating and developing products from abstractions.

I find it curious how these terms are used. Clearly, the marxist notion of a class, as a specific group which has control over some means of production, comes into play in this discussion.

However, since we are dealing in the defining of a class best known for its production of the virtual or digital, we can’t avoid the secondary definition of class, as that of a section of code. Class;: a basic building block that describes the data and behaviour of instances of that class.

Is it possible to use the body of code as a metaphor for economic and social structures. Certainly stranger things have been attempted by the CS minded? The hacker, the bourgeois, the vectoral class, the peasant/pastoral, they all could be ascribed with specific traits and behaviours.

The other term that Wark uses frequently is Abstraction, which is essentially “an abstraction of nature.” Abstraction to me is a strange term, since often when we create a product, it becomes more concrete from an abstraction. As Heidegger points out, we define space (abstract) by the structures that are around it, forming a specific location (concrete.) I suppose one benefit to relating product with abstraction, regarding the hacker is that it diminishes any value difference between products that are virtual and those that are physical.

Citizen Dispatch

Citizen Dispatch is a software application for soliciting and organizing media (photos, audio, video, etc.) from the general populace for news agencies. News editors add requests for content, which are accessible via mobile phone based on the user’s current location. The system handles all archiving and tagging, enabling seamless integration into the publication and media library.

International Computer Music Conference 2006 - Poster

Mobile Networked Music Demonstration: Sequencer404 This paper describes the demonstration of an application for multi-user control of a musical sequencer through telephony and Voice Over Internet Protocol (VOIP). Participants phone into a central server and through the use of the numeric buttons of their device, control the rhythm and pitch of their selected instruments, collaboratively generating a musical composition.conference paper

IHeartArt

IHeartArt is a website, mobile site, and a web service for sharing pictures of art found both in public spaces and in private galleries or museums. Users upload images from their phone through email, add commentary, and tag and categorize images. This process enables discussion about art to occur through the photographs people take and the comments they make. IHeartArt was built for and is run by Ant Farm Interactive.

Storyscape

Commissioned by the City of Atlanta, Storyscape was installed in parks stretching five miles of the city.Using their mobile phones, users can access and record stories at specific locations. This process allows for communities to form and share narratives about the places that are meaningful to them.press
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Shark!

Shark! is a 4-player game played on a shared display in which participants attempt to eat smaller fish and other players while avoiding obstacles and the dreaded shark. This game converts the touch tone sounds made by any phone into instructions for a computer system, allowing any telephone to become a game controller. Shark! was originally displayed at Living Game Worlds 2006. Shark! was featured in an article in the Atlanta Journal Constitution on September 28, 2006

Operation Clyde

A multiplayer video game, where the players control their ghost avatars by calling the game’s telephone number, and using the number pad as a controller. Operation Clyde was presented at the Living Games Symposium in May 2005

Shark!

Shark! is a 4-player game played on a shared display in which participants attempt to eat smaller fish and other players while avoiding obstacles and the dreaded shark. This game converts the touch tone sounds made by any phone into instructions for a computer system, allowing any telephone to become a game controller. Shark! was originally displayed at Living Game Worlds 2006. Shark! was featured in an article in the Atlanta Journal Constitution on September 28, 2006

MOB Games

Scavenger hunts and Capture the Flag games utilizing cell phones. These games were developed to explore how people use mobile technology to interact in distributed groups under pressure.

Expressive AI

Working under Dr. Michael Mateas I implemented ABL (Artificial Behaviour Language) as the mind controlling Sony Aibo 210s in an emergent dramatic performance. In the performance the robotic dogs reacted to each other and the audience, shifting their emotional state accordingly. This in turn, resulted in different stories emerging.
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Attention Bunny

Using an EEG, my CMU research team were able to detect how much attention the player was actually paying to the virtual bunny character in our environment. The bunny attempted to interact with the player and maintain their interest, however, would eventually wither away if the player became disinterested.

Elevation Elevator

This neurofeedback game trained the player to use their mind to move up and down on an elevator. Initially, the player would make very slight movements, and be unable to control the direction they wished to move. In an average of fifteen minutes they would gain the