SonART is a toolkit for sonnification research which my friend Bill Farkas has been working on. Neat stuff.
For some examples see remapping sensory data
Continue reading SonArt: Sonnification Toolbox
I’m Back
Dear readers, I’m back from vacation. In order to entertain you, I personally visited a number of sites of interest around new media and communications technology in Eastern Canada. The beaches of PEI had nothing to do with the research expedition!
Post-Post: Stamp Communication and Rex Murphy
Rex Murphy (surely one of the best ironic columnists around) has a column in The Globe and Mail on Ouellet’s stamp is cancelled which starts with the inscription on the Central Post Office building in New York which we all know the start of: “Neither snow nor rain nor heat nor gloom of night stays these couriers from the swift completion of their appointed rounds.” What is interesting is that this is an adaptation of Herodotus and Rex reminds us that communications technologies often present themselves as heroic and honourable when they are launched. Surface mail today seems outdated and far from the heroic braving of the elements.
Continue reading Post-Post: Stamp Communication and Rex Murphy
Xaira
[oucs] Xaira is a project at Oxford adapting the SARA XML search engine for general XML retrieval. This is a great idea – SARA early on had a lot of the functionality we are all looking for, but was limited to the BNC. Now the Oxford folks are getting support to adapt it and make it available.
Net-enabled games: In Memoriam
LibÈration :†In Memoriam au-del‡ du virtuel is a review/comment by Bruno Icher in Liberation.fr about the game In Memoriam from Lexis NumÈrique. The review is of a game that includes fictional news in LibÈration – Recherche (you have to search for “Jack Lorski” to get these stories.)
Let me scribe the circle: a newspaper review of a game that relies partly on fictional news placed on the same real newspaper Web site – news of a game of news. Bruno is aware of the questions this raises, here are the questions he asks of this ludic circularity,
Il y a presque deux ans, Eric Viennot a souhaitÈ impliquer liberation.fr dans cette aventure. Si nous avons acceptÈ, c’est qu’on avait envie de jouer. Un faux site Web est-il possible ? Que croire de ce que l’on peut y lire, Ècouter, voir ? Voil‡ pourquoi quatre pages du site de LibÈration font partie intÈgrante d’In Memoriam.
I think “faux Web site”, even in English, describes such a phenomenon, and yes it’s possible if we can tell the difference. What Bruno doesn’t ask about is the advertising on the faux and real pages – are they for real? Is this a way for news sites to draw eyeballs to sell ads? Is it unethical for a news site to do this? Can we agree on a disclaimer that doesn’t ruin the game?
For an English review of the English version of the game with the title In Memoriam see, “Missing: Since January” a strange slightly spooky journey by Neil Davidson, Canadian Press, July 20, 2004.
The game, which I haven’t played in either French or English version, has apparently been a hit in Europe. It is a successful working out of an experiment that Electronic Arts failed at with Majestic which was terminated in 2001. See Can PC gamers handle innovation – Dec. 19, 2001 by Chris Morris in CNN Money.
Engines that can manage such chat/mail/faux Web games could have research/education applications. Suppose a course was designed as such a complex treasure hunt.
Hermopoetics
Hermopoetics is the art of automatic (computer-generated) text generation, whether for interpretative or poetic purposes. Hermopoetics is the intersection of humanities informatics and creative digital practices.
There is a convergence of humanities informatics and robotic poetry. Humanities informatics sets out to develop computer assisted aides to interpretation – whether algorithms that prove things about texts or tools like concordances that provide new views on texts. Robotic poetics is the development of processes that generate poetry, or new fictional texts. As these two trajectories overlap we are seeing a middle line which I will call “hermopoetics”.
There are three principles to hermopoetics:
1. MachineText. Any text generated from another (or not) is a further text in a relationship to others described by the processes of generation. There is no a-priori difference between an interpretative text and an creative one.
1.1 We can call the new text a “chimera” as it is typically a monster created through the breaking down (analysis) of input and building up (synthesis) of a hybrid for output under the control of the intervenor.
1.2 There is no such thing as a completely new text, there are only interventions of various complexity that get treated as unities and which have a history of production, edition, and consumption. These unities can have relationships of explicit interpretation to another unity or they can have relationships of poetic general to other works, code, and input.
1.3 It is difficult to know where text stops and machine starts. There are exhibits, experiences, interpretations and reflections. One interrupts another. MachineText is the matter of hermopoetics.
2. Multimodal Machines. Data is without a priviledged poetic form. Data has a material instantiation, but is logically multimodal – capable of being rendered in different human sensory modes.
2.1 Just rendering data to an output device for human consumption is a translation, interpretation and generation. The computer is therefore a hermopoetic machine interpreting and creating in its most basic operations towards us.
2.2 Code is text and text is code. The control of the machine described in code is itself a hermopoetic text. This code is part of the discourse field from which all new text comes and can in turn be translated and interpreted as text.
2.3 There is no priviledged process once we question the difference between creative and interpretative practices. Every process needs to be tried and justified, if at all. There is no essential difference between processes of generation, translation, reflection and interpretation, except in discourse about those processes. For that matter there is no failed process, error, interruption, bug, or crash except unless interpreted as such.
3. Excess MachineText. We now have an excess of text, code, and processing which we have to deal with creatively and responsibly.
3.1 With the Internet we now have a critical mass of machine readable, and computer accessible text from which to generate new works. The availability of excess text, growing faster than we or machines can assimilate, erases the difference between hermeneutics and poetics, between reinterpreting and creating anew.
3.2 Likewise we now have an excess of code, not that code is different from text. And likewise the excess erases the difference between writing, marking up, and programming – practices that have traditionally followed different roles.
3.3 We also have an excess of processing that is likewise growing faster than we can imagine uses for. There is therefore also an erasure of difference between machine processing and human practice.
3.4 Text is therefore not text unless interpreted that way. Code is not code unless rendered as code. Processing is neither a human and computer practice. All we have is the choice to work through and between machines. These are ethical choices – choices about how to live, create and interpret the world.
All work is no longer either art or research except when represented that way through exhibition or publication. We are no longer artists or researchers, but research creators – hermap(hr)odites. Hermopoetics is the deliberate practice of machine-assisted interruption. We interrupt the processes to deliberate and interrupt deliberation to create. The availability of excess text and processing, and the multimodal character of that excess, leave us with a freedom of choice through which to think. The reflective and communal experimentation with those choices is hermopoetics.
Continue reading Hermopoetics
Grey Goo Meme
When does a meme get a life of its own? Nanotech guru turns back on ‘goo’, by Paul Rincon for the BBC, is a story about how Eric Drexler’s concerns about the phrase he coined in 1986 in Engines of Creation for a disatrous epidemic of nanobot replication which turns everything into “grey goo”. Stephen Strauss in The Globe and Mail (Sat. July 24, 2004, p. F9) writes about how the meme travelled – A far-fetched theory that won’t come unstuck. Prince Charles and others at the ETC Group in Winnipeg are trying to divert the meme away from disaster to questions that need to be asked now about biotechnology. (See Nanotechnology Publications, ETC Group – these include briefs on the Nonotech and the Precautionary Prince.)
This meme could get a big boost in popular culture when the movie version of Michael Crichton’s Prey comes out. Prey is one of Crichton’s better works (books like Timeline seem written as movie scripts, not science fiction to be read) and it dramatizes an out-of-control nanotech development with interesting implications for identity. When it comes out as a movie we could see Grey Goo go Global. So lets track the meme with some Web stats. Below are the stats for today (July 25th, 2004). After the movie comes out I will repeat the queries and compare.
Continue reading Grey Goo Meme
Deep Green: Computers and Games
I, Pool Shark (The Globe and Mail, Anne McIlroy, Sat. July 24, 2004, p. F9) is a science story about Michael Greenspan‘s work on a pool playing AI/robot called “Deep Green”!
What is the connection between games and AI? Chinook, the checkers playing AI developed at the U of Alberta was the first “Man-Machine Champion” – the Guinness Book of Records says so. (See Chinook (ACJ Extra) by James Propp.) Deep Blue, got more attention as it mastered a more popular game – chess. Deep Blue is an IBM Research project that repeatedly beat Garry Kasparov in chess, demonstrating that computers could win at games we think of as complex and indicative of intelligence. Now Deep Green takes on a game with motor skils – pool.
Playing games is a paradigmatic human activity, for which reason, developing computers that can play them with us makes an interesting history. Games, in so far as they work within the constraints of simple rules and worlds, are easier to simulate on a computer than “real world” situations like conversation so they can stand in for Turing Tests. Programming a super-computer to win at some popular game is a way to get attention and support for an AI research project. I am tempted to say that just as we teach children through structured play, we are teaching computers by designing them to master one game after another. The difference is that the same child learns one game after another, and we don’t expect them to master games. Computer systems, in contrast, are being optimized for one game at a time and being developed until they beat the best.
What if the same system were taught to master one game after another? Could we see emergent properties independent of any particular game? What might be the games we would choose to teach it?
Continue reading Deep Green: Computers and Games
Children and Computers
CNN.com – Too young for technology? – Jul 23, 2004 is an interesting story sent to me by Stéfan Sinclair about starting kids on computers. I confess I was a keen computer dad when my kids were babies. I wrote little HyperCard stacks that triggered sounds and visual effects no matter what the kids did with the mouse. I suspect they made no difference either way.
Now, of course, I’m the one who needs to be helped. My son kindly helped me play an online game against a friend of his (for research purposes) – he asked the friend repeatedly to take it easy on me. Despite telling the friend I was going to whip his *** I lost miserably. My son now tells me that his friends MSN nickname now is something like “IbeatRockosDad”. This raises another interesting phenomenon – my kids tell me that they all change their MSN names regularly – they don’t think of their names as stable identities, instead they think of them as little boasts, taunts, or jokes that change as part of their communication.
Multimodal bathroom design
IST Results – Facing the future of intuitive interfaces is an article about the COMIC – COnversational Multimodal Interaction with Computers project which is developing interfaces that deal with different sensory modes of interaction. It is interesting that they are returning to a dialogue model. See also NLP, Sheffield – dialogue.