The Information: A History, a Theory, a Flood | James Gleick

 

I just finished Jame Gleick’s The Information: A History, a Theory, a Flood. One of the best books I’ve read in some time. Despite its length (527 pages including index, bibliography and notes) it doesn’t exhaust the subject pedantically. Many of the chapters hint and more things to think about. It also takes an unexpected trajectory. I expected it to go from Babbage and the telegraph to computers and then Engelbart and information extensions. Instead he works his way through physics and math. He looks at ideas about how to measure information and the materiality of information explaining the startling conclusion that “Forgetting takes work.” (p. 362)

The second to last chapter “News News Every Day” is as good an exploration of the issue of information overload as I have read. He suggests that the perception of “overload” comes from the metaphoric application of our understanding of electrical circuits as in “overloading the circuits.” If one believes the nervous system is like an electrical network then it is possible to overload the network with too much input. That, after all, is what Carr argues in The Shallows (though he uses cognitive science.) None-the-less electrical and now computing metaphors for the mind and nervous system are haunting the discussion about information. Is one overloaded with information when you turn a corner in the woods and see a new vista of lakes and mountains? What Gleick does is connect information overload with the insight that it is forgetting that is expensive. We feel overloaded because it takes work not to find information, but to filter out information. To have peaceful moment thinking you need to forget and that is expensive.

Gleick ends, as he should, with meaning. Information theory ignores meaning, but information is not informative unless it means something to someone at some time. Where does the meaning come from? Is it interconnectedness? Does the hypertext network (and tools that measure connectedness like Google) give meaning to the data? No, for Gleick it is human choice.

As ever, it is the choice that informs us (in the original sense of that word). Selecting the genuine takes work; then forgetting takes even more work. (p. 425)

LOGICOMIX: philosophical comics


Sean lent me LOGICOMIX (Doxiadis, Apostolos, et al. New York: Bloomsbury, 2009), a graphic novel about Bertrand Russell and logic. The comic novel has a series of frames, the outer of which is a discussion between the real authors about logic and passion. They end up going to see Orestes and the novel ends with Athena’s judgement that brings the fates (passion and revenge) together with reason into wisdom in a city (Athens) through justice.

This frame echoes the main internal story which is Russell’s struggle to found math in logic. Much of the novel is a tour through the history of logic and important paradoxes. This tour runs in parallel with a biography of Russell. At all levels the novel seems to argue that you have to balance passion with reason. Russell tried to do it in his life, logicians discovered there was no logical foundation with paradoxes, and the graphic novel uses comic art to illustrate the story of logic (hence “logicomix”.) There is dog called “Manga” (which apparently in Greek means “cool dude”) who chases the owl (of reason.)

Webs and whirligigs: Marshall McLuhan in his time and ours

McLuhan and Woody Allen from Annie Hall

Today is the 100th anniversary of Marshall McLuhan’s birth so there are a bunch of articles about his work including this one from the Nieman Journalism Lab by Megan Garber, Webs and whirligigs: Marshall McLuhan in his time and ours. I also found an article by Paul Miller aka DJ Spooky on Dead Simple: Marshall Mcluhan and the Art of the Record which is partly about the Medium is the Massage record that McLuhan worked on with others. Right at the top you can listen to a DJ Spooky remix of McLuhan from the record.

Some students here at U of A and I have been working our way through the archives of the Globe and Mail studying how computing was presented to Canadians starting with the first articles in the 1950s. McLuhan features in a number of articles as he was eminently quotable and he was getting research funding. The best article is from May 7, 1964 (page 7) by Hugh Munro titled “Research Project with Awesome Implications.” Here are some quotes:

If successful, they said, it (the project) could produce a foolproof system for analyzing humans and manipulating their behavior, or it could give mankind a surefire method of planning the future and making a world free from large-scale social mistakes. …

They (the team of nine scientists) have undertaken to discover the impacts of culture and technology on each other, or, as Dr McLuhan put it, to discover “how the things we make change the way we live and how the way we live changes the things we make.” …

The next stage in the technological revolution that will change man’s perceptions is the computer. But it may hold the secret to the communications problem. With these electronic devices, it is possible to test all manner of things from ads to cities.

The article describes a grant (probably Canada Council but perhaps a foundation grant) that an interdisciplinary team of nine “scientists” from medicine, architecture, engineering, political science, psychiatry, museology, anthropology and English. They were going to use computers and head cameras (that track what people look at) to understand what people sense, how they are stimulated and how what they sense is conditioned by their background. “The scientists at the Centre (of Culture and Technology at U of T) believe they can define and catalogue the sensory characteristics …”

The idea is that if they can figure out how people are stimulated then they can figure out how to manipulate them either for good or bad. “Foolproof ads could be designed. ‘Madison Avenue could rule the world.’ Dr. McLuhan said. ‘The IQs of illiterate people could be raised dramatically by new educational methods.'”

Oh to be so confident about research outcomes!

SPACEWAR – by Stewart Brand – Fanatic Life and Symbolic Death Among the Computer Bums.

Reading I came across a reference to an influential early article in the Rolling Stone of 7 December, 1972, titled SPACEWAR – Fanatic Life and Symbolic Death Among the Computer Bums. The article is by Stewart Brand and it describes Spacewar and the culture around it:

Reliably, at any nighttime moment (i.e. non-business hours) in North America hundreds of computer technicians are effectively out of their bodies, locked in life-or-Death space combat computer-projected onto cathode ray tube display screens, for hours at a time, ruining their eyes, numbing their fingers in frenzied mashing of control buttons, joyously slaying their friend and wasting their employers’ valuable computer time. Something basic is going on.

Rudimentary Spacewar consists of two humans, two sets of control buttons or joysticks, one TV-like display and one computer. Two spaceships are displayed in motion on the screen, controllable for thrust, yaw, pitch and the firing of torpedoes. Whenever a spaceship and torpedo meet, they disappear in an attractive explosion. That’s the original version invented in 1962 at MIT by Steve Russell. (More on him in a moment.)

The article goes on to describe the Hackers involved in playing and developing games as “A mobile new-found elite, with its own apparat, language and character, its own legends and humor.” It talks about ARPA,  Xerox PARC, Alan Kay’s work and Pam Hart and Resource One. You can feel Brand inventing a compute counterculture by describing it as being. See Chapter 4 of Fred Turner’s From Counterculture to Cyberculture,

In “Spacewar,” Brand brought together two visions of personal computing and linked them in terms set by the New Communalist technological vision. The user-friendly, time-sharing vision of Xerox PARC and the politically empowering, information-community vision of Resource One were two sides of the same coin, Brand implied. Both groups, he suggested, were high-tech versions of the Merry Pranksters, and the computer itself was a new LSD. Drawing on the rhetorical tactics of cybernetics, Brand offered up Xerox PARC, Resource One, and the Merry Pranksters as prototypical elites for the techno-social future. He allowed each to claim some of the cultural legitimacy of the others: in his feature, Resource One appeared to be not a fringe group of ex-hippies but a central player in a new computer movement. Xerox PARC, while still a child of the military-industrial complex, took on the cool of the Pranksters. And the Pranksters and Brand himself, six years after the Trips Festival, demonstrated that they had survived the Summer of Love and should still be regarded as harbingers of social change.

Even before minicomputers had become widely available, Stewart Brand had helped both their designers and their future users imagine them as “personal” technologies.

Ontario Augmented Reality Network (Lies Here)

At the Immersive Worlds conference they have a half-day dedicated to the Ontario Augmented Reality Network. This network is based in Toronto, Niagara and London (Ontario.) They have academic partners, commercial partners and government.

Robert MacDougall from Western gave the first talk about augmented reality games. He argued that history is the original transmedia narrative. You have books, movies, statues, plaques and so on. The historical plaque or statue is an old fashioned form of augmented reality annotation. They “superimpose information on reality” the way QR tags can.

Tecumseh Lies Here (PDF) is an augmented reality game that plays with history that MacDougall is developing. The game will be run this summer (which is why parts of the article linked are blacked out.) Lies here is a game for the conference launched from QR tags that show different versions of plaques that tell different versions of local history.

Now I have to get up an play.

Dyson and the International Center for the History of Electronic Games

At Interacting with Immersive Worlds J. P. Dyson gave a great talk about “Immersion In and Out of Virtual Worlds.” He is the Director of the International Center for the History of Electronic Games (ICHEG) in Rochester which is associated with the Natioal Museum of Play and the National Toy Hall of Fame.

He mentioned how some of the toys inducted into the Hall of Fame include the Cardboard Box and Stick.

The ICHEG has some 27,000+ artifacts including video games, game system hardware, arcade games (in cabinets) and papers from people like Ralph H. Baer and Will Wright’s. They have an interesting interpretative framework online titled, Concentric Circles: A Lens for Exploring the History of Electronic Games (see bottom of page for link to PDF).

Dyson’s talk traced a history from toy soldiers (H. G. Wells and “Floor Play”) to Dungeons and Dragons to text adventure games. He talked about Romanticism and changes is our ideas about childhood and play. He talked about the new (for Victorians) places for play like the nurseries and gardents, the availability of toys, and the leisure time for play or other foms of immersion (like reading novels.) I’m convinced we need to pay a lot more time to the history of toys and children’s play in order to understand computer games.

BBC – Domesday Reloaded

Thanks to Paul I came across the BBC Domesday Reloaded. The original Domesday Book was commissioned in 1085 by William the Conqueror.In 1986 the BBC published a Laser-Disk based Domesday Project that gathered articles, amateur photographs and other materials. The Laser-Disk Project only ran on a properly configured BBC computer which was hard to find in Canada. I actually played with the system (and the Domesday Project) when I was working at the University of Toronto Computing Services. It was a phenomenal example at the time of computer-based multimedia even though it was limited to a particular play-back system.

Now the Project has been remediated for the web by the BBC as Domesday Reloaded. You can search the content and the places. They have crowdsourcing features to let people add an updated article about a place. Some of the content seems to be inaccessible from outside the UK.

Game Pitches

Sean sent me to Game Pitches: The repository for video game pitches and design documents. The actual documents are in Scribd and they have about 35 documents at the moment. It is good to see such documents being gathered and made available. The site is aimed at helping game designers:

This site serves to be a free resource to game designers offering them the web’s largest single collection of game design documents and game pitches. Be they famous or obscure, big or small, successful or not, this site is intended to be a resource for learning how better to design and pitch games in the spirit of sharing information and improving the state of the art through freely available knowledge. Let’s make great games! 🙂 (From the About page.)

In the academy we also need to think about archiving such documents. We should find ways to help such projects.

NFB: Out My Window

Joyce pointed me to a National Film Board (NFB) interactive work, Out My Window: Interactive Views from the Global Highrise. The work, directed by Katerina Cizek documents the lives of people in apartments through their apartments. For each apartment there is a 360 degree view that you can pan around (sort of like QuickTime VR.) Certain things can be clicked on to hear and see short documentaries with the voice of the dweller. These delicate stories are very effective at giving us a view of apartment life around the world.