Warren Neidich: Blow Up: Photography, Cinema and the Brain (2002)

7 February 2010, dusan

In Blow-Up, Warren Neidich proposes a different and wholly original paradigm for thinking through cultural history and the philosophy of the human subject. Across the theoretical landscape that Neidich describes, even familiar monuments from the history of art, architecture, philosophy and aesthetics appear strange and disorienting, because the starting point of the primary and secondary repertoires (the nervous system and the pathways of connection built up through interaction between the brain and the outside world) is so totally unexpected. Crucial to Neidich’s narrative is the idea that, in modernity, the technologies that have evolved in the sphere of visual communication have come to operate on the subject with particular vehemence, not only in the realm of meaning but in their determining influence on the primary habits and dispositions of experience. Photography, cinema, television, the internet–as the forces of spectacle gain ever-wider currency in a rapidly globalizing world, those cultural forms that emerge as dominant in the competition for structuring the pathways of consciousness will annex and colonize more and more of the subject’s interior life, worldwide. But Neidich suggests that the subject of culture has the ability to remap itself, rewire itself, and assume forms so creative and protean that it will always outrun the forces that seek to limit its plasticity–even trauma and amputation cannot irreversibly damage the neural body.

Published in Journal of Neuro-Aesthetic Theory #2 (2000-02): Cinema and the Brain
Later published within the book “Blow-up: Photography, Cinema and the Brain” (DAP/UCR/California Museum of Photography, 2003).

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John Emerson: Visualizing Information for Advocacy: An Introduction to Information Design (2008) [English, Russian]

5 February 2010, dusan

Modern life is saturated with ever increasing amounts of information, advertising and media with little time to digest what is being said. Against this background, NGOs and advocates too often find the information they want to communicate, either buried in long reports full of professional jargon and statistics, or overlooked in an endless stream of media releases. Whether communicating to the public, staff, donors or government officials, information design can help NGOs communicate with more impact, increase accessibility, and present issues powerfully.

Visualizing Information for Advocacy: An Introduction to Information Design is a manual aimed at helping NGOs and advocates strengthen their campaigns and projects through communicating vital information with greater impact. This project aims to raise awareness, introduce concepts, and promote good practice in information design – a powerful tool for advocacy, outreach, research, organization and education.

The manual was designed and produced as a collaboration between Tactical Tech and John Emerson of Backspace – a design consultancy dedicated to research, development and promotion of design in the public interest. John’s work portfolio includes print, internet, and broadcast television work for NGOs, not-for-profit corporations, and activist groups.

Written and designed by John Emerson, Principal at Apperceptive LLC
Produced by the Tactical Technology Collective
Creative Commons Attribution-Share Alike 3.0 License

Project website

PDF (English, updated on 2014-8-29)
PDF (Russian, updated on 2014-8-29)

David Link: Poesiemaschinen / Maschinenpoesie. Zur Frühgeschichte computerisierter Texterzeugung und generativer Systeme (2007) [German]

5 February 2010, dusan

Since the construction of the first computer in 1948, text is not only written and read, but also executed. Authors are now able to compose documents that produce content when run. “Poetry Machines / Machine Poetry” investigates the early history of these algorithmic artefacts in detail, traces them back to their literary predecessors, and emphasises the paradigms, contexts and phantasms that motivated and inspired them.

Computers are fundamentally alien to language. While Artificial Intelligence research in the 1960s and 1970s tried to overcome this difficulty unsuccessfully, text adventures used the same resistance playfully to enhance the suspense of the game. The book analyses variable scripts, Joseph Weizenbaum’s “Eliza”, Kenneth Colby’s “Parry”, early adventure games and Terry Winograd’s “SHRDLU” down to their source code, points out their metaphorical and logical structures, and places them in a genealogy of growing algorithmic complexity. The attempts are based on the belief that language and the knowledge about the world represented by it can be fully explained and even be formalised, emphatically advocated for instance in Ludwig Wittgenstein’s “Tractatus Logico-Philosophicus”. Technically, optional elements are arranged in tree-like structures and generate seemingly endless variance.

An antagonistic tradition of thought connects the dadaist Tristan Tzara, Claude E. Shannon’s re-discovery of the Russian mathematician Andrey A. Markov and the “Cut-Up” experiments of William S. Burroughs. It focuses on operations rather than on options and develops genuinely generative algorithms, which employ different routines to turn found material into collages and to produce effects unforeseen. The lacking machinic understanding of symbols transforms into poetry.

For principal reasons, the study of algorithms cannot proceed purely theoretically. As a concrete example of generative software, whose scope is by no means limited to the medium of text, Link gives an overview of a program he developed in the context of this research, “Poetry Machine”. The interactive text generator is based on semantic networks and acquires information about language autonomously from the internet. The translation of the fundamental text “An Example of Statistical Investigation of the Text ‘Eugene Onegin’ Concerning the Connection of Samples in Chains” by Andrey A. Markov, which can be regarded as the foundation of the generative approach, is given in the appendix.

Publisher Wilhelm Fink
151 pages

author

PDF (updated on 2014-8-29)