Note: Summer is coming again, and like each year now, it's time to digg into unread books or articles! "Luckily" and due to other activities, we didn't publish much since last Summer. So it won't be too much of a hassle to catch back. Nonetheless, there are almost 2000 entries now on | rblg...
So, I hope you'll enjoy your Summer readings (on the beach... or on the rocks)! On my side, I'll certainly try to do the same and will be back posting in September.
As we lack a decent search engine on this blog and as we don't use a "tag cloud" either... but because Summer is certainly one of the best period of the year to spend time reading and digging into past content and topics:
HERE ARE ALL THE CURRENT UPDATED CATEGORIES TO NAVIGATE ON | RBLG BLOG:
(to be seen below if you're navigating on the blog's html pages or here for rss readers)
Note: this "car action" by James Bridle was largely reposted recently. Here comes an additionnal one...
Yet, in the context of this blog, it interests us because it underlines the possibilities of physical (or analog) hacks linked to digital devices that can see, touch, listen or produce sound, etc.
And they are several existing examples of "physical bugs" that come to mind: "Echo" recently tried to order cookies after listening and misunderstanding a american TV ad (it wasn't on Fox news though). A 3d print could be reproduced by listening and duplicating the sound of its printer, and we can now think about self-driving cars that could be tricked as well, mainly by twisting the elements upon which they base their understanding of the environment.
James Bridle entraps a self-driving car in a "magic" salt circle. Image: Still from Vimeo, "Autonomous Trap 001."
As if the challenges of politics, engineering, and weather weren't enough, now self-driving cars face another obstacle: purposeful visual sabotage, in the form of specially painted traffic lines that entice the car in before trapping it in an endless loop. As profiled in Vice, the artist behind "Autonomous Trip 001," James Bridle, is demonstrating an unforeseen hazard of automation: those forces which, for whatever reason, want to mess it all up. Which raises the question: how does one effectively design for an impish sense of humor, or a deadly series of misleading markings?
Note: I recently found out about this curious rosettacode.org projects that presents brief solutions of the same task in "as many languages as possible" (rem.: programming languages in this case). Therefore this name, Rosetta Code. Pointing of course to the Rosetta stone that was key to understand hieroglyphs.
The project presents itself as a "programming chrestomathy" site and counts 648 programing languages so far! (839 tasks done... and counting). Babelian (programming) task ... that could possibly help restore old coded pieces.
Rosetta Code is a programming chrestomathy site. The idea is to present solutions to the same task in as many different languages as possible, to demonstrate how languages are similar and different, and to aid a person with a grounding in one approach to a problem in learning another. Rosetta Code currently has 839 tasks, 202 draft tasks, and is aware of 648 languages, though we do not (and cannot) have solutions to every task in every language.
Now that machines (or should we rather say companies?) are starting to listen continuously, that they are installed in your home or your everyday vicinity, we can start see some glitches... don't we? Sounds here quite absurd again.
We can then envision situations where machines would be hacked (rather than only trolled) by sounds or phrases. Literally "Spells"!
Or to reverse the process, where machines could pirate other machines, or even reproduce what they are doing only by listening to the noise they are doing: a colleague recently pointed me to this special case in which a 3d print could possily be copied and remade only by listeing the printing process in the first place. Reverse-engineer it (the printing process = movements = specific sounds) and you might end being able to reprint it!
Early during tonight’s game, Google’s ad for the Google Home aired on millions of TVs. We’ve actually seen the ad before: loving families at home meeting, hugging, and being welcomed by the Google Assistant. Someone says “OK Google,” and those familiar, colorful lights pop up.
But then my Google Home perked up, confused. “Sorry,” it said. “Something went wrong.” I laughed, because that wasn’t supposed to happen. I wasn’t the only one.
Poor Dave... at some point, some enterprising TV writer or ad jerk is gonna plant an “OK Google” into some on TV with intent and force everyone to listen to Nickelback. Mark my words. This is a massive troll waiting to happen.
Note: following the two previous posts about algorythms and bots ("how do they ... ?), here comes a third one.
Slighty different and not really dedicated to bots per se, but which could be considered as related to "machinic intelligence" nonetheless. This time it concerns techniques and algoritms developed to understand the brain (BRAIN initiative, or in Europe the competing Blue Brain Project).
In a funny reversal, scientists applied techniques and algorythms developed to track human intelligence patterns based on data sets to the computer itself. How do a simple chip "compute information"? And the results are surprising: the computer doesn't understand how the computer "thinks" (or rather works in this case)!
This to confirm that the brain is certainly not a computer (made out of flesh)...
When you apply tools used to analyze the human brain to a computer chip that plays Donkey Kong, can they reveal how the hardware works?
Many research schemes, such as the U.S. government’s BRAIN initiative, are seeking to build huge and detailed data sets that describe how cells and neural circuits are assembled. The hope is that using algorithms to analyze the data will help scientists understand how the brain works.
But those kind of data sets don’t yet exist. So Eric Jonas of the University of California, Berkeley, and Konrad Kording from the Rehabilitation Institute of Chicago and Northwestern University wondered if they could use their analytical software to work out how a simpler system worked.
They settled on the iconic MOS 6502 microchip, which was found inside the Apple I, the Commodore 64, and the Atari Video Game System. Unlike the brain, this slab of silicon is built by humans and fully understood, down to the last transistor.
The researchers wanted to see how accurately their software could describe its activity. Their idea: have the chip run different games—including Donkey Kong, Space Invaders, and Pitfall, which have already been mastered by some AIs—and capture the behavior of every single transistor as it did so (creating about 1.5 GB per second of data in the process). Then they would turn their analytical tools loose on the data to see if they could explain how the microchip actually works.
For instance, they used algorithms that could probe the structure of the chip—essentially the electronic equivalent of a connectome of the brain—to establish the function of each area. While the analysis could determine that different transistors played different roles, the researchers write in PLOS Computational Biology, the results “still cannot get anywhere near an understanding of the way the processor really works.”
Elsewhere, Jonas and Kording removed a transistor from the microchip to find out what happened to the game it was running—analogous to so-called lesion studies where behavior is compared before and after the removal of part of the brain. While the removal of some transistors stopped the game from running, the analysis was unable to explain why that was the case.
In these and other analyses, the approaches provided interesting results—but not enough detail to confidently describe how the microchip worked. “While some of the results give interesting hints as to what might be going on,” explains Jonas, “the gulf between what constitutes ‘real understanding’ of the processor and what we can discover with these techniques was surprising.”
It’s worth noting that chips and brains are rather different: synapses work differently from logic gates, for instance, and the brain doesn’t distinguish between software and hardware like a computer. Still, the results do, according to the researchers, highlight some considerations for establishing brain understanding from huge, detailed data sets.
First, simply amassing a handful of high-quality data sets of the brains may not be enough for us to make sense of neural processes. Second, without many detailed data sets to analyze just yet, neuroscientists ought to remain aware that their tools may provide results that don’t fully describe the brain’s function.
As for the question of whether neuroscience can explain how an Atari works? At the moment, not really.
Note: I just read this piece of news last day about Echo (Amazon's "robot assistant"), who accidentally attempted to buy large amount of toys by (always) listening and misunderstanding a phrase being told on TV by a presenter (and therefore captured by Echo in the living room and so on)... It is so "stupid" (I mean, we can see how the act of buying linked to these so-called "A.I"s is automatized by default configuration), but revealing of the kind of feedback loops that can happen with automatized decision delegated to bots and machines.
Interesting word appearing in this context is, btw, "accidentally".
Amazon's Echo attempted a TV-fueled shopping spree
It's nothing new for voice-activated devices to behave badly when they misinterpret dialogue -- just ask anyone watching a Microsoft gaming event with a Kinect-equipped Xbox One nearby. However, Amazon's Echo devices is causing more of that chaos than usual. It started when a 6-year-old Dallas girl inadvertently ordered cookies and a dollhouse from Amazon by saying what she wanted. It was a costly goof ($170), but nothing too special by itself. However, the response to that story sent things over the top. When San Diego's CW6 discussed the snafu on a morning TV show, one of the hosts made the mistake of saying that he liked when the girl said "Alexa ordered me a dollhouse." You can probably guess what happened next.
Sure enough, the channel received multiple reports from viewers whose Echo devices tried to order dollhouses when they heard the TV broadcast. It's not clear that any of the purchases went through, but it no doubt caused some panic among people who weren't planning to buy toys that day.
It's easy to avoid this if you're worried: you can require a PIN code to make purchases through the Echo or turn off ordering altogether. You can also change the wake word so that TV personalities won't set off your speaker in the first place. However, this comedy of errors also suggests that there's a lot of work to be done on smart speakers before they're truly trustworthy. They may need to disable purchases by default, for example, and learn to recognize individual voices so that they won't respond to everyone who says the magic words. Until then, you may see repeats in the future.
Note: let's "start" this new (delusional?) year with this short video about the ways "they" see things, and us. They? The "machines" of course, the bots, the algorithms...
An interesting reassembled trailer that was posted by Matthew Plummer-Fernandez on his Tumblr #algopop that documents the "appearance of algorithms in popular culture". Matthew was with us back in 2014, to collaborate on a research project at ECAL that will soon end btw and worked around this idea of bots in design.
Will this technological future become "delusional" as well, if we don't care enough? As essayist Eric Sadin points it in his recent book, "La silicolonisation du monde" (in French only at this time)?
Possibly... It is with no doubt up to each of us (to act), so as regarding our everyday life in common with our fellow human beings!
Everything but the detected objects are removed from the trailer of The Wolf of Wall Street. The software is powered by Yolo object-detection, which has been used for similar experiments.
Note: I'll be pleased to be in Paris next Friday and Saturday (02-03.12) at the Centre Culturel Suisse and in the company of an excellent line up (!Mediengruppe Bitnik, Nicolas Nova, Yves Citton, Tobias Revell & Nathalie Kane, Rybn, Joël Vacheron and many others) for the conference and event "Bot Like Me" curated by Sophie Lamparter and Luc Meier.
A l’occasion de l’exposition de !MedienGruppe Bitnik, et avec la complicité du duo d’artistes zurichois, Sophie Lamparter (directrice associée de swissnex San Francisco) et Luc Meier (directeur des contenus de l’EPFL ArtLab, Lausanne) ont concocté pour le CCS un événement de deux jours composé de conférences, tables rondes et concerts, réunissant scientifiques, artistes, écrivains, journalistes et musiciens pour examiner les dynamiques tourmentées des liens homme-machine. Conçues comme une plateforme d’échange à configuration souple, ces soirées interrogeront nos rapports complexes, à la fois familiers et malaisés, avec les bots qui se multiplient dans nos environnements ultra-connectés.
Vendredi 2 décembre / dès 19h30
conférence, 19h30-21h : Bot Like Me kick-off
avec Rolf Pfeifer (AI Lab de l’Université de Zurich / Osaka University), Carmen Weisskopf et Domagoj Smoljo ( !Mediengruppe Bitnik). Modération : Luc Meier et Sophie Lamparter
performance musicale live, 21h30 : Not Waving
Samedi 3 décembre / dès 14h30
tables rondes
-14h30-16h : Data Manifestos
avec Hannes Grassegger (auteur de Das Kapital bin ich), Hannes Gassert (Open Knowledge Network) et le collectif RYBN. Modération : Sophie Lamparter et Luc Meier
-16h30-18h : Cloud Labor, Petty Bot Jobs
avec Nicolas Nova (HEAD-Genève, Near Future Laboratory), Yves Citton (Université de Grenoble) et Patrick Keller (ECAL, fabric | ch). Modération : Marie Lechner
-18h30-20h : Botocene & Algoghosts
avec Tobias Revell et Natalie Kane (Haunted Machines), Gwenola Wagon et Jeff Guess (artistes). Modération : Joël Vacheron et Nicolas Nova
concert 21h : performance live de Low Jack et carte blanche au label Antinote
Note: following the previous post that mentioned the idea of spiritism in relation to personal data, or forgotten personal data, but also in relation to "beliefs" linked to contemporary technologies, here comes an interesting symposium (Machines, magie, médias) and post on France Culture. The following post and linked talk from researcher Mireille Berton (nearby University of Lausanne, Dpt of Film History and Aesthetics) are in French.
Cerisy : Machines, magie, médias (du 20 au 28 août 2016)
Les magiciens — de Robert-Houdin et Georges Méliès à Harry Houdini et Howard Thurston suivis par Abdul Alafrez, David Copperfield, Jim Steinmeyer, Marco Tempest et bien d’autres — ont questionné les processus de production de l’illusion au rythme des innovations en matière d’optique, d’acoustique, d’électricité et plus récemment d’informatique et de numérique.
Or, toute technologie qui se joue de nos sens, tant qu’elle ne dévoile pas tous ses secrets, tant que les techniques qu'elle recèle ne sont pas maîtrisées, tant qu’elle n’est pas récupérée et formalisée par un média, reste à un stade que l’on peut définir comme un moment magique. Machines et Magie partagent, en effet, le secret, la métamorphose, le double, la participation, la médiation. Ce parti pris se fonde sur l’hypothèse avancée par Arthur C. Clarke : "Toute technologie suffisamment avancée est indiscernable de la magie" (1984, p. 36).
L’émergence même des médias peut être analysée en termes d’incarnation de la pensée magique, "patron-modèle" (Edgar Morin, 1956) de la forme première de l’entendement individuel (Marcel Mauss, 1950). De facto, depuis les fantasmagories du XVIIIe siècle jusqu’aux arts numériques les plus actuels, en passant par le théâtre, la lanterne magique, la photographie, le Théâtrophone, le phonographe, la radio, la télévision et le cinéma, l’histoire des machineries spectaculaires croise celle de la magie et les expérimentations de ses praticiens, à l’affût de toute nouveauté permettant de réactualiser les effets magiques par la mécanisation des performances. C’est par l’étude des techniques d’illusion propres à chaque média, dont les principes récurrents ont été mis au jour par les études intermédiales et l’archéologie des médias, que la rencontre avec l’art magique s’est imposée.
Ce colloque propose d’en analyser leur cycle technologique : le moment magique (croyance et émerveillement), le mode magique (rhétorique), la sécularisation (banalisation de la dimension magique). Ce cycle est analysé dans sa transversalité afin d’en souligner les dimensions intermédiales. Les communications sont ainsi regroupées en sept sections : L’art magique ; Magie et esthétiques de l’étonnement ; Magie, télévision et vidéo ; Les merveilles de la science ; Magie de l’image, l’image et la magie ; Magie du son, son et magie ; Du tableau vivant au mimétisme numérique. La première met en dialogue historiens et praticiens de la magie et présente un état des archives sur le sujet. Les six sections suivantes font état des corrélations: magie/médias et médias/magie.
Docteure ès Lettres, Mireille Berton est maître d’enseignement et de recherche à la Section d’Histoire et esthétique du cinéma de l'Université de Lausanne (UNIL).
Ses travaux portent principalement sur les rapports entre cinéma et sciences du psychisme (psychologie, psychanalyse, psychiatrie, parapsychologie), avec un intérêt particulier pour une approche croisant histoire culturelle, épistémologie des médias et Gender Studies.
Outre de nombreuses études, elle a publié un livre tiré de sa thèse de doctorat intitulé Le Corps nerveux des spectateurs. Cinéma et sciences du psychisme autour de 1900 (L’Âge d’Homme, 2015), et elle a co-dirigé avec Anne-Katrin Weber un ouvrage collectif consacré à l’histoire des dispositifs télévisuels saisie au travers de discours, pratiques, objets et représentations (La Télévision du Téléphonoscope à YouTube. Pour une archéologie de l'audiovision, Antipodes, 2009). Elle travaille actuellement sur un manuscrit consacré aux représentations du médium spirite dans les films et séries télévisées contemporains (à paraître chez Georg en 2017).
L'intervention propose de revenir sur une question souvent traitée dans l’histoire des sciences et de l’occultisme, à savoir le rôle joué par les instruments de mesure et de capture dans l’appréhension des faits paranormaux. Une analyse de sources spirites parues durant les premières décennies du XXe siècle permet de mettre au jour les tensions provoquées par les dispositifs optiques et électriques qui viennent défier le corps tout-puissant du médium spirite sur son propre territoire. La rencontre entre occultisme et modernité donne alors naissance à la figure (discursive et fantasmatique) du médium "hypermédiatique", celui-ci surpassant toutes les possibilités offertes par les découvertes scientifiques.
In particular, in the frame of this research project, as a source of critical inspiration for a workshop we were preparing to lead with students at that time (critical because "magic" in the context of technology means what it means: tricked and not understanding, therefore believing or "stupefied").
For the matter of documentation, I reblog this post as well on | rblg as it brings different ideas about the "sublime" related to data or data centers, creation and contemporary technology in general.
It may be a bit hard to follow without the initial context (a brief by the invited guests, Random International and the general objectives of the project), but this context can be accessed from within the post -below-, for the ones interested to digg deeper.
...
As a matter of fact, this whole topic make me also think of the film The Prestige by Christopher Nolan. In which the figure of Nikola Tesla (played by "The Man Who Fell to Earth himself, a.k.a. David Bowie) is depicted as a character very close to a magician, his inventions with electricity being understood at the margin between sciences and magic.
Following the publication of Dev Joshi‘s brief on I&IC documentary blog yesterday (note: 10.11.2015), I took today the opportunity to briefly introduce it to the interaction design students that will be involved in the workshop next week. Especially, I focused on some points of the brief that were important but possibly quite new concepts for them. I also extended some implicit ideas with images that could obviously bring ideas about devices to build to access some past data, or “shadows” as Dev’s names them.
What comes out in a very interesting way for our research in Dev’s brief is the idea that the data footprints each of us leaves online on a daily basis (while using all type of digital services) could be considered as past entities of ourselves, or trapped, forgotten, hidden, … (online) fragments of our personalities… waiting to be contacted again.
How many different versions of you are there in the cloud? If they could speak, what would they say?
Yet, interestingly, if the term “digital footprint” is generally used in English to depict this situation (the data traces each of us leaves behind), we rather use in French the term “ombre numérique” (literally “digital shadow”). That’s why we’ve decided with Dev that it was preferable to use this term as the title for the workshop (The Everlasting Shadows): it is somehow a more vivid expression that could bring quite direct ideas when it comes to think about designing “devices” to “contact” these “digital entities” or make them visible again in some ways.
Philippe Ramette, “L’ombre de celui que j’étais / Shadow of my former self “, 2007. Light installation, mixed media.
By extension, we could also start to speak about “digital ghosts” as this expression is also commonly used (not to mention the “corps sans organes” of G. Deleuze/F. Gattari and previously A. Artaud). Many “ghosts”/facets of ourselves? All trapped online in the form of zombie data?
Your digital ghosts are trapped on islands around the cloud – is there a way to rescue them? Maybe they just need a shelter to live in now that you have moved on?
… or a haunted house?
And this again is a revealing parallel, because it opens the whole conceptual idea to beliefs… (about ghosts? about personal traces and shadows? about clouds? and finally, about technology? …)
What about then to work with inspirations that would come from the spiritualism domain, its rich iconography and produce “devices” to communicate with your dead past data entities?
Fritz Lang. “Dr. Mabuse, the Gambler”, movie, 1922.
Or even start to think about some kind of “wearables”, and then become a new type of fraud technological data psychic?
Fraud medium Colin Evans in levitation, 13 June 1938 (source Wikipedia).
We could even digg deeper into these “beliefs” and start looking at old illustrations and engravings that depicts relations to “things that we don’t understand”, that are “beyond our understanding”… and that possibly show “tools” or strange machinery to observe or communicate with these “unknown things” (while trying to understand them)?
This last illustration could also drive us, by extension and a very straight shortcut , to the idea of the Sublime (in art, but also in philosophy), especially the romantic works of the painters from that period (late 18th and early 19th centuries, among them W. Turner, C. S. Friedrich, E. Delacroix, T. Cole, etc.)
Submerged by the presentiment of a nature that was in all dimensions dominating humans, that remained at that time mostly unexplained and mysterious, if not dangerous and feared, some painters took on this feeling, named “sublime” after Edmund Burke’s Philosophical Enquiry (1757), and start painting dramatic scenes of humans facing the forces of nature.
Thomas Cole, “The Voyage of Life: Old Age”, 1842. National Gallery of Art, Washington DC.
It is not by chance of course that I’ll end my “esoteric comments about the brief” post with this idea of the Sublime. This is because recently, the concept found a new life in regard to technology and its central yet “unexplained, mysterious, if not dangerous and feared” role in our contemporary society. The term got completed at this occasion to become the “Technological Sublime”, thus implicitly comparing the once dominant and “beyond our understanding” Nature to our contemporary technology.
“American Technological Sublime” by D. E. Nye, published in 1994 (MIT Press) was certainly one of the first book to join the two terms. It continues the exploration of the social construction of technology initiated in his previous book, “Electrifying America” (MIT Press, 1990). More recently in 2011, the idea popup again on the blog of Next Nature in an article simply entitled The Technological Sublime.
So, to complete my post with a last question, is the Cloud, that everybody uses but nobody seems to understand, a technologically sublime artifact? Wouldn’ it be ironic that an infrastructure, which aim is to be absolutely rational and functional, ultimately contributes to creates a completely opposite feeling?
This blog is the survey website of fabric | ch - studio for architecture, interaction and research.
We curate and reblog articles, researches, writings, exhibitions and projects that we notice and find interesting during our everyday practice and readings.
Most articles concern the intertwined fields of architecture, territory, art, interaction design, thinking and science. From time to time, we also publish documentation about our own work and research, immersed among these related resources and inspirations.
This website is used by fabric | ch as archive, references and resources. It is shared with all those interested in the same topics as we are, in the hope that they will also find valuable references and content in it.