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- | === Behind the algorithms: | + | |
+ | ===Behind the Algorithms - Notes === | ||
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+ | (part of [[: | ||
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+ | **images & mood** | ||
+ | [[https:// | ||
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+ | === Glitch === | ||
+ | * exploring unpredictability of time leaps and system crashes, delays | ||
+ | * topology of error | ||
+ | * information is fragile <-> noise as a source of new patterns | ||
+ | * space between interfaces where digital art can function as a subversion of the polished make-believe future of the information era (//well, shall we say we capitulate on this one - respectfully lay it to rest…// | ||
+ | * code wriggles to the surface of the screen | ||
+ | * code stripped of functionality | ||
+ | * we serve no content (jodi) | ||
+ | * translation path does not exist | ||
+ | * glitch = political, anarchic; draws attention to the constructed nature of information | ||
+ | * from useless UI shuffling (topographical amnesia) to deep drifting (derive) | ||
+ | * is it broken or is it meant to sound like that? | ||
+ | * glitch = discrepancy between intention and expectation | ||
+ | * exploring spaces of non-lethal glitches - mutations, changes, corruptions | ||
+ | * glitch as a catalyst of change and mutation - away from sedentary systems | ||
+ | * different sites where glitches occur have dif. levels of fragility (data, protocol, system, intersystem…) | ||
+ | * engineering errors: physical, bit level, input data, system, application, | ||
+ | * to avoid collapse: loosen structure, make new connections, | ||
+ | * for a sendentary system a glitch produces meaningless noise, in an emergent system the noise can become a new pattern. decay of one system can incite growth of another. | ||
+ | * incompatible protocols, data & platforms, flakey networks | ||
+ | * digital decay, graceful degradation | ||
+ | * rotting of protocols and routines | ||
+ | * rheumatic interfaces with noise oozing out of them, demented search engines | ||
+ | * virus in the corporate genome (an element of play and awareness of the market whose tools are colonising us) | ||
+ | |||
+ | Related: live coding, fluxus | ||
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+ | === Weaving & coding === | ||
+ | |||
+ | * weaving 0s & 1s - patterns | ||
+ | * sentences pierced by virtual wafts & woofs | ||
+ | * Sadie Plant - touching, distributed sampled fragments of lives and media tear the focus of singular vision apart | ||
+ | * worn out space punctured w/holes and openings | ||
+ | * efficient | ||
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+ | Related: weavecoding, | ||
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+ | === Connections at a distance === | ||
+ | * HCH/HRH | ||
+ | * remote sensuality, dispersion & integration of identities | ||
+ | * systems based on association & interconnection | ||
+ | * computers and mnemonic machines supporting distributed collaboration between humans | ||
+ | * nn+mlf | ||
+ | * organic membranes shivering in data winds | ||
+ | * biogenes & morphomemes | ||
+ | * content -> context | ||
+ | * author -> context provider | ||
+ | * media -> actuators of interconnected events | ||
+ | * creation -> facilitation | ||
+ | * emergence of tools that enable generative interconnection | ||
+ | * distributed people connected through digital tools | ||
+ | * UI morphing to different users | ||
+ | * facilitating collaboration between networked participants | ||
+ | * focus on what computers do well (crunching data) and enable people who are using the computer to do what they do well (whatever that might be) | ||
+ | * ecstasy of communication at a distance | ||
+ | * tubing between uncooperative sw, hw & people | ||
+ | * design tools must be flexible to minimise constraints on the creative process | ||
+ | * sculpting, kneading, weaving metaphors for interfaces | ||
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+ | Related: tangible programming, | ||
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+ | === Blur, confusion, memory === | ||
+ | * 'what happens to life in our embodied actual when the object of our investigation becomes a virtual replicator?' | ||
+ | * Vanishing point becomes an unstable topology | ||
+ | * perception of realities increasingly blurry | ||
+ | * a forest of live wires | ||
+ | * media synaesthesia | ||
+ | * media transformed by the environment in which they are experienced | ||
+ | * interfaces as multidimensional mnemonic spaces | ||
+ | * a glue layer between indeterminate components | ||
+ | * digital materials with properties of elasticity, stiffness and fluidity | ||
+ | |||
+ | Related: responsive spaces, mixed reality, GRIG | ||
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+ | |||
+ | |||
+ | === Emergent systems === | ||
+ | * process = growth & decay | ||
+ | * epidemic interaction, | ||
+ | * edge habitats - constant glitches - locally unstable, globally stable oscillations (e.g. tides), continous translations - space filling & clearing processes | ||
+ | * robustness comes from withstanding interactions and resisting constraints - non-equilibrium dynamics incorporates glitches and mutates accordingly | ||
+ | * distributed control. probabilistic co-evolution of divergent processes | ||
+ | * able to heal & repair damage | ||
+ | * unblocking information flows | ||
+ | * breaking down hierarchical file-systems | ||
+ | * away from systems that contain instead of communicate with media | ||
+ | * an elastic system, extendable and scalable frameworks, learning, negotiating, | ||
+ | * machine learning, tools that evolve with time and usage (thalience) | ||
+ | * away from optimising, towards diversifying, | ||
+ | * result = negotiation between internal rules of each element and external conditions of the environment | ||
+ | * using unreadable data meaningfully | ||
+ | * systems of self-organising elements from which shape and structure emerge | ||
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+ | Related; groWorld, Luminous Green | ||
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+ | === Autonomous machines === | ||
+ | * physical, autonomous machines | ||
+ | * embodiment of intelligent systems | ||
+ | * technological artefacts with their own agency | ||
+ | * perceiving + acting -> reasoning | ||
+ | * migration of intelligence through different embodiments (virtual and physical platforms), with continuation of interaction between different bodies and sensors distributed through the environment; | ||
+ | * What should an "agent mind" look like? | ||
+ | * more ecologically valid context | ||
+ | * absolute & centralised control = impossibility | ||
+ | * a framework for developing frameworks | ||
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+ | Related: Machine Wilderness, Silent Dialogues | ||
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+ | === Living with machines === | ||
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+ | * social robots living in the same environments with people | ||
+ | * Biological causes of behaviour | ||
+ | * Robot should be anything but a human | ||
+ | * How can a robotic creature live with humans? Social interest and contact, remembering and forgetting, supporting relationships and understanding social messaging, recognising and enacting expressions and emotions; privacy issues | ||
+ | * Test: in games, where robot is a character playing a social game with you; learning from animation to design characters | ||
+ | * ethical dimension - how will people spend time with robots? tested in interaction design prototypes; challenging people’s assumptions about the world | ||
+ | * animist perspective in robotics - ethics essential in robot development | ||
+ | * robots share contextuality with humans and other intelligencies - when involved with humans, they are imbued with character and personality | ||
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+ | Related: Lirec, germination x, al jazari | ||
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