Friday, 27 August 2010

The Death of Contemplation (by Martin Greaves)

In response to my post entitled 'The Virtual Body' June 2010, my colleague at dinosaurmuseum Martin Greaves sent me the following text via email (as it was too big for the 'comments' box. Excellent work on this mate - a really well researched text!!

The Death of Contemplation

A very persuasive argument in reply to my question there Steve, but I have another few points to make regarding the development of computer interfacing and its effects on human development. Ofcom recently found that Britons spend an average of seven hours a day interacting with some form of media (television, computer, mobile phone etc.) and that smart phones especially are an expanding fixture of an increasing number of our lives (for “smart phone” read “mobile computer”). In fact, television accounted for a relatively small proportion of this time, especially within the 16-to-24-year-old age groups (i.e. the group that can be classed as the future of this country). The dominant media choice for this group is mobiles and computers, and of this group, two-thirds were found to be multitasking by operating up to two digital tasks at once.

Academics in the field are beginning to associate such fixation with digital interfacing as tantamount to an addiction (ever found yourself constantly checking email or updates on your phone?), and a development of a kind of twitchy anxiety at the need to remain “plugged in” to this ever-increasing, constantly updated cyber world of information and entertainment. Moreover, it is becoming obvious to many in the medical field that this relatively new form of digital interfacing has shown to be responsible for effectively rewiring the human brain to become accustomed to this constant flow of data and information nuggets in their briefest form. The brain, as you know, is an organ operated electrically as well as chemically and people who suffer brain damage in some form of accident can often benefit from their brain’s capacity to rewire the neural highway to bypass any dead or damaged synapses in order to increase its functioning capacity (this is termed neuro-plasticity). If the road is blocked the brain creates a diversion around the blockage so the traffic can keep moving. If you think of it this way, then the physical rewiring of the brain to accommodate this new development of data flow and information gathering can have potentially negative effects on human development, ironically depriving the human race of the very talents that drove our journey from caves to PC terminals.

The negative effects I am citing here are the oft-quoted effects of “dumbing down”, or to put it another way, the rewiring of our brains and the way we interpret news and information will, it has been said, become biased towards the quick-fix soundbite, the three-minute YouTube video and the eventual inability (or desire) to study in-depth analysis of any given event, the wish to invest days of time on a large novel or the enjoyment of watching a three-act play. In short, the very act of contemplation and deep thinking may be a trait (and a very human trait) that becomes lost to future generations, like the ancient rite of some long-dead pagan religion.

In his book, “The Shallows” author Nicholas Carr writes:

“If, knowing what we know today about the brain’s plasticity, you were to set out to invent a medium that would rewire our mental circuits as quickly and thoroughly as possible, you would probably end up designing something that looks and works a lot like the internet.”

The timescale for this “redesign” of the human brain is not as long as some may think. In 2008 at UCLA, psychiatrists, led by Dr. Gary Small, researched the effects of digital interfacing on the human brain by obtaining two groups made up of 12 experienced web users and 12 digital newcomers. These groups used Google whilst their brains were scanned. The results, published under the (humorous, I think) title Your Brain On Google pointed up a key initial difference between the two groups. In an area of the brain called the dorsolateral prefrontal cortex, which deals with short-term memory and decision-making, the newcomers showed hardly any activity, whereas the web veterans displayed plenty of activity in this area of the brain scan. Six days later, after the novices had been asked to spend just one hour a day online, the two groups’ brains were re-scanned. The activity in the same area of the brain was now very nearly identical. Five hours of digital interface had effectively been enough to begin to rewire the brain.

Dr. Small also cites the digital revolution as being a central cause for the decline of human-contact skills in younger people. This can be seen in the lack of maintaining eye contact during conversations and the increasing inability to read non-verbal cues (or body language) when socializing within a group. He fears texting and instant email are also dampening our ability to be creative and think outside the box by ourselves because we are constantly vetting our thoughts and ideas through instant and regular contact with friends and peers. The effect of digital multitasking is not an increased skill in coordination (as previously cited) but a tendency to do things faster but, crucially, sloppier and without due consideration. Indeed, this is a problem that big US corporations like the engineering company Boeing are seeking to address in their new young apprentices.

The effect of the 24-hour news, the laptop, the mobile phone; the constant interference of digital media and interface in our modern consumer lives, can have wonderful, information-sharing benefits, where an experienced doctor might instruct a novice surgeon a thousand miles away, and guide him through a step-by-step procedure to repair a damaged artery via a satellite computer link. But the rewiring of the brain as a result of all this might be to our detriment. As Carr states it in his book, “We are welcoming the frenziedness into our souls” and as the years go by and we routinely ping-pong from blog to website to Twitter in a matter of minutes, there shall be no-one sitting somewhere on a melancholy beach, watching as the sun slowly goes down. The horizon turning from yellow, to orange and finally to blood red, as day turns to night.

Friday, 20 August 2010

Proposal for Pseudorandom at the AND festival

This is proposal that I sent off to Andrea and Simon for the catalogue of the Analogue is the New Digital festival in October...hope they like it!!!

Title: Pseudorandom

Pseudorandom is a series of autonomous drawings that have been produced by a mechanical robotic device. These generative images display the aesthetic qualities of digital code that allows a computer to act with varying degrees of freedom, choice and randomness.

These original pen and ink drawings attempt to visualise the process of pseudorandom number generation by creating a visual landscape and sense of physicality from the otherwise entirely digital nature of code, machine consciousness and artificial intelligence.

Similar to the way Jean Arp produced his ‘chance collages’ as a method of relinquishing control, the drawings of pseudorandom can be seen as a depersonalization of creative practice. By instructing a computer to make the important decisions of composition the drawings are experiments of digital spontaneity and irrational artistic creation. Acts of computational randomness and choice are merely a simulation – a pseudorandom process that originates from an arbitrary starting point. To what extent can this be described as a ‘random’ process may be addressed by the drawings of Pseudorandom, as it maps out a physical representation of a computers ability, or inability to think in a truly random fashion. Just as Arp’s collage ‘According to the Laws of Chance’ appear relatively ordered, (which suggests that the artist retained a certain degree of authority) these drawings are an examination of the contrast between control and chaos.

The drawings of Pseudorandom have been created by means of a robotic appliance that interprets and responds to a computer which is programmed to display colour in an apparently random order. The element of choice is given to the computer by means of a programmed loop that instructs the machine to randomly choose and display a colour on its monitor. The device that plots this event watches the screen using its color sensor, which in turn drives a mechanical arm holding a pen. The movement of the pen is dependant on the hue and saturation of the colour that it sees.

Background on pseudorandom numbers

A pseudorandom number generator (PRNG), is a computer program algorithm for generating sequences of numbers that appear random in their inception. Pseudorandom numbers are an important practice for simulations (e.g. of physical systems with the Monte Carlo method - such computer simulation methods are especially useful in studying systems with a large number of degrees of freedom, such as fluids, disordered materials, strongly coupled solids, and cellular structures), and are central in the practice of cryptography (practice and study of hiding information) and procedural generation.

A Pseduorandom number can be started from an arbitrary starting state using a seed. It will always produce the same sequence thereafter when initialized with that state. The maximum length of the sequence before it begins to repeat is determined by the size of the state, measured in bits. However, since the length of the maximum period potentially doubles with each bit of 'state' added, it is easy to build Pseudorandom numbers with periods long enough for many practical applications. Although PRNGs will repeat their results after they reach the end of their period, a repeated result does not imply that the end of the period has been reached, since its internal state may be larger than its output.

Most pseudorandom generator algorithms produce sequences which are uniformly distributed by any of several tests. It is an open question, and one central to the theory and practice of cryptography, whether there is any way to distinguish the output of a high-quality pseudorandom number from a truly random sequence without knowing the algorithm(s) used and the state with which it was initialized. The security of most cryptographic algorithms and protocols using PRNGs is based on the assumption that it is infeasible to distinguish use of a suitable PRNG from use of a truly random sequence.

Pseudorandom




This is a new piece that I'm working on at the moment. Its called Pseudorandom and it will form part of the AND festival (Analogue is the New Digital) curated by Andrea Zapp and Simon Blackmore. The Exhibition opens at the Mad Lab (Manchester Digital Laboratory) on 1st October and will run throughout the month at various venues (TBA). These drawings are merely prototypes at the moment, as I'm still to put the artwork together.

The piece is about how computers can attempt to think in a random and disordered fashion, in contrast to their natural purpose of machines that make accurate, ordered and literal calculations. With this being an 'Analogue' festival, I had to think of a way of representing this digital process in an analogue fashion. The way it works seems a little long winded, but I think it'll be sympathetic to the brief in the end - its basically a drawing machine that watches a computer screen as the computer chooses colours at random (I'll get on to how it does this later). Once the device has 'seen' a colour on the computer monitor (by means of its colour sensor that is pointing at the screen) the machine moves its mechanical, pen holding, arm around a piece of paper. Depending on what colour the machine sees, determines how the arm moves. What we should end up with is a beautiful generative algorithmic drawing, and not a big mess that looks like a spider has walked all over it!!

The drawings at the top are sketches of the machine that I plan to build, and the circular patterns below them are simulations of how I think the end result may look. It is a 'random' process though, so we'll just have to wait and see.