Algorithm, Analog Computing, Brain, Code, Cybernetics, Download, History, Interface, Logic, Mathematics, Memory

From Memex to Hypertext: Vannevar Bush and the Mind’s Machine (1991)

“Vannevar Bush, the engineer who designed the world’s most powerful analog computer, envisioned the development of a new kind of computing machine he called Memex. For many computer and information scientists, Bush’s Memex has been the prototype for a machine to help people think. This volume, which the editors have divided into sections on the creation, extension, and legacy of the Memex, combines seven essays by Bush with eleven others by others that set his ideas within a variety of contexts. The essays by Bush range chronologically from the early “The Inscrutable Thirties” (1933), “Memorandum Regarding Memex” (1941), and “As We May Think” (1945), to “Memex II” (1959), “Science Pauses” (1967), “Memex Revisited” (1967), and a passage from “Of Inventions and Inventors” (1970). Bush’s essays are surrounded by four chapters that place his changing plans for the Memex within his career and within information technology before digital computing. The contributors include Larry Owens, Colin Burke, Douglas C. Engelbart, Theodor H. Nelson, Linda C. Smith, Norman Meyrowitz, Tim Oren, Gregory Crane, and Randall H. Trigg.”

Memex animation

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Algorithm, Architecture, Art, Automata, Biological Computation, Chaos, Code, Cybernetics, Drawing machine, History, Interface, Kinetic, Light, Logic, Maker, Man/Machine, Mathematics, Neural Networks, PDF, Social intelligence, Society, Tactical Media

Cybernetic Serendipity the Computer and the Arts – (1968)

Exhibition catalogue. Edited by Jasia Reichardt (Studio International Special Issue, London. 1968)

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Anthropology, Art, Capitalism, Code, Commons, Economy, Ethics, History, Interface, Media, Memory, PDF, philosophy, Social intelligence, Society, Tactical Media

Kittler Friedrich : Gramophone Film Typewriter

“Part technological history of the emergent new media in the late nineteenth century, part theoretical discussion of the responses to these media—including texts by Rilke, Kafka, and Heidegger, as well as elaborations by Edison, Bell, Turing, and other innovators—Gramophone, Film, Typewriter analyzes this momentous shift using insights from the work of Foucault, Lacan, and McLuhan. Fusing discourse analysis, structuralist psychoanalysis, and media theory, the author adds a vital historical dimension to the current debates over the relationship between electronic literacy and poststructuralism, and the extent to which we are constituted by our technologies. The book ties the establishment of new discursive practices to the introduction of new media technologies, and it shows how both determine the ways in which psychoanalysis conceives of the psychic apparatus in terms of information machines.”

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Computing Machinery and Intelligence : Turing, A.M. (1950).

The fact that Babbage’s Analytical Engine was to be entirely mechanical will help us to rid ourselves of a superstition. Importance is often attached to the fact that modern digital computers are electrical, and that the nervous system also is electrical. Since Babbage’s machine was not electrical, and since all digital computers are in a sense equivalent, we see that this use of electricity cannot be of theoretical importance. Of course electricity usually comes in where fast signalling is concerned, so that it is not surprising that we find it in both these connections. In the nervous system chemical phenomena are at least as important as electrical. In certain computers the storage system is mainly acoustic. The feature of using electricity is thus seen to be only a very superficial similarity. If we wish to find such similarities we should took rather for mathematical analogies of function.

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Water Memory

“This paper demonstrates that the waves produced on the surface of water can be used as the medium for a “Liquid State Machine” that pre-processes inputs so allowing a simple perceptron to solve the XOR problem and undertake speech recognition. Interference between waves allows non-linear parallel computation upon simultaneous sensory inputs. Temporal patterns of stimulation are converted to spatial patterns of water waves upon which a linear discrimination can be made. Whereas Wolfgang Maass’ Liquid State Machine requires fine tuning of the spiking neural network parameters, water has inherent self-organising properties such as strong local interactions, time-dependent spread of activation to distant areas, inherent stability to a wide variety of inputs, and high complexity. Water achieves this “for free”, and does so without the time-consuming computation required by realistic neural models. An analogy is made between water molecules and neurons in a recurrent neural network.”

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Algorithm, Anthropology, Biometrics, Economy, Interface, Medicine, Society

Computational Anthropology

“The increasing availability of big data from mobile phones and location-based apps has triggered a revolution in the understanding of human mobility patterns. This data shows the ebb and flow of the daily commute in and out of cities, the pattern of travel around the world and even how disease can spread through cities via their transport systems.”

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History of Computer Art : Cybernetic Sculptures

“In 1968 artists and musicians like Stephen Antonakos, Terry Riley, Charles Ross and Robert Whitman realised installations producing light and sound events for the exhibition “The Magic Theatre”. James Seawright constructed “Electronic Peristyle” 37: an uncommon work for an uncommon exhibition. He installed “power supplies” in a base under a sphere. The sphere was made of transparent plastic and contained 12 photocells. A “cylindrical metal box” with 12 “light beam projectors” was mounted underneath the “plastic sphere”. The electronics in this vertical structure with round segments “was either digital (the earliest family of Motorola RTL logic chips)” or it contained “conventional analog transistor circuits.” These electronics controlled the generation of sounds by “electronic synthesizer modules”. These modules were developed by Robert Moog. He integrated his analog equipment in Seawright´s installation.”

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Lord Kelvin’s Harmonic Synthesizer

“Originally designed as a tide predictor in 1873, the system can combine numerous component waves—in some devices, up to 64 separate components—into a single curve. It is based on the earlier pin-and-slot device, which produces simple harmonic motion with the turn of a crank.”

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Robot Ethnography

“Rather, the point of anthropology is typically to locate a people who are typically strange and foreign to us, and then relate the way in which those people live, showing not only how they are different from us but also how they are the same. In doing so, we learn not only about others, but also ourselves. So in that framework, I tend to agree with the critics who say that only way to give a vitalistic account of a robot society is by projecting too many human qualities onto the non-human. What is then left is a non-vitalistic ethnography: an account of a culture devoid of life. Like with Latour and agency, once we show that life is not a necessary criterion for this thing called culture, then the fun really begins — and you can see why lots of people would oppose this.”

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Sholpo, Russian sound Art Histories and Generation Z

“Graphical (Drawn) Sound is a technology of synthesizing sound from light that was developed in Soviet Russia in 1929 as a consequence of the newly invented sound-on-film technology, which made possible access to the sound as a trace in a form that could be studied and manipulated. It also opened up the way for a systematic analysis of these traces such that they could be used to produce any sound at will. The laboratories that were soon created became the first-ever prototypes of the future centres for computer music. While most inventors of electronic musical instruments were developing tools for performers, the majority of methods and instruments based on Graphical Sound techniques were created for composers. Similar to modern computer music techniques, the composer could produce the final synthesized soundtrack without need for any performers or intermediates. At exactly the same time similar efforts were being undertaken in Germany by Rudolf Pfenninger in Munich and, somewhat later, by Oscar Fischinger in Berlin. Among the researchers working with Graphical Sound after World War II were the famous filmmaker Norman McLaren (Canada) and the composer and inventor Daphne Oram (UK)”

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When Machines Play Chopin

“However, as the eighteenth-century androids show, machines and or­ ganic nature, including human cognition, were not always polar opposites. Philipp Sarasin writes in his book on machines and the body that the machine and the organic were interchangeable in pre-Romantic thought (75). In another study on machines in human history, Herbert Heckman explains that the relationship between the body and the machine starts with the stone-age necessity to build tools as extensions of the body in order to survive (11). The nineteenth-century desire to separate the mechanical from the organic was a reaction to Enlightenment philosophy and an attempt to break away from this thinking in favour of an emphasis of expression and spirit over form.”

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Animals, Bio hacking, Biology, Biometrics, Brain, Commons, DIY, Interface, Man/Machine, Medicine, Neural Networks, Science

Open Ephys’ DIY brain tools

“To promote tool-sharing among members of the worldwide systems neuroscience community. Open Ephys will support the development, distribution, and maintenance of open-source hardware and software for collecting and analyzing neuroscientific data. Special focus will be given to tools with expensive or inflexible commercial alternatives, and which serve the needs of a broad user base. Open Ephys strives to make it easier for investigators to share the tools they develop by establishing a centralized tool repository and by coordinating distributed support networks.”

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Post-Human Musics

“Might they not, too, be interested in music? After all, they will have unfettered access to the cultural products of the human world, and they will share DNA—the same hardware, languages, and algorithms—with electronic music. They will have networked relationships with devices and systems capable of generating sound. Freed from the limitations of the fallible human body, they will certainly be capable of playing expertly, although it’s more plausible they won’t need to play at all. It used to take a laser, a magnet, or a needle to reproduce sound. Now all it takes is code.”

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Algorithm predicts your next action on video

“Just as in some languages nouns can go before or after verbs but adjectives have to precede nouns, in a particular action, like making tea, the preparer could put a tea bag into an empty cup before or after putting the water on to boil, but no matter what the kettle will go on the stove before the water is poured. The grammar model has another advantage: The algorithm can make educated guesses about partially completed actions in a streaming video. The software makes its best guess as to what the action is and subsequently revises it if necessary.”

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“Jeeves, bring up my feed”

“It’s entirely possible that the influence of our virtual minders could reach far further. What if we tell our OS that we’ll only ever buy products that meet certain ethical standards; hit certain carbon emission targets or treat their employees in a certain way? Our computer may say no to brands for many different reasons. This may sound like science fiction, but actually we are close to combining concept areas such as big personal data management, the internet of things and operating systems that learn how to provide the perfect approach to life management, just for us. The ingredients are already there and companies that could potentially deliver a “Her” are already hard at work putting the building blocks of personal technology in place.”

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Familiar Face

“Face-matching today could enable mass surveillance, “basically robbing everyone of their anonymity,” he says, and inhibit people’s normal behavior outside their homes. Pointing to the intelligence documents made public by Edward J. Snowden, he adds that once companies amass consumers’ facial data, government agencies might obtain access to it, too.”

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Ralf Baecker is my hero.

“Ralf Baecker is an artist with a background in computer science, who works with and about technologie. He builds speculative machines and installations that investigate the digital and its cultural origin, with a focus on the encounter of thought and the (physical) world. He considers computers and cybernetic machines as epistemological hardware rather than tools.”

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Rythyms of the Brain

“Due to its ability to give rise to spontaneous activity, the brain does not simply process information but also generates information. As a result, the world outside is not simply “coded” by meaningless “bits” of neuronal spikes but gets embed- ded into a context, an important part of which is time.”

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PSYCHOGRAM

“You are not your brain. You have a brain, yes. But you are a living being that is connected to an environment; you are embodied, and dynamically interacting with the world. We can’t explain consciousness in terms of the brain alone because consciousness doesn’t happen in the brain alone.” Alva Noe. (Great links on this page)

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Cloud Music (1974)

“… is the result of one such collaboration between three innovative and influential artists; Robert Watts, David Behrman and Bob Diamond. Robert Watts (1923- 1988) was the conceptual instigator for Cloud Music and a leading artist within Fluxus, one of the major avant-garde art movements of the late 20th century. As a trained engineer, he was an influential champion of non-traditional materials and regularly challenged the processes of art making. David Behrman (b. 1937) is an internationally recognized experimental music composer. He regularly collaborated with Merce Cunningham and John Cage, and continues to perform and exhibit multimedia installations worldwide. Bob Diamond (b. 1946) is an electrical engineer and mathematician who went to university at the age of 16. He was subsequently hired by NASA at 18 to work on Saturn Booster Rockets, (so his work is also represented at the National Air and Space Museum). In the late 60s, he turned his attention – and considerable technical aptitude – to begin working as an artist. Together these artists literally invented new technologies to realize a shared creative vision.”

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Brain, Interface, Medicine, Robots, Science

Elderly Fear Robot Friends Will Corrupt Children

“This phenomenon is known as the “third-person effect.” “The greatest negative effects are predicted to occur among imagined audiences that are socially distant from the individual’s own reference group,” the Pennsylvania State University media researchers explain in their paper. “For the population of interest in this study, namely senior citizens, the obvious ‘other’ group is younger people.”

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Brain, Education, Interface, Science

Writing versus Typing and your memory

“In this group, longhand-notetakers outperformed laptop-notetakers on the quiz. Analysis of student notes showed that laptop-notetakers tended to transcribe a lot of the speaker’s words verbatim. Mueller and Oppenheimer suspected that this was because those who typed notes were inclined to transcribe lectures, rather than process them. This makes sense: If you can type quickly enough, word-for-word transcription is possible, whereas writing by hand usually rules out capturing every word.”

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