| "Rewind
the Future" |
| Joline
Blais and Jon Ippolito |
| When
was the last time you sat down to have a talk with your computer?
Not to dictate a spreadsheet via keyboard or an e-mail via voice-recognition,
but for a heart-to-heart conversation, a back-and-forth exchange? |
| Computers
have been keeping their mouths shut lately, mostly on the advice of
their lawyers. That's because loose lips sink media monopolies: Let
people's computers talk directly to each other, and they might share
software or music. Let people access movie files on a DVD, and they
might modify them. So lawyers are advising computers to take the Fifth
Amendment. The record labels are pressuring ISPs to reveal students
who exploit peer-to-peer networks, then slapping them with million-dollar
lawsuits. Microsoft's much-anticipated Longhorn operating system will
work together with an Intel chip to hinder "unauthorized"
access to a computer and its contents. And Hollywood just announced
the amazing self-destructing DVD. |
| |
| The
Art of Monologue |
| Most
digital artists haven't really helped computers express themselves.
Yes, Generative and Glitch artists have helped computers find their
inner voice through artificial life and software bugs. But the interactivity
touted by most new media art is little more than a pre-determined
set of social pleasantries: "Hello." "How are you?"
"Fine." "Would you like to click here?" "Yes,
thank you." |
| Even
artists who haven't taken their cue from the Berlitz phrasebook of
multimedia can muzzle their computers simply by their choice of a
software package. Since the turn of the century a number of the most
prominent Internet artists have turned away from interpreted code
like HTML and toward compiled code such as Flash and Java. To be sure,
communities of Flash and Java developers commonly post or trade the
code that runs their projects behind the scenes--but you have to be
a member of those subcultures to know where to look for this code.
And once a program is compiled, no one--not ever the original programmer--can
amend, append, or interject anything new amidst the FOR loops and
function calls. The computer is just executing its own little monologue,
mumbling to itself as it carries out the business its creator assigned
it. And you can't get a word in edgewise. |
| It's
sad to see 21st-century computers turn tight-lipped, especially because
over the last three decades of the 20th they had made so much progress
in conversing with people. In 1975, a programmer typically had to
use a special typewriter to punch out individual FORTRAN commands
on forty or fifty punchcards, arrange these in the right order, wait
in line to slip the stack into a mainframe computer's card tray, then
wait while the computer first compiled the instructions, then ran
the compiled program, then cranked out a response on perforated green-and-white
paper. This glacial response time didn't exactly lend itself to fluid
banter. "Can you print out all numbers from one to ten?"
Twenty minutes later: "Did you say print out all numbers from
one two ten?" |
| |
| Back
to BASICs |
| How
did humans and computers get from this awkward stage of their relationship
to the chatty conversation of late-twentieth-century script kiddies,
where the HTML on someone's Web site could be copied, pasted, modified,
and reloaded into a browser in less time than it takes to punch out
a single FORTRAN statement? As the artist duo jodi notes, a pivotal
moment was the adoption of the BASIC programming language in the early
1980s. As computer scientist Diarmuid Pigott notes: |
|
[BASIC's]
code runs in a human-monitored session, complete with the RUN command.
It goes off to a compiler and returns error messages immediately.
It is the conversational aspect that mattered to [BASIC's designers].... |
|
Granted
the designers always intended it to be compiled, not interpreted (this
is explicitly stated in Kurz 1978) it still seems to me that to concentrate
on the compilation/interpretation dichotomy is to miss the essential
features of BASIC, which were the conversational aspects. This interplay
between the programmer and the computer was where the real "interpretation"
happened: interactive editing of lines of code through numbers, verbs
such as LET to require explicit assignment all show how the paradigm
was more complex than what is understood now by interpretation, which
is closer to the Ousterhout model of scripting vs. compilation. (http://www.kbasic.org/1/history.php3) |
| |
| Peck,
PEEK, POKE |
| To
regain this lost art of conversation, jodi have dug up fossil computers
that can run BASIC, with the aim of sparking new dialogues in an ancient
language. Visitors to a digital art gallery are confronted with a
row of ZX Spectrums--which is the art world equivalent of seeing a
line of Model T's in a Concept Car Expo. To interact with these Jurassic
devices, visitors must peck out lines of program code on a rubberized
keyboard. For the uninitiated, this would be a daunting task for most
programming contexts, but here jodi have made the job mercifully simple
given the rudimentary commands available in BASIC, which in these
ten-line programs merely involve changing the hue or position of blocks
of color on the screen. The payoff comes in the speed and ease of
conversation: a program can be modified and run with only two or three
keystrokes, and it can even be interrupted while in progress via the
BREAK command. A ZX Spectrum may not have the most sophisticated vocabulary,
but it's a humble and forgiving conversationalist. |
| And
these antiquated twenty-somethings will open their hearts to you,
if you know the right things to say. The heart of a computer lies
underneath its programming shell, down at the level of the machine
code. Ordinary programming languages don't allow such deep access,
but BASIC's PEEK statement permits a user to glimpse the contents
of a memory location directly. Not only will the Spectrum let you
see its memories, but it will even let you change them. The POKE statement
stores a number directly in memory location, bypassing the mechanisms
normally used by a programming shell. Jodi call this direct access
to a computer's innermost memories "open hardware," and
it is a kind of interaction ordinary folks are unaccustomed to having
with the chunk of silicon sitting on our desktops. |
| |
| Power
Games |
Why
do we want to talk with our computers, anyway? Because code is power.
If we can talk to our computers and control them, we can have some
say in the ways they control us.
Jodi's little game of colored blocks is a nostalgic rewind to a time
before today's yawning divide between code and content, between depth
and surface. By contrast, the overwhelming majority of contemporary
games offer not access to code, but a replacement for access to code.
Code structures have gotten so knotted up in Byzantine 50-megabyte
releases that even programmers feel out of the (DO) loop. When a geek
gets a rush from beheading an adversary in Mortal Kombat, the thrill
is partial compensation for the fact that no single programmer could
create Mortal Kombat himself. A game is a power fantasy, but a game's
only real power lies in the code that drives it. Jodi's installation
hands over the keys to us ordinary mortals: here, you drive for a
change. |
| What
happens when stories get copyrighted or game code becomes closed?
Hollywood plots, hack fiction, and juvenile games. But it's not only
the quality of our entertainment that is endangered when code is hidden
away from a community of users. |
| Evolution
teaches us that closed systems eventually perish, and that only diverse,
open systems create the conditions under which life can thrive. Even
if we narrow the focus to languages, philosopher Mikhail Bakhtin reminds
us that Saussurian "langues" are dead, and that only live,
open "paroles" remain relevant to the polyphonic communities
that deploy them. As long as computer codes remain largely in the
hands of Microsoft and SONY, then they risk the fate of becoming increasingly
irrelevant to the communities that they attempt to control. And when
that happens the demand in gaming for bigger and bigger guns to defeat
bigger and bigger foes will only increase, as our sense of powerlessness
increases. |
| |
| Mirror
Stage |
| If
it is the conversational aspect of coding that matters, then who are
we talking to when we talk to our computers? Open source and open
hardware, for all their utopian promise, do not always open up the
larger world we live in. When people talked to MIT's Eliza via a text
interface, they insisted this virtual Rogerian analyst was capable
of meaningful conversations with them. But Eliza was only a set of
algorithms acting as a mirror. |
| Much
of jodis work invites us to pay attention to what we see in
the mirror of computer gaming. Their 2001 work Untitled Game reenacts
the violence of computer games by equating it with the violence of
computer crashes. When the target of the violence suddenly becomes
ourselves--or our hard drives--we are shocked and awed by the assault.
War games are played by us, against them. We dont expect our
projectiles to be redirected back at us. We dont expect our
own planes to crash into the Twin Towers. |
| Whatever
the momentary satisfaction or shock of standalone computer games,
they are ultimately isolating. And so is the code, if all the code
does is give us a mirror of ourselves, translating our material world
into configurable bits and bytes. If what we want from code is not
only power, but also discourse and connection, then perhaps we should
begin to ask ourselves about the codes we are in the habit of overlooking
in our preoccupation with our own, whether digital or genomic: cicada
hisses and dolphin pings, the groans and shrugs of our teenagers,
Rap Star wannabes on Columbus Avenue, the pattern of planned settlement
in the West Bank. There are plenty of codes out there calling for
our attention, and many are in plain sight or hearing. If access to
digital code can open up the heart of a computer, would a deeper understanding
of these other codes enable us to open our own codes--and our own
hearts? If not, in our search for bigger and better guns--virtual
and real--with which to obliterate the exaggerated foes of our latest
war games, we may find ourselves closing the door on our future. |
| |
| Biography |
| Jon
Ippolito |
| The
recipient of Tiffany, Lannan, and American Foundation awards, Jon
Ippolito has exhibited artwork with collaborative teammates Janet
Cohen and Keith Frank at the Walker Art Center, ZKM/Center for Art
and Media Karlsruhe, and WNET's ReelNewYork Web site. As Associate
Curator of Media Arts at the Guggenheim Museum, he has curated _Virtual
Reality: An Emerging Medium_ and, with John G. Hanhardt, _The Worlds
of Nam June Paik_. Ippolito's critical writing has appeared in periodicals
ranging from Flash Art and the Art Journal_ to the _Washington Post_.
At the Still Water lab co-founded with Joline Blais, Ippolito is at
work on three projects--the Variable Media Network, the Open Art Network,
and an exhibition called Mind Sets--that aim to expand the art world
beyond its traditional confines. |
| Joline
Blais |
|
Fiction
writer Joline Blais is an Assistant Professor of New Media at the
University of Maine and co-founder of Still Water for network art
and culture. Informed by a background in comparative literature
at Harvard and University of Pennsylvania, she previously directed
the Digital Media Studies program at New York's Polytechnic University
and pioneered the teaching of media technologies in SCPS at New
York University. Blais' research explores new narrative mediums,
from DHTML to Weblogs to gaming platforms; her writing explores
the way that introducing alternative viewpoints can destabilize
the traditional plots found in mainstream literature and cinema.
She and Jon Ippolito are currently at work on a book entitled _The
Edge of Art_. She has also recently completed _Sorties_, her first
novel.
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