MachineMachine /stream - tagged with code https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[Humans Can Now "Print" Genetic Code and Engineer Life]]> https://futurism.com/humans-can-now-print-genetic-code-and-engineer-life/

We have learned how to manipulate the code of life. Why this hasn’t received more attention is beyond me. Synthetic Biology is a multidisciplinary field that often defies definition. Yet despite its complexity, it is a remarkably easy field to apply once you’ve learned the science behind it.

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Tue, 14 Feb 2017 11:08:09 -0800 https://futurism.com/humans-can-now-print-genetic-code-and-engineer-life/
<![CDATA[If You Were a Secret Message, Where in the Human Genome Would You Hide? - Facts So Romantic - Nautilus]]> http://nautil.us/blog/-if-you-were-a-secret-message-where-in-the-human-genome-would-you-hide

When people think about SETI, the Search for Extraterrestrial Intelligence, they imagine messages sent via radio—Jodie Foster tuning antennas, hoping to pick up signals from the “billions and billions” of star systems pondered by Carl Sagan.

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Sat, 04 Apr 2015 01:55:34 -0700 http://nautil.us/blog/-if-you-were-a-secret-message-where-in-the-human-genome-would-you-hide
<![CDATA[Deadly Algorithms | Radical Philosophy]]> http://www.radicalphilosophy.com/commentary/deadly-algorithms

Algorithms have long adjudicated over vital processes that help to ensure our well-being and survival, from pacemakers that maintain the natural rhythms of the heart, and genetic algorithms that optimise emergency response times by cross-referencing ambulance locations with demographic data, to ea

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Mon, 08 Sep 2014 17:11:53 -0700 http://www.radicalphilosophy.com/commentary/deadly-algorithms
<![CDATA[“The biological significance of these sequences is not known.”]]> http://www.nytimes.com/2014/03/04/health/a-powerful-new-way-to-edit-dna.html?_r=1

In the late 1980s, scientists at Osaka University in Japan noticed unusual repeated DNA sequences next to a gene they were studying in a common bacterium. They mentioned them in the final paragraph of a paper: “The biological significance of these sequences is not known.”

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Tue, 04 Mar 2014 14:33:43 -0800 http://www.nytimes.com/2014/03/04/health/a-powerful-new-way-to-edit-dna.html?_r=1
<![CDATA[Software Is Reorganizing the World | Wired Opinion | Wired.com]]> http://www.wired.com/opinion/2013/11/software-is-reorganizing-the-world-and-cloud-formations-could-lead-to-physical-nations

For the first time in memory, adults in the United States under age forty are now expected to be poorer than their parents. This is the kind of grim reality that in other times and places spurred young people to look abroad for opportunity.

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Sun, 24 Nov 2013 05:12:58 -0800 http://www.wired.com/opinion/2013/11/software-is-reorganizing-the-world-and-cloud-formations-could-lead-to-physical-nations
<![CDATA[HARDCORE SOFTWARE : PIRACY TODAY]]> http://hardcoresoftware.org/hardcore-software--image.html

Hardcore Software presents Piracy Today, a platform for actions an interventions that challenge our dominant cultural order. The pilot exhibition presents work by four artists and practitioners who use piracy to interrogate patterns of cultural transmission.

http://hardcoresoftware.org/

Wednesday 28 August 2013 | 6-10pm Open discussion starts at 7pm Penthouse 4C, Barbican Centre Foyer

FEATURING WORK BY AND Publishing | Martin Dittus | Geraldine Juarez | Lawrence Lek

OPEN DISCUSSION 7-8.30pm Hosted by Rachel Falconer (Curator) Stuart Bannocks (Designer & Theorist) Ami Clarke (Artist & Curator) Martin Dittus (Hacker) Lawrence Lek (Artist) Daniel Rourke (Artist & Writer)

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Sat, 07 Sep 2013 06:24:26 -0700 http://hardcoresoftware.org/hardcore-software--image.html
<![CDATA[Artist Profile: Alex Myers]]> http://rhizome.org/editorial/2013/apr/3/artist-profile-alex-myers

Your work spans several distinct, but overlapping areas of discourse. We could start by talking through design, animation, glitch art, code, game play or the interface. I want to start right from the bottom though, and ask you about inputs and outputs. A recent work you collaborated on with Jeff Thompson, You Have Been Blinded - “a non-visual adventure game” -  takes me back to my childhood when playing a videogame often meant referring to badly sketched dungeon maps, before typing N S E or W on a clunky keyboard. Nostalgia certainly plays a part in You Have Been Blinded, but what else drives you to strip things back to their elements? I’ve always been interested in how things are built. From computers to houses to rocks to software. What makes these things stand up? What makes them work? Naturally I’ve shifted to exploring how we construct experiences. How do we know? Each one of us has a wholly unique experience of… experience, of life.. When I was a kid I was always wondering what it was like to be any of the other kids at school. Or a kid in another country. What was it like to be my cat or any of the non-people things I came across each day? These sorts of questions have driven me to peel back experience and ask it some pointed questions. I don’t know that I’m really interested in the answers. I don’t think we could really know those answers, but I think it’s enough to ask the questions. Stripping these things down to their elements shows you that no matter how hard you try, nothing you make will ever be perfect. There are always flaws and the evidence of failure to be found, no matter how small. I relish these failures. Your ongoing artgame project, Writing Things We Can No Longer Read, revels in the state of apophenia, “the experience of seeing meaningful patterns or connections in random or meaningless data”. [1] The title invokes Walter Benjamin for me, who argued that before we read writing we “read what was never written” [2] in star constellations, communal dances, or the entrails of sacrificed animals. From a player’s point of view the surrealistic landscapes and disfigured interactions within your (not)(art)games certainly ask, even beg, to be interpreted. But, what role does apophenia have to play in the making of your work? When I make stuff, I surround myself with lots of disparate media. Music, movies, TV shows, comics, books, games. All sorts of stuff gets thrown into the pot of my head and stews until it comes out. It might not actually come out in a recognizable form, but the associations are there. A specific example can be found in a lot of the models I use. I get most of them, or at least the seed of them, from open source models I find on 3D Warehouse. Because of the way that website works, it’s constantly showing you models it thinks are similar for whatever reason. Often I’ll follow those links and it will take me down symbolic paths that I never would have consciously decided to pursue. This allows a completely associative and emergent composition to take form. I’d like to paraphrase and link up your last two answers, if I may. How do “relishing failures” and “allowing things to take form” overlap for you? I know you have connections with the GLI.TC/H community, for instance. But your notgames Me&You, Down&Up, and your recent work/proposition Make Me Something seem to invoke experiments, slips and disasters from a more oblique angle. All are a means of encouraging surprise. In each piece it’s not about the skill involved, but about the thrill of the unknown. In all of my projects I try to construct a situation where I have very little control over the outcome. Glitch does this. But within the glitch community there’s a definite aesthetic involved. You can look at something and know that it’s glitch art. That’s not true for everything, but there is a baseline. For my notgames work I embrace the practice, not necessarily the look. I want irregularity. I want things to break. I want to be surprised. Your work in progress, the Remeshed series, appears to be toying with another irregular logic,  one you hinted at in your comments about “associative and emergent composition”; a logic that begins with the objects and works out. I hear an Object Oriented echo again in your work Make Me Something, where you align yourself more with the 3D objects produced than with the people who requested them. What can we learn from things, from objects? Has Remeshed pushed/allowed you to think beyond tools? That’s a tricky question and I’m not sure I have a satisfactory answer. Both projects owe their existence to a human curatorial eye. But in both I relinquish a lot of control over the final object or experience. I do this in the spirit of ready-to-hand things. By making experiences and objects that break expectations our attention is focused upon them. They slam into the foreground and demand our attention. Remeshed, and to an extent, Make Me Something, allows me to focus less on the craft of modeling and animation and more on pushing what those two terms mean. As Assistant Professor and Program Director of the Game Studies BSc atBellevue University you inevitably inhabit a position of authority for your students. Are there contradictions inherent in this status, especially when aiming to break design conventions, to glitch for creative and practical ends, and promote those same acts in your students? Yourecently modified Roland Barthes’ 1967 text ‘The Death of the Author’ to fit into a game criticism context. It makes me wonder whether “The Player-God” is something you are always looking to kill in yourself? Absolutely. When teaching I try break down the relationship of authority as much as possible. I prefer to think of myself as a mentor, or guide, to the students. Helping them find the right path for themselves. Doing this from within a traditional pedagogical structure is difficult, but worthwhile. Or so I tell myself. In terms of the Player-God, I think yes, I’m always trying to kill it. But at the same time, I’m trying to kill the Maker-God. There is no one place or source for a work. There’s no Truth. I reject the Platonic Ideal. Both maker and player are complicit in the act of the experience. Without either, the other wouldn’t exist.

Age: Somewhere in my third decade. Location: The Land of Wind and Grass / The Void Between Chicago and Denver How long have you been working creatively with technology? How did you start? Oof, for as long as I can remember. When I was 13 I killed my first computer about 4 days after getting it. I was trying to change the textures in DOOM. I had no idea what I was doing. Later, in college I was in a fairly traditional arts program learning to blow glass. At some point someone gave me a cheap Sony 8mm digital camcorder and I started filming weird things and incorporating the (terrible) video art into my glass sculptures. After that I started making overly ambitious text adventures and playing around with generative text and speech synthesizers. Describe your experience with the tools you use. How did you start using them? Where did you go to school? What did you study? I use Unity and Blender primarily right now. They’re the natural evolution of what I was trying to do way back when I was using Hammer and Maya. I did my MFA in Interactive Media and Environments at The Frank Mohr Institute in Groningen, NL. I started working in Hammer around this time making Gun-Game maps for Counter-Strike: Source. During the start of my second semester of grad school I suffered a horrible hard drive failure and lost all of my work. In a fit of depression I did pretty much nothing but play CS:S and drink beer for three months. At the end of that I made WINNING. What traditional media do you use, if any? Do you think your work with traditional media relates to your work with technology? I’m not sure how to answer this. About the most traditional thing I do anymore is make prints from the results of my digital tinkering. Object art doesn’t interest me much these days, but it definitely influenced how I first approached Non-Object art. Are you involved in other creative or social activities (i.e. music, writing, activism, community organizing)? I’m involved with a lot of local game developer and non-profit digital arts organizations. What do you do for a living or what occupations have you held previously? Do you think this work relates to your art practice in a significant way? I’m an Assistant Professor of Game Studies at Bellevue University. The job and my work are inexorably bound together. I enjoy teaching in a non-arts environment because I feel it affords me freedom and resources I wouldn’t otherwise have. I actually hate the idea of walled-disciplines in education. Everyone should learn from and collaborate with everyone else. Who are your key artistic influences? Mostly people I know: Jeff Thompson, Darius Kazemi, Rosa Menkman, THERON JACOBS and some people I don’t know: Joseph Cornell, Theodor Seuss Geisel, Bosch, Brueghel the Elder, most of Vimeo. Have you collaborated with anyone in the art community on a project? With whom, and on what? Yes. Definitely. Most recently I’ve been working with Jeff Thompson. We made You Have Been Blinded and Thrown into a Dungeon, a non-visual, haptic dungeon adventure. We’ve also been curating Games++ for the last two years. Do you actively study art history? Yep. I’m constantly looking at and referencing new and old art. I don’t limit it to art, though. I’m sick of art that references other art in a never ending strange loop. I try to cast my net further afield. Do you read art criticism, philosophy, or critical theory? If so, which authors inspire you? Definitely. In no particular order: Dr. Seuss, Alastair Reynolds, Alan Sondheim, Dan Abnett, Samuel Beckett, James Joyce, Stephen King, Margaret Atwood, Italo Calvino, Mother Goose, Jacques Lacan, Ludwig Wittgenstein, Carl Jung, H.P. Lovecraft, Jonathan Hickman, Brandon Graham, John Dewey, Umberto Eco... the list goes on and on. Are there any issues around the production of, or the display/exhibition of new media art that you are concerned about? I think we’ve partially reached an era of the ascendant non-object. That is, an art form, distinct from performance and theatre, that places an emphasis wholly on the experience and not on the uniqueness of the object. Because of this move away from a distinct singular form, there’s no place for it in the art market. Most artists that work this way live by other means. I teach. Others move freely between the worlds of art and design. Still others do other things. The couple of times I’ve had solo exhibitions in Europe, I’ve almost always been offered a livable exhibition fee. Here in the States that’s never been the case. When I have shows stateside, I always take a loss. The organizer may cover my material costs, but there’s no way I could ever live off of it. Nor would I want to. I think the pressures of survival would limit my artistic output. I’m happier with a separation between survival and art.

[1] “Apophenia,” Wikipedia, the Free Encyclopaedia, March 21, 2013, http://en.wikipedia.org/w/index.php?title=Apophenia&oldid=545047760.

[2] Walter Benjamin, “On the Mimetic Faculty,” in Reflections: Essays, Aphorisms, Autobiographical Writings (New York: Schoclen Books, 1933), 333–336.

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Wed, 03 Apr 2013 09:28:28 -0700 http://rhizome.org/editorial/2013/apr/3/artist-profile-alex-myers
<![CDATA[Shakespeare’s Sonnets and MLK’s Speech Stored in DNA Speck – Phenomena: Not Exactly Rocket Science]]> http://phenomena.nationalgeographic.com/2013/01/23/shakespeares-sonnets-and-mlks-speech-stored-in-dna-speck/

Using DNA would finally divorce the thing that stores information from the things that read it. Time and again, our storage formats become obsolete because we stop making the machines that read them-think about video tapes, cassettes, or floppy disks. That's a faff-it means that archivists have to co

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Mon, 11 Feb 2013 02:53:00 -0800 http://phenomena.nationalgeographic.com/2013/01/23/shakespeares-sonnets-and-mlks-speech-stored-in-dna-speck/
<![CDATA[Abject Materialities: An Ontology of Everything on the Face of the Earth]]> http://machinemachine.net/text/ideas/abject-materialities-an-ontology-of-everything-on-the-face-of-the-earth

On the 5th of October I took part in the ASAP/4 ‘Genres of the Present’ Conference at the Royal College of Art. In collusion with Zara Dinnen, Rob Gallagher and Simon Clark, I delivered a paper on The Thing, as part of a panel on contemporary ‘Figures’. Our idea was to perform the exhaustion of the Zombie as a contemporary trope, and then suggest some alternative figures that might usefully replace it. Our nod to the ‘Figure’ was inspired, in part, by this etymological diversion from Bruno Latour’s book, On the Modern Cult of the Factish Gods: To designate the aberration of the coastal Guinea Blacks, and to cover up their own misunderstanding, the Portuguese (very Catholic, explorers, conquerors, and to a certain extent slave traders as well) are thought to have used the adjective feitiço, from feito, the past participle of the Portuguese verb “to do, to make.” As a noun, it means form, figure, configuration, but as an adjective, artificial, fabricated, factitious and finally, enchanted. Right from the start, the word’s etymology refused, like the Blacks, to choose between what is shaped by work and what is artificial; this refusal, this hesitation, induced fascination and brought on spells. (pg. 6)

My paper is a short ‘work-in-progress’, and will eventually make-up a portion of my thesis. It contains elements of words I have splurged here before. The paper is on, or about, The Thing, using the fictional figure as a way to explore possible contradictions inherent in (post)human ontology. This synopsis might clarify/muddy things up further: Coiled up as DNA or proliferating through digital communication networks, nucleotides and electrical on/off signals figure each other in a coding metaphor with no origin. Tracing the evolution of The Thing over its 70 year history in science-fiction (including John W. Campbell’s 1938 novella and John Carpenter’s 1982 film), this paper explores this figure’s most terrifying, absolute other quality: the inability of its matter to err. The Thing re-constitutes the contemporary information paradigm, leaving us with/as an Earthly nature that was always already posthuman. You can read the paper here, or download a PDF, print it out, and pin it up at your next horror/sci-fi/philosophy convention.

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Fri, 19 Oct 2012 06:36:00 -0700 http://machinemachine.net/text/ideas/abject-materialities-an-ontology-of-everything-on-the-face-of-the-earth
<![CDATA[Next-Generation Digital Information Storage in DNA]]> http://www.sciencemag.org/content/early/2012/08/15/science.1226355.abstract

Digital information is accumulating at an astounding rate, straining our ability to store and archive it. DNA is among the most dense and stable information media known. The development of new technologies in both DNA synthesis and sequencing make DNA an increasingly feasible digital storage medium.

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Sat, 18 Aug 2012 05:55:00 -0700 http://www.sciencemag.org/content/early/2012/08/15/science.1226355.abstract
<![CDATA[What Is Life? A 21st Century Perspective | Conversation | Edge]]> http://edge.org/conversation/what-is-life

lecture by Craig Venter Life is code, as you heard in the introduction, was very clearly articulated by Schrodinger as code script. Perhaps even more importantly, and something I missed on the first few readings of his book earlier in my career, was as far as I could tell, it's the first mention that

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Wed, 08 Aug 2012 03:25:00 -0700 http://edge.org/conversation/what-is-life
<![CDATA[Stanford and Venter Institute Simulate an Entire Organism With Software]]> http://www.nytimes.com/2012/07/21/science/in-a-first-an-entire-organism-is-simulated-by-software.html?_r=3

For medical researchers and biochemists, simulation software will vastly speed the early stages of screening for new compounds. And for molecular biologists, models that are of sufficient accuracy will yield new understanding of basic cellular principles.

This kind of modeling is already in use to study individual cellular processes like metabolism. But Dr. Covert said: “Where I think our work is different is that we explicitly include all of the genes and every known gene function. There’s no one else out there who has been able to include more than a handful of functions or more than, say, one-third of the genes.”

The simulation of the complete life cycle of the pathogen, Mycoplasma genitalium, was presented on Friday in the journal Cell. The scientists called it a “first draft” but added that the effort was the first time an entire organism had been modeled in such detail — in this case, all of its 525 genes.

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Mon, 23 Jul 2012 08:29:00 -0700 http://www.nytimes.com/2012/07/21/science/in-a-first-an-entire-organism-is-simulated-by-software.html?_r=3
<![CDATA[Passing the baton of life - from Schrödinger to Venter]]> http://www.newscientist.com/blogs/culturelab/2012/07/passing-the-baton-of-life---from-schrodinger-to-venter.html

Craig Venter spins increasingly ubiquitous metaphor: "The digital and biological worlds are becoming interchangeable"

"All living cells that we know of on this planet are 'DNA software'-driven biological machines comprised of hundreds of thousands of protein robots, coded for by the DNA, that carry out precise functions," said Venter. "We are now using computer software to design new DNA software."

The digital and biological worlds are becoming interchangeable, he added, describing how scientists now simply send each other the information to make DIY biological material rather than sending the material itself.

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Thu, 19 Jul 2012 08:09:00 -0700 http://www.newscientist.com/blogs/culturelab/2012/07/passing-the-baton-of-life---from-schrodinger-to-venter.html
<![CDATA[Why Aren't We Reading Turing?]]> http://www.furtherfield.org/features/why-arent-we-reading-turing

It's a testament to Turing's fascination with nearly everything that 76 years since his first major paper, there's still so much to write about his work. Expect this week to offer more events and glimpses into these projects: Neuro-computational studies into the functional basis of cognition. The ever forward march for genuine artificial intelligence. New methods of simulating the complexity of biological forms nearly 60 years after Turing's paper on the chemical basis of morphogenesis (indeed this area of complexity theory is now an established area of major research). The slippery mathematical formalist discoveries which define what can or cannot be computed. And not forgetting key historical developments in cryptography, perhaps the field which Turing is most respected for. Moreover, Turing wasn't just one of the greatest mathematicians of the 20th Century, but also one of the greatest creative engineers; someone who wasn't afraid of putting his ideas into automation, through the ne

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Wed, 27 Jun 2012 15:20:00 -0700 http://www.furtherfield.org/features/why-arent-we-reading-turing
<![CDATA[Rigid Implementation vs Flexible Materiality]]> http://machinemachine.net/text/research/rigid-implementation-vs-flexible-materiality

Wow. It’s been a while since I updated my blog. I intend to get active again here soon, with regular updates on my research. For now, I thought it might be worth posting a text I’ve been mulling over for a while (!) Yesterday I came across this old TED presentation by Daniel Hillis, and it set off a bunch of bells tolling in my head. His book The Pattern on the Stone was one I leafed through a few months back whilst hunting for some analogies about (digital) materiality. The resulting brainstorm is what follows. (This blog post, from even longer ago, acts as a natural introduction: On (Text and) Exaptation) In the 1960s and 70s Roland Barthes named “The Text” as a network of production and exchange. Whereas “the work” was concrete, final – analogous to a material – “the text” was more like a flow, a field or event – open ended. Perhaps even infinite. In, From Work to Text, Barthes wrote: The metaphor of the Text is that of the network… (Barthes 1979) This semiotic approach to discourse, by initiating the move from print culture to “text” culture, also helped lay the ground for a contemporary politics of content-driven media. Skipping backwards through From Work to Text, we find this statement: The text must not be understood as a computable object. It would be futile to attempt a material separation of works from texts. I am struck here by Barthes” use of the phrase “computable object”, as well as his attention to the “material”. Katherine Hayles in her essay, Text is Flat, Code is Deep, (Hayles 2004) teases out the statement for us: ‘computable’ here mean[s] to be limited, finite, bound, able to be reckoned. Written twenty years before the advent of the microcomputer, his essay stands in the ironic position of anticipating what it cannot anticipate. It calls for a movement away from works to texts, a movement so successful that the ubiquitous ‘text’ has all but driven out the media-specific term book. Hayles notes that the “ubiquity” of Barthes” term “Text” allowed – in its wake – an erasure of media-specific terms, such as “book”. In moving from, The Work to The Text, we move not just between different politics of exchange and dissemination, we also move between different forms and materialities of mediation. (Manovich 2002)For Barthes the material work was computable, whereas the network of the text – its content – was not.

In 1936, the year that Alan Turing wrote his iconic paper ‘On Computable Numbers’, a German engineer by the name of Konrad Zuse built the first working digital computer. Like its industrial predecessors, Zuse’s computer was designed to function via a series of holes encoding its program. Born as much out of convenience as financial necessity, Zuse punched his programs directly into discarded reels of 35mm film-stock. Fused together by the technologies of weaving and cinema, Zuse’s computer announced the birth of an entirely new mode of textuality. The Z3, the world’s first working programmable, fully automatic computer, arrived in 1941. (Manovich 2002) A year earlier a young graduate by the name of Claude Shannon had published one of the most important Masters theses in history. In it he demonstrated that any logical expression of Boolean algebra could be programmed into a series of binary switches. Today computers still function with a logic impossible to distinguish from their mid-20th century ancestors. What has changed is the material environment within which Boolean expressions are implemented. Shannon’s work first found itself manifest in the fragile rows of vacuum tubes that drove much of the technical innovation of the 40s and 50s. In time, the very same Boolean expressions were firing, domino-like, through millions of transistors etched onto the surface of silicon chips. If we were to query the young Shannon today, he might well gawp in amazement at the material advances computer technology has gone through. But, if Shannon was to examine either your digital wrist watch or the world’s most advanced supercomputer in detail, he would once again feel at home in the simple binary – on/off – switches lining those silicon highways. Here the difference between how computers are implemented and what computers are made of digs the first of many potholes along our journey. We live in an era not only practically driven by the computer, but an era increasingly determined by the metaphors computers have injected into our language. Let us not make the mistake of presupposing that brains (or perhaps minds) are “like” computers. Tempting though it is to reduce the baffling complexities of the human being to the functions of the silicon chip, the parallel processor or Wide Area Network this reduction occurs most usefully at the level of metaphor and metonym. Again the mantra must be repeated that computers function through the application of Boolean logic and binary switches, something that can not be said about the human brain with any confidence a posteriori. Later I will explore the consequences on our own understanding of ourselves enabled by the processing paradigm, but for now, or at least the next few paragraphs, computers are to be considered in terms of their rigid implementation and flexible materiality alone. At the beginning of his popular science book, The Pattern on the Stone, (Hillis 1999) W.  Daniel Hillis narrates one of his many tales on the design and construction of a computer. Built from tinker-toys the computer in question was/is functionally complex enough to “play” tic-tac-toe (noughts and crosses). The tinker-toy was chosen to indicate the apparent simplicity of computer design, but as Hillis argues himself, he may very well have used pipes and valves to create a hydraulic computer, driven by water pressure, or stripped the design back completely, using flowing sand, twigs and twine or any other recipe of switches and connectors. The important point is that the tinker-toy tic-tac-toe computer functions perfectly well for the task it is designed for, perfectly well, that is, until the tinker-toy material begins to fail. This failure is what Chapter 1 of this thesis is about: why it happens, why its happening is a material phenomenon and how the very idea of “failure” is suspect. Tinker-toys fail because the mechanical operation of the tic-tac-toe computer puts strain on the strings of the mechanism, eventually stretching them beyond practical use. In a perfect world, devoid of entropic behaviour, the tinker-toy computer may very well function forever, its users setting O or X conditions, and the computer responding according to its program in perfect, logical order. The design of the machine, at the level of the program, is completely closed; finished; perfect. Only materially does the computer fail (or flail), noise leaking into the system until inevitable chaos ensues and the tinker-toys crumble back into jumbles of featureless matter. This apparent closure is important to note at this stage because in a computer as simple as the tic-tac-toe machine, every variable can be accounted for and thus programmed for. Were we to build a chess playing computer from tinker-toys (pretending we could get our hands on the, no doubt, millions of tinker-toy sets we”d need) the closed condition of the computer may be less simple to qualify. Tinker-toys, hydraulic valves or whatever material you choose, could be manipulated into any computer system you can imagine, even the most brain numbingly complicated IBM supercomputer is technically possible to build from these fundamental materials. The reason we don”t do this, why we instead choose etched silicon as our material of choice for our supercomputers, exposes another aspect of computers we need to understand before their failure becomes a useful paradigm. A chess playing computer is probably impossible to build from tinker-toys, not because its program would be too complicated, but because tinker-toys are too prone to entropy to create a valid material environment. The program of any chess playing application could, theoretically, be translated into a tinker-toy equivalent, but after the 1,000th string had stretched, with millions more to go, no energy would be left in the system to trigger the next switch along the chain. Computer inputs and outputs are always at the mercy of this kind of entropy: whether in tinker-toys or miniature silicon highways. Noise and dissipation are inevitable at any material scale one cares to examine. The second law of thermo dynamics ensures this. Claude Shannon and his ilk knew this, even back when the most advanced computers they had at their command couldn”t yet play tic-tac-toe. They knew that they couldn”t rely on materiality to delimit noise, interference or distortion; that no matter how well constructed a computer is, no matter how incredible it was at materially stemming entropy (perhaps with stronger string connectors, or a built in de-stretching mechanism), entropy nonetheless was inevitable. But what Shannon and other computer innovators such as Alan Turing also knew, is that their saviour lay in how computers were implemented. Again, the split here is incredibly important to note:

Flexible materiality: How and of what a computer is constructed e.g. tinker-toys, silicon Rigid implementation: Boolean logic enacted through binary on/off switches (usually with some kind of input à storage à feedback/program function à output). Effectively, how a computer works

Boolean logic was not enough on its own. Computers, if they were to avoid entropy ruining their logical operations, needed to have built within them an error management protocol. This protocol is still in existence in EVERY computer in the world. Effectively it takes the form of a collection of parity bits delivered alongside each packet of data that computers, networks and software deal with. The bulk of data contains the binary bits encoding the intended quarry, but the receiving element in the system also checks the main bits alongside the parity bits to determine whether any noise has crept into the system. What is crucial to note here is the error-checking of computers happens at the level of their rigid implementation. It is also worth noting that for every eight 0s and 1s delivered by a computer system, at least one of those bits is an error checking function. W. Daniel Hillis puts the stretched strings of his tinker-toy mechanism into clear distinction and in doing so, re-introduces an umbrella term set to dominate this chapter: I constructed a later version of the Tinker Toy computer which fixed the problem, but I never forgot the lesson of the first machine: the implementation technology must produce perfect outputs from imperfect inputs, nipping small errors in the bud. This is the essence of digital technology, which restores signals to near perfection at every stage. It is the only way we know – at least, so far – for keeping a complicated system under control. (Hillis 1999, 18)   Bibliography  Barthes, Roland. 1979. ‘From Work to Text.’ In Textual Strategies: Perspectives in Poststructuralist Criticism, ed. Josue V. Harari, 73–81. Ithaca, NY: Cornell University Press. Hayles, N. Katherine. 2004. ‘Print Is Flat, Code Is Deep: The Importance of Media-Specific Analysis.’ Poetics Today 25 (1) (March): 67–90. doi:10.1215/03335372-25-1-67. Hillis, W. 1999. The Pattern on the Stone : the Simple Ideas That Make Computers Work. 1st paperback ed. New York: Basic Books. Manovich, Lev. 2002. The Language of New Media. 1st MIT Press pbk. ed. Cambridge  Mass.: MIT Press.      

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Thu, 07 Jun 2012 06:08:07 -0700 http://machinemachine.net/text/research/rigid-implementation-vs-flexible-materiality
<![CDATA[Sloppy MicroChips: Can a fair comparison be made between biological and silicon entropy?]]> http://ask.metafilter.com/mefi/217051

Was reading about microchips that are designed to allow a few mistakes (known as 'Sloppy Chips'), and pondering equivalent kinds of 'coding' errors and entropy in biological systems. Can a fair comparison be made between the two? OK, to setup my question I probably need to run through my (basic) understanding of biological vs silicon entropy...

In the transistor, error is a bad thing (in getting the required job done as efficiently and cheaply as possible), metered by parity bits that come as standard in every packet of data transmitted. But, in biological systems error is not necessarily bad. Most copying errors are filtered out, but some propogate and some of those might become beneficial to the organism (in thermodynamics sometimes known as "autonomy producing equivocations").

Relating to the article about 'sloppy chips', how does entropy and energy efficiency factor into this? For the silicon chip efficiency leads to heat (a problem), for the string of DNA efficiency leads to fewer mutations, and thus less change within populations, and thus, inevitably, less capacity for organisms to diversify and react to their environments - leading to no evolution, no change, no good. Slightly less efficiency is good for biology, and, it seems, good for some kinds of calculations and computer processes.

What work has been done on these connections I draw between the biological and the silicon?

I'm worried that my analogy is limited, based as it is on a paradigm for living systems that too closely mirrors the digital systems we have built. Can DNA and binary parity bit transistors be understood on their own terms, without resorting to using the other as a metaphor to understanding?

Where do the boundaries lie in comparing the two?

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Tue, 05 Jun 2012 10:05:10 -0700 http://ask.metafilter.com/mefi/217051
<![CDATA[Peter Krapp: Noise Channels: Glitch and Error in Digital Culture (2011)]]> http://monoskop.org/log/?p=4169

To err is human; to err in digital culture is design. In the glitches, inefficiencies, and errors that ergonomics and usability engineering strive to surmount, Peter Krapp identifies creative reservoirs of computer-mediated interaction. Throughout new media cultures, he traces a resistance to the heritage of motion studies, ergonomics, and efficiency, showing how creativity is stirred within the networks of digital culture.

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Wed, 23 May 2012 09:46:17 -0700 http://monoskop.org/log/?p=4169
<![CDATA[Are there "fakes" in digital art?]]> http://www.gaite-lyrique.net/en/gaitelive/are-there-fakes-in-digital-art-four-professionals-in-the-field-respond

The History of Art is filled with forgeries, but are there fakes in digital art fields made from creative cut-and-pastes, collaborative works and infinite works? We approached four people who, pondering the notion of fake, point to characteristics specific to digital art.

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Wed, 23 May 2012 09:37:07 -0700 http://www.gaite-lyrique.net/en/gaitelive/are-there-fakes-in-digital-art-four-professionals-in-the-field-respond
<![CDATA[Did a Copying Mistake Build Man's Brain?]]> http://www.livescience.com/20102-copying-mistake-build-man-brain.html

A copying error appears to be responsible for critical features of the human brain that distinguish us from our closest primate kin, new research finds.

When tested out in mice, researchers found this "error" caused the rodents' brain cells to move into place faster and enabled more connections between brain cells.

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Wed, 09 May 2012 08:14:46 -0700 http://www.livescience.com/20102-copying-mistake-build-man-brain.html
<![CDATA[Post-Digitalism and Contemporary Spanish Fiction]]> http://hispanicissues.umn.edu/assets/doc/02_SIERRA.pdf

Postdigital literature is not centered in code, but in addressing a reality shaped by a mix of coded/uncoded reality – German Sierra (german_sierra)

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Mon, 30 Apr 2012 10:48:18 -0700 http://hispanicissues.umn.edu/assets/doc/02_SIERRA.pdf