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Technology's Promise...
Subject: The Avuncular Overnight News #151 Part 2
>From From Now On
Technology's Promise:
Responding to the LA Times
by Dave Mintz
Note: The following article was written in response to the Los Angles Times
article published Sunday, June 8, 1997. "Technology Remains Promise, not
Panacea"
Authors: Sandy Banks and Lucille Renwick
------------------------------------------------------------------------
The LA Times article on computers reminds me that it is usually OK for a
parent to criticize his or her child, but if another person criticizes
little Joe or Judy, watch out. This article, and the others of its ilk,
points out all the ways that computers have not "fulfilled" their
educational potential.
We may want to dismiss the criticisms with easy excuses, but if we think
about the issues that are raised, and think about them without whining or
raising our defenses, then we can honestly say that the article makes many
valid points. We would go one further to say that the criticisms have
sparked many vigorous debates among those of us who have been using
computers with children for many years.
If we were even a bit more honest, as users and believers that these
technologies can and do provide important positive benefits for children,
we would agree that we have not done a good job of presenting the issues to
the public. Nor have we done a good job of organizing the computers to make
positive educational changes.
The LA Times published a two part series on the effects of computers in
K-12 education; and the series' writers, Ms. Banks and Ms. Renwick, point
to the lack of credible, wide-spread evidence that the vast sums of money
spent on computers resulted in higher scores on standardized tests for
students.
Through a variety of examples and quotes, they demonstrate that teachers
are generally not prepared to use computers in classrooms; they lack
support and educational guidance, and, though the computers may be
motivational and children may enjoy using them, the results have not
resulted in better scores.
They conclude that there are perhaps better ways to spend our educational
dollars. In addition, the writers discuss the fact that high pressure sales
tactics of hardware and software companies tend to drive the
processes of placing computers into classrooms.
The article is enlightening and points to real public engagement needs - if
computers are to be used for educational change, then the educators who use
them need support and time to learn and to apply the learning to be able to
use them effectively in class. We need to have a clear consensus as to what
"effective" means and what it will take to achieve it.
We know from the Apple Classroom of Tomorrow (ACOT) studies and similar
studies from IBM, that the computers alone make little difference. It is
when the learning environment changes that student learning changes. When
teachers use the tools to engage children in active construction of
knowledge, projects that are related to standards for learning; and when
instruction, curriculum and assessment are tied neatly together, then
learning occurs.
In the article there is a quote from a teacher who mentions that the
learning that children do with computers is the same as when they use
books, but it is more motivating. If this is so, then the use of computers
must be wrong.
Computers and books are different animals; both should be used, and each in
their right place. Books should never be compromised for the sake of
computers. But teaching and learning with computers is different.
Computers provide students with an environment to model ideas and test
theories. They are able to connect to resources, and to find answers that
may not be in the books that are currently in the room. Computers assist
students so they may model behaviors and learn more about them.
When businesses adopted computer technology, a number of changes took
place: Gone are the steno pools, as many managers often type their own
memos and analyze their own data.
Stores no longer close for extended periods of time to "take inventory,"
rather it is done at the moment of sale. In the past, inventory once lived
on the shelves of 7-11 stores for as many as 45 days. Store owners used
their gut instinct to make purchasing decisions and there was no point of
sale information.
Today, using computer models and data from the store, 7-11 store owners
make informed decisions that have increased sales per store by 2 to 3
times. These changes require owners to operate in new ways and to learn
from data and from models of customer decision making.
The same is true about the adoption of computers in classrooms - using a
computer with children in a classroom requires a different attitude, a
different way of thinking, and different activities to be worth the expense
and learning time.
The article's conclusion is right - educators need support, time and
opportunity to learn and to apply their learning. Many years ago, a
colleague of mine, Julaine Salem, and I wrote that without the support of
time - and lots of it - and without a place for teachers to learn, such as
a computer for home use, and an assurance that each machine is up and
running every day for every class minute, then schools might as well buy
softballs.
Computer technology needs support to be worthwhile - but so does a library,
and so does a music program, and so does an art program and so does a drama
program. And we know that a football team will not be successful without
coaches, proper practice equipment, a stadium and knowledgeable, supportive
fans.
If the authors of the article were to look at Ms. Salem's research,
conducted with students in the Los Angeles Unified school district in the
mid 80's, they would have found that a program directed at specific
educational needs would show remarkable gains by children using two very
simple programs - BASIC programming and Logo programming.
What Ms. Salem showed, and what we know from so many other educational
areas, is that the way for computers to make a difference in children's
learning is when they are organized to do just that.
The school must identify measurable goals for the use of computers,
determine what will be learned, provide training and time for teachers to
understand how best to reach these established goals, and then provide the
support to carry out the plan. When a school buys computers just for the
sake of a high computer count, or when they connect to the Net, without
evaluating the purpose in terms of student learning, they have little
chance to show much gain.
Rather, when a school or district determines what its educational goals are
for students and then organizes the computers to meet those goals, we will
see change. If the goals - verifiable, demonstrative goals -with measurable
indicators of achievement, then it can be determined how the computers make
a difference and make appropriate changes as the program is monitored.
When the Los Angles Unified School District initiated the first computer
program, the Computer Education Foundation Program in 1985, the computers
were purchased for the specific goals of improving students' understanding,
and for the application of geometry and writing skills. These were areas in
which students did not do well, and areas that the computer might be very
helpful. So the goals were set and the professional development for staff
was geared to these two areas. There was a specific focus.
That is the way that computers, like any other educational strategy, needs
to be put in place. Once data is collected on student needs, and goals are
established, then the next crucial step is the professional development for
teachers that will provide them with materials, strategies and new
understanding to meet the learning goals.
Further, the support for teachers and students, once the computers are in
classrooms, can be put in place. Teachers can receive support and can focus
on the key goals, not on every new thing. If the goals are to improve
writing, then that is the focus.
Teachers need not worry about new ways to use computers for math or to find
the neatest multiple- media reading program, or even how to search the
Internet. The focus is on writing.
In this way, the computers are never obsolete, as the Times article, and so
many others have described. Today's computers may not be right for future
goals, but a computer purchased today with appropriate software designed to
improve students' ability to write, will not become obsolete - unless we
never want students to write again.
An educational goal for the students in my sixth grade class was to learn
the math concepts of variables, negative and positive numbers and
coordinate points. To meet these goals, in 1983, students developed
programs in BASIC on $99 Timex Sinclair computers. Sixth grade students in
1997 could do the same. They do not need a $4,000 multiple media computer
connected to the Internet with a T1 leased line.
If the educational goal is to have students learn a variety of scientific
concepts, learn to analyze data and draw conclusions about the data, and
demonstrate a number of other cognitive skills, then they may do so with
much more sophisticated equipment.
They could communicate with children and adults around the world to collect
data on river water quality and to compare water samples and rain ozone
factors in various industrial sites around the world. They may then compare
the weather patterns and the pollution levels of manufacturing plants to
determine why water quality is different in various parts of the world.
They could read about such an experiment in a science book, and then write
a report.
Educators and students would argue that the first learning environment
described would be far more engaging and, ultimately, more meaningful. But
such a project requires a more expensive machine. However, as educators
analyze their goals, they know there is a need for both kinds of machines.
When students are preparing the local service club's annual 24 page, multi
color holiday brochure with pictures and other visual images, then a Timex
Sinclair will not do. But in preparing the written materials they do not
need a $2,000 machine, when a $200 Dreamwriter or other simple text
processor will do.
The key is to determine what the educational goals are and then to organize
the resources in such as way as to meet those goals.
When a basketball team is 2 and 20 one year and a new coach is hired, the
expectation is for continued growth, not a miracle turn around to a
championship team in one year.
The same is true with computers - pick reasonable goals, measure your
success against those goals, communicate the results to the public, and
build slowly as everyone on the staff learns new skills and applies them in
the classroom. School district personnel also must assess and reassess
every year to keep what works and improve on it, while getting rid of those
strategies and practices that do not work.
The writers point out that many educators, parents, and other interested
parties seemed to think that just placing computers in a class or in a lab
would somehow produce students with higher test scores.
Learning requires good teaching. Computers can simulate multiple behaviors
- a computer can become a musical instrument, and it gives learners the
ability to manipulate graphical images, to edit and change words, to create
animated objects, and to communicate with people around the world.
Computers can be used by students to search for and analyze data or to
write a report that uses visual images. But alone, a computer will not make
students smarter, or better able to score higher on standardized tests.
A piano in a home or classroom will not teach a student musical concepts or
how to produce recognizable music. No matter how great the book, text or
otherwise, the majority of children need teaching to learn from them. I do
not know the statistics, but I would guess that it is hard to find research
data that proves that a particular text book will improve a student's
grades on annual assessments without good teaching.
The criteria to judge the educational value of the use of computers is not
against a text book, or against a music program or an art program or the
marching band (where has it been shown that new band uniforms help children
score better on math assessments?). Kids need all of these to thrive.
All kids should have the opportunity to play a musical instrument, to
conduct authentic scientific research in a lab , to play a competitive
sport, to spend time deep in the stacks of a library, and to search the net
to find a copy of a book on a computer in some other world computer.
And these need to be done under the guidance of a teacher who has learned
how to integrate assignments in such as way as to produce student learning
that matches already determined educational needs and assessments.
The article in the LA Times and the many other articles critical of
technology use in the schools, must be used to keep educators honest. The
sole determiner for buying and using computers should be to improve student
learning.
If a part of that improvement means to motivate students to come to school
early and stay late, then let's state this, measure it, and share it with
the public. If a step on the way to improved student communication is to
have students collaborate on a research project where information is gained
over the Net, then let's state this, measure it and share it with the public.
Further, let's ensure that teachers have the learning time and the support
to enable them to make the changes in their classrooms, and in their
teaching styles to foster the growth and learning that we know computers,
in whatever form we use them, can provide our children.
When General Motors set out to build a new motor car, they spent over $3
billion to study, plan and create a new way to work. GM spent thousands of
hours studying car models and the design and manufacturing processes.
They created not only a new car, but a new way to think about building,
selling and supporting the manufacture of a car. They designed a team
system for manufacturing and the structures to support team development.
They understood that learning new skills and the application of those
skills was a key, so now each employee spends no less than 7 percent of the
work time in paid, ongoing training to upgrade manufacturing and people
skills. Each employee must upgrade their skills and abilities continually.
As the makers of the Saturn cars focus on established goals for design,
manufacturing and customer satisfaction, they consistently seek to improve,
using public opinion, manufacturing and repair data.
We should do no less with the use of computes in classrooms, and we should
communicate to the public what it is we do, how it is working and why it is
important.
Dave Mintz
National Alliance for Restructuring Education
National Center on Education and the Economy
dmintz@ncee.org
===========================================================
Subject: The Avuncular Overnight News #153 Part 1
>From IATH Research Reports
Waxweb: Image-Processed Narrative
David Blair
POB 174
Cooper Station, NY, NY 10276
artist1@interport.net
WAX's MOO Project is here
http://bug.village.virginia.edu/ {{THE AVUNCULUS VOUCHES FOR THE LINK}}
I prefer to describe my work as image-processed narrative, in which both
the images and the narrative are processed. On the image side, this puts me
very much on the side of video makers who insist upon a mediated image, and
for whom the process of technique is always foregrounded in the artwork. A
major reason for my choice of working method is that video imaging is
something that I discovered and learned on my own; unlike many of my peers,
I do not have an art school education. I actually began at the public
library, where my desire to make plastic-image work was fatally informed by
the discovery of works like Emshwiller's "Sunstone" and Paik's "Suite 212",
both of which I found at the Donnell Media Center in New York City. Later,
by luck, I learned that it was possible to trade work for access to
equipment at Film/Video Arts, a media access center also in New York; and
not long after, I heard of the free studios at the Experimental TV Center,
in Owego, upstate NY, where I discovered the tools and traditions of
image-processed video. It is natural that the method of auto-apprenticeship
should combine with the process-oriented approach of Owego-style videoart
to create a taste for images whose shape and meaning emerge through the
process of attempting to learn how to make them.
I studied fiction as an undergraduate in college, where I made the
uninformed decision to become a director of narrative films. My models
since high school had been "grotesque" fictions that often winked at the
viewer while describing the processes of their own creation, a sort of
fiction that has been given the name "metafiction", and was one of the most
important precursors of the what is now generally considered
post-modernism. My earliest instructors were the Firesign Theater, an
audio-theater group that distributed their fictions by LP, and Thomas
Pynchon, whose "Gravity's Rainbow" I had the good fortune to accidentally
buy when it came out. Much enjoying the Firesign Theaters' methods of
constant association to create continuity, and Pynchon's method of reading
through primary sources in order to discover the narratives of history, I
began my own process of creating artificial histories, whose general form
was predetermined, but whose improvisational shape was determined by the
accidents of discovery and creation that followed during the execution of
the piece. At the level of narrative, this could enter in the astonishing
accidents that occur that during directed random reading in the library (or
any other meta-text). At the level of images, it could take place during
the relatively unpredictable and uncontrollable shape-shifting that images
take during machine-mediated creation. And at the higher levels of
creation, it could take place in the strange accidents of synchonicity that
bound the guided acts of narrative and image creation described above with
the ordinary texture of my life, and the events of history around me.
"WAX or the discovery of television among the bees" (85:00, 1991), is a
electronic-cinema feature created in this vein. This hybrid feature, which
can be called a film both from habit, and because modes of distribution
necessitated a transfer to 16mm , is made completely of electronic images;
the majority of it's 2000 shots were either digitally post-processed, or
synthesized using analog and digital techniques. The narrative was also
processed. The availability of the cheap word processor, which its'
cut-and-paste functionality, made it possible for me to write the script, a
job that took place continually over six years in parallel to the various
forms of image composition (the making of the pictures, and their editing).
In fact, in Wax's case it is very difficult to separate the creation of
narrative from this pictorial composition process, as it was artist-access
to the Montage non-linear editing system, a device archly self-described as
a picture processor, that made it possible for me finally compose the film
(Wax was the first independent feature cut on a non-linear system). Though
the edit machine was physically and computationally separated from the
writing machine, the similarity of their processes (and the fact I
connected the two places) made the visual work of writing differ only by a
strange blur from the pre-verbal work of editing.
This description of image-processed narrative indicates that Wax is a
heavily associative film, and in fact it is something like a first person
road film, where continuity is created by the main character's endless
monologue as he moves from one associative node to another; since it a
movie, and so time based, it acts in totality like a punning machine on
wheels, with each click of the gear chain spinning off a variety of verbal,
audio-visual, or proto-haptic pointers across human and unhuman time or
space, creating a virtual web of associative connections for which you are
the processor. ... virtual, semi-transparent links that follow first person
You like a cloud of unknowing. As indicated, in heading towards this type
of fiction, I was molded by writers who rhetoricized a spatialized fiction,
made of fragments that existed like connected places or many-exited
plazas.... e.g. Firesign Theater or Thomas Pynchon. Unfortunately, working
with either the word processor or the non-linear editing machine, I was
limited in the amount of backstory, multiple paths from a single point, and
general sense of process that I was able to present to an audience. One of
the research goals I have set on the way to my second feature, "Jews in
Space", has been to discover ways around this compositional/ presentational
restriction. A preliminary step along this path has been to embrace
hypertext writing. Hypertext refers to computer assisted navigation through
networked text. .... documents where touching a word leads you to another
page, or another document, and you add these links as you see fit, between
existing words and docs, or to new ones you write. Jay Bolter, in his book
"Writing Space: The Computer. Hypertext, and the History of Writing", talks
about hypertext as spatialized fiction, where nodes are places, and
narrative is a process of travel by associative links between places.
Bolter also writes software, and is one of the authors of the hypertext
program I currently use, called Storyspace, which literally presents the
written fiction as a spatial fiction, consisting of linked text-boxes
arranged in a deeply recursive web, where travel through the fiction is
much the same as travel from place to place, along a narrative topography.
Unfortunately, since the expanded writing functionality offered by
hypertext is still physically separated from picture composition tools such
as digital video non-linear editing systems, as well as from
image-synthesis and image-processing tools, research is still an
appropriate mode at this time. This research travels in several directions,
coincident with the construction of "Jews in Space", which in itself
constitutes a type of research. The project's narrative will be a hybrid
construction very much in the tradition of the encyclopedic narrative,
collating huge numbers of historical and imaginary associations, often
connected merely by the curved shape of the globe. To the end of this
construction, the literal level of narrative research is the actual
gathering and integration of external research and a large number of
created ideas and associations. The technical aspect of this research deals
with finding ways to amplify my usual ways of working. One direction I have
already taken is to integrate hypertext writing with the use of on-line
databases such as the digital Encyclopedia Britannica, a totally
hyperlinked, Boolean-searchable version of the famous encyclopedia, which
is available across the Internet. Now that relatively inexpensive
local-area-network-style connections to the Internet are easily available
through dialup, allowing home desktop use of visual point-and-click
interface software such as Mosaic (see below for a description of Mosaic),
such large-scale sources of meaningful content, easily reconfigurable by
individual users, will increase in number and quality in the very near
term. Local tools such as optical character recognition, which allows easy
importation of scanned paper-based text into the computer, and easily
constructed, quickly parsed databases which allow quick search, collation,
and annotation of large individually-owned masses of text and other types
of data, allow additional functionality when used in conjunction with
hypertext software.
However, construction of meaning from huge amounts of material continues as
it has since even before the availability of cheap paper, as form of
intellectual handicraft which in general resists mechanization.
Unfortunately, there perhaps are no true association machines that act as
true amplifiers of the creative composition process. Such machines could
parse large amounts of inputted raw material, to present the author with
processed associative clusters; the author could then select a few
proto-compositional elements from the offered choices and use them as the
beginning work of new plot sections, or reuse them in the machine as the
iterative seeds of new associative processing. These sorts of association
machines are necessary for the construction of very large scale
hypernarratives, and are additionally theorized as the engines of story
places, which will constitute a new medium of autogenerating single or
multiple user machine-created hypernarratives. With the promise of these
compositional tools in mind, a second, longer term research goal for this
part of the Waxweb/Jews in Space projects involves a search for narrative
and poetry machines, i.e. artificial intelligence tools for the automated
creation of association or even narrative. Such tools would allow amplified
imaginative use of the large personal and impersonal databases mentioned
above, by assisting in complexifying the narrative associationism which in
image-processed narrative can serve as a form of plot propulsion, while
simultaneously creating more places for the viewer to travel in her
enhanced story automobile.
Unfortunately, these latter tools are not yet easily available to artists,
though prototypes do exist in research laboratories. Similar limitations
apply to many modes of desirable image construction, for example, the use
of shared remote visualization across wide area computer networks to assist
interactive creation of images at a distance; the modular construction of
large, high resolution shared virtual worlds in relatively inexpensive
workstations, plus other applications of virtual reality to electronic
cinema production; and the use of artificial intelligence techniques for
interactive image creation.
Of course the simplest level of the research problem is shaped by the need
to practically apply existing resources to produce results which at least
imitate the above (current) unattainables. The simplest solution is always
integration of existing resources in unfamiliar ways... i.e. hybridity.
Fortunately, the growth of networked computing offers some interesting,
on-the-way functionalities, which further shade the question in question by
offering a new idea of what integration can be... not just the simultaneous
operation of text and image composition tools, but a profound blurring
between the modes of production and distribution.
To this end, not surprisingly, I have continued to distribute "WAX" in
order to discover new techniques of production. My catch-phrase for this
working method is "multiple-media integrated narrative". Subtitles might
include: How the Generic Brain-amplifier (networked computer) allows
artists to cast the shadows of a single integrated narrative onto several
media... or how Integrated tools allow the affordable creation of a
multitude of Hybrid forms which together constitute a single narrative. One
of the laboratories for the new feature has been the project of
retrofitting Wax into what I call "Waxweb".
Waxweb is a number of things. It started as a Storyspace hypertext, an
experiment in large-scale hypertext I began in parallel with the
preliminary construction of the hypertext script for "Jews in Space". Wax
has no dialogue, but instead a narrator who delivers much of the story
through voice-over; a fact which combined with the film's natural
resemblance to hypertext, and its' need for audience assembly, made it a
natural candidate for retrofit into a constructive hypertext... i.e. a
hypertext that can not only be read, but also written to by its readers. To
this end, I made what I call a base layer of 600 nodes (windows), roughly
corresponding to the number of spoken lines in the film's monologue.
Accompanying the text of the monologue are descriptions of the film's 2000
shots, roughly padded with what might be called author's commentary. These
are connected on a single "script" path, and surrounded with a simple
indexing system, allowing transport around the film. The experience of
reading this text-only hypertext is morphologically similar to watching the
film (like hand-bones vs. fin-bones.. producing a certain type of aesthetic
tension); pictures and sound are missing, but much extra information and
near instant navigation have been added.
Storyspace has a simple groupware functionality, which allows people in
difference places to add hypertext nodes and links to a single document. I
asked 25 writers scattered in US, Japan, Germany, Finland, and Australia,
all connected by the Internet and equipped with the software, to add
writings onto the base layer. For most people, the Internet is a text-based
medium where reading and traveling are mixed up, where distance is
pointless, and where things can happen in many orders and still retain
coherence, so that it very much resembles hypertext. And in reverse, the
visual interface to Storyspace looks very much like a network diagram, with
text windows resembling subnets or individual machines, and hypertext links
as their virtual intercommunicative connections, altogether creating an
interesting fit between form, process , and content. I expected that the
new contributors would act almost as an analogic poetry machine, creating
unexpected narrative connections and material through their processes of
reading/writing. If necessary, editors could go through the material, not
deleting submissions, but adding indexes and other metalinking schema in
order to give coherent shape to the material.
Our tool needs were quite simple... Macintoshes, Storyspace (provided when
needed through Eastgate's generosity), and dialup access to the internet,
which in turn provided access to an entire set of virtual tools, such as
person to person email, and a listserv based at the Institute for Advanced
Research in the Humanities at the University of Virginia (headed by John
Unsworth), which allowed an individual correspondent to send a letter to
all Waxweb participants, creating an asynchronous discussion group. Files
were shared through the use of a private "ftp" site in St. Louis, a
harddrive space from which all participants could retrieve (or upload)
files. For synchronous conferencing, where people had to be in one place at
the same time, we decided to use MOO software, installed at Brown
University... using the "telnet" tool, we all could travel to that distant
machine and logon.
MOOs are object oriented MUDs, and a MUD is multi-user dungeon, a piece of
multi-user software originally created as a game in the style of the
text-based Dungeons and Dragons adventure. Like that board game, they are
both most often designed architectonically, as interconnected rooms. To
play in a MUD, people travel (telnet) to a machine running the software,
log on under archaic pseudonyms, and wage text against other users. The
live, on-line intercommunication is what makes them unique... they are
text-based virtual realities. While MUDS are fixed gaming areas, with fixed
rules, MOOS are completely open and allow users to reconfigure the space,
make new rooms, and even do a certain amount of Basic-style programming.
The source code is also available, so that the software itself can be
reconfigured at a deeper level by a programmer. MOO's can still have gaming
aspects, but they are more often used as meeting, presentation, and
workplaces, where you can be alone, or with many people.
Coincident with our decision to use the HotelMOO at Brown, Tom Meyer, the
"owner" of that MOO, introduced some interesting customizations. First off,
he wrote a filter which converted Storyspace hypertext files to MOO-space,
in the process of which each hypertext node became a room in the MOO's
virtual architecture, and each link became a passage between rooms. Meyer
also converted the room- construction commands native to the original MOO
software so that they would more resemble hypertext authoring commands.
Thus it became possible to put the Waxweb hypertext base-layer in a public
place, so that anyone with telnet, regardless of their desktop machine,
could literally read and write the Waxweb hypertext. Access to a Macintosh
and a copy of Storyspace were no longer prerequisites; internet access was
the only requirement. Visitors to the MOO were invited not just to read the
ported hypertext, but to add to it using the online hypertext tools, and in
addition to talk to one another. Traditional writing, hypertext writing,
various levels of programming, as well as several types of synchronous and
asynchronous text communication were all supported in this environment, a
hybrid functionality resulting from the placement of a constructive
hypertext in a virtual-reality environment. Though the easy-to-use visual
interface of the Storyspace software was lost , a huge group of potential
writers/readers was added; Storyspace still remained the main authoring
tool for myself and the 25 original writers, because of the power and speed
with which links could be constructed. I had expected this first group of
writers to act in unison as a poetry machine, and continued to believe that
the quantum froth of net contribution would show an unexpected
autocatalytic ability, which could be amplified by the pattern-recognizing
abilities of an editor, should that become attractive.
Soon after Waxweb became a 600 room hybrid of text-based virtual reality
and on-line hypertext, the project of adding Wax's audio and video was put
forward in the context of an installation at SIGGRAPH '94, the largest
annual computer graphics conference. Tom Meyer realized that the best way
to realize this, and preserve the existing on-line functionality, would be
to make Waxweb a dynamic hypermedia document on the World Wide Web.
The World Wide Web (WWW) is essentially an Internet hypermedia document
publishing standard established and maintained at CERN in Geneva, which
allows the creation of a distributed, virtual, hypermedia library across
the network. Documents can be defined in any ascii editor, as the heart of
the system is a simple markup language called HTML (hypertext markup
language). These markup codes define intra- and interdocument links,
allowing navigation through document data distributed throughout the world.
A reader in New York may click a link on her local screen-displayed page to
bring forward another virtual, formatted page from Cardiff. Clicking a word
link on the Cardiff page may bring forward yet another page from the middle
of a document in California, which itself may consist not just of text
residing on that California machine, but also of a picture from another
machine in the same laboratory, and a second picture from a machine running
in Southern Florida. In essence, virtual hypermedia documents are formatted
on a user's screen, using data distributed throughout the world, a system
which is true even to the level of a single page's composition.
The ability to use the World Wide Web (WWW) is dependent on the type of
connection a user has to the internet. If people have text-only,
dumb-terminal style connections to the Internet provider, most usually
through a telephone connection, they can still capably read hypertext-only,
pictureless documents using Lynx, a DOS-commandline style of reader which
runs on their provider's server, and shows links as highlighted text on the
screen, chosen by using the cursor keys. If users have a LAN-style
connection to the network, which allows them to use Windows-style
intelligent terminal software, they can use a visual-interface "browser"
for the World Wide Web, the most famous of which is Mosaic, an application
created at the National Center for Supercomputing Applications (Illinois).
Mosaic is freeware; versions are available for almost all current
platforms.... Mac, Windows, Unix workstations of various types, and even
Amigas. The power of Mosaic and other browsers like it lies its ability to
allow point and click navigation through links, plus the ability to easily
view stills, audio, and video integrated in a single document. Files are
usually transferred before being interpreted by the software, which means
on even a relatively highspeed (ethernet) Internet connection, a small one
minute digital movie will usually often take much more than a minute to
transfer, at the completion of which the playback begins. Some viewers are
beginning to offer playback as the data is received, a solution that allows
viewers to see a low resolution version of stills as they arrive, and hear
some varieties of digital audio (or video) in real-time.
Mosaic-style browsers are essentially readers, and so do not offer useful
on-line writing tools. Though a user can save personal annotations locally,
there is no way to make these visible to others, and no real opportunity
for synchronous intercommunication, all of which limits its usefulness as a
workgrouping tool, though of course it is a wonderful platform-independent
tool for the presentation of networked hypermedia, such as an audiovisual
Waxweb. To keep the writing and intercommunication functionality present in
a Mosaic environment, Tom Meyer's solution was to turn the WaxMOO into a
virtual, dynamic World Wide Web document. This meant that the MOO, running
on a distant machine, could answer requests for "pages" from a copy of
Mosaic running on a local user's machine by sending out a representation of
a MOO-room (hypertext node) in WWW format, and then closing connection with
the browser until the next request. The "room" sent across the network
would be displayed on the user's machine as a static, formatted page of
hypermedia. This is quite different from the standard MOO command-line
interface, which on one hand provides only text, but which on the other
hand is constantly connected to the user, allowing real-time text-chat.
Intercommunication through the Mosaic browser was achieved through
modifications to the MOO which allowed it to receive commands in html
format from a Mosaic browser, thus letting users gain access to the
hypertext writing interface of the MOO by pressing standard buttons and
filling out forms in the Mosaic browser. Since the MOO is by definition
user-reconfigurable (meant to record the intentional traces of its' users),
this interface allowed Mosaic users to make annotations that were made
readable almost instantly for other reader/ writers. What was missing for
the Mosaic users, unfortunately, was the ability to have a real-time chat
with other users, or to use some of the other real-time functionalities of
the MOO. However, the first solution to this problem was provided by the
fact that users able to run Mosaic on their local machine could usually run
multiple, similar, "smart-terminal" style programs in a multi-tasking
fashion, and so could easily have a MOO chat-session active in a separate
window simultaneous with the Mosaic-reading session. The text-only MOO
would provide hypertext authoring functionality and intercommunication,
while the Mosaic session would allow the user to view formatted hypertext,
and embedded stills, audio, and video. The MOO reader could even be slaved
to the Mosaic reader through the MOO itself, so that whenever the Mosaic
users changed pages, the text only MOO-browser would change rooms to
follow. As of this writing, Meyer is researching ways to integrate the
real-time intercommunicative capacities of the MOO directly into the Mosaic
browser. It should be noted that the quest to add a real-time datastream
(such as a telnet session) to World Wide Web browsers is one of the highest
current development priorities in the WWW community. A standardized,
cross-platform implementation will open the way to such applications as a
true, audio-visual intercommunicative and distributed virtual reality (as
we shall see below).
With this basic functionality in place, Waxweb was extensively reworked and
reimported into the MOO. By late July, Waxweb consisted of 900 pages of
hypertext with over 9000 hyperlinks. This included the main 600 pages of
the film, plus over 200 additional pages containing a wide variety of
material from earlier versions of the script; the other 100 pages included
material by guest authors, and miscellaneous materials. Embedded in the
main pages are 2000 color stills, one for each shot in the film; each is
available in three sizes, resizeable any time by the individual user,
dependent on interest or bandwidth requirements. The film itself has been
split into 600 mpeg-compressed video segments, most less than a megabyte in
size. Audio is available separately in aiff format, mainly in order to
offer the soundtrack in four languages. Readers can choose to hear audio at
any time in either English, Japanese, French, or German; there are over
2400 audio clips at the site. The film's monologue is also available as
text in each of these languages; if the users chooses a language besides
English, this text will be automatically inserted on the appropriate pages.
Waxweb supports kanji both for reading and writing, though a localized
Japanese browser is necessary to see this text.
Using standard World Wide Web programming tools, a push button interface to
the dynamic MOO is available directly from the Mosaic browser. The first
choice users have upon entering the site is whether to register as a user,
or visit as a guest. Registered guests receive a password, and access to
the authoring tools at the site. Registration is necessary in part for
security reasons, and to encourage responsible participation and the site;
but also it allows each user to have a small personal data file associated
with her, which allows storage of bookmarks and configuration data from
session to session.
At Waxweb, hypertext links have their usual color-underlining; access to
the audio or video is through hyperlinked icons at the top of appropriate
pages. Associative reading has been made easy; 100 key words have been
hyperlinked throughout the entire text, allowing users to browse, for
example, though all sequential occurrences of the word "bee". Each of the
film's 2000 stills have been sorted into 30 idiosyncratic categories, such
as the group of all "round things" that appear in the film. Clicking on any
picture in the main 600 pages will take the reader to an index page where
these similar pictures are displayed on a grid; the user can then click on
any of the similar pictures on the grid, arranged left to right, top to
bottom as they appear in the film, to be taken to that page of the film.
At the bottom of each Waxweb page is the main authoring interface. The
first element of this is a configuration menu, which allows users to chose
language, picture size, and video compression format, at any point in the
reading. Beneath this is a simple comment area; users can type their name
and a several line comment, press the send button, and the comment will be
immediately added to any others listed, and visible to other users anywhere
in the world. Following this is a bookmarks area; pages can be added and
subtracted from a personal bookmark list, and users can go any of the
bookmarked pages at anytime. This is an important compositional tool for
hypertext authors, who construct links between spatially distinct pages,
and need to store references during their writing. Next is the hypertext
writing interface, which allows users to add hyperlinks and new pages at
will. Users can choose a word on the current page as the beginning of the
link; they can then createa new page, to which they are immediately
transported. At this point, the user begins to use the actual writing
interface, which is just beneath the hyperlinking interface. Text can be
entered, as well as pointers to media (stills, audio, video) at other
sites, which will then be published embedded in the user's new page.
Turning back to the hyperlinking interface, the user then chooses a place
on the new page to anchor the link begun previously; when the link is
completely, the user is taken back to the original page to test the new
link. An important point to note in this entire process is that the user is
free to make new Web pages at will, and indeed to make as many as she
desires. Though the WWW is easy to author for, it is often difficult for
new users to find a place to take their writing or home pages; Waxweb
provides a very simple solution to this public access problem.
By early 1995, we will be implementing a new interface to the site, which
will include the first large-scale implementation of distributed virtual
reality using standard World Wide Web browsers. This spatialized interface
will be based on the recently defined specification for VRML, or virtual
reality modeling language, a subset of SGI's Open Inventor language which
has been specifically designed for use in conjunction with the World Wide
Web. VRML takes advantage of the ability that Web browsers have to
auto-launch helper applications in order to allow viewing of datatypes that
the browsers themselves cannot handle internally. For example, pressing a
link to download a jpeg-compressed still image will cause most viewers to
simultaneously launch an external jpeg viewing application; the downloaded
data is directed to the external application, which then displays the
picture in a floating window. VRML works similarly; pressing a hyperlink,
such as an underlined word or a button, causes 3-D object data and a scene
description to be downloaded from a WWW server to the user, while
simultaneously a VRML viewer is launched to interpret the data. The viewer
is coded for extremely fast, software-only rendering of the 3D objects.
When the objects are loaded, visitors can use the mouse to navigate through
the rendered 3-D space at 5-20 frames per second on a 486-based machine,
dependent on scene complexity; the viewers will be available on all the
major platforms, and are expected to be able to render 20,000 polygons per
second. Most interestingly, any rendered object can also have a hyperlink
attached to it, so that clicking on a linked object, no matter what angle
you are viewing it from, can take the user back to text, to a picture,
sound, or movie, or to another 3-D scene. VRML is a true hybrid of
hypertext and virtual reality. It wasn't so many years ago that Jaron
Lanier, in the virtual reality camp, and Jay Bolter, on the side of
hypertext, both rhetorically claimed that the two types of interface were
mutually exclusive, as virtual reality was meant to couple computers and
communication so profoundly that language would be left behind, even at the
formal level of programming; whereas hypertext advocates saw the advent of
universal hypertext as key to an argument that saw computers as both
practically and formally to be a type of language technology. Here, the two
collapse into one another, to create a hybrid new form, which can again be
recombined with other existing forms such as MOO's and Web browsers to
create even stranger combinations.
Since "Wax", the film, made extensive use of 3D objects in its'
storytelling, it has been relatively easy to covert these objects for use
in VRML. The spatial interface to Waxweb will consist of more than 300
browsable rooms, filled with hyperlinked 3D objects from the film. The
major limitation of the current version of VRML (1.0, October 1994) is that
it does not allow objects to have behavior, so that all objects lie static
in their spatial field. This is expected to change over the next year, as
VRML 2.0 is developed with behavior specifically in mind, and, in parallel,
a standardized solution is worked out for the problem of how to embed
real-time datastreams in a Web browser. It is commonly expected that these
two developments will allow visual intercommunication via distributed
virtual reality; multiple distant users, connected to the Internet through
standard dialup IP-connect (visual interface accessible) accounts, will be
able to interact with each in a simple realtime 3-D virtual reality, with
communal text and graphics spaces easily available, as well as time-delayed
audio (real-time audio available only for high-bandwidth users). In the
nearterm, one of the specific technical goals of the Waxweb project is to
find a simple, relatively standard way to provide these functionalities in
a visual workspace which can be used both to view and add to Waxweb, and
also serve as a production tool for "Jews in Space".
At present, Waxweb runs on a RS6000 server at the Institute for Advanced
Technology in the Humanities at UVa, headed by John Unsworth. In early
1995, the project will be establishing mirror sites for the media at UNC's
Sunsite, with additional mirrors planned at servers in Berlin, Sydney, and
other sites. Because the site is based on a MOO, it is possible to
dynamically create pointers to media files based on a user's stored
profile, or even the IP address by which she is entering the site. Thus, a
user coming in from Australia would receive all text and interface
information from the main server in Virginia, while simultaneously be sent
to the mirror in Sydney for pictures, sound, video and 3-D files; since the
WWW is by nature a scheme for distributed hypermedia, this dynamic
reassignment would be transparent to the user, who would only notice that
files loaded faster once the mirroring scheme was implemented. Besides
respecting the network's bandwidth ecology, this mirroring scheme will
allow a higher user load, as the main sever would be left in the main to
running the MOO software and answering requests for text, rather than
constantly having to "think" about sending 100k or larger files to multiple
simultaneous users. An additional, extremely important advantage of
mirroring is that it is possible for the media files to exist on the
individual user's machine. With support from the New York State Council for
the Arts, I will be pressing a multi-platform CD-ROM of the complete Waxweb
dataset (including a "frozen" html version of the MOO). Owners of the CD
will be able to register at Waxweb, specifying through an easy to use
interface where the CDROM is on their local system; thereafter, the MOO
will point to the CD for all media files. This will allow low-bandwidth
network users to enjoy Waxweb with quick access to heavy media types such
as the mpeg video files, while at the same time dynamically interacting
with the Waxweb server and other users, adding comments, hypertext, and
pages as they wish.
It is interesting to contrast the Waxweb project with a previous
incarnation of Wax on the Internet. In May of 1993, Wax was sent across
the mbone, or multimedia backbone of the Internet, which is a special,
high-bandwidth testbed for delivery of real-time audio and video across the
Internet. The New York Times ran a story in the business section ["Cult
Film is First on the Internet", May 23, 1993], which declared that the
experiment pointed towards the 500 channels, unfortunately neglecting to
point out that the net-cast was a multicast, meaning anyone who could
receive could also send audio or video (or text, of course), so that an
individual's reception screen could be filled with little boxes of
reconfigurable intercommunication. I kept this partial misconception in
mind as I planned the Waxweb project, which in many ways is a re-multicast
of Wax over the standard, lower bandwidth Internet. As this extremely
inexpensive project has gone up on the public network, a wide variety of
multi-million dollar commercial video-server trials have been announced
around the US, and in some cases constructed. Many of these new networks
have been conceived on an expanded cable-tv model, offering mainly more
channels, and user interaction at the level of movies on demand, and simple
shopping. Many offer high-bandwidth networks 50 to 100 times faster than
what is available to high-end Internet users. Though Waxweb on the Internet
is based on file transfer, rather than a continuous stream of digital
video, I like to point out that if stable bandwidth at least one of order
of magnitude lower than that being used in the video trials (in their
"thinner" implementations) was available to Waxweb users, the functional
difference between the two types of server would blur. With a practical eye
on the high-end, Waxweb also allows functionality to lower end
(low-bandwidth) users, including those who have a text-only access to the
Internet via an ordinary dumb-terminal dialup connection, a type of user
which at present constitutes the vast majority of internet connectees. This
project is an example of a narrative "server" scalable from the bottom up,
from text up to pictures, and in a broader sense demonstrates the strengths
of an open, reconfigurable system. If the bandwidth were available, the
ability to send narrative audio/video in a single direction would only be a
subset of the systems' total functionality. My rhetorical point is that the
500 channels offered by the videoserver trials are simply a high-bandwidth
subset of an open, accessible, reconfigurable system, not the other way
around. In the coming years, as universal digital access becomes viable, as
bandwidth becomes cheaper and more stable, and the specification and
standard tools surrounding the World Wide Web increase in capacity, it will
become possible to imagine a global tv system populated by an indefinite
number of small, scalable servers, each offering synchronous or
asynchronous one-way and two-way datastreams, serving simultaneously as
production environments, content providers and meeting places (or in other
words, HTML 4.0 will be global television, plus!). This will be one of the
most important areas of research for the Waxweb project as it moves from
distribution of a reconfigurable "Waxweb" to the production of "Jews in
Space". The first stage of the transition will involve a further enablement
of the workgrouping tools, to allow a richer intercommunicative virtual
production environment, capable not only of allowing production meeting and
management, but also access to still and moving image composition tools,
and large shared databases. These production tools will be developed with
the idea in mind that they can become distribution tools at the completion
of the film, to be used by an audience both for heightened on-line browsing
of the completed multimedia narrative, and as intercommunication tools,
configurable by users at the narrative server for even their own individual
production purposes.
The high road to such a server is of course traveled by using
high-bandwidth internet tools, such as the upcoming Jupiter extensions to
standard MOO software, which allows text/graphic/audio/video synchronous
and asynchronous intercommunication by a group of users connected through
the Internet's multimedia backbone (mbone). The low road is through the
standard WWW; for instance, a VRML MosaicMOO capable of handling realtime
data streams could be a very capable visual workgrouping tool. Such a tool,
with both open and hierarchical functionalities, could be used for
low-budget, multi-continent electronic cinema production and
post-production, and then for distribution of a 40 gigabyte multilingual
hyper/cybermovie that can be verbally, pictorially, and spatially browsed
and reconfigured across the network, and, recursively, used as a
text/picture/spatial meeting place and workspace by those browsing and
writing viewers, all maybe for a dollar an hour, and with portable media
available in a variety of forms at the same place.
The same dataset created and presented through this server of course would
also be used to make the linear theatrical feature. The permutatable nature
of this dataset is at the heart of "multiple media integrated narrative", a
process by whichhybrid tools are used to affordably create a unified data
set from which can be created multitude of hybrid media forms which all
constitute a single narrative. Working to partly produce "Jews in Space"
through the network, I in no way intend to abandon the idea of the
large-screen, linear narrative; the theatrical feature will be one
iteration of the dataset, while an on-line, audience-reconfigurable 40
gigabyte proto-global tv version will be another, and portable media yet
another. As best as possible under present conditions, my next feature is
authored from the start as an integrated database preserving all varieties
of association, collation, and composition, so that final authoring in a
variety of related narrative forms can easily be accomplished. A feature
film in a darkened theater offers one type of narrative, both in meaning
and presentation; a parallel WorldWideWeb-style version, with as much
narrative material as 60 CDROM's, plus user interaction, constitutes
another place, with many related stories; and the variety of
user-reconfigurable personal, portable media, such as a videotape, floppy
disc, or CDROM, each offer additional narrative functionalities.
Rhetorically, it is as if the narrative were some 4th dimensional object
which cast shadows onto the 2D spaces of composition and audience viewing;
the shapes of different shadows are captured in separate media by the
computer-aided artist, whose working power has been amplified by the brain
machine, which has allowed cheap access to all these different media,
simultaneous with cheap access to workgrouping and distribution tools,
whose formal properties additionally effect the final plural results.
It is the hybrid practicality of the open computer network medium, which
amplifies the individual machine (just as the machine amplifies the
individual user), that has allowed the new functionalities discovered and
anticipated in the research described above. Here, we begin to see hints of
a profound collapse of the previously distinct realms of production and
distribution into one another. On the production side, Waxweb is an example
of inexpensive distributed workgrouping tied to the integrated use of
distributed resources. But this is not separate from distribution; the goal
was obviously public distribution of a work which, iteratively, was
designed for audience reconfiguration (production), renewed audience
viewing (distribution), and so on. Concomitant with perception of this
blurring, the concepts of integration and hybridity seem to come to the
foreground. Narratively, integration can often be seen in the collapse of a
large number of associations into a single coherent narrative; and
technically, it can be seen in the continuing collapse of narrative tools
into the individual user's workstation, and the collapse of machines into
one another across networks. In parallel, narrative hybridity appears as
the very strange combination of forms caused by the unexpected combination
of various ways of telling; and technical hybridity as the sudden
appearance of strange new functionalites caused by the clever recombination
of tools, a process most easily performed if the tools are themselves open,
easily available, and reconfigurable.
We have already seen most text tools collapse into the integrated text
amplifier... or computer, allowing us to do anything we want to do with
words, in any order we want, on the way to composition. Concomitantly, we
have gained the ability to project these functionalities across any
distance, allowing us to not only to write or read, but to do a lot of
hybrid things which are neither exactly one nor the other. General media
tools will continue to collapse into the integrated media amplifier (or
networked media workstation), where hypertext, image processing and
synthesis, editing, and a variety of in-between functionalities will allow
anything to happen in any order, on the way to composition, collaboration,
presentation, and things in between. Inevitably, we are going to end up
with a very large number of hybrid, multi-bodied media forms. Common to all
will be that fact that a single, variegated chunk of proto-narrative,
proto-image, proto-anything data can, and often will, take many different
forms, which will all have the esthetic tension of being morphologically
similar, though in different media.
Waxweb has gone from hypertext to hypertext MOO to hypertext Mosaic MOO to
hypertext VRML Mosaic MOO in about a year. Integration and hybridity are so
dynamic right now, what with new tools building other new tools all over
the connected planet, I think it is very difficult to really imagine what
the possibilities will be in two or three years (WAIS-based scalable
Video-conference/server with AgentInteractionStoryplace and
time-based-hypertext interpersonal-VRML MosaicMOO (with whiteboard)
narrative natively synchronized with various types of cross-platform
portable media, and able to output new portable media, also available
text-only, as well as at the local art-cinema, and the video-rental
store.... and what have I forgotten?) If we can only keep open, accessible
tools and networks, we will see hybridity become the standard, and maybe
even live to see the next true step in hybridity, the commonplace use of
integrated, hybridized network tools for the semi-automatic creation of
narrative elements, both in production and distribution.Where production
and distribution begin to resemble one another, and integrated tools create
hybrid narratives, it is possible to imagine the practical availability and
narrative application of poetry machines, meaningful autocatalytic images,
and visual VR techniques in the production (and distribution) of digital
cinema (though I am prepared to accept this may be an archaic vision).
=============================================================
Subject: The Avuncular Overnight News #152 Part 1
>From Perforations
The Technology of Uselessness
Critical Art Ensemble
------------------------------------------------------------------------
I am useless, but God loves me.
-Mike Kelly
The expectation that technology will one day exist as pure utility is an
assumption that frequently surfaces in collective thought on the
development of society and social relations. This prospect has typically
suggested two opposite scenarios of the future. On one hand, there is the
utopian millenium predicted by modern thinkers who were guided by belief in
progress; this concept slowly began to supplant belief in the concept of
providence during the 17th and 18th centuries. Both concepts were
characterized by belief in the unilinear development of the human race, but
providence was a force that was expected to result in spiritual, rather
than in economic autonomy. The engine of providence was considered the
guiding hand of God (which was later amputated and stitched to the cyborg
of capitalism by Adam Smith). In Early Modernity, when belief in providence
began giving way to belief in progress, intellectuals and scholars were
debating whether the social utopia of the future should be based on
spiritual or on secular principles. Philosophers searched for an
independent force in the universe that could save the earthly population
from its economic shortcomings and its spiritual privation. Thomas More
constructed a rather dubious literary utopia that marked the beginning of
the shift from God/Christ to science/technology as savior. From More's
perspective, neither of the two choices seemed particularly satisfying.
Given the choice between El Dorado and the regime of Mahomet the Prophet,
Voltaire found the former more tolerable. This type of thought which valued
secular human advancement and cast doubt on spiritual systems began to tip
the scales of judgment in favor of science and technology, but certainly no
celebration accompanied this shift. With the coming of the industrial
revolution, the scales tipped decisively in favor of science and technology
once and for all. At last, a foreseeable end was imagined to the problem of
production - soon there would be enough goods for everyone, and with such
surplus, competition over scarce goods would cease. The idea of progress
began to flourish from this point on. Both the left (Condorcet and Saint-
Simon) and the right (Comte and Spencer) shared an optimism about the
future in spite of the wildly divergent destinies predicted by each - for
example, council socialism was anticipated by Saint-Simon, and the
appearance of the bourgeois Ubermensch was expected by Spencer.
Let us not forget Marx in this thumbnail sketch. Although Marx was not one
to wax utopian very often, he did have his moments. Marx believed that the
factory system would solve problems of production (i.e., scarcity);
however, he foresaw a new problem, that of distribution. The crisis in
distribution would in turn lead to revolution, by which means the
victorious workers would restructure the exploitive routes of bourgeois
distribution. Such speculation has continued to manifest itself even later,
in utopian visions well exemplified by Rene Clair in the film A Nous la
Liberte. The film depicts a time after the glorious revolution when the
workers enjoy the fruits of zero work, and live only to celebrate, to
drink, and to sing, while the machines work dutifully, producing the goods
needed to carry this utopia into a shining future. One of the main currents
in modern art (Futurism, Constructivism, and Bauhaus) illustrated this
soon-to-come secular utopia. All the same, it would be quite unfair to hang
the sometimes shameful optimism of the 20th century on Marx. Although he
demonstrated how rationalized capitalist economy would end the problem of
production, he also realized that people could not be satisfied by goods
alone. Marx foresaw that in the epoch of capitalism, although production
rates would rise, so would the degree of alienation from our own human
nature, from economic process, from economic products, and from other
social beings. In terms of individuals' psychic condition, things would not
get better, but would grow tortuously worse. For Marx, once other variables
besides production were examined, unilinear social advancement was not to
be found.
This brings us to the second scenario - the pessimists' dystopia. This
point of view seems to gain new proponents with each new mechanized and/or
electronic war. Yet even when the idea of progress was at its apex, before
the military catastrophes of the 20th century, some critics of the idea
were already predicting that human `advancement' would end in disaster.
First and foremost was Ferdinand Toennies, who argued that advanced
technology would only serve to increase the complexity of the division of
labor (society), which in turn would strip people of all the institutions
that are the basis of human community (family, friendship, public space,
etc). After World War I, Oswald Spengler was among the leaders of this line
of thought. To his mind, advanced technology and sprawling cities were not
indications of progress; rather, they were indicators of the final moments
of civilization - one that has hit critical mass and is about to burn
itself out. The great sociologist Pitirim Sorokin summed up this
perspective in ~The Crisis of Our Age~ when he stated:
Neither happiness, nor safety and security, nor even material comfort has
been realized. In few periods of human history have so many millions of
persons been so unhappy, so insecure, so hungry and destitute, as at the
present time, all the way from China to Western Europe.
Here then are the two sides, forever in opposition. Today the two
antithetical opinions continue to manifest themselves throughout culture.
Corporate futurologists sing the praises of computerized information
management, satellite communications, biotechnology, and cybernetics; such
technological miracles, they assure us, will make life easier as new
generations of technology are designed and produced to meet social and
economic needs with ever-greater efficiency. On the other hand, the
concerns of pessimists, neoluddites, retreatists, and technophobes ring
out, warning that humanity will not control the machines, but that the
machines will control humanity. In more fanciful (generally Hollywood)
moments, the new dystopia is envisioned as a world where people are caught
in the evil grip of a self- conscious intelligent machine, one that either
forces them into slavery, or even worse, annihilates the human race.
These are the two most common narratives of social evolution in regard to
technology. For the utopians, the goal of progress is similar to the vision
of Rene Clair - technology should become a transparent backdrop that will
liberate us from the forces of production, so that we might engage in free
hedonistic pursuits. For the dystopians, technology represents a state
apparatus that is out of control - the war machine has been turned on, no
one knows how to turn it off, and it is running blindly toward the
destruction of humanity.
Evidence can certainly be found to support both of these visions, but a
third possibility exists, one that is seldom mentioned because it lacks the
emotional intensity of the other two. To expand on the suggestion of
Georges Bataille, could the end of technological progress be neither
apocalypse nor utopia, but simply uselessness? Pure technology in this case
would not be an active agent that benefits or hurts mankind: it could not
be, as it has no function. Pure technology, as opposed to pure utility, is
never turned on; it just sits, existing in and of itself. Unlike the
machines of the utopians and dystopians, not only is it free of humanity,
it is free of its own machine function - it serves no practical purpose for
anyone or anything.
Where are these machines? They are everywhere - in the home, in the
workplace, and even in places that can only be imagined. So many people
have become so invested in seeing technology as a manifestation of value or
anti-value, that they have failed to see that much of technology does
nothing at all.
Recently, there has been considerable fascination with the perception that
most people cannot learn to operate their video tape decks. As one comedian
put it, "I just bought a VCR for $400, and can't figure out how to work it.
$400 is just too much for a clock that only blinks 12:00." This situation
is certainly exaggerated, but there is an interesting point of truth in it.
To program many of the functions on a VCR requires skills beyond those of
the average consumer. When video first hit the consumer markets, the belief
was that everyone would soon have a TV studio in h/er house (along with a
jet pack). The home TV studio would mark the end of progress in video
production. Instead, VCRs filled with useless computer chips now gather
cobwebs in home entertainment centers. For example, consider the existence
of a chip which allows a VCR to be programmed for a month in advance; this
is actually nothing more than an homage to the useless. It simply exists in
and of itself, having no real life function. Most programming information
is not generally available a month in advance, and even if it were, why
would someone need to tape a month's worth of television programs, and who
would remember the appropriate times to insert new blank tapes?
Why such a chip was made in the first place falls into a web of possibility
that is difficult to untangle. First, the perverse desires that consumers
associate with utility should not be underestimated. Driven by
spectacularized engines of desire, consumers want more for their money -
even if what they get is something that will never be used. The corporate
answer is to meet a cliche with a cliche: Give customers what they want.
Consequently, the marketing departments of corporations, in their struggle
for market share in the electronics industry, force their engineers and
designers to create new products laden with extra features. One main
selling point: Our machine has the most features for the money. The
question for the consumer is: "Did I get a good deal [i.e., the most for
the money]?" The question of "Can I actually use what I buy?" is never
raised. The corporations know of the desire for the useless (a desire that
can never be fulfilled), and comply by heaping on their products as much
useless gadgetry as possible in order to seduce the bargain-hungry
consumer. And so the cycle starts.
The cycle begins to spiral as new generations of technology are introduced
- in this case depurified technology. The slogan of one electronics company
- "so smart, it's simple" - is symbolic of depurification. The corporation
is, in a sense, announcing that its technology actually has a use.
Consumers can buy it not just for the sake of having it, but because they
will be able to make it do something. The slogan also signals that
consumers are buying the ~privilege~ of being stupid (the ultimate
commodity in the realm of conspicuous consumption). There will be no
manuals to read, no assembly, no understanding required. The manual is the
TV commercial for the product. Having seen it, consumers can make the
product function.
While the buying patterns of those seduced by pure technology are guided by
a perverse consumer activism, thoroughly corrupted by the Veblenesque
nightmare of conspicuous consumption, the patterns of those buying impure
technology are guided by a need to keep the apparatus of use as invisible
as possible, so as not to interrupt the trajectory of one's `lifestyle.'
This attempt to return to impure technology eventually backfires, and the
spiral becomes a circle again. The consumer zeal for simple technology that
will not distract from daily tasks is too easily rechanneled into
specialized products that rarely deliver theconvenience that is so
desperately sought. Two types of products emerge from this variety of
artificially generated desire. First there is the product that is a con,
such as an electric martini shaker. This is one case where the old
fashioned way works just as well if not better. The second type is
exemplified by a consumer-grade pasta making machine. One evening at home
with this gizmo will quickly teach a person the meaning of labor
intensification. This is not a technology of convenience. Either way, these
pieces of bourgeois wonder will take their rightful place in upper cabinets
and in closets as useless pieces of bric-a- brac that did not even serve
the function of delivering enriched consumer privation. Unlike the VCR
chip, these pieces of technology require human contact before they achieve
purity.
In all cases, the desire that consumer economy (the economy of surplus) has
most successfully tapped is the need for excess, that is, the need to have
so much that it is beyond human use. Pleasure is derived through negation -
by not using a product. This form of excess is the privilege of those who
enjoy the surplus of production. Although the bourgeoisie has never
achieved the purity of uselessness of previous leisure classes, they still
aspire with great fear, and with very little success, to total
counterproduction. This class typically falls short of the upper level of
the hierarchy of master and slave so aptly articulated by Hegel. The
products which members of this class consume transform themselves into
stand-ins for the obscene debauchery of excess, in which, they, as
chieftains, should personally participate. The cowardice of the bourgeoisie
can never be underestimated. Confronted with the opportunity to test the
limits of the possible, they instead let things take their place in the
realm of the useless. Within this realm, the products of counterproduction
acquire a being analogous to that of the sacred in `primitive' cultures,
and become the icons of secular transcendentalism, accumulating mana by
controlling the lives of those around them.
The uncanny notion that technology which is out of sight and out of mind
best defines human existence within the economy of desire is one that is
typically resisted by commonsense thought. As William James and Alfred
Schutz proposed in their own unique ways, the principle of practicality
structures everyday life. Objects are perceived first and foremost in terms
of their instrumental value. In constructing a model of individual
existence centered around perception, there can be little doubt that the
visible will be at the center and the invisible at the margins. Within the
middle ground, utility is the primary governing factor. Hence, within this
visible realm, the consumption of excess and excess consumption maintains
an element of practicality. For example, a wealthy person buys a luxury
car. Although it may have many useless elements, the main reason for its
purchase is that it is a `nice ride.' The modifying adjective "nice" refers
to its useless components, while the center component, the noun "ride,"
refers to the product's function. The potential for the car to make an
instrumental process pleasurable is what relegates it to the realm of
desire and excess, and therefore makes it suitable as a product for
conspicuous consumption.
Another example is the Magnetic Resonance Imaging (MRI) device. In many
cases, the way this diagnostic tool is used in medical institutions may
actually be abuse. The MRI is a very expensive piece of state of the art
med-tech, so it is an investment that must be used to recoup the initial
capital expenditure. The MRI can deliver on its corporate promise, as it is
the perfect medical sight machine. In a manner far beyond any of its
predecessors, the MRI can articulate the space of the body with such
clarity that there can be no place for a biological body invader to hide.
However, in many cases, the MRI is not needed. An X-ray is often all that
is required to diagnose an illness. Excess enters this equation when the
tooI is used abusively on the part of the doctor (simply as means to
increase profit or to protect capital). Much the same can be said even when
the machine is used as an extra precaution by the doctor or the patient. In
any case, the MRI, like the luxury car, can only strive toward purity; it
will never actually reach it. The MRI will always have the practical
function of vision associated with it. Unlike these aforementioned
examples, the useless is rarely noticed, because it is not a part of
limited bourgeois excess. As consumers, we are not trained to witness
uselessness or consciously value it - its psychic roots are buried much
deeper in consciousness and in the economy.
Too often, excessive luxury in the center realm of the visible is mistaken
for the limits of excess, but the limits of excess go far beyond the
visible. To comprehend extreme excess, one must go beyond conspicuous
consumption. Excess will never be seen, only imagined, and within this
ideal space the margins can at least be understood. Whether it is a useless
chip in the bowels of a machine, the technology that lives in people's
closets, or an underground missile system, the purity of uselessness, the
limits of excess, are not visible. The real deployment of power flows in
absence, in the uncanny, nonrational margins of existence.
Sacrifices beyond the boundary between the visible and the invisible
occasionally surface in everyday life. We all know that many people die on
the roads and highways of the US every year (approximately 50,000 per
year). These people are willingly and uselessly sacrificed to show the
sincerity of our desire for transportation technology. No means to end this
sacrific exists, short of closing the roads, and yet no honor is paid to
those who give their life for the excess of travel - it remains forever
hidden. Philosopher and artist Gregory Ulmer proposed that an addendum be
made to the Viet Nam war memorial in which the names of those killed on the
highway would be spooled off on a printer beside the monument. Needless to
say this monument was rejected, since such sacrifice and excess must remain
hidden in modern societies. To monumentalize death and uselessness is
simply too frightening.
Monuments to the sacrifices of the state are typical, but are only the
beginning. Most of these monuments are abstracted bits of concrete, marble,
bronze, or some other material that will signify the longevity of
artificially created memory. But there are times when these monuments are
brutally honest, and useless technology along with its slaves is put on
public display. The USS Arizona, for example - a half sunken ship with the
ship's full complement of corpses (officers included) rests silently in
Pearl Harbor. This national monument, a functional item made useless
through sacrifice, suggests the metaphysical moment of profound loss
through its lack of function. (Woe to anyone who does not treat this sacred
relic with proper respect, for it speaks of the will to excess, which is
grounded in human uselessness in the face of death). But what is even more
compelling about this monument is that the ship is carried on the active
duty roster. This necropolis is more a symbol of the absent core of the war
machine than a monument to the US soldiers who died in the battle of Pearl
Harbor; it monumentalizes transcendental uselessness.
Utopian technology is that technology which has fallen from grace. It has
been stripped of its purity and reendowed with utility. The fall is
necessitated by a return to contact with humanity. Having once left the
production table, the technology that lives the godly life of state-of-
the-art uselessness has no further interaction with humans as users or as
inventors; rather, humans serve only as a means to maintain its
uselessness. The location of the most complex pure technology is of no
mystery. Deep in the core of the war machine is the missile system.
Ultimately, all research is centered around this invisible monument to
uselessness. The bigger and more powerful it becomes, the greater its
value. But should it ever be touched by utility - that is should it ever be
used - its value becomes naught. To be of value, it must be maintained,
upgraded, and expanded, but it must never actually do anything. This idol
of destruction is forever hungry, and is willing to eat all resources. In
return, however, it excretes objects of utility. Consumer communications
and transportation systems, for example, have dramatically improved due to
the continuous research aimed at increasing the grandeur of the apparatus
of uselessness.
There can be a stopping point to this process - a discovery made by the
collapsing Soviet Union. For all the `patriots of democracy' who gave a
collective sigh of relief and boasted that they were at last proven right -
"communism doesn't work" - there still may be a need to worry. The fall of
the USSR had little to do with ideology. The US and USSR were competitors
in producing the best apparatus of uselessness in order to prove its own
respective Hegelian mastery of the globe. Modern autocrats and oligarchs
have long known that a standing army puts an undue strain on the economy.
To be sure, standing armies were early monuments to uselessness, but in
terms of both size and cost, they are dwarfed by the standing missile
system of the electronic age. As with all things that are useless, there
will be no return on the investment in it. The useless represents a 100%
loss of capital.
Although such investment seems to go against the utilitarian grain of
visible bourgeois culture, whether in socialist or in constitutional
republics, the compulsive desire for a useless master is much greater
(Japan is an interesting exception to this rule). Unfortunately for the
USSR, they were unable to indulge in pure excess expenditure at the same
rate as the US. The soviet techno-idol was a little more constipated, and
could not maintain the needed rate of excretion. Consequently, once the
limits of uselessness were reached, that system imploded.
The US government, on the other hand, has to this day remained convinced
that further progress can be made. Reagan and his Star Wars campaign issued
a policy radically expanding the useless. Reagan, of course, was the
perfect one to make the policy, since he was an idol to uselessness
himself. He represents one of the few times that uselessness has taken an
organic form in this century. (This is part of the reason he was considered
such a bourgeois hero. He was willing to personally plunge into uselessness
without apology. He did not let a thing stand in for him). Playing on
yuppie paranoia (the fascists' friend), Reagan convinced the public loyal
to him that a defensive monument (Star Wars) to uselessness was needed,
just in case the offensive monument (the missile system) was not enough. He
was successful enough in his plea to guarantee that years of useless
research will ensue that no one will be able to stop, even if his original
monumental vision (a net of laser armed satellites) should be erased. In
this manner, Reagan made sure that the apparatus of uselessness would
expand even if the cold war ended.
Indeed, this situation has come to pass. Currently, the US has no
competitors in the race to uselessness, but the monument continues to be
maintained and even to grow, which is particularly odd, since even the
cynical argument of deterrence is now moot. Even though the offensive
monument to uselessness seems to be shrinking - missiles are being defused
and cut apart with the care and order of high ritual, and technology
costing millions of dollars is being laid to rest, having never done
anything but exist - thanks to Reagan's farsightedness, the general system
continues to expand. Although many are still in denial, the desire of the
bourgeois to subordinate themselves to the useless has become, for the
moment, glaringly visible. The research is done; the system is upgraded,
but for what reason? The missiles are now aimed at the ocean, so even if
they are `used,' they will still be useless. The fragments of Star Wars
technology have not been released in pure form from the experimental labs,
and even if they were, no enemy exists against which Star Wars technology
would protect US citizens. The American system has achieved utter
transcendental uselessness. This techno- historical moment is the highest
manifestation of technological purity.
In his rush to save the apparatus of the useless from stalling, Reagan may
have made one error. When he put the idea of the defensive monument in the
minds of Americans, he disrupted the primary sign of the war machine -
mutually assured destruction. He restored hope in American consciousness
that perhaps utility could save US citizens from the total annihilation
certain to destroy the rest of the world. The disassociation of death and
uselessness took previously sacred elements of war-tech out of the
privileged realm. When these elements became depurified, their value in
terms of the satisfaction of bourgeois desire plummeted. This is partly why
Reagan's original Star Wars vision has been dismantled.
Thus far, however, most war-tech has not been depurified due to this
ideological slippage, and the purity of offensive weapons of mass
destruction continues to be enforced. Nations that do not understand the
code of uselessness but that have state of the art military technology are
a cause for great concern. Iraq, Libya, and North Korea are all good
examples. The US government is willing to take hostile action based merely
on the belief that North Korea and Libya might get weapons of mass
destruction and actually use them. In the case of Iraq, the code was
actually broken when that government used chemical weapons. Iraq has not
done well economically or militarily since that time. The lesson to be
learned is that nations that do not subordinate themselves to the bourgeois
idols of uselessness will be sacrificed as heretics, and will be denied
access to the icons of uselessness.
--
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