Supermodernity

A blog about Time, Space and Cyborg Anthropology. 

Top10 Banff

These are the links I'm sharing with people at the
residency at Banff.

XP+Window 98 Sounds

Ferrofluid (loaded)

Super Intelligence Feed (Yahoo! Pipes)
http://pipes.yahoo.com/pipes/pipe.info?_id=d3f96aabea090ae89d2622ea64209801

Instant Campaign (load time)
http://www.campanhainstantanea.com/

Western Spaghetti

Civilization - Brazil (mega load time)
http://motionographer.com/theater/marco-brambilla-civilization/

Waterslide

Machinarium (load time)
http://machinarium.net/demo/

SpaceCollective
http://spacecollective.org/gallery/

Construction Super-KamiKande Neutrino Observatory

Google Search

Fractal (load time)
http://www.fractal-recursions.com/files/anim/dec09sm.mpg

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The Singularity in a Basket

Below is a message from my uncle Russ. He likes to send me these kinds of E-mails once in a while. He even wrote a guest post for my blog, which actually got the 3rd highest traffic of any post there. He was trained as a logician and lives in Utah, where he goes on long walks with mathematicians and collects out of print books on interesting things. When I visit him, he'll sometimes give me some of his books. I eagerly devour them. 

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Amber,


I don't know if you've read Ray Kurzweil's The Singularity Is Near. While rereading it, I came across the following, "The Singularity will represent the culmination of the merger of our biological thinking and existence with our technology, resulting in a world that is still human but that transcends our biological roots. There will be no distinction, post-Singularity, between human and machine or between physical and virtual reality." p 9.


Since Kurzweil believes that this happening at an exponential rate, he believes that by mid century--only 40 years from now--the Singularity will have been achieved. By then, most cyborgs, which will be all of us, will take classes in cyborg anthropology (or more likely, simply download the information) to understand themselves and their capabilities.


Russ

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To which I responded (completely by iPhone): 

Russ, 

Thanks for this. I like to look at the Singularity from an anthropological perspective. There have been a lot of social scientists who have written about what could be called a Singularity in a sober and researched way. I'll go over a few of them here. The best example would probably be from sociologist Emelie Durkheim. He wrote that as society progresses, interactions go from mechanic to organic. This is easily seen in large cities at night, where cars resemble blood cells, and highways resemble arteries. 

   
Click here to download:
The_Singularity_in_a_Basket.zip (260 KB)

During the beginning of the industrial revolution, heavy machinery dominated the landscape. It cost a lot and took a lot of energy to build. What it gave back was small in terms of movement and power. Over time, innovations shrunk the size of machines and turned interfaces into liquid. Liquid interfaces like we have today on TV monitors, cell phones and laptops make what was formally tangible hardware capable of being downloaded from the air around us. A formerly physical interface as become liquid. In the future, this liquid interface will evaporate further, becoming air. 

Already much of our data is stores in the cloud. Twitter's high-speed stream of data is the quickest to evaporate. Updates are not stored over time; they are dumped. This is the essence of technology, which seemingly moves from solid to liquid before finally evaporating. Sociologist Marshall Berman wrote a book precisely about this called All That Is Solid Melts Into Air - the Experience of Modernity. In addition, Zygmunt Bauman wrote a book called Liquid Modernity, which described the liquidation of capital - of economic flows and innovation. Henry Shivelbusch wrote The Railway Journey: The Industrialization and Perception of Time and Space
, which concerned the altered perception of time and space at the dawn of the train industry. Before trains, there were no time zones. 

The compression and experience of space and time are becoming increasingly important. As technosocial humans we are no longer living in one place at one time. Time has compressed itself so far that we now have time within time, and space within space. While you sit in your apartment, you are experiencing your local time and space but also the digital time and space. 

By opening up the terminal or browser window, you can experience an entirely different time and space. Geography can be rapidly switched with the touch of a button. This 'fractal time' annihilates geography, allowing the punctuation of one space with another space, one piece of time with another. My iPhone collapses multiple social geographies into one. Facebook, Twitter, SMS, Voicemail, websites, news, incoming calls, notes to my future self, apps, ect. Each digital geography has a different set if natives, some imports, and some immigrants. Each space has different social norms and different ways of presenting oneself. Each space has different social classes and entrance requirements. But with a computer or iPhone, the travel time between those different geographies is almost instantaneous. 

In the same way that a cell phone opens up a wormhole between two users for a limited amount of time, social networks open up wormholes to each other through text, creating invisible, 4th dimensional wormholes from person to object to person to object through text. People begin to become hyperlinks, text begins to become social objects, developing personality and having social value.

In the end, all text becomes linkable, all history becomes linkable to the future, every moment capable of being saved, reported, commented on and played back in slow or fast motion. Each reported moment becomes social capital, increasing the amount of embeddedness that networks and nodes have with each other. 

As node distance decreases, communication becomes more liquid, and digital geography between two people, thoughts, ideas, or groups becomes more instantly traversed. There become a range of those who are connecting more tightly together and a series of those who remain loosely connected in the analog space. Envision a conical basket whose weave is becoming tighter at one end while the other end remains loose and unconnected, fibers sticking out of the unfinished side of the basket. As time progresses, even these loosely connected fibers begin to weave themselves together, finishing the basket at some point in the future when almost evereything is connected. As in real life, the most connected points of the basket are the strongest. 

In economics, in hive culture, in business, in the information society, these connected humans and objects exchange processes, including shorter routes to a given point. Connectivity leads to optimization. Redundant routes become absorbed. Shortcuts run across nearby fibers. All is hyperlinked together at the tight end of the basket. The singularity is the end point of that basket. The point at which all fibers are weaved together so much that difference is obliterated and communication becomes completely transparent.

I find that the only way I am able to write is if people ask me questions. So please write me more. You ask me through Twitter @caseorganic or comment below. 

Amber Case
Cyborg Anthropologist 

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Learning the Langage of Machines

Instead of teaching machines to understand humans, MIT’s Kelly Dobson programmed a blender to understand voice activation, but not the typical voice one uses. Instead of saying “Blender, ON!”, she’s made an auditory model of a machine voice. 

If she wants the blender to begin, she simply growls at it. The low-pitched “Rrrrrrrrr” she makes turns the blender on low. If she wants to increase the speed of the machine, she increases her voice to “RRRRRRRRRRR!”, and the machine increases in intensity. This way, the machine can understand volume and velocity, instead of a human voice. Why would a machine need to understand a human command when it can understand a command much more similar to its own human language? 

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Constructing the Future

Culture tells us what it is okay to like, and new culture is often shown to us through movies. We now feel it okay to use a computer interface with gesture recognition, because we’ve seen it in Minority Report. Here, Minority Report has given us the narrative that allows us to collectively imagine a future.

In the same way, Star Trek helped us to imagine the idea of the cell phone and Bluetooth wireless device. It also helped us to deal with a future of limitless horizons and exploration found on the many social sites of the Internet. Today, the interface of the laptop is the viewing screen, and the hardware is the spaceship. The browser helps us travel to different universes at nearly the speed of light, and each new website we reach becomes a new planet.

Exploring space as a pilot has already occurred. Our spaceship is the computer, the expanding boundaries of time and space that the information space of the Internet is our Universe.

We cannot explore this space without our robots, our search engines drive our spaceship to new places. We are seeking out new life, new civilizations -- where those civilizations are data sets, value chains, new content, new ideas.

And our spaceships get dented easily in space -- they are susceptible to viruses as easily as space vessels are susceptible to pock marks by dust and grit. Our dust and grit is spam and other garbage. Our space is full of empty space and spam. It is a Darwinian space, where value is created and destroyed in a frictionless environment.

Wormholes

We have become astronauts in a bubble, exploring space. Those bubbles are our iPods, vehicles, and phones, television screens and computers. We use these to teleoperate each other's bodies, and jump in time/space from Point A to Point B, from Denver to Boston, Elvis to The Shins, Google to Amazon. 

In the universe of the Internet, these points and destinations are different planets -- some larger than others -- each with their own gravitational pulls. The spaceship is our computer, the expanding boundaries of time and space that the information space of the Internet is our Universe.

We cannot explore this space without our robots. Our search engines drive our spaceship to new places. We are seeking out new life, new civilizations -- where those civilizations are data sets, value chains, new content, new ideas.

We are explorers now. In search of the next greatest piece of entertainment, the best relaxation, the most delicious restaurant, the highest rated object, the most informative book, the shortest distance between Point A and Point B, the most stylish way to get there, the furthest escape. Along the way, we leave trails of our findings to our friends -  the freshest joke, (which is usually a combination of former objects or ideas, torn up and remixed, or recycled (Rick Astley)), the coolest item, the best prosthetic, the coolest exoskeleton. 

There are drawbacks to our fierce travels. Our spaceships are susceptible to viruses as easily as space vessels are susceptible to pock marks by dust and grit. Our dust and grit is spam and other garbage. Space is full of emptiness and spam. It is a Darwinian space, where value is created and destroyed in a frictionless environment. We vote for the next piece of content with the back button. In doing so, we extinguish life. 

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Wearable Computing


Although the Internet is invisible and seemingly omnipresent, it is only accessible by two-dimensional interfaces on physical machines in connected fields. It has only been a recent occurrence that we’ve been able to carry around complex computational interfaces in our pockets, increasing technological capabilities into our everyday lives. Until this point, one had to be in a certain time and place in order to access computing power. This usually meant a college or university, and sometimes between the hours of 3 and 6 Am. The first person to pioneer the idea of being able to compute anywhere and be connected was Steven Mann, the inventor of Wearable computing. He thought that humans should not contort to computers, but that computers should contort to humans. He wore 80 pounds of computing equipment, including a wireless uplink to an early manifestation of the Internet (MITs local Internet) starting in 1979. As time progressed, computing became lighter, and Steve Mann’s load became less burdensome while still retaining the same functionality. Similarly, computers have jumped from gymnasiums to desktops to pockets. 

The whole of the Internet is an invisible, 4th dimensional potentiality with portals of different sizes, shapes, and capabilities. The hardware determines the size of the portal, the connection determines the rate of information flow, and the software/web browser and the sites within that web browser determine the rate of information absorption into the mind. The rate of information absorption is dependant upon the format of the information presented, not necessarily how fast it streams, unless it is a video format.

Downloadable Hardware

Steve Mann envisioned a future in which hardware could be downloaded in as easily as software. Where one’s contact lens prescription could change during the day based on one’s needs. A future where a device morphs is the most fluid and liquid that an interface can become. Interfaces today are limited by their external structure. This limitation will dissolve when the hardware dissolves. 

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Flow and Friction

The analog world is full of friction. It takes a tremendous amount of time and space to get from a place to a goal, or to begin an action or to initialize interactions or collection action. The digital space brings the far nearer, and reduces the amount of analog interface changes required to accomplish something.

Millions of vehicles travel down highways every day. But when a highway needs to be repaired, detours must installed.. In these situations, traffic slows down, and people get angry. The entire process of redirecting traffic, whether permanent or temporary, ranges in length from days to years.

Online, redirecting traffic is a far simpler process. A 301 redirect a stream of traffic to be directed to another website, and this usually can be accomplished in 20 minutes by a site administrator. The detour is compressed and hidden, and in some cases, site visitors don’t even have to know that a site has been redirected.

The difference between redirecting traffic in the digital world versus the physical world is enormous. 1.5 million dollar redirects vs. 20 minutes of computer time. Even though highways compress the space and time it takes to get from one place to another, they are still slow compared to what can be accomplished on the Internet.

In the same way, innovation in a frictionless atmosphere is faster. Words are not tied to the page like in a book. In the analog world, changing text in a book means releasing a new, updated edition. Not so in the digital world! A simple click and the HTML can be altered, allowing updates without a re-instatement of distribution lines and manufacturing processes.

Reproducing technologies online allows others to improve them with us, and this allows producers to improve them faster than objects/organic objects take to improve in real life.

Good design reduces friction.

To survive, interfaces must quickly flow from spaces of high-resistance and poor usability to spaces that reduce the number of interface changes needed to get to relevant data. Environments are becoming aware of relevant information, and are able to pull context-aware data into play when necessary. In All That is Solid Melts Into Air, Marshall Berman discusses the transition from heavy modernity to light modernity, and the machine revolution that occurred when more power was concentrated into increasingly smaller spaces. As Sheldon Renan says, “devices can be small on the outside, but huge on the inside”.

This is a reversal of the devices of early industry, which has much on the outside, but nothing on the inside. The flat liquid crystal display of the iPhone is a wormhole, black hole and galaxy all at once.

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Schizophrenia and Ubiquity

What happens when information access permeates increasing layers of our everyday lives? What effect does omnipresent connectivity have on our mental state? 

"Ours is ʻa new form of schizophreniaʼ, Baudrilliard said of the current era, “the emergence of ʻan immanent promiscuity and the perpetual interconnection of all information and communication networksʼ leads to ʻa state of terror which is characteristic of the schizophrenicʼ, that of ʻan over-proximity of all thingsʼ (Baudrillard, 1988c:27) (Baudrillard, J., & Lotringer, S. (1988). The ecstasy of communication. Foreign agents series. Brooklyn, N.Y.: Autonomedia). 

"…The schizophrenic is not,” he continues, “as generally claimed, characterized by his loss of touch with reality, but by the absolute proximity to and total instantaneousness with things, this overexposure to the transparency of the world'," 

“The surplus of information has a powerful democratizing effect", says Thomas Eriksen of the University of Oslo, "since it makes it impossible for the State or self-appointed elites to dictate which knowledge each of us should appropriate; at the same time, it has – for the exact same reason – fragmenting effects. A new scarce resource is coherence.”

“Whoever is able to filter and sort the information at his or her disposal, and is thereby able to discard ninety-nine per cent as irrelevant, wins this game – not whoever is able to remember the names of Russian rivers or African heads of state”

(Obsessive egalitarianism to pluralist universalism?
Options for twenty-first century education.
Keynote speech, NERA conference, Oslo 10 March 2005. Thomas Hylland Eriksen
University of Oslo and Vrije Universiteit Amsterdam
t.h.eriksen@culcom.uio.no).

 

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Replaying the Senses

We love the touch of the iPhone, because it is the first time we’ve been actually able to touch data since the punch card (which often gave us papercuts, instead of awesome news feeds). 

At Carnegie Mellon in Pittsburg, a huggable pillow has been developed that uses “sensing and wirelss phone technology to provide a physical touch” (article source) been developed. It is a device that, once hugged, stores that hug for future playback.  


This is a step forward in replaying parts of the senses. Audio was the first to be digitized, saved, transmitted, and replayed. It was also one of the first transportation devices. When we speak on a mobile device, our voices are disembodied from our mouths, digitized and transported across vast distances.  In the case of the huggable computer, it is the haptic, or tactile sensation of the hug that is stored and replayed across great distances and times.  

“To send a hug, the grandchild would squeeze the left paw of her device and speak her grandfather's name into a microphone in the top of the torso. Voice recognition software in the processor in the device identifies the name and matches it to a preset phone number corresponding to the other Hug. The girl's Hug calls the grandfather's, which lights up and plays sounds. To accept the hug, he squeezes the left paw and says hello, opening a direct voice link between the two.   

"Once the connection is established, the girl squeezes or pats the device. Sensors convert those motions into a data stream that is sent to the other Hug and converted on that end into vibrations through small motors embedded in the device. Thermal fibers around the Hug's belly radiate heat that increases with time. The hug is ended by pressing the right paw and saying goodbye.”   

“If someone is not home to receive a hug, the other person can leave a message that includes voice and vibration patterns. The Hug can store up to four messages”.  

Extending Physical Memory
If one’s grandmother were to use the device to store her own hug, and then two months later were to die, her family members could replay it after she is gone. This is obviously much more than a letter provides. 

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The Dangers of Prosthetics

In Freud's Civilization and Its Discontents, his words suggest "a possible future in which the magnificence of humans as prosthetic gods is tempered by the ill-fitting and troublesome nature of their auxiliary organs” (11).
 
We are Gods, until we forget to plug in our devices. When our phones break, suddenly our ears cannot hear all the way to Japan at the mere touch of a button. When we spill water on our computers, we no longer can access files that we’ve saved to the externalized prosthetic for our cranium. The information that serves as social and work currency gets stuck, lost, and forever cut off from our ability to access it.
 
In the same way, our external organs sit angrily attacked in office cubicles, in airports -- in all of the interface exchanges we encounter during our daily lives -- such as the ATM machine, the coin dispenser, ect. The copiers, printers, scanners, and fixers; the software inside our computers, and the computer itself.
 
We're beginning to have prostheses inside of prostheses. Interface inside of interface, malfunction compounded by poor design and the decay of time.
 
Planned obsolescence has given us machines that must be constantly updated and refreshed Good experiences are guaranteed as long as one stays on top of the purchasing wave.
 
Once one falls behind, the prostheses become worrisome --gives us more and more friction when dealing with reality. To upgrade generally decreases this friction -- lubricates us to glide more freely through the rigors of society.

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The Tamagotchi Cemetary

The Tamagotchi became a household name shortly after Japanese toy producer Bandai released the small egg-shaped computer into the hands of millions of adoring youth.

The technology, developed in 1996, by Aki Maita, would see sales of over 70 million by 2008 (Source: Dean Takahashi (2008-12-17). "Here kitty kitty! FooMojo launches virtual pets game FooPets". Venture Beat. Retrieved on 2008-12-31).

Caring for the pet was fairly simple. A tiny creature would appear on screen after the egg was turned on. By pressing the three buttons, the owner could feed, bathe, discipline, or amuse the pet. 

There are Tamigotchi cemeteries. These cemeteries are dedicated to the memory of these digital pets after the death of the character inside of them. Proof that virtual creatures and their maintenance can cause feelings of emotion and attachment.  

Technosocial Training Wheels

The structure of the cell phone is very similar to that of a pocket pet. The three main buttons and display on a cell phone echo the functionality of friendships and texting. There is a call and hang up button, and a menu of options to browse.  In the cell phone model, there are multiple pocket pets in one device. Each one is the representation of a contact or friend, which must be maintained by feeding (talking or texting with the contact).

  It could be said that the Tamagotchi pet was a technosocial training wheel for the later adoption of the mobile device. “Some parents also express concern because the device constantly calls the user to it with penalties for ignoring its signal, including death, starvation, and sickness, effectively keeping the device in the child's consciousness at all times and interfering with other, potentially constructive, activities” (Wikipedia: http://en.wikipedia.org/wiki/tamagotchi)

In the same way, the cell phone constantly calls the user to it with penalties or ignoring its signal. Missed parties or business deals reinforce responsive behaviors and maintenance strategies.   

The shape relative to the human hand, the buttons on the front, and the display are all similar. And, like the digital pets needs to be fed periodically, so do friends. Sometimes the phone can be reset. Pocket pets had characteristic cries that would interrupt class if not turned off. These sounds often disrupted classrooms, whose teachers would generally confiscate the nuisances. 

The interactions between teachers and students who used pocket pets in class was a harbinger of technosocially mediated days to come, when cell phones and Facebook would become a normal part of the everyday class experience.  If these four actions were done in moderation and at a fairly regular pace, the creature would eventually evolve into a better animal. If the creature was poorly cared for, it would either die* or evolve a sickly weak animal. (Source: http://www.japan-101.com/culture/tamagotchi.htm) 

In the same way, text messages, phone calls to friends, and E-mail now live on many students’ mobile devices, making cell phone use in school almost completely necessary to stay in touch with friends. This makes cell phones a real-life Tamagotchi, where multiple creatures exist inside each device, and relationship maintenance becomes a push-button system.  

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