Simon G Penny on Mon, 18 Aug 1997 02:57:39 +0200 (MET DST) |
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<nettime> Digital Tools 3/3 |
The entire intestine is sheathed in two concentric sleeves of neural tissue, isolated with an equivalent to the blood/brain barrier.# Just exactly what the gut is thinking we don~t quite know, but if the gut were wired up to a PET scan machine, I believe you~d find that the gut partook in consciousness, or the neural activity from which it arises. The revelations of recent neuro-physiology leave no doubt that the multiple organs of the brain interpret sense data, formulate concepts and leave traces from which memories are reconstructed, but this does not mean that we must necessarily adopt a position in which the ~body~ is separate, secondary and subordinate to the ~brain~. Anthony Dimasio has argued that the conditions which we consciously interpret as emotions, for instance, are generated in the body proper, and the brain actually has to check in order to determine what emotion is currently being ~embodied~.# Here Dimasio reveals the degree to which he (unconsciously?) adheres to the conventional wisdom: to say: ~the brain interprets messages~ is just one way of conceptualising the process, which puts the brain ~in control~.Why could it not be: ~the body tells the brain...~? # At essence my argument is simple. The engineering world view, via the computer as a paradigmatic technology, perpetuates a dualistic model with an explicit heirachy. The reductivist mechanistic model are, via the engineering world view, inappropriately applied to the bodies and lives of people. Contrarily, I mainitain that consciousness (or what gives rise to it) is ~emergent~, is a physiologically distributed bodily thing and arises from the interdependance of parts in a decentralised system. If this is the case, then the basic premise of Cognitivism: that the brain, consciousness, etc, can be understood using the analogy of a computer; is flawed. To apply a mechanistic, reductive model to consciousness is to imply that consciousness does not exist, because consciousness is not amenable to reductive analysis. Simulation and the Demise of Body Knowledge If all traces of humanity were destroyed except for a computer shop, visiting Martian archeologists would probably determine that humans were monocular and had one hand with 29 digits on it.# All the remaining body senses and capabilities are irrelevant to the computer interface. The interface ignores ways of knowing which are not compatible with it, the interface is a filter which rejects these aspects of sentience. By defining intelligence in terms of the capabilities of the computer, the (bodily) intelligence, of the painter for instance, is lost. One of the least remarked aspects of the computer revolution is the way that the development of software simulation has reduced a great variety of various bodily activities into one. Although this process is in many ways enabling:~we can prepare a publication, from writing text to typography, image placement and page layout at the same desk. The down side of this process is that it induces a ~bodily monoculture~, it destroys ~cognitive diversity~, the complex ecology of body-knowledge. To extend the ecological/pharmacological metaphor: In the same way that pharmaceutical companies have suddenly (and rather cynically) become conservationists, we may be killing off diverse body-knowledges before we know what they~re good for. The Japanses tradition of making great craftsmen and artisans ~national treasures~ may make more than sentimental sense. The increase in simulation of bodily activities which result in a depletion of the difficult to formalize ~intelligences of the body~ which make up the traditional ~skill-base~ (as opposed to knowledge base) of the visual art is a problem. The traditional artistic skillbase is in danger of being ~disappeared~ in the race to total simulation. To elaborate: previously, one learnt a set of bodily behaviors in order to use a machine lathe, another set of activities to set type, another to paint a picture and another to write. All these activities are now achieved by tapping a keyboard while starring at a video screen at close range.# When I teach ~Fractal Painter~ to a student who is an experienced painter, a large part of the meaning in the simulated watercolor mark is related to the physical experience of making such a mark with water based pigment in a brush on paper. But if the student has never learned to make such a mark, the meaning of the mark is entirely different because it signifies no act. To put it another way: if digital tools simulate analog procedures, can the basic concepts be understood without practice on such tools? Does a chalk texture mean anything without the experience of using chalk on paper?# Not simply is the range of body knowledge (body intelligence) being vastly limited (the body is being de-skilled), but the process which links conceptualization to physical realization is destroyed. Manipulation of abstract, symbolic quantities is premised on bodily, physiological experience. Why do we call a high note ~high~? Could it be because when we sing a high note the physiological experience is in the head, as opposed to the throat or chest. German psychologists have observed that children who cannot walk backwards cannot subtract. Mark Johnson argues: ~In considering abstract mathematical properties (such as ~equality of magnitudes~) we sometimes forget the mundane bases in experience which are both necessary for comprehending those abstractions and from which the abstractions have developed. ...Balance, therefore, appears to be the bodily basis of the mathematical notion of equivalence~.# As Dreyfus~ argued, we have a human mind by virtue of having a human body. Here my argument takes an ironical fold, for if balance implies two sides, then in its very bilaterality, the body embodies dualism. Among young children, continuous use of computers, video games and TV seems to impair the development of basic ~common sense~ and motor skills. Certain German insurance companies now sponsor summer schools in which children are ~taught~ that open flame and red-hot things can cause pain and burns, that you can fall off a bicycle and it hurts, etc. # One assumes that the motivation of these companies is not entirely philanthropic, that it saves money to help children avoid simple accidents. This erosion of ~common sense~ by computer use is a curious mirror of the ~common-sense problem~ which defined the limitations of Artificial Intelligence. # Prosthetical Bondage and Mechanistic Mimesis Freedom and Liberation are catch-phrases of cyber rhetoric, but what price do we pay for the liberty of the virtual? Bondage of the physical! # In order to make conquering strides across cyberspace, we sit, neck cramped, arms locked, tapping a keyboard, our vision fixed on a small plane 50cm ahead. As the image becomes more mobile (VR) the viewer becomes less mobile. Held in a bondage of straps and cables, the question: ~are you a man or a mouse?~ acquires new meaning! In engaging the computer as an artistic tool, the artist must consider the potential conflict of interests between the value systems reified in the architecture of the machine and the logic of the software; and the interests of artistic practice. The very existence of artistic practice with the computer must be seen in the context of these ideas as a kind of ~intervention~ which brings into question issues such as those I have been discussing: the conflict of world views inherent in digital art practice, the demise of bodily knowledge, etc. Digital media artists are continually reminded of the fact that when making digital artworks we are building virtual machines. Any machine (soft or hard) is a mechanistic approximation of a narrow and codified aspect of human behavior. On a day to day level, the task that confronts us is how to ~shoehorn~ the kind of cognitive fluidity we enjoy in our interaction with the world into the proscribed and proscriptive language of the machine. This dilemma is no different whether writing code or building a washing machine. The computer is as pedantic and rule bound as any other mechanical contrivance. Tasks which are simple and open to variation for a person must be specified and constrained when embodied in a machine. All machines are contrived according to mechanistic codifications of specific task domains which optimize a particular function. A chainsaw cuts wood fast, but is useless for anything else. Cognitive prosthetics such as robot vision systems, unlike human vision, are to a greater or lesser extent, task specific. Computer programs are virtual machines, indeed they are sometimes referred to as ~engines~ in the computer science community. The same compartmentalizing reductive process is at work. Such a method can never reproduce the holism of body experience, it will remain just an accumulation of parts. By contrast, certain human activities, among them the production and consumption of art, integrate human faculties in a way that resists reductive compartmentalization.# Machines, hard or soft, are codifications of solutions to problems. Often the sorts of problems artists deal with are as yet uncodified, or are uncodifiable! I heard an architect observe that although CAD systems allow architectural design projects to be completed more quickly, they reduce the possible range of variation. The same may be said of any software package. Software packages are packaged solutions to pre-defined problems. The designer of the package deems which particular problems will be supplied with packaged solutions. These choices may be made because certain processes are computationally easy, rather than because they fulfill the actual needs of artists. The degree to which these chosen solutions and problems are useful to artists is entirely dependant on the degree to which the designer of the package understands artistic generative process. Even then, use of such packages presumes that artistic process can be defined and reduced to deductive problem solving procedures. In 1990, Marvin Minsky made some remarks which for me epitomise this dilemma: he proposed that we should ~go beyond these VR instruments and implant a little computer in the brain and send signals back and forth from it, which would give us the ability to extend our motivation and the signals inside ourselves to cause things to happen in the outside world~. Although this sentiment is a familiar one in technological discourse, it is nonetheless peculiar: I thought thats why we have arms and legs and eyes and ears! Minsky went on to say of this implant idea: ~Maybe most of us who are not artists could be artists if we could express our subconscious wants~.# In this expostulation, Minsky simplistically conflates the surrealists aesthetisation of the subconscious with the engineering inspired dualisitc project of the rationalisation of the body. It is interesting to learn from him that artmaking is simply a matter of subconscious ~self-expression~, like some sort of mucous secretion, without the intervention of either skill or intellect! Seemingly (according to the perspective of traditional artificial intelligence) the complex bodily practices and sensibilities which define art practice can be easily dismissed as insignificant motor skills, ~hardware problems~. Our ~subconscious wants~, once encoded as digital data, could be realized by some mechanical prosthetic and this, according to Minsky, would result in art! (I doubt if Minsky would allow that a similar implant would enable us to be Artificial Intelligence experts.) Simon Penny 1995-97 8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8=8 August97: Now firmly re-settled in Pittsburgh. From Jan-Jun97 I was in residence at the Zentrum fur Kunst und Medientechnologie Karlsruhe Germany working on a new interactive installation "Fugitive", to be exhibited at Multimediale5, ZKM october 1997. \*/_\*/_\*/_\*/_\*/_\*/_\*/_\*/_\*/_\*/_\*/_\*/_\*/_\*/_\*/_\*/_\*/_\*/_\ Simon Penny Associate Professor of Art and Robotics, A position jointly sponsorted by the School of Art and the Robotics Institute, Carnegie Mellon University 5000 Forbes ave. pittsburgh PA 15213-3890 USA vox 412 268 2409 fax 412 268 7817 (mark it : attn Simon Penny) http://www-art.cfa.cmu.edu/Penny >+<>=<>+<>=<>+<>=<>+<>=<>+<>=<>+<>=<>+<>=<>+<>=<>+<>=<>+<>=<>+<>=<>+<>=<>+< --- # distributed via nettime-l : no commercial use without permission # <nettime> is a closed moderated mailinglist for net criticism, # collaborative text filtering and cultural politics of the nets # more info: majordomo@icf.de and "info nettime" in the msg body # URL: http://www.desk.nl/~nettime/ contact: nettime-owner@icf.de