The
activity of programming/coding is in effect one of writing,
of typing characters, sometimes in an ordinary text editor,
and combining them to "words" and the words to "sentences".
It is a similar process to that of writing any natural
language, with nouns having adjectives describing them and
verbs making them act or being acted upon. However, while it
is tempting to consider the poetic and literary qualities of
coding due to its similarity with "writing", programming is
not "writing". To write code is to create reality. It could
be likened with the production of artificial DNA, of
oligonucleotides Ð a process where "life" is written. Or
it could be seen as a more obviously "physical" act of
generating and moving around material, an act that has
dimensionality, that is non-linear. It is similar to the act
of making a sculpture or designing and sewing clothes Ð
to start with a material and feel how it folds and falls and
cut out two dimensional surfaces that turn into three
dimensional shapes by sawing them together in specific way.
The
Infome
Because
of the traditions in which computer languages were
developed, they are commonly thought of as symbolic logical
abstractions of thoughts and natural languages, and
computers as the universal machines manipulating these
symbols. The praise for these special machines stems from
their ability to simulate any other medium. However the
scene has changed dramatically since the first code breaking
machines and other early versions of computers. Every
computer now exists in relation to a network, whether it is
connected or not. Every software is potentially a networked
software.
The
network of networks, the Internet, is an environment
constructed by code Ð languages and protocols. It is
written by us yet it is "reality". "Code" is the geology,
the determining circumstance dictating the life of the
environment. "Coding" is the act of building the
environment, to "move" the environment and a way of moving
in the environment. And even if this environment is written
by us, the whole (the network), made up of the parts, (the
layers of languages and protocols, the packets, the viruses,
the data) could have reached a level of complexity and
richness that makes it interesting to consider it an
organism. It now seems fruitful to postulate that computers
are no longer interesting because they can simulate reality,
but because they transform the written word to
reality, a reality whose ontology is to be found in
and between "environment" and "organism". Even if the
complexity of the network of networks and their data have
not yet reached the threshold where the network actually
transforms from merely a set of connected nodes to an entity
worth describing as a totally new category, form, dimension,
by claiming so and solidifying it by giving it a name, a
rich and fascinating set of issues and areas of research
open up. I propose the term "Infome" to denote this
all-encompassing network environment/organism that consists
of all computers and code. The term is derived from the word
"information" and the suffix "ome", used in biology and
genetics to mean the totality of something as in chromosome
and genome.
Within
the Infome, artist programmers are more land-artists than
writers, software are more earthworks than narratives. The
"soil" we move, displace and map is not the soil created by
geological processes. It is made up of language,
communication protocols and written agreements. The mapping
and displacement of this "soil" has the potential of
inheriting, revealing and questioning the political and
economical assumptions that went in to its construction.
And, maybe more significantly, this environment/organism is
a fundamentally new type of reality where our methods and
theories regarding expression, referentiallity, and meaning
need to be redefined. This paper briefly points in
some directions of inquiry that are of immediate importance
and interest for me as an artist working with code.
abstract reality
Within
the paradigm that views the computer as a manipulator of
arbitrary symbols, the dominating mode of the sign is of
course the symbol. A sign in which the signifier
arbitrarily relates to the signified; where culture and
convention dictates the meaning of the sign. Within that
paradigm, software is seen as non-physical and it is hard to
justify the existence of an indexical sign, which connects
the signifier and the signified through an actual, causal
imprint. However, since the Infome paradigm views the
network environment/organism as "reality" and "life", the
symbolic representations Ð the binary states, the
data, are actual entities, not references to actual entities
and they are actually affected by events involving them.
Within the Infome paradigm, The dominating mode of the sign
is not the symbolic, or the iconographic, but the indexical.
This is a fascinating shift resulting in new aesthetic
expressions and implications. Images can now simultaneously
be reality, since they are part of the Infome, and an
imprint of that reality. As if the image produced by a
potato stamp was also a potato.
This new emphasis on the indexical opens up
possibilities within the field of information visualization,
which I currently work within. Instead of representing data
symbolically by filtering it through known visual forms
(such as using it to mimicking aspects of physical reality)
data can represent itself by being a slice of the Infome or
by rubbing off on something. The visualization is an
indexical trace of the reality, an imprint, a frotage, a
manipulation of the reality and it is reality.
[Screen
Capture1:1 Migration,
Jevbratt]
I first started to explore
these ideas with the project 1:1 and 1:1(2). 1:1 was
originally created in 1999 and it consisted of a database
that would eventually contain the addresses of every Web
site in the world and interfaces through which to view and
use the database. Crawlers were sent out on the Web to
determine whether there was a Web site at a specific
numerical address. If a site existed, whether it was
accessible to the public or not, the address was stored in
the database. The crawlers didn't start on the first IP
address going to the last; instead they searched selected
samples of all the IP numbers, slowly zooming in on the
numerical spectrum. Because of the interlaced nature of the
search, the database could in itself at any given point be
considered a snapshot or portrait of the Web, revealing not
a slice but an image of the Web, with increasing
resolution.
The initial idea was to
continuously search the IP space to eventually have covered
the whole spectrum. However, the Web was changing faster
than the database was updated and in 2001 it was clear that
the database was outdated. 1:1(2) was a
continuation of the project including a second database of
addresses generated in 2001 and 2002 and interfaces that
show and compare the data from both databases. When the
project was first created in 1999, approximately two percent
of the spectrum was searched and 186,100 sites were included
in the database. The search started in 2001 was searching
the same spectrum in order to be able to make comparisons
between the Web 199 and 2001.
[Mapping the Web
Infome, Jevbratt test]
After
1:1 I continued to develop the ideas regarding visualization
and the Infome by creating a software, the Infome Imager, to
be used by others to create projects which collect data from
the web and visualize the data. The initial group of users
was a group of artists specifically invited to test and
define the software. Among them were Geri Wittig and Lev
Manovich which were both using a visualization method
provided in the software that is mapping both the movement
of the crawler and some data collected by the crawler. With
this visualization method, each page visited by the crawler
is represented as a line. The first page visited is a pixel
in the center of the image. The lines radiating out in a
circle around that pixel are the links from that page. The
next circle of lines represents the pages that were linked
from the pages in the previous circle. Thus each circle
represents the distance in clicks away from the starting
page. In Manovich's images a de-centering of the
line-circles has occurred as a result of a crawler moving in
defined patterns not just following every link on each page.
Wittig was using the method to display information about how
words where used on different clusters of sites. She used
colors to indicate the most commonly used and shared words
on each page visited. Manovich's approach was more of an
aestetization of the crawling activity in itself, viewing
the mappings as paintings created in information space by
the crawler.
[Mapping The Web
Infome, Data Beautiful, Manovich]
Three
other artists: Arijana Kajfes and Jennifer and Kevin McCoy
were visualizing the use of color in backgrounds, fonts and
tables from the Web pages their crawler visited. Kajfes was
starting several crawlers by making them search for each of
the names of the cards in the Tarot deck. The images that
came out thus visually represents the coloring of the sites
listed in response to each search. Each image was turned
into a card. The cards where printed and shown as a tarot
deck in the exhibition. The McCoys were setting their
crawler to collect only blue, white and grey colors to
generate a sky image.
[Mapping The Web
Infome, Kaijes]
The
1:1 visualizations and the ones produced by the Infome
Imager are realistic in that they have a direct correlation
to the reality they are mapping. And yet, they are not
representations of a reality, they are reality. They
are objects for interpretation, not interpretations. They
should be experienced, not talk about experience. This is
interesting in several ways. On a more basic level it allows
the image to teach us something about the data, it allow us
to use our vision to think. On another level it makes the
visualizations function as art in more interesting ways.
Connecting them in various ways to artistic traditions from
pre-modern art such, as cave paintings, to abstract
expressionism, color-filed and minimalism, to
post-structuralist deconstructions of power structures
embedded in data. The visual appearance that follows is very
"plain". It is strict and "limited" in order to not impose
its structure on its possible interpretations and meanings.
The visualizations avoid looking like something we seen
before or they playfully allude to some recognizable form
but yet slips away from it. Viewed from outside the Infome,
from where we stand, they are abstract, abstract realism.
protocol geology
Imagine
yourself flying over a landscape, your eyes following the
mountain ridges and the crevasses formed by water running
down the slopes over millions of years. There are roads
crossing the landscape, some of them closely following the
creeks and the valleys, some boldly breaking the patterns of
the landscape, laid on top of it as if drawn on a map.
There
are circular fields, the result of the mechanics of manmade
irrigation systems, and oddly shaped fields wedged in
between lakes and the mountain slopes. It's a fascinating
display of the interplay between nature and culture, showing
off the conditions of human life, our histories and
philosophies of living and relationship to nature. Open any
atlas and you see attempts of mapping this rich connection
between geology and anthropology. It allows us to "see"
layers of our environment, of how we have responded to the
geology and the climate we live in and how we have
manipulated nature depending on our current beliefs.
The
Infome is made up of layers of protocols and languages. Each
functioning as the nature, the conditions, for the next
layer, and all of them together forming the conditions, the
nature, which we relate to when "spending time in" (for
example by navigating the web) or "using" (for example by
sending an email or transferring a file) the environment. We
as people are expressed in this environment as a collective
through how we use it. Just as flying over a landscape
reveals our cultures and their histories through the
specific placement of roads, the shape of the fields and
conglomeration of buildings. However, we - humans - are also
expressed in its very construction, in its geology and
climate, we wrote its mountains and its rain.
Because
the organic, lifelike qualities of the Infome the most
interesting way for me to work with and within it is to
initially disregard the fact that it is created by us. I
choose to examine it from the outside as if one just landed
on planet earth trying to figure out of the beings one
encounter are intelligent or even alive. To regard the data
of the Infome as noise and then head out on a signal hunt.
What one finds is how we are expressed as humans in and
through the Infome, not what one single human is trying to
express.
Different
coding systems and languages modifies and inserts themselves
in different layers of the Infome. Each layer interfaces to
its underlying layer by omitting access to details of the
previous layer, simplifying and narrowing the construction
of objects and actions in the specific reality layer that
the code operates within. A layer can interface to its
underlying layer in a more or less acknowledging manner.
Some of the commonly used Internet languages/software such
as Lingo and Shockwave, strongly impose a metaphor
from an already known discipline such as film editing, while
others such as Perl allows the underlying layers to
peak through by letting the interfacing filter be of a more
abstract nature. Perl could be likened to the creek
finding its way through the lowest points down a valley,
creating a meandering waterway, not always efficient to use,
while a Java applet could be seen as a constructed canal
that sharply cuts through the landscape, offering a fast and
reliable connection between two points but missing out on
the cultural and geological history of the landscape it
traverses. And maybe Flash could be seen as the
colonialist attempt to create borders in a place that is
only known from a map. A place that has not been visited by
the parties dividing the land, but is very well known by its
inhabitants. Think of the straight borders of Africa the
result of the continent being divided by nations with
political agendas separate from and insensitive to the
issues and struggles pertinent to the tribes that were
living on it.
The
Internet was created as an open environment, with is
protocols and codes readily accessible for anyone
interested. The transformation from mere delivery system to
a complex environment/organism which we possibly are seeing
the start of, is a direct result of that architecture. We
have not yet learned how to turn this entity in making into
something profitable, so the obvious reaction from market
forces is to counteract the transformation. To pretend that
it is a delivery system and to produce languages and
software tools whose main use is to generate content and
containers and vehicles for the content. They counteract the
openness of the network by creating proprietary protocols
and languages and tools that disregard the "geology" of the
environment.
openings
The
nature of the Infome, its complexity, its unpredictability
and beauty, points us in directions that we usually don't
consider when engaging with information technologies. It
asks us, with a wink, to wonder if something beyond our
comprehension is making itself noticed in the appearances of
the Infome.
My
project "Out of the Ordinary" (2002) is testing the idea of
us finding something unexpected, something that is showing
signs of an awareness hidden within the Infome. "Out of the
Ordinary" is a network visualization software that measures
and maps the probability of communication between computers
on the network that the software resides on, and between
computers on the network and the Internet. Data travels on
the Internet between two computers in packets. The "Out of
the Ordinary" client maps the likelihood of a packet being
sent between the two communicating computers. Each packet
that comes through the network is represented as a square.
The color value of the square is determined by the
probability of the packet being sent between the two
computers. The lower the probability is, the lighter the
square is. The result is a grayscale image continuously
being created as packets travels trough the network. It
doesn't look like anything until slowly something emerges
that draws attention to itself, something reveals itself,
something that lets us know it has meaning.
[Out Of The
Ordinary, Jevbratt]
The
trajectory through history to the computer as a symbolic
manipulation machine led us through several more or less
explicit mystical traditions and practices. It takes us from
the Pythagoreeans (500 BC) with their number mysticism and
Plato (400 BC) and his ideal forms. It touches the universal
art of Raymod Lull (1200-1300 AD), a model of understanding
that anticipated symbolic logic, and the memory art of
Giordano Bruno (1500 AD). From there Gottfried Leibnits
(1600-1700 AD) got his ideas of a problem solving machine,
the calculus, from which Charles Babbage (1800 AD) derived
ideas leading to his Analytical Engine and George Boole
(1800 AD) his theories of binary logic, both cornerstones in
the development of modern day computers. The logic conveyed
in all these traditions stems from a belief system where
there are concepts and thoughts behind physical "reality", a
system of symbols more real than the reality experience by
our senses. And this symbolic layer can be manipulated and
understood by modifying its symbols. There is a thought
entity outside nature, a power that is either in the form of
a god, gnosis, a oneness, or in the likeness of a god, as
humans.
However,
if computers now are the access-points to the Infome, and
coding and code are processes and entities in the task for
us to experience and manipulate the emergence and reality of
a multi-layered environment/organism, the metaphysical is no
longer an all-knowing entity outside, dictating the system,
but an emergence, an occurrence within it. A scent, a
whisper, a path in-between for a shaman to uncover. And what
she, or he, finds is not an absolute but a maybe, made of
hints, suggestions, openings.
dichtung-digital