Question about Network characterization

Reviewing different ways for the characterization of the Network and first tests on how about telling a story with sensors and motors?

About Sensing and controlling the physical world with computers. O’Sullivan, D., & Igoe, T. (2004). Boston, MA: Thomson. interesting quotes about “lost” characters in ASCII table “Another point of confusion stems from the fact that the first 32 entries in the ASII table are control characters, like the “carriage return”( ASCII 13) and “line feed”( ASCII 10), are familiar to you from word processing. Some of them, like “bell”(ASII 7), are left over from the old teletype days. Sending these numbers can cause confusion in environments that can only interpret text characters becaue either nothing shos up, or you get a bunch of garbage characters( square, smiley faces, and other dingbat characters).p142

It is noticeable that the machines talk to each other in a foreign language, we gave and forgot about it , they still talk this language. How about checking the ASCII control characters table from old teletype days>?

Possibility to define the Network of artefacts controlled via OSC touch?  Network would be the Mask, its artifacts,  the nodes.

network projects its desire onto us- through its material affordances, AfNet

Artists references and approaches to the concept of Network and cybernetic behaviour :

Things about Textility of Code

FoAM . Collective looking into Weaving and Coding

A catalogue of errors, by David Griffiths and Alex McLean : This article presents a series of informal experiments in software and weaving, most of which were conducted as part of the Weaving Codes, Coding Weaves project.

FoAM github   Weaving experiment

 

Questions about installation – K- cells-Knitted cells

the cells, could functions as kinetic drawing bots:

01/10/2018

 In relation to my essay proposal about the  ”NetWork : the Ultimate Mask “
Find the Poetic Space of the Network , I have the intention is to build up some Knitted cells units.  I would like to be able to stitch them together to make either a costume , a quilt , a mask,  a 3D sculpture  , a sensitive environment, or reactive bodies for puppets…

“Rules” :

  • The cells will have different functions , and different structures . They could store visual memories . They could produce or record sounds, be thermo sensitives.  They could produce lights etc…
  • Combined and stiched together they form a body. Each of this unit has its own functions and life, stich together they form a collective and have a collective behaviour. Individually they have a autonomous behaviour.
  • Like puppets can do one thing , dancing versus walking, or a mask is expressing one quality ( neutral, clown, buffon ….)  each type of K cells have limited functions , either data feed, ligth or sound. their design should reflect this particular feature.
  • Decide whether together they are stronger or weaker ? amplification process? they can also relate to each other remotely ie not stitch together.

Strategy

  • >Build K cells in electronics and transpose into soft e textile
  • > Build two families KL, knitted light fiber cells .and KA knitted audio fiber cells

    • Wearable Antennae Speaker FM Transmitter (KA)
  •  Puppetry and mask making process of animating objects
  • then WA weaved audio cells
  • combine the two families in a collective structure
    yep
    Birdy, found objects puppet by theatredu1k
Mona Luison
credit : Mona Louison

“Variables and functions”:

To achieve the design of each family of K cells,  I will use ( list to be completed)

  • mapping technology ( Max/ MSP, Mad Mapper)
  • generative code to find interesting patterns for each type of cells
generative sin pattern in Processing by SRQ
 

Luce - Lucette & Lulu

Things about Essay planning

Notes from Helen Pritchard 15th december

  • –  Invasion of the body by the network
  • –  Exploitation of the body of the network
  • –  performativity of the network
  • –  Relations of power
  • –  Which side of the string are you – is there a side in entanglements?
  • –  Automation
  • –  Entanglement – Karen Barad
  • –  Body and Society Journal
  • –  Technology, Culture and Society Journal
  • –  Off the Network – https://www.upress.umn.edu/book-division/books/off-the-network

 

–       Anna Munster’s work
–       Erin Manning’s work on relationscapes

Things about Research Methodology

 

 C.R. KOTHARI,  Research methodology and technics ,2004, NEW AGE INTERNATIONAL (P) LIMITED, PUBLISHERS

“Thus, when we talk of research methodology
we not only talk of the research methods but also consider the logic behind the methods we use in the context of our research study and explain why we are using a particular method or technique and why we are not using others so that research results are capgable of being evaluated either by the researcher himself or by others”

Things about Bibliography

01/09/2018

BiblioGraphy

Albu, C. 2016, Chapter 4, Mirror Portal. Mirror Affect, Seeing Self, Observing Others in Contemporary Art, University of Minnesota
Assaraf, A, 2017, « Toutes les émotions en deux forces : Damasio et le “système JP” », PSN, volume 15, 1993, Quand dire, c’est lier, Nouveaux Actes Sémiotiques, Université de Limoges, PULIM, no 28.
Austin , J. L., 1976, How to do things with words, London : Oxford University Press
Barad, K. (2007). Meeting the universe halfway : Quantum physics and the entanglement of matter and meaning. Durham: Duke University Press.
Butler, J. 1993. Bodies that Matter. On the Discursive Limits of Sex. London and New York: Routledge. Butler, Judith. « Performativity’s Social Magic » chapter 7 in Bourdieu: A Critical Reader. Richard Shusterman (Editor). Critical Readers. Blackwell, 1998.
Chun, W. 2011, Programmed vision, MIT Press.
Chun,W. 2016, Updating to remain the same,MIT Press.
Hills, K. 2015, Networked affect, MIT Press
Hills, K. 1999, Digital sensations, University of Minnesota
Ihde, D. 2001, Bodies in technology, University of Minnesota
Landy, R.J. (1986). Drama therapy concepts and practices. Springfield, IL: Charles C. Thomas.
Manovitch, Lev 2002, The Language of New Media, Cambridge, Mass.: MIT Press.
Monteiro , S. 2017. The fabric of interface mobile, MIT Press
Munster, A, 2013, An Aesthesia of Networks: Conjunctive Experience in Art and Technology, MIT Press
Meijas , Ulises Ali, 2013, Off the Network, Electronic Mediations , University of Minnesota Press
Shaviro, S ,2003 , Connected, or, What it means to live in the network society, Minneapolis : University of Minnesota Press
Simanowski, R. 2011, Digital Art and MeaningReading Kinetic Poetry, Text Machines, Mapping Art, and Interactive Installations, University of Minnesota
Simondon,G. 1965-1966, Imagination and Invention, Puf 2008

Artworks, Artist, Mask

Best, S. 2013, Visualizing Feeling affect and the feminine avant-garde, I.B.Tauris; Reprint edition3
Ekman,U Ubiquitous Computing, Complexity and Culture, 2016 Edited by Ulrik Ekman, Jay David Bolter, Lily Díaz, Morten Søndergaard, Maria Engberg – Routledge
Sears A.Eldredge Mask Improvisation for Actor Training and Performance, the Compelling image, 1996. Northwestern University Press Evanston, Illinois
Ishii Hiroshi, Tangible Media Group.
Jeremijenko,N, 2007 the “Dangling String”
Jonze, S. 2013, Her. Film synopsis available at <https://en.wikipedia.org/wiki/Her_(film)>
Mondloch, K . 2010, Screens, Viewing Media Installation Art, University of Minnesota
Napier, A. (1996). Foreign bodies : Performance, art, and symbolic anthropology. Berkeley: University of California Press.
Oursler, T . Available at < http://tonyoursler.com/>
Perona , Francesca
Posch, Irene , the knitted Radio http://www.stitchingworlds.net/speculation/the-knitted-radio/
Rokeby, D, Very nervous System
Simanowski, R. 2011, Digital Art and Meaning Reading Kinetic Poetry, Text Machines, Mapping Art, and Interactive Installations
Thomas, R, Vision , 1970, comic character ,android, synthetic human from the Avengers, informations available at <http://marvelcinematicuniverse.wikia.com/wiki/Vision>

Technology
how can technology evolves to enrich the relation between human and machines, Hiroshi Ishii, about tangible interfaces available at <https://www.media.mit.edu/people/ISHII><https://www.fastcodesign.com/video/mit-legend-hiroshi-ishii-urges-tech-to-think-beyond-the-iphone/hPj1HLTA>
Embroidery and Related Manufacturing Techniques for Wearable Antennas: Challenges and Opportunities available at <http://www.mdpi.com/2079-9292/3/2/314/htm>
Williams, C. 2014,Knitted Antenna research project, available at <https://xxxclairewilliamsxxx.wordpress.com/electronic-textiles/>

Articles

Marc Jeannerod, M , 2003, De la vision à l’imagination available at <https://www.scienceshumaines.com/de-la-vision-a-l-imagination_fr_13502.html>
Lise Amy Hansen* and Andrew Morrison , Materializing Movement—Designing for Movement-based Digital Interaction Institute of Design, The Oslo School of Architecture and Design, Norway available at <http://www.ijdesign.org/ojs/index.php/IJDesign/article/view/1245/614>
Justin Marshall, Jon Rogers and Jayne Wallace, Crafting the digital <https://github.com/DigiTransGlasgow/crafting_our_digital_futures/blob/master/_contributions/27.md>
Ford Morie , J, 2007. Performing in (virtual) spaces: Embodiment and being in virtual environments, International Journal of Performance Arts and Digital Media, Volume 3 Number 2 & 3. University of Southern California, available at <http://ict.usc.edu/pubs/Performing%20in%20(virtual)%20spaces%20-%20embodiment%20and%20being%20in%20virtual%20environments.pdf>
Heather C. Trepal-Wollenzier MEd & Kelly L. Wester MA (2002) The Use of Masks in Counseling, Journal of Clinical Activities, Assignments & Handouts in Psychotherapy Practice, 2:2, 123-130, DOI: 10.1300/J182v02n02_13 , available at <https://doi.org/10.1300/J182v02n02_13>

Things about Puppetry

Kenneth Gross : Puppet: An Essay on Uncanny Life Paperback – University of Chicago -16 Oct 2012

https://www.rochester.edu/pr/Review/V74N5/pdf/0304_inrev_puppets.pdf

http://scholarship.claremont.edu/cgi/viewcontent.cgi?article=1050&context=mimejournal

Aesthetics of the Puppet – European Romanticism to the Avant-Garde

“Priority given to the visual and to sound is essential for all forms deriving from the art of the puppet.”

Myth of the Puppet – A Western Perspective

 

Things about Network -Hide

01/25/2018

> Explore Steganography,  and embedding signal into Wearable Objects,

01/20/2018

State Machines is a programme of activities devoted to the investigation of new relationships between states, citizens and the stateless made possible by emerging technologies. Focussing on how such technologies impact identity and citizenship, digital labour and finance

Every time a smartphone powers up, their user is tied inextricably into data, laws and flowing bytes to different countries. Their every personal expression is framed and mediated by digital platforms which now include those operating new kinds of currencies, financial exchange, and labour relations that bypass corporations and governments.

Meanwhile these same technologies increase governmental powers of surveillance, allow corporations to extract ever more complex working arrangements, and, although seemingly the epitome of globalization, they do little to slow the construction of actual walls along actual borders.

We ask how might the digital subjects of today become active, engaged, and effective digital citizens of tomorrow?

State Machines now launches an open call for a new commissioned artistic project.. What kind of Project ? :

  • efforts and actions that resist new enclosures and preserve mobilities, freedom of assembly and other hard-won rights
  • unintended impacts of digital flows on physical bodies, places and infrastructure
  • shifting techniques for controls and flows of information and finance by governments, private companies and individuals;
  • public deliberation and free speech in social media – algorithmic and human corruption and its counterforces;
  • new tools and data for wrangling the personal and political impacts of cloud computing

The call is open to artists, technologists, activists, inventors and individuals, groups and hybrid human- artificial intelligence collaborations.

We are interested in all art forms and actions that can be encountered and experienced across networks, online and in physical exhibition. We welcome diverse viewpoints, experimental and playful approaches.

Fading Memories The social, political and economic future is determined globally by the evolution of digital technologies. The boundaries between the analogue and digital spheres have become increasingly blurred, and the digital has become an integral part of our actual reality. Fading memories devoted a year of international events to the themes of privacy and data ownership in the digital age against the backdrop of developments in the countries of north-western Europe.

 

What we give away when we log on to a public WiFi network experiment of creating a fake network and stealing data from visiting mobile phone in public space.The idea that public WiFi networks are not secure is not exactly news. It is, however, news that can’t be repeated often enough. There are currently more than 1.43 billion smartphone users worldwide and more than 150 million smartphone owners in the U.S. In the U.S., more than 92 million American adults own a tablet and more than 155 million The US census has numbers. own a laptop. Each year the worldwide demand for more laptops and tablets increases. In 2013, an estimated 206 million tablets and 180 million laptops were sold worldwide. Probably everyone with a portable device has once been connected to a public WiFi network: while having a coffee, on the train, or at a hotel. by Wouter Slotboom

> display the facts, rather than the content of counting smartphones and simulating their behaviour/ connections with K cells?

invisible-internet-of-things

Vladan Joler -ShareLab

Exploitation Forensics. Interview with Vladan Joler

The Human Fabric of the Facebook Pyramid

Things about Networked Affect from the Digital Self to the Avatar Bodies

Look at the Other at Ugly Duck
BookS

Networked Affect ” Edited by Ken Hillis, Susanna Paasonen and Michael Petit

Main Library collection 004.6 NET

The contributors investigate networked affect in terms of intensity, sensation, and value. They explore online intensities that range from Tumblr practices in LGBTQ

communities to visceral reactions to animated avatars; examine the affective materiality of software in such platforms as steampunk culture and nonprofit altporn; and analyze the ascription of value to online activities including the GTD (“getting things done”) movement and the accumulation of personal digital materials.

Bodies in Technology by Don Ihde

Main Library collection 303.4833 IHD

exploration of the ways cyberspace affects human experience. abstract Reviewed by Maureen Nappi

Ihde is interested in exploring how our sense of embodied self is transformed via contemporary technology”….”Here Ihde seizes on the distinction between the real and the virtual, and from that distinction he develops both a phenomenology of embodiment (whereby technology corrects or enhances the perceptual faculties of the body) and a phenomenology of disembodiment (whereby technology projects and objectifies the [End Page 837] body). Ihde is particularly interested in disembodiment because it underlies the notion of a “virtual” body, which involves a kind of visualization of the body as generated by various technologies. in-class “thought experiment” that he uses to elicit his students to articulate their sense of the non-technological virtual body. The assignment: to imagine themselves jumping out of an airplane. Their responses, Ihde points out, fall into one of two possible categories: either the student imagines an “embodied” perspective [End Page 77] of self as actor, which Ihde refers to as the “here-body”—a present-tense version of a “‘be here now’ body,” -or- the student imagines a disembodied perspective of self as observer of the self as actor, that is, “already a kind of virtual body in a nontechnological projection.” 

The Fabric of Interface Mobile Media, Design, and Gender By Stephen Monteiro

Monteiro goes on to argue that the capacity of textile metaphors to describe computing (weaving code, threaded discussions, zipped files, software patches, switch fabrics) represents deeper connections between digital communication and what has been called “homecraft” or “women’s work.

Connecting networked media to practices that seem alien to media technologies, Monteiro identifies handicraft and textile techniques in the production of software and hardware, and cites the punched cards that were read by a loom’s rods as a primitive form of computer memory; examines textual and visual discourses that position the digital image as a malleable fabric across its production, access, and use; compares the digital labor of liking, linking, and tagging to such earlier forms of collective production as quilting bees and piecework; and describes how the convergence of intimacy and handiwork at the screen interface, combined with needlecraft aesthetics, genders networked culture and activities in unexpected ways.

Software and Memory

New media thrives on cycles of obsolescence and renewal: from celebrations of cyber-everything to Y2K, from the dot-com bust to the next big things—mobile mobs, Web 3.0, cloud computing. In Programmed Visions, Wendy Hui Kyong Chun argues that these cycles result in part from the ways in which new media encapsulates a logic of programmability. New media proliferates “programmed visions,” which seek to shape and predict—even embody—a future based on past data. These programmed visions have also made computers, based on metaphor, metaphors for metaphor itself, for a general logic of substitutability.

Chun argues that the clarity offered by software as metaphor should make us pause, because software also engenders a profound sense of ignorance: who knows what lurks behind our smiling interfaces, behind the objects we click and manipulate? The combination of what can be seen and not seen, known (knowable) and not known—its separation of interface from algorithm and software from hardware—makes it a powerful metaphor for everything we believe is invisible yet generates visible, logical effects, from genetics to the invisible hand of the market, from ideology to culture.

ArticleS

Article Understanding your digital Self by Tamara J Hicks Psy.D.

Darknets

(Wikipedia ) in general may be used for various reasons.

Questions about research questions

After Session 3 with Helen Pritchard,

sort out all that matters in circle around The Subject :

Network, Visual dominance , Identity, Mask, Memory, Futur, VR, Affect, Perception, Body/Brain, Ubiquity, Interaction, Power/Control and Bio Politics, Creative process, Objectification, Potential, Expectation, Tension, the Other, the Self, Mirror, Transversality, Feed, Shape Memory, Hyperobject

and find that the title of the essay could be … the Network as the Ultimate Mask (of the Self) or the Mask of the Network