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			<title>Is Google God?</title>
			<link>http://www.peterjukes.com/joomla3/essays-blogs-journalism/technology/item/217-some-old-thoughts-on-new-technology-the-electrification-of-the-word-2006</link>
			<guid isPermaLink="true">http://www.peterjukes.com/joomla3/essays-blogs-journalism/technology/item/217-some-old-thoughts-on-new-technology-the-electrification-of-the-word-2006</guid>
			<description><![CDATA[<div class="K2FeedImage"><img src="http://www.peterjukes.com/joomla3/media/k2/items/cache/e9ad9fee9d0bc73e0b2c055eb0b268ce_S.jpg" alt="Is Google God?" /></div><div class="K2FeedIntroText"><p><strong><img src="http://www.peterjukes.com/joomla3/images/banners/google_god1.jpg" alt="google god1" /></strong></p>
<p><strong>This is an edited version of my contribution to <a href="http://kaganof.com/kagablog/2006/02/21/an-interesting-conversation/">a conference and debate about the impact of the Internet on Literature,</a> held in Barcelona in 2006: some of the thoughts have been rendered redundant by history: but not all of them.&nbsp;</strong></p>
<p><strong>&nbsp;</strong><em style="line-height: 1.71428571;">What a great subject for a cafe@europa. Thanks to the internet, I am replying immediately, with my unmediated thoughts late on a Friday night/Saturday morning. I only do this because the subject is so provocative and stimulating. Otherwise I would be sleeping! </em>I think the internet is part of the ongoing ‘electrification of the word’.</p>
<p class="MsoNormal">The word, the <em>logos</em>, is such a fixed and profound part of Hellenic thinking. It required education, expensive vellum and the social organisation of the monasteries to develop. In the age of mechanical reproduction, to be ‘published’ to be official, required either the apparatus of state or commercial capital investment.</p>
<p class="MsoNormal">&nbsp;But what do you need today? <strong>For the means of production, just a printer and a computer. And for the means of distribution and exchange? A blog site. </strong></p>
<p class="MsoNormal">My personal feeling is that the age of the word – the hieratic, priestly, authored word – is the exception. For most of history, language has been oral – fluid, shared, unrecorded. The paradox of the information age is that the written word, thanks to this computer, and this internet connection, has become as fluid as the spoken word. <strong>Literacy has returned to orality.</strong> As Mikhail Bakhtin said – it’s all just dialogue.</p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal">***</p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal">So I agree there has been a desacralisation of the word in the information age, but I would also agree that this process began with Gutenberg, with the mechanical reproduction of text.</p>
<p class="MsoNormal">As Walter Benjamin explained, in mechanical reproduction text loses its direct connection with handwriting, its aura or physical residual contact with its creator.</p>
<p class="MsoNormal">&nbsp;I suppose it’s not surprising that our notions of <strong>divine creation</strong> are shaped by changes in <strong>human creativity</strong>. With mechanical reproduction, human creators became more distanced from their works, and I’m sure it’s no coincidence that the rise of information technology was accompanied by the theology of a ‘hidden god’ at work in nature, a <em>deus absconditus,</em> who employed intervening processes of gravity or evolution to express himself.</p>
<p class="MsoNormal">Flaubert draws on the same analogy when he says that an author should be in his work as god is in the world, invisible but all powerful.</p>
<p class="MsoNormal">&nbsp;So to me, this information age begins in the early modern period, sometime around the late 16th early 17th century – appropriately for us, around the time of Cervantes and Shakespeare – when there was a sudden shift in what I’ll call the ‘technology of knowledge’.</p>
<p class="MsoNormal"><strong>The question is whether the last twenty or so years are just a part of the same process of speeding up mechanical reproduction, or if something else more profound has taken place.</strong></p>
<p class="MsoNormal">I would also add that mechanical reproduction didn’t mean the death of god, or the death of the author, but both creators became more distant from their works and their audiences.</p>
<p class="MsoNormal">About ten years ago I wrote an essay for the Ne<em>w Statesman</em>, updating <a href="http://www.peterjukes.com/joomla3/essays-blogs-journalism/technology/item/121-the-work-of-art-in-the-digital-domain">Benjamin for the information age</a>. I called the brief piece the work of art in the digital domain. Some of these issues were explored there, but one paradox did strike me.</p>
<p class="MsoNormal">&nbsp;Thanks to digital technology, it was clear even then that, working alone on our computers, we could edit video, music and sound, compose and tamper with images. To me, this represented <strong>the revenge of the writer</strong>. Sound and image had also been turned into code, and could be manipulated like text. In effect, digitization turned everything into literature, ecriture, and more people into authors.</p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal">***</p>
<p class="MsoNormal">I think that is the danger in all discussions of technological innovation- the idea that the printing press, or the telegraph, or the internet, came along one day and changed everything for good.</p>
<p class="MsoNormal">History is not a succession of innovations, it is fragmented, parallel, and discontinuous…Nothing need ‘replace’ anything else. Every new medium has its practical constraints, and ultimately its human limitations</p>
<p class="MsoNormal">One common complaint i often hear about these new information technologies is that texting, emailing, and blogging are somehow undermining our standards of grammar, spelling and punctuation.</p>
<p class="MsoNormal">It’s certainly true that my kids ‘txt’ all the time, and message me weird coded messages on chat ‘soz dad l8 – brb’. Sorry dad i’m late for school. Be right back. However, both my msn/txt children are gr8 at school, and just as they shift their accents from the argot of the playground to the politesse of family dinners, they seem very adaptable when it comes to the rigours of exams against the acronyms of text messaging. Two styles can co-exist simultaneously, often with great wit and vigour from the cross fertilisation.</p>
<p class="MsoNormal">When it comes to rules of grammar, punctuation and spelling, i always remember that Britain’s most creative period of writing, and the birth place of this modern English now spoken and written throughout the world, was during the age of Elizabethan Jacobean theatre and poetry – a time in which ‘Shakspeare’ spelt his name in ten different ways, and the rules of spelling and grammar were in flux.</p>
<p class="MsoNormal">That’s one way that the new knowledge technologies are affecting the physics of our textuality (and no doubt our sexuality). But when it comes to ‘hypertextuality’, I always feel we are straying into areas of’ metaphysics’, indeed theology, as I pointed out in a previous intervention.</p>
<p class="MsoNormal">&nbsp;So perhaps one way of looking at hypertextuality is to go full throttle for this quasi-religious approach, and since literature and the arts have classically offered some kind of substitution for religion, then it may be germane to ask… <strong>how does the internet affect our idea of immortality?</strong></p>
<p class="MsoNormal">Years ago, as a tense teenager, I longed to have a book published. I was reading the canon of famous writers, and then books about these writers – Eliot, Lawrence, eckett – and my idea of salvation was to become famous enough that someone would write a book about me. In the years since then, many things have happened – not least a realisation of the limits of my own literary talent – but I wonder if a broader cultural shift has taken place: i.e. the decline of the book, the printed page, as an emblem of social approval, legitimacy and authority.</p>
<p class="MsoNormal">In the era of <em>Hola!</em> magazine, the <em>National Enquirer</em>, and in literature of intrusive scandalous biographies, probably the last thing now I’d want is to be ‘immortal’ in this way – like Primo Levi or Elvis Presley. But I wonder how the internet changes our notions of fame, immortality and Parnassus.</p>
<p class="MsoNormal">About five years ago, I explored with an entrepreneurial friend of the idea of setting up s<em>oul.com</em>, in which people could upload their lives to a web space memorial, complete with architecture, music, photos, poems and songs, which would act as a repository of their soul.</p>
<p class="MsoNormal">We imagined it a bit like the Sims or Sim City, the difference being everyone would build their own mausoleum or utopia. 700 years ago, Dante’s image of paradiso was firmly based in the hypertextuality of books; he saw every redeemed sinner as a page in god’s library. Oddly enough, with more and more people having access to publication, we all have a chance to be at least a ‘web page’ in the library of mankind, and have our fifteen minutes of fame. <strong>We have got our place in the library in the absence of god. </strong></p>
<p class="MsoNormal">This seems to be the crucial problem. In this electronic era of information technology we can all be visible. The biggest anxiety is not expression, but the lurking realisation that nobody may be watching. There is presence, but no judgement. Who is going to ‘editorialise’ this mass of human expression? We don’t have a god anymore. But we do have google. Has google replaced god?</p></div>]]></description>
			<author>pdjukes@gmail.com (Peter Jukes)</author>
			<category>Technology</category>
			<pubDate>Wed, 22 Feb 2006 00:00:00 +0000</pubDate>
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			<title>Getting the Bug</title>
			<link>http://www.peterjukes.com/joomla3/essays-blogs-journalism/technology/item/58-book-review-of-virtual-realities-and-cyberpunk</link>
			<guid isPermaLink="true">http://www.peterjukes.com/joomla3/essays-blogs-journalism/technology/item/58-book-review-of-virtual-realities-and-cyberpunk</guid>
			<description><![CDATA[<div class="K2FeedIntroText"><p><img src="http://ecx.images-amazon.com/images/I/510W8e2SrEL.jpg" width="200" style="float: left; margin: 5px;" />&nbsp;There’s a nasty bug doing the rounds. Like a computer virus it occupies apparently innocuous spaces, then starts replicating itself at amazing speed spawning logical contradictions that eventually bring the system shuddering to a halt. Fortunately, the symptoms are easy to spot. If words like ‘seduction’ ‘simulation’, ‘decentred individual’ and ‘posthumanism’ randomly flash across the page, you know you’ve found the bug of post modernism.</p>
<p>Neither Mark Dery’s&nbsp;Escape Velocity nor Shelly Turkle’s&nbsp;‘Life on the Screen’ are free from this virulent force. Both claim to explore the cultural impact of the ‘digital revolution’, and yet rely on the prescriptions of Baudrillard, Jameson and Lacan - theorists who main contributions were relevant to the&nbsp;mass media of ten or twenty years ago, rather than the&nbsp;multimedia industry today.</p>
<p></div><div class="K2FeedFullText">Escape Velocity is the most rampantly affected, even though it claims to be the most radical and cutting-edge. One of the most startling effects of digital technology is how it pervading so much of our everyday activities of work, play, communication and learning. But shunning the ordinary, Dery takes the ‘alternative’ route in search of extraordinary ‘subcultures’ and ‘countercultures’. His book unfolds as a freak show, a parade of cyberpunk novelists, cybersex enthusiasts, technopagans, cyber rockers and underground roboticists. It adheres to the old and easily questionable post-modern assumption that the more outlandish, marginal, bizarre the phenomenon, the more socially significant it is.</p>
<p>As a result,&nbsp;Escape Velocity has a tendency to fall into the formal style of a telephone directory: since every manifestation is potentially important, nothing can be left out. From nanotechnology to neural networks, safe sex to smart drugs, Dery connects the most diverse and spurious. There is, despite all this, a unifying element. His argument is that new technologies are changing the way we configure our consciousness to our bodies and all the other objects around.</p>
<p>Though he swings from the utopian to the apocalyptic, Dery is really only repeating something Marshall McCluhan observed forty years ago: technology extends the range of our physical control and mental awareness. But in doing so, we make a psychic exchange with inorganic matter. We become less animated as the objects we make become more and more alive.</p>
<p>The only problem with the formulation is that it is hardly new (Humphrey Jennings applied it to the Industrial Revolution in&nbsp;Pandemonium) and so undermines Dery’s decision to select his subjects for their sensational news value. He often cites Hans Moravec’s belief that one day we will be able to ‘download’ our minds entirely onto some trillion terabyte computer hard disk. - but this is just another manifestation of the ancient desire to turn ourselves into monuments, epitaphs or statues, a ‘sundering of body from consciousness’ which Walter Benjamin once wrote is inherent in the act of writing itself.</p>
<p>For all the new technology of its subject matter,&nbsp;Escape Velocity is still working in the old technology of text, and it is in verbal texture of the book that the biggest problem real lies. Every sentence is spiked with a ‘cyberdelic’ buzz words and neologisms. Technical terms swiftly transform into metaphors and back again (like the title of the book), confusing clear or sustained argument.</p>
<p>Post modernists may claim that Dery is just making clear the innate ‘opacity’ of the language. But surely even opacity can have its shades and contrasts. Too often Dery’s insights get hi-jacked by his style. At one point,&nbsp;Escape Velocities shows the similarity between the technological visions of McCluhan and the theology of Teilhard de Chardin: a fusion of mysticism and machinery which Dery calls ‘techno-paganism’. But whereas he might have connected this to wider social trends (e.g., the growth of sci-fi religions like Scientology) Dery ends up watching a performance artist practice some new kind of body piercing. It’s cool. It’s shocking. And largely irrelevant - like a bad day at the ICA.</p>
<p>At least Shelly Turkle’s&nbsp;Life on the Screen is not just devoted to the folly of the few, and attempts to explore how the growing presence of personal computers has affected the follies of the many. The best passages in Turkle’s work are drawn from her own researches. Over the last decade, she has interviewed hundreds of men, women and children who use digital technology as everyday practitioners rather than performance artists.</p>
<p>Life on the Screen explores many of the same premises as&nbsp;Escape Velocity - especially how the development of smart machines has affected our idea of what it is to be human. But Turkle pursues these premise through a very different route. Through asking children of different ages (and in different cultures) whether an interactive computer program is ‘alive’ or not, she reveals how quickly children learn the difference between simulation and reality. The fact that computer programs are becoming increasingly sophisticated and apparently ‘intelligent’ does not seem to instill these children with any fear that computers will one day think for themselves and take over the world (like the malevolent ‘Net’ in the&nbsp;Terminator movies) Significantly, they have revised their ideas of what it is to be alive and human beyond the mere ability to process logical commands. They help define their humanity by seeing what a computer cannot do: breath, feel or imagine.</p>
<p>It is the normality of Turkle’s approach that actually makes it a more profound piece of cultural criticism. There are elements of the freak show, especially with her emphasis of t fantasy role playing and gender bending in Multi-User Dungeons - online interactive games. Yet even here, Turkle avoids the sensationalism of virtual murder and rape. She compares the stories of two inhibited lonely men who played obsessively for several hours a day, adopting different roles in online charades. For one, it became an unhealthy addiction - a way of acting out his fantasies of power and revenge. For another it became a way of working them out.</p>
<p>Unfortunately, despite long sections where Turkle makes the digital domain both understandable and real, there are also chapters cluttered with apologies for the intellectual mentors of her student days. Hours of valuable processing time are wasted on Lacan, Deleuze, Guattari and the circularities of post modern theory. Without this virus on her hard disk, Turkle’s distinction between a culture of calculation and a culture of simulation - a distinction that largely covers the change from the centralized, inaccessible mainframes of the 70s, and the colorful user-friendly PCs of the 90s - would be perfectly acceptable. But by adding the key word ‘simulation’, the dormant bug is triggered, and what was initially just a suggestive observation mutates into ideological position, then into a sprawling series of self-justifications.</p>
<p><em>Book review for New Statesman April 1996</em></p></div>]]></description>
			<author>pdjukes@gmail.comv15 (Peter Jukes)</author>
			<category>Technology</category>
			<pubDate>Sat, 20 Apr 1996 00:55:00 +0000</pubDate>
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			<title>Get a (Digital) Life</title>
			<link>http://www.peterjukes.com/joomla3/essays-blogs-journalism/technology/item/151-get-a-digital-life</link>
			<guid isPermaLink="true">http://www.peterjukes.com/joomla3/essays-blogs-journalism/technology/item/151-get-a-digital-life</guid>
			<description><![CDATA[<div class="K2FeedIntroText"><p>&nbsp;</p>
<p align="JUSTIFY"><img src="http://ecx.images-amazon.com/images/I/512ZD5DVC4L._SL500_AA300_.jpg" style="float: left; margin: 7px;" />The digital revolution has brought its prophets and mystics - the breathless theorizing of&nbsp;<i>Wired&nbsp;</i>or William Gibson’s disembodied cyberspace - but what it has so far lacked is a sober, wry, realist account. It is as though the Late Gothic Age were to be remembered solely through Acquinas’ theology or the visions of Dante, without a Chaucer or a Rabelais to chronicle carnal irreverent, everyday life.</p>
<p align="JUSTIFY">Douglas Coupland has taken us a step closer with his new book&nbsp;<i>Micoserfs&nbsp;</i>- perhaps the first great work of&nbsp;<i>cyberrealism</i>.</div><div class="K2FeedFullText">Where others are obsessed by pixels and bits, Coupland’s subject is the ‘biomass’ squeezed between the silicon, the ‘carbon-based life forms’ that still sweat, flake away, love, grieve and fail. The novel takes the form of a diary: a young Microsoft programmer called Daniel leaves Bill Gates’ ‘campus’ and moves to Silicon Valley to form a multimedia company with a group of friends. One might suspect - from the author of&nbsp;<i>Generation X -</i>&nbsp;that this is just a case of trend-spotting, Coupland’s attempt to keep his finger on the pulse and count. But&nbsp;<i>Microserfs&nbsp;</i>is a much more unlikely and impressive feat. It begins to do for the modern information worker what Gogol’s&nbsp;<i>Diary of a Madman</i>&nbsp;did for the poor white collar clerks of Tsarist Russia. This is the bizarre, compelling ‘Diary of a Geek’.</p>
<p align="JUSTIFY">The acuity of Coupland’s insights can be checked against a journalistic account of the same subject. Frank Moody’s&nbsp;<i>I Sing the Body Electronic</i>&nbsp;is the fruit of several years at Microsoft following the designers and developers working a children’s encyclopaedia - codenamed Sendak - a follow-up to the best-selling&nbsp;<i>Encarta&nbsp;</i>CD-ROM<i>.&nbsp;</i>The narrative follows the story of project management and mismanagement, overvaulting ambitions and missed deadlines. It reveals the deliberate, pressurized ‘chaos’ that has made Microsoft the most successful corporation of the last decade, and its founder, Bill Gates, the richest man in the US.</p>
<p align="JUSTIFY">Read in close succession, real and fictitious people and incidents merge and overlap. Both books capture the strange disconnected hothouse of Microsoft’s Redmond HQ in which employees seem to spend their entire waking hours working, checking ‘Winquote’ for the latest share price and awaiting the next ‘vesting party’ where lucky stock holders cash in and leave. But money hardly seems to be the main motivation. By far the most vivid character in Moody’s book - the programmer Kevin Gammill - is straight from the pages of Coupland, playing loud grunge music, living on a diet of adrenalin and aspartame. He spends weeks locked in a dark room, looking for an errant bug some disaffected programmer has hidden in a piece of software - ‘Slayer sucks like a vacuum’. Though Gammill has earned enough stock options to retire, this just seems to drive him to spend longer at his PC, engaged in some endless quest to translate himself into binary, mortally afraid of becoming ‘non-linear’ or ‘random’. Behind Gammill floats the bespectacled prototype of Bill, the one-point-oh nerd, the original master Geek.</p>
<p align="JUSTIFY">If Moody often reads like fiction and Coupland as journalism, it is a tribute to both books. But while&nbsp;<i>I Sing the Body Electronic</i>&nbsp;is an essential guide for anyone involved or interested in the new forms of production,&nbsp;<i>Microserfs&nbsp;</i>is indispensable to everyone involved in modern life.</p>
<p align="JUSTIFY">The novel is more than just as study of geekonomics and geekology. The title refers to the more profound theme of how, at the micro level, we are all slaves to the information that bombards us, the codes, bugs and logic bombs that are daily soft wired into our brains. Daniel proposes calling his startup company ‘Interiority’ and as the group set about rendering the whole world in a kind of virtual lego, the hero finds his unconscious filled with Ikea furniture, Gap clothes, snatches of&nbsp;<i>Bewitched</i>,&nbsp;<i>Star Trek</i>and&nbsp;<i>Roadrunner&nbsp;</i>cartoons. Over the course of the book Coupland fleshes out the theory, first posited by Richard Dawkins, that cultural artefacts may use our minds in the same way genes use our bodies. The book is a hymm to the ‘meme’, the catch songs, TV programmes, brand names and slogans that colonise in our inner lives.</p>
<p align="JUSTIFY">This is not an entirely new thought, but no one has yet applied it with such rich amusing detail to the new industries of the information revolution. And whereas a cultural critic would problably dwell on the subject with Orwellian gloom, Coupland’s is a wiser, saner view of a two-way process. Whether it is in a brilliantly dramatised ‘Venture Capital’ meeting, or the story of two bodybuilders who become Marxists (for a month), or the executive who falls in love with a she-<i>slash</i>-he entity on the Net, Coupland shows his characters absorbing and subverting the codes that try to swamp them. Often, he combines an essayist’s flair for ideas with a dramatist’s gift for people and situations.</p>
<p align="JUSTIFY"><i>Microserfs</i>&nbsp;is ultimately a book of coding and forgetting and is sustained by the deeper more painful memories almost overwritten by the buzz and flux<a name="QuickMark"></a>. For Daniel, this is primarily the memory of his younger brother who died at the age of 12. The boy is only mentioned a couple of times in the diary, but his absence informs everything, right down to the Daniel’s secret computer password - HELLOJED.</p>
<p align="JUSTIFY">If, as a character in the book suggests, code is the architecture of the nineties, then Coupland shows it can be made into startling monuments, sometimes into moving epitaphs. Obsessed by the fact they are obsessed with work, his characters constantly wonder if they should ‘get a life’. But they soon return from their forays into the real world to back to their computers to transform themselves into digits to avoid decay and death. This symbiosis between Geek and Machine is not some new digital barbarism, but a version of the old transaction, made by poets and scholars, between the life than could ‘get’ now and the more prolonged versions they can communicate in paint, stone or text.</p>
<p align="JUSTIFY">Coupland only rams his theme home in the last section of the book when Daniel’s mother suffers a stroke and can only overcome her aphasia by typing messages into a PC, and it is a rare moment of awkwardness. On the whole,&nbsp;<i>Microserfs&nbsp;</i>is a tough and raucous celebration of our ability to reinvent and remember ourselves. And it paints a vivid picture of the new geek priesthood, sitting like monks in the VDU lit cells, embellishing the margins with their strange hieroglyphs, keeping our culture alive.</p>
<p align="JUSTIFY"><em>Published in New Statesmen and Society November 1995</em></p></div>]]></description>
			<author>pdjukes@gmail.comv15 (Peter Jukes)</author>
			<category>Technology</category>
			<pubDate>Thu, 30 Nov 1995 11:59:00 +0000</pubDate>
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			<title>Cathedral Windows</title>
			<link>http://www.peterjukes.com/joomla3/essays-blogs-journalism/technology/item/55-a-review-of-windows-95</link>
			<guid isPermaLink="true">http://www.peterjukes.com/joomla3/essays-blogs-journalism/technology/item/55-a-review-of-windows-95</guid>
			<description><![CDATA[<div class="K2FeedIntroText"><p><img src="http://www.peterjukes.com/joomla3/media/k2/items/cache/220c08548cac211cc7db219bb52f46cf_S.jpg" width="300" style="float: left; margin: 7px;" />In a few weeks time, the lives of millions of people will be irrevocably changed. As the one of the world’s largest information corporations prepares to launch its major project of the decade, it will alter the way we work, play, think, perhaps even the way we dream.</p>
<p>It is hard to exaggerate the impact of Microsoft’s imminent release of Windows 95. Windows alrea<a name="QuickMark"></a>dy has some 60 to 70 million users and this radically revised new version is set to become the standard graphical interface for the information age. Long awaited (and long delayed) the launch of&nbsp;Windows 95 is perhaps the first time a piece of software has become a major cultural event.</p>
<p align="JUSTIFY">We are in the middle of a golden age of computer software. Today, the&nbsp;make of PC is becoming almost as irrelevant as the make of the projector that plays the latest cinema release. More important is the software that runs on it, the artistic and intellectual content. The golden age began in the 70s when the Xerox team at Palo Alto developed an intuitive approach to computing using windows, a pointer, icons and a virtual desktop. From these metaphors, Apple went on to create the wit and beauty of&nbsp;Macintosh. For ten years&nbsp;Windows has, in terms of its&nbsp;poetics, been a poor relation of the Mac. But because it was cheap, cheerful and portable, 70 percent of PC users now see the world through its frame.</div><div class="K2FeedFullText"></p>
<p align="JUSTIFY">For all their novelty, most ‘graphical user interfaces’ still appeal to the imagery of the study or office: desktops, wastepaper bins, filing cabinets, keyboards. Behind all the push-button gee-whizzery is the ancient tradition of the bureau, of&nbsp;bureaucracy. Anyone who has worked with existing versions of&nbsp;Windows knows there is a nether world beneath all the dayglo design. A small error, a misplaced cue, and one is kicked out into the brutal darkness of DOS (the Disk Operating System), a Kafkaesque world filled with hieratic symbols, incomprehensible commands and dangerous executions. DOS echoed all the alienation of complexity of the corporate or state hierarchy. A moment’s lapse and you could lose could lose everything, your work, your place, your livelihood. The silicon chip may count time in nanoseconds, but its human use was often measured in ohno-seconds.</p>
<p align="JUSTIFY">By dispensing with DOS,&nbsp;Windows 95 has effectively shed the old bureaucratic model. Even the filing cabinet icon has been gone. Instead of working from a hierarchical file structure, you’re presented with magical folders which can contain documents, or more folders within folders. The desktop now floats in a fully fledged virtual world with its own spatial logic and flow.</p>
<p align="JUSTIFY">This change in imagery also reflects a profound shift in working practices. In every aspect of white-collar life, accounting, engineering, design, video editing to photographic design, the PC has accelerated the crumbling of old divisions of labour. And it’s not only work that has been affected. Go into any office with Windows installed and you’ll find employees furtively playing games such Minefield or Solitaire. In the evening, many computer networks slow down to a crawl because so many people stay on to play multiplayer&nbsp;Doom.</p>
<p align="JUSTIFY">Microsoft are gambling that the biggest future growth in computing will be in Small Office/Home Office (SOHO) market, and that we shall use the same operating system for consulting an encyclopaedia, for play and entertainments, or working from home.&nbsp;Windows 95 acknowledges this with an add-on package -&nbsp;Microsoft plus - which allows you to ‘theme’ your desktop. You can change images, sounds, fonts and animations to the tune of Dangerous Animals, fractal Science, classic Mystery stories, or the sketches of Leornardo da Vinci. One theme, named ‘Sixties’, gives you a psychedelic backdrop, programmes that open and close to a guitar riff or bongo drum. When active, the mouse changes to an animated peace symbol. Such additions bring Microsoft closer to Disney than IBM.</p>
<p align="JUSTIFY">This blurring of the boundaries between entertainment, work and education, is not without its costs - particularly when the anxieties of work are brought back home - and it begs a bigger question about the individual’s connection to collective life. Where has the socialibilty of the workplace gone?</p>
<p align="JUSTIFY">An answer can be found in one of the biggest innovations of&nbsp;Windows 95, and one that sets it apart above the Mac. Evident in every aspect of it architecture is the ability to connect to other computers, to newgroups, to e-mail, to the diversions of the World Wide Web. Microsoft clearly believe that, if you’re not on a local network, you’ll soon be on the global one. All roads lead to the information superhighway.</p>
<p align="JUSTIFY">In&nbsp;Windows 95 you can log on to the&nbsp;Microsoft Network almost before you know it - connect to the company’s computer which in turn connects to other users like you. Of course, this connection isn’t without its toll in phone bills and membership. It also breeds a new neurosis. Recently, there have been rumours the&nbsp;Microsoft Network searches your hard disk for rival software. Behind the brave new world of the network, some see the invisible hand of Bill Gates, God in the machine.</p>
<p align="JUSTIFY">Ultimately, fears of conspiracy are as irrational as breathless hype. The truth is much more provisional and profane. One of the reasons for the success of Windows has been that it thrived (and often crashed) on third party hardware. Hundreds of small software houses sprouted up writing add-ons to fill the programme’s insufficiencies and gaps. Microsoft has clearly learned from these countless small voices, and incorporated the best of them in the new interface. In the end, the wit, skill and invention of&nbsp;Windows 95 is the effort not just of one man, or one corporation, but of an entire community.</p>
<p align="JUSTIFY">In the 50s, Roland Barthes described the modern motor car as an exact equivalent of the Gothic cathedral, created with passion by anonymous artists, and consumed by whole populations. With&nbsp;Windows 95, the architectural comparison is even more apt. To those who believe ‘culture’ is kept in art galleries and museums, the comparison may seem blasphemous. After all, the ‘Graphic User interface’ is just a piece of (information) technology. But the gothic arch was only a piece of technology too. And just as an atheist can praise the vaulting achievement of Chartres without believing, one does not have to embrace all the&nbsp;assumptions of Microsoft to appreciate this impressive new mental monument.</p>
<p align="JUSTIFY"><em>Published by New Statemen August 1995</em></p>
<p>&nbsp;</p></div>]]></description>
			<author>pdjukes@gmail.comv15 (Peter Jukes)</author>
			<category>Technology</category>
			<pubDate>Sun, 20 Aug 1995 00:45:00 +0000</pubDate>
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			<title>Crawling out of the Swamp</title>
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<p>It may mark the end of culture as we know it. The sideshows are raucous and sensational. They revolve around puerile fantasies of sex and aggression, horror and sleaze. They are also highly addictive. Something in their flickering imagery mesmerises the young (in some cases inducing fits) resulting in short attention spans, truancy, and an explosion of juvenile crime.</p>
<p><img style="margin: 5px; float: left;" src="http://www.peterjukes.com/joomla3/images/M_images/zoe.jpg" alt="zoe" width="263" height="170" /></p>
<div>No, these comments aren't inspired by the video-game arcade. They are, in fact, some typical reactions to the early days of another popular amusement, another cave of dreams - the cinema. It is nearly a hundred years since Auguste and Louis Lumière first unveiled their cinematograph in the basement of the Grand Café. For nearly three decades after the form was treated with the same alarm and suspicion that Sega and Nintendo arouse now: a peep show in a penny arcade, a bastard offshoot of vaudeville and music-hall, low-life entertainment, almost underground. Well after Eisenstein and Griffith had proved cinema's artistic potential, social commentators were still worrying 'What the Films are doing to Young America'. Now that film has been acknowledged as 'the art form of the 20th century' could computer games follow the precedent? Could their lurid virtual worlds become the art form of the 21st?</div>
<p align="JUSTIFY"><br />Initial comparisons are promising. Like early film, interactive games have become an unpredicted commercial success. In a few years, Sega and Nintendo have amassed a four to five billion dollar annual turnover, capturing some two-thirds of the recorded music market, a quarter of the entertainments industry as a whole. Just as cinema emerged from the protozoic soup of 19th century technology: Fantascopes, Zoopraxiscopes, Kinetoscopes, Zoetrope, Vitascopes, today's interactive media betray a similar proliferation of proprietorial formats. In the last year, in the compact disc market alone, Sega has launched the Mega-CD, Amiga the CD-TV, Philips CD-I. In a market teeming with life, natural selection is already in progress. Some of these mutations will be unviable: others might only last of few years. But among them, crawling out of the swamp, might be the prototype of a new medium destined to colonise the earth.</p>
<p align="JUSTIFY">One proof will be the fear and loathing the new arrival attracts. Writing about film in&nbsp;<span style="text-decoration: underline;">The Work of Art in the Era of Mechanical Reproduction</span> Walter Benjamin noted how new art forms initially appear brash and monstrous. They have, by necessity, to shake traditions, offend older sensibilities. Video games certainly fulfil this brief. Witness the uproar that has attended the proposed release of&nbsp;<span style="text-decoration: underline;">Night Trap</span> for the Sega Mega-CD. The game is billed as an 'interactive movie' in which - among other things - you have to rescue some semi-naked women from a lurking alien threat.&nbsp;<span style="text-decoration: underline;">Night Trap</span> was one of the first computer games to be referred to British Board of Film Censors (where it was awarded a 15 certificate). By video standards, the content was mild. But the disproportionate outrage just adds to the medium's credentials. As Malcolm McClaren has pointed out: if you want to rebel against your parents, the last thing you'll play is loud rock and roll. If you really want to get them worried, go and play a computer game.</p>
<p align="JUSTIFY">Something strange has happened to the great microchip revolution. Cheap computer processing was supposed to bring us smart TVs and digital organisers, put the sophistication of a graphics workstation, recording studio and typesetting shop within everyone's reach. Through the home computer we were going to be connected to global networks of data, ushered into the era of&nbsp;<em>information</em>. Instead, rather than information, the bulk of home computer processing is dedicated to the production of&nbsp;<em>disinformation</em>: of simulations and games, Sonic the Hedgehog and Super Mario.</p>
<p align="JUSTIFY">Maybe it's not so strange. Some marketing manager coined 'infotainment' to describe the paradox of information and play and, at heart, cinema also displays the same ambivalence. In the 1870s Étienne Marey and Eadward Muybridge developed the cine camera to help their investigations into animal locomotion. Louis Lumière thought cinema as a tool for scientific research, a way of recording and analysing events, not unlike a computer. It took a showman and conjurer to turn it into a vehicle for mass appeal.</p>
<p align="JUSTIFY">The showman was Georges Méliès (an exhibition of whose career is still running at the Museum of the Moving Image). The Frenchman was the first fully to explore the fantastic possibilities of film: his favourite genres were fairytales, burlesque and science fiction. Méliès mastered endless unique special effects for making women turn into mermaids, heads to fall off or inflate, bodies dismember themselves and individual limbs go dancing about the screen. He loved the irrational side of film, the erotic, the comic, the macabre.</p>
<p align="JUSTIFY">Cinema partly derives from photo realism, from the documentary impulse to describe the world, but Méliès represents the other equally important tradition: stage magic, deception, trick photography. Despite his kitsch and playfulness, Méliès probably advanced the genre further than any other single figure. Indeed, by pursuing the lowest possible audience taste, he was testing the form to the highest technical limits. After all, what better proof of the verisimilitude of the moving image than that it convey a sexual charge? And what more graphic demonstration of its capabilities than showing a man removing his head five times, and placing each singing head on a bar of five telegraph wires like so many musical notes?</p>
<p align="JUSTIFY">In the history of cinema, play has often been the mother of invention. For the new digital media, this has proved equally true. In the 1970s, in the Californian town of Palo Alto (where Muybridge studied animal locomotion a century before) Rank Xerox set up a research centre. Its aim was to develop the next generation of computers and according to Larry Tesler, one of the core engineers, they soon turned to computer games for inspiration. Millions who found information technology complex and intimidating were less circumspect when it came to playing&nbsp;<span style="text-decoration: underline;">Space Invaders</span> or&nbsp;<span style="text-decoration: underline;">Missile Command</span>. If it appeared as a pacman or asteroid, most were quite happy manipulating electronic data on a VDU. It was this insight that led the development of the 'Graphical user interface', the use of windows, icons, and desktop metaphors to simplify tasks. This interface, in turn, led directly to the launch of Apple MacIntosh and Microsoft Windows and the beginning of the end of IBM. By imitating games personal computing became, through the 1980s, the fastest growing industry&nbsp;<span style="text-decoration: underline;">ever</span>.</p>
<p align="JUSTIFY">We are still living through the golden age of computing. Most of the languages, algorithms, and metaphors created today will provide the foundation for the next hundred years. Whether it's a game to save Lemmings from extinction, a beautifully tailored personal organiser, or a screen saver showing flying toasters, current software is a source of much of ingenuity, wit and invention. In a few centuries time the shoot-em-up arcade games that so worry commentators will probably be in display cases at the Design Museum or the V&amp;A. Now that the office market is saturated, corporations are looking to exploit the home market and once again computer games are leading the way.</p>
<p align="JUSTIFY">Yet, as with the early years of film, official culture refuses to recognise it's crass, nerdish newcomer. The higher arts look down on their pixilated relatives with dismay and disdain. Both film and computer software come from the boiler room of culture, designed by pioneers with a technical or manufacturing background rather than a training in the high arts. This means that achievements tend to go unrecognised until too late, just as the critics began to praise the era of silent movies the moment the talkies came in.</p>
<p align="JUSTIFY">All of which makes predictions generically difficult. Indeed, this could be the moment the analogy between cinema and the digital domain ends. Unlike the mimetic traditions of photography and film, a new interactive art form might follow an entirely different logic: the logic of simulation. Current computer games such as&nbsp;<span style="text-decoration: underline;">A-Train</span>or&nbsp;<span style="text-decoration: underline;">Sim City</span> are not really representations of the world but software models, virtual machines sustained by their own mathematical engines. Alternatively, film and computer technology could be converging. Francis Ford Coppola - who used much of the new technology in his underrated&nbsp;<span style="text-decoration: underline;">Dracula</span> - has predicted that it will open film-making to ordinary people. He expresses the hope that one day soon a film masterpiece may be made at home in her room by 'some fat girl in Wisconsin'. In this light digital media could fulfil the promise of cinema, making the manipulation of images and the creation of a new visual language more accessible and seamless.</p>
<p align="JUSTIFY">According to a Russian maxim, the Fox knows many little things but the Hedgehog knows one big thing. But what is the big thing that Sonic the Hedgehog knows? What else waits to crawl out of the digital swamp?</p>
<p align="JUSTIFY">For the moment he is silent.</p>
<p align="JUSTIFY">&nbsp;</p>
<p align="JUSTIFY"><span style="font-size: 15px;"><em><strong>Published in New Statesmen July 1993</strong></em></span></p>
<p>&nbsp;</p></div>]]></description>
			<author>pdjukes@gmail.comv15 (Peter Jukes)</author>
			<category>Technology</category>
			<pubDate>Tue, 20 Jul 1993 00:00:00 +0000</pubDate>
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			<title>The Work of Art in the Digital Domain</title>
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<p>Plain text beneath the fold</p>
<p><strong>Neither a philosopher, critic nor scholar, somehow Waiter Benjamin (born 15 July 1892) succeeded in being all three at once.His friend Bertolt Brecht called his suicide in 1940</strong></p>
<p><strong>German literature's first great Nazi casualty. Like Brecht, Benjamin was a Marxist, but his writing emerges refreshingly free from dogma. Of all his works, the essay "The work of art in the age of mechanical reproduction" (1936) has been the most influential and prescient</strong></p>
<p>&nbsp;</p>
<p>1. It has entered our lives by stealth. Should Walter Benjamin pop over to your house to celebrate his 100th birthday, you might have difficulty furnishing him with an example of new digital technology. Perhaps you’d point to a video recorder or CD player.&nbsp; He wouldn’t find them totally unfamiliar. In form and function, they seem a natural extension of a 1930s film reel or record collection.&nbsp; More compressed, more attuned, more complex perhaps; but mechanical reproduction all the same.</p>
<p>Under closer scrutiny, however, digital technology is not just more of the same. From photography to sound sampling, book publishing to video editing, fed down phone lines or bounced off satellite dishes, the digital domain translates sound, picture and text into the same binary code. It signals a new kind of production, as well as reproduction.</p>
<p>2. Back in 1936, Benjamin’s essay sketched out a critique of the emerging mass media. Today, multimedia is used to describe the results of digitalisation. Because aural, visual and textual images now can share the same format, different systems can intercommunicate. Moreover, because the information has been encoded, it can be interpreted in new and surprising ways.</p>
<p>An example of this was the release last month of the entire 22 volumes of the Oxford English Dictionary on one CD.</p>
<p>Not only is this a remarkable feat of compression: you no longer have to scan the dictionary, serially, by alphabetical head&shy; word alone. In a few seconds, a standard desktop computer can submit the data to all manner of searches-by date, name, quotation, etymological origin- that would have taken a researcher years of work.</p>
<p>&nbsp;Interactivity is the key development. A glimpse of what this means was given by the launch of Philips CDI, or Interactive Television, earlier this year.&nbsp; Looking like a CD player, it sits under the TV like a video recorder. In fact, CDI is a powerful microcomputer that can grab and manipulate photographs or sound samples, recolour a cartoon, or play one of the projected (but as yet unrealised) interactive films.</p>
<p>3. However, multimedia does not herald a new era. It is best described as a domain. Everything about it confounds the linear concepts of eras, epochs and revolutions.</p>
<p>The format of a CD, for example, unlike vinyl, allows you to skip between tracks, scan forward and back through different sectors. In a similar fashion, digital&nbsp;&nbsp; technology spreads evenly through our lives, sporadically, by incremental shifts.&nbsp; Already, the microchips in an average household television set could talk to the cooker, the sound system, or control the heating. But that does not mean that your home will be run by a massive brain, like Hal the computer who runs amok in Kubrick's film 2001.</p>
<p>The idea of Hal erroneously projects information technology through the prism of an old economic structure. As the growth of personal computers over the past decade has proved, the industry itself proceeds through wider dispersion rather than agglomeration. Its standard model is not the central brain or robot, but the loose, open architecture of the network.</p>
<p>4. Unlike most of the critics and philosophers of his day, Benjamin refused to revile mass production, and' looked for its liberating democratic potential. To him, the new media eroded the possessive&nbsp; fetishism of the art object, and made the <em>work </em>of art, its human significance,&nbsp; more accessible.</p>
<p>The avatars of multimedia would be quick to claim Walter Benjamin for their side. They argue that the digital domain will break the monopolistic stranglehold of the mass media, which separates consumer from producer and makes viewers into passive receivers. Interactivity, they say, reverses the circuit. It requires its audience to participate in choices and makes every receiver poten&shy;tially a transmitter.</p>
<p>5. But Benjamin would also be met by other siren voices. Many of his professed disciples (Hans Magnus Enzensberger, John Berger, Guy Debord, Jean Baudrillard) saw the new technology as an extension of the screen, the spectacle, the simulacra:&nbsp; a further step in the industrialisation of the mind.</p>
<p>Only a fool would accept a fax of a cheque, but multimedia poses similar dilemmas of value and authenticity. Old, mechanically reproduced images at least bear some trace impression of their original. One trusted the token value of a photo of Dietrich or a recording of Gigli, rather as one believed a paper bank note was equivalent to a pound of sterling silver.</p>
<p>The digital image's relation to its original is more like that of a credit card to precious metal: that is, virtually untenable. We have become accustomed to the fact that a new record release no longer reproduces a musician's performance so much as a producer's mix in a multitrack studio. But if we apply the same acceptance to photography? Digital cameras are already on the market, and most news photos are now processed through computer software before publication, where they can be manipulated, figures "air brushed" out, filtered, treated.</p>
<p>The prospect might have disturbed Benjamin. The digital domain seems to yield only images of images. It seems to take us a further remove from reality: deceiving shadows dancing on the walls of our crystal caves.</p>
<p>6. The point is, however, that the camera never told the truth. It lied by framing, crop&shy; ping, choice of caption, by sins of commission or omission. There is no point mourning the decline of the apparent scientific objectivity of the old media. As facts, they were highly factitious.</p>
<p>With the virtue of hindsight, Benjamin would see that mass production did not dispel the bogus religiosity of the work of art. It just replaced the aura of the object with a secondary glamour of the image. Throughout my childhood, film and pop stars attained a god-like status. To see a TV personality in the flesh was as miraculous as meeting an angel.</p>
<p>My two-year-old son, by contrast (thanks to his grandparents' digital camcorder) has al&shy;ready seen himself on TV many times. Per&shy; haps multimedia may yet help to demystify our culture. I doubt the medium will have the hold on his generation it did on mine.</p>
<p>More dramatic still have been the changes in publishing.&nbsp; Not long ago, the honour of being typeset, of "seeing your name in print", conferred real authority. Today, with the relative accessibility of desktop publishing, anyone can produce near typecast quality. If he could look over my shoulder as I write this on my PC now, Benjamin might not be so worried after all.</p>
<p>7. Clearly, the digital domain represents an important new form of production. But what about the other half of the title? Can multi&shy; media really create their own unique works of art?</p>
<p>8. No, they can't! Multimedia is merely the convergence of existing art forms. The digital domain can only reprocess the products of other genres-publishing, music, film - and reissue them at greater cost.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</p>
<p>9. Yes, they can! These new art forms may be stirring already in software publishing, in computer games or virtual reality. As Benjamin noted elsewhere, most new art forms develop, unrecognised, on the unofficial margins of culture.</p>
<p>10. According to Niko Paape, a Dutch interactive designer, the new forms will be almost unrecognisable anyway. For the first time, artworks will be actively created by the spectator (within parameters set by the artist). An interactive picture, for example, may change colour or composition, depending on what clothes the spectator wears, how loud he or she talks.</p>
<p>Clearly this takes the notion that "all art is collaboration" through an unexpected twist If the spectator creates the artwork, who owns the copyright? Such problems of authorship are, of course, only the obsession of an acquisitive individualist culture.</p>
<p>11. Yet why should the new art forms be so radical and progressive? Personal computing promised us a paperless office, but actually increased the amount of paper printed.&nbsp; Paradoxically, given the constant fears about decline of reading (and rise of a three-minute, imagistic culture), multimedia may permit the secret revenge of literacy.</p>
<p>To Benjamin, the great achievement of the era of mechanical reproduction was film, a popular art that spoke in a new demotic language to the masses gathered in the cities.</p>
<p>Compare the gregariousness of the cinema with the solitude of a VDU or interactive TV, and multimedia can seem like a step back&shy; wards. A brief look at the metaphors of the dominant software packages- windows, rooms, desktops- suggests romantic dreaminess and solipsism.</p>
<p>The irony is that digital technology, with its hieroglyphics and clerkist conditions, is overwhelmingly writerly.</p>
<p>12. Yet the digital image has one great flaw, which casts a shadow over its artistic potential. In the first years of the compact disc, many people complained that the aural quality was too bright, almost empty. Even today, I rather like my old vinyl Gigli recording, complete with scratches, pops and hisses. It reminds me that this Italian tenor is singing across great gulfs of years, from the other side of the grave.</p>
<p>Celluloid film - particularly black and white - has the same memorial quality. When you see Casablanca now, you feel nostalgic for those absent faces, that vanished world. Indeed, the elegiac quality of "As Time Goes By' 'was apparent on the day of the film's release. Film, with its shadowy ghostly imagery, closely mimics the tricks of memory. Video tape, by contrast, makes no accommodation with our perception of time. When an episode of Morecambe and Wise is repeated there is something almost obscene about the fact that Eric seems so bright and alive, or that Glenda Jackson looks so young. No matter how vivid the image, it seems to flicker with unreality.</p>
<p>The banal glare of video recordings leads people to assume they are of poorer quality than film. But the opposite is true.&nbsp; Video images are technically perfect. As with most digital forms, errors and distortions would destroy the signal entirely. By virtue of their obsessive perfection, digital images remove the need for imaginative engagement, and deny the central human experience of mortality.</p>
<p>13.&nbsp; Meanwhile, the digital domain marches on. It has been estimated that some 40 per cent of the US economy is now geared to the "soft" production of information and entertainment. At this rate, the old Marxist distinction&nbsp;&nbsp; between&nbsp;&nbsp; base and superstruc&shy;ture, means of production and culture, will fall apart.&nbsp; Ideas and images are becoming the mainstay of the post-industrial economy. What would Benjamin make of this inversion? His resounding exhortation at the conclusion of 'The work of art in the age of mechanical reproduction" was not to aestheticise politics, but to politicise aesthetics.</p>
<p>But hasn't this been largely achieved? Semiotically trained image-consultants advise politicians and&nbsp;&nbsp; corporations. Foucault's dictum "Knowledge is Power" is stencilled on delegates' badges at hairdressing conferences.</p>
<p>14. Yet some of the key ideas Benjamin gleaned from Marx may not be entirely obsolete. In the digital domain, the victors are those who can extract significance from the flood of data. To rephrase a famous line from the Communist Manifesto:&nbsp; the struggle of existing society is the struggle of the classes to become historical (i.e. significant). For the unrepresented and unheard, the constant threat is that they will be drowned out by a rising tide of banality.</p>
<p>Truly politicised aesthetics, in the digital domain, will not be a question of bland slogans and political correctness. It will be a struggle, fought with wit, passion, surprise and guile, to grasp deep meanings without being obscure, to create accessible but captivating images. It will be the labour that Waiter Benjamin embodied in his work, to make, against all odds, a difference.</p></div>]]></description>
			<author>pdjukes@gmail.comv15 (Peter Jukes)</author>
			<category>Technology</category>
			<pubDate>Fri, 17 Jul 1992 00:00:00 +0000</pubDate>
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