Sunday, 9 December 2007

week 9





"Generative art refers to art that has been generated, composed, or constructed in an algorithmic manner through the use of systems defined by computer software alforithms, or similar mathematical or mechanical or randomised autonomous processes."



1. "Generative art is a term given to work which stems from concentrating on the processes involved in producing an artwork, usually (although not strictly) automated by the use of a machine or computer, or by using mathematics or pragmatic instructions to define the rules by which such artworks are executed." (Adrian Ward Generative.Net Website)
2. "Generative art refers to any art practice where the artist creates a process, such as a set of natural language rules, a computer program, a machine, or other procedural invention, which is then set into motion with some degree of autonomy contributing to or resulting in a completed work of art."(Philip Galanter Generative.Net Website)

Visual Art
Visual artists have been interested in the relationship between representation and mathematics since antiquity. Artists have observed that a number of regularly occurring patterns can be observed in nature.




Music:
"Experimental composers are by and large not concerned with prescribing a defined time-object whose materials, structuring and relationships are calculated and arranged in advance, but are more excited by the prospect of outlining a situation in which sounds may occur, a process of generating action (sounding or otherwise) , a field delineated by certain compositional rules." (Nyman 1999:4)

Pop Music and Videogames:
Pop musicians have been ready adopters of computer technology

"Robotic Art is a broad term that encompasses a variety of sub-types of art, all of which employ some form of robotic or automated technology."(WIKI)

robots with contemporary artists work
* The various folk traditions of mechanical entities;
* The long tradition of robots in literature and film ;
* The work of research scientists;
* The industrial robots found in factories and laboratories across the globe.

week 8

hypertext: "texts composed of blocks of text and the electronic links betwen them"(landow2001,p100)
" Hypertext most often refers to text on a computer that will lead the user to other, related information on demand. Hypertext represents a relatively recent innovation to user interfaces, which overcomes some of the limitations of written text. Rather than remaining static like traditional text, hypertext makes possible a dynamic organization of information through links and connections (called hyperlinks). Hypertext can be designed to perform various tasks; for instance when a user "clicks" on it or "hovers" over it, a bubble with a word definition may appear, or a web page on a related subject may load, or a video clip may run, or an application may open."(wiki)

hypertextual: "hypertext which links a passage of verbal discourse to images, maps,diagrams and sound as easily as to another verbal passage, expands the notion of text beyond the solely verbal" (landow2001,p100)

culture characterisations of books: cultural characterisations of computer-mediated texts:
- durable - ephemeral
- bounded - evanescent
- fixed - flexible
- finished - fluid
- kaleidoscopic
- multiple
- plastic
- provisional
- transient
- vibrant
- volatile

non-linearity:
"one must distinguish between non-linearity in time and non-linearity in space. non-linearity in time is imaginary; it is a fundamental contradiction of terms and necessarily impossible. time is linear, at least the time that is required to read and write hypertexts. reading and writing are linear phenomena, they are sequential and chronological, conditioned by the durative ordering of time, although their positions as stored and in space may have a non-linear organization" (Liestol 1994,p 106)
"nonlinearity is never actually experienced directly. It exists only as a logical negation and at distance on both time and space…the moment one reads into non-linearity by clicking on one of the icons… one reduces non-linearity to linearity"(liestol1994,p106)

The Death of the Author:
"the birth of the reader must be at the cost of the death of the Author"( Barthes 1998 p172)
"like so many extensions of our sensibilities, hypertext is an odd creature, one that simultaneously promises more autonomy to its readers while offering authors a degree of control unthinkable with more conventional materials - seemingly as two-faced as any politician's promises." (Douglas 2000 p125)

The Absence of an End:
"Our sense of arriving at closure is satisfied when we manage to resolve narrative tensions and minimize ambiguities, to explain puzzles, and to incorporate as many of the narrative elements as possible into a coherent pattern… Unlike most print narratives, however, hypertext fiction invites us to return to it again and again, its openness and indeterminanacy making our sense of closure simply one "ending" among many possible." (Douglas 2000 p88)

Hypertext Pedagogy:
"Traditional writing emphasizes the presentation of a clear, coherent thesis supported by examples and illustrations leading to a definitive resolution or closure" (Duguay 1999 p15)

"Instead of a single thesis, a hypertext can offer multiple positions and viewpoints privileging none of them" (Duguay 1999 p15)

Cybertext:
"a cybernetic system that generates a different sequence of signs every time the work is experienced" (Ryan 1999 p16)
"In cybernetics the term cybertext is used to describe the concept of organization of the text in order to analyze the influence of the medium as an integral part of the literary dynamic, as noted by Espen Aarseth in 1997."(wiki)

type of cybertext:
chatterbots
story writing programs
interactive fiction
multi-user dungeons

Identity
"I'm not one thing. I'm many things"(Turkle 1995 p185)

Community and Power
"Cyberspace at the end of the twentieth century has at its heart a constant battle between the individuals and the propagation of an ever more powerful virtual elite. By providing ever more powerful tools to the individual, cyberspace seems to offer power in various virtual possessions. Yet, the reliance on these tools ensures individuals become ever more dependent on a expertise-base elite who create and maintain these tools." (Jordan 1999 p7)

week 7

This notion of associative indexing led Bush to identify two of the chief characteristics of hypertext systems.
1) The ability to make and follow links. As Bush notes 'the tying of two items together is the important thing'
2) The ability of authors to record their mental trails for others to use.

history------coined by Ted Nelson in the 1960s, he devised his own hypertext system called Xanadu.
The Xanadu web site notes the following features of Xanadu:
* UNBREAKABLE LINKS
* COPYRIGHT SIMPLIFICATION AND SOFTENING: by special permissions and methods, quotations of any size may be used by anyone and mixed together frictionlessly.
* ORIGIN CONNECTION: All quotations and excerpts stay connected to their original.
* TWO-WAY LINKS: anyone may publish connected comments to any page.
* SIDE-BY-SIDE INTERCOMPARISON OF CONNECTED DOCUMENTS-- showing two-way links, differences between versions, origins of contexts.
* DEEP VERSION MANAGEMENT: documents may be changed incrementally
versions may branch; authors may easily see exact differences between versions.* INCREMENTAL PUBLISHING

Zig Zag----------"a new structure for building anything-- crossed lists in many dimensions.... ZigZag structure may greatly simplify casual database, casual programming, user-reconfigurable sofware, and casual visualization (made easier by the availability of multiple dimensions)."

Sunday, 2 December 2007

lecture note 6

"Web 2.0 is the business revolution in the computer industry caused by the move to the Internet as platform, and an attempt to understand the rules for success on that new platform."(tim o reill)

web 2.0 characteristics: 1. network and devices as a platform
2. data consumption and remix
3. continuous update
4. rich and interactive UI
5. architecture of participation






web 2.0 changes the corporation and how companies innovate build relationships market and compete.

API: application programming interfaces

MASH-UPS: "a mashup is a web application that combines data from more than one source into a single integrated tool; an example is the use of cartographic data from Google Maps to add location information to real-estate data from craigslist, thereby creating a new and distinct web service that was not originally provided by either source"(wiki)


blogger and traditional journalists: can blog replace traditional media?
professional media need to retain?
do we need to help traditional journalists more eddiciently?


traditional media e.g. newpaper, magazine, is widely read by a lot of people in different social class. the advantage of traditional media are easy, cheap and no equipment limit. people can read them in any place. traditional media for example newpaper is cheap and widely issue, but the new media is limit for the equipment, for example, people have to buy a computer to read news.

webb 3.0: "Web 3.0 is a term that is used to describe various evolution of Web usage and interaction along several paths. These include transforming the Web into a database, a move towards making content accessible by multiple non-browser applications, the leveraging of artificial intelligence technologies, the semantic web, the geospatial web or the 3D web. Gartner suggests the need to differentiate incremental changes to Web 2.0 from Web 3.0. Tim Berners-lee coined GGG (Giant Global Graph) as another facet of Web 3.0" (wiki)

lecture note 5

lecture note 4



DNA: Deoxyribo nucleic acid. is a nucleic acid that contains the genetic instructions used in the development and functioning of all known living organisms. The main role of DNA molecules is the long-term storage of informations.make up human's genome

ARTIFICIAL LIFE: scienctists try to create lifelike human and tinker the human's genome.

INORGANIC LIFE: life can be formed out of any material capable of maintaining an order.
golem=robot

Artificial intelligence: per-set algorithms, designed to learn, uncanny capabiities

Molecular structure=chromosomes. DNA is the code of life. Chromosomes are the organized form of DNA found in cells. Chromosomes contain a single continuous piece of DNA, which contains many genes, regulatory elements and other intervening nucleotide sequences. A broader definition of "chromosome" also includes the DNA-bound proteins which serve to package and manage the DNA.(wiki) (A scheme of a condensed (metaphase) chromosome. (1) Chromatid - one of the two identical parts of the chromosome after S phase. (2) Centromere - the point where the two chromatids touch, and where the microtubules attach. (3) Short arm. (4) Long arm.) wiki

The organic life encoded messages togenome: 1 implemented genome
2 molecular biology

Change human's own genetic code is a social disputed problem.

Transplants: human's body can replaceable but limited.

ENOTRANSPLANTS: site somebody's body to other body.





DNA is made by many molecules which make the body and entail to their children. Scientists try to change the DNA and use the artificial DNA to create the new life. Dolly is an artificial sheep which born in 22-2-1997, Dolly is a clone sheep and she was just live for a short period. artificial can clone some anamals and plants. the clone also bring the distanage to human, some people ask whether human can be clong, it is a serious thing to human, people have to face the sexual reproduction to asexual reproduction , it is a degenaracy, the clone people have no parents, they will become apartness, when the clone people grow up they may use the sexual reproduction, it will cause the intermarriage. marriage, reproduction is the society responsibility for each people, each people have to have the obligation to responsibility, bring-up and support their parents. it suitable for the social develop.

Thursday, 1 November 2007

lecture three

cyberspace"Cyberspace is a domain characterized by the use of electronics and the electromagnetic spectrum to store, modify, and exchange data via networked systems and associated physical infrastructures. The term originates in science fiction, where it also includes various kinds of virtual reality experienced by deeply immersed computer users or by entities who actually exist inside computer systems." (wiki)

cyberspace's four features: 1. described with familiar image and used as metaphors of sicla structures. 2. made of information offer great power of information to suppliers. 3. body consciousnesses live. 4. imortality.

the myth of cyberspace:
1. cyberspace is independence,no rule to subject.
2. internet not control by any institution, it's free.
3. the technology of internet is free.
4. technology of internet may cause demise of a nation.
5. de-massification.
6. make us more social in internet.
7. bring prosperity siciety.
8. verge of a new political era of computer-mediateddemocracy.
9. unique and exceptional in human history,not subjet to soial forces.

reality and virtual

Transformers: the 2007 US new science fiction: mix the ture actors and computer effect together, use the computer science fiction technic, make the film more reality. the film tell us the story in the virtual reality,


lecture two

A brief history of modernity "individualisation"

Both old and new media: both old and new media are all depend on the culture. computer-based media effected mediation provided intellectual framework to talk about old and new media. the point of new media.

"The old media or legacy media are traditional means of communication and expression that have existed since before the advent of the new medium of the internet. Industries that are generally considered part of the old media are broadcast and cable televation, movie and music studios, newspapers, books and most print publications. Many of those industries are now less profitable than they used to be and this is has been attributed to the growth of the new media."(wiki)

Some examples with new media:
- mashup
- internet art
- video games, virtual world
- CD-roms
- softwares
- web sites
- blog, wikis
- emails
- electronic kioskis
- mobile
-broadcasting
- hypertext fiction
- graphical user interface
(wiki)

Opposition between old and new media: systemic, technocal, aesthetic, logical,political.

-----there are some systemic that media should consider about: ownership,regulation, access.
-----there are some technical that meida should consider about: electric vs non-electric, analogur vs digital.
-----there are some aesthetic that media should consider about: what's new media lools like? "new nedia will not be dramatically different in look and will constantly borrow and make reference to the styles of old media"
remediation----------Bolter and Grusin
-----there are some logical that media should consider about:
-----there are some political that meida should consider about: economic and social changes occurred as a result of nerwork social.



The different between new media and old media is that the new media clear the confine between country and country, industry and industry. the new media connect the different industry together. also, the new media is low cost, it will attractive more people. the old media, e.g. magazine, newspaper have the cost but new media, e.g. internet, blog are free.

the new media's developing, make the saying more free, people can say what they want in the internet and blog, it also may have an reversed effect to the society. people may issue some reactionism or factionalism in the internet and they are not benefit for the society peace. "New media have created virtual realities that are becoming mere extensions of the world we live in."

lecture one

This module is a theretically-based course with culture studies. it talks about the cyberculture's discourse, evaluate existing models of new media and assess changing industry also talks about the connect between society political and media cyberculture.

on-line sources: internet's information are not the true knowledge.

social and culture effect the interaction between human and digital devices.

historical background between new media and old media:


1. military. technology-based weapons:anti-aircraft, atomic bomb,computer graphics.





























2. ARPANET. time-sharing,graphical interfaces. it allowed many people to work in the same computer in the samen time also rise the computer's network's develop.
packet-switching-ARPANET


3. US universities and counter-culture.


4. home brew club. Bill Gates-Microsoft

Steve Jobs Steven Wozniac-Apple



5. MAC Apple
6.WWW-world wide web
hyper-text accesslerate the evelop of internet
7.the develop of internet and media acclerate competition and create benefit of economy.
buying up and monopoly


the cyberculture make the sources open and free available, also advanced capitalist economy. the cuberculture collecte the data together and make people easy to find. people can use internet library and shop. students can study in their home through internet. in 2001, billions of people read the 9-11 through the internet. the cuberculture change people life style, it bring the new life style to people, people enjoy the internet's advantage and also the cyberculture impact our traditional political , economy and culture.