Fougère, Floréal, 228; Ferns and maths

Today we celebrate the fern. I have two ferns which I'm with right now. I will pass on your best wishes on this auspicious day. I don't have any notes lined up today. I've been pouring writing time into the thesis and into a chapter I'm writing with Kristina Andersen. We're writing about machines and imaginations and all the dimensions of that using a very absurd categorisation system. It's due in May 1st (like a lot of things, there must be some statistical analysis about how most 'arbitrary' deadlines are all the same) so we're in the home stretch. It's good, I'm really happy with it.

Apart from that I'm on the thesis. I'm not where I want to be with it really. I got the methodology done which Wes gave very positive feedback on. I'm currently writing up Augury. I want to use some projects I've done and will do as lynch pins of certain sets of ideas. Augury is a lot about the metaphorical languages around inscrutable technologies like machine learning so I'm using it as a kind of vortex for that. The text in that 'chapter' is currently at about 9000 words and I want to bring it down to about 4000 but there's still so much to say. When do you stop? I try and read one thing everyday, a chapter, an essay a paper and that just adds to all the things I want to say.

Anyway, working on that will be the weekend having finished off the chapter with Kristina on Friday.

I've been cycling loads more, taking the opportunity of good weather and quiet roads to get my muscle memory back. Waking up at about six, doing some calisthenics and then going out for about two hours.

Thing on the Internet

Everyone's doing loads of things now (like livestreams, festivals, initiatives and events) and I was reflecting on this this morning next to the problem of taking our entire university online over the last three weeks. That kind of freneticism is exhausting, we'll run out of generosity and then things will get ugly. I'm writing from a position of enormous privilege but is the drive to ramp up activity with this crisis the same logic as that of capitalist exploitation? I don't know. I just worry that yeah, we burn out on generosity and then things get really ugly. I'm going to revisit the salvage stuff more, it makes more sense to me as a crisis response. 

Channel Recommendation

Oh I have loads lined up. YouTube is a goldmine right now. I'm going to re-recommend Numberphile again. Which is just a great maths channel. I now know why adding up all the possible whole numbers gives you -1/12


Radis, Germinal, 228; Animate gynoids and broken keys

Thanks to Crystal for reminding me that the French Republican calendar twitter account (from where I purchased my calendar - the humorously named @sansculotides) tweet the day and associated flora each day so it's a good way of reverse-engineering the date. Today we celebrate the radish. Today we do not celebrate two weeks of the left-hand shift, alt and control keys not working on my keyboard. This is definitely a software problem which might be solved by resetting the SMC if that didn't require exactly those keys. I've run through all the hardware and software fixes I can find without doing that. Basically the only thing left to me now is to factory reset the computer and hope it fixes it, the battery also now lasts about two hours, when video calling, about half an hour and these are not great batteries to replace. So this is all a great time to move everything online.

I've clung on to this 2015 Macbook Pro since I got it (I don't own it, it's a university computer) and have resisted having it replaced, not only for environmental reasons but I genuinely believe late 2015 was the beginning of the end for Apple's generous approach to designing things. The very last vestige of an assumption of a broad constituency of users and uses needing some individual adaptability for multi-purposing. It has usable sockets; USB sockets I use constantly, an SD card slot I admittedly use only occasionally and an HDMI socket I use everyday. I can open up the back and replace the RAM and drive. If this thing is for the knackers yard then I guess it's either finding a refurbed 2015 I can upgrade myself or a PC. I've always liked the design of Thinkpads, but the issues around booting Mac OS on them seems more trouble than it's worth. Long live the late 2015 Macbook Pro and iPhone 5s, the last of Apple's good designs.

Enough prevaricating (one more - remember when new technology was actually exciting, rather than just vaguely disappointing? When we looked at new releases and went 'wow, that's so clever!' rather than 'why have they done that, that's annoying.' Remember when apps were fun? Ugh.) With the caveat to the enormous privilege I have. I've been finding the lockdown remarkably productive. I wake up at the same time everyday, I'm drinking a lot less, I sleep a lot better, I eat a lot better, I'm getting more done. There was always a kind of nascent guilt in getting home after work and just not feeling up to putting in more time on my own research and practice but now I feel more energised. So, what have I been up to with that energy? Looking at words.

Reading

I've been reading a bunch of things related to the PhD which have all been useful but some highlights here:

Lev Manovich's What is Digital Cinema? essay from the late nineties in which he writes that the encroachment of (at the time) manual computational techniques like CGI have made (or even possibly returned) cinema to a 'sub-genre of painting'. He argues that we find a kind of resting state of image production in human culture not in attempting to capture photorealism but in creating irreal visions and fantasy through the human hand. He suggests that the modernist drive for photorealism is a blip in this history and CGI and computational animation techniques offer a return to the potential of human imagination and away from the ‘indexical media technology’ of lens-based image capture. I like this idea a lot as in my writing it’s something I’ve struggled to find a viewpoint on; how to contextualise social media, propaganda, cinema, digital art and video games as a single site for designerly enquiry. Rooting them all in some fundamental process of envisioning or fantasising through image production might be a useful stance. Perhaps it’s useful to suggest that they’re all a genre of painting? It’s a quite a teleological, technical view but it’s neat. I like it when things are neat.

I chunked through the Animatic Apparatus by Deborah Levitt, recommended by Joel McKim. Levitt agrees with Manovich's notion that 'animation' as she calls it is the more fundamental form of human artifice, rather than capturing reality. By 'animation' she is not just referring to visual representation but the ways that human make other things animate. She draws extensively on theories around artificial life, from marionettes to gynoids and AI and aesthetic theories of beauty; this is super interesting strategically. In the way I interpreted it, she's trying to do the opposite of just about every other single thing in this area; rather than refining and treading over and over the Uncanny Valley as countless others do to try and pin down where 'animatic' forms become upsetting or alienating, she (again, my interpretation) is trying to define where things fall outside of it and attain beauty, their qualities and why we are drawn to them. This is a more theory-laden take on Alan Warburton's excellent work in this area.

Levitt uses the gynoid dolls from Ghost In The Shell; Innocence as a standing example throughout the text. In fact, a majority of the book is a very thorough analysis of the film, a long-time favourite of mine. I had no idea how many advanced references and complex intertextuality were in it before. In her interpretation, Innocence provides a way of seeing the 'animatic apparatus' as an aspiration for humans rather than the usual representation of animatic forms where they aspire to become human. She contrasts Innocence favourably to Spielberg's A.I. and its Pinnochio story in this regard. The characters in Innocence take cyborgs (in this case advanced, technical ones, I had no idea Donna Haraway was in Innocence, did you?) on their terms; as a kind of being in their own right. She uses some interesting theories on 'vitality forms' – the way that types of movements are precursors to the categorisation of emotions in the minds of infants – to develop this point. Similar, to Manovich, the message is kind of the same; consistently trying to create reality using these tools (the 'apparatus' including social tendencies) is to underestimate the potential of them.

I also finally cracked the spine on Mark Fisher's Ghosts of My Life since I'm apparently the only person that's never read it. The first chapter was great for my PhD, lots of great theory on how we relate to the future without name dropping philosophers, just some thoughtful insights. I read about half of it this week and did find it incredibly moving. His reflections on culture, music and himself are deep and meaningful and I get why everyone recommends it but it's the music bit I struggle with and knew I would. In lieu of philosophical references I'll never understand, it's riddled with musical references I've never heard of. I had to stop every few paragraphs to bring up a track or artist he was referencing. I think you need to be really into music to immerse yourself in it, or of his generation. Maybe someone's already made a playlist you can listen along to as you read?

Yesterday I picked up Mark Hansen's Feed Forward, read three pages and gave up. There's only so much media theory bogged in inaccessible philosophy I can take and I got bored and wondered off.

Anyway, today I'm DIY-ing the home office. Since we moved in last summer it's basically been the room where everything that has nowhere else to go lives. we were putting off doing it until this summer. But now, since I'm going to be in there everyday for the next however-many-months I've decided to make it presentable and a bit more usable. So, got some shelving and some paint and away we go.

Love you, bye. x

13 Germinal 228; Moths add realism to anything.

Sorry, my French Republican calendar is in my office, where I obviously can't go so I'm having to use a crappy website to guestimate the date. I'm spending my days catching up with my reading and enjoying the peace. I guess it's the thing that's sort of still a bit socially unacceptable; I'm totally fine with social isolation and I'm getting so much done. I spent like a year once not talking to anyone and just playing World of Warcraft so a life behind screens is normal. I haven't been using Zoom (mostly because UAL favours Collaborate and Teams which both work perfectly well). It's sort of selfish of me I suppose to enjoy it. There's a lot of bombastic projects and happenings popping up all the time as folks out of their goodwill seize these times to try and make the best of it and us, especially as many are now in places where their futures look bleaker.

My day pretty much looks like; up at 7 for coffee and some morning exercise, sit in office all day reading, making notes, occasionally dropping in for meetings and bits of UAL work, hit the PlayStation around 5 or 6 (I'm playing Control which I suppose deserves more of a space to write up), cook dinner, eat it, watch YouTube, go to bed. It's great. Next week I'm going to start pulling together all the material for my PhD upgrade from the reading catching up I'm doing. This morning I want to re-do all the tags on my extensive Evernote library which has all the papers, articles and notes of the research in. Before I was going for really specific tags like 'Computation and imagination (future)' but then you get like one thing come up. I found Evernote has the ability to cross-reference so I can change that to three separate tags ('Computation', 'imagination' and 'future') and then just select all three for articles that feature all three. I've then got Mark Hansen's Fast Forward to take a crack at.

Channel Recommendation

Lazy Tutorials for lazy people by lazy people; Blender tutorials by Ian Hubert. There's twenty of them, they're each a minute long, they're pretty funny and they show you some neat technical and stylistic tricks in Blender. If you've got some experience in Blender you can probably use these, just pause them on screenshots to see what he's doing, I definitely got new stuff from them. Anyway, whole playlist is here and here's one about moths. 'Model a moth, moths are pure chaos so don't stress too much... But can we teach them to love?' Even if you're not into Blender they're nice ways of showing you what's possible with objectively quite simple techniques.



Love you, bye.

Marbre, Nivôse, 228: How do you know if you produced knowledge?

Sometimes it’s hard to think big when your weekly ambition is just to read all your emails. I tweaked the design of this thing again. Blogger's current favourite thing is not saving HTML changes so I have to edit offline then 'restore' the HTML. It’s been a few weeks since the last post and now we’re in a glorious new Gregorian decade so this is a long one, sorry.

There’s still a lot of these 'decade/year in review' things going out on the social networks where folks list what they consider to be achievements over the period. I won't be doing one, I feel pretty divided about them. It feels vainglorious, boastful and my internal logic suggests that getting things done is in and of itself the validation rather than having other people acknowledge that you did it. On the other hand, it’s been really nice reading all the incredible things that people have been up to in the face of what to many has been years of adversity and struggle. I don’t know. If you know me well you know that I feel ‘sticky’ about talking about my own work. I don’t like it because a) if it was any good it would speak for itself b) if it’s not good then it’s not worth talking about and I’m just taking up airspace from people doing good work which is why (barring one attempt) I never do these year/decade in review things. Anyway, moving on from thoughts that will inevitably land me in trouble on twitter dot com forward slash replies…

Upcoming: Reciprocal Studio - What if Our World is Their Heaven?


Today Natalie and I are starting teaching one of the Reciprocal Studios for MA Graphic Media Design at LCC as Haunted Machines. These are small, short and directed specialist briefs run by creative practitioners that the students can sign up to. We’ve decided to run it about automated image production and the imagination, inspired heavily by the work of Joel McKim but using Carl Di Salvo’s strategies for designerly responses. We’ll do our best to document outcomes and process as we go on the Irish microblog and Instagram (there’s no Haunted Machines Instagram, you just have to follow us as individuals).

How do you know if you produced knowledge?

I’m putting together the ‘methodology’ bit of my PhD. 'Methodology' is such a vague word but I’m summoning the courage to look at the work I’ve been doing the last three years and ask why I did it that way. At some point I decided that speculative and critical design wasn’t doing what I wanted intellectually as far as furthering discourse goes. But I’m forced to consider why I chose to switch into a more artistic approach as in Augury, Finite State Fantasia and Charismatic Megapigment. I’m pretty comfortable describing and arguing about how it’s still ‘designerly;’ I’m always considering legibility of communication, the audience’s needs and experiences and using technical strategies to steer thoughts and behaviours. And in terms of 'research for design' I subscribe to the idea that we learn from doing and I can talk more authoritatively about, for example, machine learning, by actually making something that plays around with machine learning than speculating on it at some intellectual and technical distance.

But then why is this artistic, installation-style approach of Augury, Charismatic Megapigment and Finite State Fantasia effective at engaging audiences. Some of the speculative design work I’ve done is quite measurable – it went into policy papers, was presented at the Hour of Commons etc. So why does weird-tech-art feel better. I put it out on Irish microblog Twitter dot com and got some nice responses when I asked if anyone knew of ways of measuring the impact of critical practice. A couple of folks got back in touch saying that it’s about how things influence the zeitgeist, enter the canon or start to steer conversation. I think this is perhaps the right lead so Ill head down that rabbit hole for a while. I got some good links to things as well which I’ve listed here:
I also figure I should chuck in Matt Malpass' Critical Design in Context and Carl Di Salvo's Design and the Construction of Publics as brilliant sources. Steph suggested that impact/change assumes a testable hypothesis which I can see a problem with when it comes to critical creative practice, but these projects are in some way hypothesised. For instance, to take Augury, a hypothesis might be; 'Can we have a different type of conversation about machine learning if we talk about it as a semi-occult thing in the context of thousands of years of occult practice?' How then, can I test that hypothesis; of course standing in the gallery led to conversations, and it got a little traction in articles and blogs, but does that change the cultural assimilation of machine learning?

It's much easier to blog about this stuff than write it up academically, that's for sure.

Voyager

I made some slow progress on Voyager over the break. Now that the Arduino knows where Voyager is relative to its position on Earth, the next stage is getting the Arduino to know where north is so it can make sure it’s pointing the right way. To do this I’m going to attach a BNO055 to the arm of the sign so that it will know what way it’s facing and at what angle it is. This is most important for when it first turns on and perhaps running occasional checks for drift.

Of course there’s always a little problem. In the image you can see the BNO055 using pins A4 and A5 for I2C communication with the Arduino Uno. I’d assumed that it would be the same pins on the Rev 2 (which I thought was just an Uno with a WiFi chip) but no, it actually has two special pins near the top of the digital pins for I2C stuff. So that was a few wasted hours trying to figure that out. The second problem is calibration. This takes a long time and requires moving the board around every time it turns on. Luckily Bohle Bots is a library that actually stores the calibration to the Arduino’s memory once done. Now that's all done I need to actually start making the thing so I can figure out where all the components will go and begin working on the motors. That's probably a little way off though, there's a lot of other things to do first. 

Things I learned this week:

  • I’m at the bit of the philosophy podcast about Jewish Andalusian ethics which is really good. I just heard all about Bahya Ibn Paquda (1050-112) who wrote the ‘Duties of The Heart’ which was a curiously accessible book on Aristotelean ethics in the context of the revealed Jewish texts. 
  • My commuter bike has a Sturmey-Archer coaster brake hub on it which hasn’t been shifting properly for the last few months. I finally decided to give it a look over and discovered that the cable just wasn’t moving in the housing. Easy enough to replace but along the way I learned that brake and gear cables are teflon-coated. So that was new. Not important, but new.
  • I went out for the first ride of the year at the weekend, intending to do the 80 mile loop from my place to Box Hill and back. What i learned was it was very cold. Which was fine once I got going. However, for some reason, the bolts holding the cleats on my right shoe protrude a little too far into the shoe and were literally conducting cold into my toes so they were numb for 41.9 miles. Again, not super interesting but true. I need to put some spacers on that little guy. 

Channel Game Recommendation

Amazingly, I haven't been on the YouTubes much over Christmas so don't have a new channel recommendation. I finished up playing This War of Mine and I don’t think I’ll go back for a second game. The game focuses on a group of survivors in a war-torn city and involves a mix of scavenging, crafting and occasionally fighting. It was really good at the beginning but a bit like with other resource management games, the middle-end is pretty repetitive. Once you’ve got your shelter set up and have all your crafting gear it’s mostly just a rinse and repeat job to manufacture and trade stuff. Also, the game is quite long for that amount of repetitiveness. So, on the recommendation of the Internet and Wes I went in to buy Disco Elysium for my Christmas game and HOLY SHIT what. a. game. 

I genuinely struggle to think of an indie story-driven RPG I’ve been so engaged with. It’s a small but super-rich world, everything appears to have meaning and connection, the writing is wonderful, the gameplay is tense and the world is weird af. You play an alcoholic, amnesiac detective in a surreal China Mieville-esque fictional city where you’re trying to figure out who killed a man who’s been hanged behind your hotel and also who the hell you are any why you tried to drink yourself to death. The character development works on different parts of your ‘self.’ Things like logic, rhetoric, drama, composure, electro-chemistry, empathy, reaction speed etc. What’s more, these different parts are also characters in the story, intervening in conversations to talk with you or bicker with each other, meaning that you most often fail to trust your self in the way that you make decisions. It’s a bleak, funny, horrifying, surreal and wonderful game which I can’t recommend enough. It's probably about 30 hours all in to get the full experience, so if you've got a couple of evenings, get on it. Amazing.


Cédre, Frimaire, 228; Project PROBE, Knowledge Capture in Design Part 3

If I put the titles to what these posts are about, they might be easier to find, though I do tag liberally to help.

Project PROBE

Last week I wrote that I’d started a new little vanity project. I find myself very happy learning new technical stuff and this project gives me the chance to combine some of the things I learnt about servos from Charismatic Megapigment with some of the other projects that have used geolocation maths like Augury. I'm not going to give much away on what it's about, just show process as I go.

I’m trying to get all the inputs to talk to each other this week. Without giving away spoilers; it needs to know exactly where it is in relationship to where something else is. So I need a WiFi module and IMU (inertia measurement unit), ideally with a magnetometer so it can figure out where north is. This way it can use WiFi beacons and the magnetometer to figure it's exact position on the Earth and it's orientation to the poles. Rather than plugging in a bunch of different components, the Rev2 pictured has a WiFi module and IMU built in so that’ll save on space and complexity (although I'm not sure the IMU has a magnetometer built-in.) However, the first challenge was getting it to talk. It wouldn’t talk to any Macs but when I hook it in to a Window’s PC; no problem.

The solution was a creeping reinstall (there's probably a technical name): I had to do a complete manual reinstall of Arduino IDE and all the drivers, starting with oldest to newest until I got one that worked. This meant going through the preferences menu to find Arduino’s cache and wiping it. This is risky if you’re dependent on Arduino projects but I don’t use it everyday so I think I’ll survive.

The second issue was getting it to connect to a WiFi network. Luckily there is a secret one at work that has only WPA encryption (no username, just a password) so I managed to sneak it on. Currently the standard Arduino wifi library – WiFiNINA – has no support for WPA Enterprise without a lot of jiggery-pokery.

The next step is finding a way to get its location in longitude and latitude. Google now charges for its geolocation API which is a pain on a vanity project and not something I wanted to go through the hassle of setting up. Unwired Labs LocationAPI which I found through this helpful tutorial allows you to track up to five devices free for 100 calls every twenty-four hours. I only need to track one device and since it should only need to call the API when it's first turned on this would easily suit my purposes.

The idea here is to ask the Arduino to compile a list of nearby WiFi routers and their signal strength, send them to Unwired Labs and then receive a longitude and latitude, same as the Google Geolocation API. The code in the tutorial is pretty useful but there’s always a bunch of problems to be un-kinked when building a system from different components. The version of the Arduino WiFi scanner library being used in the tutorial had a handy ‘BSSIDstr’ function that converts the byte arrays of BSSID (the mac addresses of nearby routers) to strings so you can feed them into a JSON string. Essentially, the format that the mac addresses are scraped in are in the wrong format to send to the API and you get mangled gobbledy gook if you try. However, BSSIDstr no longer exists so I had to mangle in a ‘sprintf’ bit to do that for me. Sprintf is one of those things I've never properly understood so it was useful to learn how it and byte arrays work. FYI, just for fun, the order of the bytes is backwards so you need to lace the string backwards to get the BSSID in the right order. Then there just some tweaking around with the URL for the API request since it’s all changed since and it was good to go. Et Voila, my Arduino knows exactly where it is on the surface of the world as pictured to a remarkable degree of accuracy.

I already have a magnetometer working from an earlier test so I'm not hugely bothered by the amount of work there so once that's integrated the Arduino will be able to know it's position and orientation when it turns on easily. Most of the stuff that seems to happen in the early stages of these projects is versioning; tutorials use out of date firmware, terms have changed or been removed etc. etc. So most of what you end up doing is chasing around dates and versions to get everything to talk to each other.

If I get any more time I will be looking in to what turns out to be some exceptionally complicated geometry problems which I hitherto had considered child's play. Who knew there are different versions of time?

Knowledge in design part 3; cognitive dissonance and sympathy,

This is more of a short addendum than an entire new line of thinking. A lot of activities last week kept me from reading as much as I’d like but I met up with Yosuke Ushigome of Takram fame on Monday night and we discussed some of this stuff since he at least apparently reads this. We were reflecting briefly on the history and state of speculative and/or critical design with regard to our peers from MA Design Interactions: Why did the canon there struggle to respond to issues that were beyond a limited temporal window and individual scale?

The easiest answer to me is in design’s aesthetic history of tackling human problems on Maslow’s hierarchy; where to live, how to eat and sleep, how to communicate and share information etc. All of these things can be interfaced or encountered within the human sensorium and consequently design’s aesthetic sensibility is drawn from the human body and it’s scale. It’s only in recent years that design has attempted to address ‘systems’ and even these are human-oriented with solutions and products largely being aimed at the interface of the human and the system; different information flows and architectures, levels of access or responsiveness. This is as opposed to the approach of an activist or artist who might address the system in total as an artefact rather than as an inevitability.

Take for example, Suzanne Triester’s work; Hexen 2.0 (left) which examines the history of computation through a quasi-occult, quasi-conspiratorial lens. The goal here is not to improve the system or design it in a different way but to give us a pan-historical reading of it that challenges our comprehensive model and presents alternate narratives.

This is opposed to any number of brilliant design projects on computation that address the way we interface with the very notion of computation through the interface. For example, the amazing work of IF and their catalogue of data patterns almost all of which feature a hand, a phone, a laptop. They address the system at the point of interface where design is most appropriate and comfortable. This is how cognitive understanding is built between the audience of the design and the idea of the design. We all have hands, phones and laptops, we can project ourselves into the alternatives that IF propose for data patterns. To a degree, Triester exploits the same sympathies by drawing on an aesthetic sensibility of diagrams and visualisations with which we might be familiar and so are equipped to interpret the work and put it in a certain frame of reference.


If I was to think about Augury as a project about computation then I’d say it is further abstract than Triester’s work. It draws on some familiar aesthetics; the audience having to look up indicates it’s about something above us, there are flight numbers and names of airline companies to conclude it has something to do with planes. Though it draws on a popular ancient practice of divination, this was less familiar to the audience which was perhaps a failing. Connecting this ancient divination technique with a contemporary technological equivalent – planes’ instead of birds’ flight patterns used to predict the future – was a knowing cognitive leap rather than one meant to create cognitive sympathy. The project exploited the idea that the audience might question why these things are together as way of teasing them towards the absurdity of computational prediction without having to reduce it to human terms (phones, laptops hands) that would make it more comfortable. From the perspective of my practice I find the only way to deal with things maybe beyond the human scale is to exploit cognitive dissonance as it's impossible to make these things sympathetic to human understanding in their entirety.

While a design project might draw on a more familiar aesthetic sensibility to provoke the idea of the absurdity of computational prediction by exploring alternative device interfaces or human interactions, in Augury Wes and I were keen to highlight the supra-human qualities of computation by placing it in the world of the supernatural. It’s hard to then draw on design aesthetics and logics for this kind of framing, there aren’t really (arguably) tenants, principles or methodologies for designing the supernatural. There are certainly designed aesthetics; colours, shapes, styles but not many functional models.

Let’s put this back into the question; ‘Why did Formafantasma design a chair about e-waste?’ which seems to have become the locus for this thinking. Ore Streams draws entirely on a comfortable and sympathetic design aesthetic – the chair – to engage with a bigger-than-human (I’ve been trying out various words here, you may have noticed) idea/issue. But, they draw on elements of sympathy and dissonance; it’s a chair with which we can all connect experientially but it is also provoking a discussion about e-waste with a particular audience. Consequently the audience might ask ‘why is the chair made that way?’  I am going to stop banging on Formafantasma now, I really do love their work and I’m sorry they’ve become a lynch pin that seems to be unduly criticised here. I do think Ore Streams is great, I’m just using it as an exemplar project for design projects that don’t give me a good sense of why did they do it that way? The follow on from which is what is the best way of doing this? Which is basically a PhD right.

Restoring some regular features - things I learned this week. 

A while back I said I liked reflecting on what I've learnt. Obviously it's a bit of a cheat this week because:
  1. I learnt a lot more Arduino stuff, particularly what is and how exactly 'sprintf' works and loads of other stuff about using Arduino with online stuff. 
  2. I've been listening intently to my Arabic philosophy podcast and have learnt a lot about Al-Razi who spent a lot of time refuting Galen and was mostly known as a heretic so most of his writings are only known by how they're refuted by later Islamic scholars. He dared to suggest that four things preceded God - soul, matter, the universe and time. 
  3. The folks at Wikimedia are super cool and have a lot of really interesting stuff going on. (Bit of a cop-out this one, I'll own it.)

And – Channel recommendation

I've loved Girlfriend Reviews since they first started. Witty and irreverent reviews of games which are becoming increasingly more critically engaged in discussion of the industry. The latest one on the new Star Wars game which received lavish praise is brilliant as a piece of media criticism on how games reuse and reconstruct tropes but also now hilarious for my new catch phrase; 'Have y'all lost your minds cos I'll help ya find 'em!'



I've already started notes for next week's blog and it's currently Tuesday so I guess it's going well. I hope you enjoy something and it's not too tiresome. 

Chou-fleur, Frimaire, 228

Hi, I'm doing well in carving out time to think, work and make things. I started a little vanity project yestertoday which is in embryonic stages but should give me an opportunity to learn some new stuff. I'll try and blog it up and put it on Instagram stories. It's not particularly conceptually clever but I just happen to have the bits lying around at the moment. In the picture you see a 9-axis accelerometer/gyro/manetomoeter (I forget the acronym for these things). This project needs to know exactly where it is on the Earth's surface to work. Today a Wi-Fi shield is arriving. I leave it up to you to guess.

Formafantasma again, this time about knowledge

Following on from my diatribe on Formafantasma last week, which might be best summarised as ‘why make a chair about e-waste?’ It was useful to crack the spine on The Routledge Companion to Research in the Arts at the weekend. In the second chapter ‘ Pleading for Plurality’ by Norwegian academic Søren Kjørup there is a careful, though somewhat dated analysis of the different ways in which ‘artistic’ research (broadly defined so as to include other forms of creative practice) creates and disseminates knowledge. Here he discusses the work of embroider Hans Hamid Rasmussen who produces textiles that examine ‘intercultural experiences.’ Kjørup points out that the knowledge created in this process is two-fold; first a communication of those experiences and secondly the development of those methods of communication or as he puts it; ‘[Rasmussen’s] works not only claim that ‘intercultural experiences are like this’, but also that ‘intercultural experiences may be expressed like this’.’

This conforms well to Christopher Frayling’s 1993 categorisation of research through, for and about art. Rasmussen uses his art to talk about intercultural experience (through) but also developed new means of communication (for). These are categorisations that we are relatively used to. That the process of creative production uncovers new knowledge on the subject but can also push the whole field forward by demonstrating ways in which that knowledge is produced. However, though Kjørup takes about Rasmussen’s contribution to the field of embroidery in regard to talking about issues like ‘intercultural experiences’ doesn’t follow up with why this is a good way of communication. Suggesting ways in which an abstract notion like intercultural experiences may be expressed could be rather simple since they could be expressed in any number of ways across media and form but the value of this research is surely in discovering and sharing what media or forms are most appropriate and effective.

It is perhaps telling for this critique that Kjørup refers to the word ‘expression’ while I use ‘communication.’ Perhaps this is another separation of a designerly approach from an artistic one; consideration of audience. I might express an idea in any number of ways if the comprehension of the audience is secondary to finding a means of expression based on other criteria, for instance, dynamism, critical craft or tradition. However, where the audience’s comprehension is the primary aim then I need to think about appropriateness and accessibility and evaluate why ‘expressing [communicating] something this way’ is most effective for my objective.

This is where Formafantasma’s Ore Streams chair again becomes another useful example. If I, with a designerly mindset and sure in my understanding of my role as a designer, were to embark on a project aiming to engage an audience in discussion of issues of e-waste, I would not make a concept chair. I might consider making a viral video since these travel well and can be viewed by millions. I might consider using design-led policy development methods to affect local and national change through lobbying and appropriate use of data. I might even conduct an investigative project and find interesting and clear ways of visualising it for use by others in similar enterprises. Fortuitously, this approach was validated at the weekend when Kate Crawford and Vladan Joler’s were awarded Design of the Year for ‘Anatomy of an AI’ - an investigative visualisation of Amazon’s entire AI ecosystem.

However, I could reevaluate my critique of Ore Streams with the question ‘who was the audience?’ It’s quite possible that Formafantasma were not interested in a piece of mass communication so much as using their significant platform within the boutique design world to engage a specific audience of other designers, design critics and journalists. The earlier iterations of critical design [image] were for this purpose too after all. The idea of engaging practitioners and theorists in critical practice was to help them think better about their own practice as an educational and research tool. (Tangentially, this is why I’ve never had a good response to the ‘isn’t it just design for designers?’ question because, well, yes, it is. That was always the idea.)

Kjørup returns to Rasmussen’s work with the regrettable conclusion that the knowledge that Rasmussen produces and shares is ultimately read by others in the write-ups of the project he does that accompanies his work. The embroideries themselves are read by the research community as part of the process of uncovering knowledge that is ultimately validated only once written down. This tension between the formalism of the natural sciences and the plurality of creative subjects is the thrust of Kjørup’s chapter which he examines by demonstrating the value of the plurality of ways in which knowledge is generated through creative practice.

In doing so he introduces the taxonomy of Willhelm Windelband’s new terms of ‘nomothetic’ and ‘idiographic’ sciences. ‘Nomothetic sciences are the ones that search for general laws… as most of the natural sciences [but] even a humanistic discipline like history.’ While ‘…idiogrpahic disciplines are the ones that study these subjects in their specificity.’ Here there is another way of examining Ore Streams; it does not seek to establish general laws or frameworks like a policy design piece or a stunning work of infographics, but for Formafantasma to explore their own (and those of their immediate peers’) practice in the context of the general knowledge/laws/frameworks of e-waste.

Kjørup neatly summarises the value of these debates in his notion that artistic (etc.) research is ‘pre-pardigmatic.’ We do not have a Newtonian or Aristotelian framework for artistic research that is ‘sufficiently unprecedented to attract an enduring group of adherents away from competing modes of scientific activity’ and is ‘sufficiently open-ended to leave all sorts of problems for the redefined group of practitioners to resolve.’ (Quoting Thomas Kuhn, The Structure of Scientific Revolutions, 1970, p.10) Interestingly, while summarising how paradigms bring ‘values’ to science he reiterates Thomas Kuhn in his note that ‘science should or (need not be) social useful.’ This is an interesting formulation of the idea that science should be socially useful or not at all with the implication being that it should not be socially destructive. By the scientific values that dominate conversations o knowledge creation, Ore Streams is certainly not socially destructive, so my critique of it could also be flawed by assuming that all creative endeavours have to be socially useful to have had their knowledge made valuable.

The pre-paradigmatic nature of research in arts and design (although I would argue that Frayling’s work is pretty paradigmatic) makes considerations of how knowledge is generated, for who and by what means it is evaluated still worthwhile and contentious in a positive way as the paradigm might be formed at a time when social issues of inequality, accessibility and privilege feature prominently in discussions of knowledge.

Ruche, Germinal, 227

I’m currently engaged in a fellowship application which I keep being encouraged to make and I reckon I can get but the process seems to have been made Darwinian difficult. There’s obviously an element of ensuring rigour but at the same time, if you want people to do it, make it an easier process.

Decline online is basically done

Well, as per last week, it turns out I can run python from my server. Once I’ve updated python and installed all the modules which sounds simple right oh my god let me tell you about trying to install pip. I’m on a shared server and their version of Python doesn’t include pip or any of the other things I need so I have to install my own local version. But even a local install of Python won’t include pip. And without pip I can’t install anything. Including pip. The solution was simple, suggested the host's notes, install Python as normal and just include the flag ‘--with-ensurepip=install’ But. I'm a proud man and I outright refused to take ten minutes out of my day to reinstall and so instead spent hours trying to get round the lack of root access to sudo install, uploading packages, scraping archives, wget’ing the hell out of my keyboard. Eventually. Eventually. Eventually. I gave up and reinstalled including the flag. Easy peasy. Look, life’s a learning curve.
TLDR:

  1. I wanted to do something my way
  2. That thing was prevented by sensible security
  3. I was obstinate that my way was how we were going to do it
  4. I lost


Look at him!

Anyway it works. I had actual tears in my eyes watching my little script run over SSH. So that’s fixed. Actually, it was quite a week after that. I pulled a couple of all-nighters and Decline Online is basically finished and ready to roll out. I followed this example to get some visualisations rolling with quite a bit of tweaking and adapting. The next major problem was trying to dynamically scale the data so that everything fitted in the same canvas. For example, sea level changes may be in the range of -5 to +5 while oil prices are in the range of 1000-1200 so getting them literally on the same page was a bit of a problem. Lucky for me Jonny Thaw here at LCC in the Creative Technology Lab solved the problem in like ten minutes with some JS wizardry after I'd poured a couple of hours into it. I'm eternally grateful to him for fixing that as well as explaining some core concepts to me that really helped.

So I've currently got the Python script churning away grabbing data. I'll come back to the front end in a week or two and see how it handles a larger set of data and if it looks good then I'll put it out there and hope that people find it interesting. I'm still always on the look out for new,  interesting data sets which will be the next thing to fix up after launching.


Writing Sucks

I met with my PhD supervisor last week and we looked over a huge manuscript that I’d pulled together over the summer. There’s about three PhDs in there and I’ve got a lot of work to do to get it into something more manageable, but then my theory on everything is always that it’s more rewarding to overstretch and come back then just to go as far as you need to.  He said my writing was really nice and he enjoyed reading it which was great but then I thought more about why I don't enjoy writing.

Having spent a lot of the week doing quite technical activities I realised I get the same kick from them as I do from playing the video games I like (RPGs and city builders generally). There’s a kick in seeing incremental progress towards a larger goal that’s very much present in coding, RPGs and city builders/strategy games. In both working on a bit of code and those games there’s sense of making progress, that I’m trying to achieve something and I’m getting closer all the time and each success is genuinely joyful. Getting the python script to run perfectly on the server was a very similar feeling to what I had when I beat the cleric beast in Bloodborne.


Pictured: me iterating a function over a JSON array. 

Writing doesn’t hold that same thrill because there’s nothing concrete about it. There’s no markers of like ‘ok that works, what’s next.’ Writing doesn’t ‘work’ at all, in fact. There’s no teleology (big word, probably used wrong) to it. So there’s no thrill to it for me. You finish it, it goes to someone they go ‘yeah, great, thanks’ maybe they give you money, maybe they don’t and that’s it. You never get to compile, deploy and test it to see how it behaves and whether it achieves what you want. In fact, the objectives, for me of writing are often pretty vague. It just needs to be done so I do it rather than wanting a specific outcome.

It’s not like I’m bad at it. I’m pretty good (maybe not on here) but when I put my mind to it I can pull together a pretty good sentence. Nowhere near Will Self level but certainly better than someone mashing the keyboard in the YouTube comments thread. I need to find a way to enjoy it, I have a lot of it to do.

Channel Recommendations 

I don’t have a YouTube recommendation for you because I fell into a YouTube hole of influencer videos as a consequence of clearing my cache for Decline Online. I watched like three of them trying to get the point of what was going on, it was mostly teens talking about the things they owned or something someone said. YouTube do have all of Charley Boorman and Ewan MacGregor’s Long Way Round on there which I watched last week. That’s still a really fun series.

Tomorrow

I'm going to Milan. I'm around for about 48 hours so let me know if you want to hang out or catch up, I've got a bit of an itinerary but I'm always flexible, you know that. Alright, ciao.

Speedrunning or Playing the Playing the Game

I spend a lot of time watching other people play video games. I like playing video games myself but watching other people play has a cathartic, sublime quality to it. It's how I imagine people feel about golf or snooker. I like seeing how people think their way through problems and make choices and I like, that with increasingly better CGI, watching a video game may as well mean watching an ok movie. Some really skilled players can be clever with the camera and build cinematic narrative into the way they play. Machinima has its origins here and has since expanded to include, for instance, VaatiVidya's lengthy but addictive expositions on theories in the Dark Souls games all set to stunning visuals. In these streams, the 'players' use the game's architecture, its physics and mechanics to create alternative narratives unintended by the games' developers.

These videos can be deeply impressive but an even richer vein of games-like media is found in  the art form of speedrunning. Just as with machinima makers, runners develop a nuanced understanding of the architecture and mechanics of a game but for different purposes. Speedrunning is essentially the act - or art - of completing a game or part of a game in as short a time as possible. In its simplest iterations, this can simply mean being very good at playing the game, accomplished in its principles and behaviours, able to lazily and mechanically respond to the actions of enemies and the environment that have been rehearsed a thousand times so as to optimise the 'run' - the journey from the beginning of the game to the end.

At its best, Speedrunning is responsible for some of the most unfalteringly stunning acts of mastery and showmanship that I've seen in any discipline. And I mean mastery in a very real way. Unlike, for instance, tennis, cricket, football, cycling or any other form of sport or game where mastery is measured by and conflated with just being very good at performing the sport within the confines of the rules, speedrunning rewards 'play' in the truest sense of flexing the edges of the technical construction of the game. Speedrunning is the art of exploitation of simulated environments.



Speedrunning comes in a wide variety of forms, records are held all over the place with Speedrun.com being an easily searchable database of games and records. Games are generally accompanied by a video that shows the run with lists and descriptions of techniques and constraints on the run. A culture has even grown up os intense analyses and breakdowns of specific runs. There are events and festivals, variants on 'GDQ' - Games Done Quick - being the most popular.

Speedrunning challenges the notions of how we 'play' and 'beat' games. Generally, in normal 'play,' these terms are used to mean 'the game was followed and finished within the confines of the way the developers intended.' Speedrunning, on the other hand, challenges the world the developers have built; it abuses and exploits glitches, cuts, tricks, shortcuts and hacks to defy the world that was created in the first place. This is true play, the pushing and testing of the boundaries that structure the world (of the game.) The most well-run games are dissected and broken down to their very code, every element of their construction is poured over by a community of rabid runners looking for any microsecond edge over their competitors. Wikis spring up to log techniques, routes and strategies as well as to debate the finer points of what exactly constitutes a run. Meanwhile, the streams will generate hundreds of thousands, if not millions of views.







The leaderboard on speedrun.com of Legend of Zelda; Ocharina of Time. This twenty year old game is still continually played by speedrunners to shave microseconds off play time. The tabs at the top are different conditions for runs; 'any%' means any level of completion is acceptable as long as the game is finished. This is a common category across most games. 'no IM/WW' means no item manipulation or 'wrong warping' which are techniques specific to the mechanics of Zelda; OoT. 

It may read as piratical and anarchic, but the world of speedrunning is incredibly rule-bound and has fervent and effective testing and validation procedures to insure the communities against 'cheating.'







Speedrun fans will look for evidence of cheating in video and audio tracks that are uploaded. In this case a Donkey Kong player was caught 'splicing' by analysis of the audio track. 

Cheating isn't cheating in the sense that we might understand it by the rules of normal gaming where, for instance, clipping through the map, using terrain to move around boss fights or overpowering your character would be at best considered poor sportsmanship and at worst outright cheating. Cheating in speedrunning is essentially the disingenuous reporting of a run. 'Splicing,' one of the most heinous of cheats, is the editing of the run together from smaller pre-recorded parts. Fans will spend hours pouring over videos to watch for signs of splicing such as skipped frames or mis-matched inventories. In fact, the debates over techniques for detecting splicing in a certain game - which can also mean looking for in-game cues - are as varied as the techniques used for speedrunning. In the table below, the frames of a loading sprite animation in Super Meat Boy which has a regular 40 frame cycle of 'up' and 'down' are analysed from screen to screen to detect any irregularities that might be due to splicing.

Rank
1
2
3
4
5
Player
Matte
Hamb
vorpal
Zaxst
warm_ham
Time
VoD FPS
60 FPS
60 FPS
60 FPS
60 FPS
60 FPS
Forest Exit
16 Down
17 Down
1 Down
13 Up
16 Up
Hospital Enter
4 Down
3 Down
19 Down
7 Up
4 Up
Hospital Exit
14 Up
16 Up
8 Down
18 Up
15 Down
Factory Enter
6 Up
4 Up
12 Down
2 Up
5 Down
Factory Exit
10 Down
15 Down
10 Down
12 Up
12 Up
Hell Enter
10 Down
6 Down
10 Down
8 Up
8 Up
Hell Exit
4 Up
11 Up
9 Down
6 Down
7 Down
Rapture Enter
16 Up
9 Up
11 Down
14 Down
13 Down
Rapture Exit
20 Up
9 Down
7 Down
15 Up
7 Up
End Enter
21 Down
11 Down
13 Down
5 Up
13 Up

Photoshopping footage is obviously a common cheat with some cheaters changing numbers that appear on screen at the end of levels. This has led to the emergent behaviour of moving the cursor of the console or PC around and over the times shown on screen to show that it isn't photoshopped.



In this video, Karl beats a 15-year-old record for the Dam level in Goldeneye at 52 seconds. There's almost no play in it in the way the game is conventionally understood but a fascinating and dense understanding of its construction to the point where he is following ground textures for a route. Goldeneye was a common source of Photoshopped finishing times for years because of the ease of just copying the numbers on screen. Pixel pattern analysis (as in the below image) is performed at the by fans to detect when numbers have been copy-pasted. 




Another cheat is using an emulator to simulate one piece of hardware on another without reporting it. This can give the significant advantage of faster frame rates on a modern PC or the ability to slow the frame rate down for faster responses which can make all the difference when every microsecond counts.

Then there are nuances on where cheating begins. 'Menuing' for example is when a runner has to perform actions quickly through the game menu. This could be something rudimentary like moving inventory items around or something more sophisticated like rapidly saving and loading to reset an enemy or using a 'quitout' to respawn in a different location. Item manipulation to exploit glitches is allowed as any others are which are permitted by the architecture of the game. However, most western audiences will not allow the use of a turbo controller (a controller that will automate the rapid or continuous pressing of buttons) while Japanese speedrunners are respected for their mastery turbo controller menuers.


Even 'glitchless' runs where none of these tricks are used are up for debate and still causing controversy on 20 year old games to this day. The GIF above shows a technique which is a hot point of contention in Zelda players. It's a 'frame perfect' technique - a technique where a sequence of actions has to be performed to the exact frame in the right order - where there can be as many as sixty frames a second (!!!) - that was previously only thought possible with 'tools' - editing the programming of the game.

Arguments over what contributes 'cheating' in an activity that is about bending rules is responsible for one of the oldest schisms over questions of appropriate methodology in speedrunning: One of the capabilities of early games like Doom and Quake was to record 'demos' - these were essentially recordings of controller directions that could be re-played by other players. These demos made for much smaller files than streaming video at a time when bandwidth couldn't handle the transfer of vast amounts of video footage. Speed Demos Archive began as a forum for Quake players to share demos of their fastest runs through the game. This quickly spun out in to other games including Metroid 2002 where a common trick was to use 'secret worlds' or 'out of bounds' play' to speed up runs. These are techniques that involve the player accessing parts of the game architecture that were never originally intended to be accessed by the game developer including going outside the level or into unfinished or cut parts of the map. However, debate ensued for years on the SDA forums about what exactly constituted being 'out of bounds' with the design of different games leading to vastly different interpretations.





This out of bounds Portal run simply involves using some acrobatics to take a path through the game that players wouldn't normally take were they 'following' the path set by the game...








...while this Nier Automata technique involves clipping through the map to move outside the physics area of the game. 

The leader of the SDA community - Radix - was keen to lay down a common rule set for all speed runs across all games and so outlawed going out of bounds while Twin Galaxies, a more general game records site, allowed individual rules for each game based on its architecture. This became much more popular and is now the standard way speedrunning is done, with the community around each game discussing and suggesting rules for runs and popularly arbitrating on what is considered 'cheating.' Looking through Speedrun shows how each game allows for its own variables. Some games still won't allow certain techniques like glitching because it means that the run becomes basically void. For instance, as in the run below, it's possible to use glitches to complete early Pokemon games in a time of 0.00 which voids any notion of competition and makes a glitched run a pointless exercise. However, the community around it has set variables that still allow for challenges.



The sheer level of accomplishment in the community of speedrunners is staggering, the dedication to iterative play over, and over, and over again to find ever more perfect runs beggars belief. I can gladly extoll the virtues of certain techniques, runners or games for hours but there's something richly and politically nascent about speedrunning that isn't identified by the community. (FYI, I can't speedrun, or anything like it.)

The sophisticated mastery of a system of the type a leading runner accomplishes allows them to explore beyond the bounds of the architecture and mechanics of a game, to see it as an artefact contained by its construction and thus manipulable in all the permitted ways. They change their relationship with the developer and the game and their position in it. Any game is a system of interacting parts that fit together to perform certain functions. Speedrunners understand these mechanics so keenly that they are able to turn the system to new uses, to use the game in toto as their own playground, not one defined by the developers. It reminds me somewhat of a section of the preamble in Georges Perec's Life; A User's Manual:
...puzzling is not a solitary game: every move the puzzler makes, the puzzle-maker has made before; every piece the puzzler picks up, and picks up again, and studies and strokes, every combination he tries, and tries a second time, every blunder and every insight, each hope and each discouragement have all been designed, calculated, and decided by the other.
In speedrunning is a model for interacting with systems, playing them properly, not just operating within their confines as I've previously identified being the failure of contemporary political action. Speedrunners play the playing of the game. As we build a rule increasingly structured by software and the confines of simulations and predictions, a mentality that shifts to re-constructing the rules and playing in a true sense has enormous potential.