Sunday, September 19, 2010

Week 9 - Response to Lecture

This weeks topic is Cyberpunk.


What is Cyberpunk?


It is a gritty aesthetic: shadows, decay, lust (for technology), capital (cash).
OR
Some high technology: human fused to machine (You are what you consume).
OR
A questionable morality: opportunism, theft, murder (You cannot trust anyone)


It is a hybrid genre:
- hard-boiled detective fiction (anti-hero, crime, portrayal)
- Film noir (lust, money, power, seduction, murder, existential malaise)
- Science Fiction/SF (world saturated by technology, post apocalyptic or apocalypse never came, giant anonymous multinational corporations)
- Literary post modernism (fragments, quick descriptions)


We also discussed books written by William Gibson about cyberpunk such as Neuromancer which was written in 1984 entirely on a typewriter. It is a coloured geometrical representations of data. Another Book written by William Gibson is 'Burning Chrome' Its genre is hybrid, draws from film noir and science fiction. The style of the prose is written in fragments that skip around narrative time.Key Issues: theft, seduction, voodoo/luck, contingent alliances, addiction, fusion of human and machine, tragic desire, the eerie sense of everyday living.


Cyberpuck as a lingua franca of digital culture.
- Huge Impact on imagining human and machine interconnections and fusions
- Ubiquitious access to information and its lack of security, endless crisis, and ad hoc solutions.
- Largely pessimistic views of human and machines but not large apocalyptic scenarios of other SF.
- CP gave a language to the way the markets of capitalism have material impacts.

Monday, September 13, 2010

Week 8 - Tute Task

Select a theme and complete some basic research on it (ideally finding a short fiction online video that deals with the topic Fusion of man and machine: 


In addition to cyborgs, sentient programs and robots, cyberpunk often blurs of what it means to be human. Traits we take for granted as representing humanity disappear via introspective looks brought on by the fusion of man and machine. This fusion also affects the control of perception - numerous storylines explore with influences to perception, usually involving some method of virtual reality environment to either mask or take the place of the “real world.”


The first thing that came to my mind when I thought about this specific cyberpunk topic was the recent release in 2009 of Terminator Salvation which deals largely with the fusion of man and machine. One of the main characters is played by Australian actor Sam Worthington who plays a person brought back from the dead by being turned into a human machine. I found a trailer on you-tube for this movie: Find this video at the following link: http://www.youtube.com/watch?v=3p6GHSWDScM


Try and identify a current news story that reflects the chosen topic:
I found a News Story on the CNN international website  


'2020 exciting advances in bio-interfacing will make it possible for a wider range of diseases to be treated electronically'.
Here is the link: http://edition.cnn.com/2005/TECH/05/12/visionary.warwick/


Attempt to re-write the news story as a persuasive piece about how their piece of cyberpunk fiction has forecast the particular story/event & how it will inevitably lead to the world becoming a post-industrial dystopia (like every cyberpunk story does/is):


NOTE: Italics are my own re-write of the story.
Initially Parkinson's disease and epilepsy will be successfully dealt with. But the effects of multiple sclerosis, paralysis and motor neurone disease will also be much reduced as the individual is enabled to control their environment and even drive their car, by their thoughts alone, using implanted technology.



Initially Parkinson's disease and epilepsy will be successfully dealt with but the individual may loose control over their environment as their brain is over-ridden by computer hackers controlling the implanted computer chips in their brain.


Other problem areas such as senile dementia and schizophrenia could perhaps be tackled in a similar fashion.The whole area, termed E-Medicine, will spawn a plethora of new companies.



The spawning of these new companies will create a new niche in the market for computer hackers to infiltrate not only our private information but our minds as well.


As well as being used for therapy, the use of implant technology for enhancement will also become more acceptable.Initially there will be a backlash among those who consider the prospect of being able to "upgrade themselves" ethically inappropriate.



This backlash will soon become an uproar as dozens of terrified citizens realize that their bodies and minds are no longer safe from computer hackers.


But once the technology has been proven and is commercially available at relatively low cost, it is expected that the range of people making use of it will increase dramatically.



But once the technology has been proven to be a massive failure it will already be too late as thousands of people loose control of their minds as hackers start to take over the world.


Memory enhancement, an increased range of senses, dieting control and thought communication will all be on the market, while technology to allow for multi-dimensional thought will be at the planning stage.


Memory enhancement, an increased range of senses, dieting control and thought communications will all be controlled by computer hackers hell-bent on destroying the world.


All of these upgrades will be based on a direct link between a human and a machine brain.
In this way the ever increasing power of machine intelligence can be used to provide an improvement in human capabilities, rather than allowing intelligent machines to make important decisions.



In this way the ever increasing power of machine intelligence can be used against us to dominate us in a way never thought possible ten years ago.


Nevertheless the use of networked intelligent computers to control all the financial markets will present a worrying trend -- it will no longer be clear who exactly is making the key decisions; a machine based on human criteria, or a machine based on purely machine criteria been learnt through market experience.The military sector will witness some of the most dramatic changes. Fighter planes will be completely computer controlled, without any human intervention. Clearly it will be computers that think and learn fastest that will win the day.


These computers will become so intelligent they will overcome the human race, the hacker will become the hacked, as machines gain control over humans as the world slowly implodes.


The big question, though, is whether there will still be room for human soldiers at the front line. By extending their senses through networked implants military personnel could be kept safely out of harm's way while being virtually connected to the battlefront via a brain-network connection.


Human soldiers will become obsolete with robot soldiers taking over. The few remaining human soldiers will be no match for the artificial intelligence of the robot soldiers and will consequently be wiped out of existence. The last remaining hope for mankind being distinguished.


Finally, it will be interesting to witness the phasing out of the old style printed passport. Once everyone is fitted with a Radio Frequency ID implant containing individual data it will be difficult to imagine how we managed without them.
It's incredible to think it was only as long ago as 1998 that the first human tested out such an implant. Since then progress has indeed been swift.


Its incredible to think that in only a short period of time us human have managed to destroy ourselves. 

Week 8 - Response to Lecture



Week 8: VIRTUAL PHILOSOPHY

This week we talked about how the Matrix pushes the boundaries of computer-generated effects as it explores a possible future world where machines dominate humans but keep them inignorant bliss of their real state. The machines in the Matrix create a totally illusory reality for people, constructing their identities to suit the purposes of the machine. We discussed wether it has already happened and to what extent are our identities constructed by our consumption of corporate media product and where do our identities come from?


We talked about the movie eXistenZ which is a movie that explores the nature of reality vs the video game. It gets us to ask the questions, what is real and what is virtual?  


The lecturer talked about how the 19th and 20th centuries saw the exponential development of communication technologies that have radically altered the economy of the planet. How these changes have also started a shift from the certainties of the literary age and the rationality of logical positivism to the still emerging screen age and an attendant virtual rationality was also discussed.



We learned about a number of thinkers who have sought to come to terms with these new, 'possible' ways of viewing the world where the line between reality and appearance is so blurred that there is no discernible difference between the two, they are:


Guy Debord = 'Society of Spectacle'
Umberto Eco = 'Hyper-reality'
Jean Baudrillard = 'Simulacrum'
William Gibson = 'Cyberspace as Consensual Hallucination'
Gilles Deleuze and Felix Guattari = 'Becoming Media'



Also discussed was one of the central myths of Western society is that of Cartesian dualism - the split between the mind and the body. In this space the cyberbody (not the mind) is immortal, while the human body (the animating soul outside the cyber body) is mortal. This is a direct reversal of current understandings wherein the body is mortal while the soul is immortal.




We also learned about Virtual Reality which is a system that enables one or more users to move and react in a computer-simulated environment. Various types of devices allow users to sense and manipulate virtual objects much as they would real objects. This natural style of interaction gives participants the feeling of being immersed in the simulated world.Virtual worlds are created by mathematical models and computer programs.

We discussed the Precursors to Virtual Reality:

The Screen Age really began with the advent of cinema a century ago buteven before that there were technological advances that were setting the stage for virtual reality.

Such technologies as: Telegraph, Telephone, Phonograph, Radio, Cinema, and Television are all precursors of virtual reality. 



We discussed how VR works:

  • engaging the senses through various hardware including goggles,headphones, gloves and body suits to the exclusion of the real world
  • convergence of techniques used in simulation, animation andcomputer games - entertainment as the catalyst for other purposes.
We Learned that the Elements of VR include:

1. Touch
2. Taste
3. Smell 
4. Sound

We learned some of the key issues of VR:

- Convergence
- Depth of field
- Parallax
- Resolution/Acuity

We also learned about the production problems with VR

Production issues

  • Cartoon-like graphics limit the involvement of the user.
  • The lag time means that the virtual environment is often slow toreact to human input.
  • The user's perspective is limited in current manifestations anddoes not reach the normal human range of about 160 degree vision.
  • The number of senses involved is limited to vision and sound (notouch, taste or smell).
  • Kinaesthetic dissonance is the mismatch or absence of feedback.

Physiological Issues

Psychological Issues
  • simulation sickness
  • motion sickness
  • eyestrain
  • headaches / dizziness
  • addiction
  • brainwashing
  • effects of intense interactive pornography / violence
  • desensitisation / devaluing of 'real-world' experience




Monday, September 6, 2010

Week 7 - Tute Task


TUTE TASK: Try some free software - good examples which are free and easy to download are: Mozilla Firefox, Mozilla Thunderbird, Gimp, Audacity, amsn, pidgin, etc.


Try to use it exclusively for a few days - then decide whether you like it or not! Say why/why not.

For this Tute-task I decided to download Mozilla Firefox and use it exclusively as my only web browser for an entire week. My findings were:

- I found Firefox fairly user-friendly with its easy to use settings.

- I liked the many different ways I could personalize firefox to make it aesthetically pleasing to my eye.

- I liked the way firefox allowed me to place my favorite web-sites on its easy-to-access toolbar.

- I liked all the different themes, colours, and pictures that were available which allowed me to completely change the look of firefox when I got bored.

- I also liked the fact that it was free.

The only thing I disliked about mozilla firefox was that it was not as fast as other web browsers such as Google Chrome, however other than that I did not have any complaints.


TUTE-SPARK:


1. What is creative commons and how could this licensing framework be relevant to your own experience at university?


Creative Commons is a non-profit organization headquartered in San Francisco, California, United States devoted to expanding the range of creative works available for others to build upon legally and to share. The organization has released several copyright-licenses known as Creative Commons licenses free of charge to the public. These licenses allow creators to communicate which rights they reserve, and which rights they waive for the benefit of recipients or other creators. An easy to understand one-page explanation of rights, with associated visual symbols, explains the specifics of each Creative Commons license. This simplicity distinguishes Creative Commons from an all-rights reserved copyright. Creative Commons was invented to create a more flexible copyright model, replacing "all rights reserved" with "some rights reserved".

2. Find 3 examples of works created by creative commons and embed them in your blog.







EXAMPLE 2:




EXAMPLE 3:


Here are some links to creative commons websites:
1: http://creativecommons.org.au/
2: http://commons.wikimedia.org/wiki/Main_Page
3: http://search.creativecommons.org/


3. Find an academic article which discusses creative commons using a database or online journal. Provide a link to and a summary of the article.


Here is an academic article about creative commons: http://papers.ssrn.com/sol3/papers.cfm?abstract_id=760906


The paper examines the strategic choice of Creative Commons to rely on property rights in its effort to subvert the meaning of copyright. The analysis shows that reliance on property rights, in the absence of a shared sense of free access, may simply strengthen the proprietary regime in creative works. It may reinforce the property discourse as a conceptual framework and as a regulatory scheme for governing the use of information. 

4. Have a look at Portable Apps (a pc based application) – provide a brief description of what it is and how you think this is useful.



PortableApps.com provides a truly open platform that works with any hardware you like (USB flash drive, iPod, portable hard drive, etc). The entire platform is open source built around an open format that any hardware or software provider can use.
You can carry your favorite computer programs along with all of your bookmarks, settings, email and more with you. Use them on any Windows computer. All without leaving any personal data behind.The PortableApps.com Suite and Platform is free. It contains no spyware. There are no advertisements. It isn't a limited or trial version. There is no additional hardware or software to buy. You don't even have to give out your email address. It's 100% free to use, free to copy and free to share.

Week 7 - Response to Lecture

This week our topic is called 'Free Culture, Free Society.

The three key words for the lecture are Community, Collaboration, Choice.

Firstly we talked about creative commons which is a non-profit organisation dedicated to promoting reasonable copyright.

Creative Commons strives to provide people with the opportunity to edit someone else's software to improve it for the greater good of society or simply edit it to suit there own individual needs.

Basically Creative Commons (CC) enables some rights reserved rather than all rights reserved.

The idea was thought of by the free software movement who are seeking the right to voluntarily relax copyright protection to allow sharing.

We also discussed Free Libre, Open Source Software or FLOSS for short.

Richard M Stallman started the free software foundation back in 1981. His goal was to make a free operating system made totally from free software. The free OS was called GNU.

Source code is instructions written in programming language that tells a computer to do certain things. It is what makes computer software work.

Sharing open source code is similar to sharing recipes with friends, the friends try the recipe and then make their own adjustments to improve the taste before sharing their new and improved recipe with everyone again.

There are four free software principles:
Freedom 0: The freedom to run the program for any purpose.
Freedom 1: The freedom to study how the program works, and adapt it to your needs.
Freedom 2: The freedom to re-distribute copies so you can help your neighbors.
Freedom 3: The freedom to improve the program, and release your improvements to the public, so the whole community benefits.

The GNU public licence is to enforce the four freedoms of free software. This concept inspired Lawerence  Lessig to start the Creative Commons.

Open source software is an attempt to push free software into the business world. The name free software has been replaced with open source with the emphasis on 'open' not 'free'.

Proprietary software on the other hand is closed source software such as Microsoft Office and Adobe Photoshop.

One of the things the lecturer emphasized is that using proprietary software is like signing an agreement that says you can't tell your friends how to make nice food.

Some examples of free software (open source) include Open Office and Firefox.

Week 6 - Response to Lecture

The topic for this week is Media, more specifically New Media and Social Media.

For New media we discussed virtual communities and individual identity. While also learning about the internet like the invention of interactive web 2.0.

We learned the definition of technology is the scientific study of mechanical arts and their applications in the world. We also learned the definition of media which is when technology is used for social and cultural communication, that technology becomes a medium of communication.

We defined virtual community, which is a way to explain a group of people who communicate via the internet, and Individual Identity, which is a way to explain how people express who they are via the internet.

The early internet helped people who were isolated in different geographic areas to meet people with similar interests. However we learned that focus has moved away from groups of people with common interests to networks where the individual is the common thread.

Web 2.0 was a bi-product of the dot.com crash of 2000. Tim O'Reilly and his friends wanted to motivate the tech community into feeling good about itself again so they came up with the idea of a read-write web where average people can contribute unlike the old read only web.

This new 2.0 web created a few new key terms such as:

Folksonomy: Using tags on posts or items, and describes users defining the category rather than some authority figure imposing the structure.
User-generated content: People create photos, images, texts and put it on the internet.
Open API: Means sharing data openly between services on the internet.

This new 2.0 web was the cause of social media, with Web blogs like twitter, Social Network services such as Facebook, and a content sharing community such as you-tube.