On Turtles & Dragons (And The Dangerous Quest For A Media Art Notation System)
On Turtles & Dragons (And The Dangerous Quest For A Media Art Notation System)
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Contents
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FOREWORD
WHAT IS NOTATION?
of an actor between emotional states or a mathematical funct ion between two sets. It is vital that we agree upon such semant ic cont ents - fundamental misunderstandings can arise if not. This is perhaps one of the critical parts in the crea tion of a notat ion syst em, or the decision to use a part icular notat ion syst em. Construct ivists never tire of claiming that meaning is negotiated, and it is by no means less true in this case. This will be seen later as we examine several examples, where the semant ics of each symbol need to be explained or discussed. When thinking about notat ion as a phenomenon of human behaviour, some examples pop up right away. Mus ical scores, geographical maps and mathematical diagrams might be amongst the most common and widespread forms. These and all other more or less exotic, ancient and helpful uses of notat ion syst ems all have their own int ernal logic set of rules, their own set of "vocabulary" of possible different signs and symbols, and their own purpose. Each notat ion sys tem is arbitrary when viewed from the outside and a complete universe, a "reality" with its own rules and logic from within. Each of these discretionary human-created realities is focused on very specific aspects considered relevant and deliberately ignores or at least leaves open others. We can look at a notat ion syst em not as an answer to a specific quest ion but as tool to produce answers to a specific type of quest ion/problem and to preserve, communicate, or reproduce those relevant aspects. This highlights their essence, the indispensable core attributes that a syst em must have to be a notat ion syst em. A syst em becomes a notat ion syst em when it has a working set of inner logic (rules) using a set of abstract re present at ions (vocabulary) of aspects of potent ially universal experience deemed relevant to be different iated between, preserved or communicated about. This definit ion includes all communicat ion, all language, and especially all forms of written language (here is a dragon!). So the only reasonable thing to do is to add restrict ions to the list of necessary attributes: the purpose of com municating about somet hing specific while int ent ionally not communicating about somet hing connect ed. This leaves out communicat ion per se (as an end in itself) as too general to be useful to be discussed here. The restrict ive prerequisite of being ext ernalised - of a syst em existing independently from the person who uses it - has to be seen in the same light: it keeps our subject specific enough to be useful.
In det ail: 1. Is there a working set of inner logic? Each notat ion syst em constitutes only a sect ion of a larger "reality" and creates its own litt le world made only of what is relevant from the perspect ive of the inner logic. Even if the described piece of reality is lacking logic, the notat ion syst em describing it doesnt. A syst em to keep track of completely random and unrelated events (for in stance) is consist ent and logical in itself, and has struct ural and synt actical logic. 2. Is there a "vocabulary" There are several criteria that come together here. Does it speak about anything? Are there things that we can notate in some way in this syst em? If there is nothing in the vocabulary, then there is nothing to say with it. Then the next test is whether it gets easier to talk about the area that is being notated, that is, that the syst em uses an abstract ion of what it describes. 5
A descript ion of an object or a circumstance by using the object or circumstance itself is of course not an abstrac tion. If the vocabulary notating the syst em is not simpler than the syst em being notated, then the syst em is not in a meaningful way a notat ion syst em, it is not part of a focused "vocabulary syst em" as the descript ion and the described are identical. Such notat ion syst ems can be found for example in 1:1 maps where the map is of the exact size and nat ure as the territory. These are not only useless, but also represent the limit of the smallest possible level of abstract ion (none) and the highest possible level of det ail and complexity.3 3. Are the aspects potent ially accessible to at least one ent ity/person?4 The use of a notat ion syst em which cannot be int erpreted by anyone at all makes absolutely no sense. While the IChing sticks might reflect and thus notate my emotional state, we doubt that anyone can act ually read that nota tion. The minimum requirement of at least one potent ial addressee can be seen in the example of personal shorthand notes. Usually the circle of potent ial "readers" is greater, and maximisat ion of the number of potent ial read ers is a core motivat ion for the use of standardised notat ion syst ems (e.g. mathematical, musical, geographical orient at ion notat ion syst ems). We will look at this in more det ail below in the chapter Beethoven's Deathbed. 4. Are other aspects int ent ionally left out? This is very closely related to the condit ion of abstract ion and the depth of representable level of det ail. In the process of abstract ion, a decision must be made on the relevance of pieces of informat ion, deciding whether to leave them out and concentrate on others. For example, a piece of musical notat ion (a score) may cont ain instruc tions for the handling of a specific instrument (a pianofort e) but not the manufact urer of the instrument (Bsen dorfer), the size or form of the room in which it is to be played (chamber music hall) or the individual person to play the work (Rubinstein). All these fact ors can and probably will influence the produced outcome, but are not considered relevant from within that specific musical notat ion syst em. The element of int ent ionality is import ant for a reader as it necessary to know that what was omitt ed was int en tional, rather than being left out accident ally. 5. Is it an overlooked dragon? Does the inclusion of a syst em in the notat ion syst ems under discussion have potent ial to increase insight into the phenomenon or pract ice of notat ion, or does it foreseeably open a door to an unanswerable argument, which at best can only lead to frustrat ion, or worst to a metaphysical whirlpool? If the latter, it is a dragon, and we will not slay it here. 1. Universal "answer" to everyt hing, perceived in the Oliver Wendell Holmes, "Mechanism in Thought and Morals," Phi Beta appa address, Harvard Univerist y, June 29, 1870 (Bost on: J.R. Osgood and Company, 1871) ^ 2. For those who are aware of formal language theory, the vocabulary is the set of well-formed formulas that can be formed in a given formal language, the inner logic is the synt ax of the language. 3. In the sense of olmogorov Complexity 4. Wittgenstein's Private anguage Argument is considered a dragon in this cont ext. And left to fut ure adventurers and slayers.
FORMS OF NOTATION
Si (como afirma el griego en el Cratilo) el nombre es arquetipo de la cosa en las letras de 'rosa' est la rosa y todo el Nilo en la palabra 'Nilo'. The Golem (Borges 1967) Every notat ion syst em is preoccupied with the most effective ways of communicating informat ion, so it's rules and shapes depend greatly on the nat ure of the Int erpreter. The first technical quest ion then should be: who is this notat ion for? Who will get it? If we att end to formal considerat ions, the main dist inct ion is obvious and self-explanatory: humans and machines are very different int erpreters. Then there is the quest ion of precision. For the human int erpreter, the relationship between score and perfor mance is directly proport ional to the value of the performer or int erpreter of a given notat ion: we are necessarily hung up on the exact proport ions of a medical prescript ion but indulge to improvisat ion when following a cooking recipe. In terest ingly enough, in the cont ext of art istic performance we demand a precise execut ion of the score, but we dedicate our senses to everyt hing in the performance that is not in the code. On the other hand, ext reme levels of precision in a given field can result in absurdity, as the Argentinian writer Jorge uis Borges illustrates in his famous short story On Exact itude in Science. ike in the book that inspired it, ewis Carrol's Sylvie and Bruno Concluded, the science of cart ography becomes so ambitious that "only a map on the same scale as the empire itself will suffice", rendering the whole ent erprise useless and the era of Cart ography terminated. While we can say we have produced an almost 1:1 scale map that is indeed very useful -Google's satellite photos of the earth are literal, though its use of the Mercator project ion inherits its blind spot around the poles- we can handle it thanks to another kind of notat ion, JavaScript and XM. We see here a form of 1:1 map that has become possible through the virt ualisat ion of informat ion and the ease of navigat ion that does not require the map to be physically pre sent to get in the way. The Era of Cart ography might be terminated but the tool does not yet defy the purpose. The following examples of notat ion are described here to stress the differences between the main universal sys tems and learn how to make the letters of rose into the rose, and cont ain every drop of the Nile between its four lett ers.
Gestural Notation
Gestural Notation
Ancient Egyptian cheironomy: Wind instrument players are being guided in the music by hand signs (2563 B.C.E.) Apparently the beginning of everyt hing notation-wise, cheironomy is the art of using hand signals to direct a music performance. Whereas in modern conducting the notes are already specified in a written score, in cheironomy the hand signs indicate melodic curves and ornaments. Cheironomers fell out of grace when modern conducting techniques developed in the XVII cent ury. Before arajan, the role was fulfilled by any member of the band that happened to carry a stick -sometimes the violinist with his bow, others a lutenist moving the neck of his instrument. Today it is mainly used as inspirat ion for those less metrically struct ured composit ions which require individualized direct ion to specific players. It could be int eresting to see what we could do of it today, maybe a funny exercise that clarifies one of the main or core purposes for using notat ion and notat ion syst ems: to transport informat ion in an understandable, agreed manner, even if we only have ourselves to agree with at the end of the process. This will come up further down when talking about notat ion for the purpose of clarificat ion (simplificat ion) and reflect ion in the next chapter. Hand and other nonverbal body signals are also well known in various subcult ures including the Italian criminal cult ures, where they have the ex pressive power akin to speech.
Scientific Notation
The scient ific community is fond of notat ion, and for very good reasons. Mathematicians, physicists, ast ronomers and chemists not only need to navigate impossibly huge numbers and struct ures but also handle slippery concepts like "in finite" with great precision. Also, the scient ific tradit ion of open development requires that the abstract ions innate to these fellows' thinking patt erns are cont ained within reach of their colleagues and ext ended to everyone involved in the same line of research, independently of their proprietary tools or incompatible non-Roman scripts. They scient ific pursuit is very often a cross-gender affair, due to the fluid communicat ion in between those subjects that used to be called Natural Science until the industrial revolut ion and a Venn diagram of its notat ion syst ems would reveal a high degree of promiscuity, with mathematics at the center of it. Quant um mechanics theory uses a kind of specific notat ion called Bra-ket (also known by his creator's name, -Dirac) but it can also be used to denote abstract vect ors and linear funct ionals in pure mathematics. Probability theory and statist ics has its own convent ions but as added to the standard mathematical notat ion syst ems. All scient ific syst ems resolve a need for clarity, concision and reduct ion (though, surprisingly enough, ambigu ous expressions do appear in physical and mathematical texts). This abstract origami cont ains massive volumes of data in a few characters but, as it is meant to survive the evolving fashions and technologies of its time, it must be open en ough, and very expandable. As a cautionary tale for those that are not, there is the ungratefully ret ired (and named) zen zizenzizenzic, an early notat ion representing the eighth power (as in the zenzizenzizenzic of 7 would be the power 7 8) which, according to 16th cent ury welsh mathmatician Robert Recorde doeth represent the square of squares squared ly. Such notat ion has now fallen away to the role of a hist orical oddity, and probably rightly so. 8
The decimal system and the derived metric system of notation has achieved widespread acceptance. There are of course other disciplines that exist in the int erstices of science research that do not share the exact ing nat ure of physics or mathematics, and their ever changing notat ion syst ems reflect the illusive nat ure of their fields. In psychology, for example, the need for a standardized evaluat ion syst em has produced efforts like the Brief Psychiatric Rating Scale (BPRS), the Scale for the Assessment of Positive Symptoms (SAPS) or the Scale for the Assessment of Negative Symptoms (SANS) along with other measures of psychopathology, without any of them being completely satis factory. It would be claimed by many in the mathematical or "exact" sciences that such pieces of notational terminology are insufficiently useful to be called scient ific at all.
Musical Notation
The late Canadian pianist Glenn Gould produced two mast erpieces of musical genius performing the same piece with al most three decades in between. His 1955 debut recording of Bach's Goldberg Variat ions made him a legend at 22, quickly becoming one of the most famous piano recordings of all times. When the second one was released in 1981, it did so a few weeks shy of his death of a stroke at age 50. The two recordings are separated by a life of int ense creative power and self-destructive addict ions and couldn't be more different, both in tone and expression. In a new album that includes both versions, Washington Post music critic Tim Page says "Almost anything you could say about Glenn Gould you could say the opposite and have it be somewhat true." And yet the notat ion behind it remains exactly the same. Art istic notat ion is tricky, and it requires a very special kind of int erpreter: an artist. This is to say, not only one with a previous specialised knowledge -just like with scient ific notat ion, one that has learned the language- and can execute the score with impeccable precision but will also embed the performance with his own int uit ion, imaginat ion, charisma, ex perience and insight. Those variables, that we casually call talent or even genius, cannot be notated or prescribed; they belong to the flexible and ever ambiguous field of art istic int erpretat ion and expression. We can say that the most im port ant part of the art istic performance is un-notateable, and any effort to include has been exhaust ed without success. That doesn't mean that such efforts haven't produced many int eresting outcomes; the room for art istic ex pression seems to be as wide as the number of the notators dedicated to the task. An ext reme example would be the in famous Faeries Aire and Death Waltz, a comic score by John Stump, peppered with congenial but impossible instruct ions like "Release the penguins", "Remove valve" or a "Go real fast - sleepage may occurr."
More int erest ingly, John Cage, who famously struggled with traditional notat ion all his life, produced different syst ems for very unorthodox orchestras, somet imes with hilarious and game-changing consequences. There was HPSCHD, a fivehour craziness involving seven harpsichords, 52 tapes of computer-generated sounds and 64 slide project ors, and there was the Etudes: Eleven or twelve years ago I began the Freeman Etudes for violin solo. As with the Etudes Australes for piano solo I want ed to make the music as difficult as possible so that a performance would show that the impos sible is not impossible and to write thirt y two of them. The notes written so far for the Etudes 17 32 show, 10
however, that there are too many notes to play. I have for years thought they would have to be synt hesized, which I did not want to do. Therefore the work remains unfinished. Early last summer ('88) Irvine Arditti played the first sixt een in fifty six minutes and then late in November the same pieces in forty six minutes. I asked why he played so fast. He said, "That's what you say in the preface: play as fast as possible." As a result I now know how to finish the Freeman Etudes, a work that I hope to accomplish this year or next. Where there are too many notes I will write the direct ion, "Play as many as possible."
Dance Notation
The most disciplined of performing arts, ballet, has produced many notat ion syst ems of its own, but the most fascinat ing and instruct ive from a technical point of view is without a doubt Vladimir Stepanov's work for the Imperial Ballet of St. Petersburg, 'Alphabet des Mouvements du Corps Humain. Rejecting the pict ograph methodology that was the choreographic standard since the XVIII cent ury, he chose to emulate the more precise musical score, and deconstruct ed every step into the most element ary movements a single part of the body can produce, encoding each movement into a "note".
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The first computerized notat ion syst em, designed a cent ury later by Eddie Dombrower for the Apple II, displayed an an imated figure on the screen, following the choreographer instruct ions. Unsurprisingly, it didn't go very far. Today Stepanov's archives are displayed as a museum relic and his art has been replaced by a real time notat ion syst em of 1:1 scale: video.
Painting Notation
In the fine arts, many art istic notat ion syst ems have curiously betrayed the ambit ion of eliminating the artist from the art process through mechanical means, like Peter Benjamin Graham's New Epoch Art Notat ion. Apparently the world's first high level visual notat ion syst em for painting, NEA "separates the act of conceiving an image from the act of paint ing": NEA composit ions are known as Sets. Sets use a unique 'thematic' struct ure called thematic orchestrat ion which is closely related to chaos theory in physics. This method of drawing utilizes a process apart from con vent ional abstract ion. The raw subject matter is synt hesized into a theme. A theme is a configurat ion of lines which embodies what the composer feels is the essence of the raw subject. The paintings are then 'grown' by sensitively repeating and overlapping the themes in a rhyt hmic manner always with slight differences building up a complex latt ice of enclosed organic and asymmetrical shapes.' (see tessellat ion) 'The theme is the 'visual title' of the work. iterary titles are taken from the raw subject or from int uitive literary associat ions that may occur during the act of composit ion. Every line and every shape put where it is on purpose, no happy accidents, no random use of ges ture, and no reliance on drips or splatters. Every shape asymmetrical, and unique in form; its nat ure and posit ion related to every other; and its posit ion, the overall struct ure, never repeating the ent ire evolut ion of the image during its making, also premeditated and in fact, cont aining much of its meaning; a composed image that alt hough subject to det erminism, will never repeat itself even if the ent ire process of making be gins with identical working condit ions. The child of relatively simple rules that can be applied almost ef 12
fortlessly be people with reasonable sensibility and craft skill but who NEED NOT BE ARTISTS; the part icipa tion of professional artists only serving to increase further the diversity of invent ion. New Epoch Art, Peter Benjamin Graham (Int erACTA No 4 1990)
This map is quite emphatically not the territory, but is still truthful and still a map. The natural borders are repurposed as a cont ainer for an unexpected rating value; the proport ion of the world populat ion living in povert y. Precision, 13
though, is here sacrificed for a higher impact. If we want ed to use the data for purposes other than the denunciat ion of a humanitarian crisis, we would be bett er off with a numeric notat ion. Maps are double-edged tools, for on top of manipulat ion, they also leave room for endless misint erpretat ions. In They Rule, a project that illuminates the invisible networks of corporate power, the human eye inevitably sees connec tions that don't exist. This is not the int ent ion of the artists but, as it usually happens with maps of the underground where the layout sacrifices realism for the sake of clarity, we derive false informat ion under the apparent but false prem ise of proximity.
They Rule Despite the high att ent ion paid to data visualizat ion projects nowadays, not all spatial notat ion serves sociocult ural agen das; somewhere in between artist and spatial syst ems lie architect ure and engineer diagrams. We see them every day, from the fire exit maps that welcome us in malls to eonardo da Vinci's studies of the human body, though it was only after the Industrial Revolut ion that such kinds of notat ion became standarized. We will look at these forms more deeply in the Purposes Chapter.
Computer Notation
A successful notat ion syst em begins with formal models of that which it wants to notate. This is an int ellectual exercise we've been performing from punching cards to HTM5, with varying levels of abstract ion and it is the task that Vladimir Stepanov put himself to when trying to register the movements the Imperial ballerinas with absolute precision. It is hard not to wonder what such a visionary would have done with a lapt op on his hand but wouldn't be far away from the dancing robot that awaits the reader a few chapters away. In cert ain ways, most code is not so different from formal scient ific notat ion, though the binary number syst em uses powers of two instead of powers of 10, and the computer doesn't understand what it int erprets. Some people are capable of writing straight into computer code without running it, the way Beethoven wrote music without hearing it but the opposite will not occur. An image file might as well be the notat ion of the image it generates but, while only a machine can render it visible to us, the machine itself remains blind to what is in it. That is, until the Singularity. It is construct ive to remember that computers don't read between the lines but they do fill in the blank. A mac hine is literal, not metaphorical, and is always going to int erpret the code exactly the way it was written, whether it ser ves our purpose or not. There are specific semant ic int erpretat ions of what cert ain things mean, and there may be in 14
determinism as a hidden part. This int eresting problem -and its consequences- are illustrated in a subt le difference between the almostidentical visual programming languages1 Pure Data and Max/MSP.
Two simple Pure Data or Max patches. The left example has indeterminacy as a Pure Data patch, the standard solution is shown on the right with a t b b ("trigger bang bang") object. A very simple patch is created with a single bang that is connect ed to two print objects labelled A and B. This is a de finite computer program and will be run by the computer without any further int ervent ion by a person to implement the finer det ails. In Pure Data, two outcomes are possible. They are
A: bang B: bang
and
B: bang A: bang
In the technical explanat ion of the semant ics of Pure Data patches, it is stated that the choice that is made between these two options is purely nondeterminist ic, there is no decision. In the current implement at ion, there is a specific de terminat ion; the connect ion that was created first is used first. But this is not part of the program specificat ion and later implement at ions might change this. This is an int eresting way for the syst em to fill in the blanks. As indicated above, the trigger object can be used to det ermine which event should happen in what order. In Max/MSP, the filling in of the blanks is more literal. The blank space and the posit ion of objects are seman tically significant. The object to the right is fed data first. So in that syst em, the result will always be
B: bang A: bang
Stay put: the trickiness of computer notat ion will be described in more det ail further within these pages. 1. See the discussion: http://en.wikipedia.org/wiki/Visual_programming_language
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To Understand
In essence all forms of notat ion transport data from one medium to another; and at the core of every transit ion there is the mind being both actor and audience. For that reason, our first example of notat ion has an audience of one, with the purpose of creating a personal overview through ordering, clarifying and reflecting on a complex idea, not ion or topic: the infamous note to self. We are all familiar enough with this concept, and it is fair to say it is not learned but int uitive: the universal instinct to write down a list of represent ative values and look at it, in search for somet hing that we haven't seen yet. Since the primary purpose is not to communicate an idea to a larger group but to create a broadened understanding for ones own self, we can get away with freest yle, as long as we can read it later. Int erest ingly enough, our freest yle has a penchant for lists and diagrams.
One of the stages of this chapter being developed. When the process ext ends beyond one's own eyebrows to involve other people, the notat ion must be legible. Used effectively, doodles can work as well as very det ailed maps, if they are sufficient in the cont ext to organise the 16
group and coordinate their act ivities. A group of various specialists needing to be coordinated will have few pieces of ter minology in common, so some struct ures that can be individually annotated for each specialist need to be found.
This storyboard cont ains instruct ions for moving camera and objects to coherently help a film team est ablish what is going to happen, and what they need to do. This notat ion syst em aims at giving (technical) instruct ions as well as an overview. The various specialists will however use the same syst em in various different ways: while the camera crew will use it to group shots by angles to minimise camera changes, the costume team will use it to check that all pieces are ready to go and will coordinate with cont inuity to ensure that the right stains are in the right places.
To Navigate
Often data becomes so complex that we need a process of compression to get an overview of the whole syst em. The most literal notat ion syst ems are probably maps. Taking the whole world and reducing it to a globe to be held in one's hands, or projecting it flat to be kept in a book, spread on a table, or hung on a wall allows us to identify the relationships between the different elements that configure our planet. It is valuable in a way could not be gathered through lists of meters, kilometres and other terrestrial conven tions of land.
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In order to make one's way through a territory, a mud map scratched in the dirt showing the trails and trees as navigat ion may suffice. We have a way with maps; even confront ed with a path to climb a rock wall with the safety bolts indicated, or the posit ion of waypoints in an orient eering race, maps are universally understood or at least easily learned. et's not forget, the use of maps is learnt and their standard elements are soaked in cult ural and political cont ext, such as which way is up, or what region is at the center. More conveniently, maps also allow for multiple layers of data to overlay and juxt apose in engaging ways with out redundancy, as in collecting traffic networks, noise levels and rubbish collecting patt erns in the same city, or study ing and monitoring human movement in public spaces such as malls or airports. The more complex the ideas, act ions or processes are, the stronger the need for notat ion (and/or the higher the level of abstract ion). Somet imes the creat ion of a cert ain mapping syst em requires a lot of effort to develop an idea that looks simple in retrospect, such as the multit ude of globe project ions onto two dimensional maps where the precise dist ort ion of the Mercator project ion allows angles to be read from the map and used immediately for navigat ion. Anyone int erest ed in this matter can dive into the extraor dinary How to Lie with Maps, by Mark Monmonier. We'll call it dragons for now. When the lands of unmanageable proport ion are symbolic values, we tend toward the kind of compression that charact erizes scient ific notat ion syst ems. Much of science consists in digging and exploiting patt erns. For augmenting precision in evaluat ion, a very large amount of data must be collect ed, requiring a high level of compression. For instan ce, Euler's second law of mot ion states that the rate of change of angular moment um (also denoted H) about an axis is equal to the sum of the ext ernal moments M about that point but, for calculating purposes, it is bett er used in this for mula:
Universality facilitates the cross-pollination of scientific ideas: as long as we can show that the axioms are true and stay within the range of applicability (physics, economics, electrical circuits), we can use this formula for many other purposes without even having to understand what's in it. The process of abstraction from specific problems to a notation allows us to apply abstract and general results and techniques that have been proven to be true without having to be proven in each specific field individually. We can use the same tech niques to solve this differential equation whether it be describing momentum, population growth or the amplitude of an oscillating circuit.
For calculat ions, one often uses Scient ific Notat ion which is based on powers of the base number 10 (as opposite to the binary syst em, which is based on the powers of 2 and only uses the numbers 0 and 1) and researchers use it to navigate through very large (or very small) numbers. Instead or writing 1,230,000,000 and 0.00000000123 we write 1.23e9 and 1.23e-9 and have a more concise and easily comprehensible way to talk about these values. More import antly, notat ions need to convert concepts with reluct ant cont ours and unstable shadows into man agable units, what eibniz liked to call "ideal ent ities," and then proceed to pin them down. The examples range from Stephen Wolfram's notat ion for two state cellular automata to Georg Cant or's transfinite numbers, of which (omega) is the lowest and (equivalently) (Aleph-null) the first with a series of Alephs above that. In both cases, symbolic values 18
are used as a variable to find out more about what it is when it is too messy, too big or too dist ant for us to see, and are subject to calculat ions and logical processes that reveal the edges of those dark spots. Indeed, there is still a lack of clar ity about somet hing called the Cont inuum Hypothesis exploring the way that infinities int errelate, a dark spot that may be more delineable in the fut ure.
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Gerhard Dirmoser maps collect ions by using diagrammatic represent at ions of exhibit ions. The diagram above shows material from an exhibit ion at the Nordico2 in inz which exhibits 600 pieces that have personal stories att ached to them. He reduces it to a diagram, abstracting the struct ures in the show by using verbs that appear in the texts of the personal stories and created co-relation between them in 4 sect ions; collecting, exhibiting, remembering and (story) tell ing. He also int egrates a timeline around the periphery of the diagram. This combinat ion of several diagrammatic tech niques to give a meaningful whole is one of his charact erist ics.
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To Engineer
To Engineer
When designing a device to be built, the engineer or designer aims to include enough informat ion to allow the device to be built exactly as it has been planned and analysed. A high level of det ail is required in order to let the engineer know that the calculat ions relating to strength, movements, volt age, etcetera will hold. The Engineering notat ion also uses aggregat ion, inheritance and funct ional hierarchies in order to most carefully and clearly communicate the design. Such precision in design often calls for a mixt ure of spatial and scient ific syst ems at a number of levels of det ail. Electrical cir cuit boards, for instance, are int eresting kind of maps where every element describes its role in a symbolic but also ex plicitly physical fashion. Similarly, some computer software such as Pure Data use notat ion that both describes and generates the output; here the map and the territory are in some way int erchangeable. An engineer will use a variety of notat ions to describe the object being planned and built. Two-dimensional project ions of the thing being built are common. These will correspond to some agreed-upon standards, whether they use the nota tion of technical drawing for steel parts, or the standards for multiple cross sect ions in boatbuilding. Mathematical nota tion will be used to take the dimensions of the object and calculate import ant properties such as the righting moment, strength of beams, the damping effects of an induct or. Every syst em will be chosen so as to have a sufficient level of de tail for all concerned.
Paradoxically, engineers and invent ors also archive their ideas to prot ect them from being used or copied, de scribing a process, product or design so it may not be exploited without permission in the fut ure. Patents, for instance, are int ended to describe an innovat ion so as to allow people to use it, but always licensing it from the patent owner, whilst exposing the det ails of funct ionality for educational purposes. Because of its economical (or simply antisocial) am bit ion, the language is often as imprecise as the law allows for, trying to embrace as many uses or variat ions of a given process or struct ure as there could be, such as Apples infamous rounded corners.
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To Economise
To Economise
A common motivat ion that appeals to all disciplines is efficiency in time and space. It this case, compression is not only the process but also the goal, whether to archive material in the smallest possible space, or to transmit or record it in the smallest amount of time. Tachygraphy naturally comes to mind, a symbolic writing method used by notators along the cent uries in a variety of machines. The hist ory of algebraic notat ion from the first rhetorical face where all calcula tions were described verbally, to the last symbolic one where every element is a symbolic replacement of the rhetoric pre mises could potent ially be studied as a process of language reduct ion, where the syst em of notat ion itself has been boiled down to its most concentrated form, always without losing any of its informat ion. This is also the challenge we witness while reading the algebraic-like proposals of Cart esian logics, or in udwig Wittgenstein's Tractatus Logico-Philosophicus , whose original name was Der Satz (commonly proposit ion, sent ence, phrase or set, but also leap). In computational theory, the business of stuffing as much data in the smallest amount of time/space can be dis cussed as different degrees of olmogorov complexity, a measure of the computational resources that are needed to spec ify the original object. In any case, readability is reduced not transformed; the notat ion requires to be transformed back into its original syst em state by the reader through reading. In many such syst ems, the cont ext of the notat ion is very rich, enabling a small movement or subt le difference in sign to transport a very significant difference in meaning.
23
Eclectic shorthands: The Lord's Prayer in Gregg and a variety of 19th-century systems
24
To Analyse
To Analyse
As Spaniards say, "who cuts the cake gets the cherry," so here we will conveniently choose Reality Shift from Times Up as an illustrating motive. In order to analyse the options of the syst em, a diagram that displays the ways in which 16 cylinders that rotate around their own axis in groups of 4 using handle devices. The diagrams below show how the cylinders work with the possible mot ions through the cylinders in various posit ions being shown in red, the rotat ions in blue. Such a notat ion becomes a necessity when starting to think about more than four cylinders working at a time. The second diagram shows the path to take in order to navigate through all 16 cylinders arranged in a grid.
25
Possible paths through the labyrinth "Reality Shift." This notat ion had the purpose to predict and communicate movement sequences for an installat ion piece. What can be seen is the view above of the blocks of cylinders. The cylinders are grouped together in a group of 4 and rotate against one another. One import ant design fact or was that when someone leaves the block of cylinders, they should be in the same state as when ent ered, otherwise no one would be able to get into them aft erwards. This means that there is only one posit ion possible where people can get into and out of the blocks. They also didn't want it to be too obvious how to get through it, leading them to look into the idea of the cylinders moving against each other. Safety was a concern; if the doors moved in contrary direct ions to one another, this would create a chopping act ion when the doors closed. The diagrams helped est ablishing how to move them around and the path to take in order to navigate through it.
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To Interpret
An int eresting example of int erpretat ion can be seen in the pract ice of rebuilding or re-implementing old electronic art pieces, especially in various code forms. The process, to take a concrete hypothetical example, involves taking a carefully engineered piece of video hardware and analysing the process, developing an abstract ed notat ion of the import ant pro perties and processes of the original electronic piece and working out what is not import ant about it; hand soldered and wirewrapped circuitry, for instance. Then the abstract ed version of the piece, notated in whichever form seems most appropriate, is used to implement the piece once again in a chosen programming environment. The new piece is in some sense a copy of the original, yet it is very dist inct, being built on a very different substrate. One int erpretat ion is that the code is an abstract ion of the electronics, one turtle standing upon another, a different point of view has the two turtles standing next to one another, both being a level of det ail upon which the same turtle, the act u al piece of art itself, can stand. The purpose of the notat ion is to derive the core funct ionality and aesthetics of the original piece in order to allow a new int erpretat ion. A similar process happens when musicians decide to int erpret one another's work. They de cide what is import ant, whether it is a melody or other "hook" line, the rhyt hm, the chord progression or the text. Devo's int erpretat ion of the Rolling Stones "Satisfact ion" took very litt le of the original to produce a vitally new in terpretat ion; other int erpretat ions are closer to the original to the point of near int erchangeability. A similar process takes place when music is arranged for different instrument at ion and the sust ained notes of a viola are left to fade or re peatedly struck on a piano. The need to notate and obt ain the core elements of a given piece in order to int erpret it can be seen, on some level, to be based upon the nonexistence of another form of notat ion from which the original piece was created. In general, notat ion for int erpretat ion serves the main purpose of preparing a communicating a set of rules, commands, steps, etc. with the core int ent ion of product ion rather than reproduct ion.
To Disguise
27
To Disguise
Both the most photogenic and elusive use of notat ion, this is the art of obscuring or concealing data in order to transmit it without revealing its cont ents or simply, without being seen. Many today, from int ernational men of myst ery to liber tarian crypt opart iers, use encrypt ion to prot ect their transmissions from eavesdroppers, or steganography to bury mes sages in inconspicuous carriers and create necessary paths of private communicat ion in our hypersurveilled society. Crypt ographys most notorious icon in the west ern world, the Enigma Cipher Machine, was designed perform one al phabetic substitut ion cipher after another, making it nigh upon impossible for the enemy to decrypt the message, or so time-consuming that even the correct resolut ion of the message would be useless. In the original model, letters are scrambled by a set of consecutive rotatable wheels that change posit ion all the time.
Simplified circuit diagram of a 3-wheel Service Enigma Not so different from the Enigma, Tor -the onion router- allows for anonymous browsing and packages exchan ge between people. In this case what is concealed is not the message but the sender, creating a maze of ever rotating IPs that make it difficult for organisms like the RIAA or fascistic governments to know for sure who is doing what and where. The rules of this syst em are obvious: both receiver and producer of the notat ion must share the key to the code, otherwise the material will be lost like tears in the rain. About the complexity of the key, it depends mostly on the dang er itself: how smart or well-equipped is the enemy. How much do we care? The most secure method, a one-time pad, can not be reused (as its name suggests) and is therefore complex to transport. A simple method might be easily transport ed, but is also easily broken.
To Notate
We come to the end of our necessarily finite list of possible purposes for notat ion. In the next few chapters we will look at some of the properties of notat ion, about the levels of abstract ion, readability and int erpretability. Armed with the places notat ion can be used and the forms it can take, let us vent ure into some ideas about the very struct ure of nota tion. 1. The ong Now Foundat ion invest igates many of the responses to this problem, dealing with quest ions of informa tion det eriorat ion and semant ics that reach across cult ural tradit ions. See http://longnow.org/ 2. Website: http://www.nordico.at/
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Sameness
29
Sameness
At some level we feel that there is a cert ain level of struct ural isomorphism ("iso" meaning same, and "morphism" mean ing shape) and below this level there are further degrees of refinement that do not get closer to the original, only ex amine it in further det ail. In software we see this quite explicitly with the level of source code for a given program being struct urally isomorphic to the program being run. Deeper below we get the compiled binary, the microcode in the CPU and deeper into electronics - this gives us more det ail, but does not define the program more explicitly. Above this level the notat ion leaves aspects open that are defined more closely as we move down the turtles. It is also worth noting that there are cert ain types of descript ion that are equivalent. As we will see below, we can regard a suitably dense series of values and the mathematical equat ion of the curve passing through them is equivalent, as we can pass from the values to the equat ion by int erpolat ion or curve fitting and back by calculating values explicitly. As these levels of descript ion are equivalent, we can talk about equivalent turtles and raise the quest ion of translat ion. It may well be that the idea of translating across only makes sense below this level of struct ural isomorphism, but the answer remains open. Below that level there are definite ideas of being the same. However, once again looking ahead to the example of a robot choreography below, a sequence of key frames can be represent ed as numbers indicating the posit ion of the various parts of the robot, 3D models of the robot, numbers indicating the value of the various robot act uators or det ailed photographs. Then the informat ion cont ained in these descript ions, these various notat ions, can be used to obt ain the informat ion in the others, making these descript ions somehow equivalent. The terms code and program cont inually raised problems as we conversed and discussed. At some point we be lieved that we had to ret ire the problem to the dragon department, but the following seems to be somet hing that works. The code, the source code written in any computer language, can be compiled to give a working program. This program, when run, has cert ain behaviour. We regard the behaviour of the program to be the thing that we are int erest ed in. The behaviour is the semant ics of the code. The code is the notat ion. Two pieces of code are equivalent if they produce the same behaviour, that is, they have the same semant ics. Because the code produces the program, we will talk of these as equivalent, we have int roduced the term struct ural isomorphism to describe this. Programs also raise other issues around uniqueness and things. The same code compiled to a program can be run simul taneously on two computers, given two things that are obviously not the same thing but are essentially the same. Two Firefox browsers on the same architect ure are essentially the same. A technical way of different iating these is to talk of instances of a program, or instant iat ions. This might be ext ended to speak of two games of chess as being instances (they are not played the same but they do start from the same state and have the same rules) or two performances of a score as being instances of that score.
Program == Score?
et us take this opport unity to raise another difficult quest ion: Is the code or the patch the score? In many computer music, the composer (who may well be the performer) creates a piece of software as a patch or as code. It can be argued that this code is the score. However it is import ant, if not vital that the symbols in a score should have the potent ial to be executed by any software/program with any hardware, and/or any human being able to connect to the cont ext. Chosen symbols for a score should go beyond a specific soft-or hardware creating a metalanguage for int erpretat ion. Ot herwise it is not, in some sense, a score, rather it is an encoding of a specific piece and performance of music. It is a nota tion of it, perhaps too specific to be a score. If we take this as a given a code or a patch is not a score any more than an efficient compression of a piece of music using advanced adapt ive compression techniques is a score. Note however that a patch that implements an instrument, where the performer uses notes on paper next to the computer, is not using the patch as a score. This also shows the import ance of being aware of the point of perspect ive when judging the level of abstract ion and/or precision of a notat ion syst em. Differences can exist inside and outside the notat ion syst em, but only those that are de scribed from within (following the inner logic) exist on the inside of that specific "reality". Whatever is not part of the vocabulary of a notat ion syst em because it is not possible to produce a meaning in the syst em's reality has to be ignored by the judging spect ator in the same way that it is ignored by the vocabulary of the syst em at hand. The idea of sameness, of struct ural isomorphism, is somewhat difficult in the case of music, as it has to do with 30
how we measure it. As the piece of music goes deeper in levels of descript ion from "a piano fugue" to "the second record ing of the Goldberg Variat ions by Glenn Gould" and then down to the various media with which that could be re produced we come to ask whether there is struct ural isomorphism between the P, CD and MP3 versions, or whether the version I hear on my stereo is different from that heard on yours when we play the same CD. These are difficult ques tions once again and we believe we hear the sound of a dragon breathing down our necks, so let's leave this part icular white area on the map for later explorers to more deeply det ermine. Below we will cont emplate the idea of a layer of abstract ion so low that a composer is able to compose a piece without hearing it ever, knowing that the instance of it when performed will match his expect at ions due to the cult ural cont ext and the specificity of his writing. On a more abstract level, at a higher turtle, at the Data Ecologies symposium the composer and musician from Toxic Dreams, Michael Strohmann, posed the problem of finding ways to notate electronic music such that he could plan what he was going to do before he sat down in front of the computer. He would thus avoid the danger of slipping into the miasma of getting lost in acoust ic det ails and losing track of what he was initially trying to do. Finding the approp riate level of det ail is an ongoing issue, especially given the capacity of a computer to allow arbitrarily deep and fine meddling with acoust ic det ails. Taking the example of music and scores further, we can see that the top level of descript ion - the overall struc ture of a musical work - could benefit most from a "timeline" style of notat ion: a timescale reading (typically, at least in the west) from left to right, with height and shape of a line or form equating roughly to dramatic effect, or volume, or tension, or business. The line or shape might have text ures or shapes representing the instrument at ion, feeling, or dens ity of the music in a sect ion. This style and granularity of notat ion seems most appropriate for roughly describing and analyzing a dramatic linear work such as music, theater, film, or book, though it's conceivable that as music, the timeline itself could be play able if we assume quite a lot of int erpretat ion by the performer. How then we might look at a similarly-scaled notat ion syst em for int eract ion? How do we show broad dramatic changes when a work can change over time based on user input? These problems will concern us later in the book, let's concentrate upon a non-interactive example now in order to more closely examine the ideas.
lines approximate the desired curve. As an example, the robot operator has most programs around 30 lines long, Matt's program for the performance had around 280 lines.
The problem of creating key posit ions is a difficult one. Industrial robots are often manipulated by a cont roller directly and the desired posit ions are created on the shop floor and stored. An animat ion program that simulates the mot ion of the robot arm allows a designer to find cert ain posit ions using the simulated robot arm. The posit ions can also be found by calculat ion or other ways. The linear int erpolat ion has its loops dismantled to create the lower level movement of the robot arm, with a Gcode program that exactly states the types of movements that the robot arm should make. G-code is the industrial stan dard for Computer Numerical Cont rol, CNC, and is used by everyt hing from a home made 3D printer to a multiaxis re dundant robot arm syst em for milling.
On the other hand, we could look at the movements between the key frames as a collect ion of parametric equat ions, in terpolating the movement in ways that have a cert ain amount of smoothness using funct ions that the machine can im plement easily. One version might use a combinat ion of linear elements and circle segments, another might use bezier int erpolat ion, sine waves, or polynomials. We imagine that the mot ion could be created using a mathematical funct ion that uses the parameter t corresponding to time to move along and give the resulting servo motor posit ions.
Such a piecewise funct ion uses a collect ion of funct ions and given the appropriate tools, the mathematics involved can be analysed to enforce cert ain constraints on the robot servo movement. The funct ions can then be drawn to give a curve.
32
This curve shows us what movement should be created by the robot servos. One implement at ion of this would be to quantize the movement, to sample the mathematical funct ions at regular values of t and use these values to create Gcode instruct ions. The curve would be approximately the same as the mathematical curve, with small errors due to finite exactness and round-off errors. Similarly we could take the G-code values and do some curve fitting process to find a mathematical expression that most closely approximates the series of values. One might say that the G-code and the mathematical curve are levels of det ails that are equivalent because we can translate from one to the other by quant isa tion and curve fitting - they are adjacent turtles, so to speak. As we climb down our stack of turtles, we get to what we will think of as a low level, the "machine readable code" that is perhaps too messy for humans to read on the level of complete movements of the robot. If we imagine the cont rol of the robot coming from a computer syst em, the output is some kind of data that goes to the robot cont rol syst ems. A data bus is one example, sending commands to various Digital Analogue Converters (DACs) that supply values to the servo electronics, Rotary encoders (Renc) on the robot arms tell the electronics where the arms are so that the cont rols are accurately implement ed. Feedback cont rol syst ems compare the desired value and the act ual value and enforce a correct ion to keep the syst em on track. If we were to have a volt age probe on the output of the DAC, we would see a curve over time that should closely approximate the curve shown above as a result of the mathematical formula notat ion.
At this lowest level of explanat ion we might find a whole spectrum of possibilities for notat ion utilised by engineers, mechanists and mathematicians to describe what is going on, how the instruct ions from the computer are translated into cont rol values, fed to motors, the way that the masses of the robot parts slow mot ions or enhance moment um to make cert ain cont rol mechanisms impossible. The forward dynamics that tell us the mot ion of the robot parts in respon se to cert ain robot servo act ions are a notat ion that summarises the mechanical device to a collect ion of matrices. An other mathematical model can describe the way that feedback loops lead to cert ain errors in the posit ion of servos and the resulting robot arm configurat ion. These notat ions tell us about the errors and allow us to analyse the way that cer tain planned mot ions will not work the way they are planned, or that cert ain desired mot ions can be easily created using an apparently different planned mot ion that, with the nonlinear dynamics of the robot arm, lead us to a mot ion that is not as planned but perfectly as desired. For those who want to dive deeper into the turtles, we get descript ion for steel flexing and cryst alline struct ure, servo motor models with magnetic effects and frict ion problems, sensor syst em noisiness and error correct ion, electronics design, chip and transist or design, then down further to quant um effects and the deepest layers of reality 33
that would explode this slim volume if we were to att empt to notate them any further. There be very small dragons, but they are not ours to slay today. 1. http://en.wikipedia.org/wiki/Turtles_ all_the_way_down ^ 2. http://en.wikipedia.org/wiki/Map%E2%80%93territory_relat ion ^
34
BEETHOVEN'S DEATHBED
Pict ure a deaf old man, those classically piercing eyes, scribbling frant ically as ideas pour from his imaginat ion through his fingers and his quill onto sheets of paper arrayed around his small room. The pages are collect ed, copied, studied and at some dist ant place, the premier of this symphony takes place, unheard by this man yet heard so perfectly within his head. Rapt urous applause is also as dist ant from his experience as the notes and harmonies of the symphony, acclaim for another great work might percolate through the written record of the day. This story, fanciful as it may be and loaded with the delivered imagery of Beethoven as some mad genius, con tains several elements of truth and illuminates several problems and possibilities that a complete and useful notational syst em can offer. In this chapter we aim to invest igate some of these things and see the ways in which these ideas int er relate.
egibility
35
egibility
The core act ion in this process is, to our minds, that of reading. One of the core properties of a notational syst em is that of readability. The Voynich Manuscript has been created by an apparently int elligent person or persons, it meets all the requirements of a text made of symbols to be formally nont rivial, yet no one knows of what it speaks. This text is un readable, yet we believe that the notat ion it uses is that of a language that is meant to be telling us somet hing. The rant ings of seers and the insane, the scribbled pages of paranoid notes written in code, are also unintelligible. Thus we can not speak of a notational in any useful sense of the word, unless there is, at least, the possibility of reading. There is a story of a scientist, high on ether in the process of experiments in the 18th cent ury, who reached an epiphany of total understanding late one night. Unable to recall the cont ent of his epiphany the next morning, he resolved to undert ake the same experiment but with a notebook in his hand, ready to document, notate or otherwise capt ure the essence that he had discovered. The experiment succeeded, contrary to what we would expect, epiphany was reached, and the next morning he read, in large letters, "Everyt hing is brown."2 Two immediate explanat ions arise. The first is that the epi phany was not as good as it seemed, as the understanding reached was somewhat less than enlightening. Another in terpretat ion is that the way that his shamanic mind was working enabled a cert ain very compact summary of his epi phany and, if only he and we could understand the notat ion, the words, their positioning, the twists of their lines, all these things would convey the cont ent of his experience. A third explanat ion might be that this att empt at a universal notat ion, able to explain the secrets of the universe and proffer a theory of everyt hing, is a notational impossibility, and such dragons ought only be avoided unless one is well equipped, brave and in good company. For now let us assume that notational syst ems in which we are int erest ed are defined by a minimum level of readability. What does such readability require, what can help it, what might be a simple nice to have? On the most essential of levels, we need shared knowledge. An Australian Aboriginal meeting a well educated enlightenment scholar in Botany Bay in 1788 would find very litt le in common other than the shared experience of what they saw and that of being humans. Upon such commonalities much can be built, in part icular language. In a notational syst em we want to assume much more, as a notational syst em should enable a short ening of descript ion and the transmission of ideas and experi ences. For this the writer and reader, or let us call them the users, of a given notated thing, have to agree on what they are talking about and how they will divide up the world. Skirting these issues of epistemology and all that jazz, a dragon lair of the most difficult sort, we talk blithely of a shared terminology as the ability to be speaking about the same things and to agree what words or other symbols to use to refer to these things. When an instrument builder and a composer talk of music, they will have difficulties as the instrument maker talks of timbre and resonances while the composer thinks in melodies and count erpoint. When discussing game experience, a player speaks of flow and being lost, a graphic designer of gritt iness and dist racting Moire effects. Not only technical issues, but also cult ural issues, the cult ural cont ext, plays a huge role. Writing three violin parts in the cont ext of an orchestra means that there will be several violinists playing each of those parts, the existence of orchestras themselves are dependent upon so many element including the lack of amplificat ion, the accumulat ion of wealth, management struct ures of orchestral discipline and the display of social import ance.
Reproducibility
From a score, a notated piece of music, one also expects that the resulting readings give the same result (to the required level of "same") each time the piece is read. This begs the quest ion of sameness, which is closely related to our levels of descript ion, which turtle we are looking at. A Fluxus piece consisting of a short instruct ion "draw a straight line and fol low it"3 lives primarily from the openness of int erpretat ion. We expect to recognise the reflect ed melodies in a perfor mance of the Goldberg Variat ions, whether played on piano, harpsichord or ukelele. Every implement at ion of a schematic diagram should give a circuit that works in exactly the same way. The descript ive form of a folk music piece performed in a remote alpine village should cont ain enough informat ion that an ethnomusicologist can identify similarities to related hist ories and see the changes that have happened in the ensuing years when she re-visits the vil lage and hears the same piece passed on through generat ions since the original notating. Whether the descript ion is a sound recording, a video, a descript ion of the movements or an annotated score, all these might have some use. And they should hopefully enable if not the reproduct ion of the piece, then at least a comparison of the piece with another similar piece. 36
The idea that a composer should, based upon their previous experience with the ensembles for whom they write, be able to imagine the music very closely while writing a score, is a very strong idea of the role and capacity of a composer. This idea requires that the composer is working on a level that is deep enough that the resulting instance of that score being played is very close to their int ended. Many of the examples we saw above allow a lot freedom in the int erpretat ion of the piece. These are written at a higher turtle than Beethoven did. The det erminat ion of the audience plays a vital role in the select ion of a notat ion. Who are the implementers of the descript ion, what are their concepts, cult ural cont exts, levels of det ail. We come here very quickly to quest ions of which turtles we need to be talking about. A stage direct or discussing a piece might discuss the music in terms of em otional changes and rhyt hmic strength when speaking to the head of music, but will talk about the length of a held note when talking directly to the musician during a rehearsal. Here we can get lost in our discussion of turtles and the det er minism that our symbol syst ems enforce upon us and we refer to those chapters for those and related det ails. For rea dability quest ions we are concerned with the commonalities. The commonalities can be most quickly built up, explored and the missing commonalities repaired in a one to one dialogue. The audience of one scenario, where two people sit together to discuss a situat ion int ensely, allows close read-write loops, discussing a situat ion with each person holding a pen in their hand, agreeing upon symbols and their use, the scope of the page its what it is staging changing as they dis cuss, reflect and reflexively build a notational syst em. Two people, tight reactive loops, a syst em that can react and grow quickly. Taking this idea one step further, the audience of zero scenario leaves the reader, writer and creator of the notational syst em in one person, scribbling, drawing and trying to explain to themselves what it is that is going on in a given situat ion. Through the ext ernality of a score one is confront ed with one's own imaginat ion and through att empts to understand what it means one can discover the faults in a struct ure, the strange curves of an argument, the open quest ion at the end of a story. Not only is a dialogue with oneself through the ext ernalised possible, but argument, bant er and perhaps even heckling become part of the ext ernalised int ernal monologue. ooking at a scribbled curve, drawing a circle around it and writing "HUH!?" to let yourself know that you do not know what you are talking about. Then starting to defend one's posit ion or develop a refinement, building the piece through ext ernalised int rospect ion. We could go further and claim that the ext ernalised nat ure of notat ion, where a creator gets the ideas out of their head and drawn onto paper, chalked onto a blackboard, scratched in the dirt or summarised in some other notational form, is the creat ion of a new other. This other is a colleague with whom the creator can converse on equal terms, constructing the notat ion themselves, and thus get a grip on what they are trying to do and develop the piece iteratively. Whether sketches, doodles, snippets of text or music, diagrams of lights and their movements, all these forms allow a single creator to explore the possibilities of their ideas and thus create. Thus the idea int roduced above, that the symphony appears fully-fledged in the mind of the genius, is most likely false. Snippets and ideas appear, are sketched, assembled, collect ed and re-worked until the notated piece, the score, can be looked at and the whole thing can be apprehended and thought about as a single thing. There is an argument that notat ion is one tool on the path to acts of so-called genius.
1. Recept ion as a generalised form of listening. this might be a wobbly concept. But it is probably a very wobbly con cept and has been thought about by much cleverer people than us. ^ 2. Other versions of the story have various other more or less meaningless statements including a smell of pet roleum. a, b 3. One of the "Composit ions 1960" by a Monte Young (*1935-) ^
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Symbols
Most used symbols in notat ion syst ems are visual. Examples of audible or gest ural symbol do exist. Gest ural symbols are used for example the person at the airport who helps the planes to come in with lit signs in his hands, or a realtime im provisational conduct or, use gest ural symbols. Morse code (as well as being visual) is an audible example. Any kind of sonic warning sign exists in an int elligible social syst em of sounds (such as a shark alarm in a beach town, versus a fire alarm). Audible notat ion can also take place in a musical score in which players get audio instruct ions via headphones, for example.
Parameters
The term parameter, connect ed with disciplines like maths, logic, linguist ics, and environmental science came into play in art in the 1950s, with the emergence and art istic use of tools allowing to act ually measure funct ions like frequency, amplitude, and so on. Any funct ion's properties and their transit ion from one state to another will be expressed with the values of a specific parameter space. In digital tools the parameter space for amplitude is commonly defined to be bet ween 0.0 and 1.0. All values in between are possible measurements of this parameter. So 0.0 is silence and 1.0 is the maximum value without dist ort ion. The next examples show the select ion of different symbols for envelope. The basic parameters of an envelope are time and amplitude. The notat ion symbols chosen for an envelope can vary. In the first example, we choose a graph and a curve as a graphic expression showing the values of the parameters: amplitude and time. Example A: The symbol is a graphic curve
In the second example of the same envelope, we can choose digits to represent the same values within the same para 38
meters. At time 0.0, I have an amplitured of 0.0. At time 0.23, I have an amplitude of 0.3 and so on. Example B: The Symbols are Digits 0.0 0.0, 0.23 0.3, ........
Tools Determinism
The tools we are working with influence the select ion and aesthetics of symbols that we choose to create. At the same time, a tool could already have a set of symbols embedded in it, for example a program like PD (Pure Data) has a symbol for objects, messages, number boxes and so on. Furthermore, these symbols already have quite a complex meaning. So there is a difference between kinds of tools - a tool like Pure Data having existing symbols with complex meaning, or a tool like a pencil. In programs used to create electronic art, we are used to having on our screen a number of different boxes connect ed to each other. This is not just a funct ion of Pure Data or Max/MSP but it also has a long pre-history of cabling and devices, or more generally processes and data flow, impacting upon the thinking and aesthetics of notat ion syst ems in general. Such images, coming from the tool, will influence our approach to create notat ion syst ems and scores. And with that, the aesthetics of the syst em and the work being produced. In this specific example, a notat ion for electronic instruments written on paper is influenced by the aesthetics of MAX/MSP or PD. Here we are influences to think in terms of streams of data, whether it be parameter values, sound or video, flowing between boxes that manipulate, store and pass on those streams.
If your tool is a guitar, you might be drawing on a notat ion syst em such as the following, where the immediate influence is to think of chords and harmony.
Notating chord based guitar music can be done by using these symbols arranged appropriately over the page, for instance at appropriate points adjacent to the text of a song, or replacing them with the abbreviat ions describing the chord. Rather than the more explicit descript ion of the posit ion of the fingers, we could simply write Am to mean the A minor chord. These two notat ions would be equivalent in terms of their informational cont ent, where one reminds the reader of the hand shape of the chord, while the second relies on a level of expertise.
lead somewhere, "Play a melody and repeat it until it breaks" leads somewhere else ent irely. "Play a melody and follow it" references a Fluxus tradit ion which brings in a whole swathe of other possibly import ant implicat ions, not ment ioned in the notat ion itself. 2.) This is a different level of abstract ion: on the one hand it's less abstract but its not getting rid of a large degree of openness.
In this notat ion much more is defined - the rhyt hm, tonality - but what is totally open is who or what is playing it, so it also is ext remely open. The rhyt hm is there but not the meter, etc. However the use of modern West ern staff notat ion would indicate a cert ain cult ural milieu, the non-use of print ed parallel lines adds a cert ain casual approach which might lead to a more effusive and frivolous playing style. In any one notat ion syst em you can have different layers of abstract ion, and combine them. It is the combina tion that is specific to a part icular outcome. For example, you might want to be really det ailed about the timing of a note, but you also might just want to say, regarding the volume, "play it really loud". A high level of abstract ion for one symbol might be leaving things open for int erpretat ion, but this is totally cont ext dependent (very abstract symbols can mean very specific things to specialist communities of pract ice). It is also the case that the same notat ion, int erpreted by different int erpreter communities or pract itioners, can change the level of abstract ion without changing the symbols. For example, lets say I have a video in which a person is moving from A to B. et's give this video as a score to a musician for musical int erpretat ion. In this case, you have a high level of abstract ion in the score. BUT if you use the same video score and say "this is a score for a human perform er", who you want to do a very similar traversal from a point A to point B in a similar space of performance as the original score, then in this second instance and use of this score, the notat ion is so precise and laborious it becomes fair ly useless as a notat ion... indeed its debatable whether this is even notat ion. It is an abstract ion, losing informat ion about the smell of the room, perhaps it is in black and white and the colours of the clothing are lost, or it is silent so any connect ion to the accompanying sound is lost. Formally it may be said to meet the requirements of the notat ion test, perhaps the more relevant quest ion is whether it is useful or int eresting as a piece of notat ion. The dance hist orian might appreciate it strongly in 20 years time as a notat ion with which to compare the movement of the performer over their int ervening development. Many others would be less int erest ed.
Scores
With tools, symbols and parameters, artists create a score. There are at least two different kind of scores. There are scores meant for int erpretat ion, which are always an algorithm, such as a recipe, which aims to be put into act ion by an int erpreter. The second kind of score's purpose is to make a transcript ion or document at ion of an act ion that has taken place already. In this part we are talking only about scores for int erpretat ion. The symbols in a score should have the potent ial to be executed by any software/program with any hardware, and/or any human being able to connect to the cont ext. Chosen symbols for a score should go beyond a specific soft-or hardware creating a metalanguage for int erpretat ion. The main purpose is to leave a struct ure which has the potent ial to be transferred to other syst ems. This means that our score should lie above the level of struct ural isomorphism with the resulting music. The following is a piece of code out of an Arduino sketch, relevant only for this specific environment. It is not fulfilling the above requirements of a score, as it isomorphic to the process that it encodes/notates. s->selectBank ( BAN_A ); s->setPatch ( OSC_1_TO_MIXER | OSC_2_TO_MIXER | OSC_3_TO_MIXER); s->setWaveform ( OSC_A, SINE); s->setFrequency ( OSC_1 , 40.0f); s->setFrequency ( OSC_2, 77.0f); s->setFrequency ( OSC_3, 1.9f); 40
s->setAmplitude ( OSC_1, 0.2f ); s->setAmplitude ( OSC_2, 0.3f ); s->setAmplitude ( OSC_3, 0.4f ); This next example of a notat ion, with the same meaning as the example above, is open to any syst em and in terpreter and therefore could be executed by any machine and any human being. If you know the terminology, the diag ram is fulfilling the requirements of a score. In this case its up to the int erpreter which kind of oscillating syst em being used: an electronic oscillator, a string, a voice, motorised devices, three tract ors, ....
The notat ion syst em is graphics and a subset of the English language. The symbols are straight lines, and atin letters. The grammar might be that the symbol must be a rectangle, 41
two capital letters are within the rectangle and the two capital letters are joined by a straight line. Some of these notational syst ems are isomorphic, some are more specific. We would claim that the first three syst ems are equivalent, while the fourth example cont ains posit ion informat ion and is thus more specific. This is an example of a score with mixed symbols from different notat ion syst ems:
dyn= dynamic, Act=actor, Vc=violoncello, S=sinewave, Voc=vocals, D=dancer, t=time Is this mix a new notat ion syst em or is it a score using mixed symbols from different existing notat ion syst ems? It de pends. If it was used just for one score, then arguably it is not a new notat ion syst em, but it could be a starting point for the creat ion of a new notat ion syst em with rules, a limited vocabulary and set of symbols, and a developing inner logic. Here we are at a point, where we may indeed recognize the creat ion of a new notat ion syst em. With a score like this, very common in cont emporary art pract ice, the int erpreters are forced to use their im aginat ion based in their specific cult ural cont ext. Quest ions will arise like: How long, with which pitch and timbre should the whole note be played? What kind of movement will the dancer choose? How will all the int erpreters coordinate themselves?
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haviour that will be relevant for further strategies and might lead into considerat ions for specific cult ural cont ext adap tions.
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INTERACTIVITY
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WHAT IS INTERACTIVITY?
So far we have been talking about act ions and the notat ion for act ions. What happens, in what order, when in relat ion to what else. We see act ions, people, syst ems, machines acting in the world. Taking Maturana's ideas of autopoietic sys tems, one is confront ed with the idea of borders of syst ems and the allowable effects across those borders. This surface, we could call an int erface. The idea of int eract ive syst ems, as opposed to act ive and reactive syst ems, has to to with a looping series of act ions and react ions between 2 or more act ors. Ah, this sounds so easy!
A Note to Academics
This discussion could, has and will cont inue to fill volumes. As doct orates are written, as artworks and business models are planned and made, as people act, react and int eract, as all this happens people will cont inue to think about the fund amental nat ure of int eract ivity, what it means, what it does, why we do it, what the point might be. In this miasma we dare not tread or dive any deeper than absolutely necessary, thus we would like to suggest a simple, a naive yet hopefully not too wrong concept of int erfaces, int eract ivity and all the conundrums associated with it. One of the silliest yet most telling typographical errors as we write such words is the int roduct ion of the term interreac tive. While unintended, this expression seems fort uitous. When we talk of int eract ion, we really are talking about interreaction. At the first level, we have act ion. I walk to the corner. The next level is react ion. I insert some money in a mac hine and press a butt on, some chocolate comes out. The machine has reacted to me, but I have not, in any useful sense, reacted to the machine. I see a friend, say hello, they reply, I offer some chocolate, we converse about the day, we decide to for a drink, a long night ensues. This is int eract ion of the finest sort. If my friend did not react to my act ions by rea lising I needed a good talk, if I did not react to my friend by realising she was hungry and needed dinner, then our friendship would be less deep. We want to claim that the typo has given us a new idea, that we are int erest ed in int erreact ion, but will suc cumb to popular usage and stick with int eract ion.
hh
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hh
This being the most common form of int eract ion and probably also the richest in terms of complexity and occurence is left out without being a dragon in itself but simply because of the enormous scope of the field which is covered to great ext end elsewhere. It will however be on the radar if it occurs within the boundaries of a formal int eract ive syst em.
hm
Many hours of potent ially product ive human lifetime are invest ed in this kind of int eract ivity (think Pong, think DOOM). Human-machine int eract ion happens via an int erface and (in most cases) beholds the necessity of a translat ion process between the ent ities. HM is often a cover for the more complex HMH where machines int erleave and make HH int eract ions possible. Whether this is the social software of Web 2.0 or the social hardware of shared int eract ive installa tions makes no real difference.
mm
Machines "talking" to one and another is also a rather common, but mostly ignored event. One just has to think of mail servers communicating and act ually having a dialogue via a prot ocol with a connect ed computer running an email pro gram. The prot ocol for such in int eract ion is well defined with RFCs (Requests For Comments, the standards of the in ternet) describing the various parts of the prot ocol. These RFCs set up a notat ion to describe the act ions and react ions of each agent in such a MM int eract ion, and this formal descript ion of the prot ocol allows an analysis of the process in order to confirm that the prot ocol is error free. It is also possible to verify any given server implement at ion against the prot ocol, in essence to confirm that the part icular implement at ion, the code, does no more and no less than that which is required by the notat ion in the RFC. 48
ho
Everyone ever having thrown a stick to be ret urned by a playful dog has experienced the joy lying in the repetitive in teract ion with somet hing not being a machine or a human. As the above example shows so well "if" and "then" are es sential to int eract ivity.
oo
Dogs chasing cats and cats ignoring dogs shows that int eract ivity is in no way dependent on the inclusion of humans or machines.
mo
Thanks to the behavioural science and its scientists also animals (even farm animals) get to take IQ and other tests via touchscreens and other animal-computer int erfaces. Int eract ive syst ems usually are composed of more than that minimum of two ent ities, giving social dynamics room to take effect and giving the part icipating ent ities the option to switch between being part of an int eract ion to just being an audience with limited or no influence on the path of events unfolding.
Wanting to be an Actor
The main focus will be laid on human-machine int eract ivity within a formal syst em, but the findings usually are valid for other variants of hmo-interaction. The driving motivat ions for an ent ity to int eract with another one within an int erac tive syst em are manifold, but some core motivat ions can be found far more frequently than others. At a very general level the most potent motivator is joy. The methods of achieving the experience of joy may vary, but they all have in common that they make the individual want to cont inue or repeat the act ion that has led to this desir able condit ion. In (int eract ive) games it is often some form of success, a sense of achievement which keeps the actor "hooked" and wanting more. This search for joy via success in solving problems seems fundamental to (human) nat ure 49
and even if initially it was curiosity or simple obedience to orders which put the individual in that problematic situat ion, the joy coming with success (even if received bit by bit in small doses) soon becomes the main drive for cont inuat ion and repetit ion. At a first glance, the Stockholm Syndrome seems irrelevant for HM int eract ion, but perhaps it is not. The main quest ion for motivat ions is one of access, the first usage. What is the motivat ion to start an int erac tive experience? In the arts this is often less import ant as the piece will be present ed in a space that self-selects people int erest ed in exploring the possibility for int eract ive art. The quest ion as to the welcoming nat ure of the int erface and whether it is open and clear enough can be raised. I may be int erest ed in int eracting, but if I cannot see what the sensor might be or recognise any effects of my act ions (i.e. the react ion is missing) then the initial action-reaction cycle has al ready gone wrong.
Hidden ayers
There is a large and int eresting issue of visible, hidden and deeper levels of int eract ion. As we begin int eracting with a syst em, it is often import ant to have clear react ions. As we begin to understand these int eract ions, our cont rol of the in teract ion leads us to att empt finer cont rol and, with a syst em of int erest, we begin to dig deeper into the possibilities of the syst em. Initially these deeper levels might have been invisible because the sensors were not act ive or, more likely, the det ails of our act ions were not subt le enough to evoke the deeper levels, somewhat like the first stages of learning the violin. The det ails of our act ions were being observed by the syst em but the nuances were not comprehensible to us. The somewhat malicious version of this is the hidden int eract ion, where our int eract ions work according to our expect a tions, clicking a link and moving to a new page, but the extra int eract ions with a Google databank and thereon to the advertising world are hidden from view yet subt ley apparent in the advertisements we are confront ed with. In the next two chapters we will be invest igating cert ain syst ems and the possibilities to notate them in different ways. Since the path is dark and full of dangers, we won't att ack any of the many complex and int eresting platforms that most excite our imaginat ion. Instead, we will follow the strategy of the common neuroscientist, who prefers to work with the humblest of creat ures -the slug-in order to advance without missteps in a simpler researching enviroment. We will start from the earliest and simplest stars of the game world: the most beloved puzzle in hist ory and the first computer game that ever was. Enter slug n.1 and slug n.2.
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U for the Upper face F for the Front face D for the Down face 51
B for the Back face for the eft face R for the Right face
The "aws of a Rubik's Cube" matter greatly to the synt ax. Following these coordinates, the cube can be orien ted 24 ways: the upper face (U) can be twist ed in 6 different ways and, for each upper face, the front face can be twist ed in 4 different ways (6 4 = 24). The player can only flip an even amount of edges and never flip 2,4,5,7 or 8 corners in the same direct ion. We can only do an even amount of swaps or cycle an odd amount of pieces, and cannot flip a single corner. If we found ourselves with only two pieces to swap, a single edge to flip or a single corner to twist, our cube is simply broken -or badly assembled- and cannot be resolved.
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SLUG N. 2: PONG
At each level of det ail each "turtle" we can similarly describe more complex int eract ive cont ent, with some special precisions that enable us to deal with the complexities of an int eract ive syst em part icularly its dependence on user, player, or audience input. To elaborate each of these levels, well take as example the classic video game (and in fact the classic "example of a video game" video game): Pong. ets walk through the various levels of notational det ail available to us, and look at the ways that an int eract ive notat ion might have some special qualities to att end to and benefit from.
For more complex, int eract ive, and digital pieces like our Pong example, the short verbal descript ion is not en ough to encapsulate all the rules, and instead might be considered an "elevator pitch" for the game. Unlike a Fluxus score, which itself is considered sufficient informat ion to perform the piece it represents, a short text notat ion of a video game is not sufficient to bring the game of Pong into existence. It is simply sufficient to give an adult with sufficient command of language and knowledge of cult ure a basic idea of the game and its funct ions. So what makes it a notat ion at all? And what's special about an int eract ive high-level notat ion? For an int eract ive piece, at this ext remely high level it is crucial to speak specifically of what the int eract ant (usually, but not always, a human) must act ively do in order to int eract with the work. As act ions, these descript ions center around descript ive verbs. In the case of Pong, consider the following: "Pong is a simple two-player competitive game resembling Table Tennis (Ping-Pong), with each player oc cupying either the left or right side of a rectangular screen. You play by moving a short bar called a "paddle" up and down along the far edge of your side, in order to hit a bouncing ball and keep it from passing off your side of the screen. Whenever you block the ball, you also send it bouncing back across the screen, and try to cause the other player to miss it." The short verbal notat ion of an int eract ive work should include the Who (is int eracting), the What (the int erac tants do) and the Where (the act ion takes place) of the work. By comparison, here is a text about pong which is tech 54
nically correct, but is far less useful as a notat ion: "Pong is an arrangement of pixels moving on a screen. A ball represent ed by four pixels aligned in a square moves around the screen and somet ime makes numbers increment."
This notat ion type is very good at explaining elements of the syst em which are cont inually present in the experience. In a work which often changes its means of feedback or has different int eract ion "states," a notat ion will need multiple re nderings in order to describe each of them. If the int eract ion feedback is in constant flux with litt le or no consist ency from moment to moment, then the screen diagram may not be a very useful form of notat ion for that work.
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In storyboard/keyframes of this type, it's import ant to think about the proper granularity of the sequence. What mo ments in the experience are import ant to capt ure in the portrayal of change over time? Are there ext remes of mot ion which would be meaningful for explaining the ent ire gest ure, such as with animat ion keyframes? Or is it necessary to break down mot ions into smaller increments to show the process of changes taking place, and allowing the human mind to re-create the mot ions without much int erpolat ion? All in all, the storyboard descript ion of Pong shown here is at a rather fine level of det ail. This level might be useful, for instance, to notate the desired or expect ed physics behavior of the ball bouncing around the court, or it might be a useful visual way to describe the typical progress of a game to someone who has not played it.
In the case of Pong, these diagrams notate two of the earliest and best-recognized physical int erfaces to the game: the paddle and the joyst ick. The "paddle" cont roller is in fact is so closely associated with the game Pong because it was created and sold as a cont roller specifically for the earliest versions of the television game. This explains the unusual 56
naming of the cont roller, which bears no visual similarity to the traditional analog table tennis paddle after which it is named. In these two part icular Pong cont rol illustrat ions, the cont roller itself is depict ed in a clean-lined represent at ion, while the specific act ions available to the player are annotated in brown. We can see from the two side-by-side represen tat ions that the user's act ions are very simple, and that the two cont rollers, though using different direct ions of move ment (rotating around a central axis, or bi-directional in a line) are accomplishing the same act ions within the game in terface (moving the player's paddle up and down along the edge of the court.) This abstract ion between specific physical int erfaces, and syst em behaviors, is one of the most import ant reasons to specifically include an int erface diagram in the notat ion of any int eract ive syst em.
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Pozzi, Nath alie and Eric Zimmerman. "Rules for Interference." 2012.
In digital int eract ive cont ent, it can also useful to notate the work using the sequence of rules, and this method is par ticularly used to teach the behavior of the syst em to a new int eract ant. A special variat ion on listing the rules is a tutori al, in which each step of the rules is accompanied by an int eract ive opport unity for the int eract ant to try the specific rule. Since digital int eract ive work can sense the int eract ants input, it can det ermine whether the int eract ant has suc cessfully understood the rule and move on to the next. In our Pong example, a notat ion of the rules (written or spoken outside the game) would simply say "Cont rol the paddle by pushing your joyst ick up and down," while a tutorial inside the game might, after delivering the same informa tion, wait to receive input from the game that the player had successfully moved their paddle all the way to the top and the bott om of the navigable area before cont inuing to the next step in the instruct ions. In this way, int eract ion itself becomes part of the notat ion.
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EXAMPES
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http://timesup.org/content/black-box-sessions-10-2009 Only one audience member at a time goes into a completely black environment where the only light source is a hole the size of a pin prick. ooking through the hole a screen can be seen showing an infrared image of them in the space. The audience sees themselves from behind as well as other things around them, including the performers ap parently walking in and performing in the dark next to them. The audience member can experience the performance only through the camera-screen channel. The image below shows the artist Patrick Huber performing with an audience member:
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http://timesup.org/content/black-box-sessions-10-2009 The int eresting thing was that Time's Up and Alex Davies had created a 'green box' scenario where they did re cordings of the performers acting as if they were in the dark. These green box recordings were then treated so that they had no background (green removal) and made to look like they had been filmed with the same camera as the infrared surveillance camera that was watching the audience members from behind. Then the audience member could see them selves in the pitch black space and could only see the performers through the technology of the camera and the screen. If the audience member left the screen, they were alone ina pitch dark room which, after having the bright screen in one eye, was even darker than before. Att empts to find the performer were destined to fail, as they were not there, but the confusion of darkness and the multichannel sound syst em helped create a convincing illusion. The performance recordings were planned to start after the audience member had arrived at the peephole. Sen sors in the ent rance tunnel regist ered the movement and direct ion of a visitor, a second sensor regist ered whether they were standing in front of the peephole. It was assumed that the audience member was alone, this was stated at th en trance and a red-green light combinat ion was used to indicate whether a new audience member could enter. They want ed to be able to synchronize it all so it worked properly, leading the crew to sit down and work out everyt hing which could happen in the space, including playing the video and merging it with the live footage from the camera. To help realise this, they created a diagram showing the ideal things which would happen and the not so ideal:
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Some of the terminology used on the page might help understanding. The bott om right shows the Black Box from above. A visitor (V in the rest of the diagram) passes the 1 sensor then the 2 sensor as they come into the Black Box and then stand in front of the screen. On the left side of the diagram there is the comment "nothing" indicating that nothing is going on. In this state, the green lamp is on. The correct next act ion is for a visitor to enter, triggering the 1 sensor and moving to state "V in " where the lamp turns to red. If they turn around and leave, not liking the dark, the state changes back to "nothing" and the lamp goes green. The lamp remains red in every state other than "nothing" as only in the "nothing" state does the syst em believe there is nobody in the Black Box. Normally the visitor then triggers the 2 sensor, so the state is "V in room" before the screen sensor is tri ggered indicating that the visitor is looking into the screen hole. Then the state becomes "V at screen" and the video is played. When the video finishes, "playend" triggers, the visitor leaves the screen and then triggers the 2 and then 1 as they leave and the syst em state ret urns to "nothing" so the lamp is green and the next audience member can enter. The rest of the diagram is filled with lines and states indicating the ways that the visitor and the syst em are doing things that have not been planned for. Perhaps the visitor leaves the screen before the video finishes and wanders around in the dark. Or even leaves the Black Box completely. Perhaps some sensor triggers unexpectedly. The discussion amongst the crew tried to work out what to do in all these cases. This diagram was developed in order to enabl the Max MSP patch to do everyt hing at the correct time. They also created a numbered diagram to assist with working out this process, as the diagram above is filled with all sorts of human readable informat ion.
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This piece is a more simple piece, with few enough states that it was analysable on an A4 page. The process of discussing the piece and its dynamics on a page with human readable comments and annotated arcs between named states made analysing the syst em feasible and helped work out what the appropriate dynamics should be when the unexpected oc cured. Translating this to the machine readable situat ion of a series of rows of numbers, one row per state, made the dynamics readable and implementable by the Max/MSP patch. This series of translat ions, from the human readable state diagram to the numbered version to the array of numbers to the code that would implement the state machine dynamics, is error prone but given that the implement at ion is correct, the three notat ions are struct urally isomorphic. 1. 2. Bio and other det ails at http://schizophonia.com/ ^ Website: http://timesup.org ^
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As a result the visitor not only receives a present at ion about science, but also about the life of a scientist, about the motivat ions to undert ake science, to carry out experiments and research in general, to work the way he chose to. In the window a clock radio is playing a radio talkback show with the int erviewee talking about their life as an independent scientist. Callers ask about non institutional science, raising issues with cont emporary research pract ices, and a wide ranging conversat ion takes place. The radio show is formed in an endless loop, the listener always has the feeling to be in the middle of the show. Faxes arrive and messages are left on the answering machine about his life as an independent scientist, the lack of respect one receives and the freedom one has. In the corner the inact ive machine that is seen in a video stands, in the video there is evidence present ed of time travel into the fut ure, where a watch undergoes the experi ence of travelling 20 seconds into the fut ure. The sound effects match those from the next room - the visitor is lead to believe that adigan is in the next room and is currently travelling into the fut ure - at least he will have the experience of spending a few minutes in the machine, while a much longer time will have passed. Feasible time travel is a lot more boring than the classical causal loop stuff of science fict ion. The experience of visiting the space is one of following links from one object to another. A visitor finds somet h ing to be int erest ed in, whether it be video, an int eract ive visualisat ion, a computer game, a mathematical genealogical 68
tree or any number of other art efacts of the scient ist's life. istening to the radio show, the speakers chat about subjects that appear elsewhere in the room. The fax messages and answering machine offer suggest ions, a letter next to the com puter screen from a friend in Namibia adds some colour that explains a photo perched on the shelving and an art efact on the window sill. The form of the room is a network of objects, semant ically linked by reference and similarity. Thus for an analysis of the piece, we want ed to look at the way that various objects were semant ically related. We collect ed many of the objects and joined them. The automatic graph visualisat ion package GraphViz was used to lay out the graph.
The resulting graph, which is by no means a complete mapping of all the objects in the space, shows the way that a visitor can move from a given object in the room to an idea, story element or concept and then onto other objects. From the fragment shown above, one can see that many of the concepts are related and reachable from some of the eas ily played with items such as the 3 sided Hyperbolic Pong game. One element that is not att ached to anything else, however, is the photograph of a woman who could be his mother. There is no indicat ion on the back or elsewhere who this person might be, so the visitor is left to use their int ui tion based upon the clothing and hair style, the tint of the photo and its posit ion in the room. However this photo is not connect ed to any other objects in the room, and only vaguely connect ed to the fact of his childlessness (this connect ion is only vague so has not been indicated in the diagram). Thus we could say that the photo is removable - we will not lose anything of import ance by omitting it and may help clarify the installat ion by removing narrational clutter. Or it sug gests that the story element needs to be bett er int egrated, with a telephone call ment ioning her or a letter from her tuc ked into the back of the photo frame. This notational effort was of value in order to analyse the piece. A more comprehensive piece of notat ion would enhance the ability to evaluate the usefulness of each element of the installat ion. The purpose when creating these net works was similar, to see whether the visitor was passed on from element to element. This was not clear from the frag ment, as it would only work when completed, so that all installat ion elements were present and could be looked at. The notat ion would also help work out what smaller version of the piece could be present ed in a way that would still work effectively. A reduced version should not have any isolated elements, for instance. 1. http://timesup.org/ ^ 2. http://timesup.org/content/20-seconds-future ^
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And here it is being performed by ate:1 In this score she labeled objects and created hers with paper and stickers. The first part was her following the score, int erpreting it rather than hacking it and she used audience members within the piece as the score said you could. She did this with very litt le preparat ion, the idea being that the composit ion would emerge in realtime. This is because she want ed the hack to be in realtime. There isn't a lot of choice within the score of what to do, so she want ed to make her decisions in a realtime, pressured situat ion. The initial way she decided to hack it was to rip up the paper and catego ries, and making new ones out of the language which exist ed. She ended the piece when she got frustrated with not knowing what she had done, fed up with making the decisions in realtime. The next choreographic hack was when she made her own code. It's made to look like java script, but also made so a dancer could read it:
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Finally she had a setup with two dancers, defining the movement she was int erest ed in. The dancers had to int erpret this. The choreography sect ion is the relationships created. She then gave the dancers an order to run it in, giving the 72
code to them the day before the performance, without any other instruct ions and so they had to work them out them selves. Halfway through the performance ate put up new instruct ions, this was the hack, and the dancer's had to chan ge their relationship depending on this. ate did act ually give them the hack an hour before the performance, she they knew it was coming but they had to figure it out in the moment.2 The order they performed it in was the movements straight through, then they performed it with the re lationships and then they performed the hack when it appeared on the screen. One of ate's colleagues in the computer science department got very excited about the piece and wrote the code up act ually in Java script as opposed to ate's pseudo script, but it is very similar:
The last one ate made was about the dancer being a hacker, where she gave verbal instruct ions:3 What was int eresting about this one was, that the score start ed with what ate was saying, but then the dancer had to slowly change what she was doing so she wasn't doing what ate was instructing. The score isn't what ate was saying at all, just at the beginning, making the dancer the hacker. This experience led ate to a community of live cod ers. What she has in common with them is live compositional processes, in that there is some kind of syst em or score that is set up and within it there is a frame from change. There is also a transparency about it, with the project ion of code. This led her to work with Alex Mcean on a piece called Prism 11.
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In this piece they tried to build up a feedback loop between them. ate would do set movements which she had precoded and were project ed behind her and he was using his syst em (unfort unately he had brought the wrong one for the performance), which was project ed too. ate would change dynamics and qualities of the movements whilst performing, and he would change the dynamics and qualities of the sound he was producing, which would then in turn make ate change what she was doing; this created a feedback loop. Both the codes were project ed side by side. This was completely un-rehearsed beforehand and most of ate's choreography doesn't use sound so this was a big challenge. They want to perform it again in a rehearsed manner. There is a score but this live compositional process is the priority. ate is taking part in other choreographic hacks. One at the Arnolfini in Brist ol, with a live notat ion group who look at where live code and live art meet. ate is one of the live coders, and the artists are going to draw ate a score, which she follows live as it gets created. 1. http://vimeo.com/36369236 ^ 2. https://vimeo.com/36369338 ^ 3. https://vimeo.com/36369416 ^
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Score
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1. http://www.michaeljschumacher.com/ ^
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The Score
ch=output channel, lr=soundlayer, r.h=right hand, l.h=left hand, c.p=center posit ion, v=velocity of the hands move ments Performance time: Is depending on the performers act ions. miminum time would be 160 seconds. 78
Chair sound matrix: Is the heart of the piece. The target is to erase via the thereminsensor int erface each of the 48 cells. Each cell is connect ed to the light matrix and any state of the matrix is generating informat ion for the panning and amplitude progress. Live processed voice: The voice is free, not connect ed to the matrix and processed by granular synt hesis, which generates three slightly different soundstreams out of one vocal input. Light: has to be considered as two overlapping layers of sqares each of them divided in the raster of 8*6. The 48 patt erns are generated depending on the informat ion generated by the chairsoundmatrix. The focus is on the changing light rays inside the light cone, rather than on the project ion on the floor. The only possibility to make this cone visible is to produce a lot of smoke. In the final state the performer is disappearing in light. Panning and amplitude: Both parameters depend on the relative time informat ion (how many cells are erased) generated by the chairsoundmatrix. You can consider the circle as the space for the audience, chairsounds are moving to the center mixed into one stream while the granularstream is moving outside and splitting up into three streams. At the same time the amplitude is decreasing to zero. Chairsoundlayers: All layers cont ain recorded chairsounds from the performance chair without any additional sound processing. ayer 1 cont ains cont inous chairsounds and layer 2 peak fragments of layer 1. All three output chan nels differ from each other. The looped soundstreams durat ion is free in time not depending on the matrix time, which results connect ed to the matrix time in a permanent shifting of the material.
NATO: Is an ext ent ion of the MAX/MSP program. It produces the appropriate video images to be project ed creating the light cone.
Inbetween states, photo from the performance at Musikprotokoll / Graz 2001 1. http://elise.at ^ 2. http://ima.or.at/ ^
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FORMOCRACY (2012)
ev edit and Andreas Dekrout both work at Game Gest alt 1, a game design company based in Vienna. ev edit teaches game design at several institut ions and universities, he also is the CEO of Game Gest alt. Andreas Dekrout has a background in legal academic work, social ent repreneurship, and act ivism. He is the project manager of Formocracy.
The image shows one of the first drafts for the decision-making part of Formocracy. During the first few (full) days of discussion and turning the idea which was later to become formocracy around in our heads the mechanics and logical sequences were draft ed out on a piece of paper (in a restaurant during dinner). Without prior agreement on any specific notat ion syst em, we used what felt natural to us. anguage (German), lines, arrows, wave-lines, boxes, and so forth. Using this int uitive notat ion we were able to work on what turned out to be less clear than expect ed and could edit and change the concept at the same time.
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Flowchart for the logic sequence for a proposal within the Formocracy syst em in the virt ual and real world. After the most essential quest ions and challenges were solved the need to communicate the planned flow of act ion arose. The above flowchart is to be read within the cont ext of the design document, it is embeded in it. It does make some sense, but is not completely understandable without additional informat ion.
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Pen on paper draft for an aspect of the user-interface in Formocracy (the user-profile page) plus some logic and ex planatory comments. Making user-user and user-system int aract ion possible, the int erface must be as self explanatory as possible, while being capable of transferring all necessary act ion and informat ion. This makes the user-interface a nota tion syst em in its own right.
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Mock-up of a user-profile page for formocracy with explanatory comments in boxes. Putting less of a demand of abstrac tion tasks on the viewer, we produced the above mock-up for demonstrat ion purposes only. The development work is also, at this stage of realisat ion, still done with pen amd paper.
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Flowchart representation of out and ingoing information and user flow and loops of the formocracy platform with examples and minimal explanations done in textform for presentation purposes.
Conclusion
Especially when working on a project of such high complexity and with int erdependencies between all kinds of aspects (from security-challenges to ethic standards to the fun fact or) you learn very quickly that things have a very very strong tendency of getting more complex and complicated the more you work on them. Initially we used mindmap-like re present at ions to accompany our conversat ions, just to make sure we were talking about the same thing. Very soon these "maps" became our trust ed method of navigat ion in the fast-growing landscape of thoughts that we created on our way. Unintent ionally these original notat ions of our thoughts formed and influenced the way we struct ured and thought about their cont ent. This feedback loop between our imaginat ion of struct ures and their represent at ion turned out to be ext remely useful. In a way thinking about our own ext ernalised thoughts created a creative syst em of "int eract ivity with self".
In our last transformational step all our notes, mindmaps, and flowcharts were collect ed and made publicly available in the form of a design document.2 While such a design document consists of struct ured text and explanatory and exemplary graphics, it must not be overseen that it is a "cooking-recipe" of its very own kind. When starting to act ually program the software this is the one point of reference by which success or failure of the programmers is judged. 1. http://gamegest alt.com/ ^ 2. at: http://fc.yurp.at:8888/display/FORM/ ^
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"One may ask why an Improvisers Orchestra has composers and/or conduct ors. The two free improvisat ions go to show that they do not act ually need them. However, various people have come up with different ways to shape and direct the music, without using any convent ional musical scores. Thus Dave Tucker's "conduct ion" is an example of the conduct or det ermining who should be playing with what int ensity at any given time. But he in turn is influenced by the feedback of what is act ually played. Steve Beresford and Evan Parker work the same way, except that in both the examples heard here, one musician is free to play in a sort of concert o situat ion. Chris Burn achieves somet hing similar, but uses a predetermined sequence of who should be playing with whom to explore some of the myriad of small combinat ions that exist in such an orchestra. Rhodri Davies invest igates the potent ial quietness of a large ensemble, while Caroline raabel explores the organic processes of such a sensitive body. Simon H Fell's composit ion is perhaps the most cont rolled piece heard here, but even this leaves a considerable amount of freedom. Finally, there are two delightfully subversive at tempts to produce random chance music - the antit hesis of an improvising orchestra - by dividing the musicians into un relating individuals (Adam Bohman) or independent sect ions (Philipp Wachsmann). All of the conduct ors and/or com posers are members of the Orchestra, except for Dave Tucker who has performed with several of the musicians in other cont exts as a guitarist." 3 1. http://elise.at/ ^ 2. http://ima.or.at/ ^ 3. iner notes of Proceedings by the ondon Improvisers Orchestra, http://www.emanemdisc.com/ E4201.html a, b
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The notat ion summarises the possible mot ions of the reader in the General's labyrinth. As the reader moves, cert ain story elements are played out. Passing back, the reader is confront ed by an alt ernate hist ory of the General's life. This path dependency makes the explorat ion of the General's world subject ive in a simple yet non-trivial way. In his blog2, Adrian Hon, who acted as the "Story architect" for the whole project and worked closely with all the people who implement ed the story, said: Before Moshin began writing, I called him up to discuss the capabilities of our story architect ure. I thought it was going to be a quick five minute call, but we ended up talking for about an hour, trying to work out what would be the most int eresting and achievable style of story. Ult imately Mohsin decided not to do a traditional branching narrative, and settled upon doing somet hing else. Maybe a still life. Still life is a term I came up with earlier on, to describe one possibility in which readers could navigate around an essentially frozen world. There would be no branching narrative, but there would be 87
branching paths, and readers would need and want to read all the cells. Imagine if you froze time you could walk around and look through rooms in a building. Collect ively those rooms would tell a single story not a dozen different stories and there would be no end. [...] I was genuinely impressed with the struct ure. To be honest, I think he understand the possibilities bett er than I do, because this is not a struct ure that I would have come up with myself. In a comparatively small number of cells, Mohsin managed to demonstrate three different styles of int eract ive storytelling, and link them together into a single overarching still life. "The (Former) General" is not as visually impressive as some of the other stories, but Im immensely proud of it. The int erface, art design and story all meld together beautifully, and I believe its the most in novative and original piece of storytelling in the six weeks. Its not quite a game, and while it does have branching, it doesnt allow the reader to affect the outcome of story only their own experience of it. It truly is somet hing that you couldnt do in a book, and here, it tells a powerful tale as affecting as any novel.
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APPENDICES
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A CLOSING CAKE
We have reached the end of this sprint and the end of this book. This chapter wishes to thank you by sharing the ab stract ion of a delicious cake that isa, our wonderful cook, shared with us.
Versions
This is version 1.0 of our point of view on Notat ion. We have slept litt le and written too much, discussed more and learnt a wide variety of things. This version can stand on its own feet, but it is also growing. Thus we would like to wel come you, the reader, to cont ribute to it. We see several things that would have a place in the next version: Bob Rotenburg's present at ion paper at the Data Ecologies Symposium offers a far more int ricately worked out set of thoughts about the cont exts of notat ion that we have managed. We hope to develop a version that can grow in here as a new chapter. Examples of other works, from a variety of sources, would help round out techniques and ideas. We are a very fin ite group of people with a very specific set of experiences. So a broad range of new examples would help inform the further development of the book Several themes have been moved to the Hold chapter to be dealt with properly. Topics such as treating legal and other social contract syst ems as notational syst ems have been thrown around but we have agreed that they re quire more time and effort then we can give them in this cont ext.
History
This version 1.0 was created between Sept ember 5 and 10, 2012, by Elisabeth Schimana, Andreas Dekrout, Simone Boria, Marta Pierano, Heather elley, Rachel O'Reilly, Tim Boykett and Adam Hyde in a book sprint at the unstraum Goet hestrasse in inz Austria. The sprint was part of the Physical and Alt ernate Reality Narratives (PARN) project with the support of the Cult ure Programme 2007 - 2013 of the European Union, the City of inz, the State of Upper Austria and the Federal BMU. PARN is a project from Time's Up, FoAM, Blast Theory and ighthouse invest igating new forms of storytelling in physical and alt ernate reality spaces. This Book Sprint was the second phase of an invest igat ion that start ed at the Data Ecologies 2012 event with the subt it le "The Map and The Territory." Three of the part icipants, Simone Boria, Elisabeth Schimana and Tim Boykett were pre sent at that event. The document at ion1 of the event, prepared by Emilie Giles and Monique Alvarez, had been made re cently available and was of value, part icularly to those who had not been present. These were Andreas Dekrout, Marta Pierano and Heather elley, who skimmed and scanned the document at ion but did not get too deep within. We had been warned by our Book Sprint facilitator, Adam Hyde, to avoid having too many fixed points in the planned book, that the symposium document at ion might be more of a hindrance than a help. The process of a Book Sprint is getting increasing ly well defined but not well understood outside the mind of Adam, so the last person present, Rachel O'Reilly, was here to document the process and observe the techniques used. We eagerly await her results, so as to bett er understand what was happening to us. Rachel also brought with her a critical eye and fast fingers to help get some of the wonderfully spoken but hard to write parts of the process down into the book. ast but not least, Grenzfurthner/monochrom jumped in with some cover art and we are ready to rock and roll.
Recipe
This Poppy Seed Cake arrived on the Thursday. Unfort unately we cannot pack a slice in a PDF, so we send on the most practical of all notat ions, a recipe. Poppy Seed Cake Ingredients: 250g butter, 250g iced sugar, 6 eggs, 1/2 tsp. salt, 250g grounded poppy seeds, 1/2 tsp. natron, 500g apples, vanilla sugar, lemon zest How to: Beat butter, sugar, yolk until fluffy; mix seeds, zests, salt, natron, sliced apples; mix it with a spoon; whisk egg whites until firm - then fold in; into the oven with 60 for 1 hour; cool it down, then iced sugar on top! 90
Sponsors
Disclaimer
"This project has been funded with support from the European Commission. This publicat ion reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the informat ion con tained therein." 1. Wiki cont aining document at ion: http://wiki.physicalnarration.org/wiki/index.php/DE12TheMapAndTheTerritory
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