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xirdalium

a blog … in the strict sense of the term …

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the end

xirdalium Posted on Tuesday, 18th October 2005 by zephyrin_xirdalFriday, 6th July 2012

Stephen Hawking in Bild
 

Yesterday night Stephen Hawking—being on promotion tour for his new book—was guest at a late night show on German national TV. I watched some ten minutes of the show and the way Professor Hawking was presented decidedly reminded me of ↑Professor [Charles] X[avier], the founder / mentor / leader of the ↑X-Men. Then this morning I took my usual stroll to the tramway station. Close to the station there’s an array of newspaper vending boxes placed on the sidewalk, every box prominently displaying today’s frontpage. The frontpage of Germany’s largest tabloid “Bild” [Picture] today is filled with a blue-marble depiction of our Earth completely immersed into a fiery blaze. At the topleft corner there’s a small inset showing Professor Hawking, and the headline reads: “Earth’s most intelligent human being prophesies: That’s the way our world will end.” Ain’t that another symptom of how deeply topoi from the comic-book-stories universe have seeped into contemporary everyday-culture?
 

Christopher Reeve in Bild
 

Christopher Reeve as Lex Luthor in BildOn 12 October 2004 I [once again] became aware of how deeply named topoi have seeped into my mind. When on that day I drew nearer to the newspaper boxes the following headline caught my eye: “Super-Virus kills Superman” A large portrait of Superman was beside the headline, and below it a small inset showed a bald man in a high-tech wheelchair. My instantaneous thoughts went: “Hell, finally ↑Lex Luthor has done it!” I couldn’t do anything against that idea, it just sprang up from the depths. Then of course I metaphorically slapped my forehead, and got the facts straight: The actor Christopher Reeve had died, and both pictures showed him. But I confess that today I at first instance mistook poor bloating-sun-burned Earth for the exploding ↑planet Krypton.
 

For more on the topoi I am speaking of, have a look at the excellent ↑Mad Scientists and the Movies page.
 

And after ↑boingboing recently has ↑hinted to
↑Horrton Hears a Heart, I dare to post a matching poem by the immortal ↑Aleister Crowley [rhymes on holy]—just to make the madness complete:
 

The End
The end of everything. The veil of night
Is not so deep I cannot comprehend.
I see before me yawn—a ghastly sight—
The End.
 

Love long ago deserted me to wend
His way with younger men. Life spreads a blight
Over me now. I have not now one friend.
 

There is no hope for me; no gleam of light
To my black path will any comfort lend—
Yet will I meet with smiling face, upright
The End.
Das End’
Das End’ von allem. Nachtens Schleier dicht
Ist nicht so tief, daß ich’s nicht verstehen könnte.
Ich seh’ vor mir klaffen—gräßlich’ Sicht—
Das Ende
 

Vor langer Zeit die Liebe ging,
Um mit Jüngeren fortan zu ziehn
Das Leben selbst sprach den Schreckensfluch
So daß ’nen einzgen Freund vergebens ich such’
 

’s ist keine Hoffnung; kein Schimmer von Licht
Der das Dunkel meines Pfads aufbrennt
Dennoch tret’ ich lächelnd und aufgericht’
Gegenüber … dem End’.

The poem is taken from YORKE Collection N1, section 2—poems collected in a small notebook, completely written in Aleister Crowley’s handwriting. Around 1898 or earlier. The German translation is by yours truly and taken from my dissertation ↑Metatrickster (p. 188) which, by the way, is available online under a CC-licence and ↑can be downloaded in full here. [.pdf | 7.5MB | in German, though] Yes, the translation is a miserable one—but ↑Marcel Schwob thought Crowley to be a miserable poet. In consequence my translation is congenial. [Just for the fun of it: Compare the sizes of the Wikipedia entries on ↑Crowley and ↑Schwob … ]
Mad Scientists and the Movies initially via entry at infocult

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speed runs revisited

xirdalium Posted on Friday, 14th October 2005 by zephyrin_xirdalThursday, 12th July 2012

Nice article on speedruns at SpOn: ↑Speedrun: Spiel auf Zeit [in German. As usual with issues like that, the Wikipedia-entry ↑Speedrun is more comprehensive.] Goes well with ↵speed runs, ↵piling up, and ↵appropriation by mastership.
via entry at hinterding

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back from conference

xirdalium Posted on Thursday, 13th October 2005 by zephyrin_xirdalFriday, 6th July 2012

The ↑2005 installment of the biannual Conference of the German Anthropological Association (GAA aka DGV) is over and I am well back in Munich. My ↵cyberanthropology workshop now is history—it went well, and from all I heard till now it was very well received, too [Or is it my intimidating personality that no one dares to tell me negative criticism?.] A big Thank You! to everybody who presented a paper in the workshop, and also thanks very much! to everybody who sat in the audience. I enjoyed the interesting questions and the lively discussions very much. My apologies to everybody for my taking the liberty to add a full hour to the workshop’s timeframe. Special apology to ↑Frauke Lehmann, who was forced to present her paper as the last one in the row, way beyond the scheduled time. Unfortunately Castulus Kolo, who had prepared a paper on ↵Cyberanthropology going mobile, couldn’t take part, as he was down with flu—I hope you recovered meanwhile. But nothing will be lost, as I definitely will edit a book containing the workshop-contributions and some items plus in the form of elaborated articles. According logistics already have started. I’ll get back to you soon—for now I will equip myself, as on monday the students will flood in here again.

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keitai

xirdalium Posted on Monday, 10th October 2005 by zephyrin_xirdalWednesday, 17th October 2012

The Japanese term for mobile phone, keitai (roughly translated as “something you carry with you”), evokes not technical capability or freedom of movement but intimacy and portability, defining a personal accessory that allows constant social connection. Japan’s enthusiastic engagement with mobile technology has become—along with anime, manga, and sushi—part of its trendsetting popular culture. Personal, Portable, Pedestrian, the first book-length English-language treatment of mobile communication use in Japan, covers the transformation of keitai from business tool to personal device for communication and play.
    The essays in this groundbreaking collection document the emergence, incorporation, and domestication of mobile communications in a wide range of social practices and institutions. The book first considers the social, cultural, and historical context of keitai development, including its beginnings in youth pager use in the early 1990s. It then discusses the virtually seamless integration of keitai use into everyday life, contrasting it to the more escapist character of Internet use on the PC. Other essays suggest that the use of mobile communication reinforces ties between close friends and family, producing “tele-cocooning” by tight-knit social groups. The book also discusses mobile phone manners and examines keitai use by copier technicians, multitasking housewives, and school children. Personal, Portable, Pedestrian describes a mobile universe in which networked relations are a pervasive and persistent fixture of everyday life.

↑ITO, MIZUKO, DAISUKE OKABE AND ↑MISA MATSUDA (eds.). 2005. Personal, portable, pedestrian: Mobile phones in Japanese life. Cambridge, Mass.: MIT Press.
initially via ↑entry at ↑Savage Minds
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FLOSS developers as a social formation

xirdalium Posted on Saturday, 1st October 2005 by zephyrin_xirdalWednesday, 3rd October 2012

↑Frauke Lehmann, who will give a ↵presentation at my ↵cyberanthropology workshop, has put her M.A.-thesis (↵Lehmann 2004a) online under a CC-licence. The thesis is called ↑Entwickler Freier Software als soziale Formation [in German | .pdf | 873KB] and an English-language derivate of it (↵Lehmann 2004b) has been published at ↑First Monday: ↑FLOSS developers as a social formation. Here’s the abstract:
 

Developers of Free/Libre and Open Source Software (FLOSS) are often referred to as a community or as a scene. But so far this seems mostly just a rough expression. This paper takes a closer look at FLOSS developers and their projects to find out how they work, what holds them together and how they interact. Community and social movement seem not to apply as descriptors. Looking at norms, values, structures, and conflict resolution, a hacker subculture appears which is compartmentalised into differently organised projects. By testing empirical findings against various theoretical approaches, ideas for further research are identified.
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real life half life

xirdalium Posted on Thursday, 29th September 2005 by zephyrin_xirdalSunday, 14th October 2012

There’s a lot said and written on immersion into alternative or even virtual worlds, on people getting lost in gamespace or the Internet’s interactive realms, and so on. In consequence thoughts about the questions arising with these ‘other realities’ fly into every direction. As the ‘cyberanthropologist online among the gamemodders’ I deem myself to be, I am especially interested in how the Cyberians themselves tackle this issues. The people I am affected to appropriate all kinds of related artefacts and then artistically slap the demarcations between meat- and cyberspace around with a large trout—big time.


Aaron Rasmussen for example thought creatively, wrote a lot of code, fused an automatic Airsoft replica of an FN P90 that shoots .2 gram 6mm ball bullets with a couple of servos, plywood, a webcam and a dated computer, and presto, another movie- and computergame-fantasy became offline-reality. Read all about it at ↑How we built the quintessential sentry gun. Here’s the abstract:

Okay, “quintessential” might be going a little far, but it’s enough to frighten me. The idea of this project was to create a fully-automated sentry gun, capable of picking out a human target and accurately tracking and shooting him or her in the heart. Really, the idea was to find a cool robotics project for the summer while I was working at an advertising agency, and I’d only ever seen sentry guns in movies (like Congo) and video games (Half-Life 1, Half-Life 2, Team Fortress Classic). I couldn’t find any record of anyone building one, even the military, although it seems likely I just didn’t look hard enough. It’s a pretty simple technology. One of my friends did mention the Phalanx anti-missile gun, which is of similar design, but uses radar for tracking instead of an optical method. The Phalanx has been around since the early 80’s. He was also quick to add that there are some pretty good reasons for not building an optical sentry gun, a big one being that it’s generally a good idea to shoot down any missile headed in your direction, but that same philosophy may not be the best when applied to humans. If you’re here just to see my little brother get shot with it, scroll to the bottom.

At the site’s bottom there’s a download link of a videoclip [01:12 | .mov | 7.5MB] showing off a test-session of the turret. The clip contains views from the turret itself, and views from a camcorder documenting the test. Aaron’s brother Ezra is used as a guinea-pig. Watching the movie somehow gives me the creeps. Just like this does:


M3WANNAB3 followed another path to blurring the boundaries between game- and meatspace. He took character models from Half Life 2 (HL2) and beautifully inserted them into photographies of meatspace via a technique called HDR Lighting—in my opinion some of the results really are astounding. More pictures and links to tutorials & tools at the ↑E46 Fanatics forums thread ↑Coolest thing ever, Half-life in real life. Max Payne as well crossed that border:

Max Payne Hero
↑Chris Chen completely freed game-protagonist Max Payne from the confines of a computerscreen and made a professional-production-values movie called ↑Max Payne Hero. [↑downloads | multiple formats | 8 to 48MB] Chris says:

I was on a trip and I was in the backseat of a car listening to my tunes when I started to see these images as I listened to the song “Hero” by Chad Kroeger & Josey Scott. To me, this song made me feel a wide range of emotions such as anger, sorrow, frustration, and closure. As a film student at Humber College, I mainly liked to direct action movies. Some gun shooting sequences appeared in my mind as I heard this song. As I listened to it more, I pictured a whole choreographed scene and I thought that this would make a very cool action-packed music video.
    But I wasn’t too sure about how I was going to end it. I had two choices. I was going to have it so the hero would go in and raise some hell and save his girlfriend/wife or his girlfriend/wife is already dead and he avenges her death.
    The latter reminded me of Max Payne and I thought that this is the perfect way to give tribute to one of my most favorites games, Max Payne, and one of my most favorite directors, John Woo. Since the developers of Max Payne really likes John Woo movies, I thought that this is the right company to give thanks to as they have done a great job on creating an action-filled John Woo style video game. ↑[…]

Am alten Laimer Verladebahnhof
And then there’s yet a kind of, well, ‘reverse ↑machinima‘ in the making [I guess after ↑Bryan Alexander has coined the phrase ‘avant-machinima’ in our e-mail conversation, I dare to jump in with another neologism using a neologism]. Back in 2004 KerLeone published at his weblog a series of ten moody pictures [↑1, ↑2, ↑3, ↑4, ↑5, ↑6, ↑7, ↑8, ↑9, ↑10] he took at an old cargo railway station. The ambient setting reminded him of the Half-Life universe and in a meatspace conversation he told me of his plan to shoot a real-life-half-life movie-clip there. Some friends, whom he had told about the idea, already had volunteered to take part and help—unfortunately nothing happened yet; at least to my knowledge. Hopefully my scribbling of this blog-entry puts some pressure on KerLeone ;-)

sentry gun initially via entry at boingboing | half-life in real life initially via entry at boingboing, too
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stability of cyberspace

xirdalium Posted on Thursday, 29th September 2005 by zephyrin_xirdalFriday, 6th July 2012

At the ↵Cyberspace 2005 Conference I will give a little talk. Here’s the abstract:

The lack of a suitable understanding of reality experienced by human beings hampers the discourse on social and cultural phenoma triggered by information and communication technologies (ICTs). This lack generates misunderstandings which accumulate in the notion of ICT-induced realms as a Gegenwelt, either in the form of an utopia or dystopia. The majority of the studies so far on the subject suffer from an utter lack of clarity of the discourse’s ever-resurfacing core-concepts “virtual reality” (VR), “cyberspace”, and “virtual community”. In fact, throughout the literature a shared understanding of these concepts does not exist.

From a sociocultural anthropological background this article provides a model of the experience of reality, which is based upon the works of William James and Alfred Schütz, and thereby bridges the divide between positivism/materialism and constructivism. By combining this pragmatic model with the history of the above-mentioned concepts, a sound basis for research on ICT-induced phenomena is generated.

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why cyberanthropology, why “cyber-“?

xirdalium Posted on Wednesday, 28th September 2005 by zephyrin_xirdalSunday, 14th October 2012

or, cybernetics as a tacit but paradigmatical cultural topos
 

Already in 1994 anthropologist ↑Arturo Escobar bid his colleagues ↵welcome to cyberia and hinted at a path towards an ‘anthropology of ↑cyberculture‘. But astoundingly enough Escobar takes words as ‘cyberspace’ and the like to be misnomers—he only uses the term ‘cyberculture’ as an element of analysis due to the widespread acceptance of the prefix ‘cyber-‘. (↵1994:211, fn. I.) Just having complied to fashion while formulating new concepts is not quite an academic justification—a weak one at best. I do not at all share the opinion that ‘cyber-‘ is misleading. Quite to the contrary, it directly hints towards the core of where Escobar wants us to lead. In said paper Escobar himself delivers the starting points for my arguments.

In Escobar’s view ‘cyberculture’ specifically refers to information and communication technologies (ICTs) and biotechnologies. “It would be possible to separate out these two sets of technologies for analytical purposes, although it is no coincidence that they have achieved prominence simultaneously.” (↵1994:214) ICTs bring forth ‘technosociality’, biotechnology brings forth ‘biosociality’, “a new order for the production of life, nature, and the body through biologically based technological interventions.” (↵1994:214)

When tracking the fashion Escobar claims to have followed, when searching for the semantical meanings popular culture and academic discussions have ascribed to ‘cyber-‘, one discovers a fabric consisting of ICTs and science fiction, but very seldom biotechnology. Now, what is the missing link between the two sets? The answer lies in the mistrusted prefix itself. Respectively in its root, in Norbert Wiener’s neologism ‘cybernetics’ dating back to 1948, in the academic discourse hiding behind the concept. And in all that which has arisen from that discourse.

First of all a cybernetic approach means to exemplarily envision observed phenomena as systems. That means as entities which consist of elements. The latter are interrelated and interact by rules.

Cyberneticians are not so much interested in what systems consist of, but how they function as a whole. The subject of cybernetics are the abstract principles of organisation, coordination, regulation, and control in complex systems. No matter if the phenomena in question are physical, technological, biological, ecological, psychological, or even social. If a phenomenon can be described as a system, then it can be scrutinized by cybernetics. The bandwidth of examples reaches from the thermostat, via human societies, towards biological evolution.

In the process of marking itself off from mechanistical visions, cybernetics quite early emphasized a whole array of concepts: networks, complexity, self-organisation, reproduction, adaption, cognition, aiming at and maintaining goal-states, purposeful behavior (or action?), and autonomy. This line-up implicitly leads towards a vision of cybernetic systems as independent actors, maybe even gifted with ‘free will’. Therefore it is not astounding that a hypothetical analogy emerged early on: ‘mind to body ‘is like ‘information to machine’.

Of course cybernetical models date way farther back than 1948. Take e.g. medical science’s blood circuit, Adam Smith’s invisible hand, or the functionalists’ body-analogy in social anthropology. But because cybernetics—as they were formed as an transdisciplinary project immediately after World War II—had crucial influence on the emergence of disciplines like e.g. computer science and science of cognition, cybernetics are via technosociality crucial for the Gestalt of contemporary culture and society, too.

Despite all the fascination cybernetics may have, I am not at all aiming at re-introducing cybernetics into anthropology. I am aiming at recognizing cybernetics as a hidden cultural paradigm. Human actions are culturally informed and cybernetics have become a tacit cultural topos—disguised as common sense.

Two heuristical examples for illustration’s sake :

Since some years there’s a new feature within Germany’s most viewed news-format on television. Just before the weather-forecast (which tells us about high- and low-pressure weather-systems) there is information on the stock market including a commentary. The commentary always includes sentences like “The stock market reacts/responds to … “ The abstract system stock market is envisioned as an autonomous, personalized entity which is able to respond to something. A cybernetical system. And every evening an audience consisting of millions seems to cognitively share that vision. In household words like ‘self-regulatory market’ the topos explicitly surfaces. And personalizations like the culture, the society, the company, the market does this and that are all symptoms of the topos ‘cybernetics’ functioning in the background.

Another example—without the audience of millions. Today it is principally possible to replace lost limbs by prostheses. A state-of-the-art prosthesis is able to emulate a whole array of the lost limb’s functions. These ar not steel hooks or peg legs, but machines which are linked up to muscles and nerves. Those artefacts are constructed and built in full consciousness of cybernetics. In order to attach and connect a prosthesis like that to a human body the surgeon has to envision the human organism as a cybernetic system.

Heylighen and Joslyn (↵2001:3) point out that engineers are prone to “[…] de-emphasize the system/model distinction, acting as if the model is the system.” Every technology created in that fashion is charged with meaning. On its back it carries ‘envisioning the things as cybernetic systems’. With the spreading of said technologies the cultural topos ‘cybernetics’ diffuses, too.

Once again: The term ‘cyberanthropology’ does not imperatively mean a kind of sociocultural anthropology which is methodically and theoretically informed by cybernetics and systems theory. It rather hints towards a core-aspect of the phenomena cyberanthropology tries to understand:

In the widest sense ‘cyberanthropology’ means the branch of sociocultural anthropology which aims to understand the culturally informed interrelationships between human beings and those technological artefacts which can be imagined and described as cybernetic systems. This interrelationships decidedly include the attempts to fuse human and other biological organisms, human society, and the socioecologically shaped environment with technological artefacts. In this attempts all the mentioned elements are envisioned as cybernetic systems.

This outlines the contours of cyberanthropology’s broadest scope. But in the wake of recent discourses growing up around metaphors like ‘globalisation’ and ‘information age/society’ especially ICTs move into cyberanthropology’s focus.

Especially the term “information age” forcefully broke into the social sciences and humanities. E.g. via influential academics like soiologist ↑Manuel Castells. (2000 [1996] ↵a, ↵b, ↵c) Rhetorically hooked up with the so called ‘Millennium’ the ‘information age’ became a reigning paradigm. But already half a century before the turn of the millennium Norbert Wiener wrote:
 

If the seventeenth and early eighteenth centuries are the age of clocks, and the later eighteenth and the nineteenth centuries constitute the age of steam engines, the present time is the age of communication and control. There is in electrical engineering a split […] between the technique of strong currents and the technique of weak currents, and which we know as the distinction between power and communication engineering. It is this split which separates the age just past from that in which we are now living. Actually, communication engineering can deal with currents of any size whatever […] what distinguishes it from power engineering is that its main interest is not economy of energy but the accurate reproduction of a signal. (↵Wiener 1948:50 cf. ↵Bale 1995)
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DGV05: structures of computer-mediated cultural spaces

xirdalium Posted on Wednesday, 28th September 2005 by zephyrin_xirdalFriday, 6th July 2012

by Timo Baur

It is still difficult to delineate the medium Internet as an object of investigation for cyberanthropology. The same is true for precisely positioning the cultural spaces which are perceptible via the Internet within a broader anthropological perspective. Because of geographical criteria this tasks at first seem easier concerning cultural spaces ‘traditionally’ belaboured by sociocultural anthropology. The presentation is based upon a semiotic concept of culture, McLuhan’s notions, and the ISO (International Standard Organization) OSI (Open Systems Interconnection) reference model. It aims at making explicit a structure upon which the Internet is based, both as an abstract medium and as being embedded in a larger environment. Thereby a correlation between virtuality and actuality will become explicit. Furthermore the emerging abstract paths of transmission and communication interrelations—via which systems of symbols like language, text, and graphics are mediated—can be observed in detail. This in turn allows to retrace and comprehend the constitution and diffusion of cultural expressions in particular cases.
 

Abstract of a presentation to be held at the ↵workshop ‘cyberanthropology’ during the ↑Conference of the German Anthropological Association (GAA aka DGV) – Halle / Saale, 4th – 7th October 2005.
translation of the German abstract by zeph—put the blame on me
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cockroach cybernetics

xirdalium Posted on Sunday, 25th September 2005 by zephyrin_xirdalSunday, 14th October 2012

Cybercockroach
 

Via his thesis development plan ↑Control and communication in the animal and the machine I stumbled onto Garnet Hertz’ ↑Cockroach controlled mobile robot:
 

“Control and Communication in the Animal and the Machine” is a cockroach-controlled mobile robot system. The system uses a living Madagascan hissing cockroach atop a modified trackball to control the three-wheeled robot. Infrared sensors also provide navigation feedback to create a semi-intelligent system, with the cockroach as the CPU.

Enjoy!

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