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For commercial re-use, please contact editor@rupkatha.com. © Rupkatha Journal on Interdisciplinary Studies in Humanities Calculation in Art: The Inconspicuous Heuristics of Computation Judson Wright Pump Orgin, New York, USA Abstract How might computers, as tools for automatic execution of formal boolean logic, as opposed to their popular use as rote presentation appliances for presenting various pre-packaged media, be integrated into art? Though the latter use may only yield discussion relevant to a subset of media theory, and we have no argument in or with that forum, the former represents a fundamental inquiry regarding cognition, perception, biology, mathematics, and anthropology, which applies to a far broader issue that bleeds across to far more disciplines of study. The direct approach, algorithmically generating modal events, is hardly sufficient. It is the well-known, but hardly ever analyzed basis of the Turing test. As an example, computers taking input from distinct biosensors tend to create what can be called “cat-walking-on-the-piano” music. This is not to say that an individual cannot come to develop an appreciation for such an aesthetic, but merely that our species seem to be equipped with a general organic art-ness detecting sense. keywords: cognition, Constructivism, development, modeling, perception Introduction Both practices, the use of computers and the experience of art, are generally exploitations of perceptual gestalt rules. Yet gestalt can be applied much more deeply, through metaphor, to conceptualization. These gestalt rules, which allow our species to both perceive and enjoy the use of our bloated pre-frontal cortices, are products of Evolution. But can we say that the current results are optimizations of our design? With evolutionary competition as a model, beginning with number theory and the Turing machine (Ash, 1965; Shannon & Weaver, 1940; Turing, 1936), and culminating in the weighting of options that is fundamental to neural networking schemes (Adbi, Valentin, & Edelman, 1999; Sporns, 2011), the computer is implemented as a means of optimization. Optimization is somewhat synonymous with a common approach to computation. However, deep in the background of this underlying theoretical approach, remains the implication that Evolution itself is a means of optimizing individual species. It is not (Bjorklund & Pellegrini, 2001). It is a means of optimizing systems (relative to the current state of other systems)—not instances. To this end, we will be discussing computer programs which tease apart aesthetic sensory experiences, of what is described as an objet d’art (i.e. embodied by recognizable media)—from cognitive effects, of which art-ness (in a much wider variety of forms) is a byproduct. As this certainly bears further explanation. Suffice it to say, these works are not intended to be conclusive of a hypotheses, but initial indicators answering what exactly is to be investigated. The former paradigm might be likened to aiming at an elusive target, while the later is more akin to turning on the lights before Rupkatha Journal on Interdisciplinary Studies in Humanities (ISSN 0975-2935), Vol. VII, No. 1, 2015. Ed. Tirtha Prasad Mukhopadhyay &Tarun Tapas Mukherjee URL of the Issue: http://rupkatha.com/v7n1.php URL of the article: http://rupkatha.com/V7/n1/14_Heuristics_Computation_Art.pdf Kolkata, India. Copyrighted material. www.rupkatha.com 121 Rupkatha Journal on Interdisciplinary Studies in Humanities, V7N1, 2015 entering an unfamiliar room. However, there is a more fundamental obstacle. This division of labor [between scientific fields] is … popular: Natural scientists deal with the nonhuman world and the “physical” side of human life, while social scientists are the custodians of human minds, human behavior, and, indeed, the entire human mental, moral, political, social, and cultural world. Thus, both social scientists and natural scientists have been enlisted in what has become a common enterprise: the resurrection of a barely disguised and archaic physical/mental, matter/spirit, nature/human dualism, in place of integrated scientific monism. (Tooby and Cosmides, 1992, p. 49) Sarah Shettleworth (1998) makes an important point about cognition in nonhuman animals, that whatever their available behavioral and motor features, these mental abilities only tend to be idiosyncratic strategies the organism uses given its own embodied resources, rather than any reflection of the degree of that organism's comprehension of the environment. There is no ideal vantage point from which to observe the universe. It must be taken as a premise on faith, that a world beyond the mind exists, roughly in the way humans describe it to themselves as conceptual metaphor (Feldman, 2008; Lakoff and Johnson, 1980). So too we humans must appreciate the effects of being human on our interpretations of our art and our computers. This is no simple matter. We highlight a subtle distinction between physical properties (and the possible organization thereof), and the inconsistent detection of such physical dynamics by human sensory systems, as rendered within the Cartesian theater of the detector’s mind (as it is discussed in Dennett, 1991). That humans so easily confuse these two entities, that they are so often only considered as a single phenomenon, is ultimately essential to the utility of the computer, and coincidentally as well as art (this subtle distinction for art was recognized in Dewey, 1935). Actually, this coincidence may be rather trivial. We are designed to overlook this slight discrepancy, and, in turn, design artifacts to accommodate this idiosyncrasy (as discussed in Deacon, 1997; see also Greve 2013). We do not experience the word objectively, rather the protocol/medium between mind and body is affect (to site various domains Clancey, 2005; Cobb, 2005; Grafton & Cross, 2008; Hohenberger, 2011; Lakoff & Núñez, 2000; LeDoux, 2002), subject to—or perhaps shared in the common adherence with—gestalt and grouping (regarding nonhuman animal linguistics, see Cheney, 1984; Seyfarth, 1984). Our species developed its complex processes of perception and conceptualization in response to evolutionary pressures (Herrero, 2005). One conspicuous byproduct of these features is art. Moreover, inventions of mechanical prosthetic devices, from the wheel to the computer, are ultimately embodied artifacts of those very same cognitive processes. We invent machines to satisfy our species-specific needs in this respect, and not to answer to an unknowable, ultimate objective perspective. It would be perhaps more accurate to say that the construction and employment of any technology (including paint brushes and the piano) is art, an expression of this creative impulse. The practice of making and experiencing artwork is entirely an exercise in passing on, and actively sculpting this delicate and elusive impulse of contextualization (Wright, 2014a). This is not to trivialize art as being chaos imbued with illusory projected meaning, nor to decree that the computer is inherently inartistic, but to point out the genetic component of the creative impulse (Wright, 2012). That such an impulse is common 122 Calculation in Art: The Inconspicuous Heuristics of Computation among our species, though slight degrees have dramatic effects (i.e. autism), further indicates that it must carry some small but significant benefit to fitness (again, Deacon, 1997; Tooby and Cosmides, 1992). Formalization Conceptual models of minds often derive from one of three distinct domains: the study of human behavior and cognition (psychology and neurology), the study of nonhuman behavior (ethology and biology) and the study of computational behavior (computer science). Unfortunately, these models are often assumed by their authors to apply to all minds in general, and often lack conceptual integration with one another, or the larger schemes of physics, evolution, and biology (Tooby and Cosmides, 1992). The general model proposed by computer science is particularly insufficient in a very specific way. Claude Shannon's (Ash, 1965; Shannon & Weaver, 1949; von Neumann & Morgenstern, 1944) conception of communication applies well enough between machines, but cannot be generalized further to organic instances of communication. Digital computation is prohibitively restricted from development, and thus learning in any biological-like sense. Digital computation is restricted by the von Neumann bottleneck, that all code must be resolved sequentially, one command at a time, with the result that all threads are condensed to some final point (Nissan & Schocken, 2005; Wright, 2012). This argument often boils down to the objection that consistent computation necessitates serial processing. The issue is far less interesting, but often becomes mired in technical misunderstandings (by both sides) regarding the machine processes, as well as the terms being used. The bottleneck remains. Suffice it to say, in order to achieve a final and consistent result, all processing must terminate at a final on/off binary state simply because it must be rendered by a machine. Thus far, engineers merely design machines to display multimedia data serially because that is the general model of human perception used. By and large, this model works well enough in most cases, where the data does not obviously depend on biological cognitive influences. This paper aims to provide an initial point from which engineers might explore non-serial presentations. Nonetheless, in practice, serial presentation is physically akin to an arrangement of dominos (Wright, 2013; Wright, 2014b). Whether this design consists of only a few tiles or millions, the system does not accumulate qualitatively new information beyond any single physical reaction at a time. From the machine's perspective, unlike the human operator's, the registration of each bit is a long series of independent phenomena (see Figure 1 below). 123 Rupkatha Journal on Interdisciplinary Studies in Humanities, V7N1, 2015 Figure 1. This depicts our triadic relationship with computers. The computer has no sense of its own holism, its mechanical parts, or its own behavior. As a middle, fairly optional, part of a three-step process, the computer can only aspire to indirectly encourage the rudiments of meaning within cooperating human minds. Only by considering consciousness as being a static, all-or-nothing binary state, and the exclusively automatic (impulsive) computation described above as defining all there might be to consciousness, there might justifiably remain hope that machines could eventually come to problem-solve as animals do (Rumelhart & Zipster, 1985). A popular approach to perception and cognition, as solely being a process of cataloguing sensory data, disregarding the “friction” of idiosyncratic errors, such as psychology, within individual brains, prevails in much of academia as well as mainstream belief (Arkin, 2005; Castefranci, 2011). Likely this extremely problematic notion should have been abandoned in the early 1990’s (which include biological topics discussed in Bshary, DiLascio, Pinto, and van de Waal, 2011), with a wave of interest in the topic of consciousness (of note Dennett, 1991; Edelman, 1992; Searle, 1994). However, disregarding that assumptions about the mind are implicit in the orthodox view, further accounts of the mind could generally be discounted as being speculative (see the epistemological debate in Changeux & Connes, 1995). Hence, these widely held assumptions could not freely be questioned. However, a formidable quantitative challenge to this view arose in the form of the issue of neuroplasticity (Bach-y-Rita, 1972; Doidge, 2007; Gregory & Ramachandran, 1991; Schwartz & Begley, 2002). To a surprising degree sensory information can be interchangeable, and therefore must be inconsistent. Notwithstanding, in the face of mounting, contrary empirical data, and the absolute lack of evidence, many staunch followers of the traditional defend the cataloguing model of perception with alarming passion. A subsequent programming technique, employed to model evolutionary competition is the Turing machine (Horzyyk & Tadeusiewicz, 2005; Winston, 1984; the core concept has remained fairly unchanged since Turing, 1936). While theoretically exciting for programmers, the strict limits of application are seldom acknowledged or 124 Calculation in Art: The Inconspicuous Heuristics of Computation put to any formidable test. Thus, aimed at distilling the methodological paradigm at its barest, we concoct the following program. The computer generates two lists of randomly mutating pixel colors to compare to the model list. The most similar list is retained and the other discarded and the competition continues. Ideally, because the number of pixels is finite, the machine should reach a point where one if not both lists are recognizably similar to the model. Unfortunately, though it is common among to ignore, calculation is hardly instantaneous. Though the compiler pre-formulates complex mathematical problems into a series of simple arithmetic problems, thus saving a formidable run-time processing task, and these simplified arithmetic calculations can be performed in tiny fractions of a second, there are now so many, that the processing time becomes rather significant. To analyze a 360 x 240 pixel list, the program running at 200 cycles per second, would take several hundred lifetimes to achieve. As the resolution of the model image decreases, to yield a more viable time requirement, the model data becomes less descriptive to us, until it is entirely dependent on context for meaning. The figures below (see Figures 2a-c, d-e) illustrate how this virtual competition, which remains a fundamental technique for neural networking (Adbi, Valentin & Edelman, 1999; Sporns, 2011), which would seem to attain optimal results for output that is contextualized externally to the machine, is absurdly impractical. In short, there is an inversely proportional ratio: the finer and more useful the result, based on finer premises, and more intricately specified algorithms, the less practical it becomes to implement computer processing. Far from saying that computers give incorrect answers, the answers an ideally maintained machine could come up with, within the finite lifetime of the questioner, must be considered imprecise. However, let’s say, we need directions to a store across town. Perhaps the machine gives us a precise address, but as instructions, this data alone is hardly consistently useful for all cases. Of course, with the advent of the GPS system, textual data is merely augmented with a visual translation. But the human mind is expected to make that final, and most crucial leap from the arbitrary matrix of pixel hues to understanding (reading the map). This subtle step often goes unnoticed by techno-enthusiasts, for instance (as in Berners-Lee, Hendler, & Ora, 2001). Text strings directions may be explicitly included in piecemeal parts, as included in the GPS systems of many cars today. These can be listed and regurgitated automatically, without ever knowing what they say, just as sentences can be assembled from indexed lists of vocabulary (Fitch & Friederici, 2012, Winter, 2010). We humans then assemble the text into meaning and apply it intelligently, but again displaying is not problem-solving. The GPS system at no time actually solves the direction problem, as is noticeable when obvious shorter routes are ignored, that appear to defy some algorithm. It is certainly not for a lack of data, which the system even displays on the screen. In all cases, the computer provides no indication of how generally its results should be taken, or in what way. In this case, the address does not indicate where the door will be, nor which planet, nor if the address is applicable to your goal (e.g. a restaurant that is closed). But computer users are often accustomed to assuming that the degree to which input is accurate, the output should be accurate. At the detailed level of how the activity of specific neurons and synapses might result in a meaningful mental image (which is our general concern in creating “digital poetry”), the level of 125 Rupkatha Journal on Interdisciplinary Studies in Humanities, V7N1, 2015 imprecision renders any result irrelevant. (2a-c) (3a-c) Figures 2a-c, 3a-c. This is a simple evolutionary computer process for creating a 'portrait.' On the left is the (static) model, with two competing imitations. The progress (or lack thereof) is shown here after a few seconds and after 48 hours. Experiments The following experiments were chosen among almost twenty years of pieces now. Obviously, many might qualify as examples for our purposes. However, for this discussion, it would seem less important to show examples of computer art, which might solely satisfy computer art enthusiasts. Rather, we wish to show examples where computer art might be integrated into other art media, in such a way that the work must stand up to a wider range of audience members’ unpredictable tastes, patience for any real or perceived stylistic or technical shortcomings of the computer itself, as well as isolated laws discovered in scientific fields, disciplines which implicitly champion devoutly self-imposed introversion (as in conceptual integration discussed previously, quoted from Tooby & Cosmides, 1992, p. 49). Animal Magnetism This play performed by legendary avant garde theater group Mabou Mines at Saint Ann's in New York and under circus tents in the Czech Republic and Poland. The story sets out to blur distinctions between what we assume to be 'real' and what we assume to be imaginary. For this play, I created a cartoon that would interact with the events on stage. Actually, I sat next to the soundboard, where I could see the stage (and monitor the personal mics when actors were not easily visible) and pressed buttons to trigger various actions on the screen. These actions and transitions also included faux lip-synching and dancing to live music. The animation on my laptop screen was then projected back onto the stage with the actors. This setup is now fairly routine for laptop performers, but was 126 Calculation in Art: The Inconspicuous Heuristics of Computation highly unusual at the time. The point being that the audience was not expecting it, could not easily see how this was done, blurring the distinction between the cartoon and reality all the more. Figure 3. Animal Magnetism (2001, 2002, 2004) http://pump.org.in/arch/animal. This photo (by the author) was from a performance at Arts at St. Anne’s in New York. It was also presented under circus tents, in the Czech Republic and Poland. At various times it would appear that the real actor cartoon character would dialogue. Technically, no attempt was made to actually render realistic, lip-synched mouth movements. Rather, the high-speed cartoon lip action, which occurred very approximately simultaneous with the sound of the speech (often performed by musical instruments). The mind of audience members then interpreted a correspondence, ignoring errors and reinforcing the meaningfulness of the random stimuli (related to the Perceptual Magnet Effect in music perception, as discussed in Patel, 2008; see also Pierce, 1999). Figure 4. Computer animation resources from the animation for Animal Magnetism.Ritual for a Nonrepeating Universe (2002–2005, 2007) Ritual for a Non-Repeating Universe Philippa Kaye choreographed this performance for six dancers (see Figures 5a-d and 6). It uses a camera to analyze movement on stage and a computer to create visual animation from the live dataset. Taking images from a live camera feed, the computer records the coordinates of the pixels from each frame sent, to determine where movement occurred. Provided the camera is left alone on its tripod, the number of points corresponding to the dancers is always significantly less than total points of motion. About 12 times per second, an essential number for perceiving animation (Lutz, 1920:13–17; Taylor, 1996:34–41), a randomly chosen subset of the points are depicted on the screen. As there are never nearly enough of them displayed simultaneously to sufficiently draw a recognizable image, a single frame would hardly depict anything coherent. Some of these points also appear at random locations and do not correspond to actual dancers, but to errant light reflections, etcetera, and are ignored, or might be said to lose in this evolutionary competition. Only when these points' constant disappearance and reappearance reinforce each other, via redintegration (Gregory, 1966:43–145; Hunt, 1993:442–460), do we recognizable something figurative in the animation (i.e. the 127 Rupkatha Journal on Interdisciplinary Studies in Humanities, V7N1, 2015 movement of the dancers). What makes the motion of bodies more meaningful to us than errant reflections of light? In the end, audience members experience seeing the form of the dancers in these constellations, yet no such forms actually exist outside the minds of the individual spectators. (5a-d) (6) Figures 5a-d, 6. Ritual for a Non-repeating Universe (2002-2005, 2007) http://pump.org.in/arch/again. The photo 5e above is cheated a bit in order to illustrate what the audience might see. The image is actually an overlaying of several sequential frames, as in photo 5a-d, where no single still would capture anything noticeable for the reader. Conclusion A key problem lies in the sense of the term “meaning.” For programmers—essentially boolean logicians, this word is seen as rather synonymous with “predication,” while for biologists, the word is not so concisely summarized, and there is much still to be debated. Nonetheless, meaning is credited with directing attention, not simply perception, as in redintegration, but the active focus that clarifies vague ideas (Millikan, 2000). Again, without the aid of attention to 'curate' the data (Chang, 2002; Schmeichal & Baumeister, 2010), the computer simply does not have this ability. This requires us to take a step backwards perhaps, to revisit computers, not as synthesizers, manipulators, or teachers of concepts, but as tools, within a larger process. In regards to tool use, “man-machine symbiosis” remains extremely useful (Licklider, 1960; Waldrop, 2001; Weiner, 1950). While the essence of imaging techniques is as a prosthetic for limitations in our vision, it only addresses limitations of our eyeballs, not vision itself. Computer imaging techniques assume the brain does a consistent but incidental job of interpreting whatever sensations the visual cortex is provided. However, “We see with our brains, not with our eyes.” (Bach-y-Rita quoted in Doidge, 2007, p. 16) The actual implementation of this alternative conceptual frame would certainly not be obvious at first, particularly for those experienced, who must unlearn orthodox conceptual models. No doubt, especially for most readers here, while the ubiquitous disdain for computers in art is unwarranted, uncritical love of technology is equally problematic (as has been shown over history as in Marvin, 1988; see also Nadis, 2005). 128 Calculation in Art: The Inconspicuous Heuristics of Computation However, it may prove helpful to at least acknowledge the profound ramifications of an inherent shortcoming of computation, in order to put a novel spin on an old attitude. The strict limits of the computation can become potential strengths for machines-astools, to be incorporated in a constructive way into one’s work. Though it is equally as unlikely that we could build a thinking brain from bricks, as with binary digits, it is no less handy to configure bricks in order to build useful things—such as a gallery for computer art—which may inspire thought. References Arkin, R. (2005) Moving up the food chain: Motivation and behavior-based robots, in: Fellous, J. & Arbib, M. 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(2010) Between logic and common sense: The formal semantics of words, The Netherlands Organization for Scientific Research 1–15 Wright, J. (2012). Interaction's role as catalyst of synthesized intelligence, Leonardo Electronic Almanac, Publications: Touch and Go 18 (3) 190–199 Wright, J. (2013). Integrating programmatic optimization and learning through art, CITAR Journal of Science and Technology of the Arts, 5 (1) 79–87 Wright, J. (2014a). Art as a function of cognitive development: Constructivism, evolution, and communication, Open Journal of Art and Communication 1 (1) 1–7 Wright, J. (2014b) Why just teach art: The development of the hippocampus,, Bioscience and Engineering: An International Journal 1 (1) 1–10. judsoN (Judson Wright) makes Behavioral Art, programming computers in order to study cognition. His software experiments/artwork, papers, music and performances have been featured extensively around the world since 1996 (circus tents in Europe, the Smithsonian International Art Gallery, the Brooklyn Museum of Art with the Brooklyn Philharmonic, the 809 International Art District in China, the Journal of Science and Technology of the Arts…). He graduated from Brown University and has an MA from the Interactive Telecommunications Program at New York University. portfolio: http://pump.org.in
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