Thursday, October 28, 2010

The Power of "That which shall not be named"

Programmers 4Chan or “That which shall not be named”
4Chan Background:
-        Created by “moot” or Christopher Poole in 2003, from his New York bed room, he was 15 at the time
-        4chan is based on the popular Japanese image board 2chan
-        The random board or /b/ is the first and most popular board,  there 48 boards now
-        Originally a board to share all things anime, there is now high amounts of pornography trading and distasteful jokes
Internet Meme Factory
“A meme (pronounced /ˈmiːm/, rhyming with "cream"[1]) is a postulated unit of cultural ideas, symbols or practices, which can be transmitted from one mind to another through writing, speech, gestures, rituals or other imitable phenomena.” – Wikipedia

“The term Internet meme (pronounced /ˈmeːme/, rhyming with "cream"[1]) is used to describe a concept that spreads swiftly via the Internet.[2] The term is a reference to the concept of memes, although this concept refers to a much broader category of cultural information.” – Wikipedia
-        4chan is known as the Internet meme factory, they have started many of the internets biggest trends since its creation:

1)      Lol Cats – Was created when board members started posting pictures of their cats on Saturdays or “Caturday” as they called it.  But one day someone put a picture up of a hefty cat with the lolspeak “I can has cheezeburger”  and the meme spiralled from there
2)      Rickrolling – This was created when “moot” changed the word “egg” to “duck” in every post, therefore changing “egg roll” to “duck roll”, this lead to “bait and switching” links that lead to a photoshoped image of a duck on wheels.  Move forward to the invent of youtube, links of wanted videos (trailers for video games) were leading to Rick Astleys “Never Gunna Give you up”
3)      “Chocolate Rain” was noticed by 4chan users who viewed the video numerous times and put it on the front page of youtube
4)      “Pedobear” – Is a pedophile bear that is photoshopped into images of children
5)      Too many more to count!

Social Activism
“The most powerful people on the Internet don't work for Microsoft, Google or the government. Rather, they're a bunch of antisocial, foul-mouthed, clever nerds who congregate at a largely unknown Web site called 4chan.org.” – Taryn Sauthoff, Fox News

-        Members of 4chan got angry when a leaked video of Tom Cruse was pulled off the internet, they over crowded any Scientology website they could find
-        A month later, February 10 2008,  7,000 anonymous  protested  100 Scientology locations World Wide
-        They have also put a stop to school bombing/shootings from posts on 4chan
-        Do not mess with animals and post the video, they can find out who you are within 24 hours and can have you arrested in 48
-        Hacked Sarah Palin’s email during her 2008 Election Campaign bid
-        In 2009 they “porn attacked” YouTube over new copyright laws, tagging porn clips with names like Hanna Montana

Hacked Internet Polls
-         
-        They have hacked and controlled internet polls put on by Oprah, Justin Beiber and most interestingly the Time Magazine Website. They voted 4chan’s creator as the most influential person in 2009, but also arranged “Marblecake Also the Game” a 4chan meme statement

Bibliography

For moots talk at TED please check out this first link!



































Tuesday, October 26, 2010

more notes and ruff stuff...

hopefully my stream of consciousness posting hasn't been pissing y'all off. Here's the latest of my ponderings and research:

BLOG POST 3

Mass collaboration is a form of collective action that occurs when large numbers of people work independently on a single project, often modular in its nature. Such projects typically take place on the internet using social software and computer-supported collaboration tools such as wiki technologies, which provide a potentially infinite hypertextual substrate within which the collaboration may be situated.

http://en.wikipedia.org/wiki/Mass_collaboration


networked/interactive net art

NET ART

thoughts:
There is a large and expanding field of new media art which is often referred to as 'net art'.
part of the appeal of net art is that much of it allows those experiencing the art are able to take part in the artwork. This type of interaction can take a number of different forms. Many of these artworks are (GIVE EXAMPLES) only in their full effect with the a user's added contribution. (ZEFRANK.COM). (HOGGERBRUGGE.COM)

(say it in plainer language if you can)

(maybe add in something about fluxus and happenings {interactivity})


INTERESTING QUESTION:
As we become more and more technologically adept and technologically oriented, why does the art we make start to become more and more interactive?
MY CONNECTION:
While I don't know if this answers the above observation, a connection I've made which could be a possible explanation for this is one relating to a growing global awareness around the idea of intrinsic human empathy. This is an idea put forward by a man named Jeremy Rifkin, a (superduperphilosipher? DR? what?) in his thoughts on the evolution of empathy. http://www.youtube.com/watch?v=1-7BjeHepbA&feature=related
His idea is that as our interconnectedness continues to grow and along with it our empathy for other human life, animal life, and an overall empathic concern for the well being of our planet. An evolution which arguably needs to happen to prevent our looming threat of extinction.
Where I think this ties in is in the solution Rifkin suggests. He suggests that everyone will have to become a contributor as well as a consumer, using whatever means you have to collect energy for your use (solar, wind, water etc) and then share the remaining energy with everyone else. This is that part that affects our interactions. The increasing presence of the idea that we share things and seeing the benefits and the power of sharing (user generated media, peer to peer file sharing & torrents, blogs <- responsible for collapsing both newspapers and the entire music industry) {same lecture 32mins} The communicaitons revolution which has shifted communicaiton systems from a 'top down' system to a 'distributed' system (personal computers, peer to peer, personal media).
as we become more empathically aware and evolving into a society increasingly based on sharing, I believe this mindset percolates into the creative process behind the art that we make. Our interest shifts, from one of being an artst who is interested in commanding and dictating what we see and experience, to one that wants to craft, shape and explore an experience with other people (in their art).
I believe that the sift toward interactivity and collaboration in new media art is part of a global evolution of thought which is heavily rooted in sharing and connecting with others on a mutual level.

The Evolution of Collaboration (rough)

Collaborating on any undertaking includes finding time and skilled contributing parties, and as can typically be seen until the 20th c., assembling at a single or multiple physical locations.

With examination of the Blau monuments, shale tablets from the Late Prehistoric period, around 3100 BC, (http://www.britishmuseum.org/explore/highlights/highlight_objects/me/t/the_blau_monuments.aspx) showcases etched writings and carved relief figures within the same shale tablet. This suggests that more than a single person contributed to this artifact; a single or multiple scribe(s) and a single or multiple artist(s). Philip B. Meggs, in Meggs' History of Graphic Design, makes a clear distinction between early Sumerian scribes and Egyptian artisans. (ix)
Meggs also notes that:
"Cuneiform was a difficult writing system to master" (8)
and goes on to state:
"Youngsters selected to become scribes began their schooling at the edubba, the writing school or "tablet house", before the age of ten and worked from sunrise to sunset every day, with only six days off per month." (8)
In order to complete such a collaboration as the Blau monuments, both parties, the scribe(s) and artisan(s) would have been in close proximity to the shale tablets. Quite possibly, the scribe(s) and relief artist(s) may have contributed at different times, however both being physically near the tablets is for certain. Some of the challenges associated with this method of early collaboration include organization, timing, leadership struggles & conflicts, technology, and required physical space.

What has changed or evolved through each iteration of collaboration from Prehistoric periods to present day is the process of contribution and its efficacy. In a recent talk entitled, Where good ideas come from, by Steven Johnson, a best selling author and dynamic speaker, mentions regarding good ideas that:

"...The coffee house in The Age of Enlightenment, or the Parisian salons of Modernism were such engines of creativity because they created a space where ideas could mingle, swap, and create new forms."
Resulting works of the those eras, for instance Encyclopédie, a contributive effort by many, published by Denis Diderot and Jean le Rond d'Alembert et. al. between 1751 and 1772, benefited from these new social exchanges, however still required meeting at a mutual physical space in order to contribute, and also required lengthy timelines due to the limited advancement of technology.

From prehistory to the 18th c., represents a lengthy time-line of the first iteration of collaboration; Collaboration 1.0.

Skip forward to the advent of the telephone by Alexander Graham Bell, in the late 19th c. This technological advancement, just one among many, resulted in a collaborative evolution; Collaboration 2.0. The refined telephone resulted in a real time, two-way vocal communication solution, eliminating the tether of physical proximity of the intended receiver. This shifted the process of how we share ideas and communicate with others. The telephone enabled dialogue over distance, and quite significantly, almost instantaneously. Thus eroding away at the need to be physically within earshot to communicate thoughts, ideas or approvals with others, and as a byproduct, instantly changing the timing dynamic of any undertaking.

The invention of computers, another technological advancement, led to improved efficiency on many of the tasks people performed collectively, but for the masses, computers remained a disconnected tool of the process. For example, writing a letter on a computer was more efficient than by hand with real time editing functions inside of a word processor. However, some form of output, like a diskette or a printer, was required in order for someone to receive the letter. It was only with the inventions of the modem, email, and the birth of the Internet that linked the user and their tools over great distances to other users and their respective tools. This was the dawning of the Collaboration 3.0 iteration, but this was just the beginning. The real essence that encompasses the 3.0 iteration is the understanding of the new infrastructure, for instance the Internet, and by adapting it to our already established and mostly analog methods and lives.

With the skyrocketing advancement of online environments and the appropriation of these environments as workspaces, people are able to work congruently over networks in real time or asynchronously. For example, Octopz, (http://www.octopz.com) an online collaboration environment, could facilitate many or few different skilled and/or unskilled individuals contributing to a common project regardless of their location throughout the world or their respective time differences. As more people connect to the Internet and access social networks, the closer we become to reestablishing the collaborative baseline, and furthering ourselves from the attachment of physical space as seen from prehistory to today.

Putting traditional collaboration into perspective, using a modern concert model as an example, as a concert traditionally requires a contributory effort from multiple parties in order to occur. A concert would be performed at either an indoor or outdoor venue by a collective of musicians and then being consumed by a willing audience. This was the mold that mass produced events worldwide for many, many years until one collective shattered that mold obliterating the requirement of a physical venue. The Royal Liverpool Philharmonic Orchestra, shocked a niche and digitally connected and savvy following on September 14, 2007, (http://www.telegraph.co.uk/news/uknews/1563088/Second-Life-hosts-worlds-first-virtual-concert.html) with a groundbreaking event hosted by Second Life; the world's first virtual concert. This virtual concert took place virtually, in that the musicians were performing within a virtual environment, and the audience ready to consume this performance were also within this virtual venue. No longer needed, is the concert hall, stadium, or massive outdoor venue for a performance. As this was a networked virtual space, each contributing party could have connected individually or even collectively from a much smaller space and thus eliminating the need to physically travel.

Where might the future take us in regards to the next iteration of the evolution of collaboration? I can only speculate that the future will emulate the virtual world, as we saw in the example of the Royal Liverpool Philharmonic Orchestra performing for a real audience in a virtual and connected environment. Perhaps one day, we will actually connect to many different virtual environments where our virtual self works, plays, performs, or shops without the need to physically be present at brick and mortar establishments.

Friday, October 22, 2010

Open Source Software

Open Source
-        Built on the idea that even though it can be costly, difficult and time consuming it is easy to reproduce for free or very low fees or the “marginal cost of a product “
-        Allows users to read and modify the source code
-        To keep from people copying and redistributing for a fee, copyright laws had to be created (GNU Product Licence)

There are many Free Open Source software solutions, some that many of us use on a regular basis:
-        Linux Operating System
-        Firefox Web Browser
-        Thunderbird Email Client
-        Filezilla FTP Client
-        Open Office Application Suite
-        VLC Media Player
-        GIMP Image Editing
-        Audacity Audio Editing
-        Blender 3D Modeling
-        Hand Brake Media Compressor
-        7 Zip Archiving
-        WordPress Blogging

Early Stages of Open Source
-        Richard Stallman, MIT Professor started advocating free software
-        In 1983 he started the Free Software Foundation this lead to the GNU Public Licence
-        Wanted to create free software for the Unix Operating System

Linux
-        Linux is now one of the most popular Operating Systems, and has many Graphic User Interefaces (Red Hat, Ubuntu etc.)
-        Linus Torvalds is the originator of the Linux platform
-        He Created this message board post in 1991:

“I’m doing a (free) operating system (just a hobby, won’t be big like gnu)… I’d like to know what features most people would want. Any suggestions are welcome, but I won’t promise I’ll implement them :-)” – Linus Torvalds

-        People responded to that message and started collaborating on the code through the world wide web, people from the US, Iceland, Austria, Finland and the U.K. within 24 hours
-        40% of the world’s servers run on Linux, “Here Comes Everybody” pg. 238
-        It is this networking possibility that these programmers used to connect and use their spare time to write code for something they are passionate about.

Bibliography
Clay Shirky, "Here Comes Everybody" (Penguin Books, 2008);

http://en.wikipedia.org/wiki/Open_source
http://en.wikipedia.org/wiki/Linux
http://www.tripwiremagazine.com/2010/03/20-most-popular-open-source-software-ever-2.html

Wednesday, October 20, 2010

Over-arching themes of networked collaboration in contemporary society

"PEER TO PEER" collaborations
- surpassing the 'dunbar' effect on social relationships and side stepping the heirarchy which emerges in larger social networks
- broader network and breaking down traditional social boundaries creates greater access to resources (could be physical resources, idea based resources, financial support resources).


note: Technology appears to be an essential element in the peer to peer mode of collaborative thinking. A well known example of this is seen on myspace, facebook and twitter. Celebrities, high ranking professionals, government leaders etc, who have these accounts can (often) be directly reached by the average citizen. This offers opportunities to share ideas directly with those who can push the project forward and do so very quickly, due to the bypassing of social barriers.
It's worth noting that this only works in a case where both parties are faithfully using the technology and not simply rebuilding the social hierarchy by having someone else manage the account for them, which in effect converts it back into a tool for broadcasting and not necessarily networking.

In reference to a ted talk which was referred to our group by Dave, about the nature of good ideas, and how humans develop good ideas, 'peer to peer' collaboration with the aid of technology is a way of fast-tracking that process. The process I'm referring to is a part of developing good ideas that is based on having a series of 'hunches' and then sharing, swapping, stealing other people's 'hunches' in order to develop a more substantial idea.

These two ideas alone, Steven Johnson's assertion of how good ideas are formed and Michel Bauwens' notion of a peer to peer based society both suggest that we are becoming conscious as a technology and information based society and also that we now have the potential to develop massively awsome amazing ideas, and do so really fast… it seems like we've got our work cut out for us :S

bibly
http://www.youtube.com/watch?v=eNwMut3-z1Y&feature=player_embedded
http://www.masternewmedia.org/news/2006/09/29/network_collaboration_peer_to_peer.htm
http://www.youtube.com/watch?v=0af00UcTO-c&NR=1

Thursday, October 14, 2010

THEY GOT ME IN CHAIIINNZZZZZ!!!!

quite the opposite!! (from my title i mean)

yes! how refreshing it is to break the ice and get posting on this and adjust the slightly "differing level of contribution" to this blog.. ah, see what I did there? hopefully people are reading this blog from last to first posting and understand that. Perhaps we should deliberately reorder it so that it makes sense to those reading it from top to bottom.
Or not,

I do what I feel like
-Bart Simpson

The last post looks good, lots of good ideas there. With regards to our Specific Topics we could discuss, and #1) Creative Production. I would like to spend some time introducing Ryuichi Sakamoto's incredibly inspiring and influential project: Chain Music.

http://www.sitesakamoto.com/chainmusic/

I believe Mr. Sakamoto describes the project best in this succinct excerpt from the site i just posted:

"The idea is to chain musical pieces from one artist to another, like a chain letter.

The purpose is to musically mark the passage of time that Iraq is in a state of war, to mark the steps to peace, to take each day that there is war and build a musical memorial to the desire for peace as well as to mark off the time of war.

So far 35 artists have contributed their musical pieces, adding on to the existing work vertically as well as horizontally, overlaying or extending the existing creation.

There are no rules how to contribute musically, except that the contributor must not eliminate any of the existing music as he or she adds to it, because the existing music is the result of the artistic contribution of the other artists."

To give a bit of background on Sakamoto, he is a gifted musician with an impeccable ear for technical production. He has had a successful career working along side such artists as David Bowie and David Byrne and probably several other 'David's' (just to give you an idea of the scope). He has composed music for films as well and even did some acting. He draws from a multicultural influence when he creates and is of course, somewhat of a philanthropist. I could go on, but that's the short version. (his bio is all on the internet if you are curious to know more).

Chain Music is a great example of a situation where artists from anywhere in the world could potentially collaborate on the same work of audio without ever having to leave their studio… or even their bedroom in some cases.

Having lived through highly transitional periods of the Analog to Digital progression, Sakamoto is admittedly an 'early user' to forms of new media and seemingly gravitates toward them impulsively. Utilizing these digital tools as not just a means to an end but also as a kind of watermarked story telling, shows a full integration of these new forms of networking into the creative process. These watermarks of course, are created by the only rule for the project, which was; disallowing each contributor in the sequence to take away a past contributors addition to the piece, which in turn created a evolving sense of morphosis - which my spellcheck adamantly believes is not a word.

CHAIN MUZAK AWE-DIO - http://www.sitesakamoto.com/chainmusic/qt.mov

The ability to make digital copies of a work in progress, put them in folders, and trade them over the internet with ease and speed, opens up limitless possibilities for creative collaboration. Chain Music is a great example of these creative possibilities.

more to come…

-Rene
"RIIIIGHT GUYS!?"

Wednesday, October 6, 2010

Lets get the ball rolling!


Hey Guys,

I am just going through some ideas for our roundtable discussion please read through and post your comments, ideas and topics.

The evolution of communications media:
1)     one to one (physical conversation/telephone)
2)     one to many (print/radio/television)
3)    many to many (email/facebook)

This newest evolution is what makes networking between people with similar interests easy; thus sparking worldwide collaborative projects. 

Collaborative production happens when a group with a similar goal decide to work together an no one person will take credit for the actions (Wiki projects, Online musical collaboration, Open Source Software)

“Collaborative production, where people have to coordinate with one another to get anything done, is considerably harder than simple sharing, but the results can be more profound. New tools allow large groups to collaborate by taking advantage of nonfinancial motivations and by allowing for wildly differing levels of contribution.” 

- Clay Shirky, Here Comes Everybody
The Advent of free time since the industrial revolution, slowly grew and we have used television to fill the time gap for years.  Now we can take our interests online and work with people everywhere on a labour of love.

Specific Topics we could discuss:
1)      Creative Production – ease of file sharing
2)      Open Source – ease of updates
3)      Wiki’s – ease of sharing information
4)      Social Media – ease of networking
5)      Critiques – ease of opinion sharing

Please add any information you find interesting or you would like to discuss during the presentation, or points you disagree with or do not want to discuss.