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> CTHEORY THEORY, TECHNOLOGY AND CULTURE VOL 26, NO 3
> *** Visit CTHEORY Online: http://www.ctheory.net ***
>
> Article 131 03/09/09 Editors: Arthur and Marilouise Kroker
> _____________________________________________________________________
>
>
> Speaking in Djinni:
> Media Arts and the Computational Language of Expression
> ==========================================================
>
>
> ~D. Fox Harrell~
>
>
>
> I. Introduction -- Speaking in Code
>
> In the Djinni's lair they speak in code. Their Djinnish language
> does not reflect a subservient nature as they announce "your wish is
> my command." They have mastery over elements of our mortal realm,
> their words cause events to occur. What people hear in their words
> is their imperative language translated into our human tongues. They
> speak in commands, power words with concrete effects. "Open sesame"
> opens doors, a wish becomes tangible possibility. Humans translate
> thoughts into operations using computational media. The languages
> humans use to express these commands affect what they produce using
> these media. The process of translating from ideas into imperatives
> has profound consequences. Aladdin's tale narrates one example of
> this process, the tale here tells another.
>
> Computational media reflect the previous generation of media. They
> also offer new characteristics unseen in earlier technological media.
> What are these new characteristics and how can they be examined?
> There are many varieties of computational media and it is quite
> difficult to isolate a particular subset to begin investigation.
> However, the tools used to present and create media art lie behind
> every media artwork. The theory of programming languages is a useful
> means by which to characterize these media. Formal languages offer
> broad insight into the nature of computational manipulation and
> specific organizational structures of imperative languages reveal
> reflections of these structures in media software. This is a natural
> reflection because the theory of languages expresses organized models
> for executing algorithms and structuring data, which are the types of
> manipulations human creators perform on media when treating it as
> computational data. Finally, this is a means to characterize only
> formal aspects of media manipulation, not the semantic. The ideas
> here are not presented in a technological determinist vein -- stating
> that it is programming language theory that caused this restructuring
> of media. The influences of media and culture upon each other are
> mutually dependent. This will be shown by reviewing examples of
> these concepts of formal manipulation from both art and computing.
> The reflection of programming languages in computational media should
> be no surprise, and using the tools of programming language theory to
> consider such media provides illuminating insight.
>
>
> II. Interfaces Influence Art
>
> I sit now in an accursed palace, corrupted by the literal and
> malicious nature of a Djinn. I am a humble man, made from earth as
> we all are. Still, that the language of the Djinni, of those beings
> composed of fire, should be so malevolent, is a fact that I shall
> always lament. When he emerged from the lamp and acknowledged my
> three wishes, when I wished for the fulfillment of my artistic vision
> as a lavish palace of lacquered coral and gold, alas I did not
> realize the venom dripping from fate's bite. Had I been a stonemason
> and crafted this castle with my own two hands the ceilings would not
> be so low that my back scrapes them as I shuffle, bent over, to my
> throne. Had I been a carpenter my satin canopied bed would not be so
> splintery that it takes thirty minutes for me to slip safely from it
> at dawn. Had I been a master of the olfactory arts of oil crafting
> and perfumery I would have been able to banish the aroma of sulfur
> and replace it with myrrh laden zephyrs wafting through every
> corridor. Alas, the tool I used was a contractually obligated, but
> ungrateful and rancorous, Djinn. The words "make for me a lavish
> palace" were made reality by the Djinn's language and all that I had
> left unspecified was decorated by his cruel tastes. My consolation
> is that my request was not spoken: "make me a lavish palace" (as the
> colloquial version would have been worded) lest instead I would now
> be the inhabited abomination rather than be inside of it!
>
>
> Artistic works are related to the tools used to create them. The
> mark of the tool is apparent, whether the work has an explicit
> relationship to the tools as in tromp l'oeil painting which reveals
> it effect only when the mark of the tool becomes recognized and the
> illusion is broken, photography which in the past has been presented
> by news media as a transparent tool that represented a window to
> reality--an aura which continues now despite its double nature now as
> a purveyor of false images, or Nam Jun Paik's cyborg materials to
> evoke his "cybernated" art concept.[1] This paper considers
> primarily screen based media artwork generated on a personal
> computer. Typically these works are created using commercial
> software such as Macromedia Director, Adobe Photoshop, Adobe
> Premiere, etc. Of course some minority of artists also create their
> own computational tools. Regardless, even these artists are
> influenced by the medium of their art and it is important to
> understand what this influence is when engaging their work.
>
> A starting point in this examination is the recognition of the role
> of the interface as being intimately tied to content. Douglas
> Englebart was one of the early innovators of the contemporary
> computer interface.[2] He designed a networked environment designed
> to support collaborative interaction between people using
> computers.[3] Englebart is known as the inventor of the mouse,
> windows, email, and the word processor. In his times even the idea
> of a computer as a monitor connected to a console with an input
> device such as a keyboard was novel. It transformed the relationship
> between people and computers in the fifties and sixties. Englebart
> proposed "a way of life in an integrated domain where hunches,
> cut-and-try, intangibles, and the human "feel for a situation"
> usefully co-exist with powerful concepts, streamlined terminology
> and notation, sophisticated methods, and high-powered electronic
> aids." Echoes of the contemporary computer interface reverberate
> from his speculative way of life. When describing a tool that an
> architect could use to describe a working list of specifications and
> considerations he wrote: "the lists grow into an ever-more detailed,
> interlinked structure, which represents the maturing thought behind
> the actual design."
>
> Englebart describes the language of his augmentation medium as "the
> way in which the individual parcels out the picture of his world into
> concepts that his mind uses to model the world, and the symbols that
> he attaches to those concepts and uses in consciously manipulating
> the concepts ("thinking")." Process hierarchies represent the
> hierarchical approach that humans use to solve problem. He viewed
> symbol structuring as a crucial part of language, a new means by
> which people could "begin experimenting with compatible sets of
> structure forms and processes for human concepts, human symbols, and
> machine symbols." The cumbersome acronym H-LAM/T (Human using
> Language, Artifacts, Methodology, in which he is Trained) reveals the
> connection between human work and machine symbols underlying
> Englebart's work. The primacy of language as a structuring device is
> apparent and the key idea of associating concepts and names within a
> hierarchical structure is a main theme.
>
> Another example of the connection between the conception of media
> production and the user interface is apparent in the work of Alan
> Kay.[4] He invented the object-oriented language "Smalltalk" and
> many innovative features used in contemporary interfaces. Kay's
> slogan is "Doing with Images makes Symbols." In this case, he
> associates the symbolic with the imperative object oriented
> programming language Smalltalk (the mouse is associated with "doing,"
> and "images" are associated with icons and windows). Object oriented
> programming means that objects know what they can do. In this model
> it is possible to select an object and send it a message asking it to
> fulfill the user's desires. The paintbrush knows what colors it is
> allowed to paint with, all the user has to do is tell it to use one.
> The concept of the symbolic is what allows manipulation of objects in
> this way. Kay describes the symbolic as that which enables humans to
> tie together long chains of reasoning. In this regard, the reasoning
> process of the user of the interface is expected to correspond to
> this symbolic model embodied in the programming language paradigm.
>
> Working in a realm defined by what the program and its programmer see
> as the user's mode of working influences the method by which the user
> engages those using the tools. The user of a computational interface
> can then ask "where lie romantic notions of art process?" "What of
> inspiration and random or spontaneous methods?" "What of
> non-hierarchical thinking and procedure?" Certainly conventions of
> artistic production have not disappeared in media production
> software, in fact artistic paradigms have been as hard-coded into
> these tools as programming conventions. Adobe Premiere does not
> force users to think in terms of frames and transitions that are
> inherited from conventions of cinema or constraints imposed by
> hardware in older media technology (such as frames and linear time
> progression). Despite the fact that the influence of artistic
> production and technology is a two-way street it is useful to examine
> the direct influence of software upon artistic production. To
> understand the assumptions made by user interface designers it is
> informative to look at programming language theory. Then it is
> possible to step back and look at how software such as Photoshop or
> QuickTime leave their marks upon media production.[5]
>
>
> III. Formal and Programming Languages
>
> I do not wish to credit myself too greatly. I was a humble
> fisherman, and a dabbler in algebra and alchemy, before my discovery
> of the lamp. My knowledge of fish far exceeds my knowledge of
> unearthly creatures. Still I cautiously praise myself that, in my
> elaborate, if cramped, gardens I planned my next wish for months. I
> crafted my language perfectly. I would be completely literal and
> unambiguous in my next request for the Djinn. I invented a language.
> It would specify first the number of requests and subservient wishes
> embedded within my one wish. It was not an attempt to greedily
> exceed the bound of two more wishes. My desire was only enough
> precision so that I would not be thwarted and cursed once again
> rather than finally granted boon. This language would translate my
> clay human tongue to the language of spirits. My plan had grace and
> elegance, it put my knowledge of the algebra to its greatest test.
> In the end, I succeeded at that! Why then, reader, do you detect the
> disconsolate tone in these words. Because as I prepared to say my
> formal, refined, and completely specified wish for a bride that would
> inspire clouds to gather and disperse, waves to roll more quickly,
> and my heart to infinite joy -- I realized that in uttered word my
> wish would take me four thousand and ninety six days to pronounce.
>
> A formal language is defined as a set of finite strings, each made up
> of atomic symbols.[6] Formal languages can be denoted by a
> mathematical structure called a grammar. The main form in a grammar
> is a "production" which describes a rule by which one string in a
> language can produce another. Languages are classified according to
> the types of productions allowed in them, and this is one way of
> characterizing the power of a language. A very simple type of
> grammar is defined by regular expressions. Regular expressions allow
> for composition of strings in a few very particular ways. These are:
> alternation, concatenation, and closure. To make an analogy with
> natural language: alternation means choosing one expression from two
> lists of expressions in English, composition means joining two
> expressions together to form one, and closure means describing
> expressions in part (e.g. looking at only expressions that contain
> the phrase "media art.")
>
> More complicated formal language systems allow naming of separate
> parts of language and specifying the ways in which they are put
> together. This is analogous to describing the English language in
> terms of paragraphs, words, or letters. It is possible to describe
> rules for how these pieces fit together. More powerful formal
> language systems allow use of these rules to describe the function
> of the language and actually make deductions using the language.
> These types of languages are an abstract way to categorize
> programming languages.[7] Taking a step back reveals that the
> methods of composition used in formal languages are mathematical
> descriptions of some processes humans use to think and create
> artifacts. Making film consists of concatenation of frames or clips
> onto one another. Editing music uses the principle of alternation as
> clips are spliced together from different sources. Compositional
> elements are often labeled to aid in the process of recombination.
> Rules are defined for how these elements should be recombined --
> personal rules, rules of convention, and physical rules limited by
> the physical means by which the media may be assembled.
>
> In computational media these rules can be automated and implemented
> algorithmically. Moreover, it is possible to force compliance to a
> particular set of rules to assure that a particular organizational
> strategy is followed. It is possible to concatenate two film clips
> using any of a variety of dissolves or wipes. One may pick images to
> insert in word processing documents as easily as one can cut and
> paste words from a variety of different sources. One can label these
> individual segments, paste them in layers over one another, perform
> searches through them, or substitute one element for another using
> convenient thesaurus features. Formal languages provide a concrete
> way to talk about these processes that people engage in with texts.
> One can go further, however, and look at some of the constructs of
> modern imperative programming languages. Nearly all commercial
> software is constructed with these languages and the structure of the
> languages is directly reflected in the structuring of the software.
>
> Programming languages are designed to fit very particular criteria.
> A good language is designed for: abstraction, orthogonality (features
> should be free from unexpected interaction), simplicity, regularity,
> consistency, and ease of translation.[8] Not every language fits
> these criteria, but as abstract goals it can be seen that these
> features also carry through to software interfaces. The goals of
> regularity and consistency are evident in the means for cutting and
> pasting provided in many user-interfaces. The method of selecting
> "cut" from a menu is the same as the means for selecting "paste."
> This may seem obvious, but another choice could have been to make the
> means of cutting analogous to the real world of cutting and the means
> of pasting analogous to the real world experience of pasting
> resulting in different modes of interaction. Instead, however, the
> mindset associated with the design of traditional interfaces has been
> influenced by the design of programming languages since the early
> days of Douglas Englebart's research in the fifties. Hierarchical
> organization and categorization within lists of information are often
> the underlying means by which media production software is forced to
> structure artistic information. Despite the presence of a "cut"
> command, there is no easy analogy using commercial software to the
> cutting of a text into pieces, tossing those pieces into a shoebox,
> and recombining them at random. There is no organizational feature
> in Adobe Photoshop analogous to dumping a pile of photos onto the
> floor and running ones hands through them until s/he finds the one
> that "calls out to her/him." There are no commands to force a font
> to forgo its natural irregularity and take on an expressionist
> texturing or to become blurred by teardrops such as is possible when
> writing a handwritten letter.
>
> It seems unreasonable to expect such individualized features to be
> available when working with computational media, yet it is far from
> unreasonable to acknowledge that artists, scientists, and casual
> creators of media work in extremely diverse and personalized ways.
> It is far easier to achieve a lack of orthogonality when working in
> paint (mixing in strange fluids to create unexpected interactions)
> than it is in commercial software. It takes an extraordinary amount
> of effort to create one's own software production tools that do not
> enforce the features of a programming language. The argument being
> made here is that these features of formal and programming languages
> are not unique to technological media, but their enforcement and
> implementation are. The restrictions imposed by these features and
> the power of structuring information and media in complex patterns
> and manipulating it algorithmically are not easily separable from the
> creation of computational media or the experience of being an
> audience of it.
>
>
> IV. Characteristics of Programming Languages
>
> I was happy for a time, I had forsaken my wish for a bride and was
> married instead by love, providence, and whatever fortunate design
> allowed my simple person to appeal to my mate. My second wish was
> for a ring fit for her desires, and somehow divine predestination
> allowed this simple request to be fulfilled. My final wish, I
> concluded, would be grand. A wish for love, a wish for our future, a
> wish for forever, a wish that would make each day as fresh as sipping
> from a chalice brimmed with morning dew, fresh as new moments after a
> rainshower. So I toil still, to make my perfect language more
> concise, to let it be spoken naturally. I must let it be composed as
> neatly as a fern's leaves, but it must be as infinitely expressive as
> the conch's spiral. It must signify wonderfully like Mowlana
> Jalaluddin Rumi's poems.[9] It must embody the clear thought of Abu
> Ja'far Muhammad ibn Musa al-Khwarizmi's mathematics.[10] In these
> words I realize that it is not the task of one man to create this
> language. I do not pretend to be the superior of these thinkers and
> feelers that loom across time. I am in their shadows. With the
> diligence of women and men across many times, throughout many lands,
> and with the proper blessings, I hope one day my dreamed language
> will be expressed. Until then, I reserve my love-inspired wish and
> ponder more the structure underlying the speech of the beings made of
> fire whose words cause action and reshape our earthbound experience
> of this world.
>
> Following this account of programming languages and their appearance
> within media creation tools it is possible isolate other relevant
> characteristics of programming languages. Important characteristics
> include: reference, control, abstract data structures, block
> structure, and polymorphism. There are direct connections between
> each of these concepts and computational manipulation of media.
>
> Reference is the idea that informational elements and their names are
> separable within a computer. Naming systems can be introduced to
> describe a text in some media and fluidly change names and content
> independently. In a trivial example, sections of a story can be
> labeled as: "beginning", "middle", "climax", and "ending. " Then it
> is possible to swap out the information labeled "climax" with revised
> information, thus retaining the story structure. This example is
> simplified but not far-fetched. Professional graphic designers use
> such features in software regularly, as do professional sound
> technicians.
>
> Control means that it is possible to structure the flow of
> information in a system. An example of a control structure in a
> programming language is a loop. In both music and video processing
> software artists can create explicit media loops. In a great deal of
> modern popularized music computational media are used to create drum
> loops as a basic unit of music composition. The video and
> installation artist Bill Viola is vitally aware of this as he states
> that "viewing becomes exploring a territory, traveling through data
> space."[11] Control structures represent the means used to shape
> these paths through media data space. Bill Viola continues his
> description of computational media manipulation asserting that
> "editing will become the writing of a software program that will
> tell the computer how to arrange (i.e., shot order, cuts, dissolves,
> wipes, etc.)"
>
> Abstract data structures are the means by which data spaces are
> organized. Lists and arrays of information are basic compound data
> types, but one can combine base data types in any variety of abstract
> ways to represent current needs. Circles become numbers: integer
> coordinates for the center point and a floating point radius, dates
> become several fields of integers. Basic programming structures
> became revolutionary structures when introduced explicitly to media
> art. This can be seen in work such as Luc Courchesne's "Family
> Portrait" which uses laserdiscs indexed by HyperCard stacks to allow
> users to respond to questions asked by members of a family to create
> startling sensitive interactions. When describing ways to construct
> video artwork, Bill Viola refers to "visual diagrams of data
> structures already being used to describe the patterns of information
> on the computer video disc." The medium of a videodisc can be seen
> as merely a digital update of former videotape media, but when looked
> at for the actual way in which the information is structured a quite
> distinct nature is revealed. The structure of the computer
> programming language has been used to restructure the information of
> video data. Data types such as matrices, linked lists, and records
> have become the status quo for the organization of media in digital
> formats.
>
> Block structuring allows for hierarchical organization of computer
> programs. It also allows each block level to be manipulated
> separately. This structuring is pervasive throughout media
> production software. Text can change font or color at the letter
> level, word level, sentence level, paragraph level, page level, or
> document level with precision and ease. Photographs can change
> onionskin layer at a time, affecting lower levels but not higher
> levels. These levels are nested into hierarchies with ease and can
> be imported into other such hierarchies at will. Whereas the nature
> of a photographic manipulation could be seen as based in continuous
> fluid and light when done using traditional darkroom techniques,
> professionals using media software often work using block structures.
> The software is structured in such a way as to discourage and
> inhibit other methods of use.
>
> Polymorphism is the idea that data or functionality can change
> depending upon its context. The extension of this idea is that
> structures for manipulating one data type can manipulate data of
> another type. It is possible to use a jpeg image just as easily
> within a word processing document as it is to composite the image in
> a photographic document. The data here is not actually polymorphic,
> but the concept of using the data in such a variety of settings is.
> Cutting and pasting a graph is done using the same mechanism as
> cutting and pasting a paragraph. The same "play" button on a
> Quicktime player starts playing an audio file the same way as it
> starts a video file. This software exhibits the traits of
> polymorphism. This type of media fluidity, unknown in previous
> media, is becoming an expected trait of the experience of
> computational media.
>
> It is certainly possible to look at various models of programming
> languages in order to elicit more parallels in computational media.
> Those listed here represent some of the most important
> characteristics of computational media that are often enforced by
> software. The idea behind such programming languages extended far
> beyond computer science and in some sense are general concepts to
> organize information. The concentration of all of these modes of
> operation and ways of thinking, their rigorous enforcement by a
> machine, and the compliance of media artists to their tough
> strictures (by default of the tools they work with) is something new.
>
>
> IV. Conclusion
>
> The havoc unleashed by Djinni's granting ill-considered wishes by
> humans reveals the Djinni's lack of concern for the environment in
> which s/he is operating. The considerate Djinn probably could
> understand that the human languages cannot properly express wish
> fulfilling words. Likewise, humans should realize that computational
> languages have effects upon what we create using them. This essay is
> meant to use accounts from theory programming languages to reveal a
> glimpse into the computational medium and the ways in which a
> meta-medium is not a consolidation of previous media but has its own
> recognizable traits and languages. No creation by any artist can
> escape this chain and transcend the nature of its medium in a
> material sense. The expressive, analytical, evocative, or otherwise
> subjective interpretation or intent of the work can certainly
> transcend the computer, but in a concrete material sense the mark of
> the programming language as a primary characteristic of computational
> media is always evident.
>
>
>
> Notes:
> ------
>
> [1] Nam June Paik. "Cybernated Art," Manifestos, originally published
> in _Great Bear Pamphlets_ (New York: Something Else Press, 1966).
> Reprinted in _Theories and Documents of Contemporary Art: A
> Sourcebook of Artist's Writings_, Berkeley, CA: University of
> California Press, 1996) and _Multimedia: from Wagner to virtual
> reality_, edited by Randall Packer & Ken Jordan, New York: W.W.
> Norton and & Company, Inc., 2001. p. 39-43.
>
> [2] Douglas Englebart. "Augmenting Human Intellect," originally
> published in "The Augmentation Papers", Bootstrap Institute, 1962.
> Reprinted in _Multimedia: from Wagner to virtual reality_, edited by
> Randall Packer & Ken Jordan, New York: W.W. Norton and & Company,
> Inc., 2001. p. 64-90.
>
> [3] ONLine System (NLS). developed at the Augmentation Research
> Center of the Stanford Research Institute and unveiled in 1968.
>
> [4] Alan Kay. "User Interface: A Personal View," _The Art of
> Human-Computer Interface Design_, edited by Brenda Laurel (Reading,
> MA: Addison-Wesley Publishing Company, 1989. Reprinted in
> _Multimedia: from Wagner to virtual reality_, edited by Randall
> Packer & Ken Jordan, New York: W.W. Norton and & Company, Inc.,
> 2001. p.121-31.
>
> [5] Lev Manovich. _The Language of New Media_, Cambridge, MA: The MIT
> Press, 2001. p. 140-41.
>
> [6] Noam Chomsky. _Syntactic Structures_, The Hague: Mouton, 1957.
>
> [7] Ryan Stansifer. _The Study of Programming Languages_. Upper
> Saddle River, NJ: Prentice Hall, Inc. 1995. Chapter 2.
>
> [8] Ibid. p. 5.
>
> [9] Mowlana Jalaluddin Rumi is recognized internationally as one of
> the world's great literary figures.
>
> [10] Abu Ja'far Muhammad ibn Musa al-Khwarizmi is generally
> recognized as the "father of algebra."
>
> [11] Bill Viola. "Will There Be Condominiums in Data Space,"
> originally published in _Video 80_, no. 5 (Fall 1982). Reprinted in
> _Multimedia: from Wagner to virtual reality_, edited by Randall
> Packer & Ken Jordan, New York: W.W. Norton and & Company, Inc.,
> 2001. p. 287-98.
>
>
> --------------------
>
> Fox Harrell is currently pursuing a Ph.D. in Computer Science at the
> University of California, San Diego. His research focuses on
> developing new improvisational narrative forms. He earned an M.P.S.
> in Interactive Telecommunications at New York University's Tisch
> School of the Arts, and both a B.F.A. in Art and a B.S. in Logic and
> Computation at Carnegie Mellon University. He has worked as a game
> designer and animation producer in New York City. He recently
> completed his first novel, "Milk Pudding Flavored with Rose Water,
> Blood Pudding Flavored by the Sea."
>
> _____________________________________________________________________
>
> * CTHEORY is an international journal of theory, technology and
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> * 2. Electronic articles on theory, technology and culture.
> *
> * 3. Event-scenes in politics, culture and the mediascape.
> *
> * 4. Interviews with significant theorists, artists, and writers.
> *
> * 5. Multimedia theme issues and projects.
> *
> *
> * The Editors would like the thank the University of Victoria for
> * financial and intellectual support of CTheory. In particular,
> * the Editors would like to thank the Dean of Social Sciences,
> * Dr. John Schofield and the Dean of Engineering, Dr. D. Michael
> * Miller.
> *
> * No commercial use of CTHEORY articles without permission.
> *
> * Mailing address: CTHEORY, University of Victoria, PO Box 3050,
> * Victoria, BC, Canada, V8W 3P5.
> *
> * Full text and microform versions are available from UMI, Ann Arbor,
> * Michigan; and Canadian Periodical Index/Gale Canada, Toronto.
> *
> * Indexed in: International Political Science Abstracts/
> * Documentation politique international; Sociological Abstract
> * Inc.; Advance Bibliography of Contents: Political Science and
> * Government; Canadian Periodical Index; Film and Literature Index.
>
> _____________________________________________________________________
>
>
>_______________________________________________
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