Saturday 23 August 2008

Theoretical Background of the Amplified Reality Headset

Inigo Wilkins 09/05


Recording Playback


Glossary



Affect - The production of effects.

Aion - The non-chronological time of the eternal return.

Associationism - The belief that consciousness begins blank (a tabula rasa) and understands the world by forming associations from disparate sense data.

Chronos - Chronological time.

Ecphory - The environmental conditions (internal and external) necessary to stimulate the retrieval of a certain memory.

Engram - The bodily recorded responsive potential of a given stimulus.
Engraphy - The process by which a new engram is recorded, or encoded.

Duration - The understanding of the present of lived time as a feedback loop with past time that is in a process of mutation.

Habitus - The wider definition of habit that includes not just cultural and genetic heritage but also the proclivity to repeat inherent in all matter.

Heautonomy - Two distinct and incommensurable, yet complementary, systems - a disjunctive synthesis.

Homophony (Non-Differentiating / Differentiating) - The resonance of distinct engrams (as a combination of components whose differences are suppressed / as an antagonism between two groups of components)

Mecanosphere - The interacting totality of all things composed of parts.

Mneme - The recorded (both hereditary and contingent) potential of the body to react to stimuli.

Mnemosyne - The synthetic production of virtual objects that is memory.

Noematic - The immanent meaning of objects to intuition and thought.

Noosphere - The interacting totality of human minds.

Phantasm - A simulacrum that has become signaletic material.

Proprioceptive - The bodies' three dimensional sense of orientation in space.

Redintegration - The retrieval of a whole system through the perception of just a part of it.

Signaletic Material - Matter as a force of open, transforming meaning.

Simulacrum - An image without resemblance.1





Recording Playback


Introduction


The amplified reality headset is a mobile audio-visual installation that functions as an immersive recording and playback apparatus. There are multiple technical and theoretical aspects of this work which deserve detailed explanation, however, rather than exhaustively enumerating its attributes, or situating it in a chronological evolutionary history of media and artistic practices, I will focus here on the specific dual application of recording and playback fundamental to an understanding of the device, and trace a genealogy (a history opposed to origins)2 of the concepts that underlie its praxis.

As a sonic culture performance this essay does not aim to make an objective account or representation, either of the installation as a material object, or of the work of the authors whose theories it draws upon. Instead it is an interventional action that is already political, a recomposition of signs that is part of an essentially deterritorializing process. This is to say that all actions, down to the microscopic, are neither independent nor entirely determined, but rather form part of a meshwork of discourses and a metastable process of emergence or enculturation3. Acoustic theory revolts against a long entrenched domination by visual culture, with its discrete and static objects, with its Platonic Ideas and their copies, and finds instead, following Spinoza, a transforming flux of interpenetrating, coexistent, affective bodies that may be defined by relative movement or vibration. It is this affective (rather than representational) aspect of perception and memory that will be discerned and related to the technology of recording and playback.

In his seminal work 'Difference and Repetition' Deleuze distinguishes three operations or syntheses of time and in 'The Logic of Sense' he locates their correlates in consciousness using a Piercian semiotics4. This radical re-evaluation of perception and memory requires a detailed and careful archaeology.5 In order to understand this division, and Deleuze's further claims, we should delve into the emergence of memory as a field of research in science and psychology, and examine the apparently contradictory theses of two roughly contemporaneous theorists; Richard Semon, a biologist whose work, after enjoying a brief spurt of critical acclaim, went largely unnoticed until its controversial revival in the late 70s by cognitive theorists6; and Henri Bergson, whose theory that the world is composed of perception-images that are actual, and memory-images that are virtual, forms the basis of Deleuze's investigation of difference.

Ecphory and Engraphy


Semon's first great work on memory, published in 1904, entitled 'Die Mneme', was written in a time when little attention and scant experimentation had been achieved in the area, it introduced some key theoretical distinctions that lay dormant from the largely behaviorist dominated debate for over half a century, many of which are basic to the contemporary revolution in cognitive psychology. Semon's work was received, and conceived, within a discourse on heredity that was raging between the Lamarckian approach to evolution, which considered the adaptation of the organism to occur through use, and the Darwinian thesis that species transform simply through mutation and selection. Semon builds on the work of Hering and follows other neo-Lamarckians in arguing for the existence of acquired characteristics, a position that greatly contributed to the dismissal of Semon's whole opus, but one which modern biology finds increasing new evidence for.7

Contemporary memory theory makes a division of the field into three processes: encoding (the writing or recording of perception to memory), storage (the conservation of memory data), and retri..the accessing of memory data)8. The dominant conception of memory at the turn of the 20th century was based on the model of memory as learnt through repetition, Ebbinghaus expresses the consensual view that 'as the number of repetitions rises, the series are engraved more and more deeply and indelibly'9. According to this perspective the subject, the perceptual process, the object, and the memory data all remain independent and relatively unaffected by each other; it accounts for only the processes of encoding and storage, and pays no attention to the dynamic of retrieval - an area it was left to Semon to develop single-handedly. Contrary to the position that repetition has a simple strengthening effect, Semon proposes a multiple trace system where, to put it simply 'each repetition of a stimulus creates a separate, unique representation'10.

This is not to say that the brain stores billions of separate representations however, and we risk misunderstanding Semon if we sidestep his prescient conceptual and terminological innovations. Long before modern science accepted memory as composed of these three processes Semon theorized a complex co-determining trinity: encoding is termed engraphy, understood as the process by which a new engram is recorded, an engram being 'the enduring though primarily latent modification in the irritable substance produced by a stimulus'11. The modern scientific understanding of storage still does not dare to allow as much as does Semon in his construction of the concept Mneme, a term he uses deliberately to avoid the connotations of the word memory, instead Mneme pushes memory to its most extended sense so that it includes instinct and hereditary disposition. 'Mneme describes an organism's capacity to conserve the effects of stimulation and to interact with the environment on the basis of conserved experience. As Semon put it, it is Mneme "which in the organic world links the past and present in a living bond."'12 It is the third category, retrieval, that Semon is revolutionary in establishing, which he calls ecphory, and describes as 'the influences which awaken the mnemic trace or engram out of its latent state into one of manifested activity'13.

Semon is thus anti-associationist and his influence can be detected in the work of Selz, who argued that thought and memory are processes rather than contents, and the Gestaltists such as Kohler and Koffka, whose theories bear a great similarity to the concept of redintegration, which Semon took from Hollingworth, meaning the 'reinstatement of a whole via just one of its parts'14. Semon called this partial recurrence and it formed the basis of one half of his attack on the doctrine of associationism, the other was the subversive contention that 'association is the result of an engraphy disclosed on the occasion of an ecphory'15. This constitutes a Copernican revolution in the theorization of memory and perception; we do not recognize by a method of looking up and comparing, but through a latent tension in regard to the stimulus that both pre-exists and extends far beyond the concrete association that is repeated on the moment.16 Semon's tri-partite system in then an accumulative flux, each ecphoric stimulus both produces an engram (playback) at the same time that it records the new engram and its associations.

The engram is embedded in a network of connections and disjunctions called the engram-stratum, this means that the engram-complex is multiple itself; since its modifications are latent it contains diverse reactive potential. Thus 'each ecphory of an engram-complex produces not only a mnemic sensation. . .but through this creates a new engram which adheres to the new engram-stratum'.17 Moreover separate engrams resonate with each other to produce both non-differentiating and differentiating homophony.18 Engraphy and ecphory constitute a feedback loop that do not make an accurate copy of received sensations but rather transform them by their concatenation with a series of engram-complexes. Input-output discrepancies are thus explained as due to the 'active role played by retrieval in the storage process'.19

Actual and Virtual


At first impressions Semon and Bergson seem irreconcilably opposed; the former insisting on the material quality of memory, the latter on the virtual (yet real) existence of memory, or past time, as opposed to the actual existence of actions and objects in the present. Bergson's crucial work "Matter and Memory" was published in 1896; eight years earlier than Semon's 'Die Mneme'; conceived and received within a philosophical discourse about subjectivity and free will. I would like to show that despite this distance in their work, and although they disagree on at least one fundamental point, there is a great similarity in their ideas.

Bergson continually reiterates his argument along two lines; against the common misconception, exemplified by philosophical realism, that perception has only a speculative interest whose object is pure knowledge; and against the dominant psychological explanation of memory at that time -associationism, the theory that recognition was a matter of perceiving similarity or contiguity between external sources of sense data and their internal representations20. Bergsonian perception is, on the contrary, partial, interested, located, embodied, contingent and subtractive 21 - 'actual consciousness accepts at each moment the useful and rejects in the same breath the superfluous'.22

Bergson argues that perception is directed to action not pure knowledge23, he maintains that the final explanation of perception is the 'tendency of the body to movement'24. He goes on to point out that the body is 'a centre of action; it cannot give birth to a representation'25, and that 'the brain is part of the material world; the material world is not part of the brain.'26 This is summed up on one side of his major contention; that there is only a difference in degree, not a difference in kind, between 'the perceptive faculty of the brain and the reflex functions of the spinal cord'27. The other side is the radical assertion that between memory and perception there is not merely a difference in degree, but, crucially, a difference in kind.

'The illusion which consists in establishing only a difference in degree between memory and perception is more than a mere consequence of associationism, more than an accident in the history of philosophy. Its roots lie deep.'28

It seems thus far that Semon and Bergson are in agreement; the understanding of memory and perception as a dynamic feedback process, the practical assumption that all memory relates to the action of the body in the material flux of specific environments, the anti-associationist contention that memory is not a tidy filing cabinet, or a neutral and homogenous collection of sense data, but a continually transforming system of contractions and dilations that is always in excess of lived experience or action. Association is not the choice of the subject but the result of a process of retrieval that is essentially conjunctive. The point of divergence in their theories is Bergson's definition of the difference in kind between perception and memory. For Bergson pure perception is material but pure recollection is spiritual.29

The word spiritual has many connotations and it is easy then to mistake Bergson's philosophy as reinstating all the old binary oppositions between the material object and the immaterial idea, but his system is more complex, and the duality of the material and immaterial are two interacting series which inhere in a monism of images. He ends his text triumphantly pronouncing that 'spirit borrows from matter the perceptions on which it feeds and restores them to matter in the form of movements which it has stamped with its own freedom.'30 This polarity is better explained by the terms actual and virtual; the actual is given in pure perception, which occurs on the instant, is directed towards action and interested in objects - it is the material collision of particles or vibrations on the body thus 'actual sensations occupy definite portions of the surface of [the] body'31, this is something that neither Spinoza nor Semon would disagree with, Bergson distinguishes himself by asserting that pure memory on the other hand is powerless32 and 'interests no part of [the] body'33. He claims it is virtual, a concept not opposed to the real, but to the actual, and meaning not artificial, but potential.

Machinic Materialism


It seems that here is the crux of the difference between Semon and Bergson - Semon is a biologist and insists on the materiality of memory or Mneme as physical changes or engrams recorded at the cellular level, 'he expressly rejected the views of vitalistic writers such as Bergson (1911) and McDougall (1911), who believed that memories are preserved in some non-material, "psychical" field.'34 Bergson, on the other hand, contends that the question of where memories are stored is a case of mistaken identity; since memories are not spatially extended they cannot be contained in any spatial receptacle.35 Memory is not 'localized in certain cells of the cerebral substance'36 In Bergson's philosophy there are only images, the representative categories of subject and object are no longer sufficient since they isolate static states from a fundamental becoming, 'Itself an image, the body cannot store up images, since it forms part of the images, and this is why it is a chimerical enterprise to seek to localize past or even present perceptions in the brain: they are not in it; it is the brain that is in them.'37

The apparently antithetical basis of their thought is not as contradictory as it would seem, however, and is more the result of the separate discourses in which they are embroiled. Although Semon considers engrams to be material modifications of the cellular structure of the brain, he maintains that they are not localized, but distributed, and composed of varying degrees of tension (Lashley's unsuccessful search for the engram was then fundamentally misguided38). Bergson, for his part, does not present a simple vitalism, and argues that pure recollection and pure perception are only extreme ideals and that every perception 'fills a certain depth of duration, prolongs the past into the present, and thereby partakes of memory'39. The virtual image exists only as potential bodily relations, in different states of tension which are actualized for the practical end of action in the material world, it is 'the prelude to a motor reaction, the beginning of an action in space'40

Encountering a stimulus provokes the organism to select a response from amongst the potential positions generated from past actions, but for the stimulus to be identified thus there must already have been an ordering of some kind, or rather a latent tension in regard to that form of stimulus. In Semon's terminology Mneme pre-exists engraphy and ecphory. Bergson also attests to an organisation that is always previous to perception, he states that 'every perception has its organized motor accompaniment'41 and that 'memory does not consist in a regression of the present to the past, but, on the contrary, in a progression from the past to the present'42, this is to say that at every moment we start from the virtual and materialize an action based on the repetition of actual associations, or cultural engrams.

A true synthesis of Semon and Bergson is only possible with an understanding of Deleuze's machinic materialism. For Deleuze, everything is machinic (including matter, both organic and inorganic, and language, propositions or ideas), this does not mean mechanical, but rather composed of diverse parts with specific functions. 'There is no biosphere or noosphere, but everywhere the same Mecanosphere. . .The mecanosphere is the set of all abstract machines and machinic assemblages outside the strata, on the strata, or between the strata.'43

Machinic assemblages are segmented and molar, they articulate strata by reterritorialization, abstract machines draw a plane of consistency on which the strata are organised. The plane of consistency is the realm of 'pre-individual intensities', or molecular desire, and is opposed to stratification: 'Continuum of intensities, combined emission of particles or sign-particles, conjunction of deterritorialized flows: these are the three factors proper to the plane of consistency; they are brought about by the abstract machine and are constitutive of destratification.'44 This is why Deleuze cannot agree with Chomsky's universal grammar, stating instead that 'the abstract machine of language is not universal, or even general, but singular; it is not actual, but virtual-real; it has, not invariable or obligatory rules, but optional rules that ceaselessly vary with the variation itself, as in a game in which each move changes the rules'.45

Passive and Active Recognition


One of the interesting resonances of Semon's thought is found in Hubbard, who adapts his conception of the engram to a more pathological, dualist and idealist model merged with his manic obsessive aim of social control through hypnosis and brainwashing techniques. In Hubbard's interpretation there are two movements of consciousness; the active mind responds to stimuli with a variable degree of tension determined by the engrams it ecphorizes (playback); the reactive mind passively records engrams, which determine its future behaviour (recording). The goal of practicing Hubbard's Dianetics and being a member of his Church of Scientology is to become a 'clear' - a non-irritable surface free of engrams - through a process of auditing in which the subject is prompted to discover engrams using the dubious technology of the "E-meter".

The distinction between a passive and active synthesis of memory is as crucial to Deleuze and Bergson as it is to Semon and Hubbard. Bergson distinguishes between two forms of recognition; automatic, in which the virtual image or general idea (e.g. grass) is materialized or inserts itself as memory-images in the organized motor-reaction that accompanies it (e.g. eating); and attentive, in which neither the perception-image nor the virtual image attach to a corresponding motor accompaniment but instead enter into widening circuits of free conjunction and disjunction. This is imaginative or creative thought, and leads to the actualization of new action.

Though Bergson in many ways anticipated a modern understanding of the brain and it's functioning, he was also a product of his time, and displays a fixation with the organism as a primal unit, and an extreme anthropocentric hierarchalism. For Bergson the organism is a privileged object in the material world, since it has duration, that is, it produces virtual memory-images that interact with its actual perception-images. Though, according to Bergson, all living things endure (not to mention the universe itself) it is only humans that are not shackled to their motor-habits. The cow is a 'captive of perception'46, unable to think, it consists of a 'mechanism which engages attention'47, where the godly human is able to restrain its beastly desires, and is thus a 'mechanism from which it can be diverted'.48

Coding and Decoding


The writer William Burroughs had a prolonged encounter with Dianetics and the Church of Scientology, and while subverting and deterritorializing its control mechanisms, Burroughs was fascinated by the idea of the reactive mind as a determining force in consciousness and, influenced by Korzybski's theory of general semantics, he linked it with the structure of language, which he saw as a viral body that controls perception. Hence ''word begets image and image is virus'49 'Image is real. Virus is real. There is nothing but virus'50 'Image is trapped in word'51. This fusion of Semon and Korzybyski engendered the novel 'The Third Mind' and the concept of the 'other half', the parasitic organism of language that gives us the 'talking sickness'.52 It was the extended notion of recording and playback this catalyzed that grasped his attention, however, and he began tape recorder (and later film) experiments with Ian Sommerville, mixing, dubbing and inching the tape in much the same ways that Schaeffer and the school of musique concrete in 50's France had done.

Schaeffer was concerned with listening to sound in itself (he called this reduced listening, as opposed to causal and semantic listening), dislocated from its environment and manipulated in pitch or direction. Burroughs was interested in the new semantic and causal relations that could be produced by cutting and splicing. He used the automaton of the machine to record a time-space and play it back into another time-space, this continued an obsession of his for serial reproduction that can be seen in his earlier quasi-alchemical attempts to distill colour by photographing photos of photos.53 The most important element in all of Burroughs work however is chance - inspired by Castaneda's anthropological discovery of the native american Indian conceptual distinction between the 'tonal'; which is the explainable, divisible world of objects (in Deleuzian terminology the striated); and the 'nagual'; which is the indeterminacy of the flow (nomadic free singularities) - Burroughs cut-up technique did precisely to literature what Cage was doing with sound and Pollock with paint54.

'the only thing not pre-recorded in a pre-recorded universe is the pre-recording itself which is to say any recording that contains a random factor'55

Double Surface of Events


In 'The Logic of Sense' Deleuze develops the concept of the event as a pure surface phenomena that 'makes language possible'56. The event is always singular since it is 'both collective and private, particular and general, neither individual nor universal'57 and yet it is always double since it consists in the reciprocal impact of the virtual and the actual. In his cinema theory the event is defined as resistance, and located in the 'relation of very precise incommensurability'58 between the image and the sound. The event as singularity is a random factor, it is the eruption of the nagual into the tonal, and can be assimilated with the Lucretian concept of the clinamen, which Deleuze describes as a 'kind of conatus - a differential of matter and. . .a differential of thought'59

He delineates three realms of consciousness or sense; the depths are 'infra-sense or under-sense'60, the heights are 'pre-sense'61, and the surface is where nonsense produces sense. They are respectively: noise, silence, and language. Denotation, signification, and organisation62. Connective series, conjunctive series, and disjunctive series.63

The depths are a mixture of bodies, a projection and introjection of partial objects64; the heights are incorporeal and require identification of a good object on high yet essentially lost and always withdrawn65; between them, separating and connecting them, the surface is pure perversion, effects and events, always sexual66, the surface is two-sided or doubled and consists in the organization of sense.

'The brain is not only a corporeal organ but also the inductor of another invisible, incorporeal, and metaphysical surface on which all events are inscribed and symbolized'67

Habitus and Mnemosyne


These three realms relate directly to the three syntheses of time with which we began this essay, and to Bergson's three paradoxes of time; that of contemporaneity (the present which passes as it is present), coexistence (of the former present with the present present), and pre-existence (of the pure element of the past in general).68 The first synthesis of time is originary yet intratemporal, 'It constitutes time as a present, but as a present which passes'.69 It is intratemporal because there must be another time in which it passes. The 'foundation of time' is the passive synthesis of habit (Habitus), its ground, however, is the passive synthesis of memory (Mnemosyne).70

There is both a passive and an active synthesis of Mnemosyne. The former is the fundamental alliance between memory and habit, the way in which memory-images automatically insert themselves into perception and trigger sensory-motor responses that endlessly repeat previous perceptions and actions. The latter is the manner in which the former present is reproduced at the same time that the present present is reflected.71

This is not possible, however, without the production of a time out of time in which 'the presents are embedded'; this is the third synthesis which is what Hamlet called 'time out of joint', it is 'demented', its circle unfolds, 'It ceases to be cardinal and becomes ordinal, a pure order of time.'72 It is Aion the 'torturous straight line labyrinth' of Borges, Freud's death instinct, Nietzsche's eternal return, Semon's Mneme, Bergson's pure memory, Burroughs' pre-recording. 73

Chronos and Aion


Aion is a straight line but it is also a plane. A border that separates and differentiates and a membrane, a 'plain surface that connects'74 and associates. 'It is the 'metaphysical surface (transcendental field)' a frontier between propositions and things which is a 'distinct distribution of language and bodies, or of the corporeal depth and the sonorous continuum'75 There are two times; Chronos is 'composed only of interlocking presents', Aion is 'constantly decomposed into elongated pasts and futures'76 Chronological time is a serial segmentation, an obsessively repetitious sundering or fracture that is also a synthesis or conjunction. Everything is cyclical in chronos, from the revolutions of the planetary spheres to those of atomic particles. Noematic time, on the contrary, is a plastic, Riemannian, space, an acentred multiplicity like the sea, or the desert, which is constantly in flux77.

Chronos is a metronome, it constitutes a striated space, it is metrical rather than rhythmic, measured according to a logos such as the gram or the octave.78 Aion pertains to what Boulez calls smooth space or non-metric multiplicities,79 it is composed of rhythmic intervals between plural vibratory milieus.80 'One is cyclical, measures the movement of bodies and depends on the matter which fills it out; the other is a pure line at the surface, incorporeal, unlimited, an empty form of time, independent of all matter.'81

Chronos is allied with Habitus, the sensory-motor accompaniment, and the present that passes - this is what constitutes the actual. 'Chronos is an encasement, a coiling up of relative presents, with God as the extreme circle'.82 It is the seat of rationality and empirical science83, the TV news is its figurehead (Burroughs claimed that TIME magazine journalists 'write the news before it happens'84) For Bergson, 'nothing is less than the present moment'85, because the instant has just passed as soon as one denotates it, but also because we take only the barest details of the world in a snapshot taking process continually imbricated by virtual diagrams, and recomposed with memory-images 'every perception is already memory. Practically, we perceive only the past, the pure present being the progress of the invisible past gnawing into the future.'86

Chronos is always two series; the first is the single series of habit that functions by connection - 'if. . .then' - ; the second is the passive synthesis of memory which is conjunctive - 'and' - ; the third series constitutes Aion and is affirmative divergence - 'or' - 87. 'Between the two presents of Chronos - that of the subversion due to the bottom and that of the actualization in forms - there is a third, there must be a third, pertaining to the Aion'.88

Cerebral Crack and Topological Surface


The third term, the eternal return, is not the endless repetition of the same but the repetition of difference for itself. 'It is no longer the future and past which subvert the existing present; it is the instant which perverts the present into inhering future and past.'89 Free action occurs on the instant - the 'actor belongs to the Aion'90 whose present is the 'most narrow, most contracted, and most instantaneous' - the virtual. The event is the multiple collision of the actual and the virtual, the particular and the general, Chronos and Aion. The surface is a rupture, 'a cerebral crack at the limits of which the event appears'91, but this split is not the traditional alienation of the subject in a phenomenological world since the 'real difference is not between the inside and the outside, for the crack is neither internal nor external, but is rather at the frontier. It is imperceptible, incorporeal and ideational. With what happens inside and outside it has complex relations of interference and interfacing'92

For Deleuze the task of reversing Platonism is to exchange essences for events as 'jets of singularities'.93 He locates this reversal in Nietzsche's eternal return, as an affirmative synthetic disjunction, where 'the communication of events replaces the exclusion of predicates'.94 The production of this topological surface95 is generated by 'the erection of a paradoxical instance, an aleatory point with two uneven faces, which traverses the divergent series as divergent and causes them to resonate through their distance and in their distance.'96

The paradoxical instance or esoteric word is genitive in each series; the connective depths have unpronounceable monosyllables or unrecognizable objects, the gallop which hastens the passing of presents, the vortical movement of deterritorialization (e.g. smooth space, musique concrete); the conjunctive heights are pivoted around the convergent instance, the territorializing ritornello, the falling back of the pasts that are preserved; the disjunctive surface is distributed through the divergent or nonsensical instance such as the silent monolith in Stanley Kubrick's '2001 space Odyssey' which distributes sense.97

Though it is the territorializing idol that 'renders possible a conversion of depth into partial surfaces'98 it is not the withdrawn phallus of Chronos that organizes the series, but the phantasm - a simulacrum that has risen to the surface99. This is to say that language, which used in its most extended sense as including the production of any sounds, images or movements (i.e. music, body language - Mneme), is, like nature, not attributive but conjunctive and disjunctive, it is 'the principle of the diverse and its production. . .[which] does not assemble its own elements into a whole'100

The Platonic tradition, which has dominated Western thought for over two millennia, is founded on the subordination of matter to ideas, of affect to representation, the suppression of the flow of partial objects or simulacra in favour of the proud anguish of the static lost idol. Deleuze overturns this, stating that the 'simulacrum is not a degraded copy. It harbors a positive power which denies the original and the copy, the model and reproduction.'101 Affect is composed of 'trillions of oscillations'102 or simulacra which 'are not perceived in themselves; what is perceived is their aggregate in a minimum of sensible time (image)'103 Instead of the Apollonian order of the same and the similar, identity and association, unified subject that selects, Deleuze, with Joyce and Nietzsche, invokes a 'Dionysian machine'104, where the model no longer operates; the topological surface of Aion, the eternal return105, as pure simulation, is the realm of the phantasm and the smooth space that the amplified reality headset explores.106

Desiring Repetition


The first synthesis of time is the binding of excitations that constitutes Habitus.107 Semon calls this primary repetition phasogenous ecphory108. This is intra-cyclical repetition - where two series, light and its receptor, ecphory and engraphy, repeat the same thing. The development of an organism, the evolution of a species, and the crystallization of a language, all have their basis in an originary, and automatic, proclivity to imitate. It is in this sense that 'habit precedes pleasure'.109 The second synthesis of time is the impulsive desire (often repressed) that projects or inserts memory-images into perception.110 Here is cyclic repetition - where the same thing, lost essence, is endlessly demasked, repeatedly disguised.111

However for Freud as for Deleuze it is not repression that causes repetition but the third synthesis, the originary principle of the death instinct, as repetition itself, or Aion, which is constitutive of repression as serial disguise. Thus 'I do not repeat because I repress. I repress because I repeat, I forget because I repeat.'112 Repetition does not cause memory (as Ebbinghaus thought) any more than (repressed) memories cause (their own) repetition - rather, memory is precisely the positively inventive production of repetition. Repetition is not understood negatively here, but as the productive synthesis of time, following Hume's observation that repetition 'changes nothing in the object repeated, but does change something in the mind which repeats it'113

It is in the third synthesis that thought occurs - in the active synthesis desire produces a virtual object, and attentively draws a motor-diagram that leads to new action.114 The virtual object always has two sides, that of bodies and propositions (to eat/to speak), it is fragmented, however its lack is positive, and its essential operation is displacement.115 Thus 'repetition is constituted not from one present to another, but between the two coexistent series that these presents form in function of the virtual object (object =x)'.116

This is the repetition of the eternal return, it is repetition as 'the emission of singularities'117 and is thus opposed to the 'generalities of habit but also to the particularities of memory'118 Repetition in Aion is not the again and again of metric reproduction, it is the rhythmic difference between the two series (connective habit, conjunctive memory) that it both pivots and overflows119

Movement Image and Time Image


The greater part of perception is sensory-motor and automatically reproduces previous relations. Perception takes what is useful for it, it is reductive, always less than the object, but always more, in that, into the object are projected so many memory-images, abstractions120, generalities, and clichés.121 This is what is meant by Burroughs' assertion that ''image is virus'122, it is normal perception that is a degraded copy, and it is only when we do not take an object for what we know it to be that it then becomes affective in its own right.

'A cliché is a sensory-motor image of the thing. As Bergson says, we do not perceive the thing or the image in its entirety, we always perceive less of it, we perceive only what we are interested in perceiving, or rather what it is in our interest to perceive, by virtue of our economic interests, ideological beliefs and psychological demands. We therefore normally perceive only clichés. But if our sensory-motor schemata jam or break, then a different type of image can appear: a pure optical-sound image'.123

Deleuze argues that early cinema was dominated by images that showed movement through space of actors and objects that are understood as operating in a causal and chronological sequence. He calls this the movement-image and argues that rather than being composed of static instants it constitutes 'a mobile section of duration'.124 Watching action films, and Hollywood cinema, anticipation is continually fulfilled - we see a gun and recognize the stance associated with firing it, and when we hear the shot we expected, Habitus glows with delectation. Other practices that can be (but not necessarily so) automatically accomplished, such as playing written music, sports, cleaning and reading rely on the pleasure of differentiating intensities inscribed in a field, of composing and decomposing virtual motor-diagrams of the body in space.125

In post-war cinema, however, there emerged in the avant-garde a new kind of image that overturned the subjugation of time to movement126, an image that disrupted Chronos and upset Habitus. This is the pure optical and sound situation (op/sonsign) whose anomalous difference from itself renders it incapable of attaching itself to a motor-accompaniment, and necessitates imaginative understanding. Time images are produced by two main factors, firstly the irrational cut127, and secondly the 'free indirect relationship'128 of sound and image that Deleuze calls audio-visual heautonomy.129 By not referring themselves to habitual action, time images deliver perception to itself.130
Non-Spatial Time Travel

Automatic recognition 'works by extension'131 - that is, by connecting to a habitual movement that generalizes, and passing from one particular example to the next. Attentive recognition, on the other hand, is not extended, and does not move on.132 For example when I see a croissant I immediately recognize it, and understand it in terms of the memory of past actions on croissants (i.e. eating), if on the other hand I am blindfolded and given a croissant, the tactile sensations will stimulate many different, but not distinctly formed, active responses. Automatic recognition reproduces a copy, of former relations between the particular object and the general idea, where attentive recognition is able to draw a map and make desiring configurations of the object - it is cartographic and diagrammatic. Bergson says 'the progress of attention results in creating anew, not only the object perceived, but also the ever-widening systems with which it may be bound up'133

This is not dissimilar from Semon's understanding that ecphoric stimuli release multiple engram complexes that resonate in differentiating or non-differentiating homophony. Essentially it is a failure of recognition, or an inability to find anything useful in the object, that causes this noematic activity. 'The purely optical and sound situation (description) is an actual image, but one which, instead of extending into movement, links up with a virtual image and forms a circuit with it.'134 The arh consistently produces such momentary intervals where virtual objects are produced to fill in gaps of understanding and the actual object is caused to pass through many planes of memory.

Burroughs insolently contends that his tape recorder and scrapbook experiments constitute time travel.135 He explains that, focusing on a particular aspect of the image will act as a 'port of entry'136 into another time. This is particularly true when the images have a direct relation to a certain time, for example a photo of a person met on holiday, a magazine picture of an early explorer etc. The port of entry is an ecphoric stimulus that retrieves a series of engram-complexes; it is an op/sonsign, a time image, that is, an actual object that forms a circuit with a virtual object. Virtual objects and memory images do not exist in a homogenous container but are rather multiple singular states of varying contraction, and inhere on planes or sheets of the past. This is why Deleuze agrees with Burroughs: 'when we read a book, watch a show, or look at a painting. . .we constitute a sheet of transformation which invents a kind of transverse continuity or communication between several sheets, and weaves a network of non-localizable relations between them. In this way we extract non-chronological time.'137

Amplified Reality Headset (arh)


The arh has been constructed in opposition to the modern understanding of the virtual as a 'non-real' computer simulated environment, or as a liberation from the confines of corporeal substance. Instead it understands the virtual as a field of potential that can be actualized in concrete movement. Rather than disembodiment, and entry into a matrix of striated space where the subject is a perceptual master in a representative order maintained by a logos, the arh is a trans-embodiment and entry into a smooth space, or nomos, where the subject is perceptually disabled in an affective disorder. The effect of putting on the arh is one of both isolation and extreme proximity to the environment. More importantly the information it has recorded is not the discarnate gaze of the tripod, or the clinical ear of post-produced sound - the intensity of the audio-visual data is multiplied by the synchronous recording of proprioceptive orientation within the environment.

Bergson maintained that only the living being, as a natural system with a vital impetus, can produce duration. The mathematical system and the mechanical recording are artificial and inorganic systems; they do not change or endure.138 Burroughs experiments prove him wrong, the recording automaton constitutes an irritable surface with its own particularities, playback has an affect that is more than its cause, automatic cut-up produces associations that crafted literature is unable to make. Instead of Bergson's anthropocentric vitalism, which posits a noosphere, Deleuze defines a mecanosphere or machinic phylum, where organic and inorganic, corporeal and non-corporeal, interact in the process of the production of difference. The audio-visual and proprioceptive recording surface of the arh is capable of re-inserting past milieus into present ones - it therefore has machinic duration.

The audio-visual installation that accompanies this dissertation is a probe for investigating these theories. It will consist of a headset that simultaneously records and plays back visual and sonic stimuli. The effect of this is to produce a specific type of time image that Deleuze calls the crystal image.139 The crystal image consists of an oscillation between the smallest, most contracted circuit of memory, or the 'internal limit of all relative circuits'140, and the largest most diffuse layer of the past or virtual, the 'outer-most, variable and reshapable envelope, at the edges of the world'.141 Wearing the arh one is forced to perceive perception and to think thought, the sensation of coexistent action and reaction, or actualization and counter-actualisation, is potent. The crystal image makes visible and audible the tearing apart of time as it moves in two directions, one of which is recorded as past (Chronos), the other of which (Aion) plays back, and is 'launched towards the future'.142 The crystal image is often a sonically charged phenomena, exemplified by the ritornello, or refrain - it consists of the crystallization and coexistence of the actual image that passes, with the virtual image that is projected back. It is 'the point of indiscernibility of the two distinct images, the actual and the virtual, while what we see in the crystal is time itself.'143

The arh is not, as MacLuhan would argue, an extension of the human eye and ear; it is a transformation of perception, and a multiplication of the cerebral surface. The audio-visual environments and events that are recorded will be selected and manipulated in order to create time images that enter into circuits with virtual objects and cause the wearer to travel through diverse layers of the past. The arh functions as a prosthetic transcendental surface, extending the crack into the non-human apparatus, it is designed to ecphorize deep engrams, to 'make time and thought perceptible'144, to re-write the pre-recordings, and resonate Aion.


References


1 Deleuze, G. 'The Logic of Sense'. Continuum. 2004. p.295
2 As Foucault defines it, genealogy 'rejects the meta-historical deployment of ideal significations and indefinite teleologies. It opposes itself to the search for "origins."' Foucault, M. 'Language, Counter-Memory, Practice'. Cornell University Press. 1980. p.140 He further contends that the 'body is the inscribed surface of events (traced by language and dissolved by ideas), the locus of a dissociated Self (adopting the illusion of a substantial unity), and a volume in perpetual disintegration. Genealogy, as an analysis of descent, is thus situated within the articulation of the body and history. It's task is to expose a body totally imprinted by history and the process of history's destruction of the body.' Ibid, p.148
3 Stengers, I. 'The Invention of Modern Science - Theory Out of Bounds'. Trans. Smith, D.S. University of Minnesota Press. 2000. p.18
4 'all thought is in signs', all images and signs are deterritorializations. Rodowick, D.N. 'Gilles Deleuze's Time Machine (Post-Contemporary Interventions)' Duke University Press. 1997. p.39
5 Some of the more readily acceptable premises of his argument are best summed up in this passage: 'Every organism, in its receptive and perceptual elements, but also in its viscera, is a sum of contractions, of retentions and expectations. At the level of this primary vital sensibility, the lived present constitutes a past and a future in time. Need is the manner in which this future appears, as the organic form of expectation. The retained past appears in the form of cellular heredity. Furthermore, by combining with the perceptual syntheses built upon them, these organic syntheses are redeployed in the active syntheses of a psycho-organic memory and intelligence (instinct and learning). . .Each contraction, each passive syntheses, constitutes a sign which is interpreted or deployed in active syntheses.' Deleuze, G. 'Difference and Repetition'. Columbia University Press. 1994. p.73
6 Such as Tulving, and, notoriously, Ron Hubbard, founder of the Church of Scientology.
7 Schacter, D. 'Stranger Behind the Engram - Theories of Memory and the Psychology of Science'. Lawrence Erlbaum Associates, Inc. 1982. pp.117-127
8Ibid, p.149
9Ibid, p.191
10 Ibid, p.192
11 Ibid, p.132
12 Ibid, p.132
13 Ibid, p.132
14 Ibid, p.173
15 Ibid, p.182
16 What would the criteria be for association if we had to match a particular utterance of a word with memories of the same word, all uttered in different accents and contexts, in order to understand it?
17 Ibid, p.187
18 Ibid, p.183
19 Ibid, p.190
20 Thus Bergson is an ally of Semon's in reversing the process of association, stating that the 'difficulty would be insuperable if we really had only auditory impressions on the one hand, and auditory memories on the other' Bergson, H. 'Matter and Memory'. Zone Books. 1991. p.110
21 Marks, L. 'The Skin of Film'. Duke University Press, 2000. pp.41-2
22 Bergson, H. 'Matter and Memory'. Zone Books. 1991. p.146
23 Ibid, p.31
24 Ibid, p.45
25 Ibid, p.20
26 Ibid, p.19
27 Ibid, pp.23-4
28 Ibid, p.137
29 Ibid, p.24
30 Ibid, p.249
31 Ibid, p.139
32 Ibid, p.137
33 Ibid, p.139
34 Schacter, D. 'Stranger Behind the Engram - Theories of Memory and the Psychology of Science'. Lawrence Erlbaum Associates, Inc. 1982. p.179
35 Bergson, H. 'Matter and Memory'. Zone Books. 1991. p.149
36 Ibid, p.121
37 Ibid, p.151
38 Schacter, D. 'Stranger Behind the Engram - Theories of Memory and the Psychology of Science'. Lawrence Erlbaum Associates, Inc. 1982. p.203
39 Bergson, H. 'Matter and Memory'. Zone Books. 1991. p.244
40 Ibid, p.131
41 Ibid, p.94
42 Ibid, p.239
43 Deleuze, G & Guattari, F. 'A Thousand Plateaus'. Athlone Press 2003. pp.69-71
44 Ibid, p.70
45 Ibid p.100.
46 Bergson, H. 'Creative Evolution'. Dover Publications, Inc. 1998. p180.
47 Ibid, p184.
48 Ibid, p184.
49 Sobieszek, R. 'Ports of Entry: William S. Burroughs and the Arts'. Los Angeles County Museum of Art. 1996. p22.
50 Ibid, p22.
51 Burroughs, W.S. 'The Ticket that Exploded' (note 21) p145.
52 Sobieszek, R. 'Ports of Entry: William S. Burroughs and the Arts'. Los Angeles County Museum of Art. 1996. p22.
53 Sobieszek, R. 'Ports of Entry: William S. Burroughs and the Arts'. Los Angeles County Museum of Art. 1996. p.33.
54 Cox, C. & Warner, D. 'Audio Culture: Readings in Modern Music'. Continuum. 2004. p163.
55 Burroughs, W.S. 'The Ticket that Exploded' (note 21) p166.
56 Deleuze, G. 'The Logic of Sense'. Continuum. 2004. p.209
57 Ibid, p.173
58 Deleuze, G. 'Cinema 2- The Time-Image'. The Athlone Press, London. 2000. p.256
59 Deleuze, G. 'The Logic of Sense'. Continuum. 2004. p.306
60 Deleuze, G. 'The Logic of Sense'. Continuum. 2004. p.266
61 Ibid, p.266
62 Ibid, p.154
63 Ibid, p.270 Simulacrum, idol, and image. Ibid, pp.217-219 Bachelor, lost betrothal, and couple (problem). Ibid, p.251 Tragedy, irony, and humour. Ibid, p.159
64 Schizophrenia, pre-Socratic subversion, and sadism belong to the depths
65 manic depression, Platonic conversion and masochism are of the heights
66 Ibid, p.151, pp.217-219, p.266, p.254
67 Ibid, p.255
68 Deleuze, G. 'Difference and Repetition'. Columbia University Press. 1994. p.82
69 Ibid, p.79
70 Ibid, p.80
71 Ibid, p.81
72 Ibid, p.88
73 Ibid, p.111
74 Deleuze, G. 'The Logic of Sense'. Continuum. 2004. p.75
75 Ibid, p.142
76 Ibid, p.73
77 Deleuze, G & Guattari, F. 'A Thousand Plateaus'. Athlone Press 2003. p.484
78 Ibid, p.478
79 Boulez, P. 'Boulez on Music Today' trans. Susan Bradshaw and Richard Bennett. Harvard University Press. 1971. p.83
80 'Every milieu is vibratory, in other words, a block of space-time constituted by the periodic repetition of the component. . .Every milieu is coded, a code being defined by periodic repetition; but each code is in a perpetual state of transcoding or transduction. . .Chaos is not the opposite of rhythm, but the milieu of milieus. . . Meter is dogmatic, but rhythm is critical. . .A milieu does in fact exist by virtue of a periodic repetition, but one whose only effect is to produce a difference by which the milieu passes into another milieu. It is the difference that is rhythmic, not the repetition, which nevertheless produces it: productive repetition has nothing to do with reproductive meter' Deleuze, G & Guattari, F. 'A Thousand Plateaus'. Athlone Press 2003. pp.313-314
81 Deleuze, G. 'The Logic of Sense'. Continuum. 2004. p.73
82 Ibid, p.186
83 'modern science is defined by the aspiration to take time as an independent variable' Bergson, H. 'Creative Evolution'. Dover Publications, Inc. 1998. p.336
84 Burroughs, W.S. 'The Adding Machine' (note 21). p.49
85 Bergson, H. 'Matter and Memory'. Zone Books. 1991. p.150
86 Ibid, p.150
87 Deleuze, G. 'Difference and Repetition'. Columbia University Press. 1994. p.199
88 Deleuze, G. 'The Logic of Sense'. Continuum. 2004. p.191
89 Ibid, p.189
90 Ibid, p.171
91 Ibid, p.279
92 continues. . . 'of syncopated junctions - a pattern of corresponding beats over two different rhythms. Everything noisy happens at the edge of the crack and would be nothing without it. Conversely, the crack pursues its silent course, changes direction following the lines of least resistance, and extends its web only under the immediate influence of what happens, until sound and silence wed each other intimately and continuously in the shattering and bursting of the end' Ibid, p.177
93 Ibid, p.64
94 Ibid, p.199
95 'The idea of positive distance belongs to topology and to the surface. It excludes all depth and all elevation, which would restore the negative and identity.' Ibid, p.197 'The entire content of internal space is topologically in contact with the content of external space at the limits of the living; there is, in fact, no distance in topology. . .[at] the level of the polarized membrane, internal past and external future face one another' Ibid, p.119
96 Ibid, p.199
97 Ibid, p.270
98 Ibid, p.260
99 'These are the characteristics of the simulacrum, when it breaks its chains and rises to the surface: it then affirms its phantasmic power, that is, its repressed power.' Ibid, p.298
100 Ibid, p.303
101 Ibid, p.299
102 Bergson, H. 'Creative Evolution'. Dover Publications, Inc. 1998. p.301
103 Deleuze, G. 'The Logic of Sense'. Continuum. 2004. p.313
104 Ibid, p.300
105 'The phantasm is the process of the constitution of the incorporeal. It is a machine for the extraction of a little thought, for the distribution of potential at the edges of the crack, and for the polarization of the cerebral field. . .[it] has the property of bringing in contact with each other the inner and the outer and uniting them on a single side. This is why it is the site of the eternal return.' Ibid, p.252-3
106 'What appears in the phantasm is the movement by which the ego opens itself to the surface and liberates the a-cosmic, impersonal, and pre-individual singularities which it had imprisoned. It literally releases them like spores and bursts as it gets unburdened. . .the phantasm represents the event according to its essence, that is, as a noematic attribute distinct from the actions, passions, and qualities of the state of affairs'. Ibid, pp.244-245
107 'binding is a genuine reproductive synthesis, a Habitus. An animal forms an eye for itself by causing scattered and diffuse luminous excitations to be reproduced on a privileged surface of its body. The eye binds light, it is itself a bound light.' Deleuze, G. 'Difference and Repetition'. Columbia University Press. 1994. p.96
108 'lens development in the frog's eye is critically dependent upon the optical vesicle containing the epidermis. In his terminology, the optical vesicle acts as an ecphoric stimulus, liberating an engram-complex that contains the information necessary for lens formation.' Schacter, D. 'Stranger Behind the Engram - Theories of Memory and the Psychology of Science'. Lawrence Erlbaum Associates, Inc. 1982. p.136
109 Deleuze, G. 'Difference and Repetition'. Columbia University Press. 1994. p.97
110 Hence Eros-Mnemosyne 'posits repetition as displacement and disguise, and functions as the ground of the pleasure principle'. Ibid, p.108
111 Eros is sick, and 'Chronos is sickness itself' Deleuze, G. 'Cinema 2- The Time-Image'. The Athlone Press, London. 2000. p.24
112 Deleuze, G. 'Difference and Repetition'. Columbia University Press. 1994. p.18
113 Ibid, p.70
114 'Eros tears virtual objects out of the pure past and gives them to us in order that they may be lived.' Ibid, p.103
115 Ibid, p.102
116 Ibid, p.105
117 Deleuze, G. 'Difference and Repetition'. Columbia University Press. 1994. p.201 The principle of the emission of singularities is two series and their differentiator, the empty square, 'both word and object at once: esoteric word and exoteric object.' Deleuze, G. 'The Logic of Sense'. Continuum. 2004. p.60
118 Ibid, p7
119 'repetition is the thought of the future: it is opposed to both the ancient category of reminiscence and the modern category of habitus. It is in repetition and by repetition that Forgetting becomes a positive power' Ibid, p.7
120 The 'sensory-motor schema is an agent of abstraction' Deleuze, G. 'Cinema 2- The Time-Image'. The Athlone Press, London. 2000. p.45
121 'the image constantly sinks to the state of cliché: because it is introduced into sensory-motor linkages. . .it is a civilization of the cliché where all the powers have an interest in hiding images from us. . .at the same time, the image constantly attempts to break through the cliché' Ibid. p.21
122 Sobieszek, R. 'Ports of Entry: William S. Burroughs and the Arts'. Los Angeles County Museum of Art. 1996. p22.
123 Deleuze, G. 'Cinema 2- The Time-Image'. The Athlone Press, London. 2000.p.20
124 Deleuze, G. 'Cinema 1- The Movement-Image'. University of Minnesota Press, Minneapolis. 2003. p.22
125 'Biophsychical life implies a field of individuation in which differences of intensity are distributed here and there in the form of excitations. The quantitative and qualitative process of the resolution of such differences is what we call pleasure' Deleuze, G. 'Difference and Repetition'. Columbia University Press. 1994. p.96
126 'time is no longer the measure of movement, but movement is the perspective of time' Deleuze, G. 'Cinema 2- The Time-Image'. The Athlone Press, London. 2000. p.22
127 Ibid, p.13
128 Ibid, p.261
129 Ibid, p.251
130 'opsigns and sonsigns refer back to 'chronosigns', 'lectosigns', and 'noosigns'.' Ibid, p.23
131 Ibid, p.44
132 'instead of an addition of distinct objects on the same plane, we see the object remaining the same, but passing through different planes. In the first case, we had, we perceived, a sensory-motor image from the thing. In the other case we constitute a pure optical (and sound) image of the thing, we make a description.' Ibid, p.44
133 Ibid, p.46
134 Ibid, p.47
135 Sobieszek, R. 'Ports of Entry: William S. Burroughs and the Arts'. Los Angeles County Museum of Art. 1996. p.20
136 Ibid, p.21
137 Deleuze, G. 'Cinema 2- The Time-Image'. The Athlone Press, London. 2000. p.123
138 Bergson, H. 'Creative Evolution'. Dover Publications, Inc. 1998. p.22
139 These may be found in the films of Ozu, Fellini, Herzog and Lang.
140 Deleuze, G. 'Cinema 2- The Time-Image'. The Athlone Press, London. 2000. p.80
141 Ibid, p.81
142 Ibid, p.81
143 Ibid, p.82
144 Ibid, p.18

Theory of Repetition and Technology central to the Amplified Reality Headset

Inigo Wilkins

Repetition and Technology



No doubt there are now more repetitions being performed by more technology than there ever has been. From brute mechanical devices to intelligent robots and smart materials; from communication and entertainment media to computers and nanotechnology; from radar and satellite systems to virtual reality and cloning; all these devices are designed and employed to replicate, reproduce and represent a certain section of reality or block of space-time. The result is a kind of information fractal, a reality riddled with wormholes in which audio-visual information channels stream continuously in every direction, dislocated sounds and images are everywhere repeated in different spaces and times, and written language and code run wild disseminating themselves onto billboards and into computers where they distribute themselves into the info-sphere – an immanent field, present to all its parts, folded in upon itself in a complex pattern of self-reduplications. By increasing the distance and speed a body can travel, by multiplying the number of perspectives, or by magnifying the otherwise invisible, technology extends perception, causing a proliferation of subjectivities and a distribution of cognition.

The media and film industry fuel fears that the self-replicating nature of technology is out of control; some examples are Disney's 'Fantasia', Ridley Scott's 'Bladerunner', and of course the 'Terminator' films. Hysterically over-inflated media-fed concerns that all-consuming nanobots would reduce the world to grey mush caused serious setbacks in nanotechnology research. The idea that technology will be our downfall, that new practices are dangerously indiscriminate, that the servomechanism will turn against its master, that the copy is inherently bad, are not fresh concerns, and can be found in many folk tales such as Gollum and Pinocchio.

Repetition and technology are far from being new conceptual phenomena themselves. They are, in fact, mutually pre-suppositional terms that are constitutive of and necessary to the world. Though the present is no less determined by these terms than any past has been, it must also be noted that we are reaching yet another critical threshold where massive structural transformations will emerge as a result of these differential forces.

We tend to think of technology as man-made machinery but it is vital to an understanding of its relationship with repetition that we consider technology as a continuum of practical application of knowledge that extends to the smallest organism. Technology is natural and nature is technological. Nature is not a machine, however, since a machine is always for something, where the universe has no unified aim but includes infinitely disparate intentions. The world is machinic, not mechanical. That is to say it is not a Newtonian universe with linear causality but a Riemannian multiplicity immanent to itself. That is to say, it is not embedded in any exterior space, and is composed of heterogeneous parts producing differential relations with variable interdependency.

Technology encompasses three domains, the tool (or external apparatus), the technique (or set of movements), and the environmental forces (or the set of interdependent components) that determine their combined use and effectiveness.[1] Evolution requires the repetition of technology and necessitates the technology of repetition. Environmental conditions (or repetitive stimuli) entail the need for specific techniques and tools that are developed through a process of repetitive refinement and adaptation.

The analogy of biological evolution has long been applied to technology, and is so commonplace today in adverts for the latest razor or family hatchback, that one would be forgiven for assuming that technological change is a natural process of amelioration and not in the least affected by political and economic forces, or the strategic planning of industrial super-organisms. Whether big business likes it or not, however, technology is a complex adaptive system, like biology and language, that is determined by its own dynamic processes, and that transforms in a way peculiar to itself.

Fleming and Sorenson draw on the findings of Kauffman to demonstrate that technological invention differs from biological evolution in that it proceeds more by revolutionary recombinations than by incremental adaptations leading to thresholds of transformation.[2] Language evolves at a much higher rate than biology or technology. Since the free recombination potential of words is accumulative and practically infinite, language functions, as Burroughs famously claimed, like a virus.

Viral self-replication – its enough to make your skin crawl; partly because culture is still troubled by a deep-rooted fear of the concept of repetition that is evident in the large percentage of mental disorders that exhibit symptoms of repetition: 75% of autistic patients suffer from echolalia (the repeating of others words), schizophrenia often leads to repetitive behaviour especially when under great stress, Tourette's syndrome involves compulsive repetition, psychopaths and rapists are serial, Obsessive Compulsive Disorder speaks for itself. Freud taught us that we are sick from repetition, but that also we can cure ourselves by it.

Unlike language and technology, repetition does not evolve. We may have a different relation to it, and it may have different practical applications, but repetition stays the same. This is because it is a primary logical function that exists only conceptually, or virtually, and does not pertain to nature. Nature is the principle of differentiation, and repeats nothing. The dominant cultural code that fears and denies repetition can be traced back to the privileging of identity that crystallised in the works of Plato. The birth of rationality demands that the positive originary principles of repetition and difference are subsumed by the mode of representation whose presuppositions are the same, the similar, the negative, and the analogous. The anti-essentialist philosophy of Gilles Deleuze overturns this rationalist hierarchy, replacing essences and forms with multiplicities and singularities.

While Cartesian logic dictates that the clear and distinct are the basis of identity, the mathematics of group theory[3], and Riemann's non-Euclidean geometry demonstrate that multiplicities are on the contrary, by nature obscure and distinct. As DeLanda explains, 'the singularities that define a multiplicity come in sets and these are not given all at once, but progressively specify the nature of a multiplicity as they unfold in recurrent sequences'.[4] Multiplicities are necessarily different from each other, but, moreover they produce difference wherever they go. Singularities, on the other hand, being neither particular nor general, but universal, are by nature repetitive – a smile, a bubble, a musical G. They are state-space attractors, maxima and minima, or topological coordinates which multiplicities tend towards but always differentiate.

Repetition, or singularities, may only occur within a multiplicity that is a set of relatively interdependent components that form an environment or milieu. As Deleuze states, 'Every milieu is vibratory, in other words, a block of space-time constituted by the periodic repetition of the component . . .Every milieu is coded, a code being defined by periodic repetition; but each code is in a state of transcoding or transduction'[5] Deleuze makes a crucial distinction between metrical repetition which is always contained in a milieu, and rhythm which is the product of the interaction of milieus. Though a multiplicity is defined by the repetitious, or coded, emergence of singularities, each repetition produces new relations that cause the multiplicity, and other multiplicities, to transform rhythmically.

Man's most significant primitive technological innovation was the development of a system of language enabling the repetition of codes. But language must not be confused with codes, a code has an externally defined set of rules, whereas language, just as much as technology, is a complex adaptive system in a process of dynamic or rhythmic evolution that is not determined by the codes that it contains. The code is always a territorialization or reterritorialization, where language is this fundamental force of deterritorialization, a signifying series that endlessly proliferates and transforms. This is why simulating real human conversation has become one of the most intractable problems in AI. Since language is composed of many codes it should, in theory, be easy to program a computer to follow them, but human speech, like any language, is criss-crossed with counter-codes the authentic use of which demands the skills of a seasoned hacker. Moreover language is not merely a complex network of digital codes, but also includes para-linguistic signs and extra-codifiable information. That is what is called analogical language.

Technology as a complex adaptive system is in a rhizomatic relationship with thought and language, the reciprocality of which has many exemplars. It is obvious that thought has influenced technology, for example Russell's logic gates which went on to be standard in computer programming. Inversely, however, cultures have always had recourse to technology in order to explain the elusive nature of thought, perception and memory. The primitive techniques of the sharp stone as cutting tool, and the rope, or hide, as combining tool, are still relevant analogues of thought today more familiarly known as cut and paste. Among the many technologies that defined Greek thought were music, war, alchemy, geometry and the alphabet. Liebniz revolutionised philosophy when he modelled consciousness on the feedback mechanism. The industrial age saw the brain as a perfect machine, worked by massive cogs. The recently revived and erroneously berated radical late 19th century biologist Richard Semon took his inspiration from the phonograph.

Not long after Semon's phonographic analogy, the French philosopher Henri Bergson went a step further by claiming that perception is cinematographic. He maintained it is composed of a series of instants, or snapshots of reality, merged together in consciousness by the same imaginative faculty of the brain that sees movement in the series of still images on a cinema screen. Semon's work accords with the Bergsonian contention that perception is partial, interested, located, embodied and subtractive. Crucially consciousness is directed towards action rather than knowledge, it takes only a fraction of the data available, and constitutes a set of tendencies, or techniques, for reacting to stimuli. Perception is above all habitual. Habits are general tendencies, or tendencies to generalise. Bergson gives the scathing example of a cow recognising grass, not as a particular object, but as the thing it usually eats. It is much the same for humans, as we 'normally perceive only clichés'[6] and 'a cliché is a sensory-motor image of the thing'[7]

Of course, in some ways the computer is the ultimate analogue for thought, but though it is often alluded to as such, sometimes seriously, it is widely recognized that there are insurmountable differences between the brain and the computer. One major difference is that computers perform integral calculations based on discrete code or digital possibilities, where the brain is sensitive to continuous intensities or analogue potential. In the digital age the term virtual has come to denote 'non-real' objects that are manifest only in the codes of a pre-programmed software, but for Bergson the word had an altogether different meaning.

In Bergson's schema the virtual is opposed to the actual but is none the less real. The virtual is pure intensive potential. The actual occurs in the instant, or the point of time that consciousness runs along, but the instant cannot be understood without the preceding instant being present virtually in the actual moment. In fact the virtual object includes the whole of the past and the future of the actual object, and this is where Bergson is close to Leibniz. The virtual is the infinite potential of thought and matter to reorganise itself or recombine.

The virtual object does not imitate, represent, or reproduce the actual object; it is a topological map, a diagram composed of relations that are intensive not extensive. Above all it is not a code that would unlock the object, but rather a continuous feedback mechanism gauging the intensity of relations between non-localizable elements. This is why Deleuze cannot accept a determination of the digital by convention and the analogue by similitude and resemblance. This is borne out in the semiology of Pierce who defined 'icons by similitude and symbols by conventional rule, but acknowledged that conventional symbols are composed of icons (by virtue of phenomena of isomorphism) and that pure icons range far beyond qualitative similitude, and consist of "diagrams".'[8]

Although our ears may not be able to register the difference, the digital and the analogue may be distinguished through their modes of operation. Deleuze uses the example of a synthesizer to elucidate the functions that correspond to each:

'Analogical synthesizers are "modular": they establish an immediate connection between heterogeneous elements; they introduce a literally unlimited possibility of connection between these elements, on a field of presence or finite plane whose moments are all actual and sensible. Digital synthesizers, however, are "integral": their operation passes through a codification, through a homogenization and binarization of the data, which is produced on a separate plane, infinite in principle, and whose sound will only be produced as a result of a conversion-translation.'[9]

Deleuze's work draws on multiple disciplines and technologies enabling the creation of a great many philosophical concepts that are not given in logical codes. From structuralism to cybernetics, from systems theory to autopoietics, from post-Darwinian evolutionary theory to contemporary quantum mechanics – all these fields of research are involved in the study of the immanent organization of multiplicities without referring them to a global embedding space. This is why Deleuze is also interested in the cinema as an analogue of thought. Unlike the word, the cinematic image does not refer to a structure or meaning that it represents, and though it is composed of signs, this is not a digital code marked out in extension, but an analogue modulation of intensity, a 'signaletic material'.

'the movement-image is not analogical in the sense of resemblance: it does not resemble an object that it would represent…The movement-image is the modulation of the object itself…The similar and the digital, resemblance and code, at least have in common that they are moulds, one by perceptible form, the other by intelligible structure…modulation is completely different; it is a putting into variation of the mould, a transformation of the mould at each moment of the operation.'[10]

Deleuze's model of repetition is 'indistinguishable from pure matter understood as the fragmentation of the identical'[11] It is art that scrambles the codes, that makes possible the fracture of identity; that leaks on all sides; that makes visible and audible the analogue intensities of irreducible elements and makes sensible the insensible qualities of time and space.

'Art does not imitate, above all because it repeats, it repeats all the repetitions, by virtue of an internal power (an imitation is a copy but art reverses copies into simulacra)'[12]

Warhol is a classic example, but we could name many other artists who deal with this directly, and all do indirectly. The art I have produced is an experimental probe for investigating these ideas. It is a technological appliance, co-designed and constructed with my colleague Adam Hobbes, and is called an Immersive Mnemotechnical Apparatus for the Recording and Transmission of Actual Perception. IMARTAP sits at the axis of science and art yet more profoundly it is intimately connected to habitual experience and the interactivity of the participant in a contingent environment adds an unstructured element that overflows any strict determination and touches the whole social sphere allowing for a micro-analyses of processes such as the interaction of the senses with desire, memory and movement.

Designed in retaliation to the onslaught of fabricated and constructed realities that erroneously deem themselves virtual, IMARTAP gives actual reality back to those who have been robbed of it. Opposed to the pre-designed possibilities of the corporate virtual reality headset, IMARTAP is an instrument not for the enumaration of possibilities but for the multiplication of potential. It is the first real Apparatus for Virtual Immersive Teleportation (AVIT) enabling travel in space and time. It is unique among current technological innovations in actually satisfying the demand for a much-touted but rarely encountered interactivity. It heralds a coming breakthrough into active media where the participant has a direct effect on and is directly affected by its real environment. This is the next stage in the repetition of technology.

Footnotes

1 The spider's primary tool is its silk web, its technique's include dangling from well-chosen supports using the forces of gravity and the wind, and producing different consistencies of silk from its spinneret. The environmental forces that shape its use include the availability of supports for the web, the material qualities of silk such as elasticity, and the abundance or scarcity of prey in that locale.
2 www.people.hbs.edu/l fleming /RP2001.pdf
3 'Classifying geometrical objects by their degrees of symmetry represents a sharp departure from the traditional classification of geometrical figures by their essences' DeLanda, M. 'Intensive Science and Virtual Philosophy' Continuum. 2002. p.17.
4 DeLanda, M. 'Intensive Science and Virtual Philosophy' Continuum. 2002. p.16.
5 Deleuze, G & Guattari, F. 'A Thousand Plateaus'. Athlone Press 2003. p.313.
6 Deleuze, G. 'Cinema 2- The Time-Image'. The Athlone Press, London. 2000. p.20.
7 Deleuze, G. 'Cinema 2- The Time-Image'. The Athlone Press, London. 2000. p.20.
8 Deleuze, G. 'Francis Bacon' Continuum. 2005. p.81.
9 Deleuze, G. 'Francis Bacon' Continuum. 2005. p.81.
10 Deleuze, G. 'Cinema 2- The Time-Image'. The Athlone Press, London. 2000. p.27.
11 Deleuze, G. 'Difference and Repetition'. Columbia University Press. 1994. p.271.
12 Deleuze, G. 'Difference and Repetition'. Columbia University Press. 1994. p.293.

Thursday 21 August 2008

Design History of the Amplified Reality Headset (arh)

Inigo Wilkins 15/09/05


Design History of the Amplified Reality Headset (arh)


The idea of the arh has multiple origins, though one could say it emerged as a result of looking through the viewfinder of a camcorder and trying to navigate in space using only this image.
It was a short step to realize that two camcorders would be better than one. It was important that they be the same make and have specifications such as S-video, AV in/out, headphone socket, and capability of mounting external microphone or camera, accordingly two Canon MV6540i’s were acquired. This tied in perfectly with an already burgeoning interest in binaural recording and the influence of different frequencies of sound and light on the brain and body.
The use of two cameras, when carefully positioned, allows the viewer depth perception, or 3D vision, through the creation of parallax. This occurs aurally in much the same way.
But accurate 3D is only possible at a certain focal length, so that objects near and far appear doubled.
Also the viewfinder of a camcorder does not give an immersive sense of proximity but rather feels like looking through a tunnel into a miniaturised world. Essentially it consists of a lightproof box with a magnifying lens at one end, a tiny LCD screen at the other, and an appropriate distance between them.
The logical next step was to use the larger flip-out LCD panels in conjunction with some magnification.
There were many problems with this, for example the centralisation of the image by the magnifying lens, difficult viewing angle, distortion, etc. The process of research into cheap parts yielded the discovery of the fresnel lens. In particular a site called madlab showed attempts at making head mounted displays (HMD), and video projectors. The HMD was a pair of ski goggles with holes cut out the centre and a couple of mini TVs taped to the front. The LCD projector used a fresnel lens, an adjustable overhead projector (OHP) lens, an LCD screen, lights, and a fan.
There were many different plans and designs available on the net for making this kind of projector. Two small vinyl fresnel lenses were purchased from E-bay at a minimal price. About the size of a credit card they seemed promising, perhaps rather than directly looking through a magnifying lens, the image could be projected onto the internal screen of a helmet, enabling the use of polarized filters to create accurate 3D.
A prototype projector was designed in order to test the possibility. First a box was made to hold the camera, one side had a hole for viewing the LCD screen, the other side opened to allow access to the camcorder.
Another box was made that the first box could slide up and down in. At one end it was open, the other was closed with a small fresnel lens in the centre of the end panel.
In a dark room tests revealed it was possible to project an image on the wall without additional lighting. Different distances, both between the wall and the device, and between the LCD and the fresnel lens, produced greater or lesser clarity and magnification. At close distances a small clear image was projected, at further distances the image was larger but less clear.
Between these two extremes it was excellent, a discovery that was both exciting and disappointing, due to the insurmountable problem of focal length. The mean projecting point where the image was at its optimum necessitated a distance of at least 2 metres from the projecting surface, which itself would have to be large. It seemed that size alone would obstruct the possibility of projecting onto the inside of a helmet using polarized filters to achieve 3D.
The amount of equipment required for this project was both too heavy and too expensive. A fundamental re-think was required. What were the essential and the superfluous aspects of the arh? Was there a simpler and cheaper way of achieving the same effect? What equipment could be purchased within the personally financed budget?
The essential idea was to be immersed, and capable of movement, in a reality perceived only through technological media. To enable the recording of an audio-visual perspective that could be played back in different contexts or mutated using computer software.
Although the binocular and binaural functions were desirable, they were not necessary for the production of an immersive environment. Early cinema, with its one loudspeaker behind the screen, though obviously not as powerful as today’s Dolby surround sound, was still immersive in its own way – the audio-spectator is in fact engaged in the creative process of redistributing sound in relation to the visual image and an off-screen space.
Looking at the screen directly through the Fresnel lens was quite an interesting effect as it gave the illusion of depth perspective at the same time as a strange sense of unreality caused by the actual proximity to the screen and the enlarged pixilation. Internet research revealed that Fresnel lenses could be used to create collimated displays for flight simulators. This could solve the intractable problem of viewing length.
In the final analysis it was a lack of financial resources that necessitated an indefinite postponement of the 3D projecting model. After much deliberation, discussion with experts, and Internet browsing, a 7” LCD screen, a small 12-volt battery, and some leads, were purchased from ‘Maplins’.
The LCD screen needed to be adapted so that it could be part of a mobile headset. This meant plugging the 12-volt battery into the LCD screen and using its adaptor plug as a charger for the battery. Unfortunately the polarity was wrong and the LCD screen broke. This caused major setbacks and temporary employment was sought in order to retrieve the funds necessary for a second LCD screen.
Eventually this was possible and experiments could continue. A frame was constructed from cardboard to house a larger (cheap, vinyl) fresnel lens, a box was then made large enough to fit it, so that it could slide up and down. A box was made for the LCD screen so it could fit in the same adjustable manner. In the large box a hole was cut out for the head. This enabled tests to be carried out to measure the best distances between the LCD screen, the Fresnel lens, and the eyes.
Experiments revealed that at greater distances the image, though magnified more, would distort at the edges more, and at a smaller distance magnification was reduced and vision became difficult. The optimum distance was surprisingly small however, at xcm between the eyes and the lens, and xcm between the lens and the LCD.
This practical attempt also brought to light a problem of cables that had been overlooked. If the video signal was coming from the AV output there was no output for sound since it was interchangeable with the headphone output. This meant that the video had to come from the S-video terminal, and the sound from the headphone output, leaving no possibility of an external binaural microphone setup.
The only solution was to acquire the accessory microphone (Canon DM50) designed specifically to accompany the camcorder which fitted directly into a hot-shoe on the top. The shotgun microphone has a directional or stereo setting possibility and affords a far greater sound quality than the internal microphone, which records the engine noise of the camcorder.
These initial prototypes were made from cardboard (painted black) and, now the dimensions and distances had been ascertained, it was possible to begin constructing a more durable platform that could sustain the weight of the rest of the equipment. This was constructed from several different sizes of aluminium flat rods, steel nuts and bolts.
A replacement OHP lens (much higher quality acrylic fresnel encased in glass) was ordered from an obscure outlet in Surrey. First a frame was built around the fresnel lens to hose it and provide a platform for bolts. One side had four 3mm angled aluminium flat rods bolted together into a square, the other a piece of scrap aluminium cut into the shape of a picture frame.
The frame was then mounted in a larger frame, and struts were then attached to it in order to provide a platform for the LCD screen.
Bolts were filed down so they could slide into the wall fittings provided on the LCD screen, which could then be attached at a distance of xcm from the fresnel lens. Arms were then bolted to the large lens frame making two triangles around the head.
At first a system of straps was tested, inspired by the design of military night-vision wear. The weight of the fresnel lens and LCD screen at that distance from the face was too great to withstand however, and another solution was required. A cheap construction helmet was purchased and a square frame (xmm angled aluminium flat rod) built around and drilled into it.
The arms were extended in order to provide the length for counterbalance using the 12-volt battery at the back. The distance between the arms and the helmet frame was bridged using xmm angled aluminium flat rod.
Black card was bought and cut out to cover the frame of the LCD screen and block out light from it. On the other side of the fresnel lens an oblong viewing tube was attached for the same purposes. This meant that the viewer could see only the LCD screen, surrounded by blackness.
A platform for the battery was constructed that could slide up and down the arms. A battery charger, a small fan, and some lightproof curtain lining was bought. The fan was attached on one of the arms. The curtain lining was cut up and stitched together in order to make a cover for the arh. Lastly the counterbalance distance was ascertained and the battery platform attached.

Filming

When the arh was ready for use filming took place in the green belt to the North West of London, on the South coast of England near Beachy Head, and in central London. Environments and situations were sought which would be particularly affective, in terms of light and sound and differing frequencies or vibrations, the sun and the wind featured strongly, as did water and fire, and machines such as trains, engines and drills. Many different materials were audio-visually investigated, such as pebbles, bark, string, and metal. All the situations recorded were drenched in the interaction of sensation and evoked a synesthetic response. More importantly it was the movement of the body that the arh recorded, but this was not a human body, or a representation of subjectivity, but a cybernetic transformation, yielding an alien form, movement and perception.

Editing

Editing the five hours of captured material into a film for viewing was a massive task in itself, and consisted in constantly reviewing all the footage, repeatedly searching for clear sections of immersive movement with interesting audio-visual stimuli, and, more minutely, locating the irruption of an event within the vibratory milieu of that time-space, to serve as a pivot for the edit. The film moves from one scene to another by what Deleuze calls the ‘irrational cut’, a transition which nevertheless has a precise meaning.

The purpose of the arh had been to record real situations and to enable the re-immersion of others into the same audio-visual and proprioceptive stimuli. This could only be achieved by not treating the sound or image in any way, such as altering pitch or speed, trimming, enlarging, adding effects etc. The arh does not merely reproduce former situations but transforms environments through playback, and constitutes an audio-visual and noematic time travel. An eleven minute section of time-modified reality was therefore deemed appropriate (the remainder of the hour-long DV cassette is raw long cuts), here short sections of the immersive long cuts are sped up, slowed down and or reversed, and juxtaposed in quick rhythmic succession. These time manipulations produced interesting sonic and optical affects, not to mention a strong response of disjunctive recognition.

Exhibiting

An exhibition was held at ‘The Foundry’ in Old St. from the 6th of September to the 11th of several students from the Sonic Culture MA. ‘The Foundry’ is a bar and gallery space situated in an old bank, and it was very fortunate to procure the vault as a space for showing the arh. The vault is a chamber made of reinforced concrete deep in the ground and the acoustic properties (high reverberation) are incredible. Since the room offered such excellent possibilities it was decided to use a stereo for the amplification of playback, and some large speakers. The reverb of the room was so great the speakers were covered in black cloth to dampen the high end which would otherwise bathe the room in a wash of sound. One speaker was placed behind a chair, and another underneath, in order to provide vibration.

Visitors were introduced to the concept and the machine and offered to sample it live. In this case they could walk around, unfortunately the space was small, and visually uninteresting. Also the sound in this mode was only amplified by the camcorder and did not have sufficient power to withstand the reverb of the acoustic chamber. It was playback that was most successful in this space since it could use the room as a bass bin whilst maintaining the high end on the headphones.

Though there were some technical difficulties (the LCD sometimes turned itself off and access to it was not easy) and problems with putting the arh on, the response was excellent. A common complaint was the weight, and this could be its biggest drawback, but little could be done to reduce it within the budget and timescale. Many people began moving their heads as they watched the film, indicating immersion, some tried to touch things with their hands or feet, many laughed. Everyone had something to say about it afterwards and much of it very useful, given the kind of media clientele that frequent the establishment. ‘The Foundry’ was so interested in the arh it has been invited back for two weeks in December.

Brief Overview of the Amplified Reality Headset

Inigo Wilkins
Brief Overview of the Amplified Reality Headset

Installation

• audio-visual recording and playback device
• virtual reality headset (vrh)
• amplified reality headset (arh).
– experimental praxis
– sound and sight
– perception and memory
– space and time

Composition of Headset

• a digital video camera
• an external microphone
• a liquid crystal display (lcd) module
• a Fresnel lens
• a pair of headphones

Function

• time lag of externally relayed sonic information
• rhythmic interaction
• controlled sonic feedback loop
• relays a point of audition
• deterritorializes the audio-visual technology and the soundscape itself

Design and Operation

• amplified voice
• totemic mask
• collective memory
• interactive process

Theoretical Background

• Bergsonian conception of the virtual
• Pierre Levy, Brian Massumi, and Gilles Deleuze.
• virtual exists as a dimension of real potential distinct from possibility
• memory as embodied tendencies in varying states of contraction and diffusion – a crucially virtual realm

Philosophy

• an anti-representative tool for producing and recording affect
• indebted to the philosophy of Spinoza
• opposes Platonic, Cartesian, Hegelian and Freudian models of thought
• rejects the hylomorphic approach that posits a duality of form and substance and subjugates the copy to the original
Methodology

• uses a metallurgical methodology concerned with properties and degrees
• events or singularities
• thresholds of transformation
• rejects the alienating modernist obsession with subjectivity and familial atomisation
• the reduction to text of all media
• the contraction of all meaning to the presence or absence of the phallus


Interactive art

• Myron Krueger’s computer controlled responsive environments
• Ivan Sutherland father of computer graphics and virtual reality
• pioneered the ancestor of the arh
• first head mounted display (HMD)
• called the ‘sword of Damocles’
• non-linear narrative polyphony, strategies of seduction,
• explorations of power and play, proximity, manipulation, and memory.
Key Interactive Artists

• Jeffrey Shaw
• Camille Utterback
• David Rokeby
• Rafael Lozano-Hemmer
• Supreme Particles Group
• Ponton Media Art Lab

Inspiration

• Cave Automatic Virtual Environment
• Ray Hannissian’s stereoscopic video explorations
• tape-recorder experiments of William Burroughs;
• the notion of playback
• Dianetics, Ron Hubbard, the engram.
• cut-up method

Applications:
recording and playback

Recording dominated by sensory-motor schema

• the movement-image
• disabilitatingly technological reality headset(dtrh)
• MacLuhan: media as prosthetic extensions
• to record a slice of time where instinctual meta-sensory mechanisms of body (such as proprioception) activated before awareness

Playback dominated by the irrational cut

• the time image
• subjugation of time to space
• to render time and thought perceptible
• two functions parallel the double nature of time
• present bifurcates in two streams
• projects into the future (actualising)
• records as past (virtualising)


Illimitable Applications

• multiple arhs in different locations
• the relay of audio-visual information to interactive nodes
• adding extra technology
• using computer programs to alter the sound and images.

Practical Research

• investigating video and microphone technology
• experimenting with different methods of recording, transmission, and playback
• trawling the net for similar projects
• Locating required technical components within a non-corporate budget.

Immersive Media

• viewing lcd screens directly using fresnel lens
• structural concerns: weight and shape (length, height, balance)
• synchronisation of the recording/playback devices


Media

• ‘the medium is the message’
• society is driven by sight
• acoustic space - immersive, inclusive, overlapping, mutable and indiscrete
• visual space - cold, detached, exclusive, discrete, industrial
• anti-occularcentric critique
• anthropocentric premises
• body as medium for other bodies, media and technology

Transversal Evolution of the Machinic Phylum

• bodies evolve through processes of contagion in a transforming network of relations
• machinic phylum is flow of matter
• following irreducible constellation of relations in flow is metallurgical praxis of artisan
• genealogy of media
• the arh plugs amplified audio and digital video into the human body
• memory and dreams, or virtual bodies, also evolve transversally


Conclusion
The arh is:

a metallurgical probe
an instrument for recording and producing affect
a transversally evolving contagious mutation engaged in a positive feedback loop with its environment