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This archive file was compiled from an interview conducted at the Googleplex in Mountain View, California, 2013. In the discussion, Amit Singhal, a key figure in the evolution of Google’s search engine, broadly outlined the significant hurdles that stood in the way of achieving one of his long-held dreams — creating a true ‘conversational’ search engine. He also sketched out a vision of how the initial versions of such a system would, and also importantly, would not attempt to assist the individuals that it interacted with.

Though the vision was by design more limited and focused than a system capable of passing the famous Turing test, it nonetheless raised stimulating questions about the future relationships of humans and their ‘artificial’ assistants.

More about Amit Singhal:

Wikipedia:
en.wikipedia.org/wiki/Amit_Singhal

Google Search:
en.wikipedia.org/wiki/Google_Search

Artifacts, Artifictions, Artifutures 0.5

It’s not a physical landscape. It’s a term reserved for the new technologies. It’s a landscape in the future. It’s as though you used technology to take you off the ground and go like Alice through the looking glass.
John Cage, in reference to his 1939 Imagined Landscape [1].

In the last installment (see here, here and here) I argued that the increasing prominence and frequency of futuristic aesthetics and themes of empowerment-through-technology in EDM-based mainstream music videos, as well as the increasing predominance of EDM foundations in mainstream music over the past 3 years, helps promote general awareness of emerging-technology-grounded and NBIC-driven concepts, causes and potential-crises while simultaneously presenting a sexy and self-empowering vision of technology and the future to mainstream audiences. The only reason this is mentionable in the first place is the fact that these are mainstream artists and labels reaching very large audiences.

In this installment, I will be analyzing a number of music videos for tracks by “real EDM” artists, released by exclusively-EDM record labels, to show that these futuristic themes aren’t just a consequence of EDM’s adoption by mainstream music over the past few years, and that there is long history of futuristic aesthetics and gestalts in electronic music, as well as recurrent themes of self-empowerment through technology.

In this part I will discuss some of these recurrent themes, which can be seen to derive from a number of aspects shared by Virtual Art (any art created without the use of physical instruments), of which contemporary electronic music is an example because it is created using software. I argue that this will become the predominant means of art production — via software — for all artistic mediums, from auditory to visual to eventual olfactory, somatosensory and proprioceptual artistic mediums. The interface between artist and art will become progressively thinner and more transparent, culminating in a time where Brain-Computer-Interface technology can sense neural operation and translate this directly into an informational form to be played by physical systems (e.g. speakers) at first, but eventually into a form that can be read by given person’s own BCI instantiated phenomenologically via high-precision technological neuromodulation (of which deep brain stimulation is an early form).

In the second part of this installment I will be following this discussion up with a look at some music videos for EDM-tracks that embody and exemplify the themes, aesthetics and general gestalts under consideration here.

Odditory Artificiality

The music- videos accompanying many historical and contemporary examples of EDM tracks display consistently futuristic and technoprogressive thematics, aesthetics and plots, as well as positive, self-empowering and often primal-pleasure-appealing depictions of emerging and as-yet-conceptual technologies. Many also exemplify the recurrent theme of human-technology symbiosis, inter-constitution and co-deferent inter-determination. It is not just physical prosthesis – for in a way language is as much prosthetic technology as artificial arm. This definition of prosthesis doesn’t make a distinction between nonbiological systems for the restoration of statistically-normal function and nonbiological systems for the facilitation or instantiation of enhanced functions and/or categorically-new functional modalities. And nor should it. I argue that such a dichotomy is invalid because our functional modalities are always changing. This was true of biological evolution and it is true of mind and of cultural evolution as well. Other recurrent themes depicted in the video include technological autonomy and animacy and the facilitation of seemingly magical or otherwise-impossible feats, either via technology or else against a futuristic background.

These videos are not wrong for picking up on the self-empowering and potential-liberating inherencies of technology, nor their radically-transformative and ability-extending potentials. Indeed, as I argued in brief in the first installment of this series, electronic music exemplifies a general trend and methodology that will become standard for more and more artistic mediums, and to an increasingly large degree in each medium, as we move forward into the future. Contemporary EDM and electronic music is made using software – and this fundamental dissociation with physical instrumentation demonstrates the liberating potentials of what I have called virtuality – the realm of information, the ontics of semiotics, and the ability to readily create, modulate and modify a given informational object to an arbitrarily-precise degree. Not only do artists have the ability to modulate and modify a given sound-wave or sound-wave-ensemble with greater magnitude and precision, but they can do so to create end-result sound-waves that are either impossible with current physical instruments or else significantly harder to produce with physical instruments.

Virtuality De-Scarcitizes

The ability to create without constraint (i.e. if it’s an information-product then we aren’t constrained by the use of physical resources or dependency on materials-processing and system-configuration/component-integration) means that our only limiting factor is available or objective-optimal memory and computation. The ability to readily duplicate an information-product with negligible resource-expenditure (e.g. it doesn’t cost much, in terms of memory or computation, to create and transmit an electronic file) means that any resources expended in the creation (whether computationally or manually by a human programmer) or maintenance (e.g. storage) of the information-product is amortized over the course of all the instances in which it is doubled – that is, it’s cost, or the amount of resources expended, in comparison to the net product is cut in half every time it’s doubled).

Is it coincidence that these de-scarcitizing and constraint-eschewing properties inherent in information-products are paralleled and reflected so perfectly, in thematic, aesthetic and gestalt, by electronic-music videos? Or could such potentials be felt by our raw intuitions, seen in the ways in which technology empowers people, expands their choices, frees possibilities and works once-wonders on a daily basis, and simply amplified through the cultural magnifying-glass of art? After all, if one looks back throughout the history of electronic music one can see many early pioneers and antecedents of electronic music, we can see individuals and movements that acknowledge these de-scarcitizing, possibility-actualizing and self-empowering potentials in various ways. This very virtue of virtuality could be seen, exemplified in embryonic form, in early forms of electronic music as long as 100+ years ago — for instance in the works and manifestos of Italian Futurism, an early 20th century art movement, which embraced (among other artistic sub-genres) Noise Music, an early20th century embodiment of electronic music

It’s not as though EDM came out of nowhere after all (claims to constraintless creation aside); the technological synthesis of sound can be seen as a natural continuation of the trends set out by the creation and development of recording equipment in the early to mid-20th century, and harkened by the explosion of popularity the electric guitar and synthesizers saw in the 1960s. In an interview with Jim Morrison given in 1969 essentially predicts the predominance of electronic music we are seeing today, saying that “I guess in four or five years the new generation’s music will have a synthesis of those two elements [blues and folk] and some third thing, maybe it will be entirely, um, it might rely heavily on electronics, tapes… I can kind of envision one person with a lot of machines, tapes, electronic setups singing or speaking using machines.”

Sound-Wave Sculptor

I believe that the use of noise to make music will continue and increase until we reach a music produced through the use of electrical instruments which will make available for musical purposes any and all sounds that can be heard. Photoelectric, film and mechanical mediums for the synthetic production of music will be explored.
John Cage, The Future of Music: Credo, 1937 [2].

When did these underlying potentialities inherent in virtual or informational-mediation really start to become obvious, or at least detectable in nascent or fledging form?

The de-scarcitizing effects of virtually-mediated art (a class that includes such early embodiments and antecedents of electronic music) seems only to have become obvious on a level beyond intuition when the ability to artificially synthesize sound brought with it a greatly increased ability to directly modulate and modify such sound.

This marked the beginning of the trend that distinguishes this class as categorically different than physically-mediated art. After all, playing an instrument can be considered modulating it just as operating a turn table can, so what constitutes the effective difference? Namely the greatly increased increased range and precision (that is, the precision with which the artist can modulate a given sound or create a given sound to his liking, which corresponds to the degree-of-accuracy between his mental ideal and what he can produce physicality) of modulation made possible by the technologies and techniques that allows us to artificially-synthesize sound in the first place.

Sound-waves can be modulated (i.e. controlled or affected in real-time) or modified (i.e. recorded, controlled or affected in iterations or gradually, and then replayed without modulation in real-time) with greater precision (e.g. ability to modulate a waveform within smaller intervals of time or with a smaller standard-deviation/tolerance-interval/margin-of-error). The magnitude of such changes (e.g. the range of frequencies a given waveform can be made to conform to, or the range of pitches a given waveform can be made to embody, through such methods) is also greater than the potential magnitude available via the modulation of playing a physical instrument. What’s more, fundamentally new categories of sound can be produced as well, whereas in non-virtually-mediated-music such fundamentally new categories of sound would require a whole new physical instrument — if they can be reproduced by physical instrumentation at all.

The earliest synthesizers harkened the future of all art mediums; artificially-created, modulated and modified sound via the user-interface of knobs, dials and keys is one small step away from music produced solely through software – and one giant leap beyond the watered-down and matter-bound paradigm of music and artistic-media in general that preceded it.

References:

[1] Kostelanetz, Richard. 1986. “John Cage and Richard Kostelanetz: A Conversation about Radio”. The Musical Quarterly.72 (2): 216–227.

[2] Cage, John. 1939. “Future of Music; Credo”.


This article was originally published by Transhumanity

The 2nd amendment of the American Constitution gives U.S citizens the constitutional right to bear arms. Perhaps the most prominent justification given for the 2nd amendment is as a defense against tyrannical government, where citizens have a method of defending themselves against a corrupt government, and of taking their government back by force if needed by forming a citizen militia. While other reasons are sometimes called upon, such as regular old individual self-defense and the ability for the citizenry to act as a citizen army in the event their government goes to war despite being undertrooped, these justifications are much less prominent than the defense-against-tyrannical-government argument is.

This may have been fine when the Amendment was first conceived, but considering the changing context of culture and its artifacts, might it be time to amend it? When it was adopted in 1751, the defensive-power afforded to the citizenry by owning guns was roughly on par with the defensive-power available to government. In 1751 the most popular weapon was the musket, which was limited to 4 shots per minute, and had to be re-loaded manually. The state-of-the-art for “arms” in 1791 was roughly equal for both citizenry and military. This was before automatic weapons – never mind tanks, GPS, unmanned drones, and the like. In 1791, the only thing that distinguished the defensive or offensive capability of military from citizenry was quantity. Now it’s quality.

Continue reading “Does Advanced Technology Make the 2nd Amendment Redundant?” | >


Technology is as Human Does

When one of the U.S. Air Force’s top future strategy guys starts dorking out on how we’ve gotta at least begin considering what to do when a progressively decaying yet apocalyptically belligerent sun begins BBQing the earth, attention is payed. See, none of the proposed solutions involve marinade or species-level acquiescence, they involve practical discussion on the necessity for super awesome technology on par with a Kardeshev Type II civilization (one that’s harnessed the energy of an entire solar system).

Because Not if, but WHEN the Earth Dies, What’s Next for Us?
Head over to Kurzweil AI and have a read of Lt. Col. Peter Garretson’s guest piece. There’s perpetuation of the species stuff, singularity stuff, transhumanism stuff, space stuff, Mind Children stuff, and plenty else to occupy those of us with borderline pathological tech obsessions.

[BILLION YEAR PLAN — KURZWEIL AI]
[U.S. AIR FORCE BLUE HORIZONS FUTURE STUFF PROJECT]