Contents
Borges and Vygotsky Join Forces for BOVYG, Latest Virtual Reality Start-up 34 Abstract 34
Journal Guest Presentation ‘An Architect Reads Cognitive Neuroscience and Decides to Start an Immersive Tech Company’ : 13 May 2022 38
Dreaming Methods - Creating Immersive Literary Experiences 70
Presentation (pre-recorded for the Symposium) 71
Operationalizing the Extended Mind 74
Journal : Public Zettelkasten 76
Journal Guest Presentation : Mind in Motion 80
Signal strength and distance 135
Information Murals for Virtual Reality 138
Introduction: my recent work 138
Examples of Information Murals 138
Overwhelmed by complexity? 140
Why am I here at this Symposium? 141
Text as idea chunks with subheads 141
Benefits of small idea chunks with subheads 141
Transition to other offerings 142
Assumption: improve human thinking 142
What can we do to move toward Einstein’s goal? 142
Problem: Show and link context 142
Show and link context…in Multiple Dimensions 143
Problem: Show process visually 143
Problem: build solid and supportive “scaffoldings for thinking” 144
Bibliography/Further Reading 144
Journal Guest Presentation : 4 July 2022 146
Cynthia Haynes & Jan Rune Holmevik 166
Access within VR: Opening the Magic Doors to All 180
Dene Grigar & Richard Snyder 184
Metadata for Access: VR and Beyond 184
Introduction: Proof of Concept 184
About The NEXT’s Extended Metadata Schema 185
Applying ELMS to VR Narratives 186
Ágora: a holopoem to be sent to Andromeda 190
The Lepus Constellation Suite 195
Adsum, an artwork for the Moon 201
Why PDF is the wrong format to bring text to XR and why the Web with proper provenance and responsive design from stylesheets is all we need 204
Interfaces all the way down 212
Journal : Utopiah/visual-meta-append-remote.js 216
The state of my text art + the journey to VR 220
Journal : Academic & Scientific Documents in the Metaverse 236
Why We Need a Semantic Writing System 240
Monthly Guest Presentation : 21 February 2022 244
Journal Guest Product Presentation : 25 February 2022 272
Getting mixed text right is the future of text 302
The author’s experience of text 302
Mixed texts in single systems 307
Future text mixed with AI and … 309
Guest Presentation : The Society Library 314
The Future of ... More Readable Books ... a Reader Point of View 366
2D vs 3D displays in virtual worlds 372
Closing Keynote: Experiential Computing and the Future of Text 376
Image Maps and VR: not as simple as supposed 400
Display in 2D and bitmap (raster) vs. vector formats 401
Issues for Presentation of Infographics in VR 403
Displaying image data in VR 403
All surfaces are not web displays 403
What is to be linked and where will the linked resource be found? 403 Legacy Files—re-mediating pre-existing resources 404
Current files—content designed for combined 2D/3D use 405
The nature of VR interaction 406
Tool support for linking and re-mediation 406
Artificial Intelligence Art Generation Using Text Prompts 408
Metaverse Combinators: digital tool strategies for the 2020’s and beyond 414
Programming using node-based languages 414
Machine learning approaches 418
Architectures of the Latent Space 428
Guest Product Presentation : Scholarcy 432
Benediktine Cyberspace Revisited 454
Wexelblat’s Taxonomy of Dimensions 456
Visualizing, Editing, and Navigating Benediktine Cyberspaces 458
The DataProbe HUD — An Additional Possiblity in VR 460
Future VR Systems Should Embody The Elements of Programming 462 Requisite Affordances for Productive Work in VR 462
The Command Line Interface Pane 464
What Can We Specify with Viewspecs? 465
Examples of Driving Complex Visualizations with a Command Line Viewspec Domain Specific Language (DSL) 465
UI Support for Discovery of the Viewspec DSL 466
The Gestalt We Are Aiming At 466
Pol Baladas & Gerard Serra 468
There are two great points to be shared after our practical explorations: 468
Supplementary Material: Devaluing the Work and Elevating the Worker 470
Cyborg Authorship: Humans Writing with AI 474
Yiliu Shen-Burke 490
Journal Guest Presentation : Discussing Softspace 490
Post Digital Text (PDT) in Virtual Reality (VR) 518
Graffiti Wall on the Future of Text in VR 520
Graffiti Wall on the Future of Text in VR from Twitter 526
Conversations from the Journal 528
Conversation: Adam’s Experiment 528
Conversation: Experiments with Bob Horn Mural 533
Adam Mural with Extracted Dates 535
Conversation: USD (Universal Scene Description) 536
Appendix : History of Text Timeline 540
Contributors to the Timeline 583
Gallery from the Symposium 584
december 9th 2022
All articles are © Copyright 2022 of their respective authors.
This collected work is © Copyright 2022‘Future Text Publishing’ & Frode Alexander Hegland.
Dedicated to Turid Hegland.
A PDF is made available at no cost and the printed book is available from ‘Future Text Publishing’ (futuretextpublishing.com) a trading name of ‘The Augmented Text Company LTD, UK.
This work is freely available digitally, permitting any users to read, download, copy, distribute, print, search, or link to the full texts of these articles, crawl them for indexing, pass them as data to software, or use them for any other lawful purpose, without financial, legal, or technical barriers other than those inseparable from gaining access to the internet itself. The only constraint on reproduction and distribution, and the only role for copyright in this domain, should be to give authors control over the integrity of their work and the right to be properly acknowledged and cited.
by Vint Cerf
For nearly a decade, the Future of Text group has focused on interactions with text as largely a two dimensional construct. The interactions allowed for varied 2D presentations and manipulations: text as a graph, text with appendices for citation and for glossaries, text filtered in various ways. In the past year, the exploration of computational text has taken on a literal new dimension: 3D presentation and manipulation. One can imagine text as books to be manipulated as 3D objects. One can also imagine text presented as connected components in a 3D space, allowing for richer organization of context for purposes of authoring, annotation or reading. The additional dimension opens up a richer environment in which to store, explore, consume and create text and other artifacts including 3D illustrations and simulated objects. One can literally imagine computable containers as a part of the “text” universe. Active objects that can auto-update and signal their status in a 3D environment. Some of these ideas are not new. The Defense Advanced Research Projects Agency (DARPA) funded a project called a Spatial Database Management System at the MIT Media Lab in which content was found in simulated filing cabinets arranged in a 3D space. One “flew” through the information space to explore its contents. What is new is the development of high resolution 3D headsets that have sufficiently high resolution and sensing capability so as to eliminate earlier proprioceptive confusion that led to dizziness and even nausea with extended use.
The virtual environment these devices create permit convenient manipulation of
artefacts as if they existed in real space. One of the most powerful organizing principles humans exhibit is spatial member. We know where papers are that are piled up on our desks (“about three inches from the top…”). VR environments not only exercise this facility but also allow compelling renderings of information, for example, highlighting relevant text objects in response to a search. Imagine walking in the “stacks” in a virtual library and having books light up because they have relevant information responsive to your search. One could assemble a virtual library of books (and other text artefacts) from online resources for purposes of preparing to engage in a research project. Could we call this an information workbench or machine shop? Because of the endless possibilities for rendering in virtual three-space, there seem to be few limits to a textual “holodeck” in which multiple parties might collaborate.
We are at a cusp enabled by new technology and techniques. The information landscape is open for exploration.
Figure 1. Vint Cerf @ The 11th Future of Text Symposium. Hegland, 2022.
by Frode Hegland
Along with Vint Cerf, Ismail Serageldin, Dene Grigar, Claus Atzenbeck and Mark Anderson I welcome you to ‘The Future of Text’ Volume 3, where we focus primarily on text in virtual environments (VR/AR) and text augmented by AI. In other words, text in 3D and text in latent space. This volume of The Future of Text includes:
https://thefutureoftext.org
https://futuretextpublishing.com
Frode Alexander Hegland | frode@hegland.com | Wimbledon, UK 2022
We built a few VR experiences and experiments for the Symposium, listed below, which should work on most headsets since they are web based. Please feel free to give any feedback by clicking on the person’s Twitter handle. Dialog is so important but please remember these are experiments and not polished final experiences.
https://zachernuk.neocities.org/2022/nirex-mural/ (By Brandel: https://twitter.com/zachernuk) Basic Author Map of the Future of Text Open this URL in your headset and in a browser and drag in an Author document to see the Map of all of the contributors to The
Future of Text book.
https://t.co/nEIoUpiUsW (By Brandel: https://twitter.com/zachernuk)
This book is available in printed form and as a PDF document with ‘Visual-Meta’ metadata, developed by the people behind The Future of Text. If you choose to read it in our free ‘Reader’ PDF viewer for macOS (download b), you can interact with the document in richer ways than you normally could.
the ability to fold the journal text into an outline of headings (cmd-)
pop-up previews for citations/endnotes showing their content in situ (simply click on them)
doing Find, with text selected, locates all the occurrences of that text and collapses the document view to show only the matches, with each displayed in context (cmd-F)
if the selected text has a Glossary entry, that entry will appear at the top of the screen when doing a Find command
You can read more about what Visual-Meta brings to metadata here: visual-meta.info This work will also be made available in other formats, including .liquid and JSON for the purposes of developing text interactions, please get in touch if you would like any of these formats. Reader can be downloaded for free here: https://apps.apple.com/gb/app/reader/id1179373118
With the advent of VR, where text will be freed from the small rectangles of traditional environments, we can again wonder about the possibilities. This will unleash public curiosity as to what text can be once again.
fundamental infrastructure improvements, what we build for virtual environments–VR–will benefit text in all digital forms. This is important.
My starting position is that VR, sometimes also called ‘metaverse’ this days and ‘cyberspace’ before, is about to go mainstream.
This is based on Meta Quest 2, which is available for the mass market and currently out-selling the Microsoft Xbox game consoles. It is just the start of what VR headsets will be able to offer. The view inside such a headset is already rock-solid, whatever environment is present, it looks like it is there, right in front of you. With Apple’s headset coming next year and improvements coming along as we have seen with personal computers, smartphones and smartwatches, this will rapidly continue to improve to the point where the visual fidelity becomes high and the discomfort low.
The future is coming fast. It is worth emphasising that in the same way the room sized computer was not really a clear precursor to the smartphone, the current bulky, low resolution and narrow field of view devices does not illustrate what in the near future will feel lightweight and the visual quality will approach photo realism–it will feel like the world is transformed–it will not feel like we are wearing a heavy headset.
What this will unleash we do not know, but what I do know is that we, as a wider community of authors and readers of text, need to get involved in thinking about–dreaming and fantasising–about what it can be. For starters, we will not be using headsets all the time, any more than we now only ever use a smartphone or a desktop/laptop. We will enter VR when we need to focus on something, similar to how we enter a movie theatre, or turn on a large, flat screen TV when we want to be immersed or watch general video ‘content’ on all our devices.
The distinction between VR and AR will likely become different modes on the same device but will have very different uses. Where AR refers to the world, VR will refer to any world. There is also an interesting middle ground, where the view of the world is superfluous, and it is just there for a sense of place, where the knowledge objects being interacted with are in a space, and the background could be anywhere. This is demonstrated in Yiliu Shen-
Burke’s work where the user can interact with a constellation of knowledge, and the background is simply a background, even though it is a live video of the user's room. There is also what is referred to as ‘reverse AR’ where the whole room environment is synthetic but the main object in the room is real, as built by the team at Shopify to let shoppers try a chair and then look at the room as though they are at home c . There is a lot of creativity as to where boundaries will be and it will only become more and more interesting.
We had a historic opportunity to re-think text in the 1960s, and now we have another. This is a once in a lifetime, once in a species point in time. We are only a few years away–if that–from VR headsets becoming commonplace. The dreams of Doug Engelbart and Ted Nelson, among other true pioneers, have not had a place to put their feet over the last few decades. There has not been a foundation of need for improved text interaction from people. Now there is. With VR, it’s easier to see that there are new ways of working. Quite simply, we have an opportunity to dream again. ‘VR’ won’t be ‘VR’ for long, same as ‘hypertext’ became the web then became just ‘online. ‘VR’ will become ordinary very soon.
The further assumption is that AI will continue to advance. We are looking at is the emergence and improvement in automatic pattern recognition, classification, summarization, extrapolation, and natural language query-based information extraction for everything from speech to text and text analysis. We are also keeping an eye on the development of Self- Aware Artificial General Intelligence with a mixed-initiative conversational UI, since it never hurts to dream far into the future.
AI, if left unchecked, can present real dangers for society, as seen already in the basic AI algorithms which shape social media interactions and more.
AI can expand our understanding of creative expression. In this volume we have the experience of Mez Breeze who explores the art of AI and associated text-driven potentials†.
One useful way to think of AI is as a digital map. I came to think of this when my 5 year old son started navigating for us when driving in Norway this summer. Since the map was not un-augmented paper but a digital map on an iPhone, he was helped by always knowing our location and there was always a blue line suggesting where we should go, so he could tell me ‘right’, ‘left’ and what exit to take off a roundabout, in his youthful happy voice. The map did not dictate where we went, we could always choose a more scenic route if we felt like it, and the blue line would update its suggestions.
More than anything, AI has been largely ignored when it comes to text. The Apple
Watch I use I can rely on to accurately understand my commands, which is quite mind- blowing. I have refined speech to text in my macOS word processor ‘Author’ to take advantage of Apple’s increasingly powerful API. Some software provides coloured grammar when required and some suggest changes to writing style. There are of course relatively brute force AI analysis of masses of academic documents and there are writing tools which will write based on supplied text, such as GPT-3, but I suspect, this is really just the snowflake on the top of the iceberg of what is possible.
What live analysis can a knowledge worker hope for when writing? How about hitting cmd-? and getting a list of suggested next paragraphs (not the less-then-helpful-help-menu). Maybe there are a few suggestions, one based on what the author has typed so far and the author’s own body of work, one based on what’s typed so far but including all known documents in the author’s field and a third maybe also including what’s found on the web? This is the digital map approach, giving the user guidance, but not dictating. This is work currently undertaken by Pol Baladas on Fermat, for example.
AI is both ‘just beyond the horizon’ and also becoming mundane so it is valuable to try
to understand, then to revise our understanding, of how AI can augment our interactions with text.
2022 is the year of a continuing pandemic, along with economic collapse, inequality, a significant war in Europe which threatens the stability of countries near and distant, as well as the underlying climate change catastrophe we are now seeing starting to make an impact on our daily lives.
There is no question that if we are to survive, let alone thrive as a species, we need to improve the way we communicate and relate to each other. This will mean looking at how we can improve education, politics, scientific discourse and even how we can bring our spiritual practices into play to improve, quite simply, how we get along as people, how we develop shared goals and how we deal with conflict.
Much of dialogue, from politics, law and international treaties, to social media, lab reports, journal articles and personal chat, is in the form of text. I believe that we have to improve how we interact with textual knowledge, otherwise, we will be manipulated by those who do, such as social media companies and we will continue to be overwhelmed by the sheer volume of information. We cannot rely on face-to-face speech and video alone. We have to improve what text is, how we can interact with text and how we can represent text.
From its invention almost five and a half thousand years ago, the written word has
proven remarkably powerful in augmenting how we think and communicate. The transition to digital text has transformed text, a medium which before becoming digital was primarily about fixity, about thoughts being securely placed on a substrate. When text became digital, this attribute largely vanished, with text now being interactive. A user could easily delete any text, cut & copy and edit the text freely, giving text a much more fluid character.
What was initially a revolution with the editabillity, and soon after the linkability of text became part of our daily lives, the magic of what was previously referred to as ‘hypertext’ simply became ‘text’ and analog text, previously only referred to as ‘text’ became ‘print out’ or ‘hard copy.’ The magic of digital text became mundane.
Other digital media continued to develop however. This was all the while digital images went from wireframes to photorealistic and games went from abstract ‘asteroids’ to deeply immersive and interactive experiences. We collectively thought we knew what text was, and little innovation took place. However, as digital text proliferated at an astounding pace, overwhelming those trying to stay on top of research, social media companies and those seeking to influence popular and political opinion went to work creating powerful tools for textual persuasion. We got social media echo chambers with algorithms designed to provoke, to increase ‘engagement’ (and thus ad views resulting in greater revenue) and modern ‘fake news’ at the start of the war in Ukraine in 2014, when Russian intelligence flooded digital mass media and social networks with fake and real news to the point where it became difficult to discern what was actually going on. Fake news continued to influence people’s opinions at the same time as research documentation stayed hardly digital, with little interactions afforded to the user. There are many issues to be discussed in the paragraph and I’d be very happy to go through them in person, but the point is simple: Text interactions became sophisticated where there was an incentive to invest in it in the form of money and political control. Where the greatest benefit to the end user could have been seen, there has been little innovation or investment.
We had a historic opportunity to re-think text in digital form but we dropped the ball. We don’t have the ability to ‘fly through cyberspace.’ We have the ability to cut and paste in Word, click on one-way, one-destination, un-typed links and edit a document together in Google Docs. We could do more, much more. We could imbue all documents with rich and robust metadata. This is a personal issue for me. We could provide authoring and reading software as powerful as Apple Final Cut. We could have reached for the stars, but the market and the few companies making text-focused software decided on ‘ease of use,’ and we were left with big buttons to click on.
It is important to point out that the opportunity is not just about working in VR or using AI augmented text.
The real opportunity is that we will have an opportunity to rethink everything with digital text because the public’s imagination will be energised–all text can benefit from a re- think and new dreaming.
It is clear that while text in documents will continue to matter, it will not just be text ‘floating in space’.
It is also clear that better metadata will make text more usefully interactive on traditional digital displays as well.
This is a historic opportunity primarily because we can restart and think from first principles: how to connect people and how to help us think with symbols/text. Our planet and our species is facing serious threats so it is important that we learn from the past and that we are not shackled by the past.
We need to look at how we can usefully extend our cognition to better think with other minds, as Annie Murphy Paul discusses in her book The Extended Mind [2] and in her talk in this book. Jaron Lanier–the man who embodies VR– and who presented the keynote at the Future of Text Symposium puts it ‘The solution is to double down on being humand.’.
The solution is at the same time to extend our mental faculties to really take advantage of the flexibility of representation and interaction these future environments will offer us. Just as we are today hamstrung by being tied to the models of paper documents, we must expand our minds in entirely new ways to get the most benefit out of what can now be created. This will mean building systems which connect with our physiology to learn to ‘read’ and ‘write’ in entirely new ways. Think how text seems entirely artificial if you take a human’s situation 100,000 years ago, but it seems natural today. Text is only lines on a substrate. What will be the future of text when the entire visual, aural–and soon haptic–field can be used for expression and impression?
Virtual environments will feel more like rooms or full environments than what we think of as textual ‘documents’ today. There will be intricate models of microscopic creatures for us to explore, we will be able to walk through cities; ancient, modern and futuristic. We will also be able to step into space ships and explore entire planets and more. This will be exciting, and valuable and it will take teams of people a serious investment in time, energy and money to
build these experiences. A great example is the work of Bob Horn who extends murals into multiple dimensions which at first glance is just an image shown large in VR but on further interactions becomes so much more than it could have been if it was simply printed onto a wall.
We will also have new ways of telling stories, as Caitlin Fisher who works on the opportunities for more immersive storytelling in VR† discusses in this book. The opportunities are vast for what we can be in virtual environments but for this book and this project we are looking at text primarily, which will include many types of packages and experiences, one of which will remain a kind of book.
One of the key questions we ask is: What is a document in virtual reality, and more specifically, what is an academic document in VR and what does it become with AI augmentations?
We look at academic documents as a special case since academia is a field connected by documents and it is also a field where what is in the documents needs to interacted with and connected.
This is distinct from commercial books where the owners of the intellectual property have reason to restrain the use of the text and is therefore a different strand of the future of text, one with constraints outside of what we are currently looking for. We are, by the nature of trying to look into the future and wish what might be to augment how we think and communicate, dreamers, and as such our playground is information which is free to a large extent.
There are limits to online-only documents which are worth noting, since it is easy to consider virtual environments to be online. The first is addressability and the second is reliability. Imagine if you could only get a book at the library by knowing it’s location, as in its entry in the Dewey Decimal Classification system–and not by the title of the book or the author’s name(s). This is effectively what web locations are; you can locate information based on location, not by content or metadata. Academic citations, which simply presents the documents metadata, such as title, author(s) names and date of publication do not tell you where you can locate the document, but what information you need to locate it in many types of places, such as libraries and book shops. The second limitation is reliability based on the DNS (web domain system) where the documents cease to be available if there is non- payment of the DNS fees or if there is any technical issue with a specific server or set of servers. Many people exists in a tine sliver time, a few years before ‘now’ and with a few
vague prods into the future to have an idea of their career advancement, prospective new home, the lives of their children and so on. Academics have to live in much longer timespans, almost no matter what field of study. Their research will include ‘up-to-the-minute’ knowledge but also access to what’s behind it. Similarly, academic have a duty to the future to make their work available long after they are gone.
Documents for virtual environments can draw on previous types of documents and extend them. There is no reason why they should not have the option to be primarily text but still have a spoken presenter available if the reader would like to hear a perspective. There is also no reason why they should not be compressible into a portable document form like we have today. In this volume of The Future of Text, we can see how Bob Stein looks at the book’s essence in digitally empowered form and extends large collections of knowledge.
The more we look at how to realise the incredible potential of text in VR and text augmented by AI, the more it becomes clear that better† metadata which is needed to make it happen.
It is better metadata which augments AI to be able to make better analysis.
It is better metadata which makes text in virtual environments flexibly interactive.
Metadata is the data which makes data useful. A basic example is a document which can, but in practice in 2022 hardly ever does, contain embedded, or hidden, metadata to make the name of the author(s), the title and publication date known.
Visual-Meta, developed as part of the Future of Text Initiative (and which is also my PhD thesis result) includes this in the appendix in as simple a way as ‘author = {Name of Author}’ ‘title = {Name of Document}’ ‘month = {September}’ ‘year = {2022}’. This ‘self- citation’ metadata is what makes it possible to automatically cite the document, through a simple copy and paste, and to see it in a network of other documents, where the metadata is in the document itself and not a separated database.
All the multimedia objects are included in this so that they are flattened into 3D when published as a document and can be re-invigorated with all dimensions when viewed in VR. This includes spatial information of how the document should be be shown, by default, in VR 3D space. It also includes all the chart information and image map data. Including image map data in the metadata in this way means that a document can contain a huge mural, shrunk down to a double page spread in the document, but then it can be viewed wall size, with all
data and links intact, at will.
Since Visual-Meta was developed as my PhD thesis, I find I need to come to its defence and specify that adding the Visual-Meta appendix to documents is completely effortless for the author when the system supports it. What is put into the Visual-Meta is usually metadata which the authoring software is aware of, such as headings, glossaries and glossary terms, references, and chart and graph information, but this is currently discarded on export/ publishing. Visual-Meta simply keeps it and makes it accessible.
Reading documents with rich metadata included, and working with the documents to produce new knowledge, is more flexible and robust: You can choose what to view and you do not need to worry about transcription errors or data loss.
Some of the wonderful potentials above seem almost pre-ordained. But it is not. The only thing pre-ordained is that large companies will invest masses of resources to own this new environment to create highly profitable cashflows, as this should be. Issues around the use of VR, such as how walking around virtually can produce a feeling of nausea for some, but if you instead pull objects, such as a massive wall-sized mural towards you with a gesture (such as pinch and pull) you will feel fine, even though visually it is the same impressions to your eyes. These usability issues is most certainly important and that is why they are being looked at by the companies building the VR environments. What the are not focusing on is ownership and transferability:
Considering that what is happening is the creation of a whole new world, it is probably not a
great idea for a few huge companies to own all of it. We need an ‘Internet’ for VR. We need open standards so that our information stays free for use, to use as we see fit, and not trapped in a corporately owned framework, as happened with the Microsoft Office formats, for example.
A simple dream would be to work on something on a traditional device, like a laptop, and to be able to don a headset, and take that information out of the screen and into the VR environment. But how can the VR environment know what is on your laptop's screen and how could any changes be communicated back?
Questions we need to ask include: What would happen if the document/knowledge object you worked with in one VR room, where you gave it fancy interactions and powerful views, simply won’t render correctly in another room when you try to share it with colleagues. It could also happen that we repeat the mistakes of digital text over the last decade and have shiny and involving social media text but little to interact with it to help us think, only share. We will need open, accessible and robust infrastructures to allow the VR world to flourish.
To help realise the potential of richly interactive text in a virtual and traditional environment, text which is directly manipulable and which can be interacted with through AI systems, we are doing the following:
Hosting the annual Future of Text Symposium for over a decade thefutureoftext.org
futuretextlab.info
Publishing The Future of Text series of books of which this is volume 3 futuretextpublishing.com
visual-meta.info
augmentedtext.info
We also experiment with VR environments, where what we learn from experience continues to surprise us. On the positive side, it is impressive how stable the environments are, much more than we expected–when putting on the headset (we primarily use the Meta Quest 2), whatever environment we go into, it feels like we are really there, it does not wobble or feel off at all. There are small surprises which we need to take into consideration. For example, pulling a large mural towards you gives people significantly less motion sickness than if they simulate walking up to it, even though the visual display is practically identical. Furthermore, having lines in space to show relationships is quite annoying outside of very specific use- cases, as it feels almost like physical strings have been placed in your space. Similarly, text floating in space without a background can easily become very hard to read. Furniture is also an interesting issue since most people don’t have ‘VR Only’ rooms. Therefore the desk, chairs and other furniture must be taken into account when designing virtual rooms where the user can stand up and move.
At the end of the day I am asking you, if you are ‘sold’ on the idea that VR, or the ‘metaverse’ will become mainstream over the next few years, to consider what this truly could be to help us think and communicate, to help us work and learn–as well as how you can help inspire others to ask the same questions. Then I ask you to consider how we can keep this environment open and not as a series of corporate workrooms isolated from each other and the rest of our information.
In publishing this I am inviting you to join us in dialog about what text can and should be in an environment where text can be pretty much anything our imagination points to and implementation allows.
The imagining and dreaming needed will be huge. It is exceptionally difficult to see and dream beyond a linear extrapolation of what we experience. We, therefore, need to support those who have the capacity to dream, in the spirit of Doug Engelbart, and foster dialogue for a broader community to dream together, and not simply fantasise, at a cartoon level, on a magic text which has no bearing on implementation. By this I mean purely shifting the act of reading and writing to artificial systems to somehow do the work for us. We need to augment ourselves, both through removing unnecessary hurdles and reducing clerical work, such as
the huge amount of effort placed on the cosmetic aspect of citations and formatting for journal articles.
The infrastructure to support the dreamt-up futures will need to be radically better than what we have now IF we want to have an open future for how we can interact with our knowledge and each other through the medium of the written word. The substrate of text used to be a plain material, such as paper or parchment, but now it is not the screen but everything behind the screen; the storage of the type, the metadata which makes the type useful and the means through which this can be shared openly and stored robustly.
Borges and Vygotsky Join Forces for BOVYG, Latest Virtual Reality Start- up
Figure 2. The Future of Text. Cojocaru, 2022.
Abstract
Can virtual reality reinvent text, revamp human communication, and chart a new course for us all? If there was ever any hope, it is in BOVYG. Investors are flooding in the seed round of this promising venture. The Guardian obtained a transcript of a private work session between Borges and Vygotsky. The discussion, centered on the process of concept formation and the mechanism through which words reflect reality, implies nothing short of a brand-new ontology.
For readers unfamiliar with the work of these two giants, we recommend at least a cursory reading of Borges’s Tlön, Uqbar, Orbis Tertius and Vygotsky’s Thought and Language before reading the transcript.
[This transcript is based on a video recording. The capture is from BOVYG, a VR application Borges and Vygotsky are developing. The headset recording is Borges’s. We are not sharing this in a video format because the visuals are quite uninteresting. The entire conversation happens in what appears to be an empty scene with a white virtual box in the center.]
Borges: Vyg, this thing – do you see it? What’s this?
Vygotsky: It’s a box, B. I just put it there. The word “chair” is written on it because it’s supposed to represent the word and the concept. Let’s start with the simple stuff today, for a change.
Borges: Vyg, okay, but why are we starting with the end? This VR stuff is supposed to be a brand-new start. That’s the whole point, isn’t it?
Vygotsky: Of course. So we start with word and concept, then we work our way backwards, then, hopefully, forwards, and we see how things play out in here. We keep an eye out for different turns in the concept formation process.
Borges: Vyg, please. Look at this box and at this word on it. We are at THE END of the concept formation process. The process that got us into this mess to begin with! The world is simply not a grouping of objects in space. It is a heterogeneous series of independent acts. The world is successive and temporal. Idealized objects like “chair” should not be relied on. There shouldn’t be any fixed concepts to begin with. Instead, everything should be invoked and dissolved momentarily, according to necessity.
Vygotsky: B, sometimes I think that this predilection of yours towards subjective idealism is taking worrisome turns. Yes, Tlön, Uqbar, Orbis Tertius was brilliant, and you got them all wrapped around your finger. But this is serious work! We are not here to write another five- pager on magical realism. In virtual form, but this IS reality. More than that, this is the FUTURE of reality! Humans master themselves FROM THE OUTSIDE! The development of thinking is from the social to the individual. People first receive language which leads to communicable concepts and world views. Language and world formation rely on stable concepts, not fleeting impressions that “dissolve”!
Borges: Vyg, what language do you see in here? This box with letters on it? What do these letters mean in here? Where is the chair? Can we sit on it? It is leather? Do we sit on it by moving out butts downwards or perhaps upwards?
Vygotsky: What’s your point, B? Just get to the point!
Borges: Vyg, there are no objects or concepts, at least no permanent ones. Not in physical reality, and definitely not in here. Is a dog seen from the side and then seen from the back the
same dog? Only if you rely on thinking processes that manipulate objects called “dogs”! Only if you need to – pointlessly if you ask me – extend existence and identity beyond the current moment and into some weird – and dangerous! – permanence. It’s all made up, Vyg, it really is…! And, in here, the lie is outright unbearable!
Vygotsky: What do you mean “in here”? What is so different “in here”?
Borges: Everything! Let’s take this box. Look at it from the side and look at it from the back. Is it the same box?
Vygotsky: Hmmm…
Borges: No! Of course not! Every second, this box is exactly 90 boxes!
Vygotsky: B, don’t go all techie on me. The only thing that matters is that we think this is the same box. Permanence and identity are necessary NOT fundamental.
Borges: What are they necessary for, Vyg?
Vygotsky: We need them to generalize, of course! We think by using concepts, encapsulated into words. Think of words as tools. That is how we can build thoughts on top of thoughts, using both our own words and those of other people.
Borges: Vyg, you are describing the labyrinth of abstractions we need to break out of! We are here to design the process that breaks us OUT of it!
Vygotsky: The labyrinth IS the process, B… Perhaps we can shift towards new ways of building the labyrinth, but we cannot exit it. There is nothing beyond it… Our functioning as human beings relies on this clear framework. You can call it a labyrinth if you wish.
Borges: This framework of yours, Vyg, is clear. Terribly clear. That’s precisely the problem. You forget that we are both Theseus AND the minotaur. As thought become verbal and speech becomes intellectual, as you so often like to say, we both trap and chase ourselves inside it. [Sighs for a while.] Let’s run this scenario with this box of yours in here.
Vygotsky: Which box?
Borges: This one, over here, with “chair” on it. Vygotsky: From which side?
Borges: From this side! Vygotsky: Now?
Borges: No, when I said it a second ago! Or… yes… now as well! Vygotsky: From which side?
Borges: This! Vygotsky: Now? Borges: Now?!
…….
Author’s Notes
When I discovered AR and VR, and specifically VR, I just found this opportunity to start pursuing some of the ideas that have been floating around my mind, in reading cognitive neuroscience for a while, this started. So the company started about four years ago, and it's been a crazy ride.
But I’m not going to start with what the company is doing.
I’m going to start at the deepest depth that I’ve ever started a presentation. So I believe that for us to be able to successfully discuss these concepts in the end, I need to be very clear about what my background assumptions are. Then, I also believe I need to be clear about how I think those assumptions work or can be implemented.
What kind of theories and knowledge do I use to imagine a mechanism?
Then, I’m going to go into how I’m using all of that to think of virtual space.
And then, how we are using those ideas about virtual space to try to create AR and VR applications that begin to test some of those assumptions.
So, the position part of the presentation. What are my assumptions? I want to propose first what's called ‘The Correspondence Theory of Truth’. This says that there is a reality out there, and its structure is homomorphic to our perceptions. What does this mean? It means that we don't know really what's out there, but we know that there is some correspondence between some sea of particles and radiation and whatever comes to our senses. In the history of human thought, this is a relatively new idea. And in everyday thinking and knowledge and culture, we still don't really take this seriously, as in, we still assume that we're seeing a chair, and the chair is brown, and we look outside the window and we see flowers and there's a certain colour. And that that reality is out there outside of ourselves. And even in reading a lot of the papers that are coming out of the scientific establishment, a lot of it is really not quite taking this proposition to heart that actually there is a huge gap between whatever that reality is and ourselves. And here I want to add a note that, actually, if you read words that are coming out from the computational branches of evolutionary theory, you will see that the correspondence theory of truth has refutations and it has fascinating mathematical refutations. So they're actually people out there who believe that there is no homomorphism between whatever reality would capital R is out there in our perceptions, that we might be completely imagining everything. But I will not go quite to that depth today.
So there's something out there but there's a gap between that thing out there and ourselves, our perceptions.
In practical terms, I like to make sense of this through what's called enaction theory. This was introduced by Varela and a few others in the 60s and 70s. I think in the book called The Embodied Mind [4] was published in 1990. And basically, this starts to deal with the fact that, this mapping between who we are and how we perceive the world in the world is really not tight at all. And it's not just that it's not tight, but we're continuously negotiating what this relationship is. And the reason why embodied cognition and the forum called inactive
cognition is very important is because it triggered a dialogue across science and culture that was about escaping what's called the Cartesian anxiety. So for many centuries, especially European-centric thinking was based on this idea that there is the subject and object, and they are two different things. That we have subjectivism, how things feel, and then there's objectivism, there is the world out there. And there are still a lot of struggles going on in a lot of fields to escape this Cartesian anxiety. It even goes into interesting discussions these days of what is consciousness and qualia and all of that and if we have free will, this is also about free will and all of that. My particular stance is to embrace Varela's inactive cognition and to stay there is no strict separation between who and what we are in the environment. We are defined by the environment and the environment defines us, and our entire organism is about negotiating this relationship. I know this is still a bit unclear, so I will just try to go a bit further into this. Basically, the proposition is that environments are shaped into significance, and these are quotes from the Embodied Mind by Varela. “Shaped into significance and intelligence shifts from being the capacity to solve a problem to the capacity to enter into a shared world of significance.” Or, “Cognition consists in the enactment or bringing forth of a world by a viable history of structural coupling.” So we become structurally coupled with the environment, and both our minds, our organism, and environment are adjusted through this structural coupling. And one interesting example that he gives in the book is of bees and flowers. We don't know if bees evolve the way they are because they are attracted to flowers who offer them nourishment, or the other way around, that flowers evolve beautiful colours because there were these creatures called bees that were attracted to them. Varela proposes that is neither or and that most likely both flowers and bees evolve together, to work together. So there was a common evolution because, from the point of view of the bee, the flower, and the environment, and from the point of view of the flower, the bee, and the environment. So each is both environment and subject from a different kind of perspective. And in that context, they evolved together through this structural coupling.
This also ties back in terms of examples. To focus a little bit on examples now, if you're
in Macy's papers from at the first conferences on cybernetics in the 50s, they were very concerned with research on frogs and I found that very interesting. So why were they so concerned with frogs? Because new research, at the time, showed that frogs cannot see large moving objects that... Actually, they can technically see but their brain just does not process large objects. So a frog is very good at catching small moving things like mosquitoes, but a frog will get run over by a truck. And it's not because the eyes of the frog cannot perceive the truck, is because the brain just doesn't process the truck. Large moving objects are not part of the frog's world. So that was actually very interesting and I think you can easily think of
similarities or start to have questions going through your mind about what things out there, that are very much in the environment and they very much exist, we might even see but just not perceive because they're just not part of how we deal with the world and how we interact with the world, they're outside the structural coupling that we have formed with the environment. And, although, this has been proved when it comes to frogs and many other kinds of organisms, we still have a hard time to imagine that, when we look out the window, there might be things out there which our cognitive system is just ignoring, perhaps, seeing but just ignoring, and I’ll bring up some examples later in this regard.
Another interesting thing is the ongoing research that's coming out about how the human eye is perceiving information. Here it turns out that, according to the latest studies, only about 20% of information that comes through the retina contributes to the image that we see to the image that a visual cortex forms. The other 80% is what's called top- down. So there's just other kinds of information happening in the organism that determines what we think we see out there, outside the window. Again, that number is now 80% and going up. And then, there's so much more out there in research in this sense. There's research that shows that if your hand is holding a cup of hot water, what you perceive from your other senses is different than when your hand is holding a cup of cold water. So just mind-blowing stuff that is just scratching the surface of this. Because we are still shaking off an intellectual culture of dualism, but also of this idea that we see what we see is what's really out there, many people still read about these things and catalogue them as illusions. And my work and my interests are about trying to understand to what is their limit and to what extent are they really illusions. And the more I work on this, and the more I read about this, the more I’m going down the rabbit hole of believing that they're not just illusions, they're probably correct. They're probably what the situation actually is. But why? Why do we think these are illusions? Why don't we perceive these variations? Or why is it so hard for us to even take these things into account? A lot has been written in what's called experimental phenomenology about the Necker cube. That cube that if you focus on it a little bit, it kind of shifts. And sometimes it seems like you're looking at it from the top-down, and sometimes from the bottom up. And again, everyone is cataloguing that as an illusion. It is not an illusion. And none of these things are illusions. But what's happening is, in the words of Merleau-Ponty, a French philosopher, very famous in the school of phenomenology says, “The world is pregnant with meaning.” So, we are born into a social world that fixes our perception to match a certain story. Our society tells us a story, and this story is very catchy. It's so catchy to the point where a lot of work and energy has to go into escaping that story. So our perceptions do not flip on us like the Necker cube. Because we are social animals and
we share a story about what the world is. And what is that story? How powerful is that story? Well, it is that 80%. It is that, at least, 80% that is influencing the way we process the information that comes from the retina, for example.
The other word that I like in this context, also from Merleau-Ponty, is thickness. He says, “The world is also thick with meaning.” So it is very hard for us to cut to this thickness. And because most of the time we cannot, or it takes too much energy, we just buy into this idea that there is a fixed way to interpret information and that is the shared reality that we all live in. And, of course, a huge component of this, that he also goes into in his work is a bunch of norms that dictate not just what you should expect to see when you look outside the window, but also what's the appropriate way of looking out the window, and the appropriate way of behaving, the appropriate way of even thinking about these things, as in, cataloguing them as illusions that come with a certain baggage and so on. Okay. So what can we go deeper into the mechanism that starts to unpack how we interact with the perceptions and how they're fixed and what they're fixed by. And something that I found very striking when I was looking for the first studies and information on this topic, is the work of Lakoff and Johnson. They wrote a very famous book called Metaphors We Live By [5]. They are cognitive neuroscientists interested in or working in the field of linguistics. And you're probably familiar with the work. The Metaphors We Live By was about how language has words like up, down, backwards, downwards, that are used in an abstract sense. And their conclusion was that metaphors are neural phenomena. They recruit sensory-motor interfaces for use in abstract thought. And this was just mind-blowing to me as I read it. I had to read it several times, not because I didn't understand what it meant the first time, but it was just so unbelievable. They're actually proposing that we take things that we learn by walking around in the environment, and then we use those structures to think. So in terms of a mechanism, explaining thoughts and perception I thought this was just absolutely mind- blowing. And there's actually a whole body of research that, both Lakoff and Johnson have done, together and separately, and other people, that are putting meat onto this theory. But again, because it's so unbelievable I feel like we're still struggling to really incorporate this into our intellectual culture. Varela also talks about how we lay down a path in walking. And a lot of people like this phrase, but many use it in a sense that's not literal. But read in the context of Lakoff and Johnson, I think, he might have actually meant it literally. As in, “Our thinking and our walking might not be different things.”
Something that also points at a very interesting mechanism that deals with the
muddiness of perception and thought is an article that came out in 2016, and it's about a very strange phrase called Homuncular Flexibility, the human ability to inhabit non-human
And here is something that, for me, it's also a mechanism, but it does not deal directly
with perception, the movement of the body, and thoughts. It deals more with the sense of self. And I know that the sense of self is a very different topic than movement and environment, but it's going to come up later so I want to throw this in here. Foucault, the last book that was published about Foucault's writings is a series of lectures he gave called,
Technologies of The Self. He never finished those lectures. He passed away. But this is what he describes as where he saw his work going, and what he would like to do next. What does he mean by technologies of the self’? He's very interested in what he calls the ‘emergence of a subject’. He's very interested in how people feel like they have a ‘self’ and an ‘I’. How they describe that self and how that self changes. In this context, he's looking a lot at people like Rousseau and how Rousseau not only described the modern subject, but his writings actually contributed to what Foucault calls ‘The creation of the modern subject’. And this is important in the context of us dealing with, or having on our hands a piece of technology that allows people to spend half a day as an octopus. Foucault says for a long time ordinary individuality, the everyday individuality of everybody remained below the threshold of description, and then, people like Rousseau come in and start to describe how it feels to be human, and how it feels to be a subject of the modern state of France and so on. So, from now on, I will refer to this as subjectivity in the sense of, how does it feel to be a human self, a human individual, what could contribute to creating that particular form of how it feels to be you, and what could change how it feels to be you, and under what context does that change? And it's very interesting to me that Foucault himself uses the word technology, although in his writing he's not specifically looking at tech the way we think of technology right now. So just a quick summary, we're like halfway through.
But I want to summarise a bit of what I’ve been trying to, kind of, do so far:
I’ve been trying to establish the fact that there is a gap between objective reality and our human world.
And my work is about trying to understand this gap a little bit better.
And the mechanism that, basically, connects us to the world, that does this structural coupling, in the words of Varela, is malleable.
And we are just starting to scratch the surface of what that means.
But the establishment of this gap is the one thing that I want you to take away from the first part. I think I’m going to skip through this, but these are some of my favourite articles that I’ve been reading lately. They're all about how the things that we see might not, really, be about what's outside the window. They might be more about our own stories, and our own cognitive processes. It's that 80-plus percent that's about something else. And yet, we're talking about imagery, we're talking about what we think we see.
This paper, in particular, maybe I’m just going to explain to you very quickly what this one is about, it's about this fascinating thing called ‘binocular rivalry’. These terms are, kind
of, interesting sometimes: ‘binocular rivalry or ‘homuncular flexibility’. I’m very happy when scientists get so creative with naming these things. So, what is binocular rivalry? Basically, they did this experiment where they got a person in a room, and they showed that person either a face or a house, and then, they put some kind of glasses with a screen on that person, some kind of VR glasses, that flashed for a fraction of a second either a house or a face. And what they found was that the brain decided to, quote-unquote, show the person, or the person then reported that they saw either a house or a face based on one they had seen previously, basically. So the pressing mechanism was like, Okay. I’m seeing a house, and I’m seeing a face. What should I give access to consciousness? Which one would be more relevant for the story of this individual? And the one that was, quote-unquote, shown to consciousness was, of course, the one that related to what the individual was shown at length before these flashes of images.
So in this gap that we have established between reality, human beings, and our perception and thoughts, where and what are the strings, and can tech pull them? I think we have already answered this with things like, the homuncular flexibility and showing that we can inhabit an octopus and almost anything non-humanoid in VR. But I haven't seen any papers yet, maybe because this is just too crazy of a proposition, that takes the next step towards Lakoff and saying, “Okay. How does inhabiting that octopus then change the way you think? Change your thought process?” And, of course, there is no clear answer to that. The waters are very murky. The situation is incredibly complex.
But the fact remains that, tech is starting to interfere with these things. And it's starting to get more and more powerful.
And we are starting to see cognitive processes being altered.
I believe we just don't have a choice but to start daring, proposing things and forming hypothesis, and going into the murky waters of the complexity of this whole thing as long as we want to work in tech. So how does this relate to virtual space? Because at the end of the day I’m an architect. And I’m reading these things, and what goes through my mind is the possibility to test these things by designing spaces.
But before I go into a tentative framework that I’m using now, I want to start with what I call ‘Observations from Field Work’. So I spend a lot of time in VR. We develop a lot of VR applications in the office. I do a lot of events and talks in AltSpace and VR Chat. And I think it's important, before we dive into the theory, to also take into account just what are the stuff that I see out there that seems important. What is the bottom-up side of the work?
The one thing that I find fascinating is what I call the Control+Z effect. This is a series of behaviours that I started to notice in myself, and sometimes in other people as well, that
has to do with things you learn in VR, or in another kind of environment that, then cross over to physical reality and they reflect an inability of the brain to understand or to make a call between, “Okay. What are the rules of this reality that I’m in now and what are my behaviour allowances here versus my behaviour allowances in that other kind of reality?” And I’m calling this Control+Z because I first noticed it many years ago, and it was before VR, but I’m seeing similar things coming out of VR. I want to say when I was an architect, I’m still an architect, but when I used to just do architecture every day without this whole tech stuff, I used to build a lot of cardboard models. But the workflow for my architecture projects was actually just many hours a day in a screen-based software product where I would just model things with the mouse and the keyboard, and then I would also, have in parallel, sometimes a cardboard model running of the same thing, so sometimes I would make decisions in the screen-based software, and sometimes in the cardboard model. And on several occasions, late at night, when I was tired, so my brain was kind of struggling a little bit. While working on the cardboard model and making a mistake, my left hand would immediately make this twitching movement, and my fingers on my left hand would position themselves in the Control+Z position of the keyboard while I was working on a cardboard model. And I would always be kind of surprised, and then, of course, similarly realize what had happened and catch myself in the act and shamefully, a little bit, put my left hand down, “Okay. There is no Control+Z.” But what was happening was, basically, my brain was, kind of, deep into this screen-based computer software where there is a ledger that records all the actions that you do in that environment in time. And you do Control+Z and then you go back one step in that ledger. So my brain had gotten used to the idea that, that environment, quote-unquote, and reality can also go backward. And then, of course, in physical reality the hour of time does not go backward. So that's the first observation.
Then, I’m seeing a lot of emerging phenomena in virtual worlds. I’m seeing people
discover new possibilities for being, for interacting, crazy things happening in VR Chat, if you're not familiar with that platform, I highly recommend it. I think it's by far the most advanced VR interaction you'll see, and worlds being developed, and forms of community building, and community life intermediated by this technology. All of that is happening in VR Chat. And they're years, years, years ahead from any other kind of experience, or game, or anything else that I’ve been seeing. So I’m seeing signs that there are emerging social dynamics and mechanisms for negotiating meaning in these collective groups and interactions that are extremely interesting.
This is also a bit of a topic for another day, but I feel like it's so important that I cannot not mention it. We're slowly but surely not the only intelligent agents anymore. We
interact with bots on Twitter every day and we don't even know that they're bots sometimes. And people are experimenting with introducing all sorts of AI-driven agents into virtual worlds. We have Unreal and Unity putting out their extremely realistic-looking avatars that are AR driven and so on. So we're not really at the point where we go to VR Chat, my favourite platform, and we're not sure that the other person is human or not. But I think, well, I don't know, if we're not already there, we will be there pretty soon. So there's a significant layer of complexity that's being added right now on top of this already complex and messy situation, by the introduction of non-human cognitive systems.
All right, so what is the proposition for what is virtual space? This is how I think about it. A new environment is basically a system you're trying to solve. It's a little bit like a game. So this is the structural coupling of Varela. You go into a game, you go into a new building, you go to a new country to visit, you've just landed at the airport, the first thing you do is, you're trying to figure it out. You're trying to understand where you are and which way you go. Are there any things that are strange? Your brain is turning fast to establish, as soon as possible, this structural coupling with the environment, that gives you control over the environment and understanding.
But I want to argue, in that process, you're not just dealing with this foreign environment, you're actually also encountering the system that is you. You're also dealing, and discovering your own cognitive processes that are engaging with the environment in attempting to couple. So roughly put, designing the environment is designing the subject that interacts with it. So how would an approach to space making look like if we just assumed, in the light of all of this talk about cognitive neuroscience, that the environment and the person are the same thing? That, somehow, they're so tightly connected we cannot disconnect them. It's like the bee and the flower.
One of the mechanisms that I’m very interested in now, and I will show you how we use that in one of our projects is the fact that, unlike other kinds of screen-based software or interfaces, screen-based interfaces that only address or mostly address our visual cortex, VR throws in the ability to control or encourage behaviour that activates the motor cortex. And this is an absolute game-changer because, as a lot of these papers reveal, it is the organism's attempt to integrate sometimes, perhaps, conflicting information that comes from the motor cortex and the visual cortex, that it's one of the most important paths that we have in trying to
understand more complex cognitive paths.
One way is to try to understand this relationship, and then to try to use VR to test things. So what if the eye sees something, and then the body does that, what happens next? Can you always predict what the person there will do? You can if you only show them and make them do what they would see or do in physical reality. But the moment you depart from that, the moment they either see something else and do something they would do in physical reality or the other way around, very interesting things, very quickly start to happen. Now, to what end? I think this is something that will have a different answer for every developer or every company. I think this is, primarily for me, a methodology that I’m only able to pursue and explore using VR and AR. This is not something that's possible for me with traditional forms of architecture. That's primarily the reason why, as an architect, I am in AR and VR and not just in traditional architecture. To what end? For me, the answer is that there are many answers, but one today is that I’m interested in new ways of thinking, and new ways of subjectivity. So that's why I introduced that slide earlier about Foucault and subjectivity. I’M INTERESTED IN NEW FORMS OF BEING HUMAN. And I think that can be pursued through this kind of methodology, but we'll see how things go in AR and VR. I think, new forms of subjectivity can also be pursued through traditional architecture, but there are many reasons why that is a little bit slow.
Okay. And now the last part of the presentation is the fun part. This is where later you can tell me, “Hey Andreea. The things you said, and the things you did, or just the way things turned out do not quite match.” But I would love to hear those kinds of questions.
On the following pages: Implementation
This is an older project, but I think it's very relevant in this context, so I decided to start with it. This is a, let's call it art project, it's called Say It. Basically, I designed these different shapes, they're in wax here because I was planning on pouring them in bronze. I never got to pour them in bronze and integrate these RFID tags into them. But basically, this is based on a story from Gulliver’s Travels. Gulliver goes to Lilliput. That's the country with the little people. And he runs into these Lilliputians that cannot speak in words, they speak with objects. They carry on their back a big bag with an object, that's a sample object of all the objects that they need to communicate. So if they want to tell you something about spoons, they will go into their bag and pull out a spoon and show it to you, and then you're supposed to like, quote-unquote, read that they mean to say spoon. So this intersection between language and objects, or objects as language, and then, the many complications that result when trying to use objects as language, because you don't have syntax, was something I became very interested in. So what is the syntax if you just have the objects? How does that arise? So, the idea with this project was to have two people and then give them a bag of these objects, and these are somewhere in between letters and objects. And to design ways in which this could maybe give some sort of feedback. But to observe how fast, or to what extent, or in what direction people start to use these to communicate. The people are not allowed to talk to each other, of course, so they're given something they're meant to communicate to each other and only have these objects. And then, they're given an hour to try to use these things to communicate, and basically, they have to negotiate meaning for these abstract shapes.
This is the kind of environment you can make that you then save on the screen. And the one thing that I want to point out here is that, you basically see the scene two times. What you're seeing here is that, you are in this roof that's shown to you at one to one scale, and you also have a mini version of that roof. So you're simultaneously perceiving, quote-unquote, this fake reality inside of your headset two times. And we're experimenting with all sorts of interactions in here, because you also exist in here two times. You exist at your perceived one-to-one scale. And what we call “mini-me” is also in here. So there's mini you in there that you can also interact with. So we're seeing very interesting things happening because, of course, this environment, where everything is twice and there's a mini you that you can do things to, it's a very different logic of the universe than what we are used to having in physical reality.
And this is my last slide. This is a game that we're working on, also highly experimental, where we're putting a lot of these things that we're thinking, and reading about, and exploring. We're collecting all of this into what we call a VR testing environment that is called GravityX. And the motto for this is, the first line from John, but with a bit of a change. So it goes, “In the beginning there was space, and the space was with God, and the space was God.” So we basically replaced the word, “Word” with space in the first line from John. All right that was it. Thank you for bearing with me through this.
https://youtu.be/4YO-iCUHdog?t=3864
When you are looking at the way that our brain connects with the world, what I really liked about the way you do it, you are clearly very intelligent, but you're also very humble. Clearly we have evolved with our environment, but the implications of what that means is extremely hard for us, humans, to fathom, I think. So, I just wanted to thank you very, very much for having the guts to look at this most foundational thing of what is to be human. And for us to together try to use virtual reality type things to examine how that may change.
https://youtu.be/4YO-iCUHdog?t=4317
completely disappeared. And the more simple of which was just tilting a hand, but then, amplifying that three to four times. Most people didn't realise that this angle wasn't that angle. They completely thought that their hand was down, despite the fact that that would have been anatomically impossible. So I think that we have an enormous range of opportunities available to us once we have the ability to, kind of, recruit more of our stuff. One of the first things that I wanted to talk about, or ask you about is; You were pretty disparaging of the term "Illusion," which I’m in agreement with. It reminds me a lot of Gerard [indistinct]’s frustration with people talking about cognitive bias and the sort of embodied situated cognition kind of things you're talking about also, prioritise cognition for a reason. So have you come across or what is your take on cognitive bias and how it relates to this, as well?
changes from moment to moment, but yet doesn't drive us crazy. So I feel like, not only is what you're saying make a tremendous amount of sense, but it's also making sense of things that happened long before we even had computers. And that's kind of what we do in a way, we just didn't kind of acknowledge it yet. And I wonder, what do you think about that?
mental institution because they spend their days as an octopus. So this is putting it extremely bluntly. I should mince my words, but sometimes I get this sense of urgency coming from these two directions. And the best I can do, with my ability to think through things, is to go as deep as I did today and try to ask these difficult, unanswerable questions, to try to prevent, perhaps, or contribute to the prevention of these two big dangers that I’m seeing.
looked at, is actually Varela's own research. He was studying vision. And he talks about this in The Embodied Mind in 1990. He talks about how, basically, 20%... So the information is entering through the retina, the optical nerve. And the visual cortex is forming the image. So
that's what our consciousness perceives as it's out the window. And Varela concluded from his own studies on vision that only 20% of the information that's coming through the optical nerve is used by the visual cortex. And there's very recent research, a few months ago, that is reinforcing that about various parts of the brain. So 20% is like, quote-unquote, actual. But actually, the thing is, the percentage, in the beginning Varela was not really believed, and there was a lot of pushback on that. They were like, “There's no way this is true”. I've recently listened to a podcast by a neuroscientist saying amazing, completely shocking things are coming out of research right now showing that 80% or more is what's called top-down influences. And she sounded completely like, “Well. But this is science, so we must believe it. But we still can't really, or really want to believe it. And it looks like there could be more than 80%”. And she was kind of shaking. Her voice was shaking as she was saying that. And I was like, Well, Varela said this 30 years ago. So there's some degree of homomorphism, but again, if you listen to other people, there's no homomorphism, there's some degree of homomorphism between the environment. It is that 20% or less, the rest we're making it up. We're making it up. But it's a collective making it up.
guess. So you showed one project. It was this elevator, basically, which you can use to go to some TV screens. Can you say a little bit about the limitations we may face in a virtual 3D world? For example, if I imagine that I have some zooming factors implemented that the user could zoom in to up to infinity, basically. This would change the perception of the room. So I would become smaller, and smaller, and smaller, and the space would just become bigger and bigger so I could, actually, have different angles. So is this something the human could still work with? Or for example, what about rooms which are of contradicting dimensions? I imagine this Harry Potter tent, for example, which is larger inside than outside. Is this something a human can actually deal with? Could a human, actually, create a mental model of, since this cannot happen in the real world? This was the first question.
The second one is a general question about vision space, VR, I mean, this is all about visuals. This is just one channel, basically, we look at. Did you think about, well, first of all, why did you pick that and not other channels which would target other senses? What do you think about multi-modality, for example? Using different senses? And also, what would be the potential, basically? When you said this Control+Z thing, I thought about the muscle memory I have for typing a password, for example. When I actually look at the keyboard, it becomes harder for me to type in the password. And if I see a keyboard which has a slightly different layout, possibly two keys would be exchanged, like the German keyboard and the U.S., American keyboard, it becomes almost impossible to type this password fast enough, because I’m kind of disturbed by the visuals. So wouldn't it make sense to actually ignore the visuals for some projects, at least, just thinking about the other senses, basically?
And the last question is more of a general nature. Do you think it's really beneficial to try to mimic the real world within the computer? Like a 3D world which almost feels like being in the real world? Or do you think we should focus on more abstract information systems which may be more efficient, for example, than using an elevator going up and down?
so far they look like they're right, we actually have no structural coupling with what is out there. We completely make up the collective reality. But again, I’m going into speculation. Since I’m like not a scientist, I try not to speculate in public. And when I speak in public, I just focus on the papers and keep the speculation to my interpretation of the papers. Going in this direction would mean going into papers that are not commonly accepted as science. So it's a big parenthesis. I believe, assuming we have homomorphism structural coupling with Reality with capital R, I think we will hit boundaries. I think VR can quickly put us in environments that we can't deal with and will feel uncomfortable. I’m interested in exploring that boundary and have... I don't want to go beyond boundaries, I have no interest in making anyone feel uncomfortable. But I feel like we don't really know what the boundary is. So we're talking about what we think the boundary might be, without actually having a good understanding of where that is.
Then, the third question was related to the chair. So I would argue that that chair is like nothing you would ever experience in reality. We're taking something that is a little bit familiar to you, which is a chair and a joystick that moves the chair up and down, but the experience and the situation are drastically different than anything you would do in reality. Because you cannot take a chair to infinity in reality. So what we were doing in that environment, people say skeuomorphic, I’m like, "What is skeuomorphic about driving a chair to infinity?" So what we were doing is, we had some variables, some things that were controlled. We couldn't have variables everywhere. We couldn't have variables on the infinite wall, and variables on the chair and what's around you, because it would have been too much. So we made the chair and the control skeuomorphic, quote-unquote, so we can experiment with the other stuff. And the fascinating thing was that, basically, that environment is just a folder with files. But just by doing this, it's stupid, the whole thing is on the infinite elevator, and the infinite wall, on a basic level is the dumbest thing, but all of a sudden, people started to get exactly the same ideas that you just got with like, "Oh. What if I go to infinity? What if I start to have the feeling that I’m shrinking or expanding?" And you do. You do start to feel like you're shrinking and expanding and you're losing your mind. People started to think, “Oh. I could have infinite scenes”. This is like, they started to ask us, “Is this the metaverse? Oh, my God! The possibilities of seeing all of my files in here”. And people got excited about something that they already have. They already have that in a folder. You could almost have, well, not infinite, but you could have more files than you would ever want in a folder running on a PC. But their minds were not going, and exploring, and feeling excitement about those possibilities. So it was interesting how, just by changing the format, like spatialising something you already have, just open up this completely different perspective. So, yeah. We
call that our most spatial menu yet, because that's basically a menu. I think there is tremendous potential in this very simple, almost dumb, shift from screen-based 2D interfaces to 3D. It's dumb but for some reason no one is doing it. For some reason like, I posted this stupid elevator and some people were like, "Andreea, this is stupid. What the hell is this? Why are you doing skeuomorphism?" Because I’m known for these ideas, and known for hating skeuomorphism. And everyone saw my elevator was skeuomorphism and I’m like, “No, no, no. That's really not what we're doing”. And every single VR application out there opens a 2D menu on your controller and you push buttons. And it has like 2D information. So they're still browsing files and information in VR on a little 2D screen. So this elevator was our attempt to put out there a truly spatial file browser. And the extent to which it triggered this change in perspective over who you are, what do these files represent, who you are in relationship to them, what is the possibility, was really striking. We didn't really expect that. We almost did it as a joke. We were almost like, “Why don't we model this like 60s soviet-looking elevator and then, have an infinite wall and see what happens”. The idea with the infinite wall also came from like, I have a few pet peeves:
One is like, homomorphic avatars, which I hate.
The other one is the infinite horizontal plane that all the VR applications have. Why in the world do we have this infinite horizontal plane in VR?
So we wanted to make an infinite vertical plane in VR. Muscle memory, yes. So the reason why we're focusing on visuals is because that's what we've been focusing on. But in the game that I mentioned, we have an entire part of the game which is called, The Dark Level. So what we're doing in the dark level is exactly what you said, which is we're exploring sound and space. You don't see anything. So basically, the VR headset is just something to cover your eyes and to get sound into your ears. That's something brand new that we're embarking in, because I agree with you, everything that I talk about is not necessarily specific to visuals, it just happens that we're just now starting to do space and sound, as opposed to space and visuals.
One is spatial memory as opposed to semantic memory. There are studies that show that spatial memory is more efficient than semantic memory. In other words, you're more likely to remember where you put something than how you named it. So we're interested in where people put things. And we don't want people to put something somewhere, this object that is their file, with the mouse. We want people to physically move their bodies to put that something there. So we're taking the file, which is an abstract thing, we're embodying it into an object in VR, and we're making people, literally, take it with this forklift, because we're just being stupid right now, with this forklift and literally putting it somewhere else. So that kind of testing of spatial versus semantic memory, I think, can only be done in this context. And I don't know of any other project that's doing it.
And the second thing is, yeah, just this pure idea of interacting with abstract entities as if they were embodied objects, and being able to apply physical movements of the body, and moving the body through space to interact with these abstract objects. So that's kind of clashing together Lakoff with all of these other theories. It's like, you're learning how to manipulate abstract thoughts, by learning mechanisms from how the body moves to space but in a perverted kind of way, VR allows us to smash the two together.
So we are, and we are just observing how it happens. So, no. At a conceptual level, we would love for people to have fun, but it is these two things that we are interested in learning more about. We have not just made it so people think it's just cool to go up and down.
piece of information about this wall, which has actual meaning to you. So I’m wondering if you have any reflections on, let's call it hyper surrealist worlds, where you look out the window and you can choose to see the weather tomorrow. Some of it's kind of real and fancy, some of it is just completely insane. But that thing where some information is meant to be there, otherwise, you'd miss it. Other information has actual meaning. Thank you.
we're perceiving. So I’m glad we're on the same page there.
And this sounds nuts, but let's talk about it. I like to embody a room. I like to experiment with how big I can get. And again, this is completely crazy talk, but then here we are, in 2022, with VR in the hands of teenagers. So, yeah. It happens. I mean, it's real. How fast it happens and how profound that experience is will vary from person to person. It's kind of like, some people have lucid dreams, some people can trigger out-of-body experiences and some cannot. But the mechanism is there. And the technology now is there and costs 400 bucks. Why do I do it? I’m interested in observing how I change. I’m interested in observing myself, and most particularly how I perceive physical reality afterward. So I’m trying to understand this transfer and see if I can have any kind of insight into that, then, I can phrase it in a more methodological way and start to form hypotheses. There are changes that are happening in me. I’m not at a point yet where I can talk about them with enough clarity to communicate them to other people, but they exist.
And at the end of the day, I’m interested in what Foucault called, ‘Technologies of Self’. Because what I’m doing to myself is, I’m making myself the subject of technology of
self, I’m using VR. But you can use other things that are not technically technology or not technology in the modern sense, you can use books or other kinds of things to push a change in myself that is very new.
And I need to understand what I’m becoming. What's the possible direction of that?
Because we might potentially face this happening on a global scale soon with very young people. And because scientists are so scared to talk publicly about this, they're so scared to throw things out there, because the VR developers are so scared to really go into this, we are left in a bad place right now, where we know we struggle. And I mean, I get a lot of shit for talking about these things. There's a lot of people telling me on Twitter that I’m wrong but I do think it's necessary, so I do it.
They're kind of like seeing something happening there and then they think it's something and trying to have local solutions for that. I don't know, did that answer your question?
Thank you.
the abstract information object. Also it introduced the idea that you could be representing a physical object in a space, but the space itself could represent a query into higher dimensional space. So the point in the space would represent the query corresponding to the three dimensions that were currently displayed in the one space, and that would then, control what was being displayed in another link space. So just the most fascinating thing I’ve read in a long time. And I keep coming back to that book and encouraging everyone in our group to take a look at it. So I highly recommend it. And when you do get a chance to read, I’d be extremely interested in what your reaction is to those chapters.
Dreaming Methods - Creating Immersive Literary Experiences
Dreaming Methods has “always been at pains not to place text in front of images, or beneath them or to one side, like labels on tanks at the zoo or explanatory plaques next to pictures in a gallery… we explore to read. This avoids the danger of us regarding the texts as more important than the imagery. It pulls us in, and it makes [the] work inherently immersive and interactive.” – Furtherfield
Figure 3. Campbell, 2022.
How can text – when it changes from ‘static’ to ‘liquid’ in digital environments – become as absorbing and comprehensible to readers as traditional text? And what sort of effect can it have?
Since 1999 Dreaming Methods has developed challenging and compelling works of digital fiction that blend text with immersive sound/visuals and explorative gameplay. These works often include experimental narratives-in-motion (animated, fragmentary, and multi- layered texts) which require different methods of both writing and reading.
This short talk explains how our approach has evolved whilst maintaining a clear artistic vision: from early browser-based technologies such as Flash to ambitious narrative
Video of presentation: https://vimeo.com/onetoonedevelopment/review/ 753519382/02550aa9bf
Presentation (pre-recorded for the Symposium)
Dreaming Methods is a creative studio that develops immersive stories with a particular focus on writing and literature. We’ve been producing digital fiction for over 25 years.
Much of Dreaming Methods’ early work was dark in tone and highly experimental. A mix of surreal dreams and urban horror, it was published online, mainly through Adobe Flash to shift away from the then quite tight constraints of HTML. My approach was to treat text as a visual and fluid entity, to challenge the reader to the extreme, to make the structure of the stories themselves something unreliable, unstable.
We use a lot of the techniques that we originally developed with Flash to inform our current approach to digital fiction – especially when working in VR.
WALLPAPER for example, part of a research project with Professor Alice Bell from Sheffield Hallam University called Reading Digital Fiction, is multi-layered in its approach to text. It’s an atmospheric and tense narrative with some surprising twists.
The text within WALLPAPER appears on physical items within the gameworld, such as on postcards and letters to give a sense of grounding and normality, but it also has a ghostly presence: hand-written, circular, and floating like the cobwebs of memories; and as a flowing underlying texture that exists just beneath the environment’s surface.
In The Water Cave, an explorable VR poem about depression, a single thread of glowing text acts as an umbilical cord through the entire experience, guiding the reader/ player out of the depths of the cave towards the surface, even though at times, ‘clinging to the words’ means having to submerge beneath the water.
Digital Fiction Curios, which we created as part of another research project with Professor Alice Bell, is a prototype digital archive for VR that uniquely houses a selection of our old poems and stories created in Flash – a response to Flash being made redundant in 2020.
Visualised in the style of a magical curiosity shop, readers/players can root around in
the environment, opening cabinets, digging into boxes, examining, and reading digital fiction from as far back as 1999. One of the most fascinating elements to this project is the ability to view old work in a completely new way. Curios also offers some re-imaginings of what these poems and stories might look like had they been created using today’s technologies.
Our most recent VR work, Monoliths – a collaboration with Pilot Theatre, funded by XR Stories – immerses participants in the evocative tales of three Northern women through a series of surreal and atmospheric virtual spaces. This project treads a fine line between giving the participant enough imaginative room to visualise the stories, which are told through spoken word poems, whilst also making them feel as if they are existing within them.
Interactivity is gentle and stripped back; during the final sequence, standing on a rocky beach at sunset, you’re ‘handed’ small, beautiful stones to examine as the poem flows.
A common thread throughout all our work is a sense of immersion – we look to create portholes into self-contained, often short-lived worlds; dream-like environments where text manifests and stories are told in all kinds of intriguing and unexpected ways. It’s taken a long time for us to develop our voice and approach – and of course, it’s still evolving. Methods of writing are changing but so are methods of reading. That’s what we’re seeing right now, through our current projects.
https://dreamingmethods.com https://dreamingmethods.com/portfolio/monoliths
Operationalizing the Extended Mind
In the more than twenty years since the publication of the seminal paper by Andy Clark and David Chalmers titled The Extended Mind [8], the idea it introduced has become an essential umbrella concept under which a variety of scientific sub-fields have gathered. Embodied cognition, situated cognition, distributed cognition: each of these takes up a particular aspect of the extended mind, investigating how our thinking is extended by our bodies, by the spaces in which we learn and work, and by our interactions with other people. Such research has not only produced new insights into the nature of human cognition; it has also generated a corpus of evidence-based methods for extending the mind. My own book—also titled The Extended Mind [9]—set out to operationalize Clark and Chalmers's idea. In this talk, I will discuss the project of turning a philosophical sally into something practically useful.
https://anniemurphypaul.com/books/the-extended-mind/
Journal : Public Zettelkasten
The future of knowledge management on the internet
These last few weeks I've been building my own Zettelkastenh. It’s an intimidating German word, but the idea is simple: when you’re learning something, take many small notes and link these notes to one another to create a web of connected notes. This is more effective than taking notes in a long, linear form (as you might do in Apple Notes or Evernote) because you can see the relations between ideas, which helps with your understanding and retention.
Figure 4. Zettelkasten. Clear, 2019.
The core idea behind Zettelkasten is that knowledge is interrelated — it builds off one another, so your notes — your understanding of knowledge — should be too. Wikipedia is structured in a similar way, using links between related pages, and in fact even your brain
stores knowledge in a hierarchical manneri.
Limitations today
But as powerful as they are, Zettelkastens implemented today are limited in two ways: firstly, they are only used for knowledge-workj, and secondly, they only represent knowledge in your mind, and no one else's. These limitations are debilitating to the potential of Zettelkasten, and more broadly how we communicate online.
I believe that not only knowledge, but all sentiment and expression is interrelated.
Further, my knowledge and sentiment is built off of other people’s knowledge and sentiment, ie it extends beyond myself.
For example:
I think that “NFTs are the future” after listening understanding “@naval’s belief that NFTs are necessary technology for the metaverse” in “this podcast”
I love “A Case of You” by “James Blake”, and “this is my favourite live performance”
Public Zettelkasten
So what would happen if we removed these constraints? Imagine if we each built our own, individual Zettelkasten, representing our thoughts, opinions and experiences, made them public, and related our knowledge and sentiment to each other. What could we do with that? A few ideas:
We could look back in time and see how someone we admire learnt about a topic. In the first case above, we can understand why @naval believes what he does about NFTs and the metaverse. We can see what influenced him in the past and read those same sources. Further, we could then build on his ideas, and add our own ideas, for example “someone needs to build a platform for trading NFTs in the metaverse”. Others could build off of our ideas, and others could follow their journey as they learn about something new.
We can understand how an artist we admire created something. In the second case above, we can see when James Blake first listened to the original “A Case of You” by Joni Mitchell, what he thought and felt about it, and why he decided to perform a cover. We could use that understanding to explore Joni Mitchell’s back catalog, or be inspired to create our own content, for example by performing a cover. Followers of Joni Mitchell
and James Blake could easily see our covers by following edges along the graph.
These are just a few ideas, but if we each made our Zettelkasten public and interrelated to one another, then there would be as many interaction patters as there are people in the world. This would unlock new forms of consumption and creation that are not possible today.
This knowledge and sentiment graph could be queried and accessed in a huge number of ways to answer a broad range of questions. You could effectively upload your brain to the internet, search through it (and those of others), and build on top of everyone’s ideas and experience. This is a new way of representing knowledge and expression that goes beyond the limitations of paper and Web 2.0: it allows us to work collaboratively, in ways that Twitter, Facebook and friends just aren’t able to offer today.
Implementation
What data-layer should be used for storing this data? A blockchain is one idea: the data would be open and accessible by anyone, effectively democratising all knowledge and sentiment. It would be free of any centralised authority - you could port your knowledge in whatever application you wanted to use, and developers could build whatever UIs make most sense for the task at hand. Finally, developers could create bots that support humans in linking and connecting relevant ideas to one another — a boon for usability efficiency and discoverability.
Challenges
The biggest challenge with this idea, if we use the blockchain as the data-layer, is that the information a user would create is public and permanent. You may not want the world to know you believed something in the past (eg if you were a fan of X in your youth), but you cannot easily delete data on the blockchaink. You could, however, add a new note to explain that you no longer believe some idea — this would be particularly useful to any followers of yours, who now have additional context about why your opinion changed.
Similarly, you'd be revealing all of a piece of knowledge or none of it; with a rudimentary implementation, you couldn't partially reveal a belief to just those you trust. Zero Knowledge Proofs might be a fruitful solution here.
The second big challenge is how to present this data visually to end-users. Solving this particular challenge is outside the scope of this article, but it suffices to say that linear feeds
(such as Twitter or Facebook) wouldn’t work well. If these barriers could be overcome, public Zettelkasten could not only be how we represent knowledge online, but also how we understand ourselves and each other in the future.
Journal Guest Presentation : Mind in Motion
https://youtu.be/RydjMrG9sDg?t=714
So, thank you for inviting me. I have far too much to tell you. And I’m trying to tell it through visuals not in the book. The talk will be like pieces of hors d'oeuvres, so a bit disjointed, but they're meant to set up talking points so that you can ask questions, or discuss things. I should say that you're more punctual than my students, but my students are far more geographically dispersed. Kazakhstan, China, Korea, Japan, just everywhere. And so, "Zoom" does enable that kind of interaction in one class.
I’m going to share a screen and I want to, before I show pictures, I just want to say a bit, without a picture, of how I got into this field at all.
I’m a bit of a contrarian. When I was a graduate student, people were reducing everything that people thought about all representations of the world to something like, language, or propositions. And my feeling, looking at that, and I did look at all the research at the time, is language is efficient, decomposable, it has all kinds of advantages. I rather like it, I’m using it right now. But it seemed to me that language couldn't begin to describe faces, scenes, emotions, all kinds of subtleties. And then, I started thinking that space is half the cortex. So, spatial thinking must be important. And by spatial thinking I mean the world around us, and the things in it, including our own bodies, other people objects, scenes. And that special thinking evolved long before language, which occupies a rather tiny bit, but important place in the cortex, but came much later, and is in less connected with the rest of the cortex. And then you think, anyone who's been a parent, or owns a dog, that babies, and other creatures think and invent so many marvellous things without language. And for that matter, so do we.
So, I got interested in spatial thinking. This is some of the early ways that we communicate. Gesture arises in children long before language. And in fact, children who gesture quite a bit, speak earlier. Games where we're imitating each other, taking turns, alternating what we're doing, this kind of interaction in games, rolling the ball, rolling it back, it builds trust. It sets up conversation, which is, you say something, I say something. So, it sets up cooperation, conversation, and many other things. This is done early on and communicated by action, not by actions of the body. And reciprocal expressions on the face it
isn't communicated by language. So, I’m going to jump lots of jumps, and I want to talk now, because you're interested in text, about kinds of discourse.
I want to jump again, I already talked about how communication begins in humans and other animals as well. Through the body, through the face, through actions. And I could talk, at this point, about mirror neurons, but I’ll skip that, just leave it as a teaser.
This is the former oldest map, 6000 years. It shows two perspectives, an overview of the paths and rivers, and a frontal view of landmarks. Linguists don't like this. Geographers don't like two perspectives. But people seem fine with them. Ancient Babylonian clap map:
This is the current oldest map, it's about two inches by one inch. A stone. It shows the surroundings around the cave where it was found, some 13.000, 14.000 years ago. And it's tiny. So, it could be taken with you, to guide you on going back. Map on stone block, southern Spain, 13,660 years ago:
A map of the sky going back 5000 years. Sky Map of Ancient Nineveh 3300 BCE:
This is a valley in Italy, it's a drawing of a petroglyph. Again, two points of view. Bedolina, Italy, 2000 BCE:
Eskimo maps. They were carved in wood, very beautiful, carried on canoes, they showed the outlines of the coasts. And they floated, in case they fell in the water. Eskimo Coastal Map:
South Sea Islanders Map, probably familiar to you. Shells representing islands, bamboo strips, the ocean currents, which are like the highways of the ocean. And at least some of the people that were trained and carried these with them, 2.000 miles on the open ocean, at least some of them returned home. South Sea Islanders Map:
A map by North Coast Indians, showing the various settlements on their hands. A map by North Coast Indians:
Now I’m jumping again to depictions of scenes. Again, going back 40.000 years. Chauvet. Going back even farther in Sulawesi, although I’m not sure. Chauvet Cave 40,000 years ago:
This one I especially like, it is in the book. It's a petroglyph on the left, and the drawing of it on the right. And it's showing two suns in the sky. Quite remarkable what could account for that. An Indian astronomer did some history on it and found that, at about the time they could date the petroglyph, there was a supernova. And it was such a remarkable event that someone inscribed it in a stone. Stones were, in a way, the newspapers of antiquity. Supernova: 4000 BCE Kashmir:
Here's another example from the U.S., a whole valley full of these. It's called Newspaper Valley, and it has many of these petroglyphs showing events. 'Newspaper' Valley:
So, events in making bread in a tomb in Egypt. Bread making in Egyptian toomb:
Events in the Trajan Column. Trajan Column:
Now we have calendars, they also go way back. Some circular. Some tabular. Calendars:
All these forms become important, but I won't be able to talk about them. Then we have number. We have tallies. Again, you can find them all over the world. It's not clear what they're representing. Incised ochre tallies Blombos Cave, South Africa 70-100k:
But having a one-to-one correspondence from a mark, to an idea, to an object, to people whatever they were counting, moons, is a rudimentary form of arithmetic that was again, inscribed in stone.
Space
They represent people, objects
They represent time, and events in time
They represent number
These are all important concepts, and you will find them in the newspapers, journals, magazines of today. And they're so important that the brain has specialized areas for processing them. And what's extraordinary about all of these is, they can be spatialized. So, this is part of my argument that is, spatial thinking is foundational to all thought.
In the 18th century, the age of enlightenment, we finally get graphs.
Figure 5. Trade-Balance Time-Series Chart. Playfair, 1786.
Because the early visualizations, that ones that I showed you, except for time, were more or less things that were actually in the visual spatial world. But more abstract concepts, like balance of payment and graphs, developed only in the late 18th century, and they began to blossom. So, Diderot, I would love to walk you through this, it's a way of teaching diagrams.
The top half is a scene, which would be familiar to 18th century eyes. The bottom is a diagram. It differs from the top, and things are arranged in rows and columns. There's a key. Lighting is used not naturally, but to reflect the features of the objects. The objects are sized. So, you can see them in the diagram, not in their natural sizes.
Figure 6. Pinmaker’s Factory. Diderot, 1751.
So, this is a visual way of teaching people what a diagram is. In fact, by now, we've diagrammed the world, and we've set up where different kinds of vehicles, pedestrians can go, where they can't go, where they can park, when they can go, and it moves us through space in an organized way. But we've really diagrammed the world.
Figure 7. Diagrammed the world. Tversky, 2022.
record information
convey information
promote inferences, enable new ideas.
This is a lot through sketches, and I won't be able to talk about that. But can answer. They facilitate collaboration.
They're public, so we can both, or all of us, revise them, make inferences from them, enable new ideas from them, see them, and point to them. Gestures are important.
Those that are inherently visual. Maps would be a prime example, they're ancient
And visualizations of metaphorically visual. Graphs, charts, diagrams
And again, they seem to be a Western, at first production of the age of enlightenment.
Good graphics schematize. This is a prime example. They also annotate. They're multi-
modal.
elements
relations among them
Pointing. Pointing draws a line from my finger, to the object that it's pointing at. So, it guides your eye to that object. And that's very natural. We saw babies use them. Chimps use them a bit, but other chimps don't follow them. It shows what the chimp is thinking, but it isn't taken as a communication by the other chimps, those can be separate.
And then again, we've done a lot of work on gestures, showing that many of them are really helping us think. But they can also help others think. So, graphics consist of elements, spatial relations among them, they convey meaning quite directly, and they:
elements and spatial relations on a page, a virtual page, or a page in the air, as gestures do
represent elements and relations in the world
Iconic. They can bear a conceptual similarity to what they represent. We call them figures of depiction
Metaphoric. And they can be schematically related
Abstract
Symbolic
And I’ll show you those in a minute with a detour to a minimal diagram, or could be called a minimal diagram, a line and a dot namely points representing ideas or places in a real map, and lines representing relations among them. And this minimal diagram, a link between two points, is the building block for many.
This is the internet, in 1987, you could still draw it. Family trees. Social networks. These are social networks produced by some of our participants. Phylogenetic trees. Art. This is Mark Lombardi, no longer with us, who made beautiful networks representing where the money went, and other political, economic ideas. And people scrutinized them for hours.
simple, efficient, neutral, and abstract
Line: 1D, path, link
Cross: intersection of 2 paths
Arrow: Asymmetric path
Blobs: Enclosures, area
Circles: Cycles
Some of the meanings come from Gestalt Principles, some just from gestures, some from the way we behave in the world. Like the paths on the ground are the lines that people make from place to place. So, we've done empirical work on each of these, showing that people produce them from verbal meanings, and they understand the graphic meaning from the verbal. And I’m not going to be able to go into that.
Literal
Metaphoric
Proximity in space represents proximity on any dimension
Place: center, periphery
Direction
Vertical: gravity, good, strong, health, wealth
Horizontal: cultural
The general inference that people make is, proximity in space represents proximity on any dimension. We use this in gesture and language. We say we've grown closer to people. We've grown far apart. Place, centre, periphery. Again, language represents that the centre is the centre, and the periphery is the periphery.
Directionality is also important. The vertical. Anything that goes up is good in general, except the economist thought inflation going up, and unemployment going up. I could say they're perverse, but it's probably because of the numbers. We often get conflicting concepts wanting to go up. But this is gravity. Fighting gravity takes strength, health, wealth. So, anything going up is usually positive, and anything going down, like hell, is negative.
The horizontal is pretty neutral. It's neutral in our lives, in our motion, in our world. But there are cultural constraints on it. Writing order that are quite strong and cross-cultural.
There are cultures and languages like Hebrew and Arabic written from right to left. Originally the columns in Japanese and Chinese went that way. And many of these concepts get reversed in right-to-left languages. So, just to show you, we looked at diagrams in books, all in many disciplines. And the present day, or better things go up. And I should say, in evolutionary trees it's always man. Who gave birth to man?
So, another thing we've looked at, and others of you have looked at going to graphs, now to information graphics is inferences.
Figure 8. Different displays -> Different inferences. Tversky, 2022.
Bars: discrete comparisons
Lines: trends
This research needs to be done more, that different displays lead to different kinds of inferences. And the reason really is the underlying visual spatial representation.
Bars separate. They say there are a bunch of "A's" in this container, and a bunch of "B's" in another container, and therefore, encourage discrete comparisons.
Lines connect showing a relationship. They say "A" and "B" share a value, but "B" is higher than "A."
And we've shown these effects in a number of different contexts. Despite what the statisticians would recommend, the visual form of the displays override it, and people tend to make discrete comparisons from bars and trends from lines. So, this kind of research is ongoing, of how different displays, depending on the visual spatial characteristics, lead people to make different inferences.
Figure 9. Horse in Motion. Muybridge, 1877.
There's tons of research showing that people don't understand animations the way they're intended. The Muybridge experiments looking at, whether all four legs were off the ground at any point when horses were galloping, as an instance. You can't see it when horses are galloping. But the stop gallop photography showed that, yes, all four legs are, at some point, off the ground. But the art museums of the world are filled with horses legs incorrectly aligned when they're galloping. Here's an example of how hard it is to perceive.
Animations use change in time to convey change in time
But:
Animations are hard to perceive
Animations show but do not explain
Animations conceived as discrete steps
Animations are compatible with thought, in the sense that, they use change in time to convey change in time, but they're hard to perceive. They show but don't explain. And most of the things that are animated, when we talk about them, chemical processes running, climate change, we talk about it in steps. So we think about these things in discrete steps, not in this continuous way. Which, as I’ve tried to show you, is difficult anyway. I’m sure good animations can be designed, but it's trickier than some people think. And obviously, animations appeal to the eye. We're all, in one way or another, addicted to movies and music.
Whether they're infographics or graphs and charts. So, one thing comics artists can do, is use space to segment and connect time and space. Here you get an overview of the scene, and then you get the action superimposed on it, in frames on it. This was used by the ancient Aztecs, not just modern comic artist.
Figure 10. Gasoline Alley. King, 1918.
Figure 11. New Yorker Cover. New Yorker, 2008.
Here, following the eyes, and the pointedness of the frames allows you to go back and forth and understand the David and Goliath.
This one's a little harder. It's a beautiful book called "Signal to Noise" by Neil Gaiman and illustrated fantastically by Dave McKean.
Figure 12. Signal to Noise. McKean, 1989.
It's showing an aging director, and he's actually dying of cancer, and he's got photographs from many of his productions on the wall. You can see he's thinking. And it shifts perspective
to what he's thinking about. He's looking, and you can see the perspective switch between the man in the blue coloured shirt and what he's thinking about, as he watches, looks at all of these frames, and then finally, he can't stand it. "Stop looking at me!"
Figure 13. Signal to Noise 2. McKean, 2022.
So, he's both reviewing his life and haunted by it. And again, it's conveyed visually. Steinberg, the master, a conveying peeping toms through a mirror that reflects the guy watching from the opposite apartment.
More Steinberg. A pun, "Time Flies." More comics (only one shown).
Figure 14. Don't. Steinberg, 2969.
So here, there are so many devices, visual spatial feed metaphorical, or figures of depiction.
(Not illustrated) More Steinberg. "Canceling Thoughts." Again, I don't need to tell you. Visual juxtaposition. This is another Gaiman, McKean cooperation. A child is at a birthday party. You can see on the right, they're playing musical chairs. Here, the child is not interested in the birthday party. So, goes out, and talks with an uncle, who told the child the story of the Saint Valentine's Massacre by Capone, where he tied his enemies up on chairs and killed them. Shot them one by one. So, you have the chairs there with the men chained to the chairs juxtaposed with it with the birthday, which is a little bit of a brutal game because one child is eliminated at each round from musical chairs. So, that juxtaposition of chairs, again, is a stark reminder of the comparison between brutality of children, and brutality of adults.
(Not illustrated) Okay, metaphor pun. "Puppet Governments," Feininger. This is Winsor McCay, a brilliant comics artist. This is from the early 1900s, New York. Parts of New York still look like that. And this is, of course, the rat race, running on a treadmill.
(Not illustrated) This is a dream, another one of his where a dream transports the child and
then dumps the child back in bed, the way dreams end before they should end.
(Not illustrated) This is onomatopoeia rhythmicity. It's showing a chase. And by putting the panels on a diagonal, showing the speed of the chase. "Coming out of the frame." The first pig, whose house was blown up, comes out of the frame, and talks to this second pig inside the frame, and says, "Get out of there. It's safe out here." And then, the pigs all go berserk.
They get out of the frames. And the frames are on the floor, and they're stamping on them. So, this version of the three little pigs is a riot. And again, kids can get it.
I’m going to end with another Steinberg. Steinberg drawing himself. Again, a visual way of understanding drawing portraits and so forth. So, I’ve raced through a lot, and I haven't covered everything that Frode wanted me to talk about.
Q&A
elements intimately integrated with the spatial elements. That is most of what you've just presented has been the spatial aspects of the kind of visual language communication that we are all using. In addition, the diagrams and comics rely, it seems as much as maybe, 50/50 or even more sometimes, on the words, and how the words are integrated with the visual elements. And that's been something that I’ve been very interested in, particularly in diagramming. So, I’m wondering if you've gotten your research to go in that direction, to analyse, and find out how text is integrated with the visual elements?
sample of eight grandchildren, and the grandchildren of many of my friends, and watch them latch onto graphic books, and see the graphic books that are doing so much in the depictions besides text boxes, and I’m very optimistic about people coming up with really creative ways to do visual storytelling. So, long answer. Sorry.
They're uncanny. And you see that in theatre, they often hire choreographers to orchestrate how people are moving, and talking, moving their arm, agitated or smooth. So, yes. Huge amounts of human meaning gets conveyed through the motion of the body.
is the problem of being a scientist. You don't want to go too much beyond research. I use a lot of examples, but the examples are all founded in research findings. But I couldn't go off the way until now. But really, if you think about it, every organism, even a virus, needs to move in space to survive. And the basic movement is approach or avoid. And those are replete with emotion. You approach things that you're attracted to, that might do you good, that you want. You avoid things that have negative valence. So that, from the get-go, movement is for survival. Even grasses have to move toward the sun or away from rain in order to survive.
Even things rooted in the ground. So, we all have to move in space to survive. The basic movement is approach or avoid. And those come with emotions, which I think underlies some of Damasio's claims, although he's got brain there too, without emotion nothing happens. And emotion and motion in English and other romance languages have the same root. I don't know about Germanic, or Chinese, or other languages. But they do have the same root. And we talk about being moved as an emotive response. So, I do think anything that has to do with life, really does derive from motion in space.
ones becomes difficult, because there are so many moving parts. I mean, like building a city. But nevertheless, we can judge which ones are more and less effective and why. There are times when I want to lecture or a book. There are times when I want that interactivity. Again, I’m not sure I’m getting at your question, but.
Because with VR, we could say at least, there's nothing to push against at the moment. But in dance, there's also nothing to... Well, there are motions, there's creation that doesn't involve resistance exactly, not in the same sense of pushing against something to. Does any of that make sense and is there any work on it?
doing charcoal on, or watercolours, all of that. And that, I think, it's more than the resistance, it's the subtlety of your hand movement, and wrist movement, and our movement on that surface, what it takes. And in calligraphy, they practice for years the strokes, and how they make them, and how they twist the brush, and the kind of paper. So, all that interaction with the medium, what it gives your hand. And artists, I worked with a bunch of artists interested in drawing, and some of them had done doctoral thesis, and one of them looked at professional artists, and accomplished artists, and novices on drawing, how much they're looking, and how much they're drawing, and what are the time spans of the interaction. And in artists, it's much longer. They can look and draw a lot. And look and draw a lot. Novices are going back and forth. So, for artists the knowledge is already in their hand of how to translate what they see, this is life drawing, into their hands. And they talk about it as a conversation between the eye, and the hand, and the mind. And if you try to get them to talk words at the same time, they can't do it. The words get in the way. It's a visual, spatial, motor conversation that the words get in the way. And architects say the same. They can talk afterward. Explaining what they were doing from a video, but while they're doing it, they're deeply engrossed in this feedback loop. Does that align with your experience?
pots going and I’m relying on the smells to know, "Is this butter about to burn? So, I better lower the heat." Or "Is the rice bubbling too much? Better lower." I’m monitoring those activities with many senses. And some of it, we become completely unaware of. We just respond. The way walking, right? Walking or running. We're not aware of all the movements. Or typing. Once we had to be aware, but by now we don't, it's automatic. And there are benefits and costs to that, as well.
Basically, motion coming before language and evolution. And there are various arguments for that. So, that makes a lot of sense. I see, as you do, the spatial cognition, spatial and movement cognition being fundamental. So, as such, I would think that for mnemonics it would be helpful. So I, myself, when I’m memorizing lists, you know that lists are the hardest thing to memorize. But if you can turn them into a visual-spatial sequence. And I’m not a dancer, so I’m not very good at the visual-spatial motion thing. But I found that if I can use a gestural mnemonic, then I can remember these lists. So I remember, Jordan Peterson has these 12 rules in his first book and I thought, Okay. Well, how do I memorize that?" I'll turn it into a little bit of a dance and the whole thing came out within two repetitions. It was quite powerful. But I haven't actually delved into the science of this. But it's something I thought, "Well, if nobody's done this, I want to do it." Are you aware of research on using gestures for mnemonics? For remembering? Apart from drawing, I know that there's research
on drawing, how that helps remember stuff. Actually, I’m more interested in imagined gestures, because I don't think you need to do it. We know that in sports, athletes often will imagine themselves doing things and that helps them execute the behaviour and practice. So, there's your question. Imagine gestural mnemonics.
differently. The orchestra can respond in similar ways. So, that visual-spatial language of the conductor can be quite different. We went to the opera two nights ago, the guy was dancing up and down and he was a joy to watch. And there's research showing audiences respond better to conductors who jump up and down. There's a famous video you can find of Leonard Bernstein conducting, I think Mozart, some classical piece, with his eyebrows. He had very expressive eyebrows. Nothing but his eyebrows. Now, they were well-practiced. But (INDISTINCT) and if you want to watch a really gymnastic conductor, watch him. I haven't seen him in years but he was a master. And there were (INDISTINCT) using the motion in very complex ways to guide the music. And it makes a huge difference.
of it is going to be quite content-specifically. The particular patterns of pixels that tell you
that there's cancer, are going to be different from the particular patterns of pixels that are going to tell you it's a break. So, the movements for calligraphy are to make characters, they aren't to make images of people. Although, plenty of calligraphers could do both. Some of it is going to be content-specific, and some of it is going to be more general. And there you need to look at the specifics to know the answer.
children learn, and how to create trust. You mentioned some of that. I’m really curious about how some of your findings can come to life in some of our software tools? So, there's quite a movement going on in some of the knowledge creative tool space. You can think of things like "Notion," or maybe "Sigma," or even "Roam" research and other notebooks. What opportunities do you see for embodied cognition and spatial thinking in our knowledge tools?
And I don't really have the tools and the background to do that, but other people do. Yeah. I think there are so many opportunities for adding visual-spatial and embodied, what your body is doing. I mean, gestural interfaces have already done that. They've ruined my thumb. And I take pity on the people that have been exercising their thumbs from very young ages, because of what's going to happen to your thumb when you get to be my age. And voice interfaces may help them, but they have other disadvantages. And sometimes people ask me, I have worked with people in HCI, and computer graphics, in AR, VR, and I’m really enthusiastic about all those media. Some of the work we did with AR was trying to make people's interactions within finding their way in an environment, or repairing, or assembling something, as natural as finding your keys and opening a lock. So, there were ways of guiding your body to the right place. First, by having a virtual tunnel to guide your body to the right place, and then guide your head so that your eyes are looking at the right place, and then guide your hand to where you should make the motions. And then, it becomes as natural as doing something that you've been doing a thousand times other than doing something new. And so, that's one example, but I think there is a huge number, and I’m really excited about what are the things you guys can do, and how they can make them more natural and comprehensible on the input side to people. Maybe you have thoughts. Because there are specifics you're working on.
at Stanford, who was designing something that would stage Shakespeare for students. And that was prescient but close to what you're saying. And, yeah. I think you can go a long way. One problem is scale. And in there, maybe VR is better because you can get things at scale. I mean, same with architecture. But, yeah. Tools that can allow me to imagine things that would take forever to create. And therefore, create better. Would be phenomenal, absolutely phenomenal.
Because Russians always have tons of nicknames. So that helped me reading it, and he made this. My kids doing "Dungeons & Dragons" years ago, the first thing they did was make a map. Again, from language. And that helped them with keeping track of where they were going in the game. So, education. Yeah. Creating visual-spatial representations of women's drawings is one form, they're easy, they're cheap. But doing it in a computer interface might work as well. Sometimes I ask, "What does all the technology add over pencil and paper?" And I think it's an important question to ask.
And like "Zoom," they're going to be advantages and disadvantages. And we'll see them as we go. The... I’m blocking on his name at Stanford, the guy doing VR in social situations. There are going to be, I mean, we're going to have to do it. There are cross-national teams doing design, and you can't fly everybody all the time to be together. So, it's going to happen. Yeah. Jeremy Bailenson, who's done wonderful work on social interactions, and those might be the most important for people. If we found that the internet was used to send emails to friends, children, and other people that we love, that was an early use of a massive. They're going to be early uses of VR to be with people we love. And "Zoom" isn't sufficient. I still can't have a grandchild sit on my lap and feel the closeness. But I do think they're going to be increasing uses, they're going to be difficulties encountered and some of them will be overcome. I doubt that we'll all be living in the metaverse, although again, I could be wrong. You need to talk to the 20-somethings that are already playing multi-person games. And it is a bit of a drug. And Yuval Harari imagines that AI is going to replace huge numbers of humans in the way that, the rest of us who are useless will exist as in this metaverse where we'll be, and it sounds a little bit, to me, when those people talk about it, like somebody's conception of heaven. You can have avatars of all the people you love. But then your interaction with them might not be taking place in their metaverse. How do you reconcile them? What age will they be? So, there are all kinds of cognitive and engineering ideas that need to be worked out.
awesome as ways of expanding the mind, so that I can create better fiction, better buildings, better interactions with people. I can imagine role-play. So taking the things that we already use for augmenting our imagination, like role-playing, like creating prototypes, scripts, stage designs, whatever it is, and turning them into technology, and making it easy to do those things, and explore them, could be awesome. In molecules, combining them in just games. A deep mind has changed the game of Chess and the game of Go. People are now interacting with those machines, studying the games that AlphaGo can do. So, I think that is mind- blowing, absolutely mind-blowing. The social interactions, I don't know how much we want to replace them. Now, there are times when I wish I had interacted with somebody differently. But I can't redo it. I can redo it in my mind, but I can't redo it for real. So, the social interactions, it seems to me, have to be in real-time. Space, we can change. We can all go to Machu Picchu together. Explore it together. Enjoy it together. But we can't replay and redesign. If I had an avatar of someone I’m interacting with, and I could interact with that avatar in different ways, and try out different things, that might help me in my interactions in the future. But I can't replay a real interaction in the way that I can replay a fiction. So, am I getting closer to what...
think, it really does have to do with how you attend to the lecture. But that work didn't quite replicate. But I have a feeling that those... I’m now in an ed school, I was in a psych department where you try to get the minimal features that are accounting for something, and in ed school, you throw the whole kitchen sink at something and you don't care about what works. But nevertheless, people are asked, Are animations good? Is writing good versus typing? And people want a blanket answer, and then we say, "It depends." And people don't like that answer. But I’m afraid that is probably closer to the truth. I mean, we're living in a Covid world now, and it's how do you give advice, and when the target keeps changing, and the disease keeps changing, and people are left with the old ones, and then complaining they can't give coherent, clear advice. So then, they toss everything out. Which is the wrong thing too, because there is good advice, it just keeps changing.
Netherlands is. I’m responsible, with my husband who's deceased now, for naming ‘Kindle’ and ‘TiVo’ and a few other little things in the world. And I work with companies doing strategic identities. So, a lot of times we're either creating names for new products or helping them define their language and their story, to get from where they are, to where they want to be. Which, of course, goes with (INDISTINCT) and the wonderful concepts you've done. So, I don't have your book, but I’m certainly going to be getting it and studying it to cover the cover. And the "Babies Build Toddler's" book that I mentioned is really brilliant. It's a Montessori method, but very often, as I think Brendan said, “New parents don't really understand the math.” I mean, they're suddenly given this human being, which we don't realize is going to come to its full awareness over a period of 25 years. And really being able to have some kind of guide rails for parents to be able to actualize that, is pretty wonderful.
So, thank you.
space in an ideal environment?
And the systematic way should be conformed to somebody else's conception to make it clear. But that's for writing clear prose. If you want to do poetry or art in drawings, then you're free to go all over the place. And that ambiguity and openness allow many interpretations. And the ambiguity is what makes it beautiful. It's what makes you come back to it, and come back to it. Because you see new things in the same painting or the same poem. Because you're bringing things from you back into it and that's a bit of the interactivity that people like and talk about in music, in art, even walking the city, you're seeing new things, because you can't completely structure it. And that adds. But if you really want people to grasp scientific, or historical, or arguments in law, then you have to be more systematic in getting in a way that people will understand it. And creating a context, and then relating the details back to the context it's a general principle that goes for good writing and good diagrams at the same time. So, does that get it your question a little bit?
images. And on branding which, Karin talked about earlier, we have icons. Do you want them symmetric? Not symmetric? I mean, they become extremely recognizable. Fonts become extremely recognizable. Letters are harder to discriminate. But, as anyone learning a new script knows, they can be hard to discriminate. But ideographic letters, faces were graded at millions of them. Millions may be an exaggeration, but thousands, certainly.
This is a former Stanford student who did a rather brilliant work, Maggie Shafar. There was a technique that was invented by a Swede, Johansson, in the 70s, of dressing people in black, and putting lights on their joints. So then, when you take videos of the people, all you
see are the joints moving. And if you look at a static display, you can find this on the web, on "YouTube," point light. And if you look at static people you can't even recognize that it's a person. But once the person starts moving, you can see if it's a male or a female. You can see if they're happy or sad. You can see if they're old or young. You can tell that from the body motion, from the pattern of lights. It only works for upright, upside down doesn't work.
Although I bet for gymnasts it would. I don't know. But what Maggie did was take pairs of friends, have them come into the lab, and just walk, dance, run, play ping pong, all sorts of motions that they would do with the point light. And she had several pairs of friends. And then, three months later had them come back into the lab. And look at the point light and identify them as, "Are they my friend? A stranger? Or me?" So, they could identify friends better than chance. But what was most surprising is they could recognize themselves better than friends. Now, they've never seen themselves do these motions. Unless you're a dancer, or a gymnast, or a tennis player you don't watch yourself doing these motions. So, they've never seen themselves dancing, playing ping pong, and so forth. Yet, they could recognize themselves better than their friends whom they had seen doing these things. So, the explanation is that, watching it activates your motor system, and it feels right. It's like trying on clothes, they fit me. So, you're watching that dancing movement, or the ping pong movement, and it's more effective for the more vigorous movements, than just the simple ones like walking, that you recognize yourself. Your body is resonating to what you're seeing. And when it resonates to you it says, "Yeah, me!" So, that I think is fascinating. How much the human motor system or mirror motor system acts to understand the motion of others. And we've taken those ideas into understanding action, static pictures, and so forth, so we've taken those ideas further. But the basic phenomenon, I think, is fascinating. My guess is, with calligraphers would be a similar thing. They could see their own calligraphy. But as far as I know, no one's done that.
That's the worst summary you could ever imagine. It's the most beautiful movie. If you haven't seen it, please do. Brandel?
the same as writing a thesis. At least in so far as the forms of the inputs. Do you see it as possible or beneficial to draw some of those activities apart from a physical perspective? Even if it results in individual input modalities being less optimal insofar as they then have the capacity to be cognitively separated?
And then I learned what you need to do, and it was a state change of competence. And I agree that sort of thing happens. And a good coach will often use metaphors to get you to do that.
Telling you, for a tennis serve, how to hold the racket and how to swing. You have to have a metaphor for it. And the right coach, or right music teacher, or even the right artist, the art teacher will give you the right metaphors to set you up to do the set of actions properly. And again, it is that cycle of listening, and doing, and listening, and doing that I talked about earlier with the artist. That is a conversation of the eye, and the hand, and the page. So, for music, it would be your ears and your hands. And that cycle. And then, you could have, all of a sudden, this insight that you often can't articulate. That changes the whole frame of reference.
work. Better not.
But not only birds but there are also all kinds of things that go on in eggs of different sorts, which produce different sorts of competencies. So I’m trying to see if I can assemble enough information from different sources to explain how that works. Because, at the moment, I don't think anybody knows it. I don't think anybody understands it. I don't think I will be able to explain it. But I might inspire some of the very bright younger people, who are working in different sub-fields, to talk to each other, and come up with the new senses as they'll answer
my questions. That's what I’m hoping for. Sorry, that goes a long way. Well, it's partly related to this because I thought there might be something relevant in this. But I couldn't get here in time. But at the end, I think, what you were talking about is relevant.
Which I hope will be even a sliver, as good as today, in order to be successful. So, thanks very much and have a wonderful weekend everyone.
Time, speed and distance
…or “why we’re going to have to talk to each other and not bet on aliens for interesting conversations.
A few weeks ago I had a conversation with someone who was convinced that within our lifetime we will speak to aliens. I pointed out that while I certainly wish that he is right, if you start to do some napkin math the numbers tend to suggest that this is never going to happen. The likelihood is so close to zero that, for all practical purposes, you can assume it is zero.
I was reminded of this conversation when Frode sent me a video showing what the speed of light looks like at the surface of the earth. A video of one circumnavigation of the globe at light speed.
https://youtu.be/1BTxxJr8awQ
To our senses, the globe is huge. Even just travelling from Europe to Asia or to the US drives this point home. You are hurled around the globe in a winged tube at speeds that are not that far from supersonic - and still it takes forever to get anywhere. Amsterdam to Tokyo takes about 13 hours. Amsterdam to New York is almost 9 hours.
At the speed of light you can circumnavigate the equator 7.5 times in one second. To our intuition of the physical world the speed of light is immense.
Computers and light speed
We are confronted with the fact that the speed of light isn’t particularly fast in our everyday life through computers. The most useful time-scale, if you are working with computers, is nanoseconds. For instance an integer division on an Apple M1 CPU is about 0.624 nanoseconds. The piece of code I work on right now can, according to my benchmarks, do one unit of work in about 166ns.
Jeff Dean at Google used to maintain a list of “numbers every engineer should know”. This list tells you roughly what timescale things happen at. There is a website that not only shows these numbers in relation to each other, but also shows how these numbers have changed over the last 27 years.
https://colin-scott.github.io/personal_website/research/interactive_latency.html
Notice the how intercontinental packet roundtrip times have been almost constant over time. In cases that are dominated by distance, physics dictate the limits.
To be fair, there are things we can do about intercontinental packet travel. It turns out that the speed of light in a fiber optic cable isn’t c (the speed of light in vacuum), but about 2/3 c. With satelites in Low Earth Orbit using laser interconnect in mostly vacuum, we can probably get the time to traverse the globe down a bit. But there is a hard stop at c. If we’re going to communicate faster we need things that only exist in somewhat exotic physics. And even then it would be “fiddly” to put it carefully.
There is a video that shows the speed of light when travelling from the sun and passing the planets of our solar system. This really drives home the scale of our solar system. https://youtu.be/2BmXK1eRo0Q
It takes about 8 minutes and 20 seconds before we pass earth. At around 43 minutes we pass Jupiter, and as the video ends at 44 minutes and a bit it is still over half an hour until we pass Saturn.
Voyager 1 has just managed to back out of our driveway. It is at present roughly 22 light hours away from earth. Which gives us the opportunity to talk about another limiting factor.
Signal strength and distance
Communicating over distances with the kinds of technologies we use usually implies using some form of electromagnetic radiation. From radio waves, through the visual spectrum to higher frequencies such as gamma radiation.
The signal strength of an electromagnetic carrier decreases by the square of the distance
Remember Voyager 1, the little spacecraft that could and which has now managed to make it down our driveway and past the heliopause at the edge of our solar system? Voyager 1 has a radio that transmits at about 23 watts of power. By the time its radio signal reaches us, there isn’t much signal strength left. The signal is on the order of one attowatt - or 10^-18 watts due to the distance it has to travel.
A mosquito buzzing in front of your face at a Rammstein concert is going to be very loud compared to the signal we get from Voyager 1. So in terms of our senses, this is very hard to fathom. Voyager 1 is a very faint whisper in the universe - set to a background of a lot of local noise.
On wikipedia there is a page called “List of nearest terrestrial exoplanet candidates” with distances given in light years: https://en.wikipedia.org/wiki/ List_of_nearest_terrestrial_exoplanet_candidates
We know that we’re capable of picking up a signal that is on the order of an attowatt.
We know this because we have received signals from Voyager 1. We can probably detect weaker signals, but this becomes tricky.
The Drake equation
The second to last piece of the picture that really drives home the reality that while we probably aren’t alone in the universe, we will probably never speak to anyone else is the Drake Equation.
The Drake Equation is described as “[…] a probabilistic argument used to estimate the number of active, communicative extraterrestrial civilizations in the Milky Way Galaxy”. It lists a bunch of factors which it then multiplies together to arrive at an estimate. The problem is that even the intervals of these factors span vast value ranges. Have a look at the Wikipedia page for the equation to get an idea: https://en.wikipedia.org/wiki/Drake_equation
Note that it only talks about our own Galaxy. The Hubble space telescope revealed about 5500 galaxies over an area that took up just one 32 millionth of the sky. Today’s estimates suggest there are about two trillion galaxies in the observable universe.
But of course, the distances from “here” to “there” are so great that they aren’t even relevant candidates.
Homo sapiens sapiens hasn’t been around for all that long. About 160.000 years. As hominids go, we haven’t been around for all that long. The fossil record for Homo Erectus suggests she was minding her own business for around 1.5 million years before disappearing.
We have about another 1.3 million years before we make a dent in that record - give or
take.
On the other hand, we have figured out multiple ways of not only causing our own
extinction, but taking everything else with us in the fall. So there’s that.
So where does this leave us? Well, we’re not going to be talking to aliens. We might at some point hear squaks somewhere in the electromagnetic spectrum that could be indicative of intelligent life, but by the time we discover it and get around to responding, it is unlikely the’ll even be there anymore.
And we certainly aren’t going to pay them a visit unless we figure out a way to download our consciousness and somehow transmit it somewhere else – which is dubious at best. Perhaps we can create some artificial representation of ourselves.
We don’t have to get into the physics of transporting a useful amount of mass a useful distance across the universe to say hello, but let’s just take it as read that the numbers aren’t with us on that. We’re thoroughly stuck here.
And in all likelihood, long before talking to aliens may even becomes a real opportunity, we’re likely to wipe ourselves out. Which means the only interesting conversations we’re going to have are right here. On this pale blue dot. In whatever brief moments we have left before someone pushes the wrong button.
Information Murals for Virtual Reality
I have been helping International task forces address with big challenges facing us today (e.g. climate change, sustainability, etc.) by creating large 5 x12 information murals. Some of these murals have been ported into virtual reality as examples of the complexity VR might be able to help us think better. The text used on these info-murals appears in small chunks that present interesting syntax-semantics problems for us creators and synthesizers. When we can solve them, we may be able then to address other difficult issues such as how to manage context, how to better portray process diagrammatically, and how to improve our scaffoldings for thinking.
Introduction: my recent work
For the past 20 some years I have been helping International task forces address some of the biggest challenges humanity faces today including global climate change sustainability, energy and resources, various aspects of the nuclear situation. Weapons and waste disposal good management.
My role as synthesizer
My role has been that of a synthesizer, integrating the deep analysis and considered recommendations – wall size information displays that contain hundreds of textual chunks and hundreds of visual elements, icons , images and diagrammatic shapes.
Examples of Information Murals
Here is what some of my information murals look like:
Figure 15. Mural 1. Horn, 2022.
Figure 16. Mural 2. Horn, 2022.
Figure 17. Mural 3. Horn, 2022.
Figure 18. Mural 4. Horn, 2022.
Overwhelmed by complexity?
I know that some of you will feel overwhelmed by the amount of information contained in information mural. That has to do with your expectations (I imagine) as to how fast you should be able to grasp what is on one of these murals. Rather it would be best to consider stepping back and looking for the big picture and then walking up to them and looking at individual bits of detail and how are they related. Understanding a whole mural like one of these is like reading a 50 page report. Some of your fast readers and may read them in 10 to 15 minutes. Others will take 30 minutes or longer.
Why am I here at this Symposium?
We then went on to work for four British government ministries to investigate on climate change policy.
Text as idea chunks with subheads
Yes, information murals are visual. But you will see that there is lots of text on them. You will see that all of the text on information murals is displayed in small idea chunks that are related by space, color, shape, size, and diagrammatic elements.
One of the major reformulations of text for complex subject matters will be to divide much of it into such small idea chunks. You can call them paragraphs if you like, or concept blocks, or boxes, or snippets or anything else.
The small idea chunks on info-murals consist of one to (roughly) 7 to 10 sentences or often in tight diagrammatic format, and sometimes in table, chart or graph structures.
One of the next major tasks in the future of text is to learn how to manage, arrange, sequence, and display small idea chunks with informative subheads.
Benefits of small idea chunks with subheads
I believe these small idea chunks will eventually replace the long endless scrolls a writing that appear in academic papers and many reports in science and commerce. They will save us all immense amount s of time by enabling quick scanning and skipping of what we already know. They will help us re-use many idea chunks more easily repositioning them in different info-murals.
These VR-makers immediately – that is overnight – enthusiastically put one of my information murals into virtual reality. And in the workshop team began an intense investigation how the information murals may help us to think better about our major human problems using virtual reality. One of the big puzzles was and is: “What is the unit or element of an information map that we should attach meta data to?”
Using info-mural in VR is been very encouraging to me. I have offered to help them in any way I can because we have very large problems in front of us as a civilization and as humanity. And we may be able to make some advances on them in VR.
Transition to other offerings
Okay that’s what I am here. For the rest of the time that I have on this platform I want to identify a few of the things that we have begun to discuss about info-mural in VR.
Assumption: improve human thinking
First I repeat an assumption that most of us are making. We believe that we must improve our thinking methods. We must improve are thinking together in teams and groups and communities of different sizes. Einstein is often quoted as saying… “We cannot solve our problems with the same thinking we used when we created them.” l
What can we do to move toward Einstein’s goal?
There are some aspects of information mural reasoning that can help us. Here are three ways we need to get started on.
Problem: Show and link context
One of the difficult problems is how to represent and to link important context to the thinking that we are doing and trying to communicate this context to others. There is great possibility for helping many kinds of creative thinkers in virtual reality to do this context-representation
Show and link context…in Multiple Dimensions
Figure 19. Mural 5. Horn, 2022.
Problem: Show process visually
Generally the best way to show history or future scenarios is to use some form of diagrammatic information murals. In the previous volume two a future of the text, I outlined a one million diagram project. I’m looking for young leaders and contributors to such a project. The diagramming software I have seen is not good enough for such a project. We
need a next level of development in this domain.
Problem: build solid and supportive “scaffoldings for thinking”
Different kinds of social messes and problems that we face require multiple structured ways to represent the various points of view. We have to figure out the semantic and technical structuring of this scaffolding. Many of these may eventually be much more effective in virtual reality.
Offer of help
These are only some of the tasks ahead of us. There are a great many challenges ahead for our species. Some of the work by people in this conference will be important. If I can help any of your get started or continue working on these issues, please get in touch. Thank you.
Bibliography/Further Reading
Horn, R.E. (2021) Diagrams, Meta-Diagrams and Mega-Diagrams: One Million Next Steps in Thought-Improvement, The Future of Text, Vol. 2
Horn, R.E. (2021) Art + Science + Policy: Info-Murals Help Make Sense of Wicked Problems, Cadmus, 4-5 Nov. 2021
Horn, R.E. (2020) Explanation, Reporting, Argumentation, Visual-Verbal and The Future of Text, The Future of Text Vol.1
wicked_prob_book bob_horn-v.8.1.pdf
Horn. R.E. (1998) Visual Language: Global Communication for the 21st Century, MacroVU, Inc. Bainbridge Island WA,
Horn, R. E. (1989) Mapping Hypertext: Analysis, Linkage, and Display of Knowledge for the Next Generation of On-Line Text and Graphics, The Lexington Institute, (Japanese translation published by Nikkei Business Publications, 1992).
Journal Guest Presentation : 4 July 2022
https://youtu.be/aWK39a7a6Gs
You get the mother of all demos Wikipedia page, and you get the brilliant, which I'm sure all of you have seen Ted Nelson's brilliant eulogy for Engelbart.And then back to spatial data management. Voyager published this fantastic video disc that the Architecture Machine Group now the Media Lab made, and these were the liner notes for the video disk. But it's all of the early sort of greatest hit demos from the architecture machine group. And these are these four were sort of four of my favorites. This is the Aspen Movie Map. And if you'll recall, there's a point at which you can stop your the joystick, turn to the left and go into a building and explore it. Well, several weeks ago, Google showed their immersive map system and it only took them 40 years. But now they're showing people going inside of a restaurant and exploring it. And I just thought it was sort of perfect to be able to add that to the tapestry, because one of the things about tapestries, I think it's important is that the dividing line between a reader and a writer is as thin as we can possibly make it. So it's very easy for a reader of a tapestry to fork it. And as I did here, I added this video from the Google presentation. This is really an art exhibit. In 2000, we put out a tool called Tc3, which was our attempt at the time to get as close to HyperCard as we could. And we gave it to an artist who made these remarkable books that they don't run anymore, of course. But I had videos that I had made of people working through them. And so this is just a bunch of these videos and. I it just it plays but it as a curatorial tool to make this presentation and work perfectly. (Get this out of the way. Yeah. Yeah.)
it an operating system and Apple?
Here's basic. Running in in a window.
Maybe. I suppose I could.
https://web.archive.org/web/20200801071657/http://futureofthebook.org/blog/2006/06/08/ shirky_and_others_respond_to_l/
tapestry'. Demo for future of the book or whatever. I think I got that wrong. But text, future of text.There we go.And then I'm going to put in. The custom Html. And. I'm going to go up here and preview and a new tab. And it's going to take that tapestry and it's going to embed it into. This blog post. And this is all this is all operating. And so at least showing the concept of. Of portability. And there's one more thing to show you, which is that.
Anyway, that that this started to feel like going back into the stacks.
What we have what we've learned with these tapestries at this point is that. Having all of these objects operating in the same visual field is way more different than we expected. That seems to reduce friction for the reader dramatically. I mean, if you think of something like this, that. Oh, it's fine. Let me go back to one of these. Yeah, something like this, where instead of having to go somewhere, every time I click on one of these things and come back like you do on the web and you. So you have to think all the time, do I want to explore? Is it worth clicking on this? How do we get everything visual at once, visible and once starts to make a very big difference that makes it makes the reader encourages the reader to explore more. And so when I saw the Atari magazines all together, I realized it started to feel like being in the stacks again, where all the books are sitting on the shelf and you just sit there and you pick them off serendipitously, one after another. And the cost of opening up another book is so low compared to what it's been on the Internet. So this is an interesting shift that we're seeing. So I'm going to step yeah.
There's nothing but the mural. A mural is really big, but you pinch to move it away from you and move it towards you. So there's no walking so that you don't get sick or anything like that and you can move it sideways. That's all you can do. It's just incredibly powerful. Because yeah, it's it's almost undescribable how powerful it is considering there's nothing there. So I can imagine what you're working on here. First of all, obviously on the wall, but if this was even a normal kind of office room, because when you talk about preserving contexts that I could imagine that you literally keep one wall for work, one for a specific project, the one in front of you for something else. Because everybody talks about this. What I'm saying is obvious. aBut what was so amazing to see today is all the aliveness that comes through it.
UI. You need to be able to. You need to be able to fly around in there and zoom in on something and expand it.
that are or frames that are representative at some level of them, that that can do sort of once not all content on the Internet is so well kind of entitled or predisposed to being being able to kind of zoom like that deel like there's anything that can be done to help it in terms of having having those things be different sizes or or do have you put signposting that is something other than the the documents themselves inside these type of stress to support that.
VR, right now, we have this beautiful oh, it's exciting and new. But in a few years, I think we're going to be where we've been for the last 30 years in Flatland. You know, there's so many things that can be done, but the market forces are so powerfully doing, you know, Macintosh pages and Microsoft Office. Where is the Bob Stein innovation going to fit in that? Right. So that is why we're fighting and that's why this future of text this year will be how can we work? And we are. Over to Peter.
we made them public, would be available to other people as well. They could basically click on a community tab and see everybody's comments. But anyway, the social experience of of documents, I think, I mean, Google Docs has sort of been by far the most successful example of that. But I and anything less than that isn't good enough at this point.
Desktop PC was defined at being specific things. Imagination went out the window. That's going to happen to VR. But the other thing that I'm really concerned about is you go into VR an environment, you create an artifact, a connected artifact, you go to another environment by another vendor and you either can't open it, which would be absolutely insane. Just like a word file in the olden days, right? So what I'm saying, you are contributing here is an infrastructure for how you thread these things together. So I think that, yes, this is really nice to see on a traditional display, but I think that with real support this and of course what we're working on with visual mata a few things to allow you to go in, do amazing stuff, whether it's 2D, 3D, whatever, and then go somewhere else will be so important. I am so scared. I mean, I love and adore Brandel. I'm a mac user fanboy and I'm really scared that when Apple comes out with their headset, whatever formats they decide are the initial ones, it's going to be cemented in reality forever. We need to scream and say these are the useful and open ones. I think that's one of the reasons, it's so amazing to see what you're doing because it's not static. It's so dynamic.
I mean, I think everybody here will understand what I mean when I'm saying this. I think that for me, I'm not a programmer. But when we had the prerelease version of HyperCard, when it was called Wild Card, and suddenly I was able to hook up a video disc player to a computer and I could start to make things that were had value without being a programmer. So HyperCard sort of became and then my, my son, who's now an engineer at Google, you know, cut his teeth on HyperCard. And so I it killed me when when jobs killed that. And Tapestry's in some ways is our attempt to go back to a time when there were tools for teachers and students to start to make things that had value and currency. I mean, it's ridiculous that we haven't had anything as good as HyperCard in all these years, and that's sort of where conceptually I'm starting from. You know, the tapestries need to have hyper talk of some sort. You need to be able to have an event statement in a tapestry. We'll get there. I but that's I think that's where we're that's where where our focus is at the moment. But it's back to your your question statement. Several people have, when I've shown them this, gone a direction that in some ways, thankfully, none of you have gone yet. Which is, So can can this can this be hooked up to AI in a way that I, I give I give it I give a subject matter and the tapestry is automatically built from. And the answer in my mind is always, Yeah, I imagine we could do that. But that's sort of not where I'm starting from.
relevant things came up again and again. It's. Spatial hypertext is one. This is related to that. Why hasn't it been invested in. And also the kind of basic programming you're talking about now, if you're going to have a proper hypertext environment, you need to be able to have clever links that have a little bit of fun and have a little bit of knowledge of previous stuff. So to have like a hyper talk thing now is not going against what you said about not being a programmer, even though it could obviously sound like that. I think it's really, really crucial to enable users to be able to do some basic scripting without having to go whole hog to write this much code to initialize before they can decide what they're going to write below.
Anyway, that's just me.
And you know, I'm pretty excited to see what my grandchildren do with tapestries. It won't be the same thing. I'm hoping it's far enough away from from linear, from the linearity of text that they will get someplace interesting. And I, you know, I, I, I do think we will be
most tapestries will be looked at in three dimensional heads, whether it's some X, some form of X or, you know, not at first. At first we're going to be on our computer screens. But that will change.
and making it available to people until such time as the current owner of the IP makes it available in a commercial form, shall be deemed fair use and just put that in the law one page bill. They can have it worked through in an afternoon and it would solve so much of this difficulty. I found wonderful Mac emulator systems, but they would require me to be able to boot my old broken Mac that I had a license to the ROM and to be able to get the data on the ROM off, which I can't do because the old machine is broken. So even though I'm legally licensed, even under the current intellectual property scheme to be able to access that or on my physically can't access it and no one is willing to share them on line because they're afraid of a lawsuit by Apple or some other mega corp coming after them. And it can be fixed very easily. Just declare fair use to reproduce ROMS of obsolete hardware.
Thoughts about Metadata
I applaud the Editor’s Introduction. Below are some thoughts that I had while reading the sections The Future of Us, The Future of Text and Improving not only VR Text or AI Text, but ALL Text. I present these thoughts because they add to the conversation and are part of the design requirements for the Overweb, a decentralized meta-layer that augments online, virtual, and physical realities.
The creator cannot own, be responsible for, or control the metadata for their creation. We can’t rely on the creator having the knowledge, capacity, and interest to create or moderate metadata for their own work. Different metadata have different sources. Some can be automated, such as creator, title, and date. Others can be from the creator, such as the creator’s notes and tags. Some need to be the creation of the crowd and/or AI. The opposite of this is Today’s Web.
to connect to but not weigh down the original document. This model facilitates metadata creation by others than document creators. But this presupposes a unified metadata model across documents and applications.
Personal algorithms should be tunable, transparent, adaptive, and portable. We call these smart filters.
Cynthia Haynes & Jan Rune Holmevik
Teleprompting Élekcriture
“Writing is a physical effort… One runs the race with the horse, that is to say, with the thinking in its production. It is not an expressed, mathematical thinking, it’s a trail of images. And after all, writing is only the scribe who comes after, and who has an interest in going as fast as possible.”
Hélène Cixous
It is 1994. You see a command-line interface. A c> prompt invites you to log in to this essay’s directory. It is now 2013. A prompt indicates your Google glasses are ready to receive input. What a difference 20 years makes? Not so much. The directory for this collection of essays is accessed through the CyberText Yearbook Database, but the thought contained therein is not unlike what will have been (in the Nietzschean mode of the future perfect) a scrolling text readable on devices like virtual reality headsets, the progenitor of today’s Google glasses.
Such devices are not so much an innovation in reading as a reading of innovation. Similarly, this collection is not so much a curated set of texts (or the preservation of conservative reading protocols) as they are texts that insist on a proto-curation: typo(-il)logically prototypical. We could use a more simple framework and just announce a redux of High Wired: On the Design, Use, and Theory of Educational MOOs (1998). The prompts for reading this directory of our collective redux are Movement (Haynes and Holmevik), Justice (Vitanza), Grammar (Butts), Web (Kuhn), Trauma (Sirc), and Reason (Ulmer). Or, if you prefer, we can regress even further and sit in the wings of an Elizabethan theatre and serve as prompters (book-holders) cueing the actors in this six-act play. Perhaps it will be kinder on our readers to set up a virtual teleprompter that gets things moving.
Cynthia whispers: “Cue ‘Teleprompting Élekcriture’”
The teleprompter has become as ubiquitous in politics as it has in entertainment, creating an historical convergence of reading protocols that depend on machine and movement.
Teleprompted discourse is especially critical for politicians who must simulate their oratory skills, and who need to appeal/appear as if they are simultaneously informal and improvising. Such ethos is emblematic of Plato’s concern that writing would merely equip us with the
‘semblance’ of truth; “Once a thing is put in writing, it rolls about all over the place” (Phaedrus). So, too, the 24-hour news cycle (by some accounts less journalism than entertainment) situates the teleprompter both in front of the individual who ‘reads’ to viewers from a vertical syntagmatic streaming text, then reversed toward viewers and placed along the bottom of the screen in a horizontal paradigmatic text scroll that anticipates the next ‘story’ or recaps previous stories.
FOX News ticker
There is something primitive (intuitive) about the way words appearm. Conversely, there is something frightening (exhausting) about the way they dis/appear—scrolling upward with alarming speed, with the momentum of history, at the behest of time. In between, we inhabit the scroll bars, the space where movement and moment embrace. We witness language in action, in the languid flow of thought, the lurch of long-winded fragments, and the staccato bursts of out/landish play. We bid farewell to words with each keystroke, watching as they dwindle and fade from view. Imbuing them with invisible protection, we whisper, “may the force be with you.” We imagine them on their way—they travel as image.
Star Wars: Episode 1, The Phantom Menace© opening text crawl
Who can forget the opening scene of Star Wars, the text marching into the infinite universe of the Galactic Republic. This filmic device tapped into our cultural experiences of moveable type, such as ticker-tape, cinema marquees, follow the bouncing ball sing- alongs, and vintage newsreel footagen. It joined forces with a simple premise—moving text transforms thought into image and image into memory. It is perhaps uncharacteristic to claim that moving words stay with us longer. But we are interested in the un-character that un-does static print—that imagines us caught in a thicket of the thickest thieves: language and motion.
There is, however, a crucial caveat, or noise, in this system: the material action of writing sets language into motion, whether by programming or raw physicality. Composition happens, to riff on Geoffrey Sirc and Jacques Derrida. And, as it happens, language speaks us and re-members us at the same time (in the same moment). By some accounts, a focus on writing and motion must start by studying the parts of writing we see, such as letters, words,
i.e. printed static texts. John Trimbur argues that “studying and teaching typography as the culturally salient means of producing writing can help locate composers in the labor process and thereby contribute to the larger post-process work of rematerializing literacy” (192). As “the turn-of-the-century Austrian architect and graphic designer Alfred Loos put it so concisely, ‘One cannot speak a capital letter’” (191; qtd in Helfand 50). But Trimbur is narrowly focused on the typographical conventions that “[enable] us to see writing in material terms as letter-forms, printed pages, posters, computer screens” (192), while we are adjusting the focus to capture the images of writing in motion and the momentum that accrues in the backwash of memory. Through the many years we worked in MOOs, we came to understand such synchronous virtual space as a primary location of writing as images in motion. In other words, the appearance and disappearance of language inside a screen, the limits of which were beyond our vision, turned the scrollbar into a memory pole where words
unfurl in the prevailing and transient winds of writing’s warp-speed momentum. Typography became biography—the life-world of writing on the fly.
Though the following exchange occurred in real time on October 9, 1999, it gives readers a sense of what we mean by ‘writing on the fly.’ William Gibson (author of the novel Neuromancer) logged in to Lingua MOO as part of a trAce Writing Community event in the
U.K. We only had 30 minutes notice that he was logging in, so we hastily put out the word to Lingua users. He conversed with players in the MOO and created a ‘battered suitcase’ object into which you could place whatever MOO object you wanted. This is an excerpt of the MOO log that day:
Helen says, "Bill's here" snapdragon waves at Bill_Gibson. Jan waves at Bill_Gibson. Bill_Gibson says, "Hello, this really is Wm. Gibson, tho you won't believe me..."" Cynthia [to Bill_Gibson]: We're honored to have you here at Lingua MOO!
Tzen nods.
traci says, "we're likely to believe just about anything" You laugh at traci.
Mark Cole says, "Hi Bill. Enjoyed the talk downstairs. Any advice for a budding writer of speculative fiction (don't u hate labels?)"
Bill_Gibson says, "Thanks. This is the very last gig on my lightning UK All Tommorrow's Parties tour.""
Helen says, "How would a beginner get that ball of elastic bands going? (Bill's metaphor for writing a novel)"
Helen says, "Anyone want me to buy them a signed book?" Tzen says, "Which book is it?" Nolan . o O ( and pay for it? whooohooo. )
Bill_Gibson says, "Heinlein's advice: write, finish what you write, submit it, submit again when it's rejected.""
Jan smiles.
Helen says, "All Tomorrow's Worlds" You take Neuromancer.
Mark Cole says, "Thanks... have a jelly bean" You hand Neuromancer to Bill_Gibson. Helen says, "Good advice Bill ;-)" Tzen says, "ah."
Cynthia [to Bill_Gibson]: yes, would you virtually sign my virtual copy of your book? :)
William Gibson interacting with Lingua MOO users (Oct 9, 1999)
The MOO, as locus and instrument of linguistic register and re-collection, circum/scribes this composite image of writing and memory. Bruce Gronbeck reminds us that Aristotle makes a clear distinction between memory and recollection and tallies the attributes of recollection in his treatise De Memoria, “Recalling is always a matter of reconstructing ‘movement’ or sequences of action” (140; McKeon 451b-453a). For Aristotle, memory stems from recollection as such: “For remembering [which is the condicio sine qua non of recollecting] is the existence, potentially, in the mind of a movement capable of stimulating it to the desired movement, and this, as has been said, in such a way that the person should be moved [prompted to recollection] from within himself, i.e. in consequence of movements wholly contained within himself” (McKeon 452a).
Thus, early on our knowledge of how memory works is derived from Aristotle’s notion of motion contained. In her essay, “Habit as Memory Incarnate,” Marion Joan Francoz explains the containment model, the hydraulic model, and the physiological models of memory, advocating the latter and its association with habit. According to Francoz, “‘Image schemata,’ which Lakoff and Johnson propose as dynamic alternatives to abstract schematic representations in memory, find their most basic manifestation in the spatial aspect of the body, ‘from our experience of physical containment’ (Johnson, Body 21)” (14).
But the movement we have in mind must also be a movement that is enduring, that
gains momentum from the start, that keeps going. Viewed in this way, writing becomes a force, as Cixous writes, with which we contend and by which we leave our own trail of images. The trajectory of this essay follows three moments, or movements, along the trail of images we have left like bread crumbs for ‘the scribe that follows after’ and has somehow re- forged the relation between writing as image and learning via text in motion.
MediaMOO MMTV Studio (May 9, 2011;17th anniversary of our meeting on May 9, 1994)
In 1994, when we first met in the text-based virtual community, MediaMOO, we quickly understood the power of writing in motion. The MOO is a blend of text and image, and of orality and literacy. Oral insofar as the interaction among writer/speakers in the MOO reproduces oral conversation via written text, literate insofar as the writing requires fluency to produce meaning. The interesting, and innovative, aspect of this phenomenon is that in the MOO tightening (and blurring) the orality/literacy split is achieved visually. Within months we created our own community using the LambdaMOO database, and within two years of creating Lingua MOO we had published our collection of essays, High Wired (University of Michigan Press), following which we created a graphical web-based interface called enCore Xpress, and soon thereafter, the 2nd edition of High Wired. Our task in the introduction to
High Wired was, we believed, to articulate (insofar as we could) a new name for such writing. We coined the term élekcriture, borrowing from the Greek for the beaming sun (Elektra) and French feminism’s notion of writing (l’ecriture feminine), to describe a thematic conjunction between electricity and the streams of writing that spill forth in a discourse that resists traditional ways of organizing and controlling the flow of conversation.
And even after we combined the textual and graphical registers of meaning- production with a graphical interface that split the text side and the graphical side, élekcriture still dominated the production of meaning. Rhetorically, the design allowed for style to enhance input and for an intertextual-graphical interface to border the space in which learning takes place, while the web-based interface also made many MOO functions easier to learn and execute. But the fact that graphical MOO interfaces such as enCore Xpress had helped move MOO technology along at a pace in concert with other web-based communication software in the late 90s is not central to the idea we are promoting of text as image; we considered it merely a bonus.
LinguaMOO graphical interface, enCore Xpress (2005)
Nineteen years ago we got to know one another in language, in real-time. It was both a ‘home’ we could share and one we built for others to enter and build as they saw fit. We were living/writing in a visible text. The question of writing became a manifestation of personal and professional discourses, the crossing of which became for us an invisible boundary—we
did not distinguish between the space of our belonging to one another and to our academic others. It is akin to Bruno Latour’s reminder that “in the eyes of our critics the ozone hole above our heads, the moral law in our hearts, the autonomous text, may each be of interest, but only separately. That a delicate shuttle should have woven together the heavens, industry, texts, souls and moral law -- this remains uncanny, unthinkable, unseemly” (5).
The second moment is really a fast forward ten years when MOOs began to wane as the graduate students who created, administered, and populated them moved on to “real” lives and jobs, and we found other platforms where writing in motion served as our template for play and purpose: Neverwinter Nights, Diablo II, Second Life, and World of Warcraft.
Yet, in citing our own experiences we are somewhat torn. On the one hand, we believe the durability of these texts in motion seals the sagacity of our argument (not to mention the reality of our lives, which is hardly virtual any longer, though we tend not to make that distinction). On the other hand, as rhetoricians we understand the need for a critical eye.
Roland Barthes expressed it in this manner: “…my desire to write on Photography corresponded to a discomfort I had always suffered from: the uneasiness of being a subject torn between two languages, one expressive, the other critical; and at the heart of this critical language, between several discourses, those of sociology, of semiology, and of psychoanalysis…” (Camera 8). This is how we approach writing about writing in visible texts; like Barthes, we are both “Operator” and “Spectator” (9). “The Photograph belongs to that class of laminated objects whose two leaves cannot be separated without destroying them both: the windowpane and the landscape, and why not: Good and Evil, desire and its object: dualities we can conceive but not perceive” (6).
Barthes is instructive in an additional sense—as purveyor of the line between forms of visibility. In the static (print or web) iteration of this history, we understand that we cannot de/pict the motion of text we are de/scribing here. Even a “still” image (i.e., screenshot) of some MOO tran/script does not do justice to the movement experienced as graphé/flux (the flux of moving writing). But we can work with the concept of the photo/graph as theorized by Barthes because he re-animates it in order to ponder our pandemic belief in the invisibility of its animation of us. “Whatever it grants to vision and whatever its manner, a photograph is always invisible: it is not it that we see” (6). “In this glum desert, suddenly a specific photograph reaches me; it animates me, and I animate it. So that is how I must name the attraction which makes it exist: an animation. The photograph itself is in no way animated (I do not believe in ‘lifelike’ photographs), but it animates me: this is what creates every adventure” (20).
There is, then, something that wants animating, that reveals itself when time and motion call certain features of text into the unconcealedness of typorganisms—of writing on
the move. Barthes meets Martin Heidegger at this juncture, redefining the ‘origin of the work of art,’ following the workness until we can see it at work. What Heidegger saw in a pair of worn out peasant shoes, Barthes sees in the instruments of time and photography: “For me the noise of Time is not sad: I love bells, clocks, watches—and I recall that at first the photographic implements were related to techniques of cabinetmaking and the machinery of precision: cameras, in short, were clocks for seeing, and perhaps in me someone very old still hears in the photographic mechanism the living sound of the wood” (15). The third moment along the trail of images comes into view now. Are MOOs and World of Warcraft like clocks for seeing writing? What happens in the seeing of composition as it happens?
It is time—time that moves into a new topos where momentum gathers itself unto itself, where (it turns out) moments are re-turned to time. Who are we to think we owned them in the first place? We are so bound up in our sense of sovereign subjectivity that we dare to preface topos with its own ‘u’—unbounded topos—utopia. But in so doing, we have managed to create every dystopia known to humanity. MOOs and WoW are, thankfully, no utopias; they are more along the lines of what Alok Nandi calls a fluxtopia. According to Nandi: “Virtu/RE/alities explore the gap between virtuals, ideals and realities. Fluxtopia can only be understood in the act of attempting to achieve the traject of any flow. But how do we achieve what we mean by it if we do not know what it is, except that IT is in constant mutation, flowing apart?” (np). Nandi exploits our collective delusion that we can capture the flow of media by setting up various fluxtopic passages designed to foreground both delusion and passage. MOOs and WoW are portals into this “fluxography”; or, as Geoff Sirc might call it, this “fluxus-inflected practice” (“Fluxjoke” 3). The key to understanding how momentum assists memory rests not on the rests, or pauses, we inject in writing and reading, rather in the in/visible border between delusion and passage, one that is (hopefully) not subject to Aristotelian or Platonic border patrols. In synchronous writing environments we are lulled, by the momentum of language, into no complacent region of learning, but an active accumulation of meaning we commonly think of as memory. The movement of language, its marching momentum, lulls us into thinking we are pushing things along, when it is more accurate to say we are being pulled into a remembering machine without being aware of it.
The question is how does momentum and language do this. And here we issue a patch to our earlier thinking on this topic by adding a small “t” to élekcriture—télekcriture. To underscore how télekcriture accomplishes this lulling, we should sample the most basic qualities of flux: rhetoric, rhythm, and reciprocity.
As a rhetorical machine, télekcriture mixes language, writers, and distance, then reconfigures them as sustained contextual real-time interactivity. But distance itself also figures within language. Barthes suggests, as have others over the years, that all language is
rhetorical, that is, it is highly figurative. There are countless ways we attempt to maintain the distinction between two dimensions of language, the literal and figurative; but in the end, language is all figurative (Semiotic 82-93). In short, Barthes argues, “the meta-rhetorical expressions which attest to this belief are countless. Aristotle sees in
it a taste for alienation: one must ‘distance oneself from ordinary locutions we feel in
this respect the same impressions as in the presence of strangers or foreigners: style is to be given a foreign air, for what comes from far away excites admiration’” (88). There is, then, in language itself a dimension of distance, a sense in which words travel across time and distance in order to ‘mean’ something in the here and now. Words exhibit the wear and tear of distance and time, and no amount of anti-rhetorical rhetoric can undermine this fact. But critics like Paul Virilio misdirect their fears at teletechnologies (like MOOs and WoW) in an effort to restore to language (and thus to ourselves) a degree of nearness and sovereignty that seems to have slipped away (when it was never ours to begin with). As Virilio argues, “[b]etween the subjective and objective it seems we have no room for the ‘trajective,’ that being of movement from here to there, from one to the other, without which we will never achieve a profound understanding of the various regimes of perception of the world that have succeeded each other throughout the ages” (24). In short, he laments the “loss of the traveller’s tale” (25), he longs for the “essence of the path, the journey” (23).
Whereas Nandi’s fluxtopia situates the trajective within the work (i.e., the act) of writing, Virilio situates it in the achievement of writing—the having travelled along a path. This is precisely the tension at work in the difference between print and electronic texts, something we think Richard Lanham missed in The Electronic Word, but not something Michael Joyce missed. In attempting to articulate the pulse of Carolyn Guyer’s phrase “tensional momentum,” Joyce finds evidence of a missing rhythm—a rhythm not present, literally, in print texts. But he’s torn, too. “And yet I know, in the way someone watches water slip through sand, that words are being displaced by image in those places where we spend our time online; know as well that images, especially moving ones, have long had their own syntax of the preliminary and the inevitable” (314).
Writing in visible texts, like sand and water, flows at a rhythmic (ragged or silken) pace. In the exchange of languaging beings typing along this tempo-trajectory, reciprocity arises. It is woven by the ‘delicate shuttle’ of an/other interaction—sustained contextual real- time reciprocal interactivity. Reciprocal interaction partakes of a fluidity of movement related to (and determined by) tides and time. The backward (re-) and forward (-pro) movement of the tides, the ebbing and flowing of Oceanus in Homer’s Iliad, lends its sense of fluid and cyclic language to real-time reciprocity. It is constant, continuing without intermission, steadily present, the constancy of real-time. Writing resists slowing down; it has its own force
Works Cited
Barthes, Roland. Camera Lucida. New York: Hill & Wang, 1981. Print.
. The Semiotic Challenge. trans. Richard Howard. New York: Hill and Wang, 1988. Print. Cixous, Hélène and Mireille Calle-Gruber. Rootprints: Memory and Life Writing. trans. Eric Prenowitz. London: Routledge, 1997. Print.
Francoz, Marion Joan. “Habit as Memory Incarnate.” College English 62.1 (September 1999): 11-29. Print.
Gronbeck, Richard. “The Spoken and the Seen: The Phonocentric and Ocularcentric Dimensions of Rhetorical Discourse.” Rhetorical Memory and Delivery: Classical Concepts for Contemporary Composition and Communication. ed. John Frederick Reyhnolds.
Hillsdale, N.J.: Lawrence Erlbaum, 1993. 139-55. Print.
Guyer, Carolyn. “Along the Estuary.” Mother Millennia . http://www.mothermillennia.org/ Carolyn/Estuary.html (5 June 2005). Web.
Haynes, Cynthia. “In Visible Texts: Memory, MOOs, and Momentum.” The Locations of Composition. Eds. Christopher J. Keller and Christian R. Weisser. Albany, NY: State University of New York Press, 2007. Print.
Haynes, Cynthia and Jan Rune Holmevik. High Wired: On the Design, Use, and Theory of Educational MOOs. 2nd ed. Ann Arbor: University of Michigan Press, 1998, 2001. Print. Heidegger, Martin. “The Origin of the Work of Art.” Poetry Language Thought. trans. Albert
Hofstadter. New York: Harper & Row, 1971. 15-86. Print.
Helfand, Jessica. “Electronic Typography: The New Visual Language.” Looking Closer: Classic Writings on Graphic Design. Vol. 2. Eds. Michael Bierut, William Drenttel, Steven Heller, and D. K. Holland. New York: Allworth, 1997. 49-51.
Joyce, Michael. “Songs of Thy Selves: Persistence, Momentariness, and the MOO.” High Wired: On the Design, Use, and Theory of Educational MOOs. Eds. Cynthia Haynes and Jan Rune Holmevik. 2nd ed. Ann Arbor: University of Michigan Press, 1998, 2001. 311-23.
Lanham, Richard A. The Electronic Word: Democracy, Technology, and the Arts. Chicago: University of Chicago Press, 1993. Print.
Latour, Bruno. We Have Never Been Modern. trans. Catherine Porter. Cambridge: Harvard UP, 1993. Print.
Lingua MOO. http://lingua.utdallas.edu:7000 (1995-2005). http://electracy.net:7000 (19
May 2013). Web.
McKeon. Richard. The Basic Works of Aristotle. New York: Random House, 1941. Print. Nandi, Alok B. Fluxtopia.com http:fluxtopia.com (5 June 2005). Web.
Plato. Phaedrus. Trans. Alexander Nehamas and Paul Woodruff. Indianapolis, IN: Hackett Publishing, 1995. Print.
Sirc, Geoffrey. “English Composition as FLUXJOKE.” Conference presentation delivered at Conference on College Composition and Communication (CCCC). Chicago, 2002.
. English Composition as a Happening. Logan, Utah: Utah State University Press, 2002. Print.
Star Wars: Episode I, The Phantom Menace. Opening Text
Crawl. http://www.starwars.com/episode-iii/bts/production/f20050126/indexp2.html (5 June
2005).
Trimbur, John. “Delivering the Message: Typography and the Materiality of Writing.” Rhetoric and Composition as Intellectual Work. Ed. Gary A. Olson. Carbondale, IL: Southern Illinois University Press, 2002. 188-202. Print.
Virilio, Paul. Open Sky. Trans. Julie Rose. London: Verso, 1997. Print.
Access within VR: Opening the Magic Doors to All
Within each new technology lurks hidden obstacles. There are financial barriers to overcome, for those who struggle to put food on the table can not purchase the equipment or spare the time. There are physical obstacles for people who must maneuver this world in ways that differ from the norm. A cry that has often been offered in these situations is that we are working within unique media that simply can not trans(fer)(form) for all situations. Don’t ask the painter to explain art to the blind? Don't ask a symphony to exalt to the deaf? Perhaps. The wilderness is a wild and dangerous place, where only the intrepid can (ad)venture. Yet there are mountain trails with ropes and braille signs designed to provide a taste of the wilderness to the blind or widened slopes to give access to quiet forests for wheelchair users. We need to take a few minutes to explore setting up best practices for access to VR. Let's discuss solutions!
“Hey, there is a great new VR Piece you just have to check out!” your friend exclaims, But you don’t have the equipment, so you cannot access the piece, and the Way to Save the Universe and the Grandest Message of Them All just passes you by. Or you actually have the equipment and you put it on. But the moment you do, you get so dizzy and so ill that you have to stop and lie down. Or you cannot hear the sound. Or the sound hurts you. Or you can not see the images. Or you cannot manipulate the controls. And again, the world passes you by—and you are left on the sidelines without ever getting the message.
A protest that has often been offered in these situations is that we are working within unique media that simply cannot trans(fer)(form) for all situations. Don’t ask the painter to explain art to the blind? Don't ask a symphony to exalt to the deaf? Perhaps. The wilderness is a wild and dangerous place, where only the intrepid can (ad)venture. Yet there are mountain trails with ropes and braille signs designed to provide a taste of the wilderness to the blind or widened slopes to give access to quiet forests for wheelchair users. We need to take a few minutes to explore setting up best practices for access to XR.
Another objection is that everyone is grappling with a different barrier, so how can we actually address everyone’s needs? The good news about accessibility design is that one measure often works for more than one handicap or purpose. Curb cuts, for example, are not only terrific for wheelchair users, but also for people with strollers, heavy dolly loads, etc.
So rather than seeing accessibility as an individual problem, address the needs of all users. Accessibility should be a primary consideration in developing the XR software as well as the pieces created using that software. After all, our implicit goals are to help as many people as
we can use our softwares and grok our messages. Simply being aware of the needs is the first
step. At the beginning of a software or creative project, ask:
Luckily, you do not have to answer these questions by yourself! There is an entire community dedicated to accessibility and inclusive design within XR. There are best practices to minimize barriers and provide multiple channels to get the message, including:
Applying Universal Design principles to the technology
Creating more than one channel to convey the message (providing both audio and visual channels, text descriptions of actions, using both colors and shapes rather than color alone etc.)
Avoiding triggers (flashing lights, dizzying motions, etc.). If these can not be avoided, at least provide warnings
Working with XR developers and researchers (https://xraccess.org/symposium/ and https://xraccess.org/research/)Examples of tips for writing pieces include:
Have adjustable volumes. Let the user determine the loudness.
Have warnings just like we do with flashing lights for seizures (this artwork/music contains high pitches)
Have captions (this helps hard of hearing, second language speakers, people on the spectrum, and others as well)
Try to provide multiple channels for the same information. Use visual patterns along with music or text descriptions. If you cannot reproduce the whole thing, carve out one piece that can be reached. For example, with VR, try to explain or introduce one small piece so people can get a feeling for it.
Use metadata consistently to describe pieces and their accessibility, including:
Warnings (pitch, flashing lights, inconsistent volume levels--standardized warnings would be great)
Content delivery (sound, imagery, structure, navigation--explain where the content is)
Content duplication effort (yes/no--does the piece try to convey the spirit or the same meaning in different ways? So having captions would be yes, but having just sound music would be no.)This is of course, the tip of the iceberg. The key here is to open up these wonderful realms of possibility in XR to everyone and lower all barriers.
Metadata for Access: VR and Beyond
Abstract
Interacting with virtual reality (VR) environments requires multiple sensory modalities associated with time, sight, sound, touch, haptic feedback, gesture, kinesthetic involvement, motion, proprioception, and interoception––yet metadata schemas used for repositories and databases do not offer controlled vocabularies that describe VR works to visitors.
This essay outlines the controlled vocabularies devised for the Electronic Literature Organization’s museum/library The NEXT. Called ELMS (Extended eLectronic Metadata Schema), this framework makes it possible for physically disabled visitors and those with sensory sensitivities to know what kind of experience to expect from a VR work so that they can make informed decisions about how best to engage with it. In this way accessibility has been envisioned so that all visitors are equally enabled to act upon their interest in accessing works collected at The NEXT.
Introduction: Proof of Concept
Turning their head slowly, the player spots five neon green pins in the horizon and aims their controller at the one peeking behind the conical dark-green cedar. The player is situated amid a strange, bright blue terrain undulating beneath a cloudy gray and blue sky. In the background they hear voices chattering and laughing softly. Moving their head further to the left, the player sees more green pins hovering over bleak squat buildings and an earth-like, blue globe. It seems like they are walking toward the globe, and as they get closer, they see a bookshelf sunk backwards into the ground. Approaching it, the chattering grows loud and then stops.
This is one of the scenes in Everyone at this party is dead / Cardamom of the Dead by Caitlin Fisher o, one of the first VR literary works produced for the Oculus Rift. Published in 2014 in the Electronic Literature Organization’s Electronic Literature Collection 3 (ELC3), it is now hosted at The NEXT.
Like the 3000 other works of born-digital art, literature, and games that The NEXT holds, Fisher’s VR narrative is presented in its own exhibition space. A carousel of still shots from the work presents visitors with highlights from the work. The description of the work, cited from the ELC3, provides information about the storyline, the artist’s vision, and its
production history. To the right is a sidebar containing the “Version Information”––metadata built on the MODS schema detailing bibliographic information expected from a scholarly database. This information includes the author’s name, date of publication, publisher, and language all associated with the 1.0 version of Fisher’s work. Visitors, however, also see additional information that goes beyond that provided by MODS: the work’s digital qualities, its genre, the sensory modalities evoked when experiencing the work, its accessibility, original media format, authoring platform, and peripheral dependencies. These are controlled vocabularies that move beyond the bibliographic and, instead, provide visitors with the information they need in order to experience the work. In this context, Everyone at this party is dead / Cardamom of the Dead alerts visitors that the work involves kinesthetic involvement, proprioception, sight, sound, graphical and spatial navigation, and that it was built with Unity and requires a VR headset.
About The NEXT’s Extended Metadata Schema
The metadata schema for The NEXT, ELMS or the “Extended eLectronic Metadata Schema,” is the framework developed to provide a common understanding of the highly complex, interactive, digital artifacts, like Fisher’s, held in its collections.
Because The NEXT collects and hosts a wide variety of interactive media pertaining to digital art and writing––the bulk of which it makes freely available for access and download in their original formats or in formats that have been preserved through migration and emulation––its schema both utilizes and extends the Metadata Object Description Schema (MODS) maintained by the Network Development and MARC Standards Office of the Library of Congress. By extending MODS, The NEXT attends to the media specificity of the works, an approach to the analysis of digital objects suggested by theorist N. Katherine Hayles in Writing Machines [26] and also reflected in taxonomies created by the global, scholarly federation, the Consortium on Electronic Literature (CELL), over a decade ago p.
At the heart of ELMS is the contention that visitors accessing a work at The NEXT need to be made aware of its hardware, software, peripheral specifications, and other salient features so that it can be experienced fully. Taxonomies developed for extending MODS include Software Dependency(ies), Authoring Platform(s), Hardware Dependency(ies), Peripheral Dependency(ies), Computer Language(s), Digital Quality(ies), Sensory Modality(ies), and Genre(s).
Equally important, disabled visitors need to know the physical requirements of a work in order to prepare for the experience via assistive technologies and/or other methods. Thus,
ELMS’s metadata has been further extended to meet the needs of disabled visitors and those with sensory sensitivities so that they know the kind of experiences a work involves and can make informed decisions about engaging with it. Specifically, the system, aligned with crip theory and relaxed performance methodologyq, pairs a controlled vocabulary that extends traditional metadata fields to include those related to disability access––what we refer to as sensory modalities–– with descriptive language expressed in Plain/Simple Englishr that further details particular hazards disabled visitors need to know before encountering a work.
Because the participatory, interactive, and experiential qualities of born-digital art, literature, and games involve what Vince Dziekan refers to as “virtuality” and a sense of “liveness” [27], principles underlying the development of the space and the treatment of the works it holds align well with practices associated with live performance. The concept of the performative nature of computers has been raised early on by scholars, such as Brenda Laurel and Janet Murray. Thus, in extending The NEXT’s metadata schema to address a multitude of disabilities and sensory sensitivities, ELMS’s approach to access draws upon the practice of relaxed performance visual story guides, similar to those created for relaxed theater/concert performances, etc., when creating a statement for each work in The NEXT. These statements outline in Plain Language what a visitor can expect from their experience with a work and are tied directly to controlled vocabularies in the metadata that make it searchable and able to be filtered for a customized experience.
A relaxed performance offers a comfortable, welcoming visitor experience that accommodates a wide range of needs. Disabled people and those with sensory sensitivities are able to participate and enjoy an event as valued patrons (“Sensory Relaxed Performances”). A common practice for relaxed performances is the distribution of a guide that lets visitors know in advance what to expect at the performance and how it has been modified to accommodate specific needs. In context of The NEXT, the metadata located in the sidebar of an individual work’s exhibition space describes its unique, searchable features. The section called “experiencing the work” that follows the description of a work’s content provides the kind of detailed information, written in plain and clear language, that conveys to the visitor what to expect from the work and when specific actions occur.
Applying ELMS to VR Narratives
Going back to Fisher’s VR narrative, visitors would be alerted to the fleeting text that appears briefly and then disappears. They need to know that text moves across the environment and that the reading time is also brief. If they have color-blindness associated with distinguishing
greens and blues, tritanomaly for example, they may not be able to differentiate easily the color of the pins and of other objects such as the cedar tree, many of which carry important information for navigating the experience. They should be also aware that much of the poetic content is communicated over audio, and that the sound oscillates between soft and loud and, so, could be challenging to sensitive visitors. They would need to know that it is necessary to manage a controller and vibrations occur to signal that the visitor has successfully targeted a green pin. Head movements are also required. Some of the work’s meaning is communicated spatially via perception of artificial depth. Finally, visitors need to be alerted that they may be affected with internal sensations, such as nausea or dizziness, due to the VR experience.
The NEXT’s Exhibition Space for Caitlin Fisher’s Everyone at this party is dead / Cardamom of the Dead with Controlled Vocabularies and Statement for Disabled Visitors and those with Sensory Sensitivities
The ELMS metadata schema starts with the premise that all visitors to The NEXT need some type of accommodation to access the born-digital works held in its collections, whether it is information relating to the hardware a hypertext novel needs to function or the sensory modalities it evokes as it is experienced. Visitors who use screen readers, for example, should know in advance that they will need this technology to access a net art piece that requires sight; likewise, those who do not have access to an Oculus Rift headset will be informed when a work, like Fisher’s, requires one. In this way all visitors are equally enabled to act upon their interest in accessing works collected at The NEXT.
Acknowledgements
We would like to thank the organizers of Triangle SCI 2022 for providing our team of researchers the opportunity to work together in person during October 2022 on our project “Improving Metadata for Better Accessibility to Scholarly Archives for Disabled People,” which we have drawn upon for this article. We also acknowledge the contributions of our three other team members who hail from the fields of electronic literature, digital humanities, and disabilities justice: Erika Fülöp, PhD, U of Toulouse; Jarah Moesch, PhD, RPI; and Karl Hebenstreit, Jr., MS, Dept. of Education.
Bibliography
Berne, Patricia, Aurora Levins Morales, David Langstaff, and Sins Invalid. "Ten Principles of Disability Justice." WSQ: Women's Studies Quarterly 46, no. 1 (2018): 227-230. doi:10.1353/ wsq.2018.0003.
Chin Natalie M. "Centering Disability Justice." Syracuse L. Rev. 71 (2021): 683.
Kafer, Alison. Feminist, Queer, Crip. Bloomington, Indiana: Indiana University Press, 2013. Laurel, Brenda. Computers as Theatre. NY, NY: Addison-Wesley, 1991.
Murray, Janet. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Cambridge, MA: The MIT Press, 1997.
Piepzna-Samarasinha Leah Lakshmi. Care Work: Dreaming Disability Justice. Vancouver: Arsenal Pulp Press, 2018.
“Sensory Relaxed Performances: How-To and What To Expect.” Sensory Friendly Solutions.
https://www.sensoryfriendly.net/sensory-relaxed-performances/.
Sins Invalid. Skin, Tooth, and Bone – The Basis of Movement is Our People: A Disability Justice Primer, Reproductive Health Matters, 25:50, 149-150, 2017. DOI: 10.1080/09688080.2017.1335999.
Space Art: My Trajectory
This paper traces the author’s trajectory in space art. It starts in 1986, when he first conceived of a holographic poem to be sent in the direction of the Andromeda galaxy, and continues into the twenty-first century through several works, including Inner Telescope, realized with the cooperation of French astronaut Thomas Pesquet aboard the International Space Station (ISS) in 2017. The author discusses his theoretical and practical involvement with space-related materials and processes. Special attention is given to his space artwork Adsum, conceived for the Moon.
Introduction
I started my career in 1980, with a multimedia practice that integrated poetry, performance, and the visual arts. Beginning in 1982, I pivoted towards an engagement with technology as my creative medium, a sustained orientation that marks its fourth decade in 2022. Albeit lesser known than my other bodies of work, space art has been central to my interests since the early 1980ss. In what follows I will revisit some of the key moments in my space art trajectory.
Ágora: a holopoem to be sent to Andromeda
In 1983 I introduced a new art form that I named holographic poetry, or holopoetry [28], which consisted in the use of unique properties of holography to create poems that floated in the air and changed their configurations according to the relative position of the observer.
One of the fundamental tenets of holopoetry is what I called antigravitropism, i.e., the use of language in a way that does not follow the perceivable effect of gravity on writing. In other words, the creation of works that, albeit produced on Earth, were not limited by the action of gravity on matter because the holopoems were composed of light (i.e., photons, massless particles). This meant that, contrary to telluric objects, the letters and words in the holopoems were anti-gravitropic; they hovered freely outside, inside, or through the surface of the recording medium (i.e., holographic film or glass plate). Through the manipulation of this plasticity I created shape-shifting works; I produced a word-image continuum that, from the
point of view of a moving observer, exists in a constant state of flux. I developed this art form until 1993, resulting in a body of work comprised of twenty-four pieces.
In 1986 I created my first space artwork, a holopoem to be sent in the direction of the Andromeda galaxy (see Kac 1). This work is in Portuguese and is entitled Ágora (agora, in English). In the work itself, we see the word Agora (now, in English) rendered in wireframe. The difference between the two words, in Portuguese, is the acute accent, used to mark the vowel height. With this diacritic mark, the word makes reference to space; without, it makes reference to time. Taken together, they allude to the intertwined relationship between space and time.
Figure 20. (Kac 1) Ágora, holopoem conceived to be sent in the direction of the Andromeda galaxy (not launched). Kac, 1986.
As seen in the holopoem, the letters of AGORA (all in uppercase, in order to create a weight equivalence between the letters) are written three-dimensionally with a wireframe font. This enabled all strokes and angles of the letters to be seen simultaneously, dramatizing their immaterial form through emphasis on the outlines. Thus, the ‘emptiness’ of the letters echoes the perceived ‘void’ of space.
Ágora was conceived to be released in space and propelled in the direction of the Andromeda galaxy, like a message in a bottle travelling through the vacuum of space. Ágora
Spacescapes
In 1989, I transmitted from Chicago my artwork Spacescapes [30] via Slow-Scan Television (SSTV) simultaneously to Pittsburgh (to the DAX Group) and to Boston (to a local group of artists). The transmission took place in the context of the Three-City Link event, a three-node ephemeral network configured specifically for the event.
SSTV was an early type of videophone that allowed the transmission/reception of sequential still video images over regular phone lines. On average, it took from eight to twelve seconds to transmit each image.
In Spacescapes (see Kac. 2), an alternating sequence of satellite views and microscopic images of digital circuits fused into one another at the receiver's end, forming an electronic palimpsest in which large and small merged.
Figure 21. (Kac 2) Spacescapes, slow-scan television, screen, telephone line, satellite and microchip images. Example of a transitional frame as seen by recipients. Kac, 1989.
This work explores the analogy between patterns seen up close at a minute scale and forms revealed at great distances. Spacescapes creatively manipulates an intrinsic characteristic of the system, which was to scan, from top to bottom, the incoming image over the preceding one. As a result, their amalgamation took place at the receiver’s end, producing a continuous transformation of landscapes seen top-down—in which it was very difficult to discern what was the Earth seen from a satellite and what was a microchip seen through a microscope.
Through this work I wanted to convey an aesthetic of magnitudes, alternating perspectives from the inward motion into a microscope to the vantage point above the surface of the Earth, and back again, continuously. The transitions between the two deliver a one-of- a-kind experience, interlaced as they are with the same electronic glow. Ultimately, the uninterrupted fusion of ultra-close and ultra-far images suggests the interconnectedness of the infinitesimal and the monumental, and the awe of our relative position in the world.
Monogram
My ink drawing Monogram [32], which evokes an orbital trajectory, a rising rocket, and a
moon (and is also my emblematic signature), flew to Saturn on the Cassini spacecraft in 1997. Traditionally, a signature is a complement to an artwork, a graphic surplus often placed on the lower right corner of a picture or at the bottom of an object, to indicate authorship and authenticity. However, in the case of Monogram, I elevate the signature to the condition of artwork itself by drawing attention to its visual qualities and semantic resonances. The curlicues of Monogram configure stylized representations of visual elements unique to space exploration (see Kac. 3). Its iterability assures its legibility in the absence of the sender or a specific addressee.
Figure 22. (Kac 3) Monogram, Kac's ink drawing, which evokes an orbital trajectory, a rising rocket and a moon (and is also the artist's emblematic signature), flew to Saturn on the Cassini spacecraft in 1997. Cassini entered orbit around Saturn in 2004. Kac, 1996.
The original, wavy ink drawing was digitized and included in a DVD, which was placed between two pieces of aluminum to protect it from micrometeoroid impacts, and mounted to the side of the two-story-tall Cassini spacecraft beneath a pallet carrying cameras and other space instruments that were used to study the Saturnian system. A patch of thermal blanket material was installed over the disk package.
The Titan IVB/Centaur rocket carried the Cassini spacecraft, as they launched from Cape Canaveral Air Force Station's Launch Complex 40, on October 15, 1997. Cassini entered orbit around the giant planet in 2004 and completed 294 Saturn orbits. On September 15, 2017, Cassini deliberately dove into Saturn's atmosphere, burning up and disintegrating, in order to prevent the contamination of Saturnian moons targeted for research on the possibility of life.
This means that the artwork, with each curve sweeping into another, was in deep space
If today we already travel telerobotically between the planets of the Solar System (with the exception of Voyager, which has flown beyond the heliopause and has entered interstellar space), in the future crewed interplanetary spaceflight will become more common. In this new context, art will be a meaningful participant in the journey. In its singular, swift lines, Monogram seeks to express the vitality of cultural practice in interplanetary space.
The Lepus Constellation Suite
The Lepus Constellation Suite is part of a larger series entitled Lagoglyphs, ongoing since 2006, in which I develop a leporimorph or rabbitographic form of writing. The larger series includes prints, murals, sculptures, paintings, an algorithmic animation, and satellite works created specifically for visualization in Google Earth (more on the latter below). As visual language that alludes to meaning but resists interpretation, the Lagoglyphs series stands as the counterpoint to the barrage of discourses generated through, with, and around my GFP Bunny (a green-glowing transgenic bunny, called Alba, that I created in 2000, and that has been featured in exhibitions and publications worldwide).
The pictograms that make up the Lagoglyphs are visual symbols representing Alba rather than the sounds or phonemes of words. Devoid of characters and phonetic symbols, devoid of syllabic and logographic meaning, the Lagoglyphs function through a repertoire of gestures, textures, forms, juxtapositions, superpositions, opacities, transparencies, and ligatures. These coalesce into an idioglossic and polyvalent script structured through visual compositional units that multiply rather than circumscribe meanings.
Composed of double-mark calligraphic units (one in green, the other in black),
the Lagoglyphs evoke the birth of writing (as in cuneiform script, hieroglyphic orthography,
In the specific case of The Lepus Constellation Suite, the five lagoglyphic messages were transmitted towards the Lepus Constellation (below Orion) on March 13, 2009, from Cape Canaveral, Florida (see Kac. 4). The transmission was carried out by Deep Space Communications Network, a private organization near the Kennedy Space Center. At a frequency of 6105 MHz, the transmission was accomplished through high-powered klystron amplifiers connected by a traveling wave-guide to a five-meter parabolic dish antenna. Based upon its stellar characteristics and distance from Earth, Gamma Leporis (a star in the Lepus constellation that is approximately 29 light-years from Earth) is considered a high-priority target for NASA's Terrestrial Planet Finder mission. The Lepus Constellation Suite will arrive in its vicinity in 2038.
Figure 23. (Kac 4) The Lepus Constellation Suite, 5 engraved and painted steel discs (20 inches diameter each) with lagoglyphic interstellar messages transmitted to the Lepus Constellation on March 13, 2009 from Cape Canaveral, Florida. Illustrated is disc #3. Kac, 2009.
Lagoogleglyphs
Another suite of works in the Lagoglyphs series is entitled Lagoogleglyphs (2009-ongoing)
[36] [6], space artworks that inscribe pixelated lagoglyphs (my abovementioned green rabbit glyphs) onto the environment and make them visible to the world through the perspective of satellites. These pixelated artworks are created at a global scale and can be experienced in person at their respective venues, directly via satellites, or through Google's geographic search engine (hence their name). In the latter case, the viewer may choose to see the work in one of the following three options:
the familiar Google Maps (in satellite view),
Google Earth (which can be accessed by typing “Google Earth” on a web browser) or
the equally free Google Earth Pro app (which has the additional feature of allowing the viewer to see a map over time by activating the Historical Imagery slider).
In addition to the distributed artworks (seen in person; online; from space), I have created a video for each individual Lagoogleglyph by capturing, in Google Earth Pro, the view from space all the way down to the eye of the rabbit glyph on Earth (and back again to outer space). The videos loop, are silent, and average one minute in duration. Between 2009 and 2022, I have created five Lagoogleglyphs (and their respective videos) in the following locations: 1) Rio de Janeiro; 2) Mallorca; 3) London (see Kac. 5); 4) Strasbourg; and 5) Geneva. The videos #1 through #4 were exhibited together, for the first time, at the Venice Biennale, from April 20 to November 27, 2022.
Figure 24. Lagoogleglyph 3, space artwork realized in London to be seen by satellites, to be experienced in person and/or through Google Maps (satellite view), Google Earth or the
Google Earth Pro app. It measures 20 x 15m (65.6 x 49.2 ft). Kac, 2018.
Lagoogleglyph 1 was implemented on the roof of the art center Oi Futuro, in Rio de Janeiro, in 2009, as part of my solo exhibition Lagoglyphs, Biotopes and Transgenic Works, curated by Christiane Paul, on view at Oi Futuro from January 25th to March 30th, 2010. Printed on a large, polygonal canvas measuring approximately 8 x 17 meters, it covered the entire roof of the building. For the inaugural work in the series, I custom-ordered a WorldView-2 satellite photograph, which was subsequently incorporated by Google into its search engine by pulling it from the DigitalGlobe catalogue. Even though the roof installation was ephemeral, the work still remains visible in Google Earth Pro. To see it, the reader is encouraged to drag the Google Earth Pro time slider to the date of January 2010. The time slider is accessible through a topbar icon that consists of a clock capped by an arrow pointing counterclockwise. The original Lagoogleglyph 1 canvas, together with documentation material, is in the permanent collection of the Museu de Arte do Rio-MAR, Rio de Janeiro.
Lagoogleglyph 2 was also printed on canvas. This time, the work measured approximately 10 x 12 m (32 x 34 ft) and was displayed on the roof of Es Baluard Museum of Modern and Contemporary Art, Palma de Mallorca, Spain, in 2015. The work was commissioned by the museum and is also in its permanent collection. Its image was captured by the WorldView-3 satellite.
Lagoogleglyph 3 and Lagoogleglyph 4 were both made and exhibited in 2018; the former in London and the latter in Strasbourg. This time, instead of rooftops, both works were installed on the ground and were composed of grass and field marking paint. In addition to their distinct compositions, they also differ in scale and execution. Lagoogleglyph 3 measured 20 x 15 m (65.6 x 49.2 ft). It was painted directly on the grass at Finsbury Park, London, on the occasion of my solo exhibition Poetry for Animals, Machines and Aliens: The Art of Eduardo Kac, realized at Furtherfield, an art center located at Finsbury Park, from April 7th to May 28th 2018, and curated by Andrew Prescott and Bronac Ferran.
Lagoogleglyph 4 measured approximately 8.5 x 4.2 m (28 x 14 ft). It was made of sod squares and installed in the garden of the art center Apollonia – European Art Exchanges, in Strasbourg.
Lagoogleglyph 5 was installed in the Cimetière de Plainpalais, generally known as Cimetière des Rois, in Geneva, in the context of the group exhibition Open End 2, from September 15 to January 31, 2022, organized by Vincent Du Bois. The Cimetière des Rois (Cemetery of Kings) is renowned for being the final resting place of notables such as Jorge Luis Borges and Jean Piaget, and for hosting group shows with artists such as Sophie Calle and Olafur Eliasson.
After ten years of work as artist-in-residence at the Observatoire de l'Espace (Space Observatory), the cultural lab of the French Space Agency (CNES), in 2017 my artwork Inner Telescope was realized on the International Space Station (ISS) with the cooperation of French astronaut Thomas Pesquet (see Kac. 6). Inner Telescope was specifically conceived for zero gravity and was not brought from Earth: it was made in space by Pesquet following my instructions. The fact that Inner Telescope was made in space is symbolically significant because humans will spend ever more time outside the Earth and, thus, will originate a genuine new culture in space. Art will play an important role in this new cultural phase. As the first artwork specifically conceived for zero gravity to be literally made in space, Inner Telescope opens the way for a sustained art-making activity beyond our terrestrial dwelling.
Inner Telescope was made from materials already available in the space station. It consists of a form that has neither top nor bottom, neither front nor back. Viewed from a certain angle, it reveals the French word “MOI“ [meaning “me”, or "myself"]; from another point of view one sees a human figure with its umbilical cord cut. This “MOI“ stands for the collective self, evoking humanity, and the cut umbilical cord represents our liberation from gravitational limits. Inner Telescope is an instrument of observation and poetic reflection, which leads us to rethink our relationship with the world and our position in the Universe.
In the course of developing the work, I created a protocol for its fabrication aboard the ISS, which I personally transmitted to Pesquet in 2016 during our work session at ESA’s European Astronaut Centre, a training facility in Cologne.
Figure 25. (Kac 6) Inner Telescope in the cupola, ISS. Kac, 2017.
In addition, I also created a separate protocol for the video documentation of the work aboard the ISS. From the raw footage produced by Pesquet I edited a 12-min video, which is an artwork in itself; in it we see Inner Telescope being made in the Columbus module, its perambulation through the station, away from the module and in the direction of the cupola, and finally its arrival at the cupola with the Earth in the background. I published this video in a limited edition of five copies. The video Télescope intérieur (Inner Telescope) is in the permanent collection of Les Abattoirs, Museum - Frac Occitanie Toulouse, a public institution that houses both a French museum and the Regional Fund for Contemporary Art. I have made additional artworks in the Inner Telescope series, including drawings, photographs, prints, embroideries, installations, and artist’s books.
The project also included the documentary film "Inner Telescope, a Space Artwork by Eduardo Kac", directed by Virgile Novarina (French, with English subtitles, 2017). Since its release, the documentary has been continuously screened internationally at museums, theaters and other places, including notable venues such as the Louvre Museum, Paris. The film was published as a DVD in 2017t. In addition, the bilingual book Eduardo Kac: Télescope intérieur / Inner Telescope was edited by Gérard Azoulay and published by the Observatoire de L'Espace/CNES, Paris, in 2021 [39].
My Space Poetry manifesto was published in 2007 [40], when I started to work on Inner Telescope. In 2017, I finally realized the dream of challenging the limits of gravity I had pursued for more than thirty years: the creation, production, and experience of a work directly in outer space. The astronaut's mission was entitled "Proxima" and was coordinated
Adsum, an artwork for the Moon
Conceived for the Moon, Adsum is a cubic glass sculpture inside of which four symbols are laser engraved (see Kac. 7). The cube measures 1x1x1cm (0.4x0.4x0.4”). The symbols are positioned one in front of the other, thus forming a spatial poem inside the solid glass cube that can be read in any direction [41]. ‘Adsum’ means ‘Here I am’ in Latin, as used to indicate that the speaker is present (equivalent to the exclamation ‘here!’ in a roll call).
Figure 26. Adsum (in progress), space artwork (laser-etched optical glass), 1x1x1cm (0.4x0.4x0.4"). Kac, 2022.
To create this space poem, I developed a new typeface in which the letter “N” takes the form of an hourglass and the letter “S” has the shape of the infinity symbol. This makes the work legible from any point of view within the cube. The two other letters, which stand between “N” and “S,” are a lowercase “o” and an uppercase “O” (evoking the Moon and the Earth, respectively). Taken together, it is always possible to read either “NoOS” or “SOoN” in three dimensions.
In addition, the design and spatial arrangement of the letters also produce a purely visual
Adsum flew on an Antares 230+ rocket from Wallops Flight Facility, Virginia, to the International Space Station on February 19, 2022. The artwork was aboard Cygnus NG-17 (Northrop Grumman-17), a cargo resupply mission of the Northrop Grumman Cygnus spacecraft to the ISS under the Commercial Resupply Services (CRS) contract with NASAv. Adsum was housed in the Columbus module of the ISS.
Adsum’s journey to the ISS in 2022, traversing anaerobic, radioactive coldness, was a test to confirm its readiness for space flight. Adsum will progressively approach the Moon in three additional steps, each with its own visual and material version: 1) Adsum (regex version) is composed of typographic characters and is designed to orbit our nearest celestial neighbor, in digital form, on a USB drive aboard the Orion spacecraftw; 2) Adsum (planar version) will arrive on the Moon aboard Intuitive Machines’ Nova-C lander, etched on a Galactic Legacy Labs’ nickel nanofiche disk; 3) Finally, Adsum (lander version), identical to the cubic glass sculpture that flew to the ISS, will be aboard an Astrobotic lander that will arrive on the Moon NET 2023. As a result, both the planar and the sculptural versions of Adsum will literally be on the Moon, there staying for endless time, protected from the harsh lunar environment inside their respective landers, awaiting discovery by future space explorers—possibly inhabitants of the first lunar settlements.
In order to communicate the work’s message on Earth, I have created a series of pieces that can be exhibited together or separately, including a limited edition of the laser-engraved glass cube itself, dozens of ink drawings, and a looping video in which we see the minute cube up close, continuously turning to reveal its multiple meanings, with the myriad reflections and refractions of the symbols adding a unique aesthetic quality to the experience. Adsum embodies and expresses the fugacity of the human condition and our awe before the cosmos.
Conclusion
As demonstrated in the preceding pages, since the 1980s I have been theorizing and producing art and poetry that challenge the limits of gravity. It is my conviction that space art can be pursued in many different ways, all equally valid in their respective approaches.
However, in light of the fact that what enables space exploration is its underpinning material
reality, it is clear that art that directly engages with the technologies of space possesses a particularly distinct characteristic. Not in the sense of style or form, but in the sense of its contiguity with human presence and agency outside of our home planet. Making art on Earth through the use of space media (such as satellites), making art directly in space (in Earth’s orbit or beyond), or making art on Earth specifically to be flown to space — all are modes of creation and production that correspondingly have the symbolic and factual meaning of pointing to a future in which art and space exploration are intrinsically, and routinely, intertwined. Ultimately, art that directly engages with the technologies of space has the potential to contribute to the creation and development of what we may call “space native” culture—one created in space and for space.
Why PDF is the wrong format to bring text to XR and why the Web with proper provenance and responsive design from stylesheets is all we need
For the Future of Text numerous discussions started on the premise that PDF is an interesting format to bring to VR or AR.
This is the wrong question. It assumes a medium can be transcluded in another. It assumes that because VR or AR or here XR for short has been named “The Ultimate Display” in 1965 Ivan Sutherland, it could somehow capture all past displays, and their formats, meaningfully.
Even though XR eventually could, we are not actually watching movies today that are sequentially showing pages of books. Rather we are getting a totally new experience that is shaped by the medium.
So yes, today, we can take a PDF and display it in XR, showing page after page as just images at first and try to somehow reproduce the experience of reading in a headset. It could open up a lot of new usages because, unlike with a television or screen we can actually interact back. We can write back on the content being displayed. Yet, what is the very reason for a PDF to exist? A PDF or Portable Document Format exists to be the same on all devices. It is a format used not be interacted with but rather be displayed untouched, verbatim. It has been somehow modified recently to allow the bare minimum of interaction, i.e signature, while remaining integrity for the rest of the document. This has tremendous value but begs the question, why would one want this in a spacial world? What is the value of a document keeping its shape, namely A4 or Letter pages, while the entire world around it can be freely reshaped? What is the value of a static document once interactive notebooks allowing one to not just "consume" a document but rather play with it, challenge it, share it back modified?
PDF does provide value but the value itself comes from a mindset of staticity, of permanence, of being closed.
The reality of most of our daily life, our workflow, is not that static. A document might be read printed in A4 or Letter yes but it might just as well be read on a 6.1" portrait display to an A4-ish eink device to a 32" 4K landscape monitor. Should the document itself remain the same or rather should its content adapt to where and how one wants to consume and eventually push back on it?
I would argue that any content that is not inviting annotation or even better the actual attempt at existing in its target context is stale. Beyond that it is not promoting hermeneutics or our own ability to make sense of it. Rather, it presents itself as the "truth" of the matter, and it maybe very well be, but unless it can be challenged to be proven as such, it is a very poor object of study.
Consequently a PDF, like a 4.25 x 6.87" paperback is a but a relic of an outdated past. It is an outdated symbol of knowledge rather than a current vector of learning.
The very same content could using HTML provide the very same capabilities and more. An HTML page can be read on any device with a browser but also much beyond. An HTML page with the right CSS, or cascading stylesheets, can be printed, either actually printed to paper or virtually to a document, including a PDF or an ePub, and thus become something static again. With the right stylesheets that document could look exactly like the author wants on whatever devices they believe it would be best consumed yet without preventing the reader from consuming it the way they want, because they have a device nobody else has.
So even though HTML and PDF can both be brought within XR, one begs for skeumorphism. The PDF is again, by what it claims to be its intrinsic value, trapped in a frame. Bringing that frame in XR works of course but limits one can interact with it.
Consequently focusing on bringing PDF to XR means limiting the ability to work with text. HTML, especially when written properly, namely with tags that represent semantics rather than how to view the content, insure that this is properly delegated to stylesheets is not trapped in skeumorphism. The content from an HTML document, in addition to being natively parseable by browsers that are already running on XR devices, can then be shapped to the usage. It can also be dynamic, from the most basic forms to image maps to 3D models that can in turn be manipulated in XR to, last but not least, computational notebooks. While PDF are static in both shape and execution model, namely none, an HTML document can also embed script tags that can modify its behavior. That behavior allows the intertwining of story and interaction. The content then is not just a passive description delegating, poorly as argued before due to the minimum ability to modify it while reading it, the interpretation to the reader but practically makes the exploration of complex system impossible. An HTML document in contrast can present the content so that the system itself being studied can be embedded and thus run, not through the mind of the reader, but actually run. The simulation become the content letting the reader become an explorer of that content and thus able to try to understand much richer and complex systems while confronting their understanding to the truth of that system.
Unfortunately even though there exists today a solution for true responsiveness of 2D content, namely stylesheets, this is not true of 3D content, even less spacial content that could
be manipulated in VR or AR or both. True responsiveness remains challenging because interactions are radically different and the space in which one has such interactions are also radically different. A 6.1" portrait display, an A4-ish eink device or a 32" 4K landscape monitor are still in the end flat surfaces one can point at, scroll within, etc. Reconsidering this and more in both a physical room and a virtual one, eventually with some understanding (e.g flat surface detection for floor and walls), leads to a richness of interactions vastly different. Consequently one must not just consider how to reflow a 2D document from a rectangle to another rectangle but rather to a partly filled volume. Currently there is no automated way to day so beside display skeumorphically the document in the volume. This works but is not particularly interesting, the same way that one does not watch a movie showing pages of a book, even a good book. Instead, being serious about picking a document format, being PDF, HTML, ePub or another, means being serious about the interactions with that document and the novel interactions truly novel interfaces, like VR and AR, do bring.
Assuming one still does want to bring 2D documents to a volume, the traditional question of provenance remains. As we bring a document in, how does the system know what the document is, its format in order to be displayed correctly but also its origin and other metadata? The Web did solve most of that problem through URIs and more commonly URLs, or DOI being looked up to become URLs pointing to a document, either a live one or the archive of one. The Web already provides a solution to how the content itself can move, e.g redirection, and browsers are able to follow such redirection to provide a pragmatic approach to a digital World that changes over time.
The question then often becomes, if formats already exist, if provenance can be solved, is there not a risk to point only to live documents that can become unaccessible? That is true but unfortunately death is a part of life. Archiving content is a perpetual challenge but it should not come at the cost of the present. For that still though mechanisms are already in place, namely local caching and mirroring. Local caching means that once a document is successfully accessed the reading system can fetch a complete or partial copy then rely on it in the future if the original document is not available. PWA or Progressive Web Applications feature such a mechanism where the browser acts as a reader of documents but also a database of visited pages, proxying connections and providing a fallback so that even while offline, content that is already on the device remains accessible. Finally mirroring, centralised or not, insure that documents do remain accessible if the original source is not available for whatever reason. The fact that most websites do not provide either PWA or downloadable archives for efficient mirroring is in no way a testimony that the Web does not have the capacity for resilience, only that good practices for providing documents over time are not yet seen as valuable enough. Luckily efforts like the Internet Archive do mirror content even
while the original owner has made no effort to make their content more resilient. Finally technical solutions like IPFS, or the InterPlanetary File System, make replication across machines more convenient and thus more reliable, again despite more authors not putting the necessary care into having their work remaining available beside providing them to a third party that will archive without necessarily facilitating access.
Finally, being PDF, HTML, ePub or another format, the focus hitherto has been on bringing text, thus 2D, even arguably 1D if seen as a single string, to a volume, thus a 3D space with, i.e AR, or without, i.e VR, context. Even though this provides a powerful way to explore a new interface, XR, we must remain aware that this is still a form of transclusion. We are trying to force old media in a new one and thus will remain a limited endeavor. Yes it would surely be interesting to bring the entirety of Humanity's knowledge to XR but is it genuinely a worthwhile pursuit? Past media still exist alongside XR and thus allow use, either while using XR (e.g using a phone or desktop screen while using AR or a collaborative experience with one person in VR and another video calling from a museum) or before and after it (e.g using a desktop to prepare a VR space then share it after) ... or even through our memory of it. Consequently even without any effort of bringing the content in XR, it does remain accessible somehow. The question rather could become, what native to 3D format could better help to create novel usages, based or not on older format. For this there are already countless solutions as 3D software long predates XR. That said 2 recent formats did emerge, i.e glTF or USD, Graphics Language Transmission Format and Universal Scene Description. Both are roughly equivalent but glTF, beside relying on the most popular Web format for data, namely JSON, already provides community extensions. This I believe is the most interesting aspect. glTF does not try to be encompassing but rather provide the minimum feature set then one can build on it for their own usage. That means there is an escape valve allowing to be readable by all other software but if one does find it insufficient can build on it and adapt it to their needs. This means glTF could become a format not just to exchange 3D models to display manipulable objects in XR but finally that such objects could address the points touched on before, namely text as a primitive, its provenance explicit.
The Case Against Books
{Analysis: https://fabien.benetou.fr/Analysis/Analysis}
Books are amazing. Books are compact affordable ways to help Humanity extract itself from a naive state of Nature.
Yet... books are terrible. Books actually were amazing centuries ago. Books are symbols of knowledge in the sense that as we look at a book we imagine how it will helps us learn. Yet, the truth is far remote from it. Books can be terrible, with poorly written content or even arguably worst, beautifully written content is either factually wrong or deceiving.
Books were once the state of the art of conveing knowledge. That time is long gone, if it actually ever existed. Books are terrible because they give the sense of learning. They give the impression that because one has read about a topic, they are now knowledgeable about it. And yes, imagining that if one knows absolutely nothing about a topic, even the most modest book can improve the state of knowledge of that reader. Yet, is it actual knowledge of the topic or rather the impression of it? The only way to validate or invalidate that claim is to test against reality. The only way to insure that one did learn from a book is to check that newly acquired knowledge against the object of the topic itself. That means the reader must not just read but rather test. This can be relatively inconvenient, for example of the topic of the book is the temperature of the Sun the the reader would need a complex apartus, e.g a spaceship, to go and measure. This instead of often delegated to exercises, end of chapters questions with answers from the author. The reader instead of reading what the author wrote then have to temporarily let go of the book and use their own memory of the content of the book then try to see how that knowledge can help solve the challenge. This can be assimilated to a simulation, the reader tries to simulate the topic and solve. This already shows a very different way to interact with a book then "just" reading. Yet, this leaves much to be desire in the sense that the answer provided is often succint. The reader verifies that their answer matches the one of the author. If it is correct they assume they know. A great exercise will provide ways for the reader to actually verify on their own, like a mathematical proof done 2 different ways, that the result they find is indeed correct. This though entirely redefine both the consumption and creation of a book. At that point a book is not anymore a thing to read but rather simultaneously a thing to read and a thing to exercise with.
This is a delicate situation for everyone involved. Designing exercise that are genuinely bringing the person involved to a better understanding without the ability to correct on the way is not the same skill as writing. Also having the confidence in launching oneself in exercises is vastly more demanging that reading a sequence of words and assuming they are indeed interpreted in a way that the writer would find correct. That means a traditional book to read is fundamentally different from what is usualliy refered to as a textbook. Yet, the very fact that expensive textbooks are the basis of classes, the one place and moment in time dedicated to learning, is not random. Over time the consensus has been that a book itself is not sufficient, rather it is a text intertwined with checkpoints that can validate or at least invalidate the acquisition of that knowledge that is superior. Most textbooks though are not consumed outside of the classroom. This begs the question of why. How come, if a textbook is generally regarded as superior, it is limited to a classroom whereas anybody at anytime could use it?
The hypothesis here is that both designing and actually learning from a textbook is more demanding than solely reading from a book. Consequently the classroom provide support in terms of direct help from the teacher and also motivation from a broader curriculum with social markers like a diploma. Yet, textbook in or outside a classroom themseves are also relics of the past. For decades now the computer provides a new way to both design and consume textbook. Namely that a textbook can now provide not just an intellectual environment to run exercises inside of but rather a computational environment.
A modern text provides the text, the exercises but also the computational environment to complete exercises. This sounds like a minor technical improvement but it is a radical difference because that environment becomes reality to the reader. The reader now has a place, even though an imperfect one in the sense of being simplified, where they can test their knowledge. This is a fundamental difference because the reader is not bounded anymore but the challenging yet very limited space offered by exercises and their solution. Instead the reader can complete carefully crafted exercises but also everything in between. Exercises become ways to efficiently navigate through concepts the author believe as essential but nothing more. The environment provided is of incredible value to the reader.
So yes, a book is an amazing device. It has tremendously helped us to progress due to compactness and now affordability. Today though a book is not sufficient anymore except for the pleasure of reading itself. As a device to improve knowledge the book is outdated. The book should instead become computational notebooks providing environments to explore, to learn from the reality of the topic.
Finally, if that is truly the case, how come computational notebooks are not prevalent in every field? A simple answer would be that progress takes time and that author of books
might not have the skills needed to design computational notebooks. If so, time will hopefully solve that issue. A more subtle challenge though might be that the challenge of accepting to be challenged through exercises is intelectually and emotionally challenging. It requires one to be humble to let reality, even in the form of a simulated one, to push back. It always feels easier to assume one know versus discovering that no, truly, one does not. This form of interactivity can be seen as a spectrum. From consuming passively a medium, being a book to a movie, to consuming it actively while annotating it individually or socially, a form of hermeneutics, to finally interacting with the medium itself. That spectrum of interactivity might not be solely correlated to the depth of knowledge acquire but also the decision fatigue one must go through in order to complete such challenges.
If computational notebooks should replicate books as the new medium to acquire knowledge, we must remain aware of how both designing and consuming them is genuinely more demanding to everyone. Hard fun remains hard but the agency it brings to both is a truly beautiful prospect for a learning society.
Interfaces all the way down
How prototyping and VR go hand in hand to explore the future of text
This presentation will explore through one online experience-as-toolkit why interfaces are so precious.
We are navigating our offline and online lives constantly through interfaces. Some are visible and explicit like the table of content of books or the API, or Application Programing Interfaces, of software libraries while others, like our worldview or virtual reality headsets remain implicit and transparent.
Designing and using interfaces is not trivial and arguably some of the most pressing challenge on how to interact with text in all its forms. The experience while showcase its own scaffolding in order to invite modifying itself. The objective is, without being fully implemented yet, to question if computational notebooks truly are the future of text and if so, how if VR is our currently most advanced interface to information can the two become coupled to provide the best interface to discovering and sharing knowledge.
Stigmergy Across Media
There is nothing to do to think. One just has to be faced with a random of the countless problems we face daily and the brain does its thing, trying to solve it however it can. The process seems seemingly transparent, simple even because we just do it, constantly. Yet when one has to solve a complex problem, one that arguably does not "fit" in their head, thinking takes other forms than an invisible process going through a single head. Thinking extends itself through media, being through voices in a heated debate to paper on a poster in an academic conference to a research paper or in a computation notebook.
As we look at the extensions of thoughts, being a printed article, a data visualization, an audio recording of a debate, etc we often look at it as a record. That is only partly correct in the sense that yes it is a trace of the thought on a medium but it is most than that for the author at least. Beyond just a record or a trace, it is a vestige of past live thoughts in the making. What it means is that the very action of putting thoughts down on a medium, whichever it may be, does help the thinker to think further.
Feynman reacted with unexpected sharpness: “I actually did the work on the paper,” he said.
“Well,” Weiner said, “the work was done in your head, but the record of it is still here.”
“No, it's not a record, not really. It's working. You have to work on paper and this is the paper, Okay?”
James Gleick
We must stop limited an artefact to just conveying meaning. We must stop limit the perception of an artefact as a way to solely convey meaning but rather always as an intellectual stepping stone as it lead to a genuinely new thought that was hitherto impossible until then.
Writing, sketching, programming or waving hands in VR, does not actually matters. It is not the preferred medium per se that makes a difference in order to reach furthest thoughts. What does matter is actively doing something about the problem on a medium, so stigmergy with one self and optionally others. This specific act is extremely powerful creates the
potential for us individually and collectively to move forward, wherever we might decide to go.
I share this because I imagine most people checking the book cover of Drawing Thought [44] would imagine it's about illustration but, just like I was arguing the prototype itself doesn't matter, I believe the drawing itself here doesn't matter anymore after, only that it lead to a genuinely new thought that was hitherto impossible until then.
Also I believe drawing, in the case of Kantrowitz, or writing, in the case of Feynman, or waving hands in VR for us and others, does not actually matters. What does matter is doing something about the problem on a medium, so stigmergy with one self and optionally others. This specific act is extremely powerful and as Frode you repeat to us, nearly ad nauseam when asking for articles we can then reference, creates the potential for us individually and collectively to move forward, wherever we might decide to go.
Also consider Drawing a Hypothesis: Figures of Thought [45] and to a degree, Lines of thought: Drawing from Michelangelo to now [46].
Journal : Utopiah/visual-meta-append-remote.js
Not very helpful for publication in a PDF but at least demonstrate a bit how part of the poster (or another sliced document) can be manipulated in social VR. Would be better I didn’t let it go through the wall or if another avatar was present to better illustrate the social aspect but at least it is somehow captured.
Also here is the code to save back some meta-data, e.g in VR world position, in visual- meta in an existing PDF on a remote server https://t.co/yYH9yuSkUs as I noticed the other one is in the PDF of the preview of the journal issue.
It’s challenging to capture it all as its constantly changing but I’m dearly aware of the value of it, having traces to discuss on and build back on top thanks to that so precious feedback, constructive criticism and suggestion to go beyond.
~~~~~ code sample ~~~~~
const fs = require('fs');
const bibtex = require('bibtex-parse');
const {PdfData} = require( 'pdfdataextract'); const {execSync} = require('child_process'); const PDFDocument = require('pdfkit'); const express = require("express");
const cors = require("cors"); const PORT = 3000
const app = express(); app.use(cors());
app.use('/data', express.static('/'))
const doc = new PDFDocument(); let original = '1.1.pdf'
let newfile = '1.2.pdf'
let startfile = '/tmp/startfile.pdf' let lastpage = '/tmp/lastpage.pdf'
let stream = doc.pipe(fs.createWriteStream(lastpage)) let dataBuffer = fs.readFileSync(original)
var newdata = ""
/* client side usage :
*
setup
const source = new EventSource('https://vmtest.benetou.fr/'+"streaming"); source.onmessage = message => console.log(JSON.parse(message.data));
query
fetch('https://vmtest.benetou.fr/request/test2')then( response => { return response.text() } ).then( data => { console.log(data)})
*/
function addDataToPDFWithVM(newdata){ PdfData.extract(dataBuffer, {
get: { // enable or disable data extraction (all are optional and enabled by default) pages: true, // get number of pages
text: true, // get text of each page metadata: true, // get metadata info: true, // get info
},
}).then((data) => {
data.pages; // the number of pages data.text; // an array of text pages
data.info; // information of the pdf document, such as Author data.metadata; // metadata of the pdf document
var lastPage = data.text[data.pages-1]
bibRes = bibtex.entries( lastPage.replaceAll("¶",""))
newContent = lastPage.replace("@{document-headings-end}","@{fabien-
test}"+newdata+"@{fabien-test-end}\n@{document-headings-end}") doc
//.font('fonts/PalatinoBold.ttf')
.fontSize(6)
.text(newContent, 10, 10)
.save doc.end();
execSync('pdftk '+original+' cat 1-r2 output '+startfile) stream.on('finish', function () {
execSync('pdftk '+startfile+' '+lastpage+' cat output '+newfile)
})
sseSend('/'+newfile)
});
}
var connectedClients = [] function sseSend(data){
connectedClients.map( res => {
console.log("notifying client") // seems to be call very often (might try to send to closed clients?)
res.write(`data: ${JSON.stringify({status: data})}\n\n`);
})
}
app.get('/streaming', (req, res) => {
res.setHeader('Cache-Control', 'no-cache'); res.setHeader('Content-Type', 'text/event-stream');
//res.setHeader('Access-Control-Allow-Origin', '*');
// alread handled at the nginx level res.setHeader('Connection', 'keep-alive'); res.setHeader('X-Accel-Buffering', 'no');
res.flushHeaders(); // flush the headers to establish SSE with client
res.write(`data: ${JSON.stringify({event: "userconnect"})}\n\n`); // res.write() instead of res.send()
connectedClients.push(res)
// If client closes connection, stop sending events res.on('close', () => {
console.log('client dropped me'); res.end();
});
});
app.get('/', (req, res) => { res.json('vm test');
});
app.get('/request/:id', (req, res) => { const {id} = req.params; console.log(id)
res.json({"status":"ok"}); addDataToPDFWithVM(id)
})
app.listen(PORT) console.log("listening on port", PORT)
~~~~~ end code sample ~~~~~
The state of my text art + the journey to VR
At the close of 2022, the year before I expect text in VR (including AR) to take off, I thought I should take stock of where my own text systems are and where I plan to go. There are a few tweaks I feel are needed in Author, particularly with the Map, some extensions with Visual- Meta and minor but useful Reader additions. What has become very apparent over the last few months is how hard it has been to envision text in VR.
Historically the introduction of a new substrate took a while to be taken advantage of. This is nothing new. To truly take advantage of a new substrate for, which becomes a new textual medium, nothing can replace actual use and experience to inform thinking and discussion. We are still struggling to use ‘traditional’ digital media to its full. It is no surprise that in the 360, top to bottom, high resolution, powerful computer, high-speed connected virtual environment we are still barely scratching the surface.
For reading, for me, it is about making the experience pleasant. This can be done mostly through tradition typography and layout I think. Although text (in the western tradition at least) is an operation moving the foveal gaze from left to right, this is not what the user has a mental image of, we do not read in the way of a Turing machine. We read with a mental impression of the whole document (however weak or strong) and we read with prior knowledge. We further read using different points of focus on a page, such as paragraph breaks, bolds, and other layouts and so on.
Basic writing, typing–that is to say text entry–is also good today. I really don’t mind what we have today, even the 13” MacBook Pro is pretty great. The way I have polished and polished Author for writing, the font styles, the colours and such, have been polished primarily for my preference. Others have commented and have their opinions implemented, but the software is a testament to what I want for the basics. So yes, this is, to a large extent done, in my opinion (for now).
What I want however, and what I think digital text can afford and XR text can unleash, is truly interactive text with flexible views. This is not a new value or vision, it goes all the way back to my philosophy of ‘Liquid Information’ and the inspiration of Doug Engelbart’s augmentations. Most of what I will describe here can and should be done in traditional digital environments, which is what I have been working on doing with Author and Reader. Hopefully XR will provide enough curiosity to make it happen and enough interest from
State of the my art
A few specific interactions in my software Author and Reader I’d like to highlight of the way it is at the end of 2022 include:
Much word processing and reading is quite stilted in my opinion and this is something I try to address with my software, to make the process flow better, to make it more liquid. I therefore outline some of the interactions currently possible in Author and Reader:
{cmd-F}
{cmd-+/- in Author}
When using my software, simply called Liquid, a macOS wide text utility, the following is also available easily with point and click and instantly when the basic keyboard shortcuts have been learnt:
Select any text and instantly look it up in any number of resources
Select a section of heavy text and have it be opened up with double breaks on period and singles breaks on command etc.† (as can also be done with Liquid)
Select any text and translate
Select any number and convert
The innovation needed, in my mind, is primarily with Editing & Research:
Once I have my basic text down, it becomes a task to extend some sections, shortening others and–this is the difficult bit for me–making sure that the flow of the text makes sense and different sections relate and that there is a coherent way to read as an overview.
To write the kinds of documents I want to write, where the executive summary really serves as a starting point to the whole document and should be self contained as a useful unit to read, with supplemental text should be written as ‘units’ of knowledge rather than laboriously written long-form text written afresh every time I write something.
A workflow for this needs to be able to involve both the authoring and the reading.
This is what I am doing with the ‘Defined Concepts’ in Author, which become exported as a Glossary to Reader (in PDF). There is so much more that should be possible though.
An important side note: I am not wedded to PDF but I find its frozen aspect reassuring for the long term and with Visual-Meta the metadata is not hidden which should make it more useable.
the future. When someone reads your work they should be able to stay on the surface layer if
they know enough about you and your work but if they need further information then can make use of the definitions you have written, which is safely stored in the document as a Glossary. Defining concepts for re-use is the key to my approach to what I see as the future of text.
The reader should be able to choose what to see when reading a document, including access to the Glossary in the appendix:
Select text and cmd-F to see all the occurrences of the selected text and if the text is a Defined Term, and also show the Glossary definition on top of the screen, with any other
terms in bold so that they can be clicked on to load. (This is possible now in my ‘Reader’ application for macOS, hopefully for iOS in 2023)
{cmd-M in Author}
Glossary definitions after each term in the document, as a hypertext stretchtext
(currently only a concept since re-flowing PDF documents is very hard)
A key is this: Less text is better. In order to be able to write less text per ‘document’ we need some mechanism to write in a more modular–and well connected–hypertext fashion, and not just connected to external sources, but within, hence the attempt to re-invent glossaries and endnotes x. It is clear from my experiments in XR that simply having a massive display is not the answer, or many large displays, it is still an effort on the side of the software developer and the user to decide what goes where and how this changes.
Reading for research is partly about navigating a document for relevance, close reading for critical comprehension and to see connections.
Reading for research needs better ways to navigate the document. We have experimented with many ways of doing this where the issue is how much of each section needs to be shown for it to be useful and not overwhelming. I have found that simply having an arrow key right and left for next and previous –as is normal now–can be augmented with an arrow key down and up, which will take the reader to the next or previous page with a heading, is a good solution. The user does not need to spend time analysing every page when scrolling through the document and does not need to guess based on a plain table of context, the pages speak for themselves.
Close reading is aided by good typography and layout for basic readability and the basic interactions outlined in the section State of the my art above. Further work can of course be done here to really elevate the reading experience through giving the user complete and near- transparent control over the appearance and interactions of what they read.
It is also important for me to be able to cite easily and that means that within a community, such as academic community or our Future of Text community, to be able to cite a document and have it open on click if I have on my hard drive/cloud/system), not just a link to a website for download or to open a Reference Manager. This is part of the future of Visual- Meta. Already Visual-Meta allows for copy and paste to cite, but the reading and following of citations needs to be improved.
Other Perspectives
Research with highlights by authorities in the field, such as the highlight above. This is social annotation but it matters who did the annotating, it can be a DJ and you can choose to cite a document with a specific person’s annotations.
I can so easily imagine a laptop display extending into different displays to let me have at-a- glance access to at least the following elements one on each display, as discussed in my article on Displays:
VR gives us a much wider workspace, which can truly help some with editing and seeing connections, both in our own work and in what we reading for research. I think we need to start with the basics, allowing for traditional digital documents to be accessible in VR environments, with as much metadata robustly attached (of course I suggest Visual-Meta as part of the solution to this) and then have the interactions magically grow out of this document as our experience and imagination grows. Similarly, those who can imagine completely new textual worlds should do so, and in dialog we can realise the actual Future of Text.
Making it happen
Much of what I plan to do can be done and should be done in 2D but although I have built some of it, it’s hard to finance more, partly since there is only a limited curiosity among users for different ways to read and write outside the Microsoft Word and Apple Pages paradigm and the Google Docs online method. Of course there are brilliant software out there such as Literature & Latte Scrivener, iA Writer and The Soulmen’s Mac Ulysses. In my experience as a small, independent developer however, it is very hard to break through to actually show people another way, which may or may not be to their taste and style. As I highlight, in several places since I feel it is so crucial, VR gives us an opportunity for renewed curiosity. I hope I can make use of this for my own perspective, my own software, and for the whole community to get to the next level of text augmentation.
The case for books
Fabien wrote a piece on the case against books and here is my small piece on the case for
books.
Books, in my view, are intentionally bound collections of pages which are explicitly ‘published’ though not necessarily shared with a wider audience, at a specific time. Books are also self-contained though they rely on explicit and implicit connections to convey meaning.
Explicitly published is important since they are not ‘forever documents’ like a Google Doc or that Word document manuscript you have languishing in your word processor. They are defined as being done, at least for the current version.
The fact that they are published at a specific time marks them in the history of the evolution of ideas and assertions and allow them to be cited and for flexible views to be built.
Robustness
Of course books should be able to come in many formats but a basic format of the book is that it can be self-contained and therefore, with metadata solutions such as Visual-Meta, can contain rich information about the book even it is printed on paper.
Book Bindings
The fact that a books are bound is of significance. When books were only physical, the physical bounding was not something which could be changed unless the spine was cracked or pages photocopied or hand copied.
Digital Bindings
Digital bindings should allow the author/publisher to produce an initial binding but the reader should also quite easily be able to break the book up and further share, or publish, their section of the book (rights pending of course). Their edit of the book into a new binding could be just a single article, a single page or a collection of articles.
Or combine different sources into a binding, as a teacher might do with photocopies. Further, the user should be able to annotate the bound book as a book ‘DJ’ of sorts,
where people might even subscribe to get that persons’ views of books.
And there you have it. We should not only share information as books or even journals or magazines, but books do have their place and I suspect always will, but their utility will change with what the technologies make possible.
Future Books
There is no reason books need to stay rooted in the past, they can be set free with increasing technological opportunities. We are only just beginning to imagine books which have special characteristics in VR, without being locked into only being readable in VR. We will need to radially rethink what a book is, what a document is, what units of knowledge are, how we share, how we archive and how we interact with books and documents. And we need to keep rethinking this so I am grateful for Fabien for his ‘provocation’.
‘Just’ more displays?
At the close of 2022 when the Quest 2 has become quite popular, the Quest Pro has just been released (I’ve used mine for one day so far) and we are all expecting the Apple HMD early next year, a comment is see every once in a while is that XR should be’ more than just more displays’. This is because it is relatively easy it seems to use a HMD as a receiver of a computer’s display information taking over the main display and adding more ‘virtual’ displays when needed. The implication is that this is simply too easy and does not take good advantage of what VR has to offer. As a huge fan of the potential of VR, I disagree. Yes, it might very well be technically easy and yes, the future will bring truly new dimensions to VR, there is no question in my mind. However, let’s not bury what it useful just because it is easy to build–not everything has to be a demonstration of technical prowess.
A key issue is that text is hard to read when it does not have a clear and plain background. This is why text floating as a hologram in sci-fi looks cool but is not practical to work with. When you have a background you in effect have a screen. And that’s ok. It does not have to be a regular sized screen, it could be a magically resizable screen which can go anywhere and be moved anywhere without physical effort. Perhaps most importantly, eye tracking can allow screens to fade away when not needed. This can mean that the user can have the best of a focused writing experience-ore reading experience–but the user can look to the sides and supplemental information appears–without being intrusive.
The thing is, the way screens currently works is that it is the computer which generate extra screens for the HMD to access and display, not the applications. To have instant integration with VR/AR, the windows should be on an application basis or created through Web VR for extra screens on demand. These screens should also be addressable by the host software for display sizing and show/hide (based on eye tracking, gesture or other).
On the left, for example, a table of contents could appear when glancing left.
On the right, for example, could be all my available citations.
A concept map could appear on the wall opposite the user when the user wishes to view it (which might be all the time of course). Flexible displays, both small and large, which are aware of each other (same software running them) can help developers quickly port to HMD’s.
Figure 0. Minority Report. Anon, 2002.
Further interactions can be extended to have objects from within the displays be pulled out, where they exist in the AR space as a flexible, 3D shaped display for their contents, such as photographs etc. Dragging text out of a display could make it float as a clipping, with a memory of where it comes from.
If this can work, then it would be great to allow for gestures to work to modify the contents of the displays–maybe–since the user will already be on keyboard and mouse/ trackpad. What will definitely be useful will be to allow the user to effortlessly modify where the displays are and their sizes. For example grab the display by one (or two) vertical sides to move it. Grab by top or bottom to rotate on the x-axis and grab by corners to re-size. Simple.
Size matters
What testing showed however, is that while multiple and large screens add a powerfully useful dimension, interactivity will still need to be designed to make it useful. For example, in the screenshot on the next page is the Table of Contents of my thesis, you can see it is much too tall to be readable from a single head position.
On the left is only the level one headings and a few highlighted pieces of text.
On the right is the full table of contents with the level one shown in the same size, to show the massive scale.
This indicates that it’s great to have mod displays but with ‘infinite’ scale we can easily surpass human scale and therefore we will need interactions to help us define the view flexibly.
Fabien Benetou responds
On the notion of windows by the application: That exists. This is not "just" a potentially good idea anymore : I tried one 3 years ago https://twitter.com/utopiah/status/ 1164059349490249728 and a bit later again with much more demanding content https:// twitter.com/utopiah/status/1261753166321909760
It has been funded by Valve and is open source https://gitlab.freedesktop.org/xrdesktop/ xrdesktop
What's interesting also is to put this back in perspective. This was already implemented in 2014 https://twitter.com/utopiah/status/1560500042963771392 as Motorcar that I discovered. while trying another open source VR window manager https://twitter.com/
utopiah/status/1560607202314174465 , namely SimulaVR https://github.com/SimulaVR/ Simula/
My point here is obviously not to criticize the idea but rather to focus on the gaps of these existing solutions.
These are desktop windows managers for desktop VR. They take existing windows, e.g text editor or video player, and let you organize them in space.
For you to try them you'd need a desktop computer with a relatively powerful GPU running Linux then connect your headset, Quest 2 or Quest Pro, to it.
Frode Hegland responds
Thank you Fabien, this is great to see. If it could be transparently available to desktop software developers for use in VR that would be a huge step. I am happy that it technically works though, we need keep testing and experiencing.
Page to Page Navigation
Originally email to group:
There are different issues when reading a document for navigation. One issue is that you simply want to skip to the next heading since you are done with where you are and there are many pages of text before the next heading for you to skip through–judging all of them on the way to see when the next heading appears–to find if the text section is worth reading.
I have made three brief tests using our book as example.
The issue is how to let a user jump around our book in a convenient way.
A table of contents is useful but only if you know the author of the section (as in the case of our book) or if the title is very clear, which is rare.
A table of contents with tags/further metadata is hard to establish and can get messy, though this is definitely worth further investigation, particularly in VR/AR environments.
It therefore seems to me that the ability to jump to the next or previous heading, not just page, is of use. Several of our articles are very long, so if you are not interested in one you should not have to click or gesture multiple times. The short video below shows a test on this basis. In that video’s description there is a link to a version of only one page, rather than two page spread, and also a continuous scroll test.
https://youtu.be/6hnr0jwT4kM
Anyway, thanks for looking at this. The point of doing these is simply that in VR/AR we are not free of all constraints, we have different constraints, which is taking us time to learn as we explore the environment. The potential is vast, and we are just calling our way to greater understanding. We should do fully interactive tests of course, but we should also do tests like this which is simply a mock-up of our book where I deleted all the pages which didn’t have headings on them. I think that this will be useful for Reader in 2D and might work in VR, but I don’t know. I hope there will be tests or mockups or presentations or pencil sketches from
whomever is interested, because otherwise we stay discussing abstract generalities and that is worthwhile, but we should also try to be grounded in this new reality, and on the way discover what ‘grounded’ actually means.
Adam Wern responds:
Frode Hegland responds:
Yes and thanks for showing me this, it is indeed the same principle. However you need to have the focus in the table of contents, which is different since the table of contents needs to be visible. What I propose is that down arrow always goes to next heading, no matter what view and right arrow next page (and in reverse of course the opposite). Either way, the metadata for headings needs to be present, which it rarely is, but great when it is. This is of course a Visual-Meta issue for me and Reader should also support ‘native’ PDF headings.
Adam Wern responds:
Yeah, a digital ToC without interactions is sad. Another takeaway is that we should always include regular PDF ToC:s for books as can help millions of readers directly without any special software (and also screen readers). I've noticed that more recent academic texts include a ToC as well, which is excellent.
Journal : Academic & Scientific Documents in the Metaverse
You can spread the document out in and have it float in the air where you want it to.
Any included diagrams can be pulled out and enlarged to fill a wall, where you can discuss it and annotate it.
Any references from that document can be visualised as lines going into the distance and a tug on any line will bring the source into view.
You can throw your virtual index cards straight to a huge wall and you and the facilitator can both move the cards around, as well as save their positions and build sets of layouts.
Lines showing different kinds of connections can be made to appear between the cards.
If the cards have time information they can also be put on a timeline, if they have geographic information they can be put on a map, even a globe.
If there is related information in the document you brought, or in any relevant documents,
they can be connected to this constellation of knowledge.
Apple and Google will try to own the knowledge spaces they provide as well.
Pull the table of contents to one side for easy overview.
Throw the glossary into another part of the room.
Throw all the sources of the document against a wall.
You read this new document with the same interactions and decide to see the two documents side by side with similarities highlighted with translucent bands, Ted Nelson style.
Then you have a meeting and you have to leave this knowledge room. Your next meeting is in a different type of room developed by a different company but the work you have just done is so relevant to your next meeting so you wish you could take across the work you have done but you cannot. The data for how the information is displayed and what interactions you can do are determined by the room you are in, since that is the software which makes the interactions possible. What we need is to develop open standards for how data, in the
form of documents but also all other forms of data, can be taken into these environments and for how the resulting views, which is to say arrangements, of this information is stored and handled. How will the stored, how will it be accessible and who will own it? This will be for us to decide, together. Or we can let commerce fence us in.
Why We Need a Semantic Writing System
The Greeks thought Egyptian hieroglyphs were allegorical icons which conveyed pure ideas. This interpretation was passed down to the Renaissance, and combined with misconceptions about Chinese language. In the early modern period, Europeans dreamed of creating a universal pictographic language which, combined with an encyclopedia, would translate all knowledge into every language in the world.
We now know that Egyptian hieroglyphs are not just pictures. They also convey sound.
The boundary between pictographic proto-writing and what we consider writing with a grammar is the Rebus Principle, where a picture begins to stand for a sound by a process of visual punning. This was practiced in an extreme form in early Egyptian history, and gave rise to the multi-layered nature of the writing system. The best term to describe writing systems like this is not “logographic” or “ideographic” but the Mandarin 形声 “xíng shēng”, which roughly translates to “phonosemantic.”
Both Cuneiform and Egyptian have the quality of conveying spoken speech alongside semantic classifier symbols, which disambiguate transcriptions. The convention for how to read Hieroglyphs is not justified against any one direction on the scroll or stela, but follows the rule to read “into the faces of animals” or in the opposite direction that all the characters are looking. Thus hieroglyphs can be read from right to left, left to right, top to bottom, and vice versa, depending on how they are written.
However: every inscription is still sequential. Even boustrophedon texts from the early Greek period, which reverse direction every line, continue to convey language linearly. The reason for this is that speech, while continuous, is sequential, and text encodes speech. Text takes continuous phonological features and represents them as discrete symbols, yet the content of the representation remains sound-based. There is not, and has never been, a “non- discursive” writing system, like the Greeks once thought about Egyptian hieroglyphs.
This is not to say that there is not great value in pictographic systems of representation which have no relation to language, such as Emoji. It is just that they are not considered writing because they have no phonological content, and as such they do not represent the grammar of natural language. Birchbark scrolls such as the Ojibwe wiigwasabak or the Mi'kmaq hieroglyphs can convey complex layers of narrative meaning, but their
interpretation is limited to those already initiated into an oral tradition. What we consider text remains a function of what is speakable.
We are entering an era that wishes to challenge the linearity of text. The distributed nature of the Web, and the “horizontal” potential of hypertext to link documents together, seems to invite a world in which the sequential nature of the printed book is altered. What this change amounts to is another transformation in documentation. The codex made very different social modes of organization possible from the scroll (indeed, it may have been partly responsible for the rise of Christianity) and printing transformed the relations between individuals and the book. The nature of documents, including how they are stored and disseminated, will now inevitably change.
There is a limit, however, to how non-sequential we can make text in its own right, for the reasons discussed above. Emoji appear to offer an interesting alternative, yet for all their expressive power, like most pictographic symbol sets, they remain ambiguous. Icons provide an ability to convey certain kinds of information, and even establish natural classes. We encode them with the same standards as text, and they are treated as text-like entities. Yet metaphorical combinations of icons can have many interpretations, and there are too many things in the world to create an icon for every one. There is thus no small inventory of icons which will satisfy the constraint of being able to combine them into every possible concept.
Our new tools have nearly endless potential for the representation of mathematical, particularly geometric, entities. Text on the other hand is dependent on standards which encode individual characters, and in turn influence how the text is formatted, and what interfaces can be made for users to work with it, i.e., to read and write. This is foreign to our visual interfaces, whether phones or monitors, which, composed of pixels, are ideally suited to displaying graphics and shapes.
To return now to the European dream of a universal character language from the Enlightenment: where such a writing system is similar to emojis and geometry, it loses many of the characteristics we ascribe to text, because it transcends the limits of language. It is non- sequential, but it is too vague to consistently convey the writer’s intent. Where such a writing system conveys linguistic and grammatical information, it is constrained by the phonological traits of each language, and cannot be said to be “universal.” This is the conventional text we already have.
The answer is probably somewhere in between, similar to what the Egyptians discovered all those years back during the period between the reign of Mena-Narmer and Djoser. Some combination of sounds and meanings could serve as a mnemonic device to clarify both categories, and potentially integrate well into current speech synthesis technology. If there can be non-sequential text it will be found at the intersection of the visual image, geometry, well-formed semantic logic, and phonological natural language.
Monthly Guest Presentation : 21 February 2022
And another issue with algorithms is churning standardised recommendations that are flattening individual tastes, they’re encouraging conformity and stripping listeners of social interaction. We’re all essentially listening to the same songs.
There are actually millions of songs, on ‘Spotify’, that have been played only partially, or never at all. And there’s a service, which is kind of tongue-in-cheek, but it’s called ‘Forgotify’, that exists to give the neglected songs another way to reach you. So if you know are looking for a song that’s never been played, or hardly been played, you can go to ‘Forgotify’ to listen to it. So, the answer isn’t that we should eliminate algorithms or machine curation. We actually really need machine and programmatic algorithms to scale, but we also need humans to make it real. So, it’s not one or the other. If we solely rely on algorithms to understand the contextual knowledge around, let’s say, music, that’ll be impossible. Because, at present, human effort, popularity bias, which means only recommending popular stuff, and the cold start problem is unavoidable with music recommendation, even with very advanced hybrid collaborative filtering models that Spotify implies. So pairing algorithmic discovery with human curation will remain the only option. And with human curation allowing for the recalibration of recommendation through contextual reasoning and sensitivity, qualities that only humans really can do. Today this has caused the formation of new power structures that place the careers of merging artists, let’s say on Spotify, in the hands of a very small set of curators that live at the major streaming platform.
People have looked to tastemakers to provide recommendations continuously. But part of the problem is that curation still remains an invisible labour. There aren’t really incentive structures that allow curators to truly thrive. And it’s something that a lot of blockchain advocates, people who believe in Web3, think that there is an opportunity for that to change with this new tech. But beyond this, there is also a really big need for a design system that allows for human-centred discovery. A lot of people have tried, but nothing has really emerged.
I wanted to use a metaphor and sort of explore what bookshelves represent as a potential example of an alternative design system for discovery, human-curated discovery. So, let’s imagine the last time you visited the bookstore. The last time I visited the bookstore, I might have gone in to search for a specific book. Perhaps it was to seek inspiration for another read. I didn’t know what book I wanted to buy. Or maybe, like me, you went into the bookstore for the vibes, because the aesthetic is really cool, and being in that space signals something to people. This book store over here is one I used to frequent in London. I loved just going to hang out there because it was awesome, and I wanted to be seen there. But
similarly, when I go and visit someone’s house, I’m always on the lookout for what’s on their bookshelf, to see what they’re reading. That’s especially the case for someone I really admire or want to get to know better. And by looking at their bookshelf, I get a sense of what they’re interested in, who they are. But it also allows for a certain level of connection with the individual that’s curating the books. They provide a level of context and trust that the things on their bookshelves are things that I might be interested in. And I’d love to, for example, know what’s on Frode’s bookshelf right now. But there’s also something really intimate about browsing someone’s bookshelf, which is essentially a public display of what they’re consuming or looking to consume. So, if there’s a book you’ve read, or want to read, it immediately triggers common ground. It triggers a sense of connection with that individual. Perhaps it’s a conversation. I was browsing Frode’s bookshelf and I came across a book that I was interested in, perhaps, I start a conversation around it. So, along with discovery, the act of going through someone’s bookshelf, allows for that context, for connection, and then, the borrowing of the book creates a new level of context. I might borrow the book and kind of have the opportunity to read through it, live through it, and then go back and have another conversation with the person that I borrowed it from. And so recommending a book to a friend is one thing, but sharing a copy of that book, in which maybe you’ve annotated the text that stands out to you, or highlighted key parts of paragraphs, that’s an entirely new dimension of connection. What stood out to you versus what stood out to them. And it’s really important to remember that people connect with people at the end of the day and not just with content. Beyond the books on display, the range of authors matters. And even the effort to source the books matters. Perhaps it’s an early edition of a book. Or you had to wait in line for hours to get an autographed copy from that author.
That level of effort, or the proof of work to kind of source that book, also signals how intense my fanship is, or how important this book is to me.
And all that context is really important. And what’s really interesting is also that the bookshelf is a record of who I was, and also who I want to be. And I really love this quote from Inga Chen, she says, “What books people buy are stronger signals of what topics are important to people, or perhaps what topics are aspirationally important, important enough to buy a book that will take hours to read or that will sit on their shelf and signal something about them.” If we compare that to some platforms, like Pinterest for example. Pinterest exists to not just curate what you’re interested in right now, but what’s aspirationally interesting to you. It’s the wedding dresses that you want to buy or the furniture that you want to purchase. So there’s this level of, who you want to become, as well, that’s spoken to through that curation of books, that lives on your bookshelf.
I wanted to come back and connect this with where we’re at with the internet today and
this new realm of ownership and people are calling social objects. And so, if we take this metaphor of a bookshelf and apply it to any other space that houses cultural artefacts, the term people have been using for these cultural artefacts is social objects. We can think of, beyond books, the shirts we wear, the posters we put on our walls, the souvenirs we pick up, they’re all, essentially, social objects. And they showcase what we care about and the communities that we belong to. And, at their core, these social objects act as a shorthand to tell people about who we are. They are like beacons that send out the signal for like-minded people to find us. If I’m wearing a band shirt, then other fans of that artist, that band will, perhaps, want to connect with me. On the internet, these social objects take the form of URLs, of JPEGs, articles, songs, videos, and there are platforms like Pinterest, or Goodreads, or Spotify, and countless others that centre around some level of human-curated discovery, and community around these social objects. But what’s really missing from our digital experience today is this aspect of ownership that’s rooted in the physicality of the books on your bookshelves. We might turn to digital platforms as sources of discovery and inspiration, but until now we haven’t really been able to attach our identities to the content we consume, in a similar way that we do to physical owned goods. And part of that is the public histories that exist around the owned objects that we have, in the context that isn’t really provided in the limited UIs that a lot of our devices allow us to convey. So, a lot of what’s happening today around blockchains is focused on how can we track provenance or try to verify that someone was the first to something, and how do we, in a way, track a meme through its evolution. And there are elements of context that are provided through that sort of tech, although limited.
So, I will pause there and pass it back to Frode, and perhaps we can just have a discussion from now on. Thank you for listening.
https://youtu.be/i_dZmp59wGk?t=1329
Coming from academia, one thing that I’m wondering what you think and I’m also wondering what the academics in the room might think. References, as bookshelf, or references as showing who you are, basically trying to cram things in there to show, not necessarily support your argument, but support your identity, do you have any comments on that?
Have you looked at three-dimensional spaces on the internet? For example, Second Life, and what do you think about that?
early example of some version of this. I haven’t spent too many iterations thinking about virtual spaces and whether they are apt at emulating the feeling of walking into a bookstore, or leafing through a bookshelf. But I think if you think about the sensory experience of being able to browse someone’s bookshelf, there are, obviously, parallels to the visual sensory experience. You can browse someone’s digital library. Perhaps there’s some level of tactile, you can pick up books, but it’s not really the same. But it’s missing a lot of the other sensory experiences, which provide a level of context. But certainly, allow for that serendipitous discovery that another doesn’t. Like the feed dynamic isn’t necessarily the most serendipitous. It’s it is to a degree, but it’s also very crafted. And it there isn’t really a level of play when you’re going around and looking at things that you do on a bookshelf, or in a bookstore. And so, Second Life does allow for that. Moving around, picking things up and exploring that you do in the physical world. So, I think it’s definitely bridging the gap to an extent, but missing a lot of the sensory experiences that we have in the physical world. I think we haven’t quite thought about how to bridge that gap. I know there are projects that are trying to make our experience of digital worlds more sensory, but I’m not quite sure how close we’ll get. So, that’s my initial thought, but feel free to jump in, by the way, I’d welcome other opinions and perspectives as well.
see the visualisation of the edits when I started for this specific page. And these pages, as I was saying in the chat, are sadly out of date, that’s been 10 years, actually, just for this page. But I was listing the different books I’ve read, with the date, what page I was. And if I take a random book, I have my notes, the (indistinct), and then the list of books that are related, let’s say, to the book. I don’t have it in VR or in 3D yet, but it’s definitely from that point wouldn’t be too hard, so... And I was thinking, I have personally a, kind of, (indistinct) that they’re hidden, but I have some books there and I have a white wall there and I love both because when I bring back if either I’m in someone else’s room or my own room. Usually, if I’m in my own room, I’m excited by the book I’ve read or the one that I haven’t read yet. So it brings a lot of excitement. But also, if I have a goal in mind, a task at hand, let’s say, a presentation on Thursday, a thing that I haven’t finished yet, then it pulls me to something else. Whereas if I have the white wall it’s like a blank slate. And again, if I need to pull some references on books and whatnot. So, I always have that tension. And what usually happens is, when I go in a physical bookstore, or library, or bookshop, or friends, serendipity is indeed, it’s not the book I came here for, it’s the one next to it. Because I’m not able to make the link, and usually, if the creation has been done right, and arguably the algorithm, if it’s not actually computational, let’s say, if you use the doing annotation or any other basically annotation system, in order to sort the books or their references, then there should be some connection that were not obvious in the first place. So, to me, that’s the most, I’d say, exciting aspect of that.
also virtual on top. Brandel, please.
slash preservation space that contains, right now, 34 collections of about 3,000 works of
born-digital art and expressive writing. What we generally call ‘electronic literature’. But I’ve unpacked that word a little bit for you. And I think this corresponds to a little bit of what you’e talking about in that when we cut when I collect when I curate work I’m not picking particular works to go in The NEXT, I’m taking full collections. So, artists turn over their entire collections to us, and then that becomes part of The NEXT collections. So it’s been interesting watching what artists collect. So it’s not just their own works, it’s the works of other artists. And the interesting, historical, cultural aspect of it is to see, in particular time frames, artists before the advent of the browser, for example, what they collected, and who they were collecting. Michael Joyce, Stuart Moulthrop, Voyager, stuff like that. Then the Web, the browser, and the net art period, and the rise of Flash, looking to see that I have five copies of Firefly by Nina Larson because people were collecting that work. Jason Nelson’s work. A lot of his games are very popular. So it’s been interesting to watch this kind of triangulation of what becomes popular, and then the search engine that we built pulls that up. It lets you see that, “Oh, there’s five copies of this. There’s three copies of that. Oh, there’s seven versions of Michael Joyce’s afternoon, a story.” To see what’s been so important that there’s even been updates, so that it stays alive over the course of 30 years. One other thing I’ll mention, back to your early comment, I have a whole print book library in my house, despite the fact I was in a flood in 1975 and lost everything I owned, I rebuilt my library and I have something like 5,000 volumes of books, I collect books. But it’s always interesting for me, to have guests at my house and they never look at my bookshelf. And the first thing I do when I go to someone’s house, I see books is like, “Oh, what are you reading? What do you collect?” And so, looking at having The NEXT and all that 3,000 works of art and then my bookshelf, and realising that people really aren’t looking and thinking about what this means. The identity for the field, my own personal taste, I call it my own personal taste, which is very diverse. So, I think there’s a lot to be said about people’s interest in this. And I think it’s that kind of intellectual laziness that drives people to just allow themselves to be swept away by algorithms, and not intervene on their own and take ownership over what they’re consuming. And I’ll leave it at that. Thank you.
internet. And so, there is this element of, what if the people walking into your library, Dene, are also folks that share the same interests as you? That would actively look and browse through your library and are deeply interested in the topics that you’re interested in so there is something to be said around how can we make sure that people that are interested in the same things are walking into each others’ spaces? And the interest-based graphs exist on the Web. Thinking about who is interested in what, and how can we go into each others’ spaces. And browse, or collecting, or curating, or creating is a part of what many algorithms try to do, for better or for worse. But sometimes leave us in echo chambers, right? And we’re in one neighbourhood and can’t leave, and that’s part of the problem. But yeah, there is something to be said about that. And I think just to go back to the earlier comment that the Dene made around the inspirations behind artists’ work. I would love to be able to explore what inspired my favourite artist’s music, and what went into it and go back and listen to that. And I think, part of again, Web3’s promise is this idea of provenance, seeing how things have evolved and how they’ve become. And crediting everyone in that lineage. So, if I borrowed from Dene’s work, and I built on it, and that was part of what inspired me, then she should get some credit. And that idea of provenance, and lineage, and giving credit back, and building incentive systems that allow people to build works that will inspire others to continue to build on top of my work is a really interesting proposal for the future of the internet. And so, I just wanted to share that as well.
You’re now interested in…” No, I’m not. I’m trying to learn a bit about it. But certainly, this
is not my area of interest in the sense that I now want to be amidst lots of people who like this. I’m interested in people who are interested by it, but I think those are two very different things. So, I don’t know the answers, but I just raise those, I suppose, as provocations.
Because that’s something that, at the moment, our systems are really bad at allowing us to share content other than as a sort of humblebrag. Or, in your beautifully curated life on Pinterest, or whatever. Anyway, I’ll stop there.
The way you organise your bookshelf can be identity expressive or utilitarian. I’ll give you another example. On my bookshelf, I have a few books that are turned face forward, and a few that I don’t really want people to see them, because I’m not really that proud of them. And I have a book that’s signed by the author, I’ll make sure it’s really easy for people to open it and see the signature. And so, there is an identity expressive element to the way I organise my bookshelves as well that’s not just utilitarian. So, I think another point to illustrate that angle.
element of recall of these artefacts, or at least some of the pertinent parts of the content they’re in. It would be really useful to have because the fact that you bothered to walk up two flights of stairs or something to go and get some book off the top shelf, because that’s, in a sense, part of the conversation going on, I think is quite interesting and something we’ve sort of lost anyway. I’ll let it carry on.
But if you learn it from somewhere not doing that work, I think is really detrimental. Because
we don’t have to have the same thought twice if we don’t want to. And if we just have it again, it’s just such a waste of resources. And especially since I’m not a physician, and I don’t specialise in memory, but from what I understood, source memory is the type of memory where you recall, not the information, but where you got it from. And apparently, it’s one of the most demanding. So for example, you learn about, let’s say, a book, and you know somebody told you about that book, and that’s going to be much harder but eventually, if you don’t remember the book itself, but the person who told you about it, you can find it back.
So, basically, if as a species, we have such a hard time providing sources and understanding where something comes from, I think it’s really terrible. It does piss me off, to be honest. And I don’t know if metadata, in general, is an answer. If having some properly formatted, any kind of representation of it, I’m not going to remember the ISBN of the book, on the top of my head in a conversation, but I’m wondering in terms of, let’s say if blockchain can solve that? Can Web3 solve it? Especially you mentioned the, let’s say, a chain of value. If you have a source or the reference of somewhere else whose work you’re using, it is fair to reattribute it back. They were part of how you came to produce something new. So, I’m quite curious about where this is going to be.
One of the projects I worked on at YouTube was a way for creators to take existing videos and build on them. So, remixing essentially. And in the process of creating content, I’d have to take a snippet and build on it. And that is built into the creation process. The provenance, the citing are very natural to how I’m creating content. TikTok is really good at this too. And so I wonder if there are, again, design systems that allow us to build in provenance and make it really user-friendly and intuitive to remove the friction around having to remember the source and cite. We’re lazy creatures. We want that to be part of our flow. TikTok duets feature and stitching is brilliant. It builds in provenance into the flow. And so, that’s just one thought. In terms of how blockchains help. So, part of what is a blockchain other than a public record of who owns what, and how things are being transacted. If there was a way if we go back to TikTok stitching, or YouTube quoting a specific part of a video, and building on it, if that chain of events was tracked and publicly accessible, and there was a way for me to pass value down that chain to everyone that contributed to this new creative work, that that would be really cool. And that’s part of the promise. This idea of keeping track of how
everything is moving, and being able to then distribute value in an automated way. So, that’s sort of addressing that point. And then really quickly on, Frode, your earlier comments, and perhaps tying in with some of what we talked about with Mark, around identity expression. I think this all comes back to the human need to be heard, and understood, and seen, and there are phases in our life, where we’re figuring out who we are, and we don’t really have our identities figured out yet. So, if you think about a lot of teenagers, they will have posters on their walls to express what they’re consuming or who they’re interested in. And they are figuring out who they are. And part of them figuring out who they are is talking about what they’re consuming, and through what they’re consuming, they’re figuring out their identities. I grew up writing poetry on the internet because I was trying to express my experiences, and figure out who I was. And so, I think what I’m trying to say is that there will be periods of our life where the need to be seen, heard, understood or we’re figuring out, and forming our identities are a bigger need. And so, the identity expressive element of para-socially expressing or consuming plays a bigger part. And then, perhaps when we’re more settled with our identity, and we’re not really looking to perform that, becomes more of a background thing. Although, it doesn’t completely disappear because we are always looking to be heard, seen, and understood. That’s very human. So, I’ll pause there. I can keep going, but I’ll pause because I see there are a few other hands.
republican, democratic preferences. Afro-American, Caucasian, these kinds of things. So I do wonder whether or not there’s a whole element to this, which is subversive or exists in that commercial realm that we ought to think about. I’m also struck about that last comment, actually, that you mentioned, which was about people finding their identities. Because I’ve also been involved in some research looking at how kids use social media. And one of the interesting things about the way that children use social media, including some children that shouldn’t be using social media, because they’re pretty 13 or whatever the cut-off date is. Is that they don’t use it in a very sophisticated way. And we were trying to find out why that was because we all have this impression of children as being naturally able. There’s the myth of the digital native and all that kind of stuff. And it’s precisely because of this identity construction. That was one of the things that came out in our research. So, kids won’t expose themselves to the network, because they’re worried about their self-presentation. They’re much more self-conscious than adults are. So they invest in dyadic relationships. Close friendships, direct messaging, rather than broadcasting identity. So I think there’s an opposite side to this. And it may well be that, for some people, this performative aspect is particularly important. But for other people, this performative aspect is actually quite frightening, or off- putting, or just not very natural. And I just thought I wanted to throw that into the mix. I thought it was an interesting counter observation.
a lot of social platforms, how young people use social platforms, think about Instagram. Actually, on Tumblr, which is a great example, the average user had four to five accounts. And that’s because they had accounts that they used for performative reasons. And they had accounts that they used for themselves. And had accounts for specific parts of their identity. And that’s because we’re solving different needs through this idea of para-socially curating and putting out there what we’re interested in. So, just riffing on your point. Not necessarily addressing it, but sort of adding colour to it.
in the correct academic discipline. Earlier this morning, Dave, Mark, and I were discussing how different disciplines have different ways of even deciding what kind of publication to have. It’s crazy stuff. But before we got into that, we have a profession, therefore, we need a code of how to do it. The way people cited each other, of course, was exactly like this. The more obscure the better, because then you would really know that your readers understood the same space. So it’ s interesting to see how that is sliding along, on a similar parallel line. Brendan, please. Unless Jad has something specific on that point.
cryptically announcing the fan communities she’s a part of just in her name, but also, very actively pinning the rest of the fan communities that she’s a member of, or a part of. But, yeah. I just want to share that really quickly. So, to address, Brendan, your questions, just for folks who aren’t aware of the piece, it’s basically a paper that I wrote about how to decouple reputation from financial gain in system and reputation systems, where there might be a token. So, a lot of Web3 projects promise community contributions will earn you money. And the response that myself and Scott Kominers wrote was around, “Hey, it doesn’t actually make sense for intrinsic motivational reasons, for contributions to earn you money. In fact, if you’re trying to build a reputation system, you should develop a system to gain reputation, that perhaps spins off some form of financial gain.{ So, that’s, sort of, the paper. And I can link it in in the chat, as well, for folks who are interested. So, a lot of what I think about with ‘Koodos’, the company that I’m working on, is this idea of, how can people build these digital spaces that represent who they are, and how can that may remain a safe space for identity expression, and perhaps, even solving some of the utilitarian needs. But then, how can we also enable folks, or enable the system, to curate at large, source from across these various spaces that people are building, to surface things that are interesting in ways that aren’t necessarily super algorithmic. And so, a lot of what we think about the experiments we run around how can we enable people to build reputation around what it is that they are curating in their spaces. So, does Mark’s curation of books in his bookshelf give him some level of reputation in specific fields? That then allows us to point to him as a potential expert on that space. Those are a lot of the experiments that we’re interested in running, just sort of, very high level without getting too in the weeds. But I’m happy to discuss, if you’re really interested in the weeds of all of that, without boring everyone, I’m happy to take that conversation as well.
so that you could turn around and point to one and say, “Oh, look at this.”
And if I were to give you an example of one metaphor, or one word that I really dislike in the Web3 world it’s the ‘wallet’. I’m not sure how familiar you are with the metaphor of a wallet in Web3, but it’s very focused on coins and financial things, like what live in your
physical wallet, whereas what a lot of wallets are today are containers for identity and not just the financial things you hold. You might say, ‘Well, actually, if you look into my wallet, I have pictures of my kids and my dog or whatever.’ And so, there is some level of storing some social objects that express my identity. I share that just to say that the words we use, and the metaphors that we use, do end up also constraining us because a lot of the projects that are coming out of the space are so focused on the wallet metaphor. So, that was a very roundabout answer to say that I haven’t explored broadsheets, and I don’t have anything visual to share with my poetry right now.
guess, the Web2 metaphor for identity sharing was like a profile. And I guess I would love to hear your opinion on comparing those two and the limitations of what even a profile provides as a metaphor. Because there are holes in identity if you’re just a profile.
And so, again, the limiting aspect of the term ‘profile’ exists a lot of on what’s been developed today, again, just hinges on the fact that it’s tied to a username and a profile picture and a little bio. It’s very limiting. I think that’s another really good example. Using the term ‘wallet’ today, again, is limiting us in a similar way to how profiles limited us in Web2. If we were to think about wallets as the new profile. So that’s a really good point I actually hadn’t made that connection, so thank you.
tainted by the hyper-financialisation that we’ve seen. And that’s why, when Bob asked what is Web3, it’s just what’s after Web2. I don’t necessarily tie it, from my perspective to crypto necessarily. I think that is a means to that end but isn’t necessarily the only option. There are many other ways that people are exploring, that serve some of the similar outcomes that we want to see. And so, I agree with you. I think right now, the version of Web3 that we’re seeing is horrible, crypto art and buying and selling of NFTs as stock units is definitely not the vision of the internet that we want. And I think it’s a very skeuomorphic early version of it that will fade away and it’s starting to. But I think the vision that a lot of the more enduring projects in the space have around provenance and ownership, do exist. There are projects that exist that are thinking about things in that way. And so, we’re in the very early stages of people looking for a quick buck, because there’s a lot of money to be made in the space, and that will all die out, and the enduring projects will last. And so, I think decoupling Web3 from blockchain, like Web3 is what is after Web2, and blockchain is one of the technologies that we can be building on top of, is how I look at it. And stripping away the hyper- financialisation, skeuomorphic approaches that we’re seeing right now from all of that. And then, recognising also, that the term Web3 has a lot of weight because it’s used in the space to describe a lot of these really silly projects and scams that we’re seeing today. So, I see why there is tension around the use of that term.
using programmatic algorithms, but also humans make it real, they add that layer of emotion and context. And there is this parable that basically says that human curation will end up leading to a need for algorithmic curation. Because the more you add and organise, the more there’s a need for then a machine to go in and help make sense of all the things that we’re organising. It’s an interesting pairing, what balance is important, and it’s an open question.
certainly an interesting proposition, is like, what does it look like if internet curators are recognised as professionals? Could there be a world where people who are curating high value stuff could be paid? And I think, Brendan alluded to this briefly, beyond just adding links, like the synthesis, the commentary is really valuable, especially with the overload that we have today. And so, I think I alluded to this idea of invisible labor, curation being invisible labor. What if it was recognised? And what if it became a form of paid work? I think that could also be very interesting as an extension to your thought around curating to help others.
And that was the comparison to curation, is that, we can only understand what feeling
someone had, when they heard that song that changed their life, or read a passage that triggered a thought that they then wrote an essay out. And it’s something that I have to dive into further, and further. It’s like, the human is needed in the loop at all times. Mark and I have talked a lot about this. It does not matter how your data comes back to you, regardless, you’re gonna need to clean it. And you’re going to need to probe into it, and enrich it with a human actually asking questions.
Closing Comments
It’s really nice to have two hours, so it’s not so rushed. So we can actually listen to each other. Are there any closing comments, questions, suggestions, or hip-hop improvisations? Fabien Benetou: I’m not going to do any hip-hop improvisation, not today at least. Quick
comment, though is, I wouldn’t use such a platform. And also, I would say, without actually
owning it, meaning for example, at least a way to export data, and have it in a meaningful way And I don’t pour my life into things, because especially here, is the emotional aspect without some safety, literal safety of being able to extract it, and ideally live, because I’m a programmer. So, if I can tinker with the data itself, that also makes it more exciting for me. But I do hope there is some way to easily, conveniently do that and hopefully, there is a need to consider leaving the platform. Tinkering I think it’s always worthwhile. No need to leave, but it’s still being able to actually have it do whatever you want. I think is pretty precious.
into your space. I think is an important design question. So, yeah. Thank you for sharing, Fabien.
Journal Guest Product Presentation : 25 February 2022
https://youtu.be/2Nc5COrVw24?t=1353
as enhancing the collaboration experience from our monitor tech, and our screen sharing, screen streaming technology. So, people use it for the value, and the value that people get out of it is that, people find themselves more productive when working in Immersed, because now, they want to have more screen real estate, like all the environment we’ve been potentially created, to help preach cognitive focus. So, I have lots of news for customers and users who tell us that when they’re Immersed. They feel hyper-focused. More productive. In a state of deep workflow, whatever term you want to use. And people are progressing through the work faster, and feel less distracted. And then, just also, generally more connected, because when you’re in VR, it really feels like you have a sense of presence when you’re sitting across from a table from another avatar that is your friend or colleague. And that really boosts employee and person satisfaction, connection, just for an overall engaging, better collaborative experience when working remotely. Any questions around what I explained, or what Immersed is?
https://youtu.be/2Nc5COrVw24?t=1549
this something where they’re interacting with those 2D APPs through some of the more spatial modalities that are offered hands or controllers? Do you use hands or is it all entirely controller-based?
Paper organization and file cabinets, all exist in the computer, and they get it. But, when I put a computer in front of them for the first time, they don’t know how to use it. What’s this track? They had the keyboard, the mouse, they don’t understand the UI, UX of the Oculus, the OS system. They don’t understand how to use that, so it’s intimidating. So, that’s the challenge we come across. And then, that answers your point with your first question, Brandel?
when you get that person standing to your side and pointing out things, but then... So, the
way it works is, the hand tracking is really good. That is what I use. I use my normal keyboard, physical keyboard on my Mac, and then I have the monitor. But it’s, to me, a little too easy to go in and out of the mode where my hands change the position and size of the monitor. You’re supposed to do a special hand thing to lock your hands to not be doing that. And so there’s pinning. So, when you’re talking about these onboarding issues, that’s still a lot of work. And that’s not a complaint about your company. That’s a complaint across the board. The surprise is also, it really is very pleasant. I mean, here, in this group, we talk about you know many kinds of interactions, but what I would like, in addition to making it more locked, to make the pinning easier. I do find that, sometimes, it doesn’t want to go exactly where I want. I’m a very visual person, kind of anal in that way, to use that language. I want it straight ahead of me, but very often it’s a little off. So, if I resize it this way, then it kind of follows. So, in other words, I’m so glad that you are working on these actual realities, boots
on the ground thing, rather than just hypotheticals. Because it shows how difficult it is. You get this little control thing on your wrist, if there was one that says “hyper control mode”, different levels. Anyway, just observation, and question, and point.
Do you have observations based on what people are using the way that they’re changing, for example, the size of their windows, the kinds of ways that they’re interacting with it? Do you have either observations about what customers are doing as a result of making the transition into effective productivity there? Or do you have any specific recommendations about things
that they should avoid or reconsider given the differences in, for example, pixel density, or the angular fidelity of hand tracking within 3D, in comparison to the fidelity of being able to move around a physical mouse and keyboard? Given that those things are so much more precise. But also, much more limited in terms of the real estate that they have the ability to cover. Do you have any observations about what people do? Or even better, any recommendations that you make to clients about what they should be doing as a result of moving into the new medium?
There’s something we actually pushed really hard for. We saw a lot of challenges of users sticking around because we didn’t have one. And we’re now continuing to push how do we make this easier. Explain things to people without making it too long, where people get uninterested and leave. It’s a really hard problem to solve. But we found, as we’re having an easier onboarding experience, helping people get used to the paradigms of working in VR and AR, and explaining how our technology works, and letting them get to, what we like to call this magic moment, of where they can see the potential of seeing and having their screens in VR. Having it be fully manipulative, you’re like the Jedi in the force. You can push and pull your screens with hand tracking, to pinch and expand. Put them all around you. If I’m
answering your question, Brandel, we’re still exploring a lot of paradigms. But we found that it’s surprising how focused people are getting, which is awesome and encouraging. We find, which isn’t surprising as much anymore, companies, organizations, and teams are always very wild at how connected they feel to each other. So we always try to encourage people to work together. So, even on our elite tier, which is just our middle tier, like a pro think of it as a pro solo user, you have the ability to collaborate with up to four people in a private room.
But we also have public spaces, where people can hang out and it’s free to use. Just think of it as a virtual coffee shop. You can hang out there, and meet with people. You can’t share your screens, obviously, for security reasons. But you can meet new people and collaborate. And it’s been cool to see how we’ve informed our own community where people can be connected with each other to be able to hang out and meet new people. So, hopefully, that answers a little bit of your question. There’s still a lot more we’re learning about the paradigms of working in 2D screens, and what people prefer, what’s the best practice.
Which I don’t recommend anybody pursue, because it’s got a second focal plane at 35 centimetres. Do you know where people put those panels on Quest? On Vive? I don’t know if you’ve got folks in a crystal or a coral value, whether that has any distinction in terms of where they put them? Or alternatively, do you recommend or are you aware of anybody making any modifications for being able to deal with a closer focal distance? I’m really interested in whether people can actually work the way they want to, as a consequence of the current limitations of the hardware at the moment.
our customers, what they’re saying, and our users. And we’re actually, surprisingly, not getting that much eyestrain. We’ve actually said that a lot of people say they prefer working in VR than from their computers, without even blue light glasses. And they’re still getting less eye strain. So, the science and technicalities of how it’s working, I’m not sure. It’s definitely out of my realm of expertise. But I can assure you that the hardware manufacturers, because of our close relationship with Meta, HTC, they’re constantly thinking about that problem too, because you’re strapping an HMD to your face, how do you have a good experience from a health standpoint for your eyes?
video called “Work in VR, 11 tips for productivity”, where a head of content goes through some different pro tips. If you’re curious and just want to dive in more of a more nuanced demo of how you do things, etc, to see more of the user experience. So, this is a good, helpful high level video. So you can see you can have full control of your monitor. You can make it ginormous, like a movie screen. We have video editors, day traders, finance teams, and mostly developers are our main customer base. As you can see here, the user just sitting down at the coffee table, the keyboard is tracked. We also have a brand new keyboard feature coming out, it’s called keyboard passthrough, where we’ll leverage the cameras of your Oculus Quest to hold the VR and see your real-life keyboard, which we’re very excited about. And here you can just see just a brief collaboration session of two users collaborating with each other side by side. You can also incorporate your phone into VR, if you want to have your phone there. And then, here you’ll see what it looks like to have a meeting in one of our conference rooms. So, you can have multiple people in the room, we usually had 30 plus people in an environment, so it can easily support that. It also depends on, obviously, everyone’s network strength and quality, very similar to Zoom, or phone call. And that shows how quality the meeting is from their audio and screen sharing input, but if everyone’s on a good network quality, that’s not an issue. And then, lastly here, you can see one of our users with five screens, working in a space station. And that’s about it. Any questions or things that stood out from that, specifically?
Immersed experiences can be optimized in high quality and not going to lag, et cetera. So right now, we’re thinking: How do we enable our users to build custom environments? And then, two: How do we make sure they meet our specific requirements for the Quest 2. But naturally, over time, headsets are getting stronger, computing powers are getting better. Very similarly when you go from a Nintendo 64 graphics, to now the Xbox Series X. The ginormous quality. Headset quality will be the same. So, we’ll have more robust environments to have some more, give and take optimizations for environments our users give to us. So it isn’t our pipeline, but we’re pushing it further down the pipeline than we originally wanted. Just doe to some natural tech limitations. And also the fact that we are an adventure back startup, and we have to be extremely careful of what we work on, and optimize for the highest impact. But we’re starting to have some more fun and having some traction in our series A conversations. And hopefully have some more flexibility, financially, to continue pushing.
Mac, Apple, whatever. The funky keyboards, that a lot of our developers really like to use for a few reasons, you can now see that keyboard in your real hands through a little cut-out in VR. And then, when it comes from inputs, of what you mentioned of doing something with your hands, it being a real life thing versus VR thing. Are you referring to that in regards to having a mixed reality headset where it can do AR and VR and you want to be able to switch from real world to VR with the hand motion?
it’s that’s seamless. But then, for mixed reality dynamics, in the future, we’re not sure what that’s going to look like, because it’s not here yet. So, we need to experiment, figure out what that looks like.
a discussion context?
have one computer screen if you’re working on a laptop, and that’s frustrating. Unless you have a TV, you have to airdrop, XYZ, whatever. But, in Immersed, you have up to five screens. And so, we have teams of four, and they’ll share two or three screens at once, and they can have a whole arrangement of data, 10 screens are being shared, and they can rearrange those individually so it all pops up in front of them, and then, they all rearrange them in order that they want, and they can all watch a huge sharing screen of data. That is not possible in real life because of the technology we provide to them. And then, there’s different iterations of that experience where, maybe, it’s two or three screens, it’s here, it’s there. And so, because of the core tech that we have where you can have multiple screens and then share each of those, that opens up the possibility for more data visualization, because you have more screen real estate. This opportunity to collaborate more effectively, and if you had one computer screen on Zoom, which as you mentioned, is challenging, or even in real life, because in real life you could have a computer and two TVs, but in Immersed you could have eight screens being shared at once.
Which is why it’s been de-prioritized. But it is coming. And hopefully, in 2022 and then, we have also explored having video files that are in form of screens, or an image file, or post-it notes, We’re also going to improve our whiteboard experience, which is just some of one of our first iterations. And so, there’s a lot of improvements we’re going to be making in the future, in addition to different assets, photos, videos, 3D modelling software, et cetera. We’ve had that request multiple times and plan on building it in the future.
Again, because usually, you have maybe another eureka moment, but you have some kind of
realization in the space, thanks to the space and the tools. And how can you get that it’s really a struggle.
very specific issue. So, very grateful. We’ll stay in touch. Run to your next meeting. When this journal issue is out, I’ll send you an update.
https://youtu.be/2Nc5COrVw24?t=3987
inventor of WebGL. Which is the foundation for all of the stuff that we do in virtual reality on web, as well as just being very good for being able to do fancy graphics, as I do at work and things like that. But their view of what goes into a Metaverse what needs to be known about entities relationships descriptions and things was just incredibly naive. I’ll link the videos, but they see the idea of a browser as being intrinsic. And another person, who’s a 25-year veteran of Pixar and the inventor of the Universal Scene Description format, USD, which as you may know, Apple is interested in, sort of, promoting as being useful in the form of what this format of choice for augmented reality, quick look files, things like that. And again, just incredible naivete in terms of what are important things to be able to describe with regard to relationships, and constraints, and linkages of the kind that hypertext is. It’s the bread and butter of understanding how to make a hypertext relevant notionally and structurally, in a way that means that it’s (indistinct). So, yeah. It’s exciting, but it’s also distressing to see how much that thinking of people who are really titans of an interactive graphics field don’t know what this medium is. So, that looks fun.
is intelligence and knowledge, but a lot of it is all that, plus luck, plus attempting.
that I wrote today. The next thing will be, as we discussed. But information has to be somewhere. It’s such an obvious thing, but it doesn’t seem to be acknowledged. Because in a virtual environment, we all know that you watch a Pixar animation, they’ve made every single pixel on the screen. There is no sky even. We know that. But when it becomes interactive, and we move things in and out. Oh, Brandel had a thing there.
Fields raymarched shader. And so it’s all procedural. And all people had to do was navigate through this implicit virtual space to find the pieces that they wanted to stitch into the films. And so, it never existed. It’s something that was conjured on a procedural basis and then people navigated through it. So yes, things have to exist. But that’s not because people make it, sometimes. And sometimes it’s because people make a latent space, and then, they navigate it. And I think that the contrast between those two things is fascinating, in terms of what that means creative tools oblige us to be able to do. Anyway.
some sandbox, some prototypes of the documents. We have recorded, that’s how I started, the first time I joined, you mentioned Visual-Meta. And then, I put a PDF and some of the media data in there. No matter how the outcome was gonna exist, so I definitely think that’s one of the most interesting way to do it. The quick word on writing, my personal fear about writing is that, I don’t know if you know the concept, and I have the name of the people of my tongue, but yeah, ID Depth. So the idea is that you have too many ideas, and then at some point, if you don’t realize some of them, if you don’t build, implement, make it happen, however the form is, it’s just crushing. And then, let’s say, if I start to write, or prepare for the presentation I mentioned just 30 minutes or 10 minutes ago, the excitement and the problem is, it’s for sure, by summarizing it, stepping back, that’s going to bring new ideas. Like, “Oh, now I need to implement. Now I need to test it”. There is validation on it. I’m just not complaining or anything. Just showing a bit my perspective of my fear of writing. And also because in the past, at some point I did just write. I did not code anything. It felt good in a way. But then also. a lot of it was, I don’t want to say bullshit but, maybe not as interesting as that or it was maybe a little, so I’m just personally trying to find the right balance between summarizing, sharing, having a way that the content can be reused, regardless of the implementation, any implementation. Just sharing my perspective there.
people with problems that are more than graphical, and more than attends to the Metaverse, I think is really fascinating. Providing they have the imagination to be able to see that, what they are talking about is a “Docuverse”. Is these sort of connected concepts that Bob has written about. I’ve got a book but it’s on the coffee table. The pages after 244. The characterization of the actual information and decision spaces that you have. It’s got the person with the HMD but then it’s sort of situated in an organization where there are flows of decisions. And I think that, recognizing that we can do work on that is fascinating.
different place to invent from. But look at all the great inventions. Vint was a graduate student, Tim Berners-Lee was trying to do something in a different lab. You know all the stories. Great innovations have to come from groups like this. I don’t know if we’re going to invent something. I don’t know. I don’t really care. But I really do care, desperately, that we contribute to the dialogue.
to create and distribute space for it. But first, do you have thoughts about what you would do if this was an entire room? It obviously needs to be a pretty big mural, but if it was an entire room, or an entire building, do you have a sense of the way in which it would differ?
of the PDF, I’ll peel pieces of that off and try to arrange them in space, thinking about some of the stuff that Fabien’s done with the Visual-Meta, virtual Visual-Meta. As well as what Adam succeeded in doing, in terms of pulling the dates off, because I think that there’s some really interesting duality of views, like multiplicity of representations that we can kind of get into, as well as being able to leverage the idea of having vastly different scales. When you have a, at Apple we call it a type matrix, but just the texts and what what’s a heading what’s a subhead. But the thing is that, except in the most egregious cases, which we sometimes do at Apple, the biggest text is no more than about five times the smallest text. But in real space you can have a museum, and the letters on the museum wall or in a big room are this big.
And then you have little blocks like that thing. And there’s no expectation for there to be mutually intelligible. There’s no way you can read this, while you’re reading that. But because of the fact that we have the ability to navigate that space, we can make use of those incredibly disparate scales. And I think that’s incumbent on us to reimagine what we would do with those vastly different scales that we have available, as a result of being able to locomote through a virtual space.
you have a few bullets that you want to put into Twitter, or sent to me, or whatever, as in, this, in your experience has caused stomach pain, this hasn’t. Because also, yesterday, I saw a...
You know I come from a visual background, and have photography friends, and do videos, and all that stuff, suddenly, a friend of mine, Keith, from some of you have met, we were in SoHo, where he put a 8k 360 camera, and it was really fun. So, I got all excited, went home, looked up a few things, and then I found the Stereo 180 cameras. And I finally found a way to view it on the Oculus. It was a bit clunky, but I did. It was an awful experience. There’s something about where you place your eye. When we saw the movie, Avatar, it was really weird that the bit that is blurry would actually be sharp as well, but somewhere else. Those kinds of effects. So, to have a stereoscopic, if it isn’t exactly right on both eyes and you’re looking at the exact, it’s horrible. So, these are the things we’re learning. And if we could put it into a more listy way, that would be great. Anyway, just since you mentioned.
back.
16:46:14 From Fabien Benetou : my DIY keyboard passthrough in Hubs ;) https://twitter.com/utopiah/status/1250121506782355456
using my webcam desktop
16:48:25 From Frode Hegland : Cool Fabien
16:50:49 From alanlaidlaw : that’s the right call. APIs are very dangerous in highly dynamic domains
16:51:47 From Fabien Benetou : also recent demo on managing screens in Hubs https://twitter.com/utopiah/status/1493315471252283398 including capturing images to move them around while streaming content
17:03:43 From Fabien Benetou : good point, the limits of the natural metaphor, unable to get the same affordances one does have with “just””paper
17:04:07 From Frode Hegland : Carmack? 17:04:16 From Frode Hegland : Oh that was Quake
17:04:48 From Frode Hegland : Can you put the names here in chat as well please? 17:05:16 From Fabien Benetou : Vladimir Vukićević iirc
17:05:53 From Frode Hegland : Thanks
17:06:40 From Brandel Zachernuk : This is Vukićević: https://cesium.com/open-metaverse-podcast/3d-on-the-web/
17:07:17 From Brandel Zachernuk : And Pixar/Adobe, Guido Quaroni: https://cesium.com/open-metaverse-podcast/the-genesis-of-usd/ 17:11:09 From Frode Hegland : From today to the NIH:
https://www.dropbox.com/s/9xyl6xgmaltojqn/metadata%20in%20crisis.pdf?dl=0 17:11:25 From Frode Hegland : Next will be on academic documents in VR 17:12:07 From Fabien Benetou : very basic but the documents used in https://twitter.com/utopiah/status/1243495288289050624 are academic papers 17:13:19 From Frode Hegland : Fabien, make an article on that tweet?… 17:13:30 From Fabien Benetou : length? deadline?
17:13:34 From Frode Hegland : any
17:13:44 From Frode Hegland : However, do not over work!
17:13:54 From Frode Hegland : Simple but don’t waste time editing down 17:14:07 From Fabien Benetou : sure, will do
17:14:11 From Frode Hegland : Wonderful
17:14:52 From Fabien Benetou : (off topic but I can recommend https://podcasts.apple.com/be/podcast/burnout-and-how-to-avoid-it/id1474245040? i=1000551538495
on burn out)
17:28:05 From Brandel Zachernuk :
https://www.bobhorn.us/assets/sus-5uc-vision-2050-wbcsd-2010-(1).pdf 17:28:17 From Brandel Zachernuk :
https:// www.bobhorn.us/assets/sus-6uc-pathwayswbcsd-final-2010.jpg 17:39:10 From Fabien Benetou : https://www.mikealger.com/
17:39:27 From Fabien Benetou : design principles for UX in XR, pretty popular
Getting mixed text right is the future of text
When we read text, at least text that we are enjoying as we read it, we get immersed in it, and it becomes like a stream of consciousness we willingly join in with. We lose awareness of the magic reading skills that took us years to learn — these marks on screen or paper somehow create mental images or sounds, feelings like laughter, disagreement, anger, plans for action, anything, in our heads. If we pause from the flow, we may reflect about the text’s metadata
— who wrote this; when did they write it; how much do we have to pay for it; when was it written? — we want to know lots details about the text.
If we are feeling critical, we may notice the typography: some text is italic, the page numbers are in a different font, there are rivers in the paragraphs, and the kerning perhaps leaves a lot to be desired. Then we notice how the author italicises Latin phrases, like ad nauseam, but does not italicise Latin abbreviations like e.g. for example.
If we are programmers, we might wonder how the text works, how it was actually implemented. What is the data format? How did the writer and the developers store this information, and yet convey a coherent stream of consciousness to the readers? Some texts mix in computed texts, like indices and tables of contents; then there are footnotes, side notes, cross references, running headings, page numbers — all conventional ways of mixing in different types of text to help the reader.
If the text is on a web page or represented in VR, even more will be happening. VR text is typically interactive. Perhaps it scrolls and pans in interesting ways, is reactive to different sorts of reading devices, fitting into different screen sizes and colour gamuts, and it probably interactively needs information from the reader. Increasingly, the reader will need to subscribe to the text, and the details of that are held in very complex metadata stored in the cloud, far away from the text itself yet linked back to it so the reader can have access to it.
The author’s experience of text
For the sake of concreteness, familiarity, and simplicity, we will use HTML as an initial case study.
HTML is a familiar, well-defined notation, and it is powerful enough to represent almost any form of text. For example, Microsoft Word — which provides a WYSIWYG experience
for the author — could easily represent all of its text using HTML; in fact, Word now uses a version of XML (which is basically a fussy version of HTML) to do so. Furthermore, in this chapter it’s helpful that we can talk about HTML on the two-dimensional printed (or PDF or screen) page, unlike examples from VR. (If we had used Microsoft Word as the running example, it has plenty of mixed texts, like tables of contents, references, forms. Even basic features like tables and lists are very different sorts of text than the main document text.)
Despite the widespread use of HTML across the web, and its widespread use in highly critical applications, such as managing bank accounts and healthcare services and writing pilot operating manuals for aircraft, HTML is a surprisingly quirky and unreliable language for text. The main reason for its quirkiness is that HTML was originally designed to implement some innovative ideas about distributed hypertext, and nobody then thought it would develop to need designing to be safe to use in critical applications, let alone that it would need designing to integrate reliably with many other notations.
We’ll give some examples. If you get bored with the details, do skip forward to the end of this chapter to see what needs to be learned to improve future mixed text.
Remember these examples illustrate problems that can occur when any text mixes any notations, but using HTML makes it easy to describe. (Also, you can easily play with my examples in any web browser.) We’ll take very simple examples of mixed text, not least to wonder why even simple mixes don’t work perfectly. For brevity, we’ll ignore the complexities and flaws of mixed texts like tables of contents, indices, and so on (there aren’t many word processors that ensure even just the table of contents has the right page numbers all the time).
In addition to the text, styles and layout HTML can define, HTML allows developers to mix comments in the text. Comments are texts that are intended to be read by developers but not seen by readers. Perhaps a developer is in a hurry for people to read a text but they haven’t yet completely finished it. How will the developer keep track of what they want to write but haven’t yet done? One easy solution is to use a comment: the developer writes a comment like “XX I need to finish writing this section by December” or “I need to check this! What’s the citation?” or “I must add the URL later”, but the readers of the text won’t see these private comments. The developer, as here, might use a code like XX so that they can easily use search facilities to find their important comments where they need to do more work.
The actual notation for comment in HTML is <!-- comment -->. Here, I’ve used another mixture of texts: the italic typewriter font word comment (in the previous sentence) is being used to mean any text that is used as comment and hence will not be visible to the text’s reader.
One problem with this HTML notation is that it is not possible to comment out arbitrary HTML: if it already contains comments, where the commented out HTML will end with the first -->, not with the last.
Why would you want to comment out entire blocks of HTML, which might contain further comments? A very common reason to do this is that the HTML text is not working properly: there is some sort of bug in the text. One of the fastest ways of finding the cause of the problem is to systematically comment out chunks of the text. If commenting out this bit doesn’t affect the bug, the bug must be somewhere else. Try again, and continue doing this until the bug is precisely located. (There are systematic ways to do this that speed up the debugging, like binary search.)
HTML is structured using tags. A simple tag is <p>, which generally starts a paragraph. Tags can also have parameters (HTML calls them attributes) to provide more specific control over their meaning or features. For example, <p title = "This paragraph is about HTML"> typically makes the specified title text appear when the user mouses over the paragraph. The spaces in this title mean that it has to be written between two quote symbols (the two " characters) — otherwise the four words here after the first, paragraph, is, about and HTML, would be taken as further attributes; the title would just be set to This, and all the other words would be silent errors. However, we obviously want the entire text to be a single value made up of all the words and spaces between them. Unfortunately what is obvious to us is not obvious to HTML. HTML has to cope with many authors’ ideas that are not obvious, most of which won’t be so obvious to us, so it needs another feature to avoid it having to somehow intuit what we think we mean. So, sometimes, but not always, we have to use " around attribute values.
Unfortunately, using " around attribute values means that yet another random convention is needed if we need " itself to be part of a value.
For example,
<h1 title = "This is the beginning of the book "The Hobbit"">
does not work. Instead, the HTML author is required to use a single quote instead. Here, this would do:
<h1 title = 'This is the beginning of the book "The Hobbit"'>
— which solves that problem, but now we are in a mess if for any reason we need both sorts of quote. So, what about the title of a book about a book?
<h1 title = "J. R. R. Tolkien's "The Hobbit"">
which needs to use both " and ' in the attribute value! HTML cannot do that, at least without relying on even more conventions: for instance, knowing that any character in HTML can be
written as &code; we could correctly but tediously write
<h1 title="J. R. R. Tolkien's "The Hobbit"">
This is just bonkers isn't it? It relies on the author knowing what numeric codes (or names) need to be used for the problematic characters, and also relies on the author testing that it works.
Other languages use a different, much better, system to allow authors to mix types of text. For instance in the widely-used programming language C, within a value like "stuff", characters can be represented by themselves, or more generally codes, after a slash. Thus \' means ', \" means ", and more generally \nnn means the character with code nnn like HTML’s own &#nn; but using octal rather than decimal. This approach means in C one could write a value for a book title like
title = "J. R. R. Tolkien\'s \"The Hobbit\"";
and it would work as intended — and it is much easier for the author to read and write. Note that the \' is being used correctly even though in this case a bare ' alone, without a slash, would have been equally acceptable too. So one must ask: given this nicer design of C, and nicer design or lots of similar, popular, textual languages which pre-dated HTML, why did HTML use a scheme that is so awkward?
Note that a scheme like HTML’s that is sometimes rather than always awkward means that authors are rarely familiar with the rare problems. The problems come as surprises.
HTML gets worse.
HTML has ways to introduce further types of text, such as CSS, SVG, MathML, and JavaScript. For example, <script> document.write(27*39); </script> is JavaScript mixed inside of HTML text. Here the JavaScript is being used to work out a sum (namely, 27 times 39) that the author found easier to write down in JavaScript than work out in their head.
Moreover, JavaScript is often used inside HTML to generate CSS and SVG and other languages (such as SQL, which we will return to below).
What an author can write in JavaScript has many very unusual constraints. Consider this simple example:
<script> var endScript = "</script>"; </script>
This will not work, because HTML finishes the JavaScript prematurely at the first </script> rather than the second one. HTML does not recognise JavaScript’s syntax, so it has no idea that the first </script> is inside a string in JavaScript and was not intended to be HTML at that moment, which the second one was.
The workaround for this is a bit bizarre: HTML’s & entities can be used to disguise the <> characters from HTML! Here’s how it can be done:
<script> var endScript = "</script>"; </script>
I think we get so used to this sort of workaround, we lose sight of how odd it is to have to understand how two languages, here HTML and JavaScript, mess each other up before we can safely use either of them
Here, next, is some routine JavaScript that displays an alert for the developer if (in this case) x>y, which might mean something has gone wrong:
<script> if( x > y ) alert("--> x > y"); </script>
Assume the author, or another author working on the same text, decided to comment out a stretch of HTML for some reason. Weirdly, this JavaScript will now produce the text “x > y"); -->”, because the ‘harmless’ arrow in the JavaScript code has turned into HTML’s --> end of comment symbol, even though it is still inside JavaScript. Confusingly, the JavaScript used to work before it was commented out!
Ironically, because HTML is designed to ignore errors, when it is mixed with JavaScript, as here, authors may make serious errors (much worse than this simple example) that are ignored and which nothing helps them detect. In complex projects, especially with multiple authors sharing the same texts, such errors are soon impossible to avoid, and are very hard to track down and fix because they are caused by strange interactions between incompatible text notations. They aren’t errors in HTML; they aren’t errors in JavaScript; they are errors that only arise inside JavaScript inside HTML text.
Here’s another confusion. Like HTML, JavaScript itself has comments. Thus, in Javascript, anything written after // to the end of the line is ignored. But // </script> is a JavaScript comment ignored by JavaScript but includes valid HTML that is not ignored by HTML.
To summarise so far: HTML is a text notation that allows, indeed encourages and relies on, other languages (such as JavaScript) being mixed in, but HTML and these languages were developed independently, and they interact in weird and unexpected ways that can catch authors and readers out.
These examples, chosen to be quick and easy to explain, may give the misleading impression that the problems are trivial. They may also, wrongly, give the impression that mixed text problems are restricted to HTML. But it gets worse.
An HTML text may use JavaScript that needs to use the language SQL, a popular database language. The problem is that when SQL is embedded in JavaScript in HTML, it raises security risks. “SQL injection” is the most familiar problem.
A user using an HTML text on a web page may be asked to enter some text, like some product they want to buy. The product needs to be found in the store’s database, so SQL is
If a web site allows (by accident and ignorance) SQL injection, a hacker can do much damage by taking over and programming the SQL database. In addition to this problem, SQL has its own different weird rules for strings and mixing texts, making examples like the simple HTML+JavaScript problems look simple. To make matters worse, an SQL database may well store HTML and JavaScript, for instance to make nice descriptions of the products the store sells. So mixed text can mix text.
Hackers can have fun with the bugs. There was a UK company registered under the name DROP TABLE "COMPANIES";—LTD, a company name that is contrived to be valid SQL. If injected into a database with a table called companies it would drop (that is, delete) the company’s data.
Interesting aside…
We’ve mentioned comments, and shown how they can be useful for authors of texts. HTML also allows text to be optionally hidden or made visible to readers, a sort of generalisation of comments but available to both authors and readers. This feature is the hidden attribute. Thus
<span>Hello</span> says hello, but <span hidden>Hello</span> says nothing at all for the reader, a little bit like <!-- hello --> would too. Ironically, to do anything useful, like allowing text — maybe an error message — to appear only when it is needed requires using JavaScript to dynamically edit HTML attributes (here, to interactively disable or enable hidden).
Mixed texts in single systems
Instead of mixing two text systems, like HTML and JavaScript, it ought to be easier to use a single integrated system. I’ve already hinted that there is more to the mixing of single-system texts like mixing in tables of contents into documents, but let’s stick with “trivial” mixing — because even that goes awry (and its weirdness is easier to explain briefly).
I wrote this chapter using Microsoft Word. For the examples in HTML, I copied and pasted the text in and out of this chapter into a web browser, ran the text, and double-checked it did what I said it did. As I improved my discussion of the examples, text went backwards and forwards — hopefully without introducing errors or dropping off details, like the last > character in a bodged cut-and-paste. It would have been easier and more reliable had I used
an integrated mixed text system like Mathematica, then the entire text could have been authored in one place and could have stayed in place without any cut-and-pastes.
In HTML if I say “<hr> is a horizontal rule,” then I have already used up the four letters
<hr> to display themselves, namely as <, h, r, and >. (The fact that I actually had to write <hr> is another HTML mixed text problem.) In HTML I can’t reuse the same text to show what this <hr> does. However since Mathematica is programmable, I can write <hr> once and get it displayed numerous times, and each time processed in any way I like: sometimes to see the specific characters, sometimes to see how it renders (for instance as it would in HTML, as a horizontal rule), and sometimes to do arbitrary things. How many characters is it? 4. And if I changed the <hr> to, say, <hr style = "width: 50%; height: 1cm">, that 4 would change to the correct value of 38 without me doing anything.
While Mathematica is an example of a sophisticated system originally designed for mixing text with mathematics, it still has text-mixing design flaws. For example, a Mathematica feature for embedding text inside text — exactly what this chapter is about — is called a string template in its terminology. String templates use the notation <* … *> to indicate a place to mix arbitrary Mathematica text into strings of otherwise ordinary text, using <* … *> a bit like HTML’s own <script> … </script> notation.
For example, here is a single line easily written in Mathematica:
“The value of π is <* N[4ArcTan[1]] *>” turns into “The value of π is 3.14159” Very nice, but how would you write a string template that explains how to insert
Mathematica text? You’d want to do this because using string templates to explain string
templates would ensure the explanations were exactly correct. Indeed, Mathematica comes with a comprehensive user manual written as a Mathematica text, which does exactly this to illustrate how all its features work. Unfortunately, you can’t document string templates so easily (without complex and arbitrary workarounds). If I had written the example above entirely in Mathematica, the first <*, which you are supposed to read as showing how to use the mixed text feature, would already have been expanded, so the example wouldn’t work at all. “The value of π is 3.14159” turns into “The value of π is 3.14159” doesn’t say anything helpful!
Mathematica allows you to write special characters from other texts explicitly. Thus the Greek (or Unicode) symbol \[pi] written in ordinary text can be used to mean π itself. If they had thought of having \[Less], which they don’t, then the <* problem would have been fixed. Yet they have LessEqual, for ≤, and lots more symbols. The omissions, like having no abbreviation Less, are arbitrary, even when they are needed, because Mathematica itself made
< a special character! The designers of systems like HTML and Mathematica don’t seem to realise that a simple feature needs checking off for compatibility right across the language —
There are various workarounds of course, which perhaps experienced Mathematica users will be shouting at me. Ordinarily, though, an author of a text won’t realise workarounds are needed until after something unexpected goes wrong, then they have to waste time trying to find the problem, then find an ad hoc solution using tricks they have to work out for themselves. Remember, “experienced” authors are just those who have already come across and overcome these “trivial” problems. String templates are clever, but suddenly what was supposed to be empowering mixed text feature has turned into a slippery, wiggling eel.
We should not admire experienced authors who know all the problems and workarounds for mixed text. We should be despairing at the people who design mixed systems that don’t work reliably together.
Future text mixed with AI and …
This chapter has discussed the unavoidable need for interleaved mixed text, so text can fulfill its many purposes — whether for authors or readers. It showed (mostly by way of HTML- based examples) that many practical problems remain. Mixing text leverages enormous versatility, but at the cost of complexity. The devil is in the details.
We hinted that embedded languages like JavaScript can be used to help the author add power and features to text to enrich the readers’ experience. The example we gave was simple, but made the point: if the author does not know what 27 times 39 is, they can get JavaScript to work it out and insert the answer. Another example would be to display the date
— JavaScript knows that even if the author doesn’t. These are simple examples of mixed text that build on computational features.
The world of computation is rapidly expanding in scope and impact with new tools.
https://elicit.org
https://lex.page, and more.
These fascinating AI tools can do research, can do writing, and can inspire people out of writer’s block. There are surprisingly many such tools, leveraging every gap imaginable in the writing and reading process. We are still learning how AI can help, and every way it helps relies on mixing in more forms of text together — they didn’t mix, then they would not be
contributing directly to the text or the author’s work.
A final example is the use of programmable systems like Mathematica and R, which can mix text and computation and AI, as well as access curated databases of all manner of sources that can help the author. Unlike normal AI systems that are generally packaged up to do one thing well, Mathematica and R can be programmed by the author to help in any way.
Mathematica, for instance, not only includes AI and ML and lots more, but can draw a map of Africa, get the country names and boundaries right and up to date, and find out all other details, like the weather in Sudan, its GDP or its adult literacy, even for very the day the reader reads about it, and mix it all in to the text the author is writing. Indeed, research papers often require detailed computations, often involving statistics, and doing this reliably mixed in the text, as Mathematica can, makes the papers much more reliable than when the computations being done conventionally — that is, done elsewhere and manually copied-and- pasted into the text, often introducing typos and other errors, as well as raising problems of the author forgetting to update the statistics when something relevant in the paper is updated. Consistency is a problem best solved by computers doing the text mixing.
The future of text requires and cannot avoid mixing different sorts of text. We already interleave all sorts of text without thinking and often without problems. Occasionally, however, things get tricky. When we use internet technologies to leverage our mixed texts, they can be read and used by millions of people. This means that what seem like arcane tricky things to us and of no real importance can happen to hundreds or thousands of people, and can have dire consequences for them.
Unfortunately, mixing different types of text is a mess. Text has become very powerful thanks to computers and computation; but text has also become unreliable thanks to the poor design and inconsistencies between different types of text. We gave examples of the mess of HTML and JavaScript being mixed, and examples of mixed text problems within the single Mathematica application.
Developers keep adding new types of text to representations, historically HTML being a notable example, that were never intended to be extended so far as they have been. And each new type of text (CSS, MathML, etc) has to work with other and all previous types of text that did not anticipate it — to say nothing of the complexities of backwards compatibility with earlier versions of each type of text. The Catch-22 of “improving” the design of text often means compromising lots of text authored before the design was improved.
Special cases routinely fail, and workarounds are complex and fragile. In a saner world, HTML, JavaScript, SQL, and all the other languages would have been designed to work closely and better together, with no need for author workarounds.
It’s maybe too late to start again, but here are a few ideas that may help:
Authors should use checking systems, and use servers that check for known problems (like SQL injection). I’ve suggested that the standards for languages like HTML are inadequate, but at least checking that your text conforms to relevant standards is a start. Like spell-checking, it won’t fix all your problems, but it’s still really worth doing.
When new forms of text are invented, ensure they work well with existing types of text — in particular, by reporting errors so that authors do not release unreliable texts to unsuspecting readers. An extreme form of this idea is polyglot markup, which is markup (like HTML is) but designed to work in different dialects consistently.
If you are a developer, and you find yourself writing very specific code like this: … “<*”
… "*>" … (i.e., using <* and *> as built-in strings, as there must be somewhere inside the Mathematica implementation code) please notice those are totally arbitrary strings you devised, and there is no reason why the author — who is not you — using your system will
want exactly those codes. At least make them parameterisable so the author can work around clashes you failed to anticipate, or devise other ways to be more flexible.
Read up on other people’s attempts. For example, the reasoning behind the divergence between the different philosophies of HTML, particularly the snapshot based standards of HTML 4, 5, 5.1, etc, and the living standards most of us now user that are continually updating, is both fascinating and a warning.
This chapter discussed a problem that is more generally called feature interaction. That is, texts have features, but in mixed texts the otherwise desirable features of each text interact in unhelpful and unexpected ways. In general, there are no good solutions to feature interaction, other than taking care to avoid it in the first place and providing mechanisms to help detect it (even block it) before any downstream reader is confused. In healthcare, the problem would be seen as a failure of the problem called interoperability, a potentially lethal problem that undermines the reliability of the mixed texts of patient records.
If we are going to have feature interaction, which we are, we should take all steps to minimise it, and design the amazing powerful things mixed texts can do to eclipse their problems.
Guest Presentation : The Society Library
https://youtu.be/Puc5vzwp8IQ
In case any of you don’t know who we are, we are The Society Library.
We’re non-profit, a collective intelligence non-profit. I’m going to start this presentation just by talking about who we are and what we do. Then I’m actually going to show you what we're up to. And I’d love to store some of your feedback and some of your ideas because some of you have been thinking about these types of projects for decades, and I’m only three years in. I have been thinking about it for about seven to ten, but I’m only three years in, in terms of implementing these things. So I’d love to get feedback and to hear how you think we could grow and expand what we do.
How can we model societal scale deliberation?
How, in modelling societal scale deliberation, we can actually start creating ways in order to have more informed, inclusive, and unbiased decision-making?
How can we generate policy more collaboratively by taking in the inputs of individuals? And then, ultimately:
How can we have a common knowledge library on complex social and political issues that can inform the general public?
All of these are very like pro-social, pro-democratic projects. The Society Library itself is attempting to fill a role in society. In the United States, we have something called the Congressional Revenue Service, it’s run by the Library of Congress. In the U.S., the Library of Congress actually prepares all of these lovely briefs and does all of this research for our members of Congress, our senators, and our house representatives. However, if I’m not mistaken, at the state and local level, as well as for the general public, these types of research services don’t exist. So our congresspeople, they can make a request to be brought up to speed on the topic of AGI and an entire library will work to organise and do all this research to deliver the knowledge products. And the Society Library is looking to do that for
the general public, and also at the local and state level in government. So some of these projects that we work on are deliberation mapping projects, like our great American debate program, which I’ll talk about, specifically. We want to get into a project which we’ll probably rename because everyone hates it. I called it The Internet Government, people assume we’ve been governing the internet. We certainly do not mean that. It just means enabling governance platforms on the internet. So how can we generate policy? How can we produce decision-making models that are informed from the collective input and deliberation of? Essentially, what we’re aiming for is an entire nation. So we’re really working at the societal scale and I will talk about how we do that. And then, ultimately in our timeline, we want to fill this role as being accumulative common knowledge resource for the public. And so I’m going to talk about where we’re at right now, which is model and societal scale deliberations. And I’m going to get into how we actually go about accomplishing that.
If it’s not obvious, to me what we discovered when we undertook the project of, Okay, let’s start mapping these debates is that, debates in the United States, on these high-impact persistent polarising issues, are actually unbelievably large. So the topic of climate change, I think we’re now up to 278 unique sub-topics of debate, and there can be tens of thousands of arguments and pieces of evidence in each one of those sub-topics. But interestingly, what we found is that all of these sub-topics correspond to answering only one of six questions. So all of these debates that are happening across various subjects related to conceptualising the problem of climate change and its severity, to solutions, and things like that, all of them are really responding to six fundamental questions.
Our latest subject that we’re working on is nuclear energy, and we’re still assessing what those fundamental questions are. For COVID-19, because it was such a new subject,
and I think it was so global and so viral, we found over 500 and basically 13 fundamental questions. And for election integrity, there were 81 subtopics and two questions.
Today I’m also going to be showing you a project that we’re going to be releasing at the end of this month, which I’m really excited about. I’ll actually take you through the data structure and tell you more of what all of this actually means. I’ll show you questions, I’ll show you sub-topics, etc. So, how do we go about creating these debate maps? Which, again, I will show you what they actually look like towards the end.
it starts with archiving and collecting mass content,
transcribing it and standardising it to text,
extracting arguments, claims and then evidence,
categorising those,
clustering those into hierarchical categories,
inputting that structured content into a database,
and then tinkering with visualisation so that we can compress as much knowledge as possible in visualisations that can convey the complexity, without being way too overwhelming.
Something that we’re really interested in is: How do we create knowledge compression where people can see as much knowledge as they want to see and they have the flexibility to work in various dimensions to unpack what they want to explore as they want to explore it?
So instead of an author, who’s writing a book or a paper, taking a reader through a specific narration, instead it’s about: How can we visualise all the possible narrations that a reader can go through and they can unpack in the direction that they want to? And I think we’ve had a recent breakthrough in how we’re going to go about doing that in a really simple way, so I’m really excited about that. I’ll show you a tiny little sneak peek of it. But most of it is on wraps until we launch the project at the end this month if all goes according to plan.
So that’s the basic process, but let’s get specific because that kind of matters. So when we talk about archiving what do we mean? Well, first we built a bunch of custom search engines, to essentially, make sure that we’re pulling from all across the political spectrum and across different forms of media. We also have curated feeds that we keep an eye on. We are also aware that it’s really important to break the digital divide. There are just some things that people are not going to be willing to write a medium post about or post on Twitter about ideas
that they have, that they do want to express. So, facilitating conversations and recording those interviews with permission, in order to gather that audio data is very important. We’ve also acquired access to various searchable databases, GDELT, and Internet Archive, which have just been absolutely wonderful to us.
When it comes to inputting content in the database, are we going to platform a dog whistle that we’re aware is a dog whistle?
Are there going to be policies about trying to referee if one group is calling another group’s language a ‘dog whistle’ when, perhaps, it isn’t?
There’s all these wicked issues that we ca