FW: Dante System Set UP

Dear Core SC team:

 

FYI, to make sure everyone is on the same page, Todd is stepping forward to take charge of setting up the Dante system according to how we need it for research in the sc / iStage.  This includes what Lauren and Todd have in mind.

 

This frees up the rest of the core team to tackle the rest of that TODO list Megan has posted.

 

Thanks!

Xin Wei

 

 

From: Todd Ingalls <TestCase@asu.edu>
Date: Thursday, April 19, 2018 at 4:21 PM
To: Megan Patzem <mpatzem@asu.edu>
Cc: "lauren.s.hayes@asu.edu" <Lauren.S.Hayes@asu.edu>, Xin Wei Sha <Xinwei.Sha@asu.edu>, Connor Rawls <Connor.Rawls@asu.edu>
Subject: Re: Dante System Set UP

 

Hi

I will need to have all the equipment in the stage with power and all cabling needed. I also need licenses and software for virtual soundcards as well as the dante software package

todd


On Apr 19, 2018, at 3:50 PM, Megan Patzem <mpatzem@asu.edu> wrote:

Hi  -

 

We realized that Dante still needs to be set up but doing so will interfere with a lot of research so we have tried to figure out a way around it.

 

Can you both  work on Dante during the week of April 30th - May 5th? I say this because we will be using iStage that week to set up the paper sky for Oana so iStage will mostly be unusable during that time. We figure it would also be a good time to allocate time to setting up Dante officially.

 

Will you both let me know if you can work that week?

 

Thanks!


Best wishes,

Megan Patzem

Multimedia Artist & Communications

School of Arts Media & Engineering + Digital Culture

Arizona State University

Mail Code: 5802

p: 480-652-5333  f: 480-965-0961  

email: mpatzem@asu.edu

web: meganpatzem.webflow.io

 

on the importance of researcher's experience in the scientific study of subjective experience

Al Bregman, Keynote on Auditory Scene Analysis, CIRMMT McGill. June 2008
( One of the principal scientists of psychoacoustics comments on the importance of a researcher being guided by his/her own felt experience in the study of subjective experience. )


Subjectivity and objectivity. 

At this point, I want to interject a few words about subjectivity and objectivity in psychological research. The personal experience of the researcher has not fared well as acceptable data for scientific psychology. Since the failure of Titchener’s Introspectionism, a very biased form of report of one’s experience, in the early twentieth century, and the rise of Behaviourism to replace it, scientific psychology has harboured a deep suspicion of the experience of the researcher as an acceptable tool in research.
You would think that the study of perception would be exempt from this suspicion, since the subject matter of the psychology of perception is supposed to be about how a person’s experience is derived from sensory input. Instead, academic psychology, in its behaviouristic zeal, redefined perception as the ability to respond differently to different stimuli – bringing it into the behaviourist framework. We may be doing research nowadays on cognitive processes, but the research methods are, on the whole, still restricted to behaviouristic ones. Since it was a perceptual experience of my own (the rapid sequence of unrelated sounds) that set me off on a 40-year period of study. of perceptual organization, I have always questioned the wisdom of this restriction.

In my many years of research on how and when a mixture of sounds will blend or be heard as separate sounds, my own personal experience and those of my students has played a central role in deciding what to study and how to study it. When I encouraged students to spend a lot of time listening to the stimuli and trying out different patterns of sound to see which ones would show the effect we were interested in, far into the academic year, and nearing the time that they should have been carrying out their experiments, they would get nervous and ask when they would start doing the “real research”. I told them that what they were doing now was the real research, and the formal experiment with subjects and statistics was just to convince other people.

Furthermore the role of subjectivity has often been criticized by journal reviewers: In the reviews of my first published article on auditory stream segregation, which showed that a rapid alternation of high and low sounds segregated into two perceptual streams, one of the skeptical reviewers proposed that there was something wrong with my loudspeakers – perhaps they continued to give out sound after the tone went off – and insisted that I test them.

I was convinced that if the reviewers had merely listened to the sounds, their objections would have evaporated, but in those days you didn't send in audio examples with your manuscript, and I’m not sure it would be acceptable for most journal editors even today.

Anyway, I got around the taboos about subjective data by giving many talks accompanied by auditory examples and by eventually publishing my own Compact Disk of auditory demonstrations. However, the CD didn't come until 23 years after the first research paper. Nowadays you could put demonstrations on the web and refer reviewers to the website.

Another thing that reviewers have criticized was the use of a subjective rating scale, asking listeners, for example, to rate on a 1 to 7 scale how clearly they could hear a sound in a mixture. Perception journals on the whole prefer tasks that involve accuracy. This is in keeping with the behaviouristic view of perception as the ability to make different responses to different stimuli. According to this view, you should be able to score the answers of the subjects as either correct or incorrect (For example by asking whether a particular sound was or was not present in a mixture of sounds) rather than simply accepting the listeners’ answers when they rate the clarity with which a target sound can be heard.

Sometimes we have used both types of measures, subjective rating scales and measures of accuracy, either in the same experiment or in a pair of related experiments. The two measures have given similar results, but the subjective rating scales have been more sensitive. I think the reason for their superiority is that they are a more direct measure of the experience, whereas turning one’s experience into the ability to form a discrimination between sounds brings in many other psychological processes that are involved in comparison and decision making.

As a result of my belief in experience as an important part of Psychology, I’m going to try to describe some of my research on auditory perception, but I won't give any data. Instead, I’m going to support my arguments with audio demonstrations to the extent that time permits. 

on the importance of researcher's experience in the scientific study of subjective experience

Al Bregman, Keynote on Auditory Scene Analysis, CIRMMT McGill. June 2008
( One of the principal scientists of psychoacoustics comments on the importance of a researcher being guided by his/her own felt experience in the study of subjective experience. )


Subjectivity and objectivity. 

At this point, I want to interject a few words about subjectivity and objectivity in psychological research. The personal experience of the researcher has not fared well as acceptable data for scientific psychology. Since the failure of Titchener’s Introspectionism, a very biased form of report of one’s experience, in the early twentieth century, and the rise of Behaviourism to replace it, scientific psychology has harboured a deep suspicion of the experience of the researcher as an acceptable tool in research.
You would think that the study of perception would be exempt from this suspicion, since the subject matter of the psychology of perception is supposed to be about how a person’s experience is derived from sensory input. Instead, academic psychology, in its behaviouristic zeal, redefined perception as the ability to respond differently to different stimuli – bringing it into the behaviourist framework. We may be doing research nowadays on cognitive processes, but the research methods are, on the whole, still restricted to behaviouristic ones. Since it was a perceptual experience of my own (the rapid sequence of unrelated sounds) that set me off on a 40-year period of study. of perceptual organization, I have always questioned the wisdom of this restriction.

In my many years of research on how and when a mixture of sounds will blend or be heard as separate sounds, my own personal experience and those of my students has played a central role in deciding what to study and how to study it. When I encouraged students to spend a lot of time listening to the stimuli and trying out different patterns of sound to see which ones would show the effect we were interested in, far into the academic year, and nearing the time that they should have been carrying out their experiments, they would get nervous and ask when they would start doing the “real research”. I told them that what they were doing now was the real research, and the formal experiment with subjects and statistics was just to convince other people.

Furthermore the role of subjectivity has often been criticized by journal reviewers: In the reviews of my first published article on auditory stream segregation, which showed that a rapid alternation of high and low sounds segregated into two perceptual streams, one of the skeptical reviewers proposed that there was something wrong with my loudspeakers – perhaps they continued to give out sound after the tone went off – and insisted that I test them.

I was convinced that if the reviewers had merely listened to the sounds, their objections would have evaporated, but in those days you didn't send in audio examples with your manuscript, and I’m not sure it would be acceptable for most journal editors even today.

Anyway, I got around the taboos about subjective data by giving many talks accompanied by auditory examples and by eventually publishing my own Compact Disk of auditory demonstrations. However, the CD didn't come until 23 years after the first research paper. Nowadays you could put demonstrations on the web and refer reviewers to the website.

Another thing that reviewers have criticized was the use of a subjective rating scale, asking listeners, for example, to rate on a 1 to 7 scale how clearly they could hear a sound in a mixture. Perception journals on the whole prefer tasks that involve accuracy. This is in keeping with the behaviouristic view of perception as the ability to make different responses to different stimuli. According to this view, you should be able to score the answers of the subjects as either correct or incorrect (For example by asking whether a particular sound was or was not present in a mixture of sounds) rather than simply accepting the listeners’ answers when they rate the clarity with which a target sound can be heard.

Sometimes we have used both types of measures, subjective rating scales and measures of accuracy, either in the same experiment or in a pair of related experiments. The two measures have given similar results, but the subjective rating scales have been more sensitive. I think the reason for their superiority is that they are a more direct measure of the experience, whereas turning one’s experience into the ability to form a discrimination between sounds brings in many other psychological processes that are involved in comparison and decision making.

As a result of my belief in experience as an important part of Psychology, I’m going to try to describe some of my research on auditory perception, but I won't give any data. Instead, I’m going to support my arguments with audio demonstrations to the extent that time permits. 

Mirages & miracles, Lyons France. AR art exhibition

Augmented Reality AR worth doing :
Mirages & miracles / Exposition / Création décembre 2017, Les Subsistances, Lyon, France

Mirages & miracles / Exposition / Création décembre 2017, Les Subsistances, Lyon, France.
Une série d’installations qui abritent un animisme numérique.
Les œuvres, du petit au grand format, offrent toutes une coïncidence finement organisée entre virtuel et matériel : dessins augmentés, dispositifs d’illusions holographiques, casques de réalité virtuelle, projections grande échelle. Elles donnent à vivre un ensemble de scénarios improbables qui tiennent à la fois du mirage et du miracle, qui jouent à la frontière entre le vrai et le faux, l’animé et l’inanimé, l’authentique et l’imposture, la magie, le merveilleux, et l’inouï.

Synthesis: timelapse of sc evolution in iStage 10-11 Nov 2017, SLSA

Time-lapse of sc system evolving its state according to events in iStage all day during SLSA 2017 at ASU,  November 10 & 11, 2017,

Friday 10 Nov 2017

9:00 AM – 10:30 AM
3G “Game Studies 1: Roundtable with Ian Bogost” 
Ian Bogost (GaTech), Alenda Chang (UCSB, Edmond Y. Chang (Ohio), Heidi Coleman (Chicago), Patrick Jagoda (Chicago), Patrick LeMieux (UC Davis), Timothy Welsh (Loyola)

11:00 AM - 12:30 PM
Synthesis Open Atelier: Serra Vegetal Life and Other Scenarios  
Oana Suteu, Todd Ingalls, Sha Xin Wei, Brandon Mechtley, Chris Ziegler + Synthesis


9:00 AM – 5:00 PM
Synthesis Responsive Environments / Time Out  
Immerse yourself in a rich media environment, talk with our researchers and artists, or relax in our playful, poetic atmospheres.

11:00am-12:30pm
8F “Beyond Plant Blindness: To See the Importance of Plants for a Sustainable World” Chair: Bryndís Snæbjörnsdóttir 
Giovanni Aloi (SAIC), Dawn Sanders (Göteborgs, Sweden), Bryndís Snæbjörnsdóttir (Iceland Academy of Arts), Mark Wilson (Cumbria UK)

2:00-3:30 PM
Responsive Environments Roundtable
Sha Xin Wei (ASU Synthesis), Tom Lamarre (McGill), Todd Ingalls (ASU Synthesis), Oana Khintirian (Montreal), Stacey Moran (ASU), Chris Ziegler (ASU Synthesis) and guests

Thanks to Dan Jackson and Megan Patzem (AME) for producing the video documentation.

_________________________________________________
Sha Xin Wei • Professor and Director • School of Arts, Media and Engineering + Synthesis
Herberger Institute for Design and the Arts + Fulton Schools of Engineering • ASU
Fellow: ASU-Santa Fe Center for Biosocial Complex Systems
Affiliate Professor: Future of Innovation in Society; Computer Science; English
Associate Editor: AI & Society Journal
skype: shaxinwei • mobile: +1-650-815-9962
Founding Director, Topological Media Lab
_______________________________________________________

David Morris, on bitcoin, and the attempt to impose scarcity on integers

David Morris:

As I've noted for a while, the Bitcoin is beautiful with regard to abstract cryptographic design, but a lunatic nightmare with regard to concrete environmental realities. This is because its decentralized ledger is predicated on a proof of work verification step that must cost, more in electricity and computational costs, than the value of what's in the ledger--and multiple miners are competing to do the verification step, to earn mined coin. That's what keeps someone from forging currency and ripping people off: it costs more to do that then what you'd earn. As an analogy, imagine that it would cost more than $100 dollars in energy and computers to forge the $100 dollar bill in your pocket; you wouldn't bother to try and forge. What keeps forgers from forging dollar bills is that it's hard to produce the materials. What keeps forgers from forging bitcoin is that proving that bitcoin is real bitcoin takes enormous amounts of energy. But as the total value of bitcoin grows, the total amount of energy needed to prove it and ensure forgery isn't worth it, grows. AND THAT PROOF NEEDS TO BE DONE EACH TIME A BLOCK OF TRANSACTIONS IS ADDED.

NB, more precisely, it is energy together with and required by the computational time and power required for doing the proof, with current computing technology (as well as the energy for cooling the computers); AND the energy wasted, because the miningsystem is itself market driven, with multiple competing miners working to (in effect) solve the SAME PROBLEM, and only the first one to solve it earns Bitcoin, so the electrical energy spent by miners who don't earn the coin doesn't do anything useful, as if in a car you design it with multiple engines that generated heat, and only the first to turn over a gear moved the car forward. If you want to have decentralized ledger, the design of Bitcoin is elegant. If energy per currency exchange were a measure of the worth of the currency, the design is terrible. You could also make a currency that is hard to forge because you make it from paper from a trees in a particular forest that you then burn down. But nobody would think that makes sense, I hope. In this case the cost of energy becomes a way of proving and security an identity in an abstract realm of numbers that don't have identities, when you don't want to allow a central authority to monitor identities. Is it worth it? Why not seek to solve the human side of the equation: figure out how to build human institutions that one can trust and do not corrupt or abuse, instead of trying to bend numbers to purposes they do not serve well, except when we cost out the numbers in terms of computation costs. That's it in a nub: we make it hard to forge numbers by leveraging the energy, time, and computing cost of computing certain numbers. Bitcoin should come with a logo that says "In primes we trust." And be prepared for trouble when quantum computing gets to the point of finding prime factors quickly.

As well, if one had the thought that speculation on the house market had become a problem in, say, 2008, and speculation in third order derivatives that nobody understands and that become decoupled from underlying value are a problem that contributed to market crashes are a problem, and that in general financialization that is decoupled from actual economic productivity, since it is just bets about market movements, is a problem, and that financilization facilitates wealth accumulation and inequality, then one might be worried by speculation in currencies whose value is simply speculative. It's not for nothing that some governments are saying that companies issuing cryptocurrencies are in fact issuing securities. 

One could think that what cryptocurrencies afford is the securing of a new domain of betting. Not one houses, stocks, productivity, or changes in the values of those, but bets on how people value certain numbers that can be owned and not duplicated, or how people value the exchange of those numbers. (And yes, also means of exchanging value in ways that aren't exposed to monitoring or corrupt institutions; but that, as far as I can tell is not what is driving the bubble that appears to be blowing at the moment.)

But of course this could be wrong, they could end up becoming important to new economies, as in the libertarian scifi scenarios. Or crash everything.

(Personal communication, retrieved 8 Dec 2017. Emphasis added.)

________________________________________________________________________

Business Insider article:
The electricity used to mine bitcoin this year is bigger than the annual usage of 159 countries

Excerpt:

Bitcoin transactions now use so much energy that the electricity used for a single trade could power a home for almost a whole month, according to Dutch bank ING.

The bulk of Bitcoin "mining" is done in China, where energy costs are comparatively cheaper than in places like the UK or US.

"The top six biggest mining pools from Antpool to BTCC are all largely based in China," Mati Greenspan, an analyst with trading platform eToro, said in an email earlier this month. "Some rough estimates put China's hashpower at more than 80% of the total network."

Wekinator, machine learning engine; ontogenesis; lightspot games

Connor and others who are considering using machine learning.

(1)

Rebecca Fiebrink, a computer scientist @ Princeton now Goldsmiths, has created a very popular machine learning engine designed specifically for media artists: Wekinator - which can be used as a blackbox from Max or any client via OSC.   I think Lauren Hayes and several AME students have tried it out.  (Tell us what you think!)

http://www.wekinator.org/

Treat Wekinator’s machine learning engine like a power tool — it’s very useful for what it's designed for, but it can hurt you ( in mind and soul if not body ;) if you try to use it against its design.   Take appropriate courses from Pavan (or Suren, Robert…)  to learn when and why to use these tools.

Wekinator is not a research tool for those interested in inventing new methods in machine perception or signal processing, but Fiebrink has taken a great deal of care to user test, design and implement the best of known methods to 

 

            • Create mappings between gesture and computer sounds.

            • Creation of gesturally-controlled animations and games

            • Control interactive visual environments created in Processing, OpenFrameworks, or Quartz Composer, or game engines like Unity, using gestures sensed from webcam, Kinect, Arduino, etc.

            • Creation of systems for gesture analysis and feedback

            • Build classifiers to detect which gesture a user is performing. Use the identified gesture to control the computer or to inform the user how he’s doing.

            • Detect instrument, genre, pitch, rhythm, etc. of audio coming into the mic, and use this to control computer audio, visuals, etc.

            • Creation of other interactive systems in which the computer responds in real-time to some action performed by a human user (or users)

                        • Anything that can output OSC can be used as a controller

                        • Anything that can be controlled by OSC can be controlled by Wekinator

 

(2)

Having said that, these methods are also a trap in a fundamental sense: they can only recognize / categorize the given, and cannot produce novel, artful, living gesture.  (The non-prestatabilty of potential is the central thrust of the ontogenetics group.)  That’s why we make human-in-the-loop systems, technical ensembles.  

(3)

On the third hand, it could be quite fun to implement two ETUDES leveraging Wekinator’s power:

            Sha’s Follower-to-Leader game: Follow-spot tries at some point to anticipate and lead the human walker)

            Rawls’ N-1 game : Train on n walkers, remove one person, direct lightspot to move with the remaining n-1 walkers.

I’m pretty sure the Follower-to-Leader game would do something interesting.  I don’t see how to constrain the (repetition of the) walking to make the n-1 game work.

brittleness of code + complexity theory => topological media is worthy enterprise

https://www.theatlantic.com/technology/archive/2017/09/saving-the-world-from-code/540393/?utm_source=fbb

In 1995 I argued at Stanford & Berkeley that the master Wicked Problem in computer science is NOT NP≠P, but the brittleness of code. 
Instead of arguing with over-confident and under-informed colleagues during the dotcom boom, I started with some courageous, playful souls the Topological Media Lab* to create realtime, gestural media, and hybrid matter that can evolve with the robustness of analog materials, but with continuous (indefinite-dimensional) & multivalent state behavior that can be designed to suit the phenomena of interest, and admit ad hoc intention.   

To do it right is not trivial, requires a head for physics as well as a nose for irreality and poetry…

It’s time to reap…

* Georgia Tech / GVU / 2001-2004, Concordia University 2005-2013

_________________________________________________
Sha Xin Wei • Professor and Director • School of Arts, Media and Engineering + Synthesis
Herberger Institute for Design and the Arts + Fulton Schools of Engineering • ASU
Fellow: ASU-Santa Fe Center for Biosocial Complex Systems
Affiliate Professor: Future of Innovation in Society; Computer Science; English
Associate Editor: AI & Society Journal
skype: shaxinwei • mobile: +1-650-815-9962
Founding Director, Topological Media Lab
_______________________________________________________

Research_Practices_in_Digital_Design.pdf


Attached is a useful survey of how to design computational media things : tools, apps, services, even events, and performances with an aesthetic intent.

Some points / caveats:

• No one article can adequately represent all the different techniques, but this one serves as a good index.  (I'm sure Stacey K could point to a lot more :)

• This addresses the practical matter of how to design a sociotechnical thing: software application like a mobile app, a service like an augmented reality platform for use by curators or academic game developers, or an immersive responsive media environment for exploring Mars or terrestrial ecosystem, or an immersive environment for modeling buildings and streets, according to criteria that can be stated in advance:  for such and such a demographic, for a specific purpose -- like helping ASU seniors create scenarios about climate change for high school students.

• Such digital design methods are a practical and technical matter.  Research in digital design is NOT the same as using digital design to do research (which could be any inquiry to expand human knowledge -- eg why are we here?   Why are we mortal?  What is a gesture?   When should we replace some human work by machine work?   Etc etc etc)

• Digital design method is also NOT art.
 (Despite the authors' citation of Lev Manovich. )

• Experimental studies of experience, and (non-anthropocentric) experiential experiments, and in general any scientific (vs engineering) research  are NOT well served by pre-packaged methods.  I can talk about that.

Having said all that, the design methods surveyed are extremely useful when the sociotechnical context is stable, and it's time to make something work robustly enough to be used and useful.   Please study this carefully if you aim to making something "usable" by "other people."

The most valuable aspect of this article is its concrete observations about accommodating the putative "users" of (engineering lingo) / "audience" for (art lingo)  what you make in the very process of inventing and designing what you make.

Neither engineers nor artists are very good about this.  

That's why the Topological Media Lab was set up with a different ethical stance : NEITHER as an isolated engineering lab, NOR as an isolate artist but as home for fundamental inquiry that uses art and engineering research techniques.   So, can we do engineering or art research reflexively  (the makers are their own subjects and objects of study as well as the people they purport to help) and abductively?

Xin Wei



_________________________________________________
Sha Xin Wei • Professor and Director • School of Arts, Media and Engineering + Synthesis
Herberger Institute for Design and the Arts + Fulton Schools of Engineering • ASU
skype: shaxinwei • mobile: +1-650-815-9962
_______________________________________________________