De Kerckhove Derrick - Connected Intelligence
De Kerckhove Derrick - Connected Intelligence
De Kerckhove Derrick - Connected Intelligence
CHAPTER I
CHAPTER 2
CHAPTER 3
CHAPTER 4
PART 2
CHAPTER 5
CHAPTER 6
CHAPTER 7
CHAPTER 8
CONTENTS
Acknowledgments
Introduction
Prologue
1NTERACTIVITY
The Business ofInteractivity
The Biology ofInteractivity
Person, Real and Virtual
Presence, Real and Virtual
HYPERTEXTUALITY
All About Hypertext
The Future of News
The Future of the Book
Museums, Real and Virtual,
and the Tyranny of "Point of View"
IX
xv
XXI
3
17
37
57
77
97
107
12
5
PART 3 CONNECTIVITY
CHAPTER 9 Web ness
141
CHAPTER IO The Connected Economy 161
CHAPTER II Planetization
177
CHAPTER 12 Thinking the Earth
191
APPENDIX Test Cases in Connected Intelligence:
How to Run a Productive Workshop
197
Notes
21
9
ACKNOWLEDGMENTS
COMMUNICATUS
INTERR PTUS
I
CELEBRATE November 5 as the day when, in I988, something
ridiculous and grandiose happened to me and to fifty of Canada
and France's most innovative artists and tdecom engineers. We
were performing one of the world's first video conferences for the
am in front of 1000 people (600 in Toronto and 400 in Paris).
T here were two huge video screens, one at the Ontario Science Cen-
tre and the other at the Centre franc;ais du commerce exterieur.
oug Hamburg, in Paris, was dancing with Eve Lenczner in
Toronto. Hardly into the first thirty seconds of this "transinteractive
pas de deux" appropriately called "The Dawn of the New Age"
Doug's arm stretched from Paris ro Eve Lenczner in Toronto became
frozen in to the characteristic patterns of jittering pixels which clearly
indicates that you have just lost your connection to the satellite. We
learned later that a drunken driver had hit a pylon carrying power to
us Sprint's uplink earth station in Staten. We lost our satellite signal
only rhirty seconds into a two-hour show.
Two years of preparation wasted, over $100,000 down the drain
and a cast of a hundred artists, engineers, and technicians stranded
on both sides of the Atlanric. Well not quite. The show wenr on. The
sevenreen transinteractive performances turned our ro be JUSt as in-
reresting in their simpler local interactive mode as jf they had been
performed across the ocean. The overflowing audience at borh sites
remained in their seats unril the end, as jfthe fact that the connection
LX
x CONNECTED INTELLIGENCE
across the Atlantic did not work, didn't matter. It was the poetry of
the idea that counted. I, personally, was by the whole
thing, but, i "sPIte of serving_Ille wi!:h vet:ifl._cation
of MurRhx's Law ("if it can down
1
tt wiTI at thd
/ time . .. "), my disk?i:Jr to be a
As Eckart Wintzen, the celebrated founder of BSO, a Dutch Sys-
tem Integration Company now restructured under the name Ori-
gin, recounted to me, Joel de Rosnay, one of the main sponsors of
the event on rheFrench side, and a guest of the 1989 Infolutie, called
it a Eckart, with his typically visionary approach to
technology, saw something interestingly "communicational" in
Transinteractivity and invited me to the 1990 Infolutie on Commu-
nications. For the 1991 Infolutie, Eckart asked fI)..e to write Brain-
book for Orig!!2:
Willy Melgert, who was then Vice-President, Public Relations, of
Bso/Origin, asked me to write the second, this one. He suggested
that I collect all the papers of the talks I had given in connection
with Origin and its clients and put them in a book. So this book is a
reflection of my enduring relationship to the Netherlands and to the
people and the organizations who helped me to write it by stimulat-
ing my thinking. I would like to thank all the persons and organiza-
tions who put me on the track of new thoughts and the audiences
who patiently listened to me thinking aloud. As each chapter reflects
different influences, just like the poet Franc;:ois Villon used to dedi-
cate each strophe to different people, I would like to dedicate each
chapter to those who were my inspiration.
The introduction is dedicated to Willy Melgert who helped me
shape the whole book, but I also remember fondly my students at
the McLuhan Program who taught me about the Net and my under-
graduates in the Department of French at the University of Toronto,
who make me think about their future which is so evidently tied to
and culture. t u \ . . e
I began to focus on the theme of mteraCtlVlty to esnmate the fu-
Jure of television, partly thanks to the invitation of Stefano Marzano,
Vice-President of Design at Philips (Eindhoven). Stefano asked me
COMMUNICATUS INTERRUPTUS XI
to imagine what would become of television once it went "interac-
tive." "The Biology ofInteractivity," was inspired by all the artists I
mention in the chapter and many more, but especially by the vibrant
Dutch art and technology scene. For example, I gave several talks
and wrote papers for the V2 Organisatie which was first located in
's-Hertogenbosch, and is now in Rotterdam. It is also in Rotterdam
that ISEA, the International Symposium for the Electronic Arts, and
DEAF, the Dutch Electronic Arts Foundation, were created and I am
grateful to Alex Adriaansens, V2'S director, who, along with people
such as Caroline Nevejan and Marlene Stikker, at the famous Par-
adiso, and De Balie, and now at the Wang (Society for Old and New
Media), and also Rene Coelho at the Montevideo Gallery in Amster-
dam, who continue for Holland what they have done for me, that is
to accelerate the understanding of what is happening at the edge of
technology, through the study of the artS. At the same time I would
like to recall here, among many other outstanding and deeply inspir-
ing art and biology: events in Holland, the beautiful and ephemeral
"Brain, Internal A f t a l ~ ~ at the Beatrixziekenhuis in Gorinchem, a
show that was placed in the older building of the hospital destined
for demolition and which lasted until the old building came down.
This was another great idea by Suzanne Oxenaar, founder-creator of
the celebrated Supper Club, and of the Aha! group. The McLuhan
Program's video-conferencing participation to the events surround-
ing this epoch-making show were superbly assisted by my friend
Louis Molnar.
? Chapter 3, "Person, Real and Virtual," is dedicated to Pier Boss-
cher and Marije Dippe from the Dutch Congress Buro who got me
going on comparing human and technological networks. Chapter 4,
on telepresence has to be dedicated to Geke van Dijk and her mag-
nificent team, from the Amsterdam Cultural Studies Interactive. In
collaboration with the Netherlands Design Institute in Amsterdam
and the McLuhan Program and with the support of Bso/Origin
and Telindus, among others, Acs-interactive organized "The World
Series in Culture and Technology" during the fall of 1995. A video-
conferencing link with Toronto (the McLuhan Program) enabled
XlI CONNECTED INTELLIGENCE
the audience at three different Dutch universities (Amsterdam, Delft
and Groningen) to "attend." The guest speakers had the opportunity
to exchange their thoughts and ideas on the various themes by way
of presentations from the different locations. These presentations
were followed by a debate in which members of the audiences were
invited to engage. Each week an artist was invited to perform an ex-
periment using the video-conferencing link. My warmest thanks to
Geke and also her able assistants Karl Koch and Bas Rijmakers, and
to the chairman Patrice Riemans, to Gertjan Broekman, who ran the
Delft end of the operation, and to Eric Kluitenberg who took charge
of the Groningen end.
q For all of Part 2, I want to thank Wolter's Kluwer's CEO, Cornelius
Brakel, Joost Kist, and Jeff van Gool from the Nederlands Biblio-
theek en Laktuur Centrum who, in the course of a few months di-
rected my attention squarely on the future of books. Another
constant source of inspiration for its many experimental forays into
CD-ROM and Web sites is Mediamatic and its Balzacian director,
William Velthoven. To him and to the remarkable team of vpro, the
Netherlands most innovative independent television production
team, I dedicated the chapter on the future of news.
Chapter 8, on the future of museums, is dedicated to my Dutch-
Canadian colleague at the McLuhan Program, Professor Kim H.
Veltman, a Friesen in fact (an origin which, apparently explains
everything in the Netherlands), who, by working untiringly on find-
ing ways to put the contents of museums and galleries on line, has
kept me and the program abreast of the most cutting edge on-line
technologies.
\0 I learned about connectedness by watching Marlene Stikker and
Felipe Rodriguez demonstrate Digitale Stad, Amsterdam on-line,
the first virtual city on-line, a full year before the Web made its pub-
lic appearance. "The Connected Economy" is dedicated to John
Thackara, and to the Netherlands Design Institute where I discov-
ered the real art of brainstorming with Caroline Neyejan, Helen and
Loes Vreedeveld, and Conny Bakker, as well as Josephine Grieve, Jill
Scott, Ross Harley, who along with Chris Ryan, Catherine Murphy,
COMMUNICATUS INTERRUPTUS XIII
and other Australian friends later in Melbourne, first taught me the
rudiments of applied connected intelligence.
\\ The next chapter goes to Eckart Wintzen whose series ofInfolu-
tie conferences for BSO, and later Origin, revealed to me the Intelli-
gence of Business. I am indebted to Eric Kluitenberg for inviting me
to Groningen and introducing me to SCAN and to its director. This
visit led me to write the chapter on Planetization. I must also thank
here Patrice Riemans for a tonic reminder of not letting my overly
positive approach carry me away.
'I'\. The last chapter, ''Thinking the Earth" is dedicated to Holland
where that kind of thinking has been going on for centuries, and to
Canada too.
\') During the time I wrote the book, I had much help and support
first from the publishing team, Wim de Ridder and Ms. Elizabeth
Jonkman, of SMO, and from a lengthy and rich discussion with two
of the three translators, Eli ten Lohuis and Rene Wezel. At the Ori-
gin office, I received help as well from Yvette Schuyl and Keejet
Philippens. At the Toronto end I would like to recognize first, my
publisher, Patrick Crean, from Somerville House Books, who has
supported my work for a long time and my editor, Wade Rowland
who generously shares his writing skills and expertise in communica-
tion technologies with me. I want to thank as well, my research assis-
tants Derek Robinson and the two junior McLuhan Fellows from
Cologne, Oliver Brink and Henrik Greisner. I would also like to
thank for their administrative support Kathryn Carveth and Roger
Bannister. Many people have made suggestions in conversation or
have commented on different parts of the book; among these, I
would like to thank Chris Neal, Sally Grande, Takeshi Amano,
Wade Rowland again, Brian Alger, who e-mailed lengthy and valu-
able observations, Cattle Ken, the McLuhan Program Web master,
Kaja Kruus (a graduate student who introduced me to the Internet),
Amanda Brown, Henriette Gezundhajt, Diana Platts, Susan Fast,
Johanne Besnard, Tom Strong, and Jose Mourao whose paper on hy-
pertextualliterature written while he was at the program as a Senior
McLuhan Fellow, was an inspiration to my own chapter on the same
XIV CONNECTED INTELLIGENCE
theme. Another Senior McLuhan Fellow, Bob Mcllwraith, devel-
oped the notion of the "feelings economy" from his association with
the Program. And then, there is my wife, Mamie, to whom I dedi-
cate the whole book, because without her, I would not be in the posi-
tion to write a book at all.
Toronto, March I3, I997
INT R O D U C T I O N
BY WA D E RO W LA ND
T
HE BOOK you have in YOUt hands (so much more convenient
than a lapwp!) is an informed, highly creative, and wholly
credible exercise in near-term prophecy; an argument for, and
a poetic proclamation of, the existence of an emergent property
called connected It is also a call to action, because as
Derrick de Kerckhove writes:
With [he common nervous system and senses of the world pop-
. ulation now in the care of satellites, and with machines approxi-
mating the condition of mind and the minds of humans
conneering across time and space, rhe furure can and should be
more a fu'atter of than of destiI!l.
The notion of emergent properties is one.rhat from the new
J Jf II " 1...1 .... J
science of Chaos Theory, which in turn nas been maae possible by our
recently acquired ability to examine the inner workings of seemingly
random or chaotic systems, using he formidable calculating power of
electronic computers. The classical science of Newwn was initially
constructed on linear equatiQo_s and predictable, cloc iWoik
because that was how science believed the universe worked. Increas-
ingly, though, it became evidem mat chaotic systems-in which equa-
tions were nonlinear and in which he relationship between cause and
effect could be wildly disproportionate, allowing for many surprising
xv
XVI CONNECTED INTELLIGENCE
things to happen-were the rule in nature, rather than the excep-
tion. Science had been looking for the keys to the universe beneath
the street lamp oflinear equations and static, predictable systems be-
cause that was where the light was best, where the tools available to
them worked. But the keys were to be found elsewhere.
The physics of quantum nearly a century old
and still unshaken, tells us that nothing happens- in the universe
without in some way affecting everything else. It also tells us that the
fundamental constituent of the universe is something closely akin to
information; an insubstantial force-field out of which the material
world is distilled in the form of dense concentrations, or focal nodes
of the field. "We may therefore regard matter as being constituted by
the regions of space in which the field is extremely intense," said Dr.
Einstein. Physicist David Bohm has added, "There is a similarity
between thought and matter. All matter, including ourselves, is
determined by 'information'." Modern Information Theory equates
information with unpredictability: if you already know the answer
to a question, the answer contains no information. If the answer is a
surprise, it is also information. are
Out of the _chaotic dynamics of thejnf9J-
mation-rich universe emerge phenomena that are self-organizing
and-can be self-perpetuating. -One such' emergent property is life.
Life, it is now understo()d, not be a product of a static, New-
- ---- - ,- - c:1 it'o. " .. ,,,dod
., tonian universe. It takes the ran omness of a chaotic system to pro-
\."I> duce surprises: like life; like a thunderstorm; like a black hole; like a
,; . supernova; like a genius. Like consciousness. It takes a chaotic sys-
'. tern to produce a miracle.
Computers are our window on this world of nonlinear systems,
for they are information processors eqJal. With their gar-
gantuan computational capacities, they have allowed us to begin to
see the patterns, the logic, the recurrent themes behind apparent
randomness in nature.
A computer <l: wonderful thing, all the more marvelous because
it is the product o{humanm-m-ds:-It is a machine that can simulate
the of any other machine. In fact, it can simulate the work-
fbV1') jot-f,'
j
INTRODUCTION XVII
ings of any other nile-based system whatsoever. If you can figure out
what makes something tick, you can get a computer to replicate it.
The levels of complexity that the computer can replicate are limited
by the machine's memory and
has t he first "electronic brains" of fifty
years ago, and continue their explosive development with no end in
sight. And now, tens of millions of computers are being linked by
the global Internet, which doubles (and computing capacity)
'every it doubles, its potentral power is squared, by
the law of networks.
S
h' k h d al '11 all
orne researcners t m t e stan - one computer WI eventu y
be ca able of simulating the functioning of the human mind a
force us to admit the existence of machine intelli-
$ence; others find the idea preposterous and abhorrent . But what if a
computer can be intelligent: what does that mean for the worldwide
networkof these machines? What does it mean for us?
,The rules a com uter follows in mani ulatin information are
called algorithms. !tn algorithm is simply a list of the step-by-step
processes t6""ei edjte Algo-
can esltilple.or t ey can be enorm()Usly complex, and they_
may have buried within them which in turn con-
tain further algorithms and so on. But no matter how complex or
multilayered-'they may be, the digital computer can execute them
flawlessly, because it follows them step-by-step with infinite patience
and because it shares with all digital systems the ability to perform \
such operations flawlessly. I
:"<1 I l .p'. Un\! (lIJ Q I)", eyodUC-lt> A. U'vl
W1i:atevtr '1I1telligence rna be we know that it is 'aproduc,Lof a
S'''\I>-'1 .... ,j',.l'k,J bi"'I 90-0 Li""W:j d
. comp e , 'se -co tameu, ru e: uasea t e mm . Un-
n'O bne, des'pite two thousand years of focused inquiry,
can say what a mind is. But we can, now, produce self-contained,
rule-based systems inside computers to virtually any degree of com-
plexity. Complex in their algorithmic rules, certainly, but complex in
another important way as well.
Computers run on machine (I'S and o's), but very _
soon after they were invented, programmers had devised "assembly
\ [..1 1 f\ \ Q.. \ I (j " 'J 0 0:: "J., 1 "
XVIII CONNECTED INTELLIGENCE
languages" which were easier for humans ro deal with and which the
computer itself could translate back into machine language. Then
"compiler languages" were created, in which programmers could use
scraps of ordinary English in composing their programs. The com-
puter would translate that back into assembly language and from
there into machine language.
There is no practical limit ro the number of layers of language
that can be used by programmers in feeding information to comput-
ers. Indeed, ordinary speech is being used more and more: the com-
puter translates it, stage by stage-flawlessly, within the limits of its
evolving algorithms-back down ro machine language of r's and o's.
It is not impossible ro imagine that in the process of designing ever
more complexity into the language we use to communicate with
ever more powerful computers, we may reach a level at which it
becomes clear that in its dealings with us, the ma.chine is in_distin-
guishable from an intelligent entity. At that point, we will have to
concede the reality of machine intelligence.
Some of us may seek what cold comfort is offered by a belief that
human intelligence is in some way innately superior ro other forms
of intelligence. It will be a perilous position ro defend. The human
brain, with its awesome electrical networks of billions of neurons
and synapses, may be demonstrably superior in processing capacity
to any foreseeable computerized artifact, but in what way would the
intelligence that emerges from the brain's networks be intrinsically
s.l:lE..erio:...!:o the intelligence that emerges from a silicon-based entity?
~ o r sophisticated perhaps, or broader or deeper, or different-but
bc:tter? The same laws of physics that govern our enigmatic universe
apply to both brain and machine. ''A rose is a rose is a rose."
The very earliest electronic computers, thirty-ton monsters with
thousands upon thousands of vacuum tubes, were so powerful, so
staggeringly fast in their internal processes (and so expensive), that
their designers thought that perhaps a dozen or so would serve the
foreseeable needs of the entire world. Today the capacity of one of
those computers is likely be contained in a child's video game. Any
one of the millions of computers now connected to the Internet and
INTRODUCTION XIX
its World Wide Web contains more computing horsepower than
existed in the entire world until the mid-I950s.
The question (among others) that Prof De Kerckhove is asking,
and in important ways answering in this book, is what happens
when all of that computer capacity gets wired up in a worldwide web
of high-speed, high-bandwidth data lines? What happens when the
amplified and accelerated intelligence of humans equipped with
high-powered computers in the tens of millions connects on the
~ e t Other highly complex systems we are familiar with exhibit an
ability to throw off emergent behaviors; what might we expect from
all of this networked intelligence?
No generation of humanity has lived in a more fascinating, por-
tentous time. When Marshall McLuhan began writing the diary of
this new era of information, the personal computer had scarcely
been launched: he died the year Apple went public, in 1980. Derrick
De Kerckhove, as a student, collaborator, translator, and co-author
of McLuhan, and head of the McLuhan Ptogram on Culture and
Technology at the University of Toronto, in this work is carrying on
a brilliant tradition of scholarship and imagination that allowed us
to see clearly for the first time the meaning of media in our lives, and
to ask where they might be leading us.
PROL OGU E
-,
., e"
\ I T TOOK ME A WHILE to get on the Net. It cost me many
hours of nail biting just to learn how to send e-mail. And then I
needed more time to overcome a reluctance to read my incom-
ing mail for fear of having to answer it. I couldn't handle yet another
information stream pouring into the office. At the minuscule coach
house headquarters of the McLuhan Program on Culture and Tech-
nology, besides the routine torture of three telephone lines ("Should
call-waiting be on or off?"), we have a fax landing every ten minutes,
snail mail twice a day, students, staff, and visitors coming and going
through three doors (sometimes simultaneously), three TV sets (one
often on), three radios (one almost always on), and three times
a week on average, we do video conferencing with somewhere in
the world.
For years, people had gently warned me that this situation simply
couldn't continue and that, if! didn't rationalize activities, time, and
resources, the program was heading for disaster. ! have)earned, how-
ever, that if you are at the center of things, chaos turns out to be just
fine. It is only at the edges that chaos frays focus and dissipates
energy. In fact, chaos may be the only answer when you are really
interested in knowing what is going on right now. Chaos works for
me like a kaleidoscope, !\'ith information churning and turning,
tumbling into patterns which make sense. Nowadays I can't let a
day go by without getting on-line, and our cluttered little office
boasts seven pes connected to a ten-megabit backbone. Anywhere
from three to twenty people can be found there at work-or at
XXI
XXII CONNECTED INTELLIGENCE
play-anytime from 9 A.M. to midnight every day of the week
(except some Sundays). There will always be some madness in my
methods.
I can still recall the precise mo'ment when I bought into the idea
of the Net. During a seminar, one of my students showed us a video
of a museum's World Wide Web site and told us-we had to believe
her because audio recording hadn't been possible-that when you
clicked on a button there you could hear the song of that bird in the
photograph. I thought: This is it! Interactive CD-ROMS on-line, in
real time! Now we're talking! It was not long aft!=r that that I realized
to my own surprise thatX was using e-maU
to develop a new kind.of cO!llpulsion, the hunger to get to the next
log after ever-shorter lapses of time.
r None of this should be taken to mean that I am an avid surfer,
anymore than I am an avid TV watcher. I keep my distance from all
media except the telephone and the computer. However, I find that
I keep looking into the direction of the Web, almost in spite of
myself. There are any number of thin-gs about the Web that I
actively dislike: first, the waiting; then the lifeless colors of Windows
and Netscape; the primitive clumsiness of so much of the design; the
occasional stupidity of the contents, and, of course, the hype sur-
rounding it all. Nevertheless I can't avoid the conviction
something genuinely revolutionary is taking shape there, that it
_ wi LLaffect all of us, and that we ought to get to know it better. That
is what this book is about. -
f While I was at work on these pages, from time to time I referred
back to my previous book, The Skin of Culture, to measure my cur-
rent thoughts against what I had written earlier. I found that my
understanding had evolved in several areas. One of my biggest sur-
prises was to read the following: long ago, the was
and we were clever. But the computer-assisted world is becoming
very clever and faster than we are. Very soon our collective techno-
logical intelligence will outperform the individual organic ones both
in speed and integration. It will be interesting to know how this uni-
fied cognitive organization will take care of the environment and
PROLOGUE XXIII
poverty, and what criteria it will dictate for genetic engineering. For
"t he -time-beIng, relax. We are not there yet. "I
v Since writing those lines I have revised my thinking in two
(- ....., "\". "' I "
important respects. The first is that our commonly shared techno-
intelligence is not really "collective" but more precisely "con-
nected" *. The other is that we are in fact there, and while we should
keep our cool, this is no time to relax.
Indeed, the present book is driven by a new sense of urgency. L
While The Skin of Culture was about electronic media seen sepa- c
rately, this book shows how they are converging and tries to discover '
what it is they are converging towards. While Skin is basically on the
mark, what it lacks is a discussion of the implications of networked
digital communications.
" Whether we call it the Net, the Internet, or the Information
Highway, the growing synergy of networked communications is,
with the exception of language itself, the communication medium
par excellence-the most comprehensive, the most innovative, and
the most complex of them all. It is also the most interesting. In the
mega-convergence of hypertext, multimedia, virtual reality, neural
networks; digital agents, and artificial life, each medium is
different parts of our lives-our modes of communication,
entertainment, and work-but the Net potentially changes all o(
that and more, all at once. The Internet gives us access to a live,
. environment ofmllfion; of human intelligences per-
petually at work on anything and with
- vance to anyone and everybody. It is a new.cQgnitiV:LCQ!}ditiop Ica"ll
qlM.'(O (u (\J. [" vee.) '.
\; By webness, I mean the essence of any network. The word is
derived from the World Wide Web. During the summer of 1991,
* lowe this change to a suggestion made by Australian technology artist Ross
Harley, who kindly rescued me from my embarrassment with the negative, po-
tentially fascist connotations of the word collective. Readers of my previous book
would do me a great favor if they replaced, at least mentally, each occurrence of
the word collective in connection with intelligence with the word connective .
. \ ,"
XXIV CONNECTED INTELLIGENCE
Tim Berners-Lee and his colleagues at the CERN (Centre Europeen
de Recherches Nucleaires) released the World Wide Web computer
\. communications protocol to allow researchers to address the specific
) contents of databases directly, without having to search each one
,
separately. In effect, this amounted to linking all the contents of any, r.
You
coti1a now access the world. s memory Just as you access your own.
Within five years there were thirty million users of the Web, with
the number growing exponentially, and there was every indication
that a new sector of the if not the eco_nom as a whole,
converging there.
\ i) And if, as Esther Dyson et al. have recommended
2
, you added to
this new henomenon all telecommunications, wired or cabled; all
and or cellular relays; all
'so; ting out d; ily reality
the planet for everybody 'or at once, you were
by the sudden realization that a giant is underw,ay.
\\ The"mai{)tech'ii8IBgicaJ i:llrusts are the
digitization of all content, the interconnection of all networks, the
humanizing of interface hardware and software, and the globalizing
effects of satellites.
LDigitization is smashing everyrhing.-!.o bits and
? rebuilding of matter, life, reality in the hands of people like
,.: and, !l!e. A defining phenomenon of our time, it is moving.,com-
'<> merce and industry from the realm of atoms to that of bits. At at
, level it is movin'g' the -;'ealm of the
,tmaterial to that of thought. Bj ts make matter more malleable than_
:'>{ atoms. Digital data is making shapes, substances, and identities
mutually compatible, the way ideas and images are in our minds.
are being digitized to enter mind.
Interface pushed by an unlikely combination of pres-
sures from art and military aviation engineering, is getting closer and
closer to direct access hardware-software combinations which will
allow thought to control computers directly. Eve
(J1rection--from joystick, keyboard, and mouse, to voice, to
PROLOGUE xxv
mental command-is making our relationshi s with machines more
intuitive, one might sa more human . . , / '
. - - ut C'lV! (O",Ole--c,' \n,.
\'-\ Networks support the of what we know as mind into
'" ridt' co associations. They are providing
the operating environment for convergence of all data. Such mind as
we can still call our own is spilling into the networks as we engage i
them more interactively, more intimately, more tli.;n ever
before.
\ S The three main underlying conditions of the new ecology of net-
works, by which I mean both the economy of
theJ}ew habits that su ort them, are:
121 r', I{ 0 Ot \"'" Q,., 0.014(%
1. Interactivity, the physical linking of people, or commuriica-
. b d' d . (h"c' '(lrlV+'(' 4
l
f (' i.flJl b d )
tlOn- .t Ie !n 'n'( )"..;'40 , G'.""
2. Hypertextuallty, the hilU:'lng df contents or
industri<;s (the df --'I ' / - - (r
',1,0' - -,0:\ - /6 (e. 0'/" , I d ( ""
3 or :veDness, ot
of networks (the o(
" Satellites figure importantly in the equation in that they give
humanity the agency and the image of the new planetary scale of its
reach; the new proportions of its collective body image. As individu-
al d
. _OY h (l ew' , ' ,. ' \Q ) C-"ji
s an as a s eCles, we can be In to see t e groWIng connec Ions
between our selves, our bodies, and our minds 0 dfgvon ' hanit a" C
other.
-----
Together, interactivity, hypertextuality, and connectedness con-
stitute the basis for the lanetization of ordinary people
nations, bl;Yv secrtllpita
. c,,\o_.\,cC! S" i'j',-,u 1<>.\ (,. 11"'<> '!YJ.':! ". 'n 1
. OCal K.2Da aua sate lteS. '
INTERACTIVITV
\ The word interactivity was a lexicographer's curiosity ten years ago.
Now it's on everybody's lips. What does it really mean? Interactivity
XXVI CONNECTED INTELLIGENCE
is the relationship between the person and the digital environment
as defined by the hardware that connects the two. There is rapid
progress being made in military and artistic research into mind-
"-
\. machine direct access interfaces. the bulk of human
" ventions in both the material and the virtual environments will
remain rounded in the human body. It is no surpris;-that the
most interesting areas of research in virtual reality (VR) today is in
tactile feedback. lnteractivity is touch. . 1\ I
o .. .. ,)&\.>'j '\I.) "..IvV , l jV'r/"l y ",
'I.! VR, multimedIa, and systems are proJec- .
Within the rich electroni.c
If . for ourselves, we often entertaIn unconsCIOUS propnoceptiye ela-
"' tionships, that is, responses activated by stimuli so deeply
,lJ'l in the media that we are scarcely aware of them. \ .
. 1"'0 " dQ:7 I' ',',O'I(j .l>::> [J..v..
.... '- Networks, too, are extens!.ons oJ tou<;:h.
the and video conkr:.encing aii all 1hir"<
I tlily'J'TI"' ill
t kiof l'iq If S< ' eo CU'L' VI " 1.1...1"
na or t.e1epresence. you can e Ii re anu mere SimUltane-
:.: ' ously by telephone or by video conferencing,
h d k
'l t't If\:e t{1;, ''{rlf ' (1" (' r c ' """''''.
t ousan 1 ometers awa, ou nave oecome-en er very fast or very
large'. c'omniunicatl6Yls re'q'ii ire feedb-aCl{' to confirm that the
message has been received, ev'@f' if'ft information_
d
h . hi" '1)) d' . f hi'
on a ata stnnn-t at IS t e tru y tactl e ImenslOn 0 t e re
ship, and the ..essence of resence.
'I:\.- From the time of the telegraph to that of the Web, the population
of the world has continuously increased the density of its network
connections. New forms of concentrations of human energy happen
on-line in these networks and they do not necessarily coincide with
12 physical population centers. On the Web, ancient cities such as Pom-
eii, Monte Alban, <:;atal Huyuc, Karnak, and others, rise ghost-like
"":\.!n digital replication. Real twentieth-century such as Berlin,
C" . " -' - -
and_ San Fran5:isco are b_eing_ recreated j n databases
reagied,!o -E-0nnect with reaJ.:time inormation,- on-line. Three-di-
mensional worlds, complete with virtual architecrure, reliable news
and weather services, age-old social and antisocial behaviors ranging
from the disposal of virtual dog droppings to virtual vandalism, are
PROLOGUE XXVII
beginning to appear and to attract thousands of "residents." Virtual
malls are opening up at Web sites, URLS (Universal Resource Locator,
the protocol for assigning addresses on the World Wide Web) with
walls to make you feelbettc;r about shopping in virtuality. Very soon,
" . " ',",vl" o\ U'<- Su ' r (' \-"{f4 [""
VIrtual offices wIl have re laced many or theIr materIal counter-
parts, as le'am td"Cl'iSpense \vithSOln&' 6 "me tdtppingsv-4
iris' increasingly possible-for people'to assume
real presence in their virtual environments, it seems highly likely that \
they will transfer many of their current "real space" activities to these
virtual environments. \-1>-
,i..'"
t":l It should come sur rise that artists vie with militar re-
cuttin of ical investigation in
all of this. B6tll" hkVe
Uo
a veste'd Interest in understand in and ex loit-
-- --
JE.g the if!! act of the technology on the human sensorium. And each
is involved in his or her own way with issues of aggression-, -the mil-
itary for obvious reasons and artists due
. the of new estab-
lished social order. The paradox, of course, is that society grants the
military lavish fundingtor its R&D and the art world lives on crusts.
Moreover, the military w6rksihsecrecy"while art tries at every op-
portunity to claw its way out of obscurity. Having no access to mili-
tary secrets, I have opted to go to the art of our time to learn about
where we are going, trusting McLuhan's perceptive recommendation:
1. L\ If men were able to be convinced that art is precise advance
knowledge of how to cope with the psychic and social conse-
quences of the next technology, wQuld they all become artists?
Or would they begin a careful new art forms intO :,\, <P' (,
social navigation charts? I am curious would hap- '
pen if art were suddenly seen for what it is, nameJy, exact infor- "",
mation of how to rearrang_e to antici \
the next blow from ou): .o.wn extended
:: J '\' ' \ I
f .\(, &"',II',Q ,,h U'J Q e "",,,,,Ju u) cr \ '
'L S The privileged realm of the new art is the world ot'
only because it is an accessible field for exploration but because it is '
H' ,-\J{
XXVIII CONNECTED INTELLIGENCE
II ! {(( !.\()' <.t;\'lC. , J ,_/
the technological metaphor ' for the senses. With our hands, ears,
eyes, and other conduits for action and sensation, we are constantly
relating to or interacting with the world: those are the relationships
to which artists have devoted most of their attention since the begin-
ning of art. It is therefore quite logical and predictable that they
would now turn to the modulation of these interactions through
the new technological environment. Though most (but not all)
artists choose to look at patterns in phenomena-sounds, images,
thoughts, processes-the new breed is not afraid to get intimately
acquainted with the digitized substitute.
HVPERTEXTUALITV
c, - f)o,,-' ; ; ( -0[, '" .l \'
.10 Hypertextuality means interactive access to anything from any-
where. Just as digitization is the new condition of content produc-
tion, hypertextuality is the new condition oet'ofife-i1r"si6fage i nd
",I," e ivery. By itself, @Perte"Xp might beiliought of as a very
automated Indexing and referencing system. But the big
IQ" news of the implementation of the principles of hypertextuality in J
, . the World Wide Web is precisely that the search-space is worldwide. -;
The World Wide Web is the paradigm for what happens to hyper-
w en it emigrates from a stana=a one system, or a local
work (LAN), to the worldwide network. It changes the rules of the
- --- ---- - - -- - -_. ." -- -- -- - --- ._-- .
content game. -j" (u'O "I."
'l-1- is invading the traditional of
in data, text, sound, and video. It is changing the rules of
' 1""11) IP '( (.
storage, dlStnbutlon,_afld dehverl of books, records,
-ffipes ap9:.. fiJm. Because it is becoming ubiquitous and
because it responds much better to the instant delivery requirements
of the market, it is replacing older methods of news delivery wher-
ever the existing networks permit. Countries such as Canada and the
Netherlands that are endowed with a good network infrastru2ture*
* For example, cable penetration in both countries is well over 90 percent.
PROLOGUE XXIX
stand to gain immediate economic advantage over their neighbors,
if their governments and industries will only allow themselves to be
persuaded to facilitate the hypertextualization of their economies.
There is, of course, some resistance to such a move. First, because it
rocks established patterns of commerce; second, because corpora-
tions tend to focus on short-term profit rather than longer-term
opportunities; and finally, because it takes both vision and skill to
implement hypertextual access across the board, and the first of
these requireme,nts, in particular, is generally in short suO,ply.
4 \iQ,l)'f ' UI' ?\I u ' ) o
:-..10 1'{evermeless', digitization h:asalreaay "zapped" or q.ematerialtzed
devices such as books, tapes, and
----- - - - - - , .. _. - "' " - - _. " ., - ..
.. The opportunity to incorporate hypertextuality is also a
powerful motivating force behind changes in the modes of produc-
tion and access from linear (analogue) to nonlinear (digital) media.
Thanks to the ease of reconfiguring data, news is now shifting from
mass to t 'he information economy.
- ism<wing away trom Zoncrer e sro;::-age technologies such as analog
video, audio, and print towards intelligent machines which produce
the In other words, while the technologies ,
of information of the past are aids to memory or storage (books,
tapes, records, films, videos, photographs), the main technologies of
today's information systems are aids to processing; that is, aids to in- .'
telligence. This shift i's a reflection of a much broader permutation of '
,!:he culture from _memory-based to 'producdofi.
We are moving from the era of "replay" to that of "remake." WeAre
developing computer-assisted cognitive habits and r
forms of collaboration-new forms, in fact, of
, \
(jl .. ' :", . ".1 1(1 ' f'?' ''lI.JdlX(.!.I' ; C, !f If :' (1 '(\ -<t:J'vV'lOU Vf'fb,
." .
CONNECTEDNESS
CQ " c <. VI 'l"
. " '\ >,
Connectedness is a human status or state just as surely as collectivi lJ..
or individuality: It is that conc!i.ti_on of at least two
.persons in tou<:., h with_ for
in collaboration. The Web, the connec;ted mediUlILp_;!.Lexcellence, is
xxx CONNECTED INTELLIGENCE
the technology that makes explicit and tangible this natural condi-
10 cr ('ol( Jtitct>b MCJ \<J'/'-' 'r..; .....
tion of human interaction. The only other connected media we nave
known ire the telegraph and c,
-t 'poi .ot voZal The Internet, by
combining two an'd adding po-'"
( " .;r '")\? ............ t- -'. . ,rtf A ...!" :. \ .... ,
tentlal, much Increased useful connectedness among people. The
World Wide Web added another dimension of connectedness, with
:\ hypertext linking the stored content of their communication. Then,
if to achieve critical mass, Marc Andreessen threw in the kicker
the launch ofMosaic.* In making the Web colorful and sensual
'1
as well he made u I.\.v' eo"";", ,t .i I
, What is"<connected" the Web' is that it allows and encour-
i-;;ut bf l{fdlvidi1;IS ra1e"tollective" The
result is that the information processes and the social organization
otit and gme.
"e\b "'. t......o\rt V","" '" 1 ,,. ... ' r"I.,.
Books, by com arison, fostered inciividualisrn. only,
f r6"fu e';ich o'tller t silent.
The effect of books was to accelerate the growth of individual minds
and of individualism within those minds. (Books are not at all con-
nected because they do not allow individual input.) Radio and TV
are truly collective, addressing, as they do, everybody at the same
like books, they are not connected because they do not allow
I. or invite real-time individual input. The exception to the rule is the
phone-in talk show on radio. These, however, are tightly formatted,
heavily screened, and strictly moderated. "afe
;r
,And once they became networked, the connected became an alter-
to both the individual and-.ilie cQilective. Connectedness is
I')
,Jo * was the .for navig.ari0h on the World Wide Web. A
. young- programmer named Marc Andreessen working then with the NSCA
(National Super Computer Association) developed it and launched it in the
summer of 1993. Almost overnight, the Web, as it soon became known, was
.., invaded by newcomers. Since then Mosaic and Andreessen have become associ-
ated with Jim Clark, founder and eX-CEO of Silicon Graphics, to create and
, launched the current market-leading browser, Netscape.
PROLOGUE XXXI
l" 'fj "",. oe v-. ,,:, k ..
one of mankind's most powerful resources. It is a condition for the
accelerated growth of human intellectual production. .' -
') \
is possible right now, for any-
one with access to the Web, to download almost-real-time images of
planet Earth from a ite. It is not quite like standi ng
atop a mountain, and the experience . always generate the
mountaineer's sense of pride of ownership, butwhacyou see on your
screen is unquestionably really there, and it is your pe'Tsonal access to
the worldwide world. You can uide a cursor to change the aJ!gle of
YQ.ll the planet. With time-
lapse imaging, you can watch the development of cloud formations
and of hurricanes.
')'l.. The extraordinary change of scale brought to ordinary humans
by direct access to their total ecological environment is making
room for new varieties of psychological structures. How tiny, by
comparison, is the Renaissance model of man!
1? We might reasonably expect a connected sensibility, a new sy-
{ -
chology, to emerge from the number and speed of network connec-
th:1iis'wnat ml!ch_of theIest ot this bb'; k
is a growing need, perhaps repressed as a result of our cen-
tury's sorry experience of shattered ideals, to believe in somethi ng
that might yet have a pleasant outcome. While there is abroad in the
world an increased religiosity rife with all the usual contradictions,
and violent clashes between local and global cultures living in differ-
ent time warps and different time zones, there is at the same a grow-
ing awareness, even among warring factions, of creative ways to
make accommodations and find solutions.* With the common ner-
vous system and senses of the world population now in of
satellites, and with machines approximating the condition of mind,
o. and the minds of humans connecting across time and space, .!.he
be II}ore a matter of choice than of destiny. !t's
* Considering that it is also about the issue of survival, could ecology, as the
vehicle that brings all agendas together, become the next religion?
XXXII CONNECTED INTELLIGENCE
much less difficult to make up one's mind when one understands the
context.
~ Connected Intelligence is a book, not a hypertext. However, I have
kept in mind that different people with different agendas might find
some parts more pertinent than others. Each chapter can stand on
its own. Parts one, two and three, entitled respectively, "Interactiv-
ity," "Hypertextuality," and "Connectedness," reflect each other and
the whole book. I h-ave tried t6 integrate interactivity, hypertextual-
ity, and connectedness in each chapter as I believe these principles
operate across the board in all concerns involving technology and
culture. For those who enjoy the continuity of an argument, I have
ordered the chapters in such a way that they reflect the one I sup-
port, namely that if indeed our technology is precipitating us in a
new order of reality, it had better be informed bycare and attention
for everybody.
PAR T 1
INTERACTIVITV
o f
CHAPTER ONE
THE 8USI N E SS
INTERACTIVITV
W
HEN I WAS TRYING, between November 1986 and
October 1988, to raise money for that "gallant f;ilure"
called Transinteractivity, all I could raise were eyebrows,
and polite refusals from business executives. Today, there's been
an about-face in attitude and it's turning industry and governments
around. "Interactive" has ' become a byword for a projected multi-
billion-dollar business in the media, and especially television. Indus-
tries involved in delivery by satellite, cable, telephone, and
even some electric power companies, are champing at the bit to
deliver "fully interactive services," in the form of programming on
demand, home shopping, and financial services. On the retail end,
there is a huge market for interactive games, a healthy industry in
multimedia hardware and software, and a steady stream of "hit
CD-ROMS" that get hyped as the latest and greatest in interactivity.
Both the cultural and the entertainment sectors are investing in
interactivity as a lure to patrons. Interactivity has penetrated dis-
plays in museums and galleries. Virtual reality, the summum of inter-
active applications, after being a trade show curiosity for selling
cigarettes and motorcycles, is finding its way in to media parks and
arcades with a full complement of shoot-'em-ups and Jurassic ter-
rors. And upshot of this frenzy of "interactivity" is that people
still get i1-_ -
3
4
CONNECTED INTELLIGENCE
Take the most common example-cD-RoMS, the core of the
retail interactive business. These can hardly be deemed interac;tive,
if one means by the word that medium res. way
to the in2ut of the other than by bringing up the desired
display. Most CD-ROMS are less interactive than a dictior:ary. The
fact that QuickTime video gives you an illustrating low-definition
motion picture instead of an illustrating high-definition still photo-
graph can scarcely be classified as qualitative progress in interac-
tivity. It may be fun for a while to see Mick Jagger strut in slo-mo,
choppy, impressionistic splashes of pixelated colors, but you soon
tire of it. Video games are more seriously interactive and I will
get back to them in due course, but by and large
interactive systems, or installations, are a steady source of disap-
- - - .. -- - --
I have tried. As a judge for several interactive media festivals and
prizes for government and educational instructional media, and as a
member of the Interactive Digital Media Association in Toronto, I
have been subjected to hours of explorations into Peter Gabriel's
Xplora, Myst, Johnny Mnemonic, Burn Cycle, and many more. What
kept echoing in my mind was the stern interdiction of one of
Toronto's top CD-ROM experts: "Always remember that your dient
has five times less patience than you do when waiting the
- I " ------- .
_ to s ow up. .
.) Let's face it: the finest cDs-and there are quite a few-and the
best VR are so slow and clunky, and the image definition is usually
so poor as to dispel forever the fears of journalists and media com-
mentators, that we might someday take them for the real thing.
These facts are plain to see, yet they don't seem to lessen our fascina-
tion with the lures of interactivity. Even the ubiquitous spread of
self-help, interactive instruction kiosks is not abated by the fact that
they tend to be ugly, dirty, clumsy, and broken. So what's the attrac-
tion? Why do people part with small fortunes to upgrade their
already pricey platforms to six-times sampling speed CD players and
l.!Jrround their computers (and now their TV sets) with cumbersome
..!!l ultimedia peripherals? The answer, in a word, is television.
THE B USINESS OF I NTERACT IVITY 5
In spice of all che talk about how "passive" it is supposed co make
us, TV" has been interactive from the start. With its seduc-
tive influence over the viewer, television is li ke a siren.! The desire to
cozy up co {he screen seems to begin at an early age: preschool chil-
dren cend to huddle with rheir nose to the set as if they
immerse themselves in (he stream of The current trend
towards interacrivi ry is an entirely predictable outgrowth of our
involvemem with <! medium that, in a manner of speaking, sucks its
user in. Indeed, while we are watching TV, the stuff of our imagina-
tion is nor confined co the privacy of our mind, but is happening OUl
on the screen in full motion and color with a high sensory can:
tent whi ch contributes directly to the elaboration of mea ning. TV'S
auditOry, visual, and kinesthetic stimulations address the spect7tor
direcdy, without the kind of detached, secondary elaboration which
is a feature of the decoding of a printed text by turning it into men-
tal images. TV thus unavoidably evokes mulrisensory responses
which summon our whole body into play With its carefully crafted
audio levels, visual fea tures, and, especially, camera movement and
editing rhythms which call for proprioceptive 01:., kinesthetic reac-
tions, very much Like real-life events in evoki ng multisensor)"
the significant difference is that
while rea11ife usually brings about a direct physical as well as
and emotional participation in the situation, TV'S symbolic content
does not lead to action, but only to interpretation.
As TV becomes explicitly interaC[ive, first via remote control
and now with CD- ROMS and video arne controllers, the el abora-
tion of one's mental ima&es mUSt continue to be conducted Oll...ll
screen outside the body, only now with the body's active, voluntary
in the process of making sense of the world. This has '
led to three related, largely unconscious, drives in the culture of
television: the recovery of couch, a need for telepresence, and a
.. By TV, I me:an the: appliance: or delivery vehicl e ramer than the content pro-
vide:d for it by the conventional television producers ar Fox, cac, Televisa, and
the rest.
, ..
6 CONNECTED INTELLIGENCE
reversal _ screen In virtual
The technqJogi_cal search for ways to realize these unconscious
j.rives has taken _ many forms, some more naive . than others. But
2ince the invention ?f the zapper, TV'S potential for interactivity has
been growing by and If so-called passive TV
':l:lt!filate step in the evolution of frontal and detached the
zapper may have been the first step towards a radical reversal in our
relationship with the information we process: I zap, therefore I
think. I zap, I am in control of the screen. Asfor VR, reverses
another aspect of our relationship to TV: while books allowed people
to introduce information in their heads, virtual realiry-aHows them
to introduce their heads into information.
Ct It is no surprise that the television industry, after some initial hes-
itation, has tried to move in on the interactive business in a big way.
But what exactly is "interactive television"? Is it technologies like
Montreal and Quebec City's Videoway and UBI, two reasonably suc-
cessful though now defunct cable-based experiments with_asymmet-
,tical, two-way interactive The secret behind this system was
to split a single channel's content four ways, giving an illusion of con-
trol to the user by permitting him to choose among the four with
his zappet. Do we include "full service" trials such as Time-Warner's
Orlando experiments or Viacom's Castro Valley test of Video-
on-Demand (VOD) , or Intercom Ontario's high-bandwidth, wired
community test? Other trials have been conducted in Chicago, Cam-
bridge (U.K.), and Queen's (New York), but none has succeeded in
capturing the not to mention the wallets, of con-
sumers. pgrhQapS" the destiny of interactive television is
represented by NTN Communications, the very successful U.S. net-
work that for eleven years has been broadcasting interactive video
games to restaurants, bars, and hotels in the U.S., Canada, South
Africa, and Australia.
I} One of the reasons why the broadcasting industry is finding it
difficult to get at the real meaning of interactivity is that its vision is
still, understandably, blinkered by the broadcasting model of the
THE BUSINESS OF INTERACTIVITY 7
audiovisual economy. At its root, the broadcasting model is simply
the extension to radio and TV of the top-down industrial or factory
system for production and distribution of goods and services. _The
paradox of the business of interactive TV is that while it is perfectly
that conve-!l-tional television withits universal presence provides
_ an ideal means of introducing interactive media into most homes,--
real interactivity is available only through digital media, another
technological universe altogether.
Digitization illl but eliminates the technological boundaries sep-
arating communications media and reduces to bina!y
data, the new common denominator of all information. By elimi-
nating materi; l digital together
in a unified environment indusg)es of
phone, radio, television, computers, and print publishing. The tele-
vision response to Che p romise 'af digital
technology has been High Definition Television (HDTV), still in the
development stage. With its emphasis on image definition instead of
technical flexibility, HDTV demonstrates once again how litde the
television industry has understood the message of computers. The
real value of HDTV-and its only real hope of commercial success-
lies not in its high-definition screen display, but in the fact that it
will put television squarely in the digital domain. Television will
then enjoy the same level of intelligent and adaptable processing as
exists on a computer screen, closing the loop of convergence
between the digital and analogue worlds of information processing.
Much, if not most, behind-the-scenes production in television has
already migrated to digital technology: when HDTV makes the fin_al
delivery system digital as well, TV, will be _solidly in the digital camp,
with all that implies for the medium's message. If the TV industry is
uncomfortable with the interactive capability implicit in digital
media, it has every reason to be, because interactivity spells the end
of corporate control of the erstwhile "mass culture."
What we are seeing, as many commentators have observed
aaron Lanier, George Gilder, John Perry Barlow, and others), is
indeed an end to television as we've known it, though not its demise .
. In ............
j' .. '. '-;, '(. J. -' ',J . _........ .: f. ). ,
8 [ CONNECTED INTELLIGENCE
, .... '--.
. '
TV will 'go on what it is good at for a long time to come. It will
continue, as well, to hold a prominent place in the mass cultures of
the catching-up societies. TV'S role has always been to provlsk..ili.ared
ex erience and values) !"! Far from being the alienating
medium il:cri tics have television is i.n fact a c9r::munity
builderl a of our kids, a purveyor of community news and
gossip.Thus the real identity of TV is "public" regardless of whether
this 0; that particular station happens to be run by the state.
'':. In some respects, people in the postindustrial societies have been
interactive ever since they learned to get their money from Auto-
matic Teller Machines (ATMS) instead of from bank clerks. In France,
the Minitel has taught a whole generation the ABCS of interactivity.
While the interactive society is not quite a palpable reality, it is
creeping up on us from the periphery to the center, from the grass-
roots upwards, from the bottom up. The i-people are the grandchil-
dren of TV. They have been trained by the video game both to run
their parent's VCR and to get on the Net.
Television viewers, once putty in the hands of TV programmers,
began to recover their lost- autonomy -the moment they were
entrusted with distribution of the apparently
innocuous remote-control interfaces in the middle 1970S marked
the beginning of the end of top-down control of television produc-
tion. The first effect of putting this crude form of instant "editing"
power in the hands of the average consumer was to allow him to skip
boring dramatic sequences and hackneyed advertising spots. In
response, program producers learned to "zap the zappe( before he
had the chance to zap the channel. This tug::0F-war between produc-_
ers and consumers of programs helped to accelerate the pace of pro-
g{;mming, and later its so that particular attention was
paid to the opening moments. The average length of commercials
soon shrunk from the original sixty seconds to thirty and fifteen sec-
onds. Quick editing and "jolts-per-minute" strategies were imple-
mented in programming to help maintain the zapper's attention.
No sooner was this battle joined than VCRS made their appear-
anZe-ill"" the early 1970s, the more discriminating viewers
THE BUSINESS OF INTERACTIVITY 9
("",,\"we\ (',,("'-"
store one ram
gram from its scheduled airing to a time more convenient to the
viewer. The mere notion that you could actually record and replay,
-;irh the right equipment even reedit your own programming,
put a new bug in the television system it was Qf,_e aring
res onsibility (or content delivery
and use.
I': Meanwhile, home video cameras and editing decks were improv-
ing at warp speed, thanks to the application of digital technologies.
The line between rofessional quality and consumer equiE-
ment blurred t? point of al together. the
l ate ancL the eighties witnessed an unprecedented growth in
.small, quality-conscious independent video production companies.
EI cov-o
THE USER AS CONTENT
Understanding the potential of all of this digital technology, with its
latent otential J or interactivity, demands a fundamental shift in
point of view. To look at interactivity from the traditional broad-
perspective is about as helpful as looki-;-"gthrough wro;;g
end of a the of :riew should be q itical one.
The First Law of Interactivity is that the user shapes or provides the
content, either by taking advantage of nonlinear access to make pro-
gram selections, or by actually taking full responsibility for the con-
tent as a bona fide content provider; This is by no means a trivial
distinction: Marshall McLuhan once quipped, "If the medium is the
message, then the user, really, is the content." In other words, the mes-
sage of any medium may be thought of as the way it shapes the user
merely by engaging him or her in connecting with the medium. Tele-
visior:, rad}?, interactive each in way condi-
fron:! their_users, be they consumers
or interactive "prosumers." Media, seen this way, are
complete environments which contain their users as their content.
This observation may have seemed obscure, not to say flippant, in
IO CONNECTED INTELLIGENCE
McLuhan's heyday when broadcast television was king. Today, how-
ever, the of home pages on the Web, his aphorism
takes on a more direct significance. Home pages are,
for their creators, instant "station identification devices." The fact
that the viewer needs to activel seek out content makes both'the ad-
dressors and the addressees of any di_gital, networked communica-
tion the principal providers, and thus the real content, of the
communication. This should be kept in mind by the content quota
wa-tchdogs in national broadcast regulatory bodies. Any national user
of the networked structure becomes, ipso focto, "national content."
(\ Interactivity has also changed the processes by which we design
content. While desi n used to be the rero ative of the _l"QQucer
imposing his or her vision on the service or the product to be sold
(the "broadcast" model of design), the availability of new hardware
and software tools to assist individuals in designing their own prod-
ucts is pushing the limits of design to the level of "meta-design."
Meta-design is the desi n of tools, arameters, and 0 eratin condi-
tions that allow the end-user to take charge of the final design. This
is the "network model" of design. In a truly interactive environment,
tea vantages of meta-design handed over to the end-user, with
support and coaching from the provider. This makes the client of
anyon-line industry a partner in that industry.
\'< Meta-design is affecting not only audiovisual software, but also
the hardware-based industries, allowing end-users to take control of
major design decisions in anything from a desktop publication to
such products as shoes, clothing, and furniture produced by com-
puter-assisted tools for pattern-creation, cutting, manufacturing,
paCkaging, and even distribution. Thanks to the efficiencies in time,
labor, and cost and the run-control abilities of software-supported
meta-design "thing' past), the once
battered textile industries of Canada, the U.S., and Europe are
beginning to beat back the low wage, labor-intensive competition
from the world's sweatshops.
\') In this new context, the true destiny of interactivity is clearly not
to stand alone, but to go on-line. For example, by itself, the CD-ROM
c - THE BUSINESS OF INTERACTIVITY II
industry is hardly more than a glorified adjunct to the book, record,
and tape markets. Their "read-only" nature defines them as part of
the old industrial order, that is, Qpe-way or broadcast distribution of
self-contained, However, just as
books are useful only if they are read, understood, and reused in
other contexts by literal or thematic quoting and elaboration, the
CD-ROM'S real providence is to be used and reused on-line in
changing contexts. Indeed, the most positive aspect of interactivity __
in CD-ROMS is that, on-line, the content of interactive programming
may enjoy a much longer shelf life than
contenI. Most, if not all, television programming, whether
interactive or not, is destined to become the content of network-
accessible databases which will bring revenue to the producers on
the basis of on-demand use. At that point the broadcasting and CD-
ROM industries will merge .
L, ." I \ ' v ,d qt
l
ADAPTING TO INTERACTIVITV
Critics are prompt to take big business to task for overhyping interac-
tivity. For example, the Finnish social critic Erkki Huhtamo makes the
following comment in recording his disappointment with a demon-
stration of the Time-Warner's Orlando "full-service TV" experiment:
.0 The concept of interactivity seems to have been hijacked by cor-
porate interests to sell more of the same in a newly designed pack-
age .... Many seem to believe that the existence of interactive
gadgets, from teller machines to home computers, automatically
implies a change in the human-machine relationship. However,
interactive technology provides no more than a frame of oppor-
tunities, which is always filled by specific applications and ideo-
logical ideas. These may have little to do with "interactivity."
\1. Among the most severe condemnations of the whole trend to the
computerization of culture is one by Clifford Stoll:
I2 CONNECTED INTELLIGENCE
Today's Internet hustlers invade our communities with comput-
ers, not concrete. By pushing the Internet as a universal panacea,
they offer a tempting escape from all this all-too-mundane
world. They tell us that we need not get along with our neigh-
bours-heck, we needn't even interact with them. Won't need
to travel to a library either; those books will come right to my
desk. Interactive multimedia will solve classroom problems. Fat
paychecks and lifelong employment await those who master
computers.
',)" They're well-meaning, of course. They truly believe in virtual
communities and electronic classrooms. They'll tell you how the
computer is a tool to be used, not abused. Because clearly, the
computer is the key to the future.
The key ingredient of their silicon snake oil is a technocratic
belief that computers and networks will make a better society. 2
\-1) And for critic Stephen Talbot, "by means of the computer, con-
crete human activity itself is invited towards passivity, automatism,
and lowered consciousness":
(;- The sleight of hand in the argument about interactivity is
repeated on many fronts. To cite one example: the informality of
much computer-mediated communication is often seen as a
recovery of the direct, the personal, the participatory, the emo-
tionally expressive. Many observers, contrasting this "new oral-
ity" with formal or "literate" communication, see the computer
carrying us back to earlier, more vivid and personalized forms of
human exchange.
,_" But the relevant comparison is not between oral and literate.
It is between the genuinely oral communication that once took
place face-to-face, and the "secondary orality" now electronically
that communication. Here we see the computer's
influence: running exactly to the usual informal
communication is tending towards the abstract, disengaged, and
remote, with conveyed indirectly through the artifice of
THE BUS I N E S S 0 FIN T ERA C T I V I T Y 13
and participation unavoidably
the
"I) I should add that the ease with which this sleight of hand
; ucceeds-and anyone willing to spend time perusing a selec-
tion of Net discussion groups can quickly verify the success-is
itself testimony to an idealism loosed from reality}
'0
0
On all these points, I have to say that I agree. But only because
they are so obvious. Yes, it is true, and everybody knows it-for
business, interactivity is just another delivery mechanism, a way to
get people to buy more stuff; for the mass consumer, an interactive
device is a toy with which to play with more toys. And yes, behind
all the hype, you will uncover a singularly primitive model of man-
h
I' b d h h bl' . f ro, !". 10 v Me; . 6..,
mac me re ations ase on t e urn e)o Stic. e WilY mteractlv-
. 'iUC 'hd", vv\,j [ubJ 10"0 .roOh,"'LI J\Q,'f</. [, t'f"-UU- hi o C
k
'4 C"h1t v fiJ h
Ity IS yped, one mig t ue
v
torglven t 1ll mg t at t e whole
.. 0, .. ,," k " l '.ii'C ( <-' ,
culture IS gomg through an adolesc;:ent fixatIOn on a Video game. But
- n k e.,-I, f U: fJ".,.f1()_
1 perhaps d1at IS preCIsely what IS fiappenmg.
If, as a society, we didn't want silicon snake oil, we didn't know it
until it was too late. We should have gotten rid of television, as Jerry
Mander recommended.
4
Of course, that was a ludicrous proposi-
tion-like suggesting that we pull the plug on all electrical power.
Electricity is here to stay and interactivity is stage two of mankind's
large-scale adaptation to it. Stage one was television.
ny Interactivity has become the leading edge of a comprehensive (
biotechnological inter lay whIch no doubt be an with the invention
of the wheel, but has fully flowered only with electricity. This is be- ,
cause electricity is coextensive with the human Jll
every interaction with our new technologies, electricity comes in and
out of the human body as impulses and currents affecting nerve cells
and electronic relays, synapses and semiconductors. Interactive sys-
tems, in creating a new continuity between the body and the machine,
clearly hel to reinforce the network of connections that ex and our
beyond our bodies to the exterior world. \
lAo:; I -. " r) vwet-'%l*"- "c.,y.o. -ll L D "'1 ' ,-..
'J"i Unti pow, practlca ya our tecnno unaer t e general (
of W'fen"iion, described by Mumford, Leroy-Gourhan,
'1\ C'(eo.r tAA'< Vo ( ,d,v'1 (G,,).\u;d.,_ 0, "
, ,
14
CONNECTED ' INTELLIGENCE
McLuhan, Giedion, and many others as a continuation or an
outering of the body. The glove extends and protects the skin, the
shovelextends the to allow it to dig the ground. The alphabet
and the computer extend the mind to process language, itself a
complex extensior; of ,the brain. With the interactive technologies,
two firstly, the machine is
develo in a rudimentar will of its own as it becomes more and
-
more adept at storing and analyzing the patterns of the interactions.
Transcending its original of it now becomes ,mort?
and more a projection. dh2 ii
ihi ri''ii carqor a u aozer. It is
a robot. AAH it"l!an dN el'Oip-' Indeed, the various aspects
of research into interactive interfaces are coming together in the
science
body. ThIS IS autonomatlOn, aI!!:L.!!_fan be mechalllcal, or
\, \ I
vlrtua. . "L 0", ,' .. ,".,I.,\c,)
0' At the same time as they are "going digital," the extensions and
projections developed by today's technological revolution
are also going on-line. Hence a second, more comprehensive order
of integration is occurring, well beyond the personal limits of the
body and the self. We are about to be invaded by populations of
"agents" and Negroponte predicts ,that:
, [, -Co y', :, "" 11<2." 0 j ,( , I
, "-':r - I
li(\ ( , '. l..--. r Co( t-
What we today call "agent-based interfaces" will emerge as the
, dominant means by which computers and people talk with one
)
another. There will be specific points in space and time where
bits get converted into atoms and the reverse. Whether that is
the transmission of a liquid crystal (display screen) or the rever-
beration of a speech generator, the interface will need size, shape,
color, tone of voice, and all the other sensory paraphernalia.
S
'll: As more "virtual communities" take hold and more telepresent
technologies develop and spread through the economy and the cul-
ture, the meaning of interactivity may become transitive (and trans-
parent) and designate not the primitive concept of the "man-machine
THE BUSINESS OF INTERACTIVITY 15
interaction," but a more fulfilling-and "adult"-sense of person-
to-person, computer-assisted interaction.
Telepresence, or virtual presence, for example, is fast developing
into an indispensable industry, and, if we believe media critic Peter
Weibel, will become more so in the future under the pressure of ever
more limited physical and material resources:
f'\Qu .. 1l-J 1Q.("" (uW", h .. ..,y ";)
""'::.., ..., I. -'C;;l ... ",I ",: 14 S'V'-.o/((,
We need technology to survive. The scarcer the space, the larger ..;--re....-
the population, the more vital is the overlapping and simulation cOV\
of spaces, times and bodies, so that more objects and subjects obI
can be present at the same time. Technology must therefore tJ<,
develop further towards teletechnology. The tools must become
, ,..,---.-
teleoperators and telefactors, socIety must become a
civilization.
6
L I" on",,,,- ,p. {o ... J v it v }.t
'''_ .. tl Ie fCI,-a'ya.-o I (4 ,aG' p dCtrJ ek 1", c()
('JI 1,(cl[l"
For the moment, whether transitive or not, is still
mostly fun alld-gan;es. But there are enough portents of reality
reproducing itself in virtuality that we should pay keen attention.
While I do not expect for a moment that we will "escape" to cyber-
space, as my friend Pierre Levy fears, I am certain that it be the
way in which as individuals we connect in these virtual environ-
ments, that will decide what kinds of people we and, especially, our
children will become. These developments raise, as Sherry Turkle
observed with keen attention in her recent book Life on the Screen,
some serious issues about identity, personhood, presence, and, of,
course, that old standby, reality. ii
V\ V"-l
CHAPTE R TWO
THE B I OlO GV
o F INTE RA CTIVITV
\ I T HAS OFTEN BEEN OBSERVED that playing and learning are
born genetically intertwined in us, only to be artificially unrav-
eled at school. Today, high-technology marketers have spliced
them back t2gether, with uneven results, in what is known as "edu-
tai nment." More hand-held video games sets are sold each year than
TV sets, and this simple economic indicator underlines a major
sociocultural transition. Sega, Nintendo, and other video game
makers are the driving force behind a large-scale retooling o our
educational practices.
'\.- Educators and toy marketers agree that games and sports can
have as much educatio al as recreational value. But they often have
no clear idea of why that is the case. he reas_on is that games and
sports tune the nervous system. Like sports, games stretch personal
limits by providing the right level of motivation and by rewiring the
body, or the mind, for better performance. What these activities do
for the individual, they also do for the culture at large. As Don Tap-
scott observes:
':, The new technology is penetrating our lives; much of this is
happening through our children. Over one-quarter of American
homes have a computer, but for many adults the machine is a
mystery, or it is used for word processing, accounting, or home
business applications. Children, on the other hand, are using
17
18 CONNECTED INTELLIGENCE
machines for games, homework, communications, art, music,
reference, and a host of emerging applications on the Internet. I
'-\ The main role and purpose of games in our technological culture
may be normative, that is, to hel introduce the technolo into
everyday use. The younger generation is addressed largely because
their nervous system is still malleable and capable of integrating
structures.
Many video arcade games and their domestic versions in Nin-
tendo, Sega, and Lynx-based PGttorms--combine mental and hand-
eye coordination skills in aggressive postures. In spite of their often
simplistic scenarios and such computer games
are successful to the extent that they integrate more complex synthe-
ses of sensory-motor involvement, mental acuity, and reflexes. They
work the body and the mind of users into new configurations, con-
ditioning them for use of computer-based tech-
nolo ies.
10 Video games are successful precisely because they respond to a
need in growing children to externalize and monitor the growth of
their own nervous systems. Games are to the central nervous system,
what sports are to the neuromuscular Because they involve
physical contact with a joystick, keyboard, mouse, or other instant-
feedback interface, they address the nervous system directly. Thus,
they are able to retrain the nervous system directly. On a purely
physical plane, games rea5Jjg!l timeandhallcl-
- eye-ear -but, more pertinently, they allow the children
to form -and improve their
the required physical !!lenta) :pproaches to deaf-;Trh
computers and the Internet.
'\. Getting on-line or p-Gyi; g video games or trying virtual reality or
experimenting in interactive arts eaCh invo ve strategies to map ancr
remap the user's nervous system at the as !he_
physiological level. The effect of video games, for example, with
respect to tete evkrm;industry, is to train ordinary people from
totake control and res onsibility for the content of the
THE BIOLOGY OF INTERACTIVITY 19
tscreen._ Douglas Rushkoff explains how children learn to integrate
the schemata of the controlled screen:
9, Thank's to their experience with video games, kids have a funda-
mentally different appreciation of the television image than
I They it's While their
in the living-room passively absorbing network programming,
the kids are down in the playroom zapping the Sega aliens on
their own TV screen. The parents' underlying appetite is for easy
entertainment or, at best, prepackaged information. Meanwhile,
they bemoan the fact that their kids don't have an attention span
long enough to endure such programming. The kids, on the
hand, rather than simpl)' receiving media, are actively
the on that 2
Video games are often condemned out of hand as onanistic, nar-
cissistic devices that create antisocial dunces out of nice, clean kids.
But video game critics fail to see the larger picture of the video game
industry. There are indeed a plethora of solitary, not to say solipsist,
games such as Gameboys, Lynxes, etc.; the solitary games tend to be
used largely by boys, but often in the context of one-upmanship with
other teens.
tion, usuall involvinK rou s rather than individuals, and there are
also the games designed to be played on home TV sets, some now of-
fered on-line,
\C All these varieties of games perform different social and biologi-
_cal Solitary game systems aCt as bio-accelerators and
adrenaline-boostin mechanisms; in fac:t, they can be thought of as
computer-assisted neurotransmitters. Whether hand-held or TV-
Unked, user into an artificial "alert" mode. The group-
oriented games for video arcades probably respond to genetically
programmed self-assertion biases, and, like bodily sports, provide a
limited range of survival-based competitive skills. They have already
generated their own subculture and are training the cyber genera-
tion. The 9'ber culture surrounding them is best expressed in the
20 CONNECTED INTELLIGENCE
garners from all over the world who get on-line to play together.
Here connection, not destruction, is the Some of the
games, such as Simgraphics's Combat Zone and other paramilitary
groupware products are of the old-fashioned aggression-based vari-
ety, but others, such as Carl Loeffler's Virtual Polis, and Habitat, are
based on meeting, and relating-on cooperation rather
than competition. Such connected games offer an enticement to get
on the Net, and education as to how to excel at using it. They also
give us a clear indication of some of the most lucrative busi-
nesses of the forthcoming Infobahn are going to be.
,,-"- Many critics have complained that a large proportion of the
video games, especially those designed for arcades, are violent,
.... ghoulish, and vulgar. (The same criticisms are often heard of TV.)j
. ! ar:gut;, howeyes.. !bere. is _ redeemi.t:1g social purpose in