THE CONCEPTION OF INSTRUCTION
The more you begin to understand something, the more you become
convinced that you know nothing at all, and the process of recycling texts can
be endless. The more you read texts on culturology
and art history, the more boring and tasteless different forms of culture and
art seem. Of course, you don't want to be ignorant either, but you get the
impression that humanitarian knowledge poisons the human brain, making you a
squeamish snob snorting at everything and everybody. Therefore, I want to be the enlightened ignorant.
The Internet has not only made information super-available, it has also
made it available to the masses — mass
education, mass media, mass culture,
— all this has led to a huge uncontrollable
flow of information viewed from the screen, which is falling on a human being,
as a result of which the so-called clip thinking is formed.
Clip thinking is criticized for
deliberate simplification; of course, any simplification is a little misleading.
However, to avoid drowning in the flow of information, we need to be able to
benefit from this format.
Below are the texts which, with a
certain pathos, are called "instructions". We understand the concept
of as a special form-factor of information transfer, a
communication strategy, which sets the task not so much to generate new
knowledge but rather helps to orientate oneself on the plane of many
discourses, providing a map of knowledge.
Actually, the format of the comes from the "technical"
(non-humanitarian) attitude to texts as descriptions of algorithms, structures
and mechanics of the work of any entities.
Each begins with a kind
of dictionary that defines the most basic concepts; it is necessary to be clearly
synchronized in the interpretation of certain terms, as some words have many
different definitions, as well as to maximize the threshold of entry into the
text. Moreover, each paragraph can be understood as a clip and the entire text as a feed of clips, resembling, to a
certain extent, the usual format of news feeds in social networks, applications
and other resources. It should also be noted that each instruction, being a
kind of communication protocol, uses
the terms of semiotics as the most universal and capacious, because all objects
and concepts —
these are things created by a human being for a human being, and
therefore related to the processes of communication and interpretation of sign
systems. Actually, if the reader has difficulties with semiotic terminology, we
recommend to read the corresponding instruction.
All the theses, definitions and
quotations, related to semiotics, are taken from different sources, which I do
not consider necessary to give with such a strong simplification. But I can list
in general those thinkers to whom I have addressed to a greater or lesser
extent: Thomas Sebeok, Jacob von
Uexküll,
Jean Baudrillard, Roland Barthes, Ferdinand de Saussure,
Charles Sanders Peirce, Julia Kristeva, Kalevi Küll, Walter Benjamin,
John Deely, Yuri Lotman,
Charles Morris, Roman Jakobson, Umberto Eco, Niklas Luhmann, Paul Cobley, Susan Petrilli,
Martin Krampen, Julien Greimas, Bruno Latour, Marshall McLuhan, Lev Manovich and I would like to
highlight Sign System Studies journal separately.
Three instructions are provided
here:
Instruction for
Semiotics
Instruction for Street
Activity Semiotics
Instruction for Computing
Machine Semiotics
INSTRUCTION
FOR SEMIOTICS
1
Basic concepts
Semiotics is the science of signs
and sign systems. Within it, the whole conceivable (perceptual) world is a set
of signs and relations between them.
A
sign is an agreement to attribute
the signifier (image) to the signified (meaning).
A
signifier is the formal side of
the sign (expression of the sign).
A
signified is the content of the
sign (meaning of the sign).
A
code is connects
the signified and signifier. The codes provide the framework within which the
signs make sense: they are guidelines for interpretation. Codes are combined
into an interpretive repertoire, a set of acceptable codes into sociolects
(within a group of individuals) and idiolects (within a single individual).
Communication — coding and
decoding (interpretation) according to the conventions of relevant codes.
The referent is what is meant. The
sign indicates the referent.
Semiosis — process of generating meaning.
Denotation is the main meaning of
the sign.
Connotation is a concomitant
meaning, one more meaning.
Syntax — studies relations between signs
(science of signifiers).
Semantics — studies the meaning of the sign
(the science of the signified).
Pragmatics — studies the correctness of the
interpretation of the sign (the science of the connection between the signifier
and the signified, the science of code).
Discourse is a code constructor that
defines a specific interpretation of a specific character. We always consider
the phenomena within a certain discourse. By changing discourses, we discover
and at the same time lose denotations and connotations and change the meaning
of the sign. Discourse is a scheme that encodes phenomena, linking the
signified and the signifier.
Culture is the infrastructure of
discourses that forms the hierarchy of dominant values that encode messages.
The hierarchy determines the relevance of the codes used. Every discourse
strives to become commonplace.
Ethics can be understood as a list
of relevant codes.
Semiotics, in its original form, was
a semiotic of culture that establishes a dichotomy of nature-culture and draws
a line between them. Nature is a set of reflexes and instincts. Culture is a
superstructure over reflexes and instincts that forms a world of things (in the
broad sense of the word) created by human for human.
2
Biosemiotics
Biosemiotics is an advanced
understanding of semiotics that studies the processes of communication and
interpretation for all living beings, presenting the human being as an
individual case. The world can be imagined as a continuous noise of
things-in-itself. The act of communication, as a result of which a signal is
emitted from the noise, forms what is called information. The same idea can be
defined in another way: the separation of the signified object from the
continuous world and attributing to it the signifier, i.e. the creation of a
sign, is conceptualization (signification). Any living being can be understood
as a receiver of signals, which decodes (interprets) the data. The correct
interpretation of signs influences the survival of an animal (for example, an
antelope, which interprets the rustle of grass behind its back as a sign of
potential danger - a sneaking predator).
Biosemiotics can be divided into
more specialized sections, such as zoosemiotics
(animals), phytosemiotics (plants), anthroposemiotics
(humans; what was originally intended by
the word "semiotics" or "culture semiotics") and cytosemiotics
(living cells), which in turn can be divided
into endosemiotics (individual cells in a
multicellular organism) and immunosemiotics (immune
cells).
Umwelt — all the signs with which the subject
(understood here as any living being) can communicate and which can interpret,
the personal semiotic space limited by the senses.
Semiosphere
— the complex semiotic space, the
intersection of umwelts. Space of symmetric codes. Several umwelts are semiosphere.
Semiosphere can
be understood globally, both as
a region of intersection of several umwelts, in which all sign systems and all
interpreters (as a biosphere) are immersed, and more locally as well as a
region of intersection of several umwelts. Further on, the text will use the
local definition of the semiosphere. It is within the
framework of the semiosphere that hierarchies of
dominating values of signs appear.
Here you can override the previously
specified terms:
idiolect
= umwelt
sociolect
= semiosphere
If
all our consciousness is the
translation of external stimuli into the language of the nervous system
(communication), then the process of cognition can be understood as the
creation and destruction of signs and sign systems. An animal differs from a
human being in that it allocates less signals from the environment noise, while
a human being can flexibly formulate (interpret) a piece of noise as a sign.
For example, a teacher explains a certain notion of an audience through a term.
The audience does not know this term, and does not have this concept in mind.
So, the teacher needs to feel the area of the semiosphere
between him and the audience, through the meanings of which it is possible to
convey a new concept (to define the sign through other signs). That is, the semiosphere can act as a communicator between umwelts.
To
analyze the intersection of umwelten, you can use the example of a house where two
cats
and two people live. Everyone has their own umwelt. Cats have their own umwelten
intersection within the boundaries of which they
communicate. People also have their own umwelten.
However, in domesticated cats, umwelts are extended for communication, albeit
simple, with people. Thus, we have a cat’s semiosphere,
a human’s semiosphere, and a cat-human's semiosphere. The
initiative to form a cat-human's semiosphere can be either from the human side
(through
training) or from the cat side (for example, trying to attract attention to ask
for food). Is it possible to replace the word "training" with the
word "upbringing" and how will the training differ from that of the
child? Can you say that a domesticated cat has a culture?
Another slightly clumsy example.
Let's imagine ten color blindness with a red handkerchief in front of them.
Five see it as blue, three as yellow, two as green. There is an interpretive
repertoire with a rating of dominant values, where blue will be the strongest
dominant. And as a result, there may be an appropriate code where the
handkerchief will be called blue to communicate with the main part of this
"color blindness society". But who indicated that the handkerchief is
red, and these people are called color blindness? Who puts the experiment? What
will become of this experiment within the framework of the umwelt of some
animal that does not distinguish between colors? This handkerchief will not
just be not red, it will not be a handkerchief at all, but just a piece of
matter, which in principle is not manifested by any sign within the framework
of the animal's umwelt.
Nobody educates and teaches a living
cell, and that is why it does not have the same superstructure over instincts
and reflexes (in this case reduced to physicochemical interactions), so it does
not have culture. But as living organisms become more difficult, genetics and
heredity cope less and less with the transfer of the volume of information
necessary for survival, and more and more it passes to the field of "
environmental constructivism ", when the environment and external factors
"bring up" the subject after birth, Therefore, the boundary of
nature/culture at this level of generalizations (at the level of biosemiotics)
is eroded from more or less clear and turns into a gradient, where we find not
static "nature" and "culture", but the process of culturization.
Upbringing is the formation of the
necessary minimal umwelt in the subject, which is equivalent to the umwelten of the
majority of people, allowing this subject
to communicate on a wide range of signs for successful survival in the environment
of human civilization. That is, upbringing is a purposeful expansion of the
field of entry into the general semiosphere of the
local umwelt of the subject.
Through training, environmental
information collected by the senses is encoded in the nervous system.
How can a human act as a subject if
culture largely programming the person? Where does culture come from if it is
programmed by a human?
3
Cybersemiotics
Simple cells form complex
confederations of cells that make up each living being. They, in turn,
integrate into organs and organs into organisms, forming social systems of
increasing complexity. Thus, physics, biology, psychology and sociology
represent their own special level of semiosis. The genetic code regulates the
exchange of messages at the cellular level; hormones and neurotransmitters are
mediated between organs and between each other (the immune defense system and
the central nervous system are closely interconnected by the dense flow of
bilateral messages); a multitude of non-verbal and verbal messages connect
organisms in the network of relations with each other, as well as with the rest
of the environment.
For example, one human body consists
of approximately 25 trillion cells (3000 times the population of the world).
Imagine that these cells have direct or indirect connections with each other
through messages transmitted by signs in a variety of modalities (chemical,
thermal, mechanical, electrical, etc.). That is, we can speak of a
"natural" language, as opposed to a conventional language, which, in
particular, studies linguistics.
Bacteria can act together as a kind
of extensive biological communication network, as a superorganism whose
countless parts are able to carry and share information to adapt to any
circumstance.
The cell is thus a basic component
of reality construction.
Biosemiotics, in a sense, sees the
body as a mechanical system, and here it is like cybernetics. The task of
cybernetics, for example, when building a robot capable of descending steps, is
not so much about how to program the descending mechanics in steps, but how to
teach it to distinguish steps from
the rest of the world. In general, cybernetics can be understood as a science
of building artificial semiotic systems and managing interpretation and
communication. Semiotics and cybernetics study one area of knowledge, but from
opposite ends. One deconstructs existing sign systems, the other tries to
construct them.
Second-order cybernetics is
cybernetics, which includes an observer in the study, considering it to be a
cybernetic system trying to build a model of another cybernetics system
(subject's cybernetics, cybernetics of cybernetics), where any observer can
find himself as an observer and, thus, indicates that the last observer does
not exist.
Just
as second-order cybernetics raises cybernetics and system research to a new
level, through the inclusion of an observer, biosemiotics also raises semiotics
to a new level, through the inclusion of all living systems in the semiosis.
Autopoiesis is
self-organization,
self-reproduction, replication of living beings, including human beings,
society and culture, which generate as a product of themselves without
separation into producer and product.
Combining second-order cybernetics
and the idea of autopoiesis, as well as slightly
paraphrasing the sociology of Niklas Luhmann, one can
imagine society (or any set of living
beings) as a network of communicating observers, which are connected by signs
(meanings); the network consists of subsystems, which are separated through the
coding of communication (codes separate local semiospheres),
and reproduces itself.
Combining biosemiotics, second-order
cybernetics, autopoiesis theory, and Luhmann's sociology is
cybersemiotics.
A
very similar concept can be mentioned
here, the actor-network theory, which represents any processes within the
network of objects (or actants
— a
word that can be understood to mean any interacting entity at all) as active
units of social relations, requiring that nonhumans be considered as active
agents in social systems and relationships, equally describing relations that
are both material (between things) and semiotic (between concepts). There is no
difference between nature and culture (society), text and context, human and
non-human —
all these concepts are produced as a result of the joint activity of people and
non-people. That is, not just non-human, but non-living entities are introduced
into the network of communications.
Reaching such levels of abstraction,
the question arises even more interesting. Can fundamental physical
interactions be considered as a form of communication? Is semiotics of physical
processes possible, considering, for example, gravity as a fundamental type of
communication? Is semiosis possible between non-living actors?
Here appears physiosemiotics, which assumes
the presence of a vocabulary of virtual signs in all the actants,
which can be actualized during interaction with a living organism in the
future. For example, the skeleton of a dinosaur located somewhere in earthly
rocks is a virtual sign indicating the dinosaur that once lived only until the
paleontologist comes across it, and then the sign from the virtual transforms
into the actual one. Thus, in this network as actants
it is possible to include, for example, another dinosaur who killed the first
dinosaur, and also each chemical-physical process occurring with remains in
soil. Each of these actants contributed to the
semiosis, because it is the result of the action of all of them that makes the
meaning of the skeleton exactly as the paleontologist discovers it, and will
then restore the entire chronology of the actions of these actants.
We
should not ask where the boundary
between nature and culture passes, but at what level of abstraction we are
interested in the answer to this question, because as the boundary between
nature and culture is gradually blurred, and at some point so much so that the
original question becomes meaningless.
If
we sum up the entire field of
meaning described above, all semiotic processes are the result of interaction
of a network of communicating actants, who create a
total semiosis of everything.
4
Ideology
Naturalization — naturalized
codes are those that are common in culture and are taught in such early years
that they do not appear to be constructed but "natural". Ideological
function of naturalization is myths, where not the object of message is
important, but the form of message, that is, how this object is reported for
the purpose of a certain communication.
Preferred reading — readers of
the text are aware of the preferred reading and are guided away from
undesirable reading through the use of codes. Preferred reading is not
necessarily the result of any conscious intention on the part of the text
producer(s). The term is often used as if it referred to a meaning that is
somehow "embedded" in the form and/or content of the text.
Denaturalization is one of the goals
of semiotics, the notion that defamiliarization was a
key function of art — "we need to make the familiar strange" in order to
have a fresh look at things and events that are so familiar to us that we are
no longer able to see them in their true light. Semiotics are attempting to
denaturalize signs and codes in order to make the underlying rules for encoding
and decoding more explicit, and often even with the intention of detecting the
usually invisible effects of ideological forces.
Ideology is a system of codes that
define how we interpret certain signs, as well as a list of signs that need to
be discovered and those signs that are better not to be noticed (to notice and
evaluate only those aspects of reality that ideology recognizes as important),
plus mythology that frames and naturalizes the ideological system of signs,
forcing us to think in certain categories, creating dominant cultural and
historical assessments, attitudes and opinions that seem "natural",
"self-evident" and "sensible". All the products of
social-linguistic practice, all the sociolectures
developed by generations, classes, parties, literary trends, press organs, etc.
during the existence of society, can be imagined as a huge warehouse from which
an individual is forced to borrow his or her "language" and, with it,
the entire system of value-meaning attitude to reality.
Queer theory, for example, can be
considered as a semiotic practice of destroying the established dictionary of
gender identities. The theory of social constructivism separates the biological
sex (defined by physiology) and the social sex (defined by psychology).
Individuals of different biological and social sexes may experience sexual
attraction to individuals of any other biological and social sexes. Every
correspondence between sex and attraction is determined by gender identity. The
totality of all gender identities can be called the dictionary of gender
identities. All identities have a repertoire of symbols through which they are
represented (dress codes, behavioral patterns, etc.). Queer not only opposes
heterosexuality as a sign of normality, but also denies the very notion of
gender identity through which one can identify someone.
Ideology is based on connotations.
Denotation is an extra-ideological utopia, a pure abstraction (meaning that we
cannot look at the sign in isolation from all its links with other signs, the
main value is inevitably accompanied by additional values). The connotation
mimics to the denotation, trying to naturalize and merge with the denote,
hiding its ideology.
5
The Stock and Everyday Life
A
stock is an organization that
contains a database of images and provides them for sale (or, more precisely,
the right to use them). In case someone bought the material from the photobank, the
photobank
transfers remuneration to the author of the material. Now it is not only a
photo, but also video, illustrations, design templates, gif-animations, so it
would be more correct to speak not about the photo stock, but about the stock content. This content serves as an
empty template for advertising and everything that in one way or another is
associated with sales and related sales processes.
In
any advertising, the product
itself is secondary, connotative, in fact, the advertising tells about
something else, entering (naturalizing) the product within a larger narrative.
Stock content is remarkable because it does not sell any goods, but sells
universal images for any goods, exposing the pure narrative. This narrative is
told in the most comprehensible language for the widest possible audience, and
in such a way that this story could be suitable for the widest possible range
of advertised goods, as the stock content never knows what it will advertise.
Each of the signified may have a
repertoire of meanings (and vice versa), and these correspondences (links,
codes) are arranged in the frequency of use rating. Stock searches for and
produces the dominant values of these ratings and codes shared by members of
the mass audience. These codes are structurally simpler, use standard
conventions and formulas, and thus generate cliches
and stereotypes, distorting and turning into simulacres
where denotation is absent, but we are comprehending (imagining). Such codes
contain elements that serve to emphasize preferred meanings.
Thus, the stock (as well as
ideology) is engaged in the construction of semiotic systems, in a sense being
a manual on cybernetics.
Stock is a machine of everyday life.
Everyday life is a daily repetition of the same actions, events in which there
is no creative (changing) component, turning the interaction into a mechanism
that does not need reflexion. A set of ready-made
solutions to known problems. Everyday life is a space of fully naturalized
codes. It is with these codes that the stock works, transforming them into
images, modeling everyday life, carried out by cultural managers. Stereotypes, cliches,
patterns, form passages, production of ordinary images, unification of
specificity and originality, templating, decontextualization
- all this allows you to extract
maximum capital from the images. Stock is the most detailed semiotic study of
everyday life. It is a machine that processes all images into everyday ones,
depicting them in the most mythological way possible.
The search for stock content is done
by keywords, which illustrates the boundary between linguistics and semiotics,
and together with the annotation text is a compositional addition to the image.
The stock content database with keywords, as well as all links to similar
content in different categories, is a thesaurus
of everyday life.
Having rid the sign of all
unnecessary connotations, the stock makes it so synthetic that it seems to be
more real than reality itself.
It
is not so much the critique of
capitalism or consumerism that is interesting here, but the semiotic field — what are
the guidelines for those who create stock stories? How do they determine which
connotations are unnecessary and which are necessary? What is interesting is
the process of selecting many synonymous signs and defining the dominant sign
(within the framework of mass consciousness). Because people specializing in
the creation of stock content are, in fact, connoisseurs of semiotics, denotations
and connotations.
6
Guerrilla Semiotics
Guerrilla semiotics — a set of
tactics against mainstream culture; any redesignation
of dominant meanings. Social reality is organized into discursive fields
consisting of hierarchically structured dominating or preferred meanings by
means of which the coded communicative impact on the audience is carried out.
Partisan semiotics is an attempt to change the circumstances in the light of
which the addressees of these semiotic tactics will choose their own way of interpreting
signs. That is, the society encodes information messages by its structure, the
tactics imply deconstruction of these messages, or rather the creation of such
circumstances that the addressee again gets the freedom of decoding. In other
words, guerrilla semiotics is any purposeful intervention in a sign system; it
means manipulation that breaks or, on the contrary, intentionally constructs
signs in an already existing sign system in order to reveal the sign system as
such.
Cultural jamming is a tactic of
undermining the basic principles of mass culture by demonstrating the
mechanisms of its action, in particular, through corporate advertising, through
its modification and desemantization (subvertising), various
anti-consumer tactics, social hacking
(manipulation of social behavior through planned actions, for example, through
media interventions).
Subversive affirmations are a
deliberate mimicry for images. In subversive affirmations there is always
something excessive, which destabilizes the order of the affirmation and turns
it into its opposite. Mimicry (super-identification) as a strategy of
resistance, the use of existing dominant codes in order to "respond to
these languages themselves".
The essence of creativity in the
production of signs that cannot be interpreted, the deformation of existing
signs, the search for a way out of the language, the creation of a language
that does not speak. Minimalism is the poverty of a language,
the absurdity is its destruction.
7
La Société
du spectacle
The Society of the Spectacle is a society in which any
information becomes a commodity. Capital accumulates not only physical
benefits, but also images born by the media. In fact, criticism of commodification
processes in which an increasing number of different types of human activity
acquire monetary value and become goods bought and sold on the market.
Consumer capitalism took all the real human
experience, transformed it into a commodity, and then sold it to us through
advertising and the media. Thus, all aspects of human life are a kind of
spectacle, which in itself is nothing more than a system of symbols and images.
A performance is capital at the stage of accumulation when it becomes an image.
Situationism is the idea of a cultural revolution through the production of
counterculture and countercultural situations. The production itself is
essentially aimed at the dominating values of sign systems, and the situation
is understood as an event that directly destroys sign dominants.
Recuperation is the transformation of an image into a
commodity, for mass sale and introduction; the formation of dominant meanings
in some sign system; and it is believed that these very dominants have
absolutely nothing to do with what they are trying to mean, or distort the
original meanings.
Détournement is the destruction of these dominants in the sign system and the return
of the initial values to the signs, the "rerouting" of the images of
mass culture, the methods against recuperation.
8
Author
The "rightist" discourse views the author as
a metaphysical phenomenon that existentially experiences this world and, as a
result, can create an artwork. The original created by the author is
traditionally considered to be more valuable than the copy, since the category
"artwork" includes the uniqueness of the object that is the result of
once-reflected experiences, and its copying negates these properties.
The "leftist" discourse says that the author
is a social construct, and there is no metaphysical author; that we create the
author in our own minds, as well as the work, that is, the author is part of a artwork that we can interpret.
In the semiotic sense, in any case, each person frames
the author and the work in his or her own discourse, which will give value to
the work of art. Therefore, the author can be understood simply as a hashtag
for a search query.
9
The critique of
the "leftist" critique
A society of spectacle, recuperation, détournement, cultural jamming
- all these concepts, being
part of the left critique of society, understand capital, social institutions
and culture as a whole as oppressors of the individual. All leftist criticism
is directed towards destruction. Marxism is the destruction of a market that
oppresses capital. Freudism is the destruction of
society, which oppresses by the totality of social institutions. Situationism is the
destruction of culture, which oppresses
with one existence, including capital and social institutions.
The avant-garde, of course, can also be seen as a form
of left criticism, but the avant-garde has created a powerful alternative to
dominant conventions and institutions, destroying
through creation.
All leftist critiques are more likely to reveal,
uncover, and formulate important things, but cannot oppose them. The weakest
point of countercultural thinking is the inability to form notions of a truly
free society, let alone to offer a practical political program. It equates
order with repression, and disorder with freedom.
Here it is appropriate to cite the prisoner's dilemma,
the essence of which is that each individual strives for his or her maximum
benefit, and as a result, everything becomes worse as a whole. (Two prisoners
are taken to their rooms and offered to give up their partner in order to free
themselves, or to keep silent and serve a year; if your partner gives you up,
you will serve 5 years. Ideal if both keep silent and serve a year). Any
convention is a desire to level out such situations. Actually, conventions can
be understood as capital, social institutions and culture.
The whole leftist idea tries to bring us back to the
primitive society, criticizing the existing one violently (only in this society
there should be not monkeys, but saints who will not rob, kill and rape in the
absence of the state, law and social institutions). But all the drawbacks of
modern society have been brought up by us ourselves for the sake of advantages
that far exceed these drawbacks. Leftist critique tries to destroy conventions,
but destruction is usually castrated by the society itself and allows it within
a safe framework. Now all the infinite leftist critique in all its
manifestations has become conventionalized and ceased to mean anything.
All the processes criticized in society can be
considered as dual. The society of the spectacle is a simultaneous global
process of recuperation/détournement — the more obvious are the dominant values
of sign systems, the more obvious are the disadvantages of recuperation; the stronger
is the détournement, the faster is it recuperated
(counterculture creates a new culture of consumption). These processes take
place in the perception of each individual person, each creative action in the
heads of some produces détournement, in the heads of
others — recuperation.
And the course of these processes leads to the opposite - recuperation leads to
détournement, détournement
leads to recuperation.
In the same way, the class of masses and the class of
elites can be contrasted. For the masses, the more popular the sign is, the higher its importance is, for the elites
on the contrary, the more popular the sign is, the lower its importance is (inflation
of value). The hipster rejection of everything popular is an intuitive
attempt to protect from the recuperation of the society of the spectacle. In
particular, the ironic game with popular culture. Clothing that belongs to the
so-called high fashion, has a high price tag not because its production is
expensive, but because in this way it is possible to make a thing inaccessible
and prevent the masses from devaluing it. Ultimately, the process of
consumption or anti-consumption is driven by the desire to occupy a special
position in the semiotic system of competition.
INSTRUCTION FOR STREET ACTIVITY
SEMIOTICS
1
Basic
concepts
Street art is an illegal,
non-utilitarian
deconstruction of the everyday life of the urban exterior.
Public art is the same as street
art, but legally, with the organization of the necessary list of approvals and,
most likely, with external sponsorship.
Urban intervention (urban hacking)
is a utilitarian transformation of the urban environment within the framework
of social activities, the format of art-activism by street art methods.
Initially, this term was understood to mean works that use only street
elements, without introducing any of their own elements for their placement.
Art-activism is any utilitarian and
politically engaged form of creative activity. Utilitarianism can be
understood, in particular, the political goals or intentions of some social
transformations in society.
Graffiti — in the narrow sense is an
attribute and a way of articulating the belonging to the hip-hop culture. More
broadly, it is a set of stylistic and methodological practices engaged by
hip-hop culture, where the instrument of action is an aerosol can, and the
object to be created is the font type of a nickname of a person or group of
persons.
Land art is a non-utilitarian
deconstruction of the natural (non-urban) landscape.
Environment — a concept in which the
system of exhibiting is understood as a part of the art object. Generally
speaking, it is not very much about street activities, because such works are
done more often in the gallery, but here we can understand this term as a
particularly subtle game with site-specific, when the environment merges with
the artistic object and is radically dependent on it.
Actionism — an
action can be understood as
any artistic act in which the artwork is not an object or not so much an object
as an action, event or situation. Happening — a artist
cannot control the course of an action. Performance — artist can control of an
action.
Psychogeography
is passive urbanism, contemplation
and analysis of the urban environment in terms of its psychological impact. If
street activity is a direct transformation
of the street, then psychogeography is a change in
its perception by a specific subject.
Diggering
(urban exploration), trainsurfing and
roofing are essentially highly specialized
forms of psychogeography, aimed at exploring the
urban environment.
Diggering is
the study of areas of urban or
industrial space beyond public space, which have either lost this status or are
taboo (e.g. the territory of an abandoned factory may, over time, acquire the
status of a public space through regular human visits; if the territory is
protected from intruders, then security is carrying out a taboo on the
acquisition of public space status by the territory).
Roofing is literally a change in the
angle of view of the urban landscape by penetrating the roof of a building.
Trainsurfing —
travel outside the train; can be
considered as a special way of interacting with public transport.
2
Street
Street activities can be understood
as a set of non-standard strategies of behavior in outdoor spaces.
The city is a sign system of
dominant values that define the image of the city, which significantly distorts
its perception. Street activity and psychogeography
can be understood as semiotic practices and détournement
of urban space, deconstruction of everyday street exterior. (When we talk about
"street" and "urban" in general, it is not quite clear what
a street is and what a city is. Is it possible to have street art, drifting or diggering in a remote village? How relevant are these
practices where the door threshold is not a strict boundary between house and
street? Of course, when we say "street", we represent the urban landscape;
however, we need to understand that the more pronounced the urbanity, the more
pronounced the boundary of the house-street, the more actual all these
practices.) The problem is not how to redefine dominant meanings and create new
ones, but how to do it gracefully. What lies beneath the word
"elegantly", within what limits and criteria it can be described, is
quite unclear; perhaps there is what is called a creative search, that is what
inspiration and other romantic metaphysical things are directed at; that is the
search for how to go beyond the framework of the language (although it is
claimed that there is nothing outside the language).
The
totality of public utilities engaged in cleaning the city can be understood as
an unofficial street censor, which destroys everything that is knocked out of
the dominant sign system of the city, that is, it is a tool for recuperation.
The
concept of hooliganism is used as a universal legal marking tool to prosecute
any unauthorized activity, including street activities.
Any
exit to the street is utilitarianally motivated, you
need to buy something, go to work or study. That is, the street is an
intermediary between the two premises.
In
order to go through some part of
the street, you need to look through a kind of advertising clip — billboard,
city light, stand with posters, etc. To get on the tram, you need to look at
the advertisements on the body of the tram, then inside look through the small
flyers at window level, sitting passengers see the advertisements on the front
seat. That is, the way through the city between the two rooms can be compared
to a block of content on TV, video hosting or news feed in a social network,
which is regularly interrupted for advertising.
3
The sanction as a tool
For anyone involved in street
activities, there is an obvious binary street/gallery. Gallery exhibition
activity, or rather its sanctionability, is
interpreted as "betrayal" of street art. Taking into account that
under the supervision of institutional curators, street activities are simply
transferred into the canvas space, thus being expropriated by the art industry,
leaving it only as a signifier. In other words, street artists, being
independent antagonists of institutions, entered/absorbed/reworked or, in terms
of situationalism, were recuperated by these
institutions, and the works turned into purely decorative objects. The highest
point of "death" of street art can be considered to be the appearance
of its own biennale (although in institutional discourse it is, on the
contrary, the highest point of maturity).
There is no need to compare a
gallery, a street or a festival, trying to build them into a hierarchy in order
to find the right way. Any street art is site-specific, and its key component
is the game with the language of the environment. The space of the gallery, the
"white cube", is also a kind of site-specific, which defines the
methodology of the works. A gallery, a street or a festival should be
understood as a repertoire of sign systems that can be used to implement their
ideas.
4
The moment of detection
The
key thing that street activities work with is the moment when the work is
detected. How does one not expect to see anything out of the familiar sign
system of the street, triggers a kind of surprise effect, the effect of
discovery. In addition to these obvious effects, the person is also responsible
for the street work found at the moment of detection, as he or she is not at
all limited in his or her interaction with it — including the possibility of
destroying it. This means that each individual passerby in some way assigns
himself a artwork, because
it is up to him to decide whether the artwork will continue to exist for some
time. This effect can be defined as a public
appropriation. That is, a street artist, producing détournement
of the city, shares the effect of détournement with
passersby.
An
artist creates an object that is detected by an unknown random viewer (the
moment of detection of the first order).
If, for example, stickers are not glued but handed out, then, as a matter of
fact, there is a transfer of one's subjectivity to another. It follows from
this that the moment of detection works for the artist when he accidentally
discovers a glued sticker (the moment of
detection of the second order). The artist approves the viewer's eyes. If
we go further, another person can tell the figure that he saw the sticker where
the artist himself has never been. That is, the moment of detection works first
for the viewer, then it is passed through him to the artist (the moment of
detection of the third order).
5
Antiutilitarianism
Artworks
should not have an imposed or far-fetched conceptual background, as any concept
is conceived as a justification for action. Political engagement is not just a
justification for action, it is a utilitarian use of activity within a specific
goal, where creativity itself is not interesting at all and, by and large, is
not necessary. Political engagement can be understood as a part of the
recuperation of the artwork by the artists, critics and curators themselves,
since this engagement constitutes the spectacularity
for the sake of which and to which all activity is reduced. That is, the
concept as a text does not work in the original conceptualist discourse, as a
description of some deconstructing practice, but as a protection of its actions
from the lack of meaning, protection from the shame of nonsense.
6
The notion of
semi-legality
Semi-legality — an
ethical term for such a
place and its actual state and environment, which allows to allow "broken
windows" (the broken windows theory). That is, in any city there are
places where there is no special sense to seek official permission to create
any artwork on the street, but on the other hand, if you want, you can be held
accountable. This applies to all sorts of abandoned places that nobody cares about
and do not have a clear owner.
The
essence of the broken windows theory is that every person has an ethical
threshold, which allows, for example, to put an inscription on a wall or, in
general sense, to commit vandalism, and the objects of the street exterior have
external markers of their condition, interacting with this threshold. For
example, for some reason, a window broke in a house that was well-groomed and
ennobled. The image of a house with a broken window works as a sign of
abandonment, desolation, neglect and marginalization. As a result, the ethical
threshold is lowered and a layer of people who feel that vandalism is tolerated
is formed. Suppose a tag is applied or a window is finally broken. The
signifier of "abandonment" becomes even more obvious, the ethical
threshold drops even further, and more people may allow their contribution to
destruction. As a result, the building is completely destroyed, robbed and
becomes the center of disadvantage.
Actually, here we can describe the
reverse process — gentrification, when artistic bohemia attracts attention to
the place by its actions, it becomes fashionable, grows into cafes, lofts and
other commercial institutions, acquiring meaning "welfare". As a
result, the building itself is bought out by business, or it is demolished at
all, and on this place elite housing or shopping center grows.
Bombing, as a radical branch of
graffiti, perceives vandalism as a philosophy that frees people from the
totalitarianism of private property, a riot against the ethical threshold. That
is, bombing is such a Marxist technique. Raising the question of art and
vandalism, one should understand vandalism not as a desire to spoil, but as a
certain philosophy of deconstruction.
INSTRUCTION
FOR COMPUTING
MACHINE SEMIOTICS
1
Basic concepts
A machine is a
technical object consisting of interrelated functional parts (details,
assemblies, devices, mechanisms) that use energy to perform some functions.
Black box is a system
that has a set of input parameters and corresponding output values; however, no
matter how the system is designed, we are only interested in the interrelation
of inputs and outputs.
Cybernetics is the
science of how to get the necessary output values at given input parameters.
A computer is a system
of switches. It is important to understand that a computer can be non-digital;
for example, analogue or mechanical. The digital switches operate and influence
each other by means of discrete values (0 or 1). In the case of analogue
technology, the basic "switches" will be analogue elements
(resistors, capacitors, inductance coils) operating with value gradients (resistance, capacitance, inductance). Mechanical
switches do not need electricity and are implemented in the form of mechanical
units (levers and gears). The word "computational" is archaic to a
certain extent, because initially all these types of machines were tools of
mathematicians and later informants, and the whole sense of their work was
reduced to automation of calculations. By computation we will mean any change
in the state of the switches, any communication between the switches. Here and
further, under the computer and the machine in general we will bear in mind the
electronic computer.
An electric current is
the directed movement of electrons.
Voltage a value that
shows how hard it is to move the electron in the conductor, measured in volts.
A logic level is an agreement on what
voltage level to interpret as 0 or 1. There can be many such agreements, it is
important to understand what the machine interprets for 0 or 1 voltage range.
For example, a logical zero may be 0 to 0.8 volts, a logical 1 of 2.4 to 5
volts, the gap between 0.8 and 2.4 is called the undefined state necessary to unequivocally separate 0 from 1.
The bit is current
state of the switch (on/off, 0 or 1), unit
of the machine language. Theoretical definition: A bit is the amount of
information that halves the uncertainty of knowledge.
Boolean algebra is a
mathematical set of elementary transformations with switches. We can talk about
three main operations on bits:
AND
(a conjuncture) — on output 1,
if all inputs 1 (one wire has two consecutive switches and a light bulb; the
light bulb will light up (output will be 1) only when both switches are on (all
inputs 1));
OR
(a disjunction) — at output 1, if
at least one input 1 (two parallel switches and a light bulb; by turning on any
of the switches, the current will reach the light bulb and it will light up);
NOT
(an inversion) — at output 1
when the input 0 (the switch is connected in such a way that the light bulb is
switched off).
Hardware — physical,
tangible parts or components of a machine. "Rigid" switch system,
defined during production.
Software —
"softness" means the ability to dynamically change the switch system
by storing the program in the memory.
2
Hierarchy of hardware
abstractions
A transistor — is an electronic switch.
Without going into the physics of its operation, you can imagine it as a water
pipe with a tap; by controlling the handle of the tap (unscrewing or twisting),
we can adjust the flow in the pipe (voltage control), which can then be
interpreted as 0 or 1. In addition to the transistor, there are other devices
(e.g. electronic lamps) that perform the same functions and operate on a
similar principle. It is the switching principle that determines that the
machine has only two characters in its alphabet, 0 and 1, which are summed up
in words, sentences and texts, wandering through the electronic parts of the
machine and interpreted in a certain way.
A logical element — is a set of transistors
that implements the operations of AND (conjunctor),
OR (disjunctor), NOT (inverter).
A combination element —
a set of logical elements implementing a certain function. For example:
A multiplexer — has
many inputs and one output. It implements the connection of a certain input
with an output;
An encoder — converts a
decimal number into a binary number. It has n—outputs and 2n inputs.
A function block — a
set of combination elements that performs a certain set of functions. For
example:
ALU
(an arithmetic-logic unit) — a
device that performs arithmetic and logical functions with input data;
CU
(a control unit) — a device that
forms sequences of control signals allowing to influence the operation of other
functional units;
A
memory — matrix of cells
(switches) that have the ability to fix external signals.
RAM — dynamic storage
of current machine texts that are currently being executed, as well as all
intermediate data generated during their execution.
The von Neumann's
architecture is the principle of building processors as definitely connected
ALU, CU and memory, as well as the principle of storing programs and data in
the same memory.
An integral scheme —
electronic scheme executed on one crystal. It is a possibility by means of the
set of the fused semiconductor materials, compactly to place elements,
complexity from a transistor to the functional block.
A processor is a device
that performs arithmetic and logical operations on data coming from external
blocks, and also controls these blocks.
A microcontroller —
processor, RAM and a number of additional peripheral devices (timers,
converters, interfaces), single—chip computer executed on one crystal. It is
used to control appliances, household appliances, machines, etc.
A
peripheral devices
— all additional connected devices, except for the processor and RAM, providing
data input, output and storage.
3
Hierarchy of software
abstraction
Programming — means to
set the switches to the required states, change the topology of their
connection. The program can also be represented as a “black box” with input
parameters and output values. To make programming easier, programming languages
are used.
A machine word is a
number of bits that the processor can accept at the same time.
A machine instruction
is a combination of machine words that implements some operation.
A machine language is
the entire set of machine instructions within a specific processor
architecture.
An assembler — a set of
mnemonic machine instructions, a programming language more understandable to a
human being.
A high-level
programming language (HLL) — programming language that uses abstractions to
describe machine instructions.
A program is a machine
text, a set of machine instructions that implements specific functionality. A
program can be written on an assembler or high—level programming language, but
eventually it is translated into the machine language of a specific processor
(the processor sets the boundaries of machine’s
umwelt, because through the language of the processor architecture the
machine recognizes the world).
A library is a set of
ready-made modules implementing some functions that can be connected to a
program. If the program is text, it can refer to (connect) other texts, forming
an infrastructure of interacting texts.
A framework — a program
to facilitate the writing of other programs, ready-made structure, filled with
modules. Creating a program within the framework is based not so much on
writing code as on selecting, configuring and organizing the joint existence of
a set of repeatedly used modules. The library is always secondary — it connects
to the main program text. The framework is always primary — it is the
foundation that defines the architecture of the application, to which the
modules are already connected.
Building the hierarchy
of machine code — assembler — HLL — framework, the programmer gradually moves
away from the dialogue with the machine "how to do" to the dialogue
"what to do", carrying out of automatization
of automatization where the machine itself finds and
selects solutions for specific tasks by its own means and the programmer only
formulates goals, and as he moves along this hierarchy, the work of the machine
becomes even less transparent for the programmer, and the language of
communication between man and machine becomes more and more "human".
Translation is the
transformation of a text from one language into a language understandable to
the addressee. In particular, from a language understandable to a human being
in a more understandable machine.
A translator is a
program that carries out translation. Different machines speak different
languages depending on the operating system and the installed processor.
Programming on HLL or the framework, the translator is necessary to translate
the code into a specific machine language, the only one understandable to the
machine.
An operating system is
an infrastructure of programs implementing hardware management and
communication between a person and a machine.
Initially, to work with
a computer meant to program it, and the equality of the user=programmer worked,
because even the use of the finished program also required programming skills
and rather deep understanding of the principles of its work. All the progress
in computer engineering is connected with the increasing gap between a simple
user and a programmer, and the use of programs has ceased to be associated with
programming, because now the user does not need to enter any control commands
into the program, does not need to know their format, input rules and read
manuals on their operation; now work with most programs is intuitively
understandable without any training.
The Graphical User
Interface (GUI) is a visual language that allows you to operate switches
without knowing the programming language. Essentially, a GUI is a set of visual
abstractions (metaphors) that mimic non-virtual entities (folder, file,
desktop, etc.) to varying degrees. It is the GUI that makes communication with
the machine intuitive, mediating between code reality and social reality.
A neural network is a
system of switches that can work not only within a given algorithm, but also on
the basis of previous experience. It is a combination of hardware and software,
which is programmed not by programmers, but by the external environment.
Therefore, the neural network is autopoietic — it
creates itself. The more experience a neural network has accumulated, the more
complicated its behavior is. The less a person can trace the learning process,
the less a person can predict the behavior of a neural network. The increasing
non-obviousness of machine mechanics and the deviation from absolutely
deterministic behavior, apparently, is a manifestation of what is called the
intellect.
4
Hierarchy of network
abstraction (TCP/IP)
A computer network — a
system that provides data exchange between computers (nodes).
A network segment —
logically or physically separated part of the network.
A server — a node in
the network that provides the use of its resources to other nodes in the
network.
A client — node of the
network consuming these resources.
Client-server network
architecture — assumes the presence of a server that unites nodes in the
network, responding to customer requests.
Peering network
architecture — assumes that each node of the network performs the functions of
both a client (sends requests to other nodes) and a server (responds to
requests from other nodes). For example, I2P networks, Bitcoin networks.
Hybrid network
architecture — implies the presence of servers that coordinate the
communication of nodes through directories with information about existing
machines in the network and their status, which can be addressed with a
request. For example, BitTorrent, Tor.
Network equipment — a
set of devices that provide network operation. In addition to cable systems
(passive network equipment), it is also electronic devices (active network
equipment) that convert signals into networks. For example:
a
network switch is a network node
that connects other network nodes within a network segment.
a
router — a network node that
connects network segments (connecting networks to networks).
A protocol — an
agreement describing the rules of interaction of functional blocks (nodes,
programs, electronic actors) during data transmission.
TCP/IP — protocol stack
(agreement system) which implements the hierarchy of network construction,
fully describing the processes of data transfer. It consists of 4 levels.
Channel layer — defines
the physical medium of bit transmission from node to node within the segment
(twisted pair, telephone cable, coaxial cable, optical fiber, parameters of
electromagnetic waves in wireless transmission), form factors and technical
parameters of connectors, cables, integrated circuits; defines the beginning
and end of bit streams (combines bits in frames). Examples of protocols:
Ethernet, Wi—Fi, DSL.
Network layer —
designed to transfer data from any network to any other network. Collects
frames into packets by adding sender and recipient address information. At this
level, routers work, uniting network segments into a single network,
redirecting data packets between any nodes in the network through an arbitrary
number of intermediate nodes. The network layer is described by the IP
protocol.
Transport layer —
carries out data transfer from the initial node to the final node. Collects
packets in messages at the end node, checks the order of packets, makes a
second request for packets in case of their loss, eliminates duplication of
packets, checks the integrity of received data. Transport protocols determine
for which application these data are intended (through the port used by the
program). Examples of protocols are TCP and UDP (the same as TCP, only without
a guarantee of data integrity; used, for example, to organize a live broadcast;
when we see artifacts (interference) in the video, it means that some data has
not reached the endpoint entirely).
A port is a natural
number that indicates which application to send a message from TCP linking the
transport and application layers.
Application layer —
designed to transfer data between applications on different nodes. Processes
messages from a network and gives out result to the user.
The information flow
from the initial to the final node undergoes transformations at all these
levels. Simplified, the simplest and most common chain of transformations will
look like this:
HTTP—TCP—IP—Ethernet—IP—TCP—HTTP
All network programs
have their own communication protocols and "listen" to their ports.
Now the browser became the multipurpose program and necessity in many network
appendices has disappeared, but, strictly speaking, for each way of data transmission
there is the program—client (sending inquiries to a server on reception of any
information) and the report of data transmission. For example, the browser
works on HTTP protocol and listens to port 80, the program for viewing e—mail
(mail client) works on SMTP protocol when sending and POP3 when receiving mail,
and listens to port 25, Facebook Messenger works on its own protocol MQTT and
listens to port 1883, Telegram works on its own protocol MTProto
for the implementation of cryptography, encrypted messages transmits via HTTP
protocol and listens to the corresponding port 80, WhatsApp works on XMPP
protocol and listens to port 5222. I2P, Tor, BitTorrent,
Bitcoin are also protocols, which, being implemented in the TCP/IP protocol
stack, allow you to create decentralized (peer—to—peer or hybrid) networks, and
store and transfer information without the need for a unified server.
5
Screen culture
Based on the prevailing
mode of data transmission (one might say, protocol),
culture can be broken down into epochs: oral, written and screen.
Oral culture
(pre-written) — a set of manifestations of oral speech, supplemented by
intonations, signs of mimics, gestures, clothes and in general appearance.
Technically, if we consider oral culture as a stack of protocols (a system of
agreements on the transmission of signals), then:
the
medium of signal propagation —
air,
the
type of signal — sound,
coding is carried out through the
language,
the
transformation of the signal
from the language of physics to the language of the nervous system is carried
out through the ear.
An additional protocol
can describe the visual meaning:
the
medium of propagation — space,
the
type of signal — electromagnetic
waves,
the
eyes are responsible for the
transformation of the signal.
Manuscript culture — a
set of manifestations of texts recorded on carriers (paper, stones, wood) in
the form of graphic signs combinations. Text can be considered as an
intermediate actant between people, a means of
retransmission. In the same epoch, it is possible to include print culture as a
more interactive and ergonomic way of creating and distributing texts. Print
culture can be understood as an additional set of technical tools for the
implementation of writing.
Screen culture is a set
of manifestations of data represented by screen and styles of interaction with
these data. Data can be defined as any screen content, be it speech, text,
graphics, film, video, software, or user interfaces. Oral speech is included
here with a certain degree of conditionality — when a smartphone or computer
plays some sounds (including speech), we perceive it as a talking screen, which
we look at and talk to. Usually the screen culture is understood as a set of
works of cinema and, to a lesser extent, television. In this text, the screen
culture should be understood more broadly as the culture of any interaction
with the screen in general — first of all, with the screen of a smartphone and
a computer monitor, as well as to include all screen representations of
documents, tables, drawings, sounds and screen metaphors (folder, file,
desktop, menu, cursor, icon, window, tab, button).
Since the interaction
with the screen is an interaction with a technique that uses machine languages
that a human being does not understand, it is necessary to have an intuitive
language to represent machine states. This language is a set of screen
metaphors implemented in the form of a user interface.
Media is an
intermediary that transmits information. To talk about three cultural epochs is
to talk about media. Oral speech, a book or a screen are the rules of data
interpretation and the intermediaries who carry out their transfer, storage,
coding. The evolution of cultural epochs is the evolution of media, increasing
the availability of communication. Media=interface.
The Internet carries
out global communication of individuals within the framework of screen culture.
The simplicity of data delivery with the help of all these intermediaries
(screens and network devices) creates a situation of mosaic culture (clip
thinking), when short blocks of information rapidly flicker in the flow of
information conveyor belts. To some extent, this text is also a conveyor of
such kind.
6
Interface
An interface — a
boundary between two functional objects defined by a system of agreements; a
set of means, methods and rules of interaction between elements of the system.
Boundary between two systems using different languages (both in the
humanitarian and technical sense of the word); the interface is the syntax of
the language together with the keys to its interpretation, the translator from
language to language.
Interfaces can be
internal, i.e. inside the system to connect internal nodes and external,
connecting the system with other systems.
For example, in the
desktop inside the computer coexist: internal interfaces — socket
(processor-motherboard), PCI (video card/sound card/network card-motherboard),
DDR (RAM-motherboard), SATA (permanent memory-motherboard); external interfaces
— Ethernet (internet network card-motherboard), USB
(keyboard/mouse/smartphone/other-motherboard), VGA/DVI/HDMI (video card
monitor), mini-jack (speakers/headphones/audio card-motherboard). Each
component of the computer system speaks its own language and it is necessary to
have agreements on translation and means of translation between them for
communication with other nodes.
Such things as file
format (mp3, docx, webm,
jpg) are announcements of the language within which the data should be
interpreted, i.e. what interface—translator (i.e. the program) to use.
Compression (reduction of data volume) can be understood as a paraphrase of
data with acceptable losses.
The internal interfaces
are called intra-machine interfaces, the external
interfaces are called inter-machine interfaces. Let's also set the equality
sign protocol=interface. Stack of TCP/IP protocols can be understood as a set
of interfaces, repertoire of languages implementing intermachine
communication within the Internet.
Human-Machine
Interaction (HMI) is the study, planning and development of interaction between
people and machines. The long-term goal of the science of human—computer
interaction is to develop a system that reduces the barrier between the human
cognitive model of what a person wants to achieve and the understanding of the
machine's tasks.
Human-machine interface
— engineering solutions providing interaction of a person with the machine
controlled by a human being. The term is used to describe the interaction with
any technical object.
User Interface (UI) —
provides interaction between a user and hardware and software components of a
computer system. GUI (Graphical User Interface) acts as a form of user interface,
where interface elements are expressed in the form of graphical metaphors, and
also includes the concepts of point-and-click, drag-and-drop, etc. Other
examples of user interfaces may be:
Character User Interface (CUI),
where all data is represented as a set of characters (letters and numbers);
Command Line Interface (CLI), where
all interaction with the machine is limited to sequential input of commands and
output of the machine results. A device such as a teletype device also used a
text-based interface, but the screen role was played by a printer that
outputted the information;
Voice User Interface (VUI), where
interactions are made by voice;
Gesture Interface, where the
signifier for interaction is a gesture (stroke). By gesture interfaces we will understand
the touch interface, although strictly speaking, an interface like
point-and-click that assumes a mouse is also a gesture (mouse gestures). The
key feature of this interface in the absence of a cursor is that it no longer
needs a mouse intermediary to deliver the pointer to the interface element, now
the finger itself is a pointer, and the interface elements can be accessed
directly. This makes such interfaces extremely ergonomic and intuitive (for
example, physical intuitions such as scrolling inertia are used), because a
person controls hardware through direct manipulation of interface elements.
If we understand
communication as an information exchange and interaction as an action exchange
they become indistinguishable in the gesture interface, synthesizing the
interface control and information output, merging the input device and output
device, making communication tangible.
It should be noted that
voice and gesture interfaces are more like add-ons above the graphical or text
interface, but these input systems are completely changing the style of
interaction with the machine.
The disciplines
studying communication of the person and the machine:
ergonomics — a science about
psychological and physiological principles of designing of products, processes
and systems which purpose is reduction of human error and increase in
productivity at interaction with them;
usability — ergonomics of software;
a set of methods for more effective communication between man and machine;
interaction design — a discipline
about designing and planning of interactions of the user and any technical
essence;
user
experience (UX) — is the
perception and response of the user resulting from the use of the technical
subject.
All of these
disciplines aim to synchronize human and machine language by making user
friendly techniques.
Speaking of semiotics
of intra-machine communications, each specific interpretation of specific 0 and
1 is conditioned by a specific switch topology. In other words, machine
instructions are not conditional, but a set of 0 and 1 which inevitably causes
an avalanche of switches with a certain result. If the sign is an agreement on
attributing to the signifier signified, then we can speak about semiotics not
quite in the sense when we speak about semiotics of culture or any more complex
phenomena. Semiotics manifests itself in its purest form at higher levels of
abstraction, for example, in programming languages starting with assembler and
above, where the connection of the signified and meaning is absolutely
conditional and is a constructed agreement. Therefore, we can say that
semiotics manifests itself the more strongly the less we can trace all the
switching operations and take into account the entire switch topology,
considering the functional block or the whole computer as a black box. Hardly
there is a possibility to describe all avalanche of intermachine
interactions and communications when we simply ask a question to the search
system in the Internet. The Internet is a highly organized society of machines
that speak many languages, and the result of their work is the result of this
communication and translations from language to language.
It is necessary to
include a human being in the semiosis of the computer network, considering him
an active part of the system. If language is a system of agreements on
interpretation of signs, then the protocol/interface is also a language. If
each functional block speaks its own language, then each one has its own
semiotics. Interaction of the machine with the human being can be considered as
multiple translation of human language into intra-machine and inter-machine
languages, and then back into the human language. On an example of scheme
TCP/IP, it is possible to build up additional level of human-machine communication:
Human—Machine—Net—Machine—Human
or
User—UI—HTTP—TCP—IP—Ethernet—IP—TCP—HTTP—UI—User
The human-machine
communication scheme and the machine with network interfaces are the most
interesting, as the machine without the Internet becomes a highly specialized
one. What will be left of the functionality of your computer or smartphone, if
you turn off the Internet?
The user interface acts
as a translator from the machine language to human language; the style of
interaction, defined by the type of user interface, depends on how well they
understand each other.
The user, seen here as
a network node, can be imagined as a kind of computer with its own functional
blocks (e.g. organs) and internal and external interfaces. Actually, it is now
absolutely obvious that all human senses are interfaces, translators from the
language of the environment to the language of nerve impulses, allowing to
interact and communicate, in particular, with other people and machines.
A separate cell is not
a human being, a separate human being is not a society, a separate transistor
is not a computer system, a separate computer system is not the Internet. By
uniting people into a society, we can also unite machines into a society of
machines (despite the fact that the word "social" usually refers to
the human, we will understand this word as "common", something that
aggregates something with all internal connections). The Internet can be
understood as an implant connecting human systems (neural networking, human
interfaces — eyes, ears) with a system of machines. Each request to the
Internet network can be considered as a continuation of the human neural
network operation, connection of a chain of neurons with a chain of computers.
There is a thesis that
a computer does not store information, information is stored by a human being,
and a computer only gives out a set of signs, which a human being perceives as
information and interprets it; information as such does not exist without
regard to living organisms; the carrier of information is a living organism
itself. It can be counterbalanced by the fact that in the absence of a human
observer everything displayed on the screen is meaningless (at least for the
machine), but everything behind the screen (inside the machine) makes sense for
the machine. If by information we understand some signal influencing the
system, then even without the presence of a person inside the machine there are
a lot of semiotic processes which influence the work of the machine, forcing to
react different nodes of the machine, so to assert that the computer does not
store information is wrong.
If you take a simple
microcontroller fire alarm system, it will consist of temperature sensors, the
speakers and the microcontroller itself. The microcontroller has a program that
interprets the data from the sensors. If the normal temperature set in the
program is exceeded, the sensor gives a signal to the speaker. Then we can say
that this machine has an umwelt, it "sees" some temperature range
through the sensor, acting as a sense organ, and can interpret and respond to
it. If you put this machine on the network so that it can transmit a signal to
other machines and notify them of a fire, then the communication between them
will take place within some interface that allows different machines to
interpret the data in the same way, and here we can talk about the semiosphere of the
machines. Further, if the fire
alarm reaches the final firefighter's vehicle, it translates the alarm into the
language of the user interface (accordingly, entering the information into the
human semiosphere) and represents it on the monitor
screen of the firefighter on duty; here the user interface plays the role of a
junction between the semiospheres.
In gesture interfaces,
it can be said that the screen is an organ of sense, reacting to pressure and
gestures in certain areas of the screen. When looking at the screen, we can see
the boundary between the semiospheres.
Since computers are now
mainly used for the production and consumption of cultural content (texts,
images, videos, audio, websites), they act as a cultural interface, i.e. we can
speak human—computer—culture interaction when computers represent and allow
interaction with cultural information. In the same vein, for example, we can
understand a book as an interface to texts and a gallery as an interface to
works of art. In accordance with this, the scheme can be finalized:
Human—Machine—Network—Culture—Network—Machine—Human
or
User—UI—HTTP—TCP—IP—Ethernet—Culture—Ethernet—TCP—HTTP—UI—User
Culture can be seen as
an interface between people, an impressive stack of protocols governing
languages of communication, including all legal or ethical standards of
conduct.
28.04.2018
Max Alyokhin