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