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TRON, Gaming and the Death Drive Crash
Software designer Daniel Wellman writes about an uncanny experience where a game he was programming seemed to come to life with a will all its own in his essay, “Real Life Tron on Apple IIgs”:
One day, when Marco and I were playing against two computer opponents, we forced one of the AI cycles to trap itself between its own walls and the bottom game border. Sensing an impending crash, it fired a missile, just like it always did whenever it was trapped. But this time was different - instead of firing at another trail, it fired at the game border, which looked like any other light cycle trail as far as the computer was concerned. The missile impacted with the border, leaving a cycle-sized hole, and the computer promptly took the exit and left the main playing field. Puzzled, we watched as the cycle drove through the scoring display at the bottom of the screen. It easily avoided the score digits and then drove off the screen altogether.
Shortly after, the system crashed.
Our minds reeled as we tried to understand what we had just seen. The computer had found a way to get out of the game. When a cycle left the game screen, it escaped into computer memory - just like in the movie.
(Thanks to Dennis Jerz for calling attention to this interesting essay.)
TRON is a silly movie (those outfits!), but “remaking” it across media (i.e., “transmediation”) generates the affect of the uncanny: re-imagining the “light cycles race” from the film as a computer game turns the narrative into a hyper-realized metafiction when testing it. It isn’t that the game was “just like the movie” in the way that it crashed — it is that the experience of the game is “just like” the fantastic experience of the characters in (and the spectator’s phantasy during) the film: the computer seems to have taken control of the very computer the gamer is playing with and, as artificial intelligence, has “come alive” in an autonomous way (by “going off the grid” and choosing to escape the game altogether).
We are the ghost in the machine. That’s the fantasy of Tron. And its lesson.
I enjoyed reading Wellman’s discussion of the joy of repeating this experience and making the somewhat primitive Apple IIG machine itself crash over and over again (because “protected memory” was not a part of computing yet). The compulsion to repeat the spectacular end — is this not a reenactment of the Freudian “death drive” (quite literally driven on light cycles) on the level of machines and artificial intelligence?
Posted by Michael Arnzen | October 17th, 2008
Category: Film, New Media | Permalink
Comments: none
Enjoy Uncertainty: Randomization and the Uncanny iPod
Although the iPod shuffle is now an mp3 player that is the size of a postage stamp, the advertising campaign for the device — back in 2006 when it was the size of a stick of gum — asked consumers to “Enjoy Uncertainty.”
I can think of no better mascot for the popular uncanny. Typically, uncertainty is associated with fear, anxiety, dread, and all things terrifying — indeterminacy is the Other to the certitude of intellectual mastery. However, there can be pleasure in the unexpected – a “pleasant” surprise — and this is the crux of Apple’s iPod campaign, which is selling a product that literally “shuffles” (or “randomizes”) song files in unexpected and uncanny ways.
The “random” function of listening to music is nothing new, of course. Ever since I first saw a CD player (let alone a jukebox), I’ve seen this ability — and of course ANY item that can be indexed can also be randomized. You can close your eyes and randomize your tunes. Almost any commercial music player (CD or mp3) can be set to randomize. While you can “certainly” set up a play list and know exactly what you’re going to listen to on a Shuffle, it’s true that the Shuffle can pull random songs off of a hard drive and mix them up on the device so that you’ll never know what you’ll get when you listen to it. But we experience the uncertainty of randomization and the unexpected when we listen to the radio, too, so something else is going on here.
The marketing of the iPod attempts to package the tropes of the uncanny in both subtle and over ways that overdetermine the ambiguity between the familiar and unfamiliar in order to HIGHLIGHT its “magical properties” as a commodity. The iPod device itself is so alien in its flat “obelisk” design and lack of external readouts that we need to be sold on its symbolic power as much as its actual capabilities. As a consumer object its familiar dial/wheel is still radically unfamiliar in that it appears to resemble a remote control for something inexplicably not present — a dismembered part of a missing whole — a partial limb of a larger organism (and it is indistinguishable from the “Apple Remote” in fact). You can’t see any readouts or windows on the device to know what songs are coming. You can’t know what’s coming when you press its buttons, either. It is, in effect, a pure randomizer — like a magic wand that can conjure something unexpected-yet-ostensibly-enjoyable. It’s almost like they’re selling the remote without the TV. Apple is selling the potential of “chance,” mediated by the very act of randomization its technology enables, as something magical, so listeners can experience the uncanny surprises time and again.
From my perspective, the ‘uncanny’ elements of the packaging are most evident in the TV commercial for the Shuffle, which features the familiar “dancing silhouettes” (aways like ghosts) who dodge the threatening approach of those animated two double lines. The music implies that these random attacks are fun, but to me it appears a little frightening as those unstoppable lines keep coming, worming their way out from the corners and borders of the frame as if virtually charging at them on their own accord.
In the entire merchandising of this product, the “strange familiarity” of the iPod is reinforced by the familiarity of the graphic design. As designer Stephen P. Anderson astutely points out in an entry on his blog, the iPod Shuffle alludes both subtly and directly to the marketing of Wrigley’s Doublemint Gum. From the “gum stick” design of the device (whose instruction manual actually (jokingly?) warns users not to chew it!) to the way its packaging employs double arrows (employing the familiar “random” icon of interlaced arrows from iTunes) and shades of mint green to draw on our common social perceptions, the shuffle is one consumer product alluding to another famous consumer product, in the interest of being both “familiar” and yet “strange.” The allusion is to Doublemint gum — a product whose packaging and advertising I align with the doppelganger in my book on The Popular Uncanny – simply amazes me.
What does it mean to “enjoy uncertainty”? The pleasure of experiencing the “uncertainty” of an mp3 playlist is actually more likely an experience of unexpected recognition or synchronicity. For one thing, the source for the songs is known so a listener will not be surprised to hear Peter Frampton “come alive” on their iPod if they own that CD. Instead, they may have forgotten that they own Peter Framptom — that his music is lingering in one’s archive like the dead — and his music will become reanimated by the iPod. The “a-ha” moment of hearing Frampton “come alive” again is like the logic of the return of the repressed.
My point is that the way we interface with the media is very much analogous to the way we interface with our own memory banks. The technology is treated as organic, anthropomorphic — and given “supernatural” agency because of it.
There are algorithms at work behind the randomizing process, but we wish they were something else, because recognizing the pattern removes the thrill and the irrational belief that underpins the random surprise. Consider how a listener at City of Sound describes it: ”I love the white-knuckle ride of random listening. I’m currently enjoying the odd effect …Sometimes the random effect delivers a sequence of music so perfectly thematically ‘in tune’ that the sense that iTunes just knows is quite unsettling.”
A related “a-ha” moment that City of Sound is referencing here is the anticipatory glee of hearing how songs thematically concatenate — that is, how there seems to be a “hidden logic” between the song order, where the messages seem to be ordered with a purposeful coherence, or that there is a “hidden” will in operation, spelling out a secret message. Like, if Peter Frampton’s “Do You Feel Like I Do?” is followed — randomly — by a song that sounds like an answer (James Brown’s “I Feel Good”), an ironic response (Morris Albert’s “Feelings…nothing more than feelings…”) or even just another logical follow-up (”Do You Really Want to Hurt Me?” by Culture Club). It’s as if the ‘god in the machine’ is our own private DJ, mix-mastering a secret subtext. We imagine a human agency where there is only random chaos, granting the device the godlike powers we wish it had … but we know that these are really projections of our own desires and our own logic, reflected back to us when we weren’t prepared for it– an unexpected instance of the “omnipotence of thoughts.”
Is the message that we should “enjoy uncertainty” because we have no choice? Is it a command in the imperative voice, or a plea, or simply a symptomatic response to the illnesses of our age? Do these products assuage our fears, or pray on our insecurities? Perhaps, after all, marketing gimmicks like these mean nothing, but Mapping the Marvelous marvels over the Shuffle in a profound way:
while the iPod shuffle slogan “Enjoy uncertainty” has prompted many ironic comments on the reliability of the device, for me it’s pure genius…I’m pretty sure that at some point, in retrospect, the iPod shuffle will be considered the icon of an age characterized by insecurity and the uncertainty of knowing.
Posted by Michael Arnzen | August 2nd, 2008
Category: Advertising | Permalink
Comments: 2
“Voice of Julio” by David Byrne and David Hanson
Meet Julio — the singing robot.
“Voice of Julio” is an art project by David Byrne (Mr. Big Suit from the rock band, Talking Heads) and David Hanson (creator of “conversational character robots”) currently on exhibit at the “Machines and Souls” exhibition in Madrid (ends mid-Oct 2008). Julio is made of electrons and rubber, but sings with Byrne’s voice, and his face is programmed to mimic the gestures and expressions of a vocalist. In his project description, “Julio the Uncanny,” Byrne writes:
Knowing that singing elicits an emotional reaction from a listener and observer, I sense that encountering Julio might push some very odd buttons….We think of seeing and looking as something optical, something the eyes do. But actually seeing something, and recognizing it, is a lot more than that — it is the act of “naming” the thing the eyes are locking on to. It involves other meta brain functions that often have nothing to do with optics or the muscles controlling the eye. If seeing were just the visual and eye-muscle behavior, then isn’t that the same as what Jules does? And then isn’t singing, and displaying the attendant emotions, the same as what Julio does?
We tend to think that our emotions live inside — in our “hearts” and minds…I think it’s more complicated and more confusing than that.
Byrne discusses the uncanny effect of simulacra — the robot’s human-like appearance — but what strikes me about the premise of Byrne’s installation is the focus on song — utterance — as the actual source of indeterminacy. I think the “strange familiarity” of hearing a voice you might dimly recognize from popular culture — Byrne’s — originating from an inorganic medium might be what accounts for the uncanny effect more than just the cognitive dissonance of perceiving a combination of the human and inhuman. The sound of popular culture is enmeshed in the “organic” vocalizations — an echo from days gone, radio stations played, CDs danced to — nostalgia returned as future tech. Perhaps it is this temporal contradiction that enhances, if not accounts for, das Unheimliche.
On singing and the uncanny, Byrne writes:
Like many animals, humans sing for pleasure, for sex, for attention, to express pain, to relieve angst and to join and participate in a social group. All of these urges seem, if not uniquely human, at least not at all machine like. To see machines mimic these aspects of human life, is to watch some part of our imagined souls being appropriated.
You can watch a video in Byrne’s recent blog entry about the role of the soul in all of this, “Machines and Souls (Máquinas y Almas)” and then see (and hear) Julio in action to judge for yourself.
Posted by Michael Arnzen | July 4th, 2008
Category: Art+Music | Permalink
Comments: none





