Title: Affectionate
Technology
Copyright (c) 1990
by David Durlach
This
paper has been published in the 1990 Direction
and Implications of Advanced Computing (DIAC-90)
conference proceedings [a conference sponsored by
the Computer Professionals for Social Responsibility
(CPSR)], as a chapter in the book Reinventing
Technology, Rediscovering Community - Critical explorations
of computing as a social practice, the SCAN '90
high-tech art conference proceedings, and the YLEM
high-tech art newsletter. An earlier version of this
paper was presented at the 1990 College Art Association
National Conference in NYC.
ABSTRACT:
There
are four main areas I will touch on in this paper:
In PART 1, I will give a brief introduction to my
current work as a high-tech artist as well as explain
what motivated me to get involved in this area. In
PART 2, I will introduce the thesis that the way our
culture views technology
[1]
is in many
ways very biased, and that this bias strongly affects
the use made of technology, and in particular, inhibits
its integration with the arts & humanities. In
PART 3, I will discuss some of the reasons why I think
it's important that we attempt such an integration.
In PART 4, I will share some perspectives on why I
think the development of high-tech artworks is uniquely
suited to facilitate this integration.
In closing, I will try
to insure that this paper has a happy ending.
PART 1
My
Own Work
I
am the founder and artistic and technical director
of a small company in Massachusetts called TechnoFrolics.
My activities there include the design and construction
of 3-dimensional computer controlled
[2]
kinetic sculptures which have enough flexibility in
their motions, and/or physical appearance, that one
can reasonably think of composing for them.
[3]
Thus, one could
think of them as visual analogs for musical instruments.
Alternatively, one could think of them as non-human
dance troupes that can be choreographed. (One of the
images I enjoy thinking about is that of a stage filled
with all different flavors of visual instruments;
thus one could have a visual symphony - perhaps performed
by the deaf.)
*
I got into this whole area for a couple of
reasons: First, most of the high-tech art I had seen
tended to be either technically sophisticated but
artistically naive, or artistically sophisticated
but technically naive. Since it seemed obvious to
me that a better balance between these two extremes
would naturally lead to wonderful "living sculptures",
I was excited by the opportunities I saw in this area.
Second, I was miserable at always having to
choose between entering environments which
were technically sophisticated, innovative and alive,
but emotionally and relationally naive, or entering
environments which were emotionally and relationally
sophisticated, innovative and alive, but technically
naive - it seemed impossible to find work which was
deeply rewarding in both these areas simultaneously.
Designing and building "living sculptures"
has given me one of the few opportunities I have ever
had in my life where my understanding of physics,
electronics, and computer systems, and my understanding
of human emotional dynamics each contributed equally
to the success of the final "product".
It has been meaningful and touching to see
that artworks which incorporate many of the pieces
of life I value, appeal so broadly to other people
of all ages and all professions - ranging from professors
of computer science, to street kids who dance, to
art therapists. Exhibiting my work has also provided
an occasion for computer scientists, street dancers,
and artists to talk with one another - an occurrence
which in itself I think highly valuable. The whole
project has been very exciting, and has reinforced
my feeling that the world could use more bridges between
art and engineering.
PART 2
The
Affectionate Side Of Technology
In this part of the paper I will try to highlight
certain biases I see present in the way technology
is currently viewed, biases which greatly inhibit
technology's integration with the arts and humanities.
Essentially, the point I wish to make is that technology
can be a medium of emotional expression just like
painting, dance, theater, or writing can be; that
technology need not be used only for making tools,
and for extending our intellectual capabilities, but
can equally well be used for extending our empathy
and compassion, increasing our emotional understanding
of ourselves, and generally adding a richness and
physical beauty to our lives. In other words, I wish
to claim that technology is a true art form.
I further wish to show that the extent to which
our current technology is cold and emotionally sterile
is attributable more to our cultural biases than to
anything intrinsic to the technology itself.
To begin, I would like to discuss some technological
devices that are available now, that are almost exclusively
being used for emotionally sterile purposes, but that
with a slight change in orientation could be central
elements in an emotionally and visually rich artwork.
*
First,
let us consider robots: Frequently in robot design,
high speed repeatable motions, accurate to within
(say) 1/1000 of an inch, are considered highly desirable
and part of the aesthetic which defines success. This
is reasonable because these robots are used to assemble
objects where exact positioning and speed of assembly
is critical. What the robots are not frequently engineered
for is grace of motion - no one funds grace.
We have the necessary skills, right now, to
build extremely graceful robots; all we would have
to do is change the perspective. The problem is that
very few people engineering robots have grace of motion
as the governing aesthetic (particularly since there
tends to be a tradeoff between achieving repeatability
and achieving grace). Thus, we have lots of robots
around that can repeat their motions accurately, but
are clunky and not graceful to watch.
I would like to highlight how, in a certain
sense, the aesthetic governing robot design is "inhuman".
Consider the sentence "I fell in love with her/his
grace." It is a plausible sentence which sounds
reasonable to the ear; on the other hand, the sentence
"I fell in love with her/his repeatability"
is ludicrous - no one cares.
The point I'm trying to make here is that the
aesthetic which defines a "good" robot is
not a human, emotional, relational aesthetic and if
we merely changed our aesthetic, we could be surrounded
with "robot art" whose grace was stunning.
*
Second,
let us consider computers: There exist chess programs
now that can beat all but the best human players;
there also exist what are called Expert Systems that
assist in diagnosing certain diseases. These things
are important; chess programs are intellectually rich
and diagnostic Expert Systems may save your life.
However, neither of these structures is emotionally rich. Why, for example, have
we chosen to write programs which evidence a "human-like"
skill at playing chess, but not programs which evidence
a "human-like" desire to play chess in the
first place? Why are we not surrounded by programs
which are lousy at playing chess, but which (seem
to) care about playing a great deal, and express extreme
distress if they don't get a chance to play?
[4]
Computers
are rarely programmed to behave in a playful fashion,
or in fact in any fashion which would cause you to
enjoy their company and emotionally bond with them.
Again, emotional issues such as these are not generally
the primary goal of the programmers. Why, I wonder,
do we not have operating systems whose primary
design goal is to convey to the user the collective
sense of humor of the software engineers who implemented
it, with issues like speed of response, device independence
etc. being secondary?
On
a humorous, but nevertheless significant note: A friend
of mine created a computer "character"
[5]
which you could converse with in written
English. One of the things he found that was crucial
to making it seem human was that it not listen to
you very carefully. It had its own agenda and invariably
it would bring the conversation back around to, say,
its sick grandmother living in Arkansas. No matter
what you talked about, eventually the grandmother
that lived in Arkansas came up. It is rare that computer
scientists have not-listening as a design goal - but
it is a human
characteristic.
***
To
give a contrast to the typical state of affairs -
when my sculpture Dancing Trees was reviewed in the Boston
Globe Magazine, the reviewer, Mopsy Strange Kennedy,
wrote:
Now, the reason
I'm bringing this in, is that this is not a typical
review of a new high-tech development. It is not typical
simply because few high-tech objects were designed
to "plump narcissistically". Mine was designed to plump narcissistically. I
don't mean that literally, but rather, I mean that
it was designed to "plump narcissistically"
as well as "plump aggressively" as well
as "swish petulantly" etc. That is, it was
designed to be emotionally evocative. That was its
design goal; when a particular implementation failed
at that, I threw it out and tried something else.
Now, if our technological society chose "plumping
narcissistically" as its general
design goal, then we would have all kinds of high-tech
devices plumping away - your toaster might burn the
toast, but damn if it didn't plump! Similarly, your
word processor might not do such a great a job at
checking the spelling, but it would sure as hell convey
the image of plumping. It's all a matter of priority.
If we, as
a culture
[6],
chose, we could be surrounded by relationally rich
and visually fascinating high-tech artworks, spanning
a wide range of visual appearance and personality.
We have the technology, right now, to implement
a device which would be sensitive (and potentially
responsive) to one's mood. The very same pattern recognition
technology that is currently
used to identify characters on a printed page could
be modified to detect sadness, joy, or anger in the
human face; the same acoustic recognition technology
that the military uses to identify submarines and
aircraft by the sounds of their engine could be used
to detect these selfsame emotional states from tonal
qualities of the human voice.
One fact that tends to impede progress in this
area is that the computer science and artificial intelligence
community tends to focus on extending the head, the
intellect down, as opposed to extending the heart,
or loins up.[7]
It's a question of where you start. Eventually we
may get emotionally
interesting objects by making them smarter and smarter
and smarter and smarter, but it's a damn long path,
and we already have the ability to make things that
are truly emotionally rich right now; we don't have
to wait until it happens by what I think is a quite
roundabout path.
I would like, for contrast to the intellect
extending paradigm, to bring in dogs. I grew up with
Golden Retrievers. Now, Golden Retrievers can't play
chess very well, nor are they very good at diagnosing
diseases. However, they are playful, responsive to
your moods, beautiful to watch, and I consider them
works of art and important additions to our world.
In addition, dogs know (at least the Golden
Retrievers I grew up with knew) when a joke has been
told. The way that they know a joke has been told
is not by analyzing the words for meaning (as
some members of the Artificial Intelligence community
focus on) - they know because they pick up the laughter
and the body language and the exuberance of the people
in the room who have heard the joke.
We have all the technology to do that very
same thing as I just mentioned that a Golden Retriever
does. Thus, at
least, we could have a high-tech art object
that knew when a joke was told, and that alone would
be an interesting thing to play around with!
***
There is one more perspective
I would like to introduce before concluding this section.
I begin by recalling to you my friend's conversational
program Racter, and noting that
its strikingly life-like quality was a direct consequence
of its having its
own agenda. This brings me to a very important
point, and that is, that our technology has almost
exclusively been used for tool building.
The consequences of this cannot be stressed
enough, for tools are by their very nature passive.
They are designed to do nothing but what they are
directed to do by the user. That is, they are designed
to be extensions of our autonomy. (You do not want
a hammer that refuses to hit the nail because it doesn't
want to; you want a hammer that just hits
the nail.) It is not surprising, therefore, that it
is of no interest to "get to know" a tool
- there is nothing there to get to know; no sense
of autonomy, no hopes, dreams, fears etc.
I think this period of history provides us
with a unique opportunity, through the advent of computers,
to create devices with enough flexibility (including
the potential for self modification and learning),
that the label "tool" is at best incomplete.
I must say I sincerely hope that computers do not
continue to be used so predominantly for implementing
intellectual tools, for if they continue to be so
used, they will remain, in certain profound ways,
emotionally lifeless, cold and sterile, which I think
will be very sad.
[8]
It's time we free computers
[9]
to act as central elements in creations
who, like us, are both beautiful and playful - I think
people are one of the highest art forms around, and
really neat.
[10]
***
To
conclude, in this section I have tried to introduce
an image of a world in which the high-tech objects
in our environment are visually striking, radiate
emotional accessibility, and contribute to a general
feeling of warmth. I also hope to have made clear
that the changes I envision do not require advances
in technology so much as an alteration in people's
orientation - in other words, what I am presenting
might be emotional
and social
fiction, but is not science fiction.
PART 3
Why
All This Is Important
The
first image that comes to my mind when I think of
why all this is important is that of a human face
expressing enchantment, calm, and satisfaction. In
other words, the real reason why all this is important
is because of the effect it has on people.
I have shown my work around the world, and
have had the privilege to watch people's faces as
they experience my piece and others. The expressions
people have watching Dancing
Trees sometimes remind me of that parents
have watching their child walk for the first time;
it is a combination of joy, satisfaction, and mild
incredulity. More interactive pieces (created by other
high-tech artists) tend to engender expressions that
initially consist of caution and exploration, and
then rapidly extend to include wonder and joy.
Bringing audiences great joy is reason enough,
I think, to pursue this area.
[11]
However, there are other reasons to
support this work aside from audience enjoyment -
reasons directly related to the concerns of computer
professionals, and in particular, computer professionals
worried about the directions computing and other technologies
are heading.
***
Recall
if you will PART 1 of this paper wherein I described
my despair at finding environments (and tasks) which
were simultaneously technically and emotionally rewarding.
Unfortunately, having spoken to many many people,
I have found myself far from alone in this despair.
Generally, the people who care deeply about both technical
research and emotional exploration are either unhappy
or have managed to split their lives into two relatively
distinct parts: one that satisfies their emotional
and relational needs, and another that satisfies their
intellectual and analytical needs.
There are many people who understandably find
this type of split lifestyle both unpleasant and rather
difficult to arrange in practice.[12]
Therefore, engaging in activities which
naturally form bridges between the different worlds
is likely to positively impact the lives of these
people. Creating high-tech art is one particularly
effective activity in this regard (more on this in
PART 4), and thus it is not only the audience that
benefits from high-tech art, but also the computer
programmers and engineers who spend their lives developing
it.
***
Let
us focus next on some more subtle consequences of
the above-mentioned split, particularly as it impacts
the very content itself of high-tech research. In
order to do this, I feel the need to reiterate how
really pronounced is this split. It is so extreme
that it is a frequent occurrence for people to think
I am slightly crazy (or at least a romantic dreamer)
for even trying to combine, in one activity, technological
research and emotional exploration!
[13]
Our society, for some reason, views
these activities as mutually exclusive. Unfortunately,
because of this (in my opinion completely unfounded)
point of view, people who highly value and enjoy emotional
exploration tend to avoid working in areas such as
computer science.
The consequences of this cannot be over-stressed.
To begin with, the situation is dangerously self-perpetuating.
What I mean by this is that the more emotionally sterile
and intellectually focused high-tech development environments
become, the more the devices engineered (programmed)
therein will be intellectually sophisticated and emotionally
simplistic. The proliferation of such devices throughout
our society will then contribute to the already rampant
belief that technology is suitable only for addressing
the "physical", "practical", and
"computational" needs of people, and is
virtually useless for addressing their emotional needs.
This will then lead to high-tech development environments
attracting only those people who rate the practical/physical
significantly above the emotional/relational etc.
The negative consequences of this self-reinforcing
and unhealthy rift between technical research/sensitivity
and emotional exploration/sensitivity are already
clearly visible in areas both concrete and abstract.
To give a concrete example: In contrast to the astronomical
amount of money and research put into developing high-tech
medical equipment engineered to keep people physically healthy - artificial hearts, dialysis
machines etc., virtually no one has built sophisticated
high-tech devices to address the feelings of fear,
isolation, and simple boredom that frequently accompany
a hospital stay.
[14]
*
On
a more subtle note: I occasionally encounter people
who react negatively or with reservation to the idea
of developing creations with extremely life-like qualities
and onto which human beings would undoubtedly project.
This reaction seems to imply that these people feel
such creations are not already prevalent (and highly
valued) in our culture. I find this quite interesting:
Let us consider novels for a moment: Perhaps
the highest praise one can give a novel is to say
that the characters "seemed real" and "came
alive". The whole purpose of a novel is to take
one into a fictitious world, in comparison to which
the real world recedes into the background. Yet few
people actively debate whether it is ethical or prudent
to have novels loose in our culture. Puppet shows
and stage dramas are similarly engineered to create,
by simulating human behavior, an "illusion"
onto which people strongly project emotionally, and
yet such art forms are all tacitly accepted as healthy
and important.
Because of the omnipresent association of the
technological with the cerebral and artistic with
the emotional, debates over whether it is desirable
or prudent to create objects which simulate life-like
behavior are not even being held in the right arena.
We already are
creating objects and structures which simulate life-like
behavior. The significant thing to notice is that
technocrats tend to create objects/structures which
simulate people's cerebral and computational aspects
[15]
and artists tend to create objects/structures
which simulate people's emotional and relational aspects
-- and that is the primary thesis of this paper.
***
Now,
all that we have been talking about might not be so
important if we were discussing, say, building sand
castles.
[16]
First off, there is only a small fraction
of our population regularly involved in building sand
castles, and so if the working conditions are not
ideal - well that might not be so terrible. However,
in the case of creating technological devices/computer
programs, a significant fraction of our culture is involved in their design and implementation
(and an even larger fraction is directly impacted
by their use).
Second, creating sand
castles does not give the builder access to the kind
of power that can, on the one side, greatly enrich
our lives or, on the other side, wipe life off the
face of this planet. So, if it turns out that the
environments in which sand castles are built are a
bit particular, and this particularity results in
the creation of a rather narrow genre of sand castles
- well, so what. However, in the case of creating
high-tech devices/systems, the builders do get access
to just such power.
***
To
conclude this section: In my opinion, unless we start
building objects which embody a more even balance
between emotional/relational sophistication and intellectual/computational
sophistication
[17]
,
we will head further and further down the road toward
the creation of amoral juggernauts.
[18]
PART 4
Why
Developing High-Tech Art Might Help
I
believe the high-tech art development process itself
to be very healthy, for it engages, in a necessarily
integrated way, the emotional sensitivity and technical
expertise of the human designer.
In addition, I project that the presence of
high-tech artworks in our society will help counteract
the current tendency of people, who choose to devote
their life to emotional exploration and developing
relationships, to avoid entering research areas such
as computer science. This would be good.
***
I would like to articulate and explain further
these two perspectives, both of which come in part
out of my own personal experience. Let me begin by
describing my own high-tech art development process:
When I work either on designing physical systems
or on choreographing (programming) these systems to
enact dances and dramas, I hold in my mind a human
face. I then imagine what expressions I would like
to elicit on that face, and what emotions would need
to be evoked to prompt such expressions. I then fantasize
various high-tech art mediums whose visual appearance
and personality might elicit such an emotion. Then,
while holding the image of this as yet unbuilt high-tech
art medium clearly in front of me, I carefully examine
my own emotional response to this fantasy creation
as it runs through dramas in my mind. If I like what
I feel,
and the art medium seems sufficiently rich and flexible,
I then start intellectually
examining concrete implementation issues, such as
the state of artificial intelligence, the availability
of large sensor arrays, the construction time, the
cooling requirements, the overall cost etc. If, after
all this, things appear practical, I then build a
small test model - a process which invariable involves
solving many concrete technical problems. I then examine
my emotional response to this concrete embodiment,
hoping for the best...
[19]
One
significant and rather unusual feature of this high-tech
design cycle is that human emotional response is never
put into the background - it is intimately coupled
to the design process; all the hundreds of thought/feeling
experiments act to integrate the analytic and the
emotional.
[20]
I contrast this explicitly to many
computer programming projects where, while there usually
is an
intimate bond formed between the computer programmer
and the computer, the governing aesthetic is often
determined more by the relationship between the programmer's
intellect, the computer hardware, and design goal
of (say) speed, than by the human feelings of play,
sensuality, and compassion.
***
I
would like to focus next on the effect that seeing
such high-tech artworks has on the general public:
One feature, and in my opinion a very wonderful
one, of good
[21]
high-tech art, is that the feeling
(if not always all the thought) that went into it
is as immediately comprehensible to a child as to
an adult, and as meaningful to an art therapist as
to a computer scientist. Thus, one's work naturally
acts as a common bond between diverse groups, for
it is something to which they can both immediately
relate. Furthermore, since a high-tech art development
project benefits equally from the skills of computer
programmer and those of a psychotherapist, it is one
of those rare and wonderful situations where two such
different types of people are each given the opportunity
to feel competent and be active contributors towards
a jointly valued goal.
Another feature of this type of art is that
it portrays technology being used in an emotionally
rich and accessible manner. Thus, young people (and
others), who are particularly
focused on emotional issues and relationships, will
not be given such a stark message that a career in
technology mandates putting into the background their
central concerns.
[22]
I would hope, therefore, that exhibiting
high-tech art would induce more emotional and relationally
focused people to enter careers in engineering.
***
One
more reason to support high-tech art: A common path
taken by engineers who feel alienated by their experience
in engineering environments, is to step back and become
policy makers, science advisors/writers etc. I think
this is a good solution for some to adopt, but we
also need such people to remain involved in the day-to-day
technical tasks as well, in order that they may change
the very essence of what constitutes hard engineering.
Developing high-tech art presents many real problems
in hard engineering, yet is an activity which might
nevertheless appeal to such people. This would be
good.
And finally, on a related note, if we can succeed
in changing the values surrounding high-tech development
"from the bottom up - from the inside out",
as the integration I have been suggesting would lead
to, then we may reduce the need to pass formal legislation
restricting technology's use. This would be good,
for it would alleviate the resentment people invariably
feel whenever laws restrict their possible range of
actions (as well as help avoid all kinds of lengthy
legal battles).
The Happy Ending
I
would like to end this paper with some hopeful notes:
First, developing high-tech art presents, in my opinion,
one of the relatively few engineering opportunities
where the resultant devices can compete in sparkle
and flash with devices developed by the military.
This is good.
Second, because relatively little time and
money has been devoted toward the serious development
of high-tech art, one can make significant contributions
in this area if one can remove from one's perspective
certain profound biases.
Third, we are right at the forefront of an
exciting revolution in micro-engineering. This revolution
will make possible and economical the creation of
sculptures with hundreds of thousands of (computer
controlled) moving elements.
[23]
Thus, we will (soon?) be able to have
full computer control of the texture, color, light
reflectivity properties, and overall shape of three
dimensional sculptures.
And finally, for the process of evaluating
our high-tech art creations, I am pleased to note
that each and every one of us is integrally equipped
with the finest and most sophisticated testing and
quality control feedback system in the world - that
of our own emotional responses.
There is so much to talk about and to build
- let us begin...
[24]
(END)
[24] There
are three books I would like to suggest whose subjects,
when combined together, can lead to a vision of
a whole new world. These books are:
The Engines
of Creation by K. Eric Drexler (Anchor
Press/Doubleday): which is a comprehensive summary
on the potential for what I was referring to as
"micro-engineering".
Vehicles
by Valentino Braitenberg (The MIT Press): He is
a neuroanatomist who has conceptualized a variety
of simple mechanical "vehicles" which
exhibit strikingly life-like behavior.