Infrasense:
Tangible Metaphors by
Michelle Irving
Infrasense: Stories from the Horses Mouth
by Çinga
Su
Infrasense: Of Viruses and Spaces
by Roberta
Buiani
Marginal Networks: The Virus Between
Complexity and Supression by Roberta
Buiani
Infrasense: Tangible
Metaphors by
Michelle Irving
Brunt Magazine, November issue,
2005, Canada
“One great thought can alter
the future of the world. One revelation. One dream. But
who will dream that dream? And who will make it real?”
Ben Okri, Infinite Riches. [1998, Orion Books Ltd.] pp.5
“We
go on living as if history is a dream. The miracle is
that we go living and loving as best we can in this
enigma of reality” Ben Okri, Infinite Riches.
[1998, Orion Books Ltd.] pp.394
History seems to tell us one story of
redemption over and over - the one where we try to start
all over again with a clean slate, a new space, an empty
(ied) map, the New World - not realizing the dirt we
track in on our feet. At one time we imagined the Internet
to be this empty space, a promised land for the free
exchange of ideas unfettered by physical difference,
distance, or market interests; anyone could be anything,
do anything, in this abstract networked space.
The utopic dream was dispelled as reality
appeared in the cracks where materiality and immateriality
co-mingle. Such a complete historical break with the
continuum of our social and economic relations was not
possible. We forgot that the Internet, in its “virtuality”,
was tied to the production and assembly of silicon chips,
wires and a language of translation (0’s and 1’s).
The ephemera of online communication became the exchange
of goods, capital, and other social relations; this
“free” space was restricted to those within
the privileged seats of the global economic order.
Despite ongoing suspicion, the tools and
trades of modern technology remain the dominant lens
through which we transform our world and ourselves.
In this particular technological paradigm “how”
and “by whom” remains largely differentiated
from “what” and “from whom”,
so that the consequences of our creative and consumptive
actions may be concealed from us or at least held at
a considerable distance. (Perhaps that between first
and third world paradigms).
The work produced under the artists’
umbrella, KIT, engages with the inter-related dimensions
of technology and social life. KIT is a framework for
collaborations among architects, writers, artists and
programmers. The group is made up of collaborators and
core members in Canada, Australia and the UK, and intentionally
avoids gendered and identifiable authorship. Projects
are developed and actualized from a range of perspectives
and locations. The group uses various forms of online
communication to plan and realize projects.
One theme that reoccurs throughout their
collaborative projects is an exploration of how the
intangible and tangible interact in the context of communications
media like the Internet. KIT tends to tie online activity
with “real – world” events. In their
latest projects, Infrasense they use a fusion of art
installation with a web – based interactive art
component to link the virtual with the concrete.
Infrasense is a collaboration with Robert
Saucier which draws upon the computer virus metaphors
of the ‘Trojan Horse’ and ‘Bug’
to “Take concepts from the digital world, render
them as physical objects and then return control of
the physical objects back to the digital landscape of
the world wide web”. In this interactive installation
the participant encounters several robotic Trojan horses
and large bugs which are interfaced with a website that
participants can interact with. The web – based
interaction implicates the user and the creation of
a computer bug or virus. This activity is articulated
in the gallery through the generation of sound and movement
of bugs in relation to the Trojan horses. The artists
hope to draw attention to the experience of dissociation
and distance that inhabiting digital space instantiates
by extending virtual concepts into the physical domain
of the gallery.
The metaphor of ‘Bug’
or ‘Virus’ was brought to life by computer
hackers and, with Infrasense, KIT and Saucier show how
this metaphor becomes a real presence with consequences
that effects virtual and physical reality. In this way
Infrasense functions as a sort of self – referential
mirror that links the intangibility of social values
and online activity with concrete materials and manifestations.
It shows us that what we create and how we interpret
that creation is a reflection of ourselves, our values,
and beliefs. Real events spark metaphors. Metaphors
become real virtual bugs that produce real consequences
in our tangible world. Engaging with this web of relations
is the beginning of understand more about ourselves
and what we are dreaming into existence.
|
Infrasense:
Stories from the Horses Mouth by
Çinga Su
ETC Magazine, December issue, 2005, Canada
Infrasense, a first
time collaboration between artists KIT and Robert Saucier,
is a touring exhibition that is showing in eleven galleries
across Canada, USA, UK and Belgium. Walking into the gallery
space at the Darling Foundry in Montréal, Infrasense
is akin to stepping inside a video game, a digital simulation
of a horse race. 9 horses, designed by the artists as an amalgamation
of hundreds of 3D and 2D representations of the mythical Trojan
horse throughout history, move in a slow linear fashion across
the gallery. They do so in such a way that the non–linear
fashion and fractured sound the horses emit become an instantly
juxtaposing and jarring dynamic for the audience. These mechanical
horses are sensor based robots that react either to the wall
that has been constructed around them or to the other robotic
components of the installation. Each horse has a backpack
made from the plastic of dead computers. In each pack are
speakers which emit the murmuring sounds of the local population’s
voices, a different voice coming from each box, all being
amplified, albeit quietly.
Accompanying the horses are
three robotic ‘bugs’ which appear insect like
in their shape and through their busy vexing motions around
the horses. The name ‘bug’, like that of the Trojan
Horse, is an obvious reference to a viral entity of the Internet
variety. The viewers are encouraged to pick up a remote control
and control one of the ‘bugs’. When a bug comes
near a horse, the horse stops briefly, allowing the volume
of its voice to rise so that the viewer can hear segments
of its story. What these mechanical horses are uttering are
different stories about viruses; personal recantations of
bodily based or computer based viral experiences. Airing these
viral stories leads to KIT and Saucier looking at our current
information age and the way paranoia and fear fuels the rapidity
of those narrative flows.
One of the bugs in the Infrasense
installation can also be controlled via the internet by logging
onto the project’s website (www.infrasense.net). With
the camera that has been installed in the gallery space, users
of Infrasense have the opportunity to type in commands that
will make the bug move right, left or forward, which it will
then carry out in the actual space. As a result, users in
different cities and countries can direct one of the bugs
and move it to locations which will then trigger the horses
to speak, subsequently affecting the audience in the gallery.
This component of the installation raises questions of what
telerobots bring to contemporary culture and questions the
sense of responsibility that the users of this technology
assume, or in fact, do not assume.
Since the 1990s there has been
a drastic shift in the way western society and larger urban
cities of developing nations have been accessing information.
Although discussion about telepistomology, the study of knowledge
acquired from a distance, started with the introduction of
telegraphy and television, the internet has created a massive
shift in the amount of information transmitted between individuals,
companies and countries. Ultimately this has led to the acts
of learning and interaction becoming more remote then ever
before. As Albert Borgman argues in his book Information
and Reality at the turn of the Millennium, the Internet
has made people loose the attentiveness to extort knowledge(1).
So, while there is all this information ready to be accessed
and although we have not lost interest in doing so, the fact
that the information is so abundant and easily accessible
has created a loss of patience to fully grasp the ideas, as
we want to move on to the next idea, page or site without
fully understanding the depth of where we have traversed.
Telerobots, robots that are controlled from a distance, have
also become widely used and are an important constituent that
adds to distant learning. The use of Telerobots dates back
to the 1940s when they were used to handle radioactive materials(2).
They are currently used extensively by the U.S military in
acts of war for purposes such as bomb disposal and by NASA
scientists for exploring Mars in the shape of ‘Sojourner’.
Recently in England, two robotic medics have been introduced
into a hospital’s telemedicine test. These tele-medical
robots do not physically examine patients but glide from one
bed to another interacting with patients that have just been
through surgery. Cameras are placed in different locations
of the hospital room making it possible for the doctor who
is controlling the robot via a joystick to see where he is
going and who he is interacting with(3).
Among many artists, Ken Goldberg
has been exploring telepistemology by questioning knowledge
and perception gained from a distance. One of his more recent
works, Telegarden, a robotic based internet project
allowed users to control a robot that was situated in the
Ars Electronica Museum in Austria. The users were able to
plant seeds and water a real garden via the internet. The
Robot In the Garden: Telerobotics, and Telepistemology
in the Age of the Internet, a book edited by Goldberg,
includes several essays that look at internet art, telepistemology,
telesthesia and the real in our current virtual communication
age(4).
The Global Positioning System
(GPS), like the Internet, was invented by the US Department
of Defence for military communications and operations. With
GPS, the military can locate submarines, buildings and calculate
any geographical position accurately. Greylands,
a web-based telerobotic project developed by KIT in 1999,
also used GPS technology. For this project, the KIT collaboration
chose contaminated sites in or around cities and created virtual
architectural plans on them. The users would go online to
the Greylands website where they were invited to
draw a blueprint of a building they thought would work in
the polluted environment. The blueprint would then be sent
to the robot, which was in the actual location, controlled
by GPS technology. The robot would then draw the blueprint
onto the site via a 3-inch line of lime that it would drop
onto the ground, much like a football pitch marker. This project
was the beginning of KIT’s research into telerobotics.
Infrasense is the first
time Saucier has utilised telerobots as part of a project,
however, robots and sound have been a core component in many
of his earlier works. His 1999 exhibition Still Can’t
Fly was created in response to the overwhelming paranoia
the millennium had brought about. Close to the end of 1999
many IT specialists thought computer and communication systems
would crash, bringing the world to a halt. For this exhibition,
Saucier gathered the headlines of stories from the first Saturday
issue of each month from the newspaper Le Devoir since 1951
and fed them into a robot. The robot read these headlines
to the audience as it manoeuvred around a pole until it got
stuck and had to unwind itself. The difference and similarities
in the headlines could be listened to and compared as many
headlines from the 60’s were similar to those from the
1990s. The notions of comparison and paranoia are also core
to the interests vested around the Infrasense project.
The mid-80s are when both computer
viruses and the AIDS epidemic were at the forefront of global
media attention. In 1983 E. L. Leiss dates an awareness of
computer viruses in the general public, the same year Edward
Brandt announced AIDS as the number one health priority(5).
Many computer analysts and anti virus writers look to biology
and the immune system to gain further ideas for more effective
ways of protecting computers and securing technological systems
and networks. In 1991, IBM’s antivirus Research Centre
published Directed – Graph Epidemiological Models
of Computer Viruses, the first paper that adapted mathematical
processes used in understanding infectious diseases to better
understand the problem of computer viruses(6). A central theme
of Infrasense looks at the crossroads of these two
different viral tracks and the paranoia that the term virus
elicits in contemporary societies. The stories that have been
collected by the artists from each city the project travels
to, are tales about cancer, STDs, Trojan Horses, worms and
e-mail hoaxes. It is not surprising to hear accounts of both
computer and biologically based viruses, given that our contemporary
culture has already linguistically cross-bred the two. In
much the same way that a bodily-based virus waits to replicate
itself by entering a new host, a computer virus is a piece
of code that lies dormant waiting to be activated by entering
a new system or network. Both types of viruses infect, self
replicate and spread.
The ‘bug’ and the
‘Trojan horse’ are only two of many metaphors
used as names for viruses on the internet. KIT and Saucier
have taken these metaphors from the virtual space and have
physically rendered them into moving elements. Through the
Infrasense website, we see these corporeal viruses
being sent back to the virtual world. For the user of the
website the thought and threat of catching something through
the virtual domain due to involvement and interaction with
viral culture, changes the dynamics of using the internet,
creating a sense of paranoia. This constituent of the exhibition
critiques constant feelings of unrest, being at risk and notions
of trust that have formed new dynamics of interaction within
our daily lives. The artists suggest that through interacting
with the web component of the project the users will risk
transmission by being connected to the site. However, for
the users in the actual space, the dynamic of the installation
is somewhat different. The wall constructed around the robots
creates a confined space where the two viral components, the
Trojan Horse and the bug, interact. Juxtaposing this to the
contemporary cultural paradigm of a virus is captivating,
given the paranoia of being ‘infected’ by the
‘other’. As the viewers are on the other side
of the wall, they feel safe because no physical interaction
with these viral elements is possible. The wall creates a
sense of reassurance analogous to the way an anti-virus software
or an immunization shot would for an individual.
Historically, the original gifted
Trojan horse was deceptive in its intent, the hidden warriors
released through a veiled door, levelling Troy. Understanding
the misleading act of a Trojan Horse on the internet, one
can only suspect that the stories being uttered from the back
of KIT and Saucier’s aluminium and plastic horses are
somehow also deceptive in their intent. It creates disquiet
in the viewer, a certain anxiety similar to when we interact
with those who have infectious bodily diseases. Given that
the stories are always collected from local people, the installation
becomes more intimate in this simulated environment creating
conflicting senses of trust, transmission and safety.
As a virus is nomadic in nature
and can easily traverse through hosts of the computer or somatic
variety, the show acts in a metaphorically similar way. As
Infrasense travels from venue to venue it traverses many host
bodies, collecting data and mutating its content as it goes.
In this way the form – the horses and the bugs –
stay the same, but the voices that are collected each time
the artists install at a new venue, change. The site-specific
nature of the work reflects the ability of the virus to mutate
and adapt to new surroundings and host dynamics. Since these
viral dynamics are infecting many areas of our lives, from
the body, to the computer, to marketing strategies, it opens
up a wide field of research for KIT and Saucier to delve into.
Their new project, currently under construction, deals with
the shaping of communication systems through fear and the
will to make connections in what Eugene Thacker calls the
‘Living dead Networks'(7).
End of Transmission.
Notes:
1. Albert Borgmann, Information
and Reality at the turn of the Millennium, University of Chicago
press, Chicago 1999.
2. Ken Goldberg, The Unique Phenomenon of a Distance, The
Robot in The Garden: Telerobotics and Telepistemology in the
Age
of the Internet, MIT Press, Cambridge, 2000.
3. Adam David, The doctors not here- but he’ll see you
now, The Guardian, UK, May 19, 2005.
4. Ken Goldberg, The Unique Phenomenon of a Distance, The
Robot in The Garden: Telerobotics and Telepistemology in the
Age
of the Internet, MIT Press, Cambridge, 2000.
5. Jeffrey A. Weinstock, Studies in Popular Culture, The George
Washington University, Washington, 1997
http://vx.netlux.org/lib/mjw01.html
6.Kephardt, Jeffrey and Steve White, Directed- Graph Epidemiological
Models of Computer Viruses, High Integrity Computing
Laboratory, IBM Thomas J. Watson Research Center, Yorktown
Heights, NY, 1994
7. Eugene Thacker, Living Dead Networks, Fibreculture, Issue
4 - Contagion and the Diseases of Information, 2005
http://journal.fibreculture.org/issue4/issue4_thacker.html
Infrasense: Of Viruses and Spaces
by Roberta Buiani
Parachute Magazine, Issue 119,
2005, Canada
“Nothing is constant.
The chain has been mutilated beyond all possible recognition
of the message. Victory is in the hands of the powers of noise.
History...is a network of bifurcation where parasites move
about.”
Michel Serres, The Parasite
While standing outside the gallery,
one can already hear them. It is as if a group of individuals
were sitting in the nearby room whispering mysterious words
in each other’s ears. It is a surprise, then, to enter
the space and to see that this “noise” is being
uttered by four mechanical horses as they make their way across
the narrow space of the gallery, engaging in a perpetual,
slow race. There must be some connection between these artificial
creatures, the mythical Trojan horse and its homonymous Internet
relatives. Maybe these voices hide an unpleasant surprise.
Or the opposite may be true. It is possible that these voices
are trapped within the horses and they are begging the visitor
to free them. One can easily discern and isolate single, coherent
stories, thus liberating voices from the ambient noise (or
at least this is what one is made to believe). Visitors are
encouraged to pick up a remote control that allows them to
direct another robotic creature, this time a bug, against
the horses. When the bug gets close, a given horse pauses,
albeit briefly. A human voice narrates a personal experience
whose protagonist is a computer virus. If the participants
point the remote to different horses, they can listen to other
recollections. Other voices utter stories about a variety
of biological diseases including the flu, AIDS, and also cancer.
At first look or on a cursory
visit, “Infrasense” may well be interpreted as
a room-size rendering of a videogame, or a straightforward
physical and animated transposition of different kinds of
computer viruses fighting for survival in the gallery space.
However, this interactive installation, a recent work by Robert
Saucier and KIT, proves to be much more intriguing. There
is something else behind the installation’s apparent
automatism and its playful undertone. It is not possible to
grasp the entire meaning of this installation without having
spent a considerable amount of time with it. It is only after
having actively been involved as listener, observer or active
participant that one realizes its complexity. A number of
elements contribute to construct a game of multiple and unexpected
dynamic articulations, whereby spatial boundaries, role distinctions
and human/artificial discriminations seem to dissolve, mix
and crossbreed.
Thanks to its particular way
of representing space and displaying sensitive content, and
thanks to the role the participant is called to play, “Infrasense”
manages to illustrate, interrogate and contest the cultural
and traditional role of viruses. It is not possible to untangle
the richness of this installation by simply deploying traditional
or literal understandings of viruses. In “Infrasense,”
viruses are not just parasitical entities that attack and
infiltrate our fleshy bodies, or malignant strings of code
transmitted onto the intricacies of our operating systems.
Moreover, computer viruses here cannot be fully separated
or distinguished from biological viruses. Many details in
this installation suggest that viruses are not single, isolated
entities, but rather cultural formations. The virus acts as
a sort of “in-between”; it is an unpredictable
and flexible “third” element that bridges the
biological and the digital, the real and the virtual, the
natural and the technological.
Viral Spaces
In “Infrasense,”
Trojan horses and bugs are not bound to the gallery space
only, nor do they identify themselves as exclusively computer-related
entities. From a superficial and immediately visible perspective,
the two groups of protagonists – Trojan horses and bugs
– are purposely extracted from their “natural”
environment (the Internet) and turned into physical and mobile
objects (the mechanical horses). Having once belonged to the
ethereal space of the Internet, they can now be observed in
a concrete form. In this case, the crossing of boundaries
is quite literal. This doesn’t mean that once they are
located in the gallery, the protagonists become mere aesthetic,
though mobile, objects. Their abstract nature is not completely
absent and their features are far from being neutralized.
On the one hand, the bugs still carry an online component
as they can be simultaneously triggered by the remote control
and activated through a website (http://www.infrasense.net).
On the other hand, not only can the viewers observe viruses
as aesthetic objects, but they can also perceive their presence
as both virtual and pervasive entities with a cultural significance.
To clarify, in “Infrasense,” Trojan horses and
bugs are easily identifiable as physical transpositions or
translations of their online relatives.
The visitor’s expectation
of a hidden surprise or an unpredictable twist is no surprise
then. Such expectation originates from an immediate connection
between the physical presence of the horse, the Greek myth
and the label given to a particular form of computer virus.
Thus, computer viruses move simultaneously between three different
spaces: online, off-line and in the space of the viewer’s
imagination, for computer viruses are incorporated in this
work within a horse, a story and a computer.
The content gradually revealed by the installation suggests
a further reading. Although the presence of the robotic creatures
may imply an exclusive connection to digitally-based viral
entities, both the stories narrated and a general perception
of viruses as sharing some common properties turns the participant’s
attention towards biological viruses. At this point, not only
do the boundaries between digital and real spatialities appear
to blur increasingly, but the distinction between computer
and biological realms seems to dissolve as well. Computers
and biological viruses, human beings and computers trade,
swap, and fuse each other’s properties. This demonstrates
that part of the characteristics ascribed to biological viruses
has been almost automatically transferred to their digital
counterparts. By means of this process, which transfers characteristics
of biological viruses into the territories of computer viruses,
specific, scientific or technical properties are left out.
Instead, different territories and domains meet within a more
general and broadly speaking cultural terrain at the intersection
between nature and culture.
The unexpected content triggered
by the participant and released by the Trojan horses has an
unsettling effect. The observers had previously directed the
bugs against the horses either to satisfy their curiosity
or to free the mysterious voices trapped within them. However,
instead of being liberators, they turn into intruders. This
happens for a couple of connected reasons. Firstly, the narrators
often deliver content that is not directly related to digitally-based
viruses. The stories easily and naturally link the topic “viruses”
to the theme of infectious diseases or contemporary “plagues.”
Secondly, they tend to focus on a very sensitive and personal
content. In fact, the narrators do not utter stories replete
with details and technicalities about the functioning of a
computer virus or the effects of a biological virus, but they
prefer to disclose their fears and reactions to diseases and
potential Internet plagues. The myth of the Trojan horse (including
the object’s apparently innocuous look, its seemingly
playful dimension and its deceptive function) is once again
reiterated.
The Participants
The intertwining of spaces
and apparently incompatible domains is amplified by the role
played by the participants. They may start as witnesses, receivers,
or narrators of the virus, but they soon become its active
carriers and even transmitters. It is part of the viewer’s
task to activate the installation by triggering the content
of the Trojan horses with the remote control or by directing
the bugs from the “Infrasense” website. Surprisingly,
the bugs do not release any “physical version”
of some viral and malignant entities. On the contrary, they
utter recordings by local users who narrate their experiences
and personal stories about viruses.
Whether they want to or not, participants are involved to
a certain degree in the making and unfolding of the installation.
Although they are not physically affected or damaged by any
virtual infection spread online and transferred onto the physical
space, participants appear to have somehow psychologically
and emotionally internalized and incorporated it. In this
context, participants become “human agents” that
activate the virus. At the same time, it is a participant
who has agreed to have his or her story recorded inside the
Trojan horse and who narrates it from within the object, thereby
becoming one with the virus itself.
To describe his artworks, Saucier has observed that technologies
often saturate space with information that has apparently
no sense or is perceived by us as fragmented. In this case,
art acts as a scrutinizer of reality. If it is proposed and
re-elaborated through art, not only can information be reconstructed,
but it can also be reassembled and reinterpreted to create
“significant chains.” Similarly, the work of KIT
has always demonstrated a particular interest in establishing
links between seemingly incompatible spaces, such as the Internet
and physical or real space. In this context, “Infrasense”
represents an excellent synthesis of both artists’ particular
approaches. The installation, in fact, contributes to make
its public aware of a number of relations stemming from different
levels of understanding. On the one hand, it portrays the
relation between human beings and viruses as natural and unavoidable.
This relation always involves some degree of responsibility.
The voices of the narrators represent a very interesting blurring
of the assumed roles played by users and viruses. The former
are usually considered to be the victims of the latter, although
in this case not only do they seem to be immune to the bugs’
spell, but they also appear to reside inside the horse itself.
In addition, the users appear to be responsible for simultaneously
receiving and sending viruses, as they are actively operating
behind both the handheld device and the website that trigger
the bugs.
The ambiguous relation between
the virus and its host clearly contradicts the widely-held
assumption that in the case of a computer virus epidemic,
the user affected tends to consider himself or herself the
sole innocent victim of an attack by an absolutely evil entity
(the computer virus) equipped with an autonomous and independent
agency. The victim, in this way, denies any responsibility,
and refuses to admit not only that it is thanks to widely
spread and busy networks that the dissemination of computer
viruses is possible, but also that he or she might have participated,
at least once, in such dissemination by sending an innocuous
e-mail or by opening the wrong attachment.
On the other hand, “Infrasense”
reproduces some dynamics existing in the relation between
the human (i.e., biological) and the artificial (i.e., digital).
As Kember puts it (paraphrasing Haraway and echoing Braidotti’s
notion of symbiotic interdependence), “embodied computer
programs, situated autonomous robots and transgenic organisms
co-exist within the global network as kin, sharing the bodily
fluids.”2 In general, viruses are entities that are
not only responsible for affecting hosting organisms or computer
operating systems, but they also manage to unify people in
their negative perception of viruses. In “Infrasense,”
they are portrayed as elements that, instead of disrupting
or opposing a static equilibrium, create a new inclusive narrative
where they are no longer regarded as “other” or
exclusively evil, but are naturalized and made part of the
present equilibrium.
The act of transcending incompatible
realms unveils the complex nature of the virus. The virus
itself reveals the intertwining and inseparability of differently
perceived and usually separated dimensions. The virus affects
the participant. This aspect becomes even more apparent when
one listens to the stories narrated by the interviewees “trapped”
within the Trojan horses. Most of their stories do not regard
computer viruses but “real” biological ones. Moreover,
the multifaceted nature of computer viruses, as well as their
smooth and almost imperceptible movement across physical,
virtual and psychic spaces is confirmed by the very format
of the exhibition. “Infrasense” is a touring show.
Such a format is a necessary component as it mimics the nomadic
and ubiquitous nature of viruses. In addition, it collects
a rich database of experiences and stories narrated by a culturally
and linguistically diverse crowd.
Biology Versus
Technology
These last elements of
the installation not only contribute to showing viruses as
a substantial and unavoidable presence in our daily lives,
but they also bring to the fore the ever present yet rarely
underscored relation between the more general and implicitly
opposed realms of biology and technology.
Whether intercepted on
the Internet, stored in hard drives or harboured in the human
body, viruses are described with a similar metaphorical language
that seems to invest them with identical connotations. This
indicates the presence of a link between two apparently different
and mutually excluding domains, the natural and the digital.
The existence of an unspoken and yet pervasive correspondence
between biological (or scientific) discourse and Artificial
Intelligence is not new. For Lily Kay, the relation has always
been quite explicit insofar as she conceives information discourse
as a system of representations. Since the 1950s, the human
genome has been viewed as an information system which has
been described both metaphorically and poetically as the “Book
of Life.” According to Kay, moreover, it has become
“intuitive and commonsensical” to view it as a
new form of biopower, for “material control was supplemented
by the control of genetic information.”3 As human beings
are increasingly described in terms of information, message
and code, and insofar as “heredity functions like the
memory of a computer, [where] organs, cells and molecules
are united by a communication network,”4 new technologies
are called to function not only as decoders and decipherers
but also as simulators and synthesizers of life.5 Biology
and technology join at various points in the discourses of
Artificial Intelligence and Artificial Life, and become interwoven
in the emerging disciplines of biocomputing and bioinformatics.6
However, Langton observes: “biology is the scientific
study of life on earth based on carbon-chain chemistry. There
is nothing that restricts biology to carbon based life, but
it is the only life that has been available to study.”7
Thus, the relation between biology and technology is one that
aims at extending the domain of the former one to the latter,
and not vice versa. Technology is at the service of biology.
Biological discourse always speaks louder as it tends to become
the major model upon which technologies are shaped.
In “Infrasense,”
the portrayal of viruses makes the above servile role of technology
quite evident: the protagonists of the installation are already
“generic viruses” before being computer viruses.
In the same way, they already contain a series of descriptions
and attributes, and are characterized by assumptions that
originate from biological viruses. Computer viruses are already
and “incurably” bound to their biological counterparts
from which they can hardly separate.
More importantly, computer viruses escape the digital domain
to reach physical space and to subtly infiltrate other –
real, virtual or imaginary – spatial domains. However,
when it comes to the considering of the stories vehicled by
and concerning the viruses, one realizes that it is the biological
virus that leaves a more incisive trace which ultimately finds
its way into people’s narrations. The stories are always
about issues that ultimately affect the human body and not
the so-called “inanimate machine.” In the relation
between biology and technology, biology occupies the dominant
position here.
As the multipart and multidimensional
installation unfolds, the spectator is the witness of a series
of apparently separate and fragmented events. These scattered
events, however, exist in strict correlation with each other
and form a complex microcosm. It is up to the participant
to assemble and make sense of the fragments: this happens
at various points of the installation and involves different
layers of reconstruction. From an aural-visual perspective,
the participant is responsible for unveiling the stories initially
presented as incomplete by detecting and directing the bugs
towards the Trojan horses.
Conceptually speaking,
then, the viewer’s skills are called upon to connect
the obscure co-presence of the Trojan horses and the bugs
with two distinct and disciplinary unrelated realms of knowledge
and space: on the one hand computer science and biology and
on the other the physical and the virtual. The result is the
realization of the existence of a complex and multidirectional
flow: here, viruses appear to be determined by, and to act
themselves as, a peculiar, invisible and random thread that
both unifies and separates not only the spaces of the virtual
and the real, but also the disciplinary territories of biology
and artificial intelligence.
Notes:
1. Michel Serres and Laurence
R. Schehr, The parasite (Baltimore: Johns Hopkins University
Press, 1982), 235-36.
2. Sarah Kember, Cyberfeminism and Artificial Life (London:
Routledge, 2003), 8.
3. Lily Kay, Who Wrote the Book of Life? A History of the
Genetic Code (Stanford, California: Stanford University Press,
2000), 128.
4. François Jacob, The Logic of Life: A History of
Heredity (New York: Pantheon Books, 1973), 1.
5. Christopher Langton, “Artificial Life” in Margaret
A. Boden, ed., The Philosophy of Artificial Life (Oxford:
Oxford University Press, 1996), 41.
6. Eugene Thacker, Biomedia (Minneapolis: University of Minnesota
Press, 2004), 15.
7. Langton, 43.
Marginal Networks:
The Virus Between Complexity and Supression by
Roberta Buiani
Fiberculture on-line journal,
issue 4, 2005 Australia (http://journal.fibreculture.org/issue4/issue4_buiani.html)
‘What is a Margin
?’ I asked a friend recently. You know what a margin
is” she replied “It’s outside the body of
the text. It’s what holds the page together. Also,”
she added, “It’s where you write your notes.’
(Berland, 1997)
Introduction
In a recent article, Sampson suggested that the metaphoric
relocation of the contagious properties of biological viruses
into viral technologies has produced the assumption that computer
viruses are ‘imbued with an alien otherness’ (Sampson,
2004). However, it is arguable that such alterity can be ascribed
to all viruses, as long as they are analysed as cultural notions
or as discursive forms instead of being forced within clearly
defined disciplinary boundaries, and being classified as separate
and incompatible entities, organisms, or mere strings of code.
Suspended between life and death, myth and reality, abstract
and concrete, viruses are perfect candidate for the champions
of marginality.
The margin is blurred, fuzzy,
and flexible, it is unnoticed or ignored, it is irrelevant,
it is other and abnormal. Nevertheless, it is an unavoidable
presence. The margin often shows highly creative potentials,
thanks to the rather blurry nature of its borders and the
unpredictability of the entities that continuously move, modify
and cross its peripheral space. Viruses, as discursive forms
whose implicit creative potentials move from and through the
margins, play a particular and privileged role in this discourse.
In fact, it is when viruses are culturally defined, observed
in relation to the surrounding context and submitted to a
cross-disciplinary inquiry, that their complexity and subtlety
become apparent.
The virus not only constitutes
one of the most ancient discursive forms, but also one of
the most widely spread cultural notions. Although its definition,
classification and specifications change according to the
discipline that examines it, the use of the term “virus”
is always associated with a series of shareable perceptions,
and carries a number of attributes and characteristics that
can be found almost unchanged in many contexts. In historical
accounts, medical treatises and chronicles, viruses and other
infectious diseases are often described in similar, if not
identical, ways. In these accounts, the molecular nature of
the disease is not relevant. Although different agents could
be the cause of an epidemic (such as bacteria, viruses or
other micro-organisms), the descriptive patterns used to illustrate
their physical and psychological effects over the population,
as well as their diffusion, seem to coincide. Similar apocalyptic
connotations and constant use of warfare metaphors are used
to describe the spread of infectious diseases of various nature
that affected either human beings or animals (as in Virgil’s
book III of “Georgics,” which chronicles a devastating
cattle epidemic) (Slack, 1992: 27; Longrigg, 1992: 45).
The very descriptive patterns
produced and employed in the past persist today, be they used
in popular culture, where the contagion could be the ultimate
terrorist strategy, in science fiction, where the spread is
often caused by pathogens escaped from secret government labs,
or scientific and medical accounts, where metaphors of “the
body at war” are pervasive (Martin, 1999: 366).
By sneaking inside our operating
systems on a daily basis, computer viruses are the latest
addition to the list of contagious threats. First, despite
the visible discrepancies existing between them and their
biological “relatives”, computer viruses promise
to spread through our intricately linked networks in a way
that could be easily compared to that of human epidemics:
file sharing and density of communications across networks
cause computer viruses to spread. The busier is the network,
the faster is the contagion. Second, although computer viruses
have no physical consequences over carbon-based life, ‘a
sense of invasion and discomfort’ usually unite computer
users who receive an unexpected visit by such unwanted guests
(Ducklin, 2002: 1). Third, metaphors, descriptive patterns
and connotations employed to describe computer viruses’
spread and effects appear to be the same used to describe
biological viruses.
The above observations about
the use of the term “virus” seem to suggest the
existence of two paths. First, the term “virus”
works within a specific field or discipline, to indicate and
classify a range of distinct micro-organisms, or, in the case
of computer science, a number of self-replicating programs.
Second, “virus” acts as a much more generic notion
that includes and expands well beyond the constraints imposed
by the discipline of study. It is the very generic value carried
by the term virus, and not its specific meaning as a field-related
specific word that constitutes its cultural significance and
discursive functioning.
Upon examining the virus as
a culturally embedded notion, two elements in particular appear
to emerge: first, whether analysed semantically, structurally
or physically, the virus seems to have quite a dynamic phenomenology.
It is incurably and uncommonly flexible and complex. Second,
as mentioned above, in spite of the continuous morphing and
reshaping of its meaning and significance, the virus maintains
a number of discursive regularities that not only constitute
its dominant accompanying attributes, but that also characterize
it in a totalising way by establishing its negativity as an
immanent and absolute element. In other words, whatever the
historical period, or the disciplinary perspective (biology
or computer science, popular culture or the arts) the virus
is pervaded by a recurring rhetoric of discourse that characterizes
it as prevalently negative. This rhetoric of discourse constitutes
the virus’ “negative aura.” [1]
Drawing from a series of considerations
about the above two characteristics in both biological and
computer viruses, I am led in this paper to the analysis of
a marginal use of computer viruses by a marginal portion of
creative individuals. However, the particular way computer
viruses are exploited in such contexts, and the consistent
relation existing between them and their biological ancestors
reveal both the longevity of the discourse about disease,
infection and fear as well as its tactical appropriation and
overturning.
Fugitive definitions
Examined from a diachronic perspective, the notion of
virus has undergone multiple mutations. As observed above,
before the analysis of microbes and particles was possible,
the term virus was rarely used. Chronicles, historical treatises,
fictional accounts and pseudoscientific studies tend to assimilate
what we define today as virus with a wide variety of diseases.
Whether known as the Plague, the Black Death or Smallpox,
the names assigned to epidemics of various natures normally
designated the effects of a disease rather than the cause,
the consequences that the virus had over the individual or
a population, rather than the microbes responsible for provoking
the outbreak. The notion then underwent several mutations
due to the development of new theories that narrowed the semantic
area of virus to a scientific or technical term. However,
the initial assumptions and perceptions are far from having
been forgotten or replaced by more specific notions: they
tend to overlap and coexist with newly acquired meanings.
To give an example, the tendency to conflate cause and effect
still survives: the acronym AIDS is often used to designate
both the disease and the HIV virus that causes it; the common
cold, although provoked by a wide variety of virus-behaving
microbes cultivated and circulating in the surrounding environment,
is commonly referred to as virus, where “cold”
and “virus” are basically interchangeable terms
(Lederberg, 2001:3).
If observed from a synchronic
perspective, the use of the term virus has crossed many disciplines
and has become a flexible and dynamic signifier that now indicates
a specific microbe’s behaviour in science and medicine,
now a technical nuisance that spreads through computers’
operating systems. Today, the term virus is a generic definition
that refers to a whole variety of micro-organisms with a specific
mechanism of reproduction and a peculiar set of characteristics
such as its capacity to transform by exploiting the hosts’
resources and its necessity to spread through networks or
human frequent contacts (Boase, 2001:67). For instance, the
average computer user is often unable to distinguish between
a Worm, a Trojan Horse (or logic bomb), or a Bug. For the
user, they are all computer viruses.
Generally speaking, strikingly
similar characteristics and comparable behaviours could be
observed in phenomena originating from different contexts.
The term virus has colonized those very phenomena that literally,
or metaphorically manifest comparable behaviours and mechanisms
of reproduction or that principally share with biological
viruses similar or analogous structural composition (Wassenar,
2002: 335). For example, particular forms of marketing characterized
by a word-of-mouth mechanism of diffusion have recently been
labelled as “viral marketing” (Boase, 2001). Self-replicating
programs have been only recently added to the list of available
viruses that affect, this time, not our life as creatures
made of blood and flesh, but our networks. It is not by chance
that the application of the actual definition coincided with
the increasing use of information networks and the realization
of the potential damage they could generate. Since then, self-replicating
programs have been re-baptised as the artificial intelligence
version of their biological ancestors (Burger, 1989:10; Cohen,
1995:14)
The virus is one of the few
discursive forms whose notion - by maintaining its description
and definition almost unchanged - easily traverses the real
or physically connoted world and the so-called digital domain.
As mentioned above, computer viruses and biological viruses
have analogous methods of diffusion through promiscuous human
contacts and busy network communication flows.
In addition, it seems that the
virus affects simultaneously, yet separately, nature and human
beings, partially blurring the boundaries between carbon-based
and digitally designed life forms, life and death, natural
and artificial life. Simultaneously, but not identically.
In fact, whether we refer to computer or biological viruses,
the reaction or the response that different hosts give after
having received one, are never identical. Reaction and response
change in the human body as much as in computers. Responses
by the human immune system change according to personal levels
of stress and physical conditions, the surrounding environment,
the mode of transmission (Lederberg, 2001:7). Standard medications
don’t always produce effective reactions.
In the case of computer viruses,
a similar conclusion can be drawn. Forrest suggests that we
shape computer security systems using the immune system model.
This model prompts the OS to scan all external code, to keep
the code recognized as “self” or familiar and
to discard everything that might be identified as “non-self,”
that is abnormal or unusual. Forrest recognizes the complexity
of computer viruses and the difficulty to constrict them within
the same category. She observes that this structure does not
strengthen computer systems and does not increase anti-viruses
effectiveness. In fact, user habits, installation of new software
and editing identify computers as unique environments that
may not respond to foreign code identified as intrusive in
an identically negative way. Therefore, viruses and security
systems shouldn’t be reduced to de-personalized and
standardized identical unities: ‘the concept of “self”
likely needs to be presented in multiple ways to provide comprehensive
protection’ (Forrest, 1997: 90).
“Scary”
networks...
It is no easy task to eradicate a tradition that has
constantly perceived viruses as pure and absolutely negative
entities. Because semantic additions tend to pay more attention
to the virus’ mechanism of reproduction instead of its
static structure, a series of different microbes can now be
potentially included and classified under the category of
virus. This inclusive move admits that not only harmful microbes,
but also similarly behaving particles necessary for organisms
to work properly could potentially be listed under the general
definition of virus. However, defining the above particles
as viruses may be difficult to achieve. On the one hand, it
would mean separating the notion from its most popular, deadly
and fearful attributes. Viruses have been associated with
human tragedy and suffering to such an extent that it is no
longer possible to separate the word from any moral or subjective
judgment. On the other hand, labelling non-dangerous particles
as “viruses” would contradict Western biomedicine’s
claim that the human body is a self-contained and independent
unit, or, to use a war metaphor, a citadel or a nation-state,
whose fixed boundaries, or borders, not only are rigidly separated
from external agents, but they are also constantly threatened
by potential foreign others, or armed enemies, identified
with viruses, bacteria and microbes (Martin, 1990:365). There
are no such things as “useful viruses.”
This means that the transformation
of the meaning of virus has not been accompanied by an equal
change in the way it is popularly perceived. The notion still
contains all the assumptions and attributes deriving from
earlier interpretations. In other words, the conceptual transformation
(from the disease to its cause to the behaviour of a microbe
or a computer program) that the notion of virus has historically
undergone is mainly a selective one. A number of discursive
regularities have remained embedded within the original definition,
while different applications were constantly acquiring new
meanings. These regularities not only constitute dominant
attributes that accompany the virus, but they also characterize
it in a totalising way by maintaining its negativity as an
immanent and absolute element (Foucault, 1989:159).
It is convenient then for both
advocates and detractors to think of the virus as a substantially
harmful organism: Media, political, artistic and medical excitement
tends either to defend or to attack the virus by setting its
negativity as the starting or central point around which is
based the entire argument. The virus continues to be seen
as “other,” while any creative and innovative
potential, instead of liberating the virus from its alterity,
becomes part of a ‘mythology of alterity, which simply
opposes to reason a form of non reason (Rella, 1994, 1978:
22).’ Representing the virus as subversive becomes part
of an idealistic illusion that results in validating the old,
popular syllogism ‘that which is revolutionary is persecuted
and repressed: therefore, that which is persecuted and repressed
is revolutionary.’(Rella, 1994, 1978: 34)
Nevertheless, eliminating what
makes the virus a controversial discursive form, ignoring
its status and traditional roles, would belittle the interest
and curiosity of many scientists, scholars and artists. The
negativity of the virus holds the pages of the general discourse
together; at the same time it annihilates any attempt to dismantle
such discourse.
Contradictory terms
The two characteristics summarized so far seem to constitute
the originality of the virus. However, such originality manifests
itself in quite an ambiguous way. On the one hand, the assigned
or imposed attributes of the virus always appear to prevail
over its natural dynamic manifestation and flexibility. It
is always its significance as a threat or as a dangerous entity
that occupies people’s first impressions, meaning that
the virus responds to some given expectations. On the other
hand, a distinct complexity potentially enables the virus
to escape any stable definition, any static constraining,
and turns it into a rather fuzzy entity. To use the initial
metaphor of the book, although moving ‘outside of the
body of the text,’ the virus participates, influences
and ‘holds its pages together.’ Although being
an outsider, an unwelcome presence within a normative situation
(the so-called “healthy body” or the uninfected
computer, the body of the text), the virus unifies people
in their negative perceptions, moving through apparently incompatible
realms, a physical and a perceptive one. The virus seems to
be able to “float” in an in-between space, therefore
creating new inclusive narratives. As a result of this disposition,
the virus could easily coexist across spaces as diverse as
the virtual and the real, the biological and the digital.
Trying to dismantle the century-old
demonisation of the virus by focusing on its complexity has
been on the agenda of a number of scholars and researchers.
Research that studied the burden of mutual adaptation between
virus and host has proved quite unpopular, as witnessed by
the number of grants withdrawn because the research has been
deemed marginal or risky (Epstein, 2001:416; Lederberg, 2000:290).
Viruses are normally defined as types of microbes able exclusively
to produce harm or annoyance to the human (and now to computer)
immune system or as extraneous entities that generate negative
reactions and malfunctions in the organism affected. Whether
one refers to the human immune system or to the computer security
system, prevention and removal are always identified as the
two possible solutions to correct such malfunctions. When
the existent immune systems are unable to eliminate the intruder,
medications and treatments or anti-virus software and firewalls
are often deemed necessary to help fulfill such a task. Once
the virus is destroyed, the disease is believed to be no longer
present in the immune system and the “normal”
functions of the body are finally re-established (Epstein,
2001: 418).
Nobel laureate Joshua Lederberg
points the finger at medicine’s ‘obsessive focus
on extirpating the virus’ as well as at its tendency
to separate microbes from their external environment and to
observe them in a condition of ‘hypervirulence.’
This notion has led to both medicine and computer science
employing analogous aggressive strategies against viruses,
principally aiming at their discarding and suppression. Lederberg
disagrees with these strategies. Despite their general acceptance,
he notes that such methods have not always led to satisfactory
results: ‘In the case of new endemic diseases such as
AIDS traditional practices have often proved unsuccessful
’ and therefore, they should not be left unquestioned
(Lederberg, 2000: 288). This lack of success could be ascribed
to the very exclusive, univocal and unidirectional notion
of the virus. Although viruses ‘have a knack for making
us ill’ Lederberg suggests that we ‘Drop the Manichean
view of microbes –we good, they evil—In the long
run microbes have a shared interest in their hosts’
survival: a dead host is a dead end for most invaders too’
(290).
Lederberg’s above statement
illustrates the impossibility of separating human beings from
external agents and viruses, as humans and their others are
substantially co-dependent. Suppressing the latter means condemning
human species on the Earth. In addition, his assertion underscores
the constructiveness of the current medical and immunological
practices. Perceiving viruses as the enemy forces us to treat
them using the most aggressive techniques.
In computer science, more examples
report similar conclusions. Ray and Ludwig directed their
research towards demonstrating that computer viruses could
be conceived as electronic organisms subjected to the laws
of evolution. As such, they cannot and shouldn’t be
eradicated from the “wired jungle” (Ludwig, 1995:
215) as they constitute essential elements of “network-wide
biodiversity’ (Ray, 1999).
Validating the possibility that
viruses are complex organisms embedded in a particular environment
integrated with their surrounding contexts would partially
dismantle the traditional belief that understands them as
absolutely antithetical to other living forms and would make
room for research previously classified as marginal. Moreover,
examining biological and computer viruses in conjunction with
the surrounding environment and the organisms they affect
means refusing to agree with a notion of normality as a rigid
and arbitrary given (Canguilhem, 1994: 360). This opens up
a new, dynamic and moderated understanding of viruses and,
consequently, fosters new multidisciplinary and multi-angled
research.
A change of perspective?
The contradictions generated by contrasting and incompatible
attributes can be detected even more clearly within the arts.
In their contribution to the discussion about viruses, a number
of artists, especially those operating in the more general
field of the electronic and interactive arts, have concentrated
their practices on finding, exploiting and defending the creative
potentials of computer viruses.
In the artistic practices encountered,
the peculiar complexity of the virus seems to be relegated
to the background. Needless to say, the negative connotations
of the virus are always the first elements brought to the
attention of the audience, whatever the artistic intervention,
and even when there is no intention in doing so. Normally,
the beholder is somehow compelled to connect viral elements
inserted in the artwork with her cultural, collective and
personal experience of the virus: this experiential apparatus
automatically pushes to the background any sign of complexity
that the virus might manifest as if it were a secondary or
irrelevant element.
The artist or the creator, then,
does not appear to be particularly disappointed to see how
the notoriously negative characteristics of the virus are
most often responsible for the popularity of the artwork.
Since the first wide-scale plagues
caused by the first generation of hackers and the spread of
the 1988 Robert Morris’ ‘spectacularly malfunctional
worm’ (Denning, 1990) computer viruses have been adopted
by young hackers as their favourite and most used tool. According
to Thomas such choice is the expression of a “boy culture:”
young virus writers want to be noticed, to establish a unique
reputation among their peers and to easily embody the “noise”
in the system that they had often fantasized about (Thomas,
2002:13). Thus, it is no surprise to know that a number of
hackers normally interpret computer viruses not as a nuisance,
not as a threat or as an offence but, as Hellraiser comfortably
affirms, as ‘an electronic form of graffiti.’
Hellraiser’s very career path went from graffiti writing
to virus writing. The same can be said about many other North
American hackers who established their underground viral activities
in the nineties. Dibbell demonstrates how these two activities
are in principle compatible, as they are both the expression
of similarly conceived subcultures, whose activity consists
in constantly subverting, challenging and disturbing that
mainstream culture from which the members of these groups
normally feel excluded. Virus writing ‘asks us to recognize
that viruses, like graffiti, are just as much signal as noise;
by definition, they are information that subverts control’
(Dibbell, 1995). Therefore, such activity appears very desirable
for a category of young creative minds willing to scream their
presence by challenging the established order, before expressing
their very creativity.
The above example illustrates
how viruses have been adopted by a particular category of
marginal users mainly because of their negative reputation
and their assumed characteristics, the possible malicious
intentions as the cause of their spread and the association
between their use and graffiti writing. Were computer viruses
not identified in this way, young hackers would have probably
turned to other more appealing forms of expression and practices.
Young hackers have contributed to enhancing, instead of eliminating
or modifying, an already affirmed myth of the virus as “other.”
The collective imaginary surrounding
viruses and their producers, enhanced by a rich literature
that portrays hackers on a par with heroes and saints, has
fostered the production of a series of mythologies that depict
both viruses and hackers as icons of digital culture. Consequently,
a number of artists constructed their artworks by exploiting
not only the technical and structural features of viruses
as their model, but also the vast number of stereotypes used
before them by the hackers.
Often, the viral component contained
in many artistic practices acquires a political value. This
element can be observed in those artworks where the very same
connotations assigned to the virus are transferred to the
artefact and appropriated by the artist or the creative collective,
who achieve this goal by describing their work with the same
vocabulary used to describe viruses and by conceiving their
artworks as “other” in the same way as one would
perceive the virus. Whether the goal is to dismantle or to
confirm viruses’ bad reputation, to include them as
starting points of a wider metaphorical content or to exploit
them literally, focusing on their alterity and absolute negativity
has become a quite effective means to attract quick and easy
attention from the audience. A number of questions immediately
arise: is artistic use and exploitation of viruses truly succeeding
in investing them with a new positive value? Is - as the artists
themselves claim - the exploitation of the perceived and established
attributes of the virus helping to emancipate it from its
“negative aura” or will it rather perpetuate and
reinforce it? Does, then, the complexity and flexibility mentioned
above get completely lost or hidden in the artefacts produced?
Apparently, the immediately
noticeable negative connotations of the virus are always prevailing
over other possible characteristics. However, it is its complexity
that ultimately realizes the connection, the intertwining
and interdependence between the virus itself and the elements
or the space with which it is associated or by which it is
surrounded. Despite appearances, the virus’ complex
nature is inherent and it is never eliminated. On the one
hand, an observer trapped in and influenced by her cultural
and historical assumptions holds it back and fails to perceive
such complexity as a strong element. In addition, and for
the same reason, an equally powerless creator is faced with
the impossibility of preventing such an outcome. On the other
hand, the temptation to accept the otherness of the virus
as a subversive and, therefore, an irresistible sexy component
immediately reinforces the virus’ negativity and conceals
any other possible characteristics.
An Epidemic and 0100101110101101.ORG
joint project, Biennale.py , the first virus ever being exhibited
inside an art institution, represents one of the first cases
of incorporation, appropriation and clever exploitation of
the entire apparatus of stereotypes produced by viruses. Hosted
by the Slovenian Pavilion during the 49th Venice Biennale,
the project has promptly helped the art collective to gain
abundant media attention (Epidemic, 2001).
A printed copy of the virus
code was hanging on the wall of the Pavilion, while several
other copies were printed on t-shirts and worn by the audience
outside and around the gallery. Simultaneously, the “real”
virus was released online. Despite the existence of these
three versions, it was the first visual display of the code
that attracted immediate attention and gathered a curious
audience during the day of the opening. The virus’ code
was displayed in a conveniently pleasant way, transforming
a normally invisible and unnoticed entity not only into an
immediately noticeable and somehow concrete object, but also
into one with an aesthetic value. In addition, the virus was
strategically written in Python, a language that ‘looks
more artistic’, (Deseriis 2001; my translation) because
it allows the code to be constructed as a coherent narrative
(in this case the text narrates the progression of a party,
where the moment of infection is identified with a key action
during the party represented by the verb “fornicate”).
On more than one occasion, Epidemic
spokespersons declared that ‘ Biennale.py is an aesthetic
experiment to demonstrate our capacity to create beauty by
using programming code’. Exposing a computer virus is
a ‘tribute to more than fifty years of creative code
work performed by programmers but mostly not recognized as
such and often gone unnoticed’ (Deseriis 2001, my translation).
This idea is one of the main postulates upon which Epidemic’s
interventions are based.
On another occasion, Luca Lampo
cited the text of the notorious worm “I Love You,”
and compared the ‘great drama contained in the code
sequence’ to a few lines of Dante Alighieri’s
first book of the Comedy (Epidemic, 2000). This new aesthetics
allowed by viruses was made the subject of a poetry reading/performance
at the Digital-is-not-Analog Festival. On the one hand, treating
the virus code as an aesthetic object appears to be a mere
provocation. On the other hand, reading or displaying its
code turns it immediately into a more mundane entity. Thus,
the virus acquires a more innocuous and familiar value. Reading
the code reduces the distance existing between men and machines.
A juxtaposed and artificial visual interface (windows, for
instance) usually facilitates and creates a barrier between
the user and the computer. The average user is unable to decipher
or understand what lies behind the interface, while the code
is increasingly enveloped in a halo of secrecy. The virus
code, in this context, seems to re-establish, for a few moments
or the length of the exhibition or the performance, a lost
contact between the user and the code in a reassuring way,
as it is now extracted from its usual context and domesticated
as a series of words and numbers.
In the above interventions,
whether the virus is interpreted as an element with an intrinsic
aesthetics or an instrument that attracts attention on either
the art group or the labour of the programmer, it is clear
that a denial and a rejection of its negativity is somehow
implicit. Epidemic/01.org are fully aware that such denial
won’t suffice to mitigate the virus’ reputation,
but will definitely succeed in popularising the artwork and
its creators and to invest both art collective and artwork
with a subversive edge.
The strategies of display used
in Biennale.py confirm the immediately visible alterity of
the virus. However, the project, as a whole, is certainly
more than just a playful and ironic intervention. As mentioned
above, the virus was also released online and a number of
copies were printed on T-shirts. One could argue that the
multiple displays are part of a clever marketing tactic and
could note that once the virus is abstracted from its “natural”
environment and it is transformed into an artwork, it immediately
loses its pristine characteristics and functions becoming
an empty commodified object. However, it is in this particularly
ambiguous situation that the complex nature and dynamics of
the virus clearly manifests itself.
Interestingly, Biennale.py is
interpreted by Symantec and Norton as a virus when it spreads
through the Web, while it becomes a work of art when it enters
the gallery space, as if its threatening components were neutralised
and its disruptive and transformative power ceased to exist.
Despite the virus’ capacity to cross both spatial and
disciplinary boundaries, its mode of reproduction and diffusion
still remain. The virus enters the gallery space in the same
way, as it would penetrate the host or the OS. Once inside,
it undergoes a transformation by incorporating elements belonging
to the infected host. In the case of Biennale.py, the virus
puts on a nice dress and adapts to the environment in a parasitical
way, by becoming an apparently innocuous art object. The presence
in the gallery does not prevent the virus from reproducing
and transforming, as it is reinserted back into the Web as
an “artistic virus”, and it is spread by the art
goers in the same way as it is transmitted online through
our busy networks. In fact, it is thanks to the visitors that
the virus is carried around and further spread, this time
printed on T-shirts distributed during the exhibition.
Although the virus is not able
to ever infect carbon-based organisms, its presence as a symbolic
and visual form easily crosses spaces and invades both physical
and digital realms. The continuous physical and contextual
shift cannot but unveil the ductility and fuzzy nature of
the virus.
In the last example the virus
is portrayed as living across and dissolving the borders between
the inside and the outside space, the virtual and the real
domains, the public and the secret, undergoing a process of
demystification through its reading as a poem and its display
in the gallery space as a narrative. “Infrasense,”
a work in progress co-produced by KIT and Robert Saucier,
brings the process a step further (Infrasense, 2004). The
installation represents Trojan Horses and bugs as entities
that belong simultaneously to the digital space and the physical
realm, that confuse the borders between two apparently incompatible
spaces, show the intertwining and smoothness of such dynamic
articulation and underscore the way the users become, in this
context, also active carriers, transmitters, witnesses and
narrators of the virus.
Instead of making a clear statement
in defence of or as a commentary to computer viruses, “Infrasense”
explores their very process of transmission and diffusion.
This could unveil and eventually defeat the amount of prejudices
and assumptions that undermine not only the way we perceive
and construct it, but also the way we interpret the space
that surrounds it.
The interactive installation,
which at first sight seems to be constituted by a quite straightforward
physical and animated reconstruction of different kinds of
viruses, fighting for the survival in the gallery space, or
a room-size rendering of a videogame, proves itself much more
interesting. A series of mechanical horses, moving back and
forth on a grid, immediately remind the audience of the Internet
Trojan Horses, inspired from the epic wooden animal fabricated
to deceive the Trojans and directly deriving from their computer-based
heirs. Three Bugs constantly challenge the Trojan horses.
They are controlled randomly by the gallery user through a
handheld device located inside the space or from a website
(Infrasense, 2004). Each Trojan Horse carries a backpack that
looks like a hard drive: this element produces a certain curiosity
in the visitor, who wonders what surprise or what threat the
mysterious boxes could possibly unveil.
Disappointing as it may be,
the boxes don’t contain any virus or any noxious device.
On the contrary, they release recordings by local users who
narrate their experiences with and personal stories about
computer viruses. The volume of the speakers that deliver
the narration is kept low, so that the gallery is filled with
almost imperceptible but continuous noise, as if they reproduced
the busy white noise of random networks in constant dialogue
with each other. Once a bug, triggered by the user, approaches
one of the horses, the volume of the speakers immediately
increases and one of the voices becomes clear and starts narrating
her story.
The voices of the narrators
represent a quite interesting blurring of the assumed roles
played by user and virus. In fact, the first is normally considered
the victim of the latter, although in this case not only does
she seem to be immune to the bug’s spell, but she also
appears to reside inside the horse itself. In addition, the
user appears to be responsible for receiving and, simultaneously,
sending viruses, as she is actively operating behind both
the handheld device and the website that trigger the bugs.
The ambiguous relation between
the virus and its host clearly contests the widely-held assumption
that in the case of a computer virus epidemic, the user affected
tends to consider herself the sole innocent victim of an attack
by an absolutely evil entity (the computer virus) equipped
with an autonomous and independent agency. The victim, in
this way, denies any responsibility, and refuses to admit
not only that it is thanks to widely spread and busy networks
that the diffusion of computer viruses is possible, but also
that she might have participated, at least once, in such diffusion,
by sending an innocuous e-mail or opening the wrong attachment.
The smooth and almost ubiquitous
presence of the virus now rendered inside the gallery, now
moving online, now psychologically internalised by the user
shows the reciprocity between space and viruses. On the one
hand, the space itself is able to unveil the complexity and
almost fugitive nature of the virus. On the other hand, the
virus itself reveals the intertwining and inseparability of
differently perceived and usually separated dimensions of
space. It is only with the thorough exploration of the installation
that the user becomes gradually aware of such complexity.
The multifaceted nature of computer
viruses, as well as their smooth and almost imperceptible
movement across physical, virtual and psychic spaces is confirmed
by the very format of the exhibition. Unlike most small (or
non-mainstream) exhibitions, Infrasense is a touring show.
Such decision has been necessary not only to show the nomadic
and ubiquitous nature of the virus, but also to collect a
rich database of experiences and stories narrated by a culturally
and linguistically diverse crowd (Infrasense has already reached
Canada, England and Belgium).
No clear statement is made on
the danger or the benign nature of viruses: they seem to be
portrayed as a substantial and naturally embedded presence
of our daily life, something we cannot avoid facing. Viruses
prove themselves to be inseparable from human beings (physically,
and, in the case of computer viruses, psychologically), from
OS, they are produced by and affect human beings, they are
suspended between real and virtual in a space apparently free
from any cultural hierarchy of location.
Conclusion
Foucault once affirmed that ‘Contradiction is the
illusion of a unity that hides itself or is hidden: in any
case, analysis must suppress contradiction as best as it can’
(Foucault, 1989, 1969: 168). In the case of the virus as a
discursive form, admitting the existence of elements that
contradict its intrinsic danger is not an option: once detected,
such elements will be denied or hidden. Assigning the status
of virus to entities that could potentially be ascribed to
this category but would not manifest identical negative attributes
is not allowed. When any possible positive aspect of the virus
is eliminated, one is left with an absolute, yet coherent
notion that only carries danger, fear and hazard. This set
of attributes becomes the principle of cohesion that organizes
the discourse about viruses and restores to it its hidden
unity and internal order.
Artificially reducing the notion
of virus to the above unity means validating a way of thinking
where antithetic terms lie separated and confront each other.
This mentality automatically deprives the virus of any positive
connotation, therefore denying the existence of any kind of
benign virus. In addition, as Franco Rella puts it ‘to
read the immediate true expression of a totality beyond contradictions
means thinking that certain subjects exist which are immune
from contradiction, subjects which precisely because of their
“purity” (or impurity, the insane, the marginal)
are other from the society in which we live, bearers of values
and needs that are inevitably incomprehensible to many forms
of reasons’ (Rella, 1994, 1978: 15). Thus, the virus
is, in this context, recognized as other, marginal and outside
the norm established by a dominant social discourse.
However, if we accept the extreme
complexity manifested by the virus in the above artistic interventions,
we also admit the possibility of a formulation of a discourse
that bypasses and goes beyond the usual categories and dichotomies
intrinsic to and embedded in our language. The result could
be a language potentially capable of expressing difference
without naming it, of ‘knowing’ without ‘strangulating,’
(Deleuze, 1990) and without imposing a default ‘relation
of forces’ (Foucault, 1980). Admitting a definition
of virus as an unstable, undefined and somehow fugitive notion
therefore would force us to reformulate old and worn-out postulates.
For instance, the division between human beings, nature and
technology would cease to exist, giving space to more pluralistic,
non-hierarchic new articulations.
Currently, it seems very difficult
to underscore what is culturally hidden or suppressed. Despite
the innovative potential shown by the structure and phenomenology
of computer viruses, the gallery goer or the observer will
be always immediately attracted to the given notion and by
the fascinating way in which such notion is apparently being
subverted. What lies beneath is always left over or barely
noticed. This constitutes an obstacle that still hasn’t
been overcome. The cases examined clearly demonstrate the
difficulty of viruses’ complexity to stand out.
Viruses, as I see them, are
to human beings what the handwritten notes are to a book.
Once you write them, they become part of the book. If you
run out of space, you write between the lines themselves.
Notes:
[1]“Negative aura,”
inspired from Benjamin, strives to underscore the characterization
of “virus” as a Modernist term, and its almost
ritualistic value.
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