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Digital technology is increasingly integral
to many areas of daily life, and affects how we think
about them. Most of us will have an adequate and simple
understanding of what technology is, but even its definition
has become complicated. It can be regarded as:
· A tool or instrument
· An extension of human faculties
· A means of social control/determination
· A source of alienation
There are various 'theories of technology',
offering apparently definitive arguments about what technology
is and how it affects us. The real issues are considerably
less esoteric.
Education
New technology is rightly regarded as
fundamental to business growth and success. While the
'dot com bubble' has undoubtedly burst, Internet presence,
networking and multimedia remain crucial factors for many
kinds of enterprise. The present government wants the
UK to be a leading country for Internet technology and
this applies to the education sector. Internet Technology
and E Commerce courses are starting to appear and in September
2001 a new Internet Research Faculty commenced work at
Oxford University. Computer and Internet literacy are
an increasing part of daily school life, and Internet
resources are becoming more substantial and influential.
The BBC site is developing what could
become a kind of digital curriculum, with schools material
covering the different Key Stages. The BBC WebWise training
is widely used as an introduction to the Internet, both
online and with assistance in libraries and schools around
the country. New initiatives are appearing as a resource
and virtual community for teachers inspired by the Internet
as a learning aid, and many schools now have their own
web sites, sometimes displaying pupils' work.
There are two related issues for ICT
in education. The first is the money to pay for the equipment
and reliable Internet access; the second is the training
that teachers receive. There are various initiatives around
the country designed to remedy the problem of limited
access, in the following areas for example:
· Brampton Bierlow, near Rotherham
· Whitebirk estate in Blackburn
· Beswick/Clayton in Manchester
· Carpenter's Estate, Newham · Framlington,
near Ipswich
· Alston in Cumbria
· Kensington in Liverpool
These parts of the country are receiving
subsidised or free ICT equipment and training.As the benefits
of digital technology become embedded in daily life, people
without the financial means to access it will be increasingly
disadvantaged. This is even more true on an international
scale, with less wealthy countries.
About two years ago, Tony Blair was
criticised for an initiative supplying online computers
to an African community. His critics complained that the
money would have been better spent supplying them with
basic provisions; his retort was that access to technology
would be profoundly enabling.
In the UK, young children grow up with
the new technology and have a familiarity and competence
with it that adults often struggle to achieve. Teachers
are sometimes in the position where their level of skill
is about the same as that of a 12 year old. The programme
funded by the New Opportunities Fund and administered
by the Teacher Training Agency targets the country's 400,000
teachers. To date, only about half have enrolled. ICT
knowledge amongst teachers is a national problem.
Art
Digital art is now a recognised cultural
form. It ranges from computer generated print work to
video installations, like the work of Bill Viola. It provokes
questions about what art is and how we are to evaluate
it. This controversy parallels the debate about photography,
earlier last century. Some people believed that the new
chemical alchemy presaged the end of painting; other people
maintained that it was an inferior practise that could
not be called art. The controversy has continued since
then. However, photography is now an established art form;
the seminal work of people like Ansel Adams, Cartier-Bresson,
Robert Mapplethorpe and Robert Doisneau is well known,
and venues exist like The Photographer's Gallery in London.
As Walter Benjamin questioned in The
Role of Art in the Mechanical Age of Reproduction,
what value does a photograph have when an infinite number
of prints can be produced from the same negative? The
argument extends to digital technique where a print, screen
saver, video projection etc. is an expression of underlying
code, easily repeated and distributed. Critical works
are starting to appear questioning what role photography
now has, when chemistry is being superseded by code and
pixels (Photography After Photography 1996, Amelunxen,
Iglhaut, Rotzer; G&B Arts, Munich; The Photographic
image In Digital Culture 1995 Lister, M ed. Routledge,
London)).
The aesthetic of photography is different
from that of painting, intrinsically related to time and,
where people are the subject, the mysterious, interior
lives of other people. In that respect it cannot be compared
to painting - although historically it was influenced
by it. Thus, the earliest photographs imitated paintings
and were regarded as valuable because of their representational
accuracy. Digital art takes the process a stage further
from the sensuous fluidity of paint, itself traditionally
derived from natural products. It has to be judged on
its own terms - but is located in a continuum of artistic
practice, beginning with the earliest cave paintings.
With the increasing power and proliferation of digital
technology, it is likely to become more pervasive. The
BBC site hosts examples of digital art and they ask the
question: can digital art be located alongside traditional
methods?
Consciousness
It is a remarkable fact that new technology
is inspiring renewed interest in human consciousness.
The ambiguities of cyberspace and virtual reality underly
this: emotionally engaging interaction with no physical
correlation, and immersive simulations.
a) Cyberspace
Many people are finding they become
emotionally involved with people during Internet chat
and Multi-User Domain experiences. Some theorists use
this as a starting point to suggest that cyberspace can
somehow reconfigure personal identity - most notably,
your male or female status. 'Cybersex' is recognised to
the extent that academics have study it:
www.socio.demon.co.uk/Cyborgasms.html
www.trudy-barber.co.uk/lecture1.htm
www.socio.demon.co.uk/magazine/1/issue1.html.
With both MUDs and chat, the psychological
(and physical) interaction parallels the experience of
computer games - and needs to be seen as such.
b) Virtual reality
VR technology has many practical uses,
as with architectural modelling and flight training. When
fully immersive (requiring a special room, headsets etc.),
it deceives the senses into experiencing an environment
that does not exist. Philosophically, this relates to
questions about what reality is and how we understand
it, or if we can understand it. With both cases, I suggest
that the enquiry into consciousness is valid. However
it does not follow that because these experiences are
so engaging, perhaps we can modify our psycho-biological
identity or sense of physical location.
Historically, science fiction has sometimes
heralded future fact - like the mobile communicators in
Star Trek, equivalent to today's mobile phones. But science
cannot modify ontological fact. The problem lies in confusing
metaphor for reality. A metaphor is a valid and powerful
conceptual device; cyberspace and virtual reality are
forms of metaphor.
Finally, according to critic Walter
Benjamin, consciousness is not so much a means of making
sense of sensory stimulation as a shield against "the
excessive energies at work in the world" (On Some Motifs:
157). In mastering these stimuli, which we experience
as shocks, consciousness protects us against trauma. If
the shield is broken and trauma does occur, we seek to
master the stimulus retroactively. This is the reason
for dreaming: a process of psychic reconciliation. A similar
impulse underlies much artistic practice; the artist seeks
to restore his own equilibrium through his work. It is
largely unconscious, but experienced as an innate drive
or hunger for creative work, regardless of how practical
or impractical it may be. We thus have the stereotype
(not without basis) for the 'starving artist'.
Benjamin reflected on film technology,
which was a new phenomenon in his time. He argued that
changes in perception and attention were not the result
of film technology but catered for by film. From this
analysis, we thus use technology like an artist uses his
practice: it helps us to integrate and order our apprehension
of modern life, as it becomes faster and more fragmented.
Technology is thus an empowering tool which facilitates
creative work, if we regard creativity
as explorative and innovative reflection or a transcendence
of the habitual.
Computers and Creativity
How and to what extent does technology
facilitate creativity? In the case of photography, it
allowed an entirely new artistic form. To some extent
digital technology does the same thing, and we have a
new genre of 'digital art'. Computers have entered the
lives of creative practitioners in many different ways.
We can also ask if technology ever impedes creativity.
Software exists to create plot and dialogue for writers,
and composition for poets. On the Internet, there are
projects where visitors can create their own random art.
Interesting as these may be, the work is 'machine' generated
and therefore not comparable to human creation. However,
it is quite likely that this kind of work could be produced
and presented as the unique talent of a particular artist.
The culture of technology further relates
to creativity in the choice of platform between the ubiquitous
PC and the Mac. When the latter first appeared, its user-friendly
graphical interface encouraged artistic and creative work.
Since those days, the media and arts industries have mostly
used Macs. The early days of the PC involved strictly
linear command line control, using MS DOS. This is not
conducive to creative, 'right brain' work. Buzan's technique
of mind mapping corresponds to the Mac ethos, where ideas
are expressed graphically and visually. A linear essay
corresponds to the MS DOS methodology. When MS DOS was
superseded by Windows (a copy of the Mac interface), the
difference between the two platforms became less obvious.
Technically, the Mac system is based
on 'surface' use and normally does not allow you access
to system file architecture. The rationale is: the user
wants to focus on his creative work, not the technical
operation of his computer. The Windows operating system
was initially an interface over the top of MS DOS (recent
versions have broken free from its MS DOS origins). And
unlike the Mac OS, with Windows you can access and adjust
core-level system files. This is both negative and positive.
Negatively, it allows people to access and change their
files when they may not fully comprehend what they are
doing. Positively, it allows for a more accessible system
where, if anything goes wrong, there are likely to be
several ways to remedy the problem. For example, if you
lose a file and Windows cannot find it, the MS DOS prompt
may come in useful. Whether this creates a system that
is ultimately less stable is debateable. The 'urban myth'
seems to be that the Mac is more stable.
The Mac and the PC represent different
historical and ideological positions, expressed in their
marketing methods. The Mac supposedly appeals to the creative
person who 'thinks different' and is not interested in
technical specifications, but design and simplicity. The
PC is almost universally used in business and office situations.
In Spring 2001 IBM television advertising tried to appeal
to the 'creative' market. It featured a young and casually
dressed youth describing the IBM product as 'bad' meaning,
with ironic contradiction, that it is 'good'. He is accompanied
by an older man in a shirt and tie who insists that he
cannot describe the product as 'bad'. The message is:
the IBM products are fashionable and desirable, used by
bohemian people just as much as the business community.
There are legitimate questions about
stability, cost and software availability, but the ideological
values of the Mac-PC debate are probably more imaginative
than real. Creative or business related work can be accomplished
in a similar way on either platform; creativity originates
from people rather than operating systems. If people find
they are more creative using a Mac rather than a PC, that
subjective appraisal may be a valid reason for choosing
the Mac.
If we accept that considerations of
design and ergonomics influence how we feel and perform,
then the PC and the Mac have, by implication, two different
functional aesthetics. PC manufacturers are now imitating
the Mac style, producing more interesting and colourful
housings rather than ugly beige boxes. The iMac and G3
inaugurated this development, although even the early
Macs were 'design conscious'. Psychologists have found
that we tend to develop subjective relationships with
our computers, involving affection when they are stable
and reliable, and anger when they misbehave. It is likely
that the PC and the Mac do have a different functional
'feel', although this would be difficult to quantify or
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