Full-Stack Media Ecology

Category: Cyberspace (Page 1 of 2)

Information isn’t a Substance and Ideas are not Viruses

Look at that image above. Every ring on this “memory plane,” or RAM module, would represent one computer bit. Do those rings look like abstract 1s or 0s to you?

One reason I’ve released my 14,000 word post Cheating at Peekaboo against a Bad Faith Adversary is to put our socially constructed perceptions of “information” in its place. Especially its fluid nature; we hear everyday that information “flows” and “spreads” around our mediated environment.

This makes intuitive sense at the basic level of how gossip gets around, or how events or ideas come to everyone’s attention all at once when broadcast and widely discussed. However, at risk of being thought of as a guy who always just states the obvious, there are a few mantras I’d wish I could convince everyone to repeat to themselves daily:

  1. Information does not have

The Benefit of Hindsight in Turkle’s Life on the Screen

I had to make a visit to the doctor’s clinic yesterday, interrupting my writing for this website. In order to not lose much time, I grabbed a book I hadn’t yet opened, but knew would be of benefit to what I was working on: Sherry Turkle’s 1995 book Life on the Screen. I had picked it up in Boston last years while attending the Free Software Foundations annual convention, LibrePlanet 2023. Now, from having read the opening chapters, I get the unfortunate impression that to the author—at least in 1995—, I may as well have been attending a Microsoft Appreciation convention.

Of course, working with the benefit of 29 years hind-sight, I have Dr. Turkle at an extreme disadvantage. I’ve found all of her books to be absolutely invaluable as sociological histories. Further, I will personally attest that her …

Modems and Codecs—The Human-Scale Stack

It is not enough to understand computers to understand their proportions and scales. We only know that they are very complex and very fast. But they have been very complex and very fast for about half-a-century now, and it seems culture has all but given up on retaining any sense of scope for computers relative to human experience or meaning. They no longer exist within our subjective universe.

Full-stack media ecology is not just an explanation of what goes on between the top and the bottom of the computer stack; that is, between the high-level, easy-to-use interfaces and the bare metal and silicon. It’s about building the historical context for the development and growth of the stack upward and downwards, as a narrative about our lived environment, culture, and who and what we are as humans. We are embodied beings, …

Nice Average Fellows Who Have Developed a Technique

I’m going through my backlog of half-written pieces over the past eight years, and have decided to just publicly release works which are worthy, even in their incomplete state.

This review of the documentary The Social Dilemma was written in September of 2020, contemporaneous with the film’s wide release.

The concept—that McLuhan’s unpublished 1948 book was a review of this 2020 documentary—was solid. But I couldn’t execute it at the time. My own thoughts on this now 4-year-old documentary will be given in these pages soon.


Marshall McLuhan’s Unpublished Review of ‘The Social Dilemma’

The Matrix

In the climax to The Social Dilemma (2020), the “avatar booty doll,” or digital twin, of the fictional character Ben is revealed to be only one of countless subjects to algorithmic experimentation and prediction by closed source, corporate software. Ben is the politically-radicalized …

Tear it Down and Start Over

Seymour Papert and Alan Kay, two foundational giants in the world of personal computer interface design in the ‘70s and ‘80s, appeared before the American congress in 1995. Specifically, they were witnesses testifying to the House Committee on ‘Technology in Education.’

They are both huge critics of the way computer education had been rolled out in schools. As an elementary school student in the ‘90s, and a product of the system they’re critiquing, I find this entire chapter in the story of microcomputers extremely enlightening for reasons of personal understanding. Kay says that dropping a Mac (let’s say) in every classroom is like dropping a piano in every classroom. Imagine that. Every classroom in the school gets their own piano, and then every teacher—none of whom, we can assume, are musicians—are given two-week long “piano” classes in September. And then …

McLuhan’s Synthesis—Part Two

The Nashe Thesis

I have been setting up to make the case that a) a sense of proportion is lacking from our perception of the material world, both natural and artificial, and that b) Canadian thinker Marshall McLuhan (1911-1980) gives us the fastest and easiest way to restoring that proportional sensibility via the slow and difficult study of his work—studies I’ve been diligently undertaking since 2017.

To make my point, I must begin by hyping the first “book” he wrote, one which virtually nobody outside the circles of Media Ecology has read.

I suspect that Marshall McLuhan’s doctoral thesis for the University of Cambridge, The Place of Thomas Nashe in the Learning of His Time is the most audacious and erudite historical overview of philosophy and intellectual history ever written. It’s nothing less than a total synthesis of everything in …

The Best Book Never Written on Amiga Computers

I’ve been thinking a lot about how much Apple and Microsoft have sucked up all the air in the room regarding the history of microcomputers. Docudramas, biographies, and news stories exalt the dominance of the two major corporations creating our PC environments.

What culture needs is the larger picture, the fuller story of the way these machines entered into our world. I remembered a series of articles I had read over a decade ago regarding the history of Amiga Computers. Just like the mythos around Woz and Jobs in the garage, wiring up the first Apple machines, the story of the Amiga is charged with wonder and marvels.

I rediscovered those articles today, and discovered that the series has tripled in length since I first read them. Since they’re spread throughout the site, I’ve compiled the “chapters”, as it were, …

Product Designers are the new Ad Men

Affordances are, for cognitive scientist John Vervaeke, the primary features of our perceptual salience landscape. The overlap between the salient landscape and McLuhan’s inner landscape are striking. Whatever is salient to us in our environment comes to our attention by proposing some interaction or participation with it (i.e. involvement for McLuhan). For the English professor McLuhan, steeped in art criticism, it is the deviation between the interior landscape and the material environment which he found of particular salience—particularly as it this gap presented itself as an abysmal,  in-salient void to nearly everyone else.

After James Gibson coined the term affordance (he also coined the term percept in the ’50s, a term used by McLuhan in counterpoint to concept) the handle was taken up by product designers and HCI (human computer interaction) theorists as a means of creating easy-to-use …

Stitched Into the Matrix: A Review

Since the industry’s pivot to peacetime in the late 1940s, computers have come to constitute our modern material environment literally, metaphorically, and aesthetically. Like a store-front window marketing display by Frank L. Baum, the ground-floor, street-facing show-room of IBM in the 1950s offered New Yorkers (regardless of outdoor conditions) a brightly-lit, unchanging view into the timeless, abstract world of computing outside of our own (Harwood, 46). Engineers in white lab coats moved spindles of tape and decks of cards, literally working inside the computer as they bused data between shiny large cabinets for curious onlookers twenty-four hours a day.

And there went everybody. The nature of the data being processed—demographic, financial, the results of opinion polling and sales data and audience testing and tracking—placed newly-minted “consumers” even deeper inside of computers. Not as components within the computer’s functioning, but as

My Cyberspace: Part Three

Continued from Part Two.

In Grade 11 I took my first programming class. Although I had played around with Logo in elementary school, and had created many complicated DOS Batch files, this was my introduction to all the formal elements of modern computer programming. We learned Turing, an educational object-oriented language developed at the University of Toronto. I wrote a multiplayer Tron/Snake-style game which would send each players key-presses back and forth across the network, but it often got out of sync resulting in the screens of both players looking different and perhaps both thinking they had won or lost. My final class project was a graphical implementation of  Battleship. In Grade 12 we learned Java, an language with plenty of actual real-world usage.…

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