Hi Daniel,
Thanks for sharing with us some of the context, structure decisions
around using The Eliza program. I was intrigued of its origin and found
this info about it on wikipedia...
ELIZA is a computer program and an early example (by modern standards)
of primitive natural language processing. ELIZA operated by processing
users' responses to scripts, the most famous of which was DOCTOR, a
simulation of a Rogerian psychotherapist. Using almost no information
about human thought or emotion, DOCTOR sometimes provided a startlingly
human-like interaction. ELIZA was written at MIT by Joseph Weizenbaum
between 1964 to 1966.
Also visited here (http://www.manifestation.com/neurotoys/eliza.php3)
ELIZA first appeared in the 60's, some people actually mistook her for
human.
I'm a big fan of Rosa's work but knew little about the demoscene,
so it was great to read about it from her perspective and consider
its connection to Glitch Art.
I'm watching where Rosa JonCates and other peer glitchers take it,
noticing they are bringing in their own flavour and calling it 'Critical
Glitch Artware', and not Glitch Art - adding 'software art' element to
it all (it seems).
Oh yeah, before i forget - do you know http://runme.org/ ?
I'm sure you do... I thought that your recent project would fit well
amongst their software art repositories platform...
the breakdown of this data is visible as it runs: you see the
data corroding as Eliza's speech breaks down.
I would like to see this in action.
I would love to write a Linux compiler --
will definitely let you know if/when it happens.
I look forward to the Linux compiler version of 'Entropy', in the
meantime will hassle some one who has Microsoft/Windows and download it :-)
Wishing you well.
marc
Marc,
Thanks. I'm a big fan of Rosa's work but knew little about the
demoscene, so it was great to read about it from her perspective and
consider its connection to Glitch Art.
A big part of the Glitch aesthetic to me is the loss of stability. I
thought this would be particularly interesting to apply to the
experience of programming, since programming often has a rigid quality.
Programmers need to get things just right or the program will be
defective if it runs at all -- there's little room for approximation.
But, of course in the real world programs are buggy -- even when they're
written perfectly (which rarely happens), they run on operating systems,
use standard libraries, and these huge bodies of code written by other
people have their own bugs and inconsistencies (luckily for us Glitch
Art folks). All code is faulty somewhere, if you dig deeply enough.
Entropy brings this chaotic nature to the forefront. When you code in
Entropy, you need to let go of this sense of control -- the most you can
hope for is that the person using your program gets the gist of what
you're trying to do. To program in Entropy means treating all data as
limited resources that have unspecified number of uses before they've
veered far enough away from their original values that they're
essentially random.
The best Entropy programs are ones that are ambiguous and
structurally flexible. So if a loop runs fifty times instead of
forty-five, it won't crash -- they conform to its corrosive and
approximating nature. When I wrote the Eliza program, since the same
data is used over and over, the breakdown of this data is visible as it
runs: you see the data corroding as Eliza's speech breaks down.
Hope that answers your question
I would love to write a Linux compiler -- will definitely let you
know if/when it happens.
-Daniel
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