Computer Graphics
and Cultural Change


Andrew Glassner
Spring 1997

 

This page contains an abstracted version of an invited talk I gave at Graphics Interface '97, held in Kelowna, British Columbia. I wanted to remind my colleagues that scientists and technologists can have an influence on the culture through the work we do, and that we should acknowledge that responsibility and act appropriately. I suggest in broad terms what "appropriate" should be, but my intent was more to provoke conversation and individual examination of beliefs than to hold forth with a particular ideology.

What follows is a rough outline of the talk in skeletal form.

Why Build?
Because we can. To stop or even slow down powerful technologies in our culture is all but impossible; genetic engineering is only slightly affected by enormous widespread opposition. Nuclear technology was only scaled back after horrible disasters and near-misses. Computers will continue to permeate our culture; we should be aware of this and try to reduce their negative effects.

Promise or Peril?
Every change brings hope and trouble, rewards and punishments. Computers are no different.

Technologies Agendas
Technology is not neutral. A war arrow is intended to kill, regardless of the moral interpretation of what killing is done. These subjective implications of technologies are important to understand, because they're the ones we can't change once the technology is in place.

Technology is Amoral
Technology has an agenda, but not a conscious purpose. Its goal is to neither help nor harm, but simply to do its job. Our applications make the moral purpose. However, some technologies have built-in agendas that always lead to the same moral interpretations; e.g. war arrows kill. If one takes the moral position that killing is wrong under all circumstances, then war arrows cannot be made into acceptable artifacts. If a war arrow manufacturer believes that all killing is wrong, she must confront that this will be an inevitable and direct result of her work.

Hierarchy of Interpretation
Because interpretation of technology is often difficult, I believe a formalism is helpful, and suggest the following hierarchy. At the bottom is the mechanical action of the artifact - those things that it does within itself and to the world (e.g. a helium balloon requires helium and rises in the air). Then actual uses documents to what end the artifact is applied. Above that are the intended uses that describe what the designer had in mind as the use of the object. Then comes the commalities of uses, or those things that are common too all uses, intended and actual. Finally, across many objects we can draw composite uses which show how the artifact is a necessary (though perhaps invisible) part of larger objects. At each stage we can make moral interpretations of the results, and those interpretations can change from level to level.

Apropos examples for analysis include credit cards, genetic engineering, artificial intelligence, television, and image processing.

The Computer Graphics Agenda
Ultimately, what's CG headed for? I call it responsive, personal movies. Whether for entertainment and fun or science and education, we'll be able to produce moving imagery indistinguishable from live-action film. The results will be responsive (more interesting than just interactive), personal (customized for you), and of the highest quality in motion, appearance, lighting, cinematography, and so on. This isn't around the corner, but it's where we're headed.

Some Upcoming Technologies
Such technology makes lots of things possible. One includes purely synthetic characters on the media, acting as politicians, entertainers, sports figures, endorsers, and so on. We will be able to transform your speech and imagery into other forms, creating a kind of electronic parrot to transform your voice, and indeed your words, into those of a different person. We will be able to rent personas that we like, and trade and customize them. And on a videophone we won't be able to tell a real human from a synthetic computer-generated standin.

Some Impliciations
We will no longer be able to distinguish real from synthetic imagery and sound. Our senses are what connect us to the world; when we reach high-bandwidth direct cortical stimulation, we will lose touch of what is real from what is being dynamically generated. We will confuse the map (computer synthetic objects) with the territory (real-world objects that they will sometimes represent). We will lose touch with one another because of the increased filtration of our expressions and receptions. There are some creepy implications for marketing.

Creating An Utterance
I think it's important to see how our computer-based culture affects what we say and hear to one another. To create an utterance, or a spoken expression, the speaker must account for the context (environment), the importance of the message, and assumptions about how much knowledge and which beliefs are shared between the speaker and the listener.

Formation of an Utterance
I suggest a five-step hierarchy is useful for understanding how we apply these filters to express ourselves. From a web of nascent thoughts we choose something of value to communicate. We try to isolate that "something" by the selection of thread and minimal context needed for this particular audience. We then do temporal sequencing to get the ideas in order, and then apply word choices to the resulting sequence. Finally, if delivered orally, a delivery style is chosen. Each of these choices is influence by the four pressures mentioned just above.

The Information Age
The "Information Age" brings with it senses of urgency and remove from the world. A sociologist named Milgram identified six common responses that people have to a dense urban environment; these are also applicable to the information age.

The winners are those who always win: those with power and control, who build and own the environment others work in. This is where engineers and scientists have a role. Not everything we do will be influential, but we all hope it will be. And when our work becomes widespread (as for example the ideas of the web have recently), then we affect the world in important ways. We need to acknowledge that we have a responsibility to choose well, in case our work does prove to be widely influential.

Response to Environment
To paraphrase Jerry Mander, a creature can respond to its environment in four ways: Adapt, Rebel, Go Crazy, or Die. We usually do some of each.

Taking Responsibility
Engineers and scientists have a special role to play. The sheer timing of new work, and the sequence in which it comes out, can affect how it is perceived and used. Two different research agendas can ultimately produce the same results, but they can have very different influences on the field.

Nobody can predict the future, but we should try to guess at the implications of our work, as well as we can. We can colonize, lobby, write, and talk to one another and everyone else, and try to build a future we want to live in.

Resources
Click here to see some books that I recommend on this topic.