From:
Keith Devlin
Date: 4.10.02
Parallel
to the development Brockman has labeled the Third Culture
(and not altogether separate, although arguing that would
require another article), the past thirty years have seen
major changes in the way we organize our societies and live
our lives, at least those of us in the Western democracies.
Nicholas Negroponte, the director of MIT's Media Lab, dubbed
the key technological development "Being Digital".
Regular Edge readers are unlikely to need any explanation
of that phrase, and anyone who does can read Negroponte's
1995 book with that title.
A consequence of Being Digital is that the word, both spoken
and written, is no longer the sole primary glue of society.
Given readily accessible, networked digital technologies with
which people can create and communicate, the word becomes
just one in a whole spectrum of thought delivery systems.
For creatures (us) that learned to interact long before language
came onto the scene, arguably the most significant aspect
of today's creative and communication digital technologies
is their interactive nature. Being Digital, a revolutionary
technological concept, has given rise to an even more significant
social development: Being Interactive.
The shift to interactivity has been so recent, so rapid, and
(surprisingly) so little discussed, that most readers will
almost certainly accuse me of hyperbole when I suggest that
the interactive element of digital technologies will bring
a major revolution in human artistic and cultural activities.
In a world where interactivity, through interactive experience,
plays a more fundamental role than the word, writing, literature,
and the spoken-word art forms will no longer occupy a privileged
place in human culture. (They surely won't go away, or cease
to be important. But they will no longer be the sole occupants
of the center stage. I also realize that words operate by
mediating a form of interaction.)
At Stanford University, surrounded as we are by the world's
greatest concentration of cutting edge digital technology
companies and the related communication/entertainment industries,
some of us have been thinking about what this change means
in terms of scholarship and education. What will it mean to
be an "educated person" in the Being Interactive
world? What will constitute the Core Curriculum in the new
liberal arts of the twenty first century and beyond?
That's not a question to resolve in a single article, nor
one for which a committee of learned men and women could produce
an accurate prediction. Time alone will yield the answer,
as social and cultural evolution leads to the emergence of
an accompanying shared consensusa gradual process of
recognition and realization. In particular, the Being Interactive
world is so different from the World of the Word that there
are as yet no agreed upon norms and metrics as to what is
"good".
Enter Media X. Media X is a new research initiative, and a
novel administrative infrastructure to support it, that Stanford
launched recently to try to address some aspects of Being
Interactive. Despite the name, Media-X is not a west coast
version of the Media Lab. It's not a lab or a center, but
a program. A program to study the design and use of interactive
technologiesinteractive mediausing whatever methods
and paradigms seem appropriate. The "X" in the title
is meant to be read as a variable that can refer to any of
those conceptual tools. By being topic centered but discipline
grounded, Media X both looks to the future and at the same
time remains rooted to the pastto the tried and trusted
disciplines that have served us well for so long and therefore
provide established methodologies and reliable metrics for
quality, and without which the enterprise could easily become
a grab bag of superficial "interdisciplinary" approaches.
Eager to avoid the ever present danger of creating over optimistic
expectations, Media X was not launched with a great fanfareno
"media" coverage in fact. Instead, we simply talked
privately with various key industry leaders for a couple of
years and then, early this year, quietly started operations.
(The Media X website will go live later this summer.)
Designed to operate in a rapidly changing world, Media X is
a highly flexible, virtual enterprise, a dynamic network stretching
across the entire campus and beyond to outside ICT industries.
The Media-X structure cuts orthogonally across the existing
university structure at Stanforddepartments, schools,
and research centers and brings together central information
themes: language technologies (e.g. natural language processing,
semantics, dialogue systems), human-computer interaction (e.g.
information organization, conversational agents, collaborative
work environments), engineering (e.g. product design, information
sensing, robotics), cognitive science (e.g. artificial intelligence,
logic, neuroscience, rationality and philosophical foundations),
and the artistic execution of mediated interactions (e.g.
theater, narrative, computer music, character development,
gestures. and the digital art of lighting).
By pulling on intellectual resources from computer science
and engineering, through the human sciences to the humanities
and the arts, Media X is every bit a Third Culture enterprise.
But culture is not our aim. Media X is entirely funded by
industry, who see the kind of research being done as key to
their future prosperity, and we make no apologies for engaging
for the most part in commercially exploitable research. We
are very much a Silicon Valley operation, more concerned (as
an enterprise) with changing the world than examining the
nature of those changes. But because we are made up of individual
scientists, engineers, humanists, and artists, each grounded
in our own disciplinesour own X'sthat examination
certainly goes on, and we are definitely aware that the shift
to Being Interactive has enormous societal, cultural and educational
implications. Not the least being that by the end of the present
century, the Third Culture will be the only one there is.
KEITH
DEVLIN is a mathematician at Stanford University, and author
of The Math Gene. [more....]