I LOVE YOU by Franziska Nori, digitalcraft
The I love
you computer virus, with its declaration of love accompanied by a
destructive code in an attachment and sent by the thousands round the
world, has made each one of us aware of the presence of these
self-reproducing digital beings. I love you may well have been one of the
computer virus family’s first media stars. Periodic reports of viral
attacks mean panic-stricken companies and private users, although the
general public has only a hazy notion of what viruses are and how they
work. At present, around 60,000 such computer viruses are currently known
and they keep an entire industrial sector in business. What
exactly are computer viruses? Who programs them and why? What kind of
world is hidden behind this daily phenomenon – is it real or ”only”
digital? The digitalcraft project group has dedicated an exhibit, a
publication and a series of events to interdisciplinary discussion of a
phenomenon which encompasses far more than simple subversion.
The Museum as Laboratory In addition to
collecting and preserving objects, a museum’s purpose is to provide
cultural contexts and distinctions, whereby the observer is encouraged to
rethink his or her own perception of the world of things. Not only do
museums serve as a society’s cultural memory, they are also places for
communicating and researching the new realities and models which are
relevant to society. The paramount question: What is digital culture today
and what will it become in the age of the information society? not only
determines the direction of today’s artistic production but should also
encourage cultural institutions to examine their own task. The
source code is a communication level between the user and the computer,
between man and machine; that is, a text which assists the coder in
designing executable programs. This text may be prepared in a variety of
programming languages, including Java, C, C++, Visual Basic or Assembler,
to name just a few. The source code is therefore a product of the human
intellect, resulting from our present-day culture, by which means various
software applications are developed. Beyond pure function, the source code
has its own aesthetics and methods. The source code is a new form of
language: programming ”language”, which, as is true of spoken and written
language, possesses its own formal logic and form. While the computer
virus is not precisely a category of art, but rather a digital object (or
perhaps subject?), it too possesses a certain, definite form. It is a
product of an experimental approach to language that is still developing.
The computer virus phenomenon, these self-reproducing digital
beings, have been in the public eye since the early 1980s. The first
efforts in this direction were made within the scope of academic research.
These programs had no specific purpose beyond the intellectual challenge
of an experiment. The computer virus fit into the discourse on humanity’s
dream of ”intelligent machines”, and was developed further in the
corresponding scientific field according to principles of artificial life.
From this vantage point, a logical analogy could be made to the principles
of biological viruses. The primary impetus for individual programmers in
developing these various viruses surely included a measure of curiosity:
how to sound the Internet’s murky topology, and what might happen if ... .
For years, incorrectly programmed operating systems from
commercial manufacturers had presented viruses with the possibility of
quickly spreading from one user to the next. Even today, known weak spots
have not been rectified, and thus remain targets of criticism and viral
attacks throughout the Internet community. In this category, Microsoft has
long held the undisputed first-place position.
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Information
wants to be free The motivation of most virus coders is the
endeavour to maintain the Internet as a platform of horizontal
communication, in which a networked community has free access to
information which may be exchanged amongst the members of the community.
Their motto is ”Information wants to be free” and the basic code of
behaviour is ”give and take”. (
http://www.fsf.org; http://www.gnu.org/; http://www.ccc.de/hackerethics)
In this context, the relevant terms are ”open source” and ”free
software”. Free distribution of software production, applications and
source codes as well as their distribution, as long as they are not
limited by strict patent law, are all encouraged. The Linux
operating system is based on precisely these principles and is the result
of open development. The large-scale dissemination of the Linux system has
successfully promoted through the idea of free software. The methods of
the first virus coders were unconsciously based on this same idea. Most
viruses remain to a large extent in private collections within this
milieu’s communities (
http://vx.netlux.org; http://www.coderz.net/29A/) and were
deliberately never made public. From the beginning, coders, with their
computer viruses and experiments and research-oriented behaviour, have
characterised and helped shape the Internet. Share your
knowledge and you will achieve immortality (Dalai Lama)
Adopting this thought as our theme for I love you, we hope
to show the largely unfamiliar and manylayered reality which lies behind
the computer virus phenomenon. We will be conveying objective background
information as well as providing a forum for the presentation of
contrasting points of view from representatives of different groups: free
software programmers, Internet and software artists, literature
specialists and code poets, security experts, cryptographers and media
sociologists. Over the past few years, the question of Internet security
has erupted into a full-blown war. At present, not only international
intelligence organisations have given their full attention to this new
reality, but also futurologists and peace researchers who plead for arms
control in Cyberspace in contrast to the information war and cyber-terror
prophesied by the military (cf. http://www.ympinfowarfare.ch/).
The I love you project is concerned with aspects of free
programming which accompany the information age’s new capabilities – in
particular the cultural sector. Moving beyond the specific purpose for
which executable programs are designed, the source code in its role as a
new form of language holds an equal fascination for programmers, artists
and writers. The source code has a certain quality about it, comparable to
experimental poetry of the early avant-garde. Baudelaire, Rimbaud and the
poètes maudits, as well as Apollinaire and the Surrealists also
experimented with language and text, just as do many of today’s coders. In
the 1970’s, Hans Magnus Enzensberger noted that theory is always lagging
behind reality. The I love you project is a part of
digitalcraft, a three-year research project of the Museum of Applied Arts
Frankfurt (mak.frankfurt). Its objective is to establish a collection of
digital artefacts which will help ensure the survival of daily phenomena
from today’s media and information society for our descendants. In the
process, a multitude of questions arises, and the answers are to be found
both in theory and in experimental practice. How can objects which in
essence will never reach a stage of completion be collected? What criteria
should be used to determine an object’s historico-cultural relevance? In
view of the speed of innovation in software and hardware, how can digital
objects be preserved on a long-term basis? Today’s society is in a
state of upheaval. The socalled information society has given birth to
changed production conditions, which have already drastically changed the
requirements for present-day producers and their accomplishments. At the
same time, we are witnessing not only the creation of material objects,
but intangible ones as well. The Internet offers a platform for changed
working conditions, has set new standards in communication and promoted
new approaches to a transterritorial society. The Internet’s
origins can be found in the U.S. military (ARPANET). It was necessary to
ensure continuing data transmission in the event of failure in individual
transmission nodes. The distribution strategy was based on the idea of an
integrated network. Some years later, this system moved into a civilian
environment and was utilised by universities and research institutions. It
was not until the early 1990’s that the Internet reached the general
public. In university circles, the Internet had a liberal orientation, but
the tendency is now towards stronger regimentation. (cf. Eben Moglen, http://emoglen.law.columbia.edu/)
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The Internet remains (thus far) a medium which is truly democratic
in its accessibility, whose information is simultaneous and not bound to
any particular location, thus ensuring a global presence (whether it is
truly a ”medium” is a matter of heated debate). Yet today the course is
being set for a future reality of a computerised, networked society. The
original idea of the Internet was based on selfregulation and the free
exchange of information and knowledge. However, just as has happened in
the history of all new media, commercial and political interests have
altered the original intent. Globalisation, equal access, the digital
divide, Internet copyright, open source and free software are just a few
of the catchwords whose underlying concepts and attitudes will force
today’s society to revise its values and interests and put them into
concrete terms. The cultural sphere and its institutions now have
an opportunity to help shape this new reality, and its protagonists will
play a prophetic role and design new experimental models. For, unlike
other areas of society, the cultural sector still endeavours to work
independently new visions of society and to present for public debate.
I would like to express my heartfelt thanks to Jaromil and
Luca Lampo (epidemiC). Without their assistance with content planning and
the personto- person network, this project’s many-layered orientation
would never have come into being. Jaromil, a free software programmer as
well as performance artist and multimedia theatre specialist, works in a
variety of milieus in which he is known by his pseudonym Jaromil ( http://www.dyne.org). I would
also like to thank the Epidemic artist and programmer group, which is
presenting their newest, controversial work ”AntiMafia” on the occasion of
the ”I love you” exhibit and publication. This is peer-to-peer software
which is a communication platform within the context of the cyber-rights
and civil disobedience debate (
http://www.epidemic.ws). Alessandro Ludovico has long been
known for his writings and expertise on digital culture, new media art,
electronic music and hacktivism. We would like to express our appreciation
for his written contextualisation on computer viruses and Net.art.
We would like to thank Sarah Gordon for permitting us to print her
essay. For many years, Sarah Gordon has explored the hacker culture. Out
of their great respect for her attitude and work, anonymous virus coders
have dedicated a virus specially designed in her honour. Through Sarah
Gordon’s sociological research and her role as advisor for companies in
the IT security sector, she supports the concept of a different perception
of responsibility and ethics in the Internet. Jutta Steidl is a
specialist in German studies. Within the context of this exhibition, she
explores parallels between experimental Internet art and classic literary
forms. She uses selected examples to present a series of questions which
consider the correlation between the source code and digital poetry.
Florian Cramer is a research assistant at the Freie Universität
Berlin’s course on General and Comparative Literature. The majority of his
work concerns itself with the comparative arts and text theory, literature
and other art forms of the early modern period and the 20th century, as
well as literature and information science. He coined the term ”code
poet”, which we present for public debate as part of the associated
exhibit events on the subject of ”digital bohème”. (
http://userpage.fuberlin.de/~cantsin/homepage/). Special
thanks go to the digitalcraft team, who stayed with our project through
good days and bad. None of this would have been possible without them.
Many thanks to each one of you! Finally, a special word of thanks
to our partners who have, over the past few years, supported and
accompanied the digitalcraft research and collection project’s activities:
SUN Microsystems, Nokia, Andersen, Deutsche Telekom, Deutsche Börse and
the City of Frankfurt am Main. "Learn the rules so that you
will know how to break them" - (Dalai Lama)
Franziska Nori, born in 1968 in Rome, has been digitalcraft's
Project Director at the Museum of Applied Arts Frankfurt since 2000. In
1998, Ms Nori was appointed by the European Commission, DG XIII to deliver
an expert appraisal on future strategies to be employed by European
museums in working with new media as part of the "Multi-Media Access to
Europe's Cultural Heritage". Since 1994, she has worked as an
independent curator for modern and contemporary art, at the Schirn
Kunsthalle Frankfurt, the Museum für Moderne Kunst in Vienna, the Museo
Nacional Reina Sofia in Madrid and the Fundación la Caixa in Palma de
Mallorca.
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