VIRUS CHARMS AND SELF-CREATING CODES by Alessandro Ludovico
Our perception of viruses stems both from the
way we consider the most recent epidemic diseases, such as AIDS, and from
an innate fear of having one’s own body invaded by other efficient
organisms, capable of re-arranging their working patterns in order to
facilitate infiltration into their host. This perception applies to the
principles of knowledge society with similar consequence. Many are
concerned with cultural infection, as it may change our identity, and as
communicative distances grow shorter, this process seems to become even
more inevitable. Viruses are able to adapt and to transform themselves
very quickly – hence their dark charming powers. Computer viruses actually
do have quite the same qualities. They have proved to be important and
influential to a large section of net.art, as their ability to invade
foreign systems in a very obvious manner reveals any badly protected
system controls.
The loss of innocence
A code’s
possible destructiveness may be programmed and activated from a distance
like an explosive device. This mechanism, however, makes its user lose his
innocence, forcing him to discover the very existence of uncertain
possibilities among the fascinating traps on the screen. It even calls
into question the user’s rule over the machine, which he usually exercises
by means of his keyboard, a word-generating artificial limb, and the
mouse, as a sceptre. Net.artists have often used methods related to the
idea of pre-programmed invasion, and they have mostly taken the winning
side in any conflict.
Etoy, for instance, a group of media
agitators, has been among the first to make use of the concept of
”cultural viruses” by systematising their propaganda as to make it
infiltrate the systems of market and commerce (etoy.CORPORATEIDENTITY,
1994), and of finance (etoy.SHARE, 1998/99). Typically viral appearances
have been used like a weapon, to ”penetrate”, allowing both invasion into
and dominion over foreign territories, even if, as in this case, the
conflict is modelled after David and Goliath.
In their early works
such as the emblematic ”OSS”, Jodi, a pair of enfants terribles in
net.art, have developed a disquieting aesthetics of abnormal and
unpredictable computer behaviour, evoking the real or imagined presence of
something ”alien”. Their aim was to make the computer user gradually
believe that ”there’s something going wrong”.
Canadian Tara
Bethune-Leamen, head of ”Virus corp”, also defends the idea of an
offensive device, too. To computer users, she offers the possibility to
destroy (at least symbolically) parts of pre-chosen web sites with the
help of an animal-like symbol opposed to the aseptic and heavily armoured
aesthetics preferred by big companies. In this view of sight, however, the
”virus” tends to become a tool used by its author. It helps anybody who is
able to use it radically to make ancestral destruction fantasies come
true. As an insidious ”virtual object” confirms in the net.art literary
work ”Hypertextual Consciousness”, by Mark Amerika: ” … I’m not at all
polite. Would you mind me infecting you with my latest virus?”
Joseph Nechvatal follows a different, less rebellious approach.
The 2.0 version of his ”Virus Project” applies an artificial life
programme with virus qualities to abstract paintings. The programmed
infection changes their original contents by altering colours and forms.
Neither does Mary Flanagan in [collection] describe the intrusive
power of viruses as an offensive weapon. [Collection], is a software
application based on [phage], an earlier work by the same artist detecting
miscellaneous data in the maze of computers connected to the web and
having the same software installed. The data are rearranged and put into a
new context within an animated three-dimensional space. Facing these ideas
and quite complex algorithms, the artists are given the opportunity to ask
professional programmers for help in shaping electronic pieces of art.
The group Epidemic joins the technological aspect with an explicit
preference for the aesthetic part of the source code. During their
”biennale.py” they succeeded in contaminating the Venice Biennale media.
The computer virus strolling around the exposition pavilions was made
front page news. In spite of all this clamour, the code could work only in
a programme language that is not very common, the Phython. It is far more
interesting that this group of programmer-artists demonstrated that a
virus’ only purpose is to ”survive”. Hereby they gave a new social and
aesthetic value to viruses and refused of the traditional notion of
natural malignity of any form of virus whatsoever. [ Top ]
The
differences between good and bad viruses
As famous zoologist
Richard Dawkins explains, viruses are not simply invasive organisms, but
they respond to two characteristic environment conditions in order to
exist and to multiply. The first is the ability of the hosting system to
copy information accurately and in case of errors, to copy an error with
the very same accuracy. The second is the system’s unconditional readiness
to execute all instruction codified in the copied information. Refined
virus writers are of the same opinion, like Dark Fiber from Australia who
declares ”A good virus should infect a machine without interrupting its
use in any way.” Virus programmers, or at least those who succeed in
conceiving the magic of an executing code, are writing a true and deep
literature in computer language, and obviously appreciate viruses not just
as simple tools. In many cases, they started writing viruses after their
own personal computers had become infected, thereby arousing curiosity to
study the very code that has been responsible for an upheaval within their
”computerised territory”. This is what had happened to one of the most
respected virus creators of the first half of the 1990s: Hellraiser, a
member of the Phalcon/Skism group and founder of 40Hex, an electronic
magazine for virus programmers whose concise and eluding contents have
influenced a large part of American virus writers. One of the most famous
definitions we owe to Hellraiser says, ”Viruses are an electronic form of
graffiti.” It is marvellously typical of them to per- petuate themselves
over the years, apparently for ever, and to become a medium themselves, as
to be seen in the Internet at any time. Jean Baudrillard says in Cool
Memories:
”Within the computer web, the negative effect of
viruses is propagated much faster than the positive effect of information.
That is why a virus is an information itself. It proliferates itself
better than others, biologically speaking, because it is at the same time
both medium and message. It creates the ultra-modern form of communication
which does not distinguish, according to McLuhan, between the information
itself and its carrier.”
Viruses have their own methods to
survive and to reproduce themselves within computerised systtems. On the
one hand their necessary egoism stands in sharp contradiction to the
user’s wishes, and it expropriates him, step by step, from his possession
of the computer. On the other hand, many users try to secure free access
to all means of virus production, thus trying to regain intellectual
control over the instrument. Romanian virus writer MI_pirat, for instance,
has programmed his web site in order to make it generate simple viruses of
the ”macro” type. It works at the base of simple programme commands
anybody could use, even without any experience in programming. The author
insists on the point that nobody writing this sort of codes would be
interested in provoking devastation, but in expressing and appreciating
innovation.
It is worth considering some interesting social and
cultural reflections related with electronic communication when affected
by a virus like ”sircam” or, even better, a ”worm” propagating within the
net. Sircam chooses a document from the hard disk and sends it to all
addresses found in the e-mail address book. So everything private, public,
and interpersonal gets mixed up because of the possibility to reproduce
information and to transmit them instantaneously in the net. Basically,
the working patterns of both computers and the net form a wonderful
environment to make viruses proliferate. But if we compare the way
personal computers send signs and information to the net with the way
human nerves and brain do the same thing, we may well compare viruses and
their ways of collecting and generating information to the way we produce
language. This should open new insights into the role computer viruses
play, and into their very nature, as a form of language. Maybe these
insights are nearer to reality than we could successfully imagine today.
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