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The Poietic Generator is a Social network game designed by Olivier Auber in 1986, and developed from 1987 under the label free art thanks to many contributors[1]. The game takes place within a two-dimensional matrix in the tradition of board games and its principle looks like the game of life (Conway) and the exquisite corpses of surrealists.

However, it differs from these three models in several aspects. While the game of life is growing in a limited matrix, games of the generator Poietic are played over a space of variable size depending on the number of players (potentially unlimited), and this is not an algorithm (like Conway), but human players who control real-time graphic elements of the global matrix, on the basis of one unit per person. Unlike the exquisite corpse in which there are always hidden parts, here all the players' actions are visible at all times by each of them. Finally, unlike the board games, there is no concept of winning or losing, the goal of the game is simply to collectively draw recognizable forms and to observe how we create them together.

The name "Poietic Generator", which derives from the concept of autopoiesis in life sciences (Francisco Varela), and of poietic in philosophy of art (Paul Valéry, René Passeron (in French)), illustrates the process of self-organization at work in the continuous emergence of the global picture. Since its inception, the Generator Poietic designs as part of an action research wider to create an "Art of Speed"[2].

Rules of the Game[edit]

Every player (it could eventually be several thousand simultaneously) draws on a small part of a global mosaic formed by the dynamic juxtaposition of the parts manipulated by everyone. Everyone can therefore change its sign depending on the overall state of the image, which itself depends on the actions of each player. Out of this cybernetic loop emerges a kind of narrative: autonomous forms sometimes abstract, sometimes figurative, appear in a completely unpredictable maner and tell stories.[3]

In practice, each player can draw using a graphics tablet on a very simple image, deliberately limited in size (20 x 20 pixels), in order that a single player cannot draw figurative signs by himself. The overall image is continuously formed in the manner of a spiral, that is to say that the sign of the first player occupies the whole of the overall image, and the signs of the newcomers are juxtaposed in the first winding around it. If a player forfeits the game, his/her sign immediately disappears and its position remains empty until another player comes to occupy its position. A zoom in or out on the image constituted by the juxtaposition of all signs ensures that it is permanently visible to all.

Versions[edit]

The Poietic Generator can run on two types of architecture, a centralized network (for versions 1, 3, 4), or an Ad-hoc acentrered network able to implement multicast protocol (case version 2). Therefore no point in the network does play a particular role and, according to the rules of the Poietic generator, an "all-all" interaction may take place without the intervention of any center.

  1. Videotex version, developed in C for the french Minitel system (1987)[4]
  2. IP Multicastversion, developed in C for the Internet Mbone (1995)[5]
  3. IP Unicast version, developed in Java for the Web (1997)[6]
  4. Mobile version developed in Ruby on Rails and JavaScript (2012)[7]

This latest version is available on the web[8], via android mobile phone[9], Iphone / Iphone[10], via Facebook[11], and has a reference site[12].

Experiments[edit]

Since 1987, the Poietic Generator, in its various versions, has given rise to many experiments in various contexts. The first public experiment was conducted at the Centre Georges Pompidou in 1990 as part of the exhibition "Communication and monumentality"[13]. Other museums, art galleries, digital public spaces, festivals, etc. then welcomed him, including the City of Science and Industry of la Villette in the exhibition "Communicating Machines" (1991)[14].

Several experiments were carried out on the fringes of academic research, conducted in particular at Telecom ParisTech where Olivier Auber was guest artist between 1994 and 1997 during the experiment the Internet Mbone (with Lawrence Berkeley National Laboratory and Xerox PARC), or in other laboratories, on subjects as diverse as network protocols, the process of emergence of forms, the human-machine interfaces, collective intelligence[15], group behavior[16], etc..

Since 1997, the Poietic Generator is accessible to all on the web as a work of art free art (under Free Art License from 2002). This led, at the request of various groups of artists, teachers or researchers, several hundred recorded[17] game sessions, and sometimes commented ones[18]. Some of theses sessions have reached more than 70 players simultaneously. Some experiments have been conducted with students in kindergarten, elementary and secondary schools (including one linking multiple classrooms).

Latest event in the spring of 2011, 70 people responded to a call on the France Culture radio station[19] to finance the mobile version of the Poietic Generator via the crowdfundind platform KissKissBanBank[20]. This is the version that is currently online (2012).

Position in Art History[edit]

Several art historians and theorists, including Don Foresta[21], Gilbertto Prado[22], Mario Costa[23], Jean-Paul Fourmentraux[24], Louis-José Lestocart[25], Edmond Couchot and Norbert Hillaire[26], recognize the Poietic Generator, born at the time of Minitel before the invention of the Web (1994), and implemented from 1995 on experimental Multicast networks foreshadowing IPv6, as one of the historical works of digital art, interactive art, generative art and Net.art. At that time when the Minitel offered in France, for the first time in the world, an easy way to implement telematic art, several French artists attempted oncoming experiments[27], but none had the durability of Poietic Generator.

Conceptually, Anne Cauquelin goes further by considering the Poietic generator as the prototype of a new "cognitive art" which would fall, following Marcel Duchamp, Yves Klein and Andy Warhol, the task of questioning again, and dramatically, the "doxa of art"[28].

As it was in the Renaissance, art becomes a heuristic, a type of missile that has the task of exploring a continent.[29]

Since 1987, the Poietic Generator directly inspired multiple variations and derivative works, developed by its original author[30] according to his own research process[31], or by other artists and/or researchers, especially Yann Le Guennec[32] and fr:Albertine Meunier[33]. It has also raised various experiences with some communities, including some contributors of Wikipedia]][34]. As a model, the generator Poietic directly inspired thinking and the work of some architects and planners[35], and indirectly, probably many other artists and designers[36].

Theoretical Aspects[edit]

Modelling[edit]

Jean-Paul Fourmentraux, in his classification[37] of the Net.art devices quotes the Poietic Generator as one of the few representatives of the category of "Alteraction" devices, which support processes of pure synchronous human communication, free from algorithmic control or introduction of external data. This AlterAction process, envisioned as "an action in the middle which makes becoming other"[38] (Philippe Quéau), is outside the field studied by the general theory of games, as its branch covering multiplayer games (Mean field theory) which does not consider the emergence of meta-levels: specifically "becoming other". If according to testimony, the Poietic Generator has an amazing ability to immerse its players in a learning process of social phenomena, it is likely that, giving more than living a kind of "conversation", it allows in some degree, to access to its model, by observing and interpreting autopoietic phenomena, that is to say truly "living", which take place there. According to Olivier Auber, there would be in the Poietic Generator, intrusion of eigenfrequencies, similar to those existing in other autopoietic systems (cell, cerebral cortex, etc.)[39]. Despite their apparent complexity, these temporal phenomena (oscillations between structure and chaos, complexity and simplicity) could be analyzed, even "mathematised"[40], particularly in light of the simplicity theory[41] (Jean-Louis Dessalles 2008) and the Fitts' Law (1954). Structuring phases observed correspond to a "become another" (Quéau) of greater "simplicity" (Dessalles). The emergence of these kinds of breaking paradigms, would be both unexpected and deterministic.

Perspectives[edit]

The Poietic Generator may be seen as a generic model of multiple complex systems (informational, urban, economic, ecological, etc.)to which everyone is confronted daily. But unlike these systems, often opaque about their prerequisites, their rules and infrastructure, the Poietic Generator is perfectly transparent: "everything is known or knowable"[42], in particular the fact that it operates either centrally or without any center. According to Olivier Auber, these two architectures, centered or not, are achieving some forms of "perspective" (within the meaning of the Renaissance) in which the vanishing point lies, in the first case in a physical center (the server), in the second in a "code" under cover of which the network is sharing information (its sign of recognition in some way). He speaks in the first case of a "temporal perspective" because it is in the center where emerges moment by moment the "proper time" of the network (its rhythmic pulsations). In the second case, he speaks of a "Digital Perspective"[43] because it is a "code" (an arbitrary number) which is the guarantor of the proper time of the emergence of the network in each of its points. These two perspectives are of course not visual as is the case of spatial perspective, but they share with it some topological and symbolic attributes. In particular, one can speak of "legitimate perspective", as Alberti did in the Renaissance. The Poietic Generator as an [Ideal city]], implements these two non-visual perspectives, described by Oliver Auber "anoptic perspectives," as perfectly and obvious as possible. Throughout the game, players can gradually take a cognitive step back and by analogy grasp in thought the nature of the perspectives in question. The hypothesis of Olivier Auber is that these perspectives are exercised within the framework of "real" systems, opaque and complex as mentioned above, and that they shape the imagination and judgment, that is to say the doxa of those who are enrolled in it.

In attempting to uncover the "anoptic perspectives", the Poietic Generator positions itself as a metagame which invites a questioning of the processes of social interaction, especially when they are mediated by technological devices interacting with social networks[44]. For Olivier Auber, the generator Poietic, as a model and experience available to all, could contribute to "a certain conceptual knowledge (dianoia) of how the doxa is formed and exercised on us, especially through technology". At a time when technical objects are close to the body and are preparing to invade it, the Poietic Generator could help us by providing "a set of conceptual tools for the new "perspecteurs" (Abraham Bosse) that we could all become" so, he says, to "rethink the imagination of the technology in full light"[45].

That's probably it, "the continent to explore" mentioned by Anne Cauquelin

Reception by the institutions of research, culture and media[edit]

Attempts like this are crucial to empower the technical status as a mere instrument for defined purposes, and to recognize the role that should be his as a creator of culture and related practices.[46]

Since the 1990s, many social scientists in all disciplines, mention the Poietic Generator as a model which may help to rethink the cultural, even anthropological changing, latent in networks, and especially emphasize the urgency of the "redefinition of the notion of authorship"[47]. Some of these researchers[48] brought in a personal support to attempts to practice large-scale experiments using channels such as broadcast television stations, museums, public places, etc. Without listening and support from these institutional broadcasters[49], few of these projects have been successful. Handicapped by its transdisciplinary or even "undisciplinary" nature, and naturally questioning the legitimacy of human organizations to which it is dealing with, the action research on the Poietic Generator has never found any other field to flourish as the Internet itself. Nevertheless, the Poietic Generator and writings of its author are quoted in many academic theses and dissertations[50], and in at least one "100% plagiarized"[51].

References[edit]

  1. ^ Poietic Generator's contributors : http://poietic-generator.net/blog/?page_id=91
  2. ^ Esquisse d'une position théorique pour un art de la vitesse, Olivier Auber, SPEED 1997
  3. ^ Olivier Auber, in Poietic Generator reloaded, l'aventure peut (re)commencer !
  4. ^ Vidéotex version for the Minitel system (1987): deprecated.
  5. ^ IP Multicastversion, developed in C for the Internet Mbone (1995): (Telecom ParisTech server)
  6. ^ IP Unicast version, developed in Java for the Web (1997)(Olivier Auber's server)
  7. ^ Mobile version developed in Ruby on Rails and JavaScript (2012) (Github)
  8. ^ Play over the web : http://play.poietic-generator.net/
  9. ^ Android app
  10. ^ Iphone/Ipad App
  11. ^ Play via Facebook
  12. ^ Reference site: http://poietic-generator.net/blog/
  13. ^ The exhibition "Communication and monumentality" (Centre Georges Pompidou, 1990) presented the seven laureates of the France-Japon Symbol contest lauched by Philippe Quéau. The Poietic Generator was one of them.
  14. ^ Jean-Louis Boissier, Catalogue de l'exposition « Machines à communiquer faites œuvres », La Communication, Lucien Sfez (éd.), Paris, Presses Universitaires de France et la Cité des sciences et de l'industrie, (1991)
  15. ^ ProspecTic, nouvelles technologies, nouvelles pensées, Jean-Michel Cornu, FING & Fyp Editions, oct. 2008. (Web)
  16. ^ Elisa Giaccardi Center for LifeLong Learning and Design (L3D), Department of Computer Science and Institute of Cognitive Science, University of Colorado : Mediators in Visual Interaction: An Analysis of the “Poietic Generator” and “Open Studio” (PDF)
  17. ^ Some records: (perspective-numerique.net)
  18. ^ Some comments: (Transactiv.exe)
  19. ^ France-Culture, Place de la Toile, 2011.04.10 (Audio)
  20. ^ A call to finance the mobile version of the Poietic Generator (KissKissBanBank crowdfunding platform)
  21. ^ Don Foresta : Chronologie historique résumée d'échanges artistiques par télécommunications. Les précurseurs, jusqu'en 1995, avant l'Internet (PDF)
  22. ^ Gilbertto Prado : CRONOLOGIA DE EXPERIÊNCIAS ARTÍSTICAS NAS REDES DE TELECOMUNICAÇÕES (Web)
  23. ^ Mario Costa, Revue LIGEIA, N° 45-46-47-48, JUILLET-DECEMBRE 2003
  24. ^ Jean-Paul Fourmentraux, Art et Internet. les nouvelles figures de la création, Paris, CNRS Editions, 2005
  25. ^ [action=contributeurDetailcHash=ef23ad255a6e109b71e4f7dd07a62f88 Louis-José Lestocart], Epistémologie de la complexité et art contemporain, Collège de France / PLASTIR, 2007 (PDF)
  26. ^ Edmond Couchot et Norbert Hillaire : L’art numérique, Éditions Flammarion 2003
  27. ^ Example of [telematic art]] using Minitel : Image-la-Vallée, vitrail monumental dessiné collectivement par minitel, (Jean-Claude Anglade) 1987. (Web)
  28. ^ Anne Cauquelin précise les notions de « doxa » (de l'art) et d'« art cognitif » dans Fréquenter les incorporels, PUF, collection « Lignes d'art », 2006, et dans Que sais-je ? L’ART CONTEMPORAIN, PUF, 9eme édition, mai 2009.
  29. ^ Anne Cauquelin, , à propros of "cognitive art" in L'art contemporain, PUF (2009), p. 123.
  30. ^ Olivier Auber, derivative works of the Poietic Generator: L'Anneau France-Japon, 1988 (lauréat du concours du symbole France-Japon, Paris-Kobé, 1988), Le Trésor des Nibelungen, 2001 (Boston CyberArt 2001, ISEA 2001, NibelungenMuseum, Worms 2001), @rbre (open collective memory), 2000 (Tourouvre 2006, Québec 2008), L’Invisible Monument, 2002 (Metz, 2003)
  31. ^ Elen S. Riot : Olivier Auber, la perspective numérique, in Technology Review, MIT Ed. mars-avril 2008
  32. ^ Derivative work (Free Art Licence): l’Agrégateur Poïétique (Yann Le Guennec)
  33. ^ Derivative work (Free Art Licence): BIG PICTURE] (Albertine Meunier)
  34. ^ Derivative experiment: Wikipedia Watchlist, 2006/2008, (WebArchive, meta.wikimedia)
  35. ^ Atelier urbain du Grand Paris : La cité bionumérique
  36. ^ Exemples of recent works using some Poietic Generator's principles: Cinematrix (Loren_Carpenter, SIGGRAH, 2006), Bar chart for words (Martin Wattenberg, IBM, 2008), Interactive documentaries (Rizomer, 2011), A petits pas vers l'annonciation, ballet pour angelinos (Albertine Meunier 2010)
  37. ^ Jean-Paul Fourmentraux, Les Dispositifs du Net Art, 2010
  38. ^ Philippe Quéau : Metaxu : théorie de l'art intermédiaire, Editions Champ Vallon, 1989 - 337 pages
  39. ^ Jean Petitot, Modèles dynamiques en Sciences cognitives
  40. ^ Olivier Auber : Perspectives anoptiques : théorie et applications PDF
  41. ^ simplicity theory (Jean-Louis Dessalles, Telecom Paristech, 2008)
  42. ^ Olivier Auber, in Poietic Generator reloaded, l'aventure peut (re)commencer !
  43. ^ Olivier Auber : Du Générateur poïétique à la perspective numérique, Revue d'esthétique 43 - 07/2003 - p. 127, oline on Archée, Québec
  44. ^ De nouvelles perspectives pour les « réseaux sociaux » ?, conférence dans les cadre des « Entretiens du nouveau monde industriel », Centre Georges Pompidou, 4 octobre 2008 (vidéo)
  45. ^ Olivier Auber : Perspectives anoptiques : théorie et applications, ibid.
  46. ^ Isabelle Stengers, lettre de soutien, 1995
  47. ^ Anne Sauvageot et Michel Léglise, Culture visuelle et art collectif sur le web (PDF)], rapport au Ministère de la Culture et de la Communication, 1999 (PDF)
  48. ^ Chercheurs ayant apporté leur soutien au Générateur Poïétique : Francisco Varela (sciences du vivant) - lettre, Paul Virilio (urbaniste et essayiste) - lettre, Isabelle Stengers (histoire des sciences) - lettre, Bernard Stiegler (philosophie) - lettre, Jean-Pierre Dupuy (philosophie) - lettre, Roy Ascott (arts numériques) - lettre, Fred Forest (art sociologique) - lettre, Jean-Pierre_Le_Goff_(historien) - lettre, Pierre Lévy (sciences cognitives) - lettre, Isabelle Rieusset-Lemarié (sciences de l'information) - lettre, Michel Tibon-Cornillot (histoire des sciences), Charles Lenay (histoire des sciences cognitives) - lettre, René Passeron (esthétique) - lettre, Louis Bec (vie artificielle) - lettre, Philippe Coiffet (robotique) - lettre, Pierre Sirinelli (droit) - lettre, Sandra Travers de Faultrier (droit) - lettre, Jean-François Colonna (mathématiques appliquées) - lettre
  49. ^ Olivier Auber : 'Grandeur et déchéance programmée de l'art numérique en France 2011 (Web)
  50. ^ Exemples de thèse : Le copyleft appliqué à la création hors logiciel. Une reformulation des données culturelles ?, Antoine Moreau, Université de Nice, 2011 (Web), Sémiotique de la représentation de soi dans les dispositifs interactifs, Fanny Georges, Paris I, 2007 (PDF), Le Net-art, témoin d'une ère post-nationale, Isabelle Lassignardie, Université de Pau, 2003 (Web Exemple de mémoire : Quand un média devient médium Cécile Wekler, Université Paris 3, 2006 (PDF)
  51. ^ Étude sur une thèse 100% plagiée (diffusée pendant plusieurs années par l'ANRT) reprenant les textes d'olivier Auber : Archéologie du copier-coller, Jean Noël darde