Phantasmal Media: An Approach to Imagination, Computation, and
Expression
by D. Fox
Harrell
The MIT Press, Cambridge, MA, 2013
440 pp., illus., 91 col. Trade: $40.00
ISBN: 9780262317658.
Reviewed by Brian Reffin Smith
brianreffinsmith@aol.com
Phantasmal Media is officially
about humans and computers interacting, with the emphasis on imagination. It
treats of the construction and revelation, via computers, of 'phantasms',
especially in the context of games. But interesting in a more general way - and
more applicable to the computer-based arts as a whole - is its discussion of
metaphorical mapping, from one conceptual space to another. Years ago, Gregory
Bateson wrote that he wanted computers to be able to deal qualitatively with
metaphors, analogies, syllogism... Grass dies, men die, men are grass.
(Incidentally, until artificial intelligences can understand punning references
to metaphor, out of context: 'life's a beach', then victory in the Turing test
can surely never be claimed, not that the computer will care.)
D. Fox Harrell, Associate Professor of Digital Media at MIT, writes about the
idea that data structures are usefully and interestingly considered as human
views about the world. Going the other way, in the other direction, of course
might hijack analysis for art. It's also interesting for the reader to think
about the fact that as often in the games field and elsewhere, what we might
usually call graphic design is frequently there called 'art'. This is not, I
hope, a snobbish distinction, but I would claim that art and graphic design are
not synonymous, being done, mostly, for different reasons. What is excellent,
however, is that in this book nearly everything the author writes can be
relocated to the art domain with little stress and strain, and with some
benefit to the artist reader. Although aimed perhaps at developers of computer
systems, there is also much general and well-argued propaganda for more human
based systems in general that can enhance imagination. This should not be limited
to games but extended to all creative uses of computers. And to avoid 'simply'
embodying crude models of human cognitive processes in computational systems
and drawing vulgar distinctions or making use of facile similarities between
computers and people, studies such as this are vital and can enrich and provoke
ideas in art and elsewhere.
Finally, my hobby-horse, it has a useful,
stimulating index. These are not to be underrated!