Week 3: Ghost in the Machine
Lectures
Resources
- The 9th-Century Islamic “Instrument Which Plays by Itself”
- The Dolls that Sparked Japan’s Love of Robots: Karakuri Ningyō
- A 19th-Century Birdcage Automaton Comes to Life
- Grey Walter’s Cybernetic Tortoise
- Conway’s Game of Life
- Craig Reynolds, Boids
- NetLogo Models Library
- Nature of Code — Randomness
- Nature of Code — Autonomous Agents
- Nature of Code — Cellular Automata
Assignment 3
This assignment is part 3 of the project Epistemological Research of Technology.
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Return to the small working model you built last week. This week, make two versions of the same underlying system to study how representation and interface affect the way its behavior is interpreted.
In the first version, make the mechanism legible. Let someone see the categories, rules, decisions, inputs, or transformations that produce the output. For instance, you might show the state of the system at each step, display the rules that govern its behavior, or provide a way to trace how one input leads to another output. The goal is to make the underlying logic of the system clear and understandable.
In the second version, keep the underlying logic substantially the same but hide the mechanism. Make the system appear to behave intelligently, lifelike, or meaningful without revealing how it works. You might use a more abstract interface, a different set of symbols, or a more complex surface that obscures the underlying rules. Could you make the system appear to have a mind of its own, even though it is still following the same rules as the first version? Could you make it “think”, or “feel”, or “decide” in a way that seems more human, even though it is still a simple set of rules?
The goal is not simply to make the second version more polished. Use the pair to ask what changes when a designed surface performs qualities the underlying mechanism may not possess. Document both versions and compare them.
Bring both versions, your documentation, observations, and question to class next week. We will use them to prepare for the imitation game and consider how an audience might evaluate a system from its behavior alone.