Beyond data distribution
notes on the developments and contexts for net distribution systems
Zeljko Blace
text originally drafted
for CAT's MEAOW event @ NYU in April 2003
http://cat.nyu.edu/meaow/
current version is published
and open for comments on:
http://tamtam.mi2.hr/zblace/BeyondDataDistribution
Intro of MEAOW:
“What are the possibilities
for internet based distribution and production of video and audio?
Napster, Gnutella and their
descendants have famously demonstrated the sheer scale of p2p filesharing
systems, and the difficulties of exploiting them for the benefit of
traditional entertainment products under traditional intellectual
property regimes. However, less attention has been paid to the emerging
audio and video products and the new genres of cultural product that
exploit netbased distribution and production. This panel will survey
different experiments and projects in this realm, in particularly
projects that are designed to promote and sustain diverse cultural
resources, generating demonstrable social value.”
When thinking of the phenomena
of “p2p revolution” that have become ubiquitous in Internet news portals
and experts technology analyses in the past 2 years, memories of early
age of web in the mid nineties come to my mind, along with the prophecies
of its future evolutions. Many of those concepts fell through within
following years and where easily forgotten to make room for new hype.
However, some remained in a technological conceptual form or as a
part of digital culture heritage.
I joined the "net
class" about one month before Netscape introduced background
tag in their web browser and the aesthetic impact it had on numerous
web pages was a first exclusively net phenomenon I was aware of. Web
design limited at first to a simple formatting of text with the efficiency
in mind (only rarely images would show up as an important part of
the overall style) seemed like only option for a long time. However,
the introduction of new tag seemed to have initiated unavoidable change
in how we came to perceive the web ever since. Was this the first
web-revolution? The crucial point when designers as form-focused professionals
and their businesses started selling web as visual media - as if the
communicational potential of media was too hard to market without
the spectacular visions of cybernetic networks?
As time passed the web
developed gradually, loosing some of its early charm where every other
website had sign “under-construction”. Web was not to be a process
any more, but a product with all of the marketing, branding and wrapping
that comes inherently with it.
On-line environment started
changing from its .gov/.mil/.edu origins to a web dominated by .com,
with several big ICT corporations dominating early markets IT (mostly
SUN and IBM, but also fast-growing ones like Netscape and late arriving
Microsoft always ready to catch up and build upon rival’s work). At
that point (moving into the late 90-ties) content industries bloomed
on the IT bubble of new economy. Wired was predicting death of web
in favor of new “push channels” technologies (remember Wired Netscape
channel or Marimba?), which they bravely developed just before grand
fiasco of this “future” technology. Realizing that the content is
scarce and that that information not only wants to be free (as a community
of web developers escaped WIRED's control to form evolt.org), but
also needs a lot of financial investment.
Economy has its rules even
in virtual markets and though the production of content might get
cheaper it will never get close to zero, unlike distribution and consumption
costs that are getting closer to it all the time. Instead of big content
industries, community driven websites like Slashdot.org established
a new form of content production – aggregating it from a community
of dedicated readers and sharing it with a wider community. Welcome
to the .org era!
CULTURAL ORIGINS:
from academic
reviews of early web to hotline and freenet connectives
Ever since the
early days of web (and primary focus of its founder Tim Berners Lee),
information distribution was an essential community process for its
early adoption. For the sake of academic peer reviewing, a model was
developed between a few networked physicists: World Wide Web established
a platform that will soon radically change how we perceive global
systems of information and knowledge distribution. In its development
through the 90-ties this was often forgotten, but remained an important
part of practices of smaller often marginalized communities. It is
not without the reason that the Mac user community had a higher need
for sharing and collaboration in times of Apple's biggest crisis HotLine
was developed out of the need to easily share personal files while
chatting with fellow users (cohesive moment in a crisis), at the moment
when Apple was unable to provide quality distribution methods or support
and was going downhill. After the method was established and benefits
of sharing became evident the whole system was there to stay and be
replicated by others. When the safety of protocols was in danger,
the newly formed networks of p2p evangelists liberated concept once
more with the introduction of a set of clones that later diversified
in variants, of which Freenet became the most outstanding. The model
of "review for benefit of research" was lifted from the
academic community for the technical sphere, to be transformed one
decade later into "share for the benefit of consumption".
The shift of focus seemed to be linear but recent experiences of sharing
the intellectual work for joint benefit (projects like wikipedia and
gnupedia), show that this structure embedded in systems goes beyond
simple drifting from academic reviewing to prosumeristic file-sharing
of mp3 or divx files.
ECONOMICS OF DEVELOPMENT:
open vs. proprietary
>> swarm intelligence vs. dynamics of marketing cycles
To distribute
the findings/results of one's work is a most basic practice of the
non-commercial and academic developers in the ICT field, where highly
mature FLOSS (Free/Libre/OpenSource Software) development procedures
almost serve as a rule. But as closed source and proprietary technologies
(still basis for the most of commercial development) is adapting to
a new form of shared source development of software, it is interesting
to see what are the other possible models of production and when/why
they loose grounds on daily basis. As an example lets take the earlier
mentioned push-channels technologies and p2p technologies. While the
business develop technologies in fixed cycles, where each time fixed
loop consists of two parallel circles of the marketing department
with its market research and advertising activities, and the development
department with its plan, develop and “demo or die” phase. If these
two departments are out of sync or have different rhythms the product
for the end user is not delivered in either a stable form or in a
due timing (which was a reason for premature death of many interesting
technological developments). Development is narrowed down to a framework
of marketing department’s presumptions of what end user needs or could
need in the near future. Once the product is on the market it has
a limited time to be adopted by a wide user base or it is discontinued,
not to be offered again (insert random Darwinian evolution metaphor?).
On the other hand a wide, heterogeneous and incoherent environment
of FLOSS development works similar to the cultural practice, as it
tends to expand in all possible directions, all different rhythms,
contexts and becomes open for endless recycling of ideas, adaptations
to situations, ready to die on its granular level and be resurrected
in a new project. Although its efficiency is often disputable in the
short run, its maturity is evident in the success of few major projects
that overcame these obstacles, projects such as: GNU/Linux operating
system, GIMP bitmap graphics manipulation program, Apache web server
and Mozilla web browser. Within these dynamics, the concept of push-channels
failed not only because of their bad timing and unpolished products/services
delivered first time around, but also because they only had one chance
to became a feasible money making technology (many of the clients
didn't developed beyond the second version). In the same time, p2p
concepts have had numerous incarnations with different successes and
have built on the code and concepts of their predecessors due to a
lack of copyright restrictions. The economy of open development has
saved the idea of p2p networks from direct legal constrains that have
prevented Napster to become a single implementation market standard,
benefiting different FLOSS implementations.
POLITICS AND COALITIONS:
peer2peer technology
as bus stop on information super-highways
One of the important
aspects of the 'free market economy', according to which the ICT mostly
operates now, is an ever changing policy on p2p issues, which proceeds
at once in a very political manner (with strict implementation of
legislation), as well as in very pragmatic manner (aware of the potential
commercial benefits of users "avoiding" these same laws).
Sometimes a random mix of these approaches makes unsuall coalitions
possible. At the turn of the century most of the ISPs and PC hardware
vendors were in a growth crisis as their market wasn’t growing as
strongly as predicted. Net access and hardware manufacturing can get
cheaper only up to a point before they become unsustainable, beyond
that further cutting of prices can be fatal as users tend to pay only
less and never higher prices once the service has been established
(especially if the open market competition is pushing advancement
of technology). Big corporations and state institutions tend to use
outdated technologies as long as they work and even y2k issue didn’t
produce enough pressure for most to upgrade. So what did make them
upgrade and eventually re-expand the market of hardware and net services?
It was the ease of access and distribution of high quality content.
After the mp3 became standard and established a system of dissemination
where the exchange was no longer point-to-point FTPing or rsyncing
media folders with friends, but running a p2p client in networks of
random unknown users, the whole field exploded. DivX instantly became
the next video standard and made a big leap in file size transfer
and CPU usage as Pentium 100MHz (enough for mp3 playing) had to be
replaced by Pentium II/III/IV which showed (and need) strength to
the maximum only to play/encode full quality video broadcasts. With
this turn-over the RIAA and other partners in the copyright (DRM)
coalition of Hollywood industries gained a new enemy in the strongest
corporate sector of Silicon Valley; for the first time in recent history,
business vs. business war resulted in direct benefits for end users.
This is becoming even more evident as Microsoft and Apple bundle authoring
tools with their new operating systems (Movie Maker and iMovie for
video), encouraging users for the first time to get their hand dirty
in media authoring and distribute/publish their work. How long will
this war last before the Californian businesses start synching their
efforts is hard to say, but for the end user it is the same song over
again “Enjoy it while you can!”
TACTICS OF GRANULAR RESISTANCE:
clients that disturb
the backbones
In the recently
acquired net space filled with digital music and video, warez software,
populated by millions of bit pumping and sucking p2p clients a new
force has emerged, strong enough to disturb the big backbones, yet
not associated with any of the Jedi knights.Disproportional technical
simplicity and power of p2p clients has in a short time strongly reshaped
the bandwidth usage readings in entire regions, allocating new spaces
for data transfers and drawing the new maps where no traffic hogs
have ever happened. From the perspective of the Eastern Europe, known
for its loose regulations and piracy, the impact was more than visible.
The Croatian Academic and Research Network expanded its bandwidth
by over 10 times (in the act of joining the European association of
academic networks) and in the same week had 96% of it’s new capacity
filled by p2p traffic. After an instant analysis of these findings
and looking at the network traffic, it was discovered that at the
core of the network University of Informatics and Computing in Zagreb
students keep leaving p2p clients running for 24 hours with their
hard drives filled with copyrighted media (which then act as massive
storage spaces) and providing transfer points for file transfers from
the East Coast to West Coast of USA. The trend was later stopped by
several measures including prohibiting use of p2p clients on publicly
accessible workstations and penalties to those students who didn't
abide to these new regulations. However this example illustrates only
a fragment of impacts that p2p technologies have had on the infrastructure
and bandwidth resources, while more political/activistic use is still
to be developed (especially in the field of p2p streaming), researched
and analyzed.
AESTHETICS OF DISTRIBUTION:
netcasts as hybrids
In one of the
recent aesthetic theory bestsellers “The Language of New Media”, Lev
Manovich discussed the use of “digital” and the presumptions of loss-less
digital copying, which in his opinion is far from reach. However he
doesn’t go into differentiating copying and distributing in the case
of net streaming and leaves the field untouched for others to come.
One of the most interesting aspects of netcasts (or web streaming
technologies) is that although they culturally/socially/aesthetically
are regarded as performative activities (real-time interaction), on
the basic technological level these are primarily activities of data
distribution. Networks are filed with multiple instances of packages
and only receptive clients that tolerate missing packets of data connect
the load that reaches them first into continuous flow of audio and
video regularly disrupted by glitch artifacts. However, being focused
on the content (discontinuous or not) we accept the glitch as inherent
aesthetics of streaming media we use, and often even go further into
a creative use of graphical/sonic artifacts up to a point of addressing
it as THE content. By doing so we are providing a framework for aesthetic
evaluation of "lossy" distribution method and establish
qualities (glitch) unknown to previous networked art practices like
mail-art or more recent net.art.
Conclusion? Before
reaching out for a next technology or distribution paradigm which
introduces innovative practices and behaviors that will in turn shape
future network formations, it would be important to learn from existing
technologies and phenomena introduced by them.Though distribution
technologies are in constant flux and businesses are catching up or
overtaking independent and outonomus modelsin this race, there is
always more at stake than just simple technological advantage. If
the wireless network technology and satellites overtake the existing
earthly networks of copper and optic fibers networks has always been
less a technological issue than an economic, political, cultural,
tactical and even aesthetic issue, arising from the processes of implementation
and interaction. But what makes artistic and activist practice so
important is its advantage in being able to conceptualise new models
that develop from different spheres and perspectives within society.
