Robert Fludd’s black square from his Utriusque Cosmi (1617-21), depicts the void immediately prior to creation. Et sic in infinitum (“And so on to infinity”) run the words on each side of this eloquent blank. Thinking 3D explores territories where words tangle incoherently and only pictures will suffice — then leaps giggling into a void where rational enquiry collapses and only artworks and acts of mischief like Fludd’s manage to convey anything at all.
Suspended from four wires, this digitally controlled cable robot is building something out of hand-size wooden blocks. It’s a slow beast. Hours must pass before its construction becomes recognisable: a dome, of the sort that John Soane produced for the Bank of England and Dulwich Picture Gallery.
Polibot does not look like a game changer. But according to Arthur Mamou-Mani, whose architectural practice built it, Polibot’s children are going to change the world.
THE Polish futurist Stanislaw Lem once wrote: “A scientist wants an algorithm, whereas the technologist is more like a gardener who plants a tree, picks apples, and is not bothered about ‘how the tree did it’.”
For Lem, the future belongs to technologists, not scientists. If Mario Carpo is right and the “second digital turn” described in his extraordinary new book comes to term, then Lem’s playful, “imitological” future where analysis must be abandoned in favour of creative activity, will be upon us in a decade or two. Never mind our human practice of science, science itself will no longer exist, and our cultural life will consist of storytelling, gesture and species of magical thinking.
Carpo studies architecture. Five years ago, he edited The Digital Turn in Architecture 1992-2012, a book capturing the curvilinear, parametric spirit of digital architecture. Think Frank Gehry’s Guggenheim Museum in Bilbao – a sort of deconstructed metal fish head – and you are halfway there.
Such is the rate of change that five years later, Carpo has had to write another book (the urgency of his prose is palpable and thrilling) about an entirely different kind of design. This is a generative design powered by artificial intelligence, with its ability to thug through digital simulations (effectively, breaking things on screen until something turns up that can’t be broken) and arriving at solutions that humans and their science cannot better.
This kind of design has no need of casts, stamps, moulds or dies. No costs need be amortised. Everything can be a one-off at the same unit cost.
Beyond the built environment, it is the spiritual consequences of this shift that matter, for by its light Carpo shows all cultural history to be a gargantuan exercise in information compression.
Unlike their AIs, human beings cannot hold much information at any one time. Hence, for example, the Roman alphabet: a marvel of compression, approximating all possible vocalisations with just 26 characters. Now that we can type and distribute any glyph at the touch of a button, is it any wonder emojis are supplementing our tidy 26-letter communications?
Science itself is simply a series of computational strategies to draw the maximum inference from the smallest number of precedents. Reduce the world to rules and there is no need for those precedents. We have done this for so long and so well some of us have forgotten that “rules” aren’t “real” rules, they are just generalisations.
AIs simply gather or model as many precedents as they wish. Left to collect data according to their own strengths, they are, Carpo says, “postscientific”. They aren’t doing science we recognise: they are just thugging.
“Carpo shows all cultural history to be a gargantuan exercise in information compression”
Carpo foresees the “separation of the minds of the thinkers from the tools of computation”. But in that alienation, I think, lies our reason to go on. Because humans cannot handle very much data at any one time, sorting is vital, which means we have to assign meaning. Sorting is therefore the process whereby we turn data into knowledge. Our inability to do what computers can do has a name already: consciousness.
Carpo’s succinctly argued future has us return to a tradition of orality and gesture, where these forms of communication need no reduction or compression since our tech will be able to record, notate, transmit, process and search them, making all cultural technologies developed to handle these tasks “equally unnecessary”. This will be neither advance nor regression. Evolution, remember, is maddeningly valueless.
Could we ever have evolved into Spock-like hyper-rationality? I doubt it. Carpo’s sincerity, wit and mischief show that Prospero is more the human style. Or Peter Pan, who observed: “You can have anything in life, if you will sacrifice everything else for it.”
Long before we can build something for real, we know how it will work and what it will require by way of materials and design. The steampunk genre gorges on Victorian designs for steam-powered helicopters (yes, there were such things) and the like, with films such as Hugo (2011) and gaming apps such as 80 Days (2014) telescoping the hard business of materials science into the twinkling of a mad professor’s eye. Always, our imaginations run ahead of our physical abilities.
At the same time, science fiction is not at all naive, and almost all of it is about why our dreams of transcendence through technology fail: why the machine goes wrong, or works towards an unforeseen (sometimes catastrophic) end. Blade Runner (1982) didn’t so much inspire the current deluge of in-yer-face urban advertising as realise our worst nightmares about it. Short Circuit (1986) knew what was wrong with robotic warfare long before the first Predator aircraft took to the skies.
So yes, science fiction enters clad in the motley of costume drama: polished, chromed, complete, not infrequently camp. But there’s always a twist, a tear, a weak seam. This genre takes finery from the prop shop and turns it into something vital – a god, a golem, a puzzle, a prison. In science fiction, it matters where you are and how you dress, what you walk on and even what you breathe. All this stuff is contingent, you see. It slips about. It bites.
Sometimes, in this game of “It’s behind you!” less is more. In Alphaville (1965), futuristic secret agent Lemmy Caution explores the streets of a distant space city, yet there is no set dressing to Alphaville: it is all dialogue, all cut – nothing more than a rhetorical veil cast over contemporary Paris.
More usually, you’ll grab whatever’s to hand – tinsel and Panstick and old gorilla costumes. Two years old by 1965, at least by Earth’s reckoning, William Hartnell’s Time Lord was tearing up the set of Doctor Who and would, in other bodies and other voices, go on tearing up, tearing down and tearing through his fans’ expectations for the next 24 years, production values be damned.
Bigger than its machinery, bigger even than its protagonist, Doctor Who was, in that first, long outing, never in any sense realistic, and that was its strength. You never knew where you’d end up next: a comedy, a horror flick or a Western-style showdown. The Doctor’s sonic screwdriver was the whole point. It said, we’re bolting this together as we go along.
What hostile critics say is true, in that science fiction sometimes is more about the machines than about the people. Metropolis (1927) director Fritz Lang wanted a real rocket launch for the premiere of Frau im Mond (1929) and roped in no less a physicist than Hermann Oberth to build it for him. When his 1.8-metre-tall liquid-propellant rocket came to nought, Oberth set about building a rocket 11 metres tall powered by liquid oxygen. They were going to launch it from the roof of the cinema. Luckily, they ran out of money.
The technocratic ideal may seem sterile now, but its promise was compelling: that we’d all live lives of ease and happiness in space, the moon or Mars, watched over by loving machines – the Robinson family’s stalwart Robot B-9 from Lost in Space, perhaps.
Once Star Trek‘s Federation established heaven on Earth (and elsewhere), however, then we hit a sizeable snag. Gene Roddenberry was right to have pitched his show to Desilu Studios as “wagon train to the stars”, for as Dennis Sisterson’s charming silent parody Steam Trek: The moving picture (1994) demonstrates, the moment you actually reach California, the technology that got you there loses its specialness.
If the teleportation device is not the point of your story, then you may as well use a rappelling rope. Why spend your set budget on an impressive-looking telescope? Why not just have your actor point out of the window? The day your show’s props become merely props is the day you’re not making science fiction any more.
PITCHAfrica’s Waterbank Campus, a 10-acre school site in Laikipia, Kenya
In friendly competition with Percy Bysshe Shelley, the poet Horace Smith once wrote a poem entitled Ozymandias. Shelley’s version is the one we remember, but Smith’s is compelling for another reason. He imagines a hunter traipsing through the ruins of a future London. Lighting upon a fragment of a monument, he “stops to guess/What powerful but unrecorded race/Once dwelt in that annihilated place”.