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202 lines
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202 lines
11 KiB
Plaintext
DIGITAL VISIONS; COMPUTERS AND ART
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By Cynthia Goodman. Harry N. Abrams; September, 1987
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Paper, 192 pp, $19.95
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REVIEW BY KARL YOUNG
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The partnership between computers and the visual arts is now at a
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singular point in its development, emerging from a state of infancy
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into a first level of maturity. Many artists have used the new
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technology to enhance or facilitate work on lines established by
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other media, primarily paint and photographic film. Many are working
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away from these preexisting genres into modes that could only be
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created with computers. Though it's always fun to speculate, it's
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impossible to say with even a slight bit of certainty what this new
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alliance between art and technics may bring. We may see massive
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changes in all the arts, perhaps coming on us so rapidly that we
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won't know what hit us. Perhaps the alliance will result primarily
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in techniques that will allow artists to do what they'd be doing
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anyway, but with greater ease and speed. We may see bio chips and
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neural interfaces allowing us to experience all art simultaneously
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and internally, and take it from there to wherever our own personal
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capabilities allow. Or maybe we'll just see a few good pieces and
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some snappier special effects in the movies. Whatever the case,
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a lot is going on right now, and it would be a shame to miss out on
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the marvelous advent of computer art -- this coming of age will not
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happen again.
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Cynthia Goodman's _DIGITAL VISIONS_ is an excellent survey of the
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state of the art at the time of publication. Despite the rapid
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changes in computer technology, this book will probably be the best
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survey available for several years and remain a landmark after it
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has been superseded. The book includes about 150 samples of computer
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related art, reproduced as well as images often meant to be seen on a
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different scale or in a different context or illuminated from behind
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can be printed in an affordable edition. Goodman's commentary is just
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what a survey should be: descriptive, impersonal, nonjudgemental and
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pluralistic. Her documentation is sufficiently detailed in her
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listing of hardware and software used in samples to satisfy those
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who are knowledgeable, but her commentaries are free from the
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technical argot that would make it difficult reading for those
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unfamiliar with computers.
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One of the fascinating phenomena of the present state of the alliance
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is the way that computers can be used to make standard functions
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easier and quicker. Using a keyboard or any one of a number of input
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devices, including light pens that can be used directly on a computer
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terminal, an artist can create a basic design, save the original on a
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magnetic disk, and then rework it, changing existing forms, adding new
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ones, deleting others, and shifting color around. If one color doesn't
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work, it can be dropped and substituted by another by pressing a few
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keys. At the present state of the art, this need not produce the
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clunky images and lifeless colors often associated with computers --
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resolutions so fine that disjunctions are imperceptible to the human
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eye allow a delicacy of shading fully comparable with anything a
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brush can achieve; and with a palette of some sixteen million colors
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(about all a human eye can discern) available on some of the most
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powerful units, it could be argued that computers offer more color
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options than any other medium. At present, some artists use this sort
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of technique as a means of making sketches for work to be completed
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in other media. Others print out their work directly from the images
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composed on their computer monitors.
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In many cases the results are so much like easel paintings or
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photographs that the use of the computer seems comic, a great hooplah
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made over nothing. Used in this mimetic way, the value of computers
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can only be assessed by the artists using them. With the advent of
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inexpensive micro-computers we can assume that more artists will try
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these convenience functions and accept or reject them. If this usage
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becomes common practice, it probably won't make much difference to
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viewers -- it will simply become part of the professional bag of
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tricks. The majority of the works in Goodman's book use techniques of
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this sort. Whether the works are interesting or not, the many
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elaborate techniques are fascinating and, again, now is the time to
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be enthralled by them -- the magic won't last.
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Emerging from these convenience functions are some interesting shifts
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that move away from computer assistance to possibilities unattainable
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with traditional techniques. Perhaps the most promising is a shift
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from printing out the final work to creating art meant to be seen on
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computer terminals or other illuminated devices. These works, seen by
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radiant rather than reflected light may be the stained glass windows
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of a future age.
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Among the artists who've gone beyond the level of simple convenience,
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I'd like to bring special attention to two who represent computer
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art's first level of maturity. Their work goes in different
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directions, suggesting the versatility of computer usage. In both we
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see a strong basis in techniques and aesthetics that have nothing to
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do with computers, and at the same time move the state of computer
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art beyond simple housekeeping.
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Manfred Mohr has for some fifteen years been exploring the
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possibilities of restructuring the twelve sides of the most basic of
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forms, the cube, in two dimensional, black and white images. Mohr
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begins by designing a non-visual program based on algorithms
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(calculations with cyclic regularities) which are transformed into
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signs by the computer. Mohr then reworks the signs to his
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satisfaction and has a plotter (a computer driven drawing device)
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produce the final image on canvas or paper. The result is a large
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opus of dynamic images and sequences that can be read as narrative
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or analyzed by semiotic method. Both the program and the plotter put
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some distance between Mohr and the finished work, allowing geometry,
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mathematics, and chance to play an independent role in the work,
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and minimizing personal or idiosyncratic elements. Mohr's art seems
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to have raised Constructivism to a level unattainable by his
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predecessors, Malevich and Mondrian.
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Harold Cohen has designed an artificial intelligence program called
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AARON and he has been able to teach this program to draw clearly
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legible human figures, plant forms, and other objects, as well as
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clearly conceived abstractions. AARON produces lively, fluid,
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energetic drawings with much of the expressiveness you would expect
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from an artist coming out of a tradition that emphasizes human
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individualism and prizes natural mysticism. The program has a
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capacity to learn, it is not simply repeating preexisting drawings
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but making drawings that could not have been anticipated by Cohen
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when he wrote or refined the program. Cohen's interactions with AARON
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occur on several levels: he refines his program as he goes along,
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taking cues and challenges from what the program has accomplished.
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AARON is limited to monochrome productions and Cohen often radically
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alters the program's drawings by adding color. The artificial
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intelligence of this program is a far cry from the advanced sort of
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A.I. that technocrats and sci fi buffs forecast, but here we have the
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first real example of man and computer communicating and interacting
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constructively, producing art that goes beyond simple mechanical
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gimicry.
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Conventional wisdom has it that computers are inherently dehumanizing
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devices, the product of mad scientists working in isolation, unaware
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that their machines are foisting their alienation and solipsism on
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everyone else. That's more a product of the movies than of computers.
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Though a new generation of artists turned hackers and scientists
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turned artist is now emerging, most computer artists have had to form
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alliances with the scientists who are often perceived as their polar
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opposites in temperament and personality -- and often enough both have
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had to use equipment owned by great corporate beasts like IBM,
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Phillips and the pentagon. This collaboration sometimes functions on
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an intimate level: many computer art producers are married couples or
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lovers working in tandem, as often as not initially brought together
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by their need to share skills. (Maybe we could think of this as a form
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of computer dating that actually works!) Among producers, the computer
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has encouraged community rather than alienation, perhaps beginning to
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exorcise the "two cultures" boogie man still seen by many as part of
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our collective schizophrenia.
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Perhaps participatory works will also bring viewers together and
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encourage community. In popular culture, their cognates are already
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doing so -- how many kids have met each other for the first time in
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video arcades since you started reading this article? On the level of
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self conscious art, computers tend to encourage participatory work,
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and it's my hunch that computer art will most distinguish itself in
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this area. A few of the many examples in Goodman's book illustrate
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directions in which this trend is going.
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Wen-Ying Tsai's compositions of moving fiberglass rods illuminated
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by strobes are simple and elegant examples. Audio feedback devices
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speed up or slow down the movement of the strobes in response to
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sounds made by people around them, moving slowly when the environment
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is quiet, frantically when it is noisy. People around these pieces
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can control the apparent movement of the rods by making noises
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ranging from whispers to speech to laughter to clapping, or the units
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may simply reflect the sounds of people who are not trying to interact
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with the sculptures.
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In the collaborations between Otto Piene and Paul Earls, the
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frequencies of Earls's electronic music guide the images of Piene's
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computer drawing program. The images are created by a laser which can
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project them in all sorts of environments, including projections into
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the sky, where their three dimensional quality takes on the character
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of constantly changing monumental sculpture. In work like this, what
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you see could only be created by computer and laser. The maximum so
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far attained in collaboration between media and artists is in dance
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performances such as _PHOSPHONES_, which use the CORTLI system
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designed by computer sculptor James Seawright, electronic music
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composer Emmanuel Ghent, programer William Hemsath, and choreographer
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Mimi Garrard. This system presents complex interactions between music
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and lighting, which in turn interact with the movements of the dancers
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in Ms. Garrard's company. This is just a few steps away from a total
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art form in which everyone dances and the audience and the work are
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reintegrated. And it's not far from massive works in which thousands
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of people participate, and a final "product" is never achieved or
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desired.
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The basis of the partnership between computers and the arts is a human
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partnership. How much it can grow through its interaction with the
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nonhuman may be a partial test of its value. But ultimately this new
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technology will be a test of our cooperative and conceptual capacities
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and of our imagination and courage.
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______________________________________________________________________
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First published in _AMERICAN BOOK REVIEW_, Vol.11, # 3, July-Aug. 1989.
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