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. 
            
          