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Chapter Title: Bringing Trouvé to Light: Speculative Computer Vision and Media
History
Chapter Author(s): Jentery Sayers
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preserve and extend access to Seeing the Past with Computers
Computer vision has a long social and technical history, dating back to at least the
mid-1900s. This chapter surveys that history across disciplines and then provides a
case study for “speculative computer vision,” or the use of computer vision to make
objects that do not or no longer exist. The case study is grounded in electro-mobile
jewelry designed by Gustave Trouvé, a nineteenth-century engineer famous for his
work in miniaturization. Although some instances of Trouvé’s jewelry remain in
museums, none are functional. This chapter demonstrates how speculative com-
puter vision may be integrated into historical research to model, fabricate, and
test working prototypes of Trouvé’s “lost” devices in the present moment. Such in-
tegration raises questions about early, hyperbolic representations of electro-mobile
jewelry and prompts inquiry into how (and even whether) it worked.
32
Papert, Gerald Jay Sussman, and others in the Artificial Intelligence Group
(AIG) at the Massachusetts Institute of Technology (MIT) investigated
how to use figure-ground analysis to automatically divide pictures into re-
gions based on surface and shape properties. This region description would
ultimately act as the basis for object identification, where items in pictures
were recognized and named by machines with controlled vocabularies of
known objects.5 Cameras were attached to computers to achieve this auto-
mated description and identification, with an express desire to eventually
construct a pattern analysis system that would combine “maximal flexibil-
ity” with “heuristic rules.”6
Although computer vision has developed significantly since the 1960s
and ’70s, the AIG’s Summer Vision Project marks a notable transition in
media history, a moment when researchers began integrating image pro-
cessing into the development of artificial intelligence, including the train-
ing of computers to read, detect, and describe aspects of pictures and visual
environments.7 During the project, AIG researchers also started asking
computer vision questions that, if only tacitly, have persisted: How does
computer vision differ from human vision? To what degree should com-
puter vision be modeled on human phenomenology, and to what effects?
Can computer or human vision even be modeled? That is, can either even
be generalized? Where and when do issues of processing and memory mat-
ter most for object recognition and description? And how should computer
vision handle conflict and ambiguity?8 These questions are at once techni-
cal and conceptual, as are many responses to them, meaning that computer
vision should not be extracted from the contexts of its intellectual and ma-
terial development.
Today, computer vision has moved, at least in part, from laboratories
into consumer technologies. One popular application is answering the
question, “Is this you?” or “Is this them?” iPhoto, Facebook, and Kinect
users are intimately familiar with this application, where face detection
algorithms analyze patterns to calculate a core or integral image within
an image, assess differences across a spectrum of light, and view images
across scales.9 In open-source communities, many practitioners combine
the Open Source Computer Vision (OpenCV) library with the Python,
C++, and Java programming languages to perform this detection work.
These scripts rely on frameworks to train classifiers to detect “objects”
(including faces, bodies, and body parts) in images based on cascades of
features. To see faces while algorithmically scanning images, OpenCV uses
the widely popular Viola-Jones object detection framework, which relies
Figure 2.1. Real-time detection and tracking using OpenCV, Python, iSight, and
a MacBook Pro. Image care of Jentery Sayers. Python script care of Shantnu
Tiwari, modified by Jentery Sayers.
Multiplying Vision
Rather than hacking computer vision, repurposing scripts, or fetishizing
machine perspectives, maybe the most pressing challenge for network aes-
thetics and algorithmic culture is shifting from a tactical reaction to a strategic
articulation of vision infrastructures. To be sure, this is no small task, espe-
cially for humanities practitioners. It might involve interrogating cascad-
ing classifiers for their biases and revising them accordingly, much in the
way Simone Browne (2010) has approached video surveillance, race, and
biometrics. Or it might involve reframing computer vision research to such
a degree that mediation is complicated and enriched by not establishing
essential, binary ways of seeing.17 In other words, amid the possibilities of
using computer vision for oppressive purposes (e.g., its applications for war
and racial profiling), maybe we need vision infrastructures that value par-
tial or contingent vision, much like Donna Haraway’s early work (1985) on
cyborgs, feminism, and informatics (including, lest that often-overlooked
section of “A Cyborg Manifesto” be ignored, her concerns about an infor-
matics of domination).
In digital humanities research, we see some steps toward these vision
infrastructures. Although the field has privileged the practical use of OCR
to digitize, encode, search, and find texts, it has also pushed machine vision
toward some more speculative applications, which allow scholars to inter-
pret—or, better yet, argue—with computers. Here, examples include Real
Face of White Australia (2011), by Kate Bagnall and Tim Sherratt, and the
cultural analytics of Lev Manovich’s Software Studies initiative (2009).18
As noted in Bagnall and Sherratt’s chapter, Real Face uses a face de-
tection script to foreground non-European Australians not only ignored
by the whitewashing of Australia’s record-keeping, but also historically
subjected to discrimination via the White Australia policy.19 The project
blends an intervention in Australia’s archives with a redefinition of vision
science. Scripts typically deployed for surveillance and military purposes
are instead imagined as mechanisms for critical race studies. At the same
time, Bagnall and Sherratt’s use of Python and OpenCV for this inter-
vention prompts compelling questions about how race is interpreted as a
form (or eigenface) through biometrics and face-detecting algorithms.20
For instance, whose faces are idealized or overlooked by machine vision?
How exactly is race a principle component of the training process? When
applied to archives as well as everyday spaces (e.g., airports, social net-
works, and games), what racial biases does computer vision both create
1891 Trouvé biography, Histoire d’un inventeur. Aside from a brief mention
in Carolyn Marvin’s When Old Technologies Were New (1988), Trouvé and his
contributions to electricity and magnetism during the nineteenth century
are rarely mentioned in science, technology, and media studies. The exact
reason for this omission remains unclear, but it might be best attributed to
Thomas Edison’s prominence at the time, and his continued prominence
in the historical record. Additional possibilities include the fact that most
of Trouvé’s notes and projects were lost during a fire and the few publica-
tions about him, including Barral’s biography, were written in French and
have not been translated.
Still, Trouvé persists through the work of Charlotte Gere and Judy Ru-
doe. In Jewellery in the Age of Queen Victoria (2010), they dedicate approxi-
mately three pages of their book to his collaborations with artist Auguste-
Germain Cadet-Picard, who manufactured some of the electro-mobile
jewelry. At one point, they also mention an important detail: “We have not
come across any surviving examples of moving jewels.”26 However, imme-
diately after this remark, they issue a peculiar call: “the following contem-
porary descriptions are given in the hope that they will enable such jewels
to be brought to light.”27 Here, “brought to light” could be a gesture to to-
day’s collectors, an invitation to donate moving jewels to their local mem-
ory institutions. But more likely, it implies remaking Trouvé’s jewelry based
on extant materials, a procedure that poses several challenges: filling in
the gaps of material culture, designing today through often-undocumented
nineteenth-century techniques, perceiving the particulars of miniatures,
reconstructing small objects at scale, and contextualizing the jewelry with
attention to its actual use (not just its construction).
With these challenges in mind, Nina Belojevic, Nicole Clouston, Kath-
erine Goertz, Shaun Macpherson, Danielle Morgan, and I applied com-
puter vision practices at work in photogrammetry, laser scanning, and 3D
modeling to prototype Trouvé’s jewelry and other artifacts like it. Our hope
is that, by remaking some of Trouvé’s curiosities, we will better understand
his contributions to media history, contributions that we believe may be
quite relevant to other media studies projects, not to mention current fas-
cinations with wearable technologies.
Currently housed at the Victoria and Albert Museum in London, Trou-
vé’s electro-mobile skull stickpin (1867) is one of the first items we pro-
totyped.28 Originally, the eyes of this stickpin were said to move, and the
jaw was said to snap, both when charged by a battery inside the wearer’s
pocket. (Trouvé is credited with inventing the sealed, reversible battery.) In
Figure 2.3. High-resolution digital model of a carved wooden skull based off
stickpin sketch in figure 2.2, made using FlexScan3D and an LMI HDI 120 laser
scanner.
the scale of each part; zoom for a degree of detail that is impossible without
a vision instrument; return, where necessary, to the handmade for more
carving; determine whether the digital model is watertight (i.e., conducive
to manufacture by a computer numerical control machine); and, through-
out the process, examine surface particulars both on-screen and off. In
short, we constantly oscillated between digital and tactile media, shifting
from this format to that one, from one substance to another, documenting
each decision along the way.
Such design and editorial decisions demand tactile media. If the ap-
proach were strictly digital, then it would neglect the grain of the hand-
made that is obvious and even assertive in Trouvé’s jewelry. Our aim, then,
was to use computer vision to distinguish the skull of the 1867 stickpin
from a popular or abstract notion of a skull, employing a combination
of digital and analog techniques, or a speculative blend of historical and
present-day making, based on extant materials.
We also annotated all digital models for viewing in 3D, letting us pre-
cisely describe specific aspects of the stickpin and allowing others to see
and interact with all annotations in a single space (as opposed to, say, a
distribution of TIFFs or JPGs). These models can be converted into text
(G-code) or exported in STL, SBP, or a similar format for fabrication in
plastic, metal, wax, or wood. Fabrication allowed us to manufacture the
stickpin’s parts at or near their original size, even if we hand-carved and
prototyped them at roughly ten times that size. Another appeal of fabrica-
tion is that the stickpin could be easily assembled and disassembled during
rapid prototyping to test the design prior to batch manufacturing and cir-
culation online or by post. Using a numerical control machine also helped
us to manufacture these small objects with more precision and consistency
than doing so by hand, even if manual labor was inevitable (and often sig-
nificant) in the manufacturing process, too.
These appeals of fabrication, together with the various analog-digital
convergences at play in our workflow with the stickpin, suggest how com-
puter vision techniques may apply to media history in particular, and hu-
manities research in general. Furthermore, they highlight how the entan-
glement of human and computer vision,31 as opposed to an instrumentalist
binary of people and machines, may result in inquiries that are speculative
in character, whereby algorithms do something other than confirm history,
explain away its causes, graph its relationships, or automate its reconstruc-
tion. They can help scholars to materially engage history with a palpable
sense of honesty about how we constantly remake the past in the present.
Next Steps
Science, technology, and media studies tell us how histories of technolo-
gies brim with contingencies and conjectures that are erased, ignored, or
refreshed after the fact. At a minimum, our source material is always re-
sourced material.32 Although computer vision is no exception, a speculative
approach to it encourages scholars to foreground their decisions, invest-
ments, and uncertainties. This way, scholarly biases and conclusions are
not too easily displaced onto technologies, even if some displacement is in-
evitable. In the particular case of Gustave Trouvé’s electro-mobile jewelry,
a speculative approach raises numerous epistemological questions about
doing media history today, especially through emerging vision technolo-
gies. While detailing these issues is beyond the scope of this chapter, I will
conclude by outlining them here.
First, when seeing the past through computer vision, how should
scholars conjecture about materials—such as inaccessible, broken, or dead
media—not at hand? In other words, when and on what grounds do we
have license for speculation, and how are we held accountable for it? Once
articulated, such a license could spark more than a mere repurposing of
new gadgets for historical inquiry; it could support a legible methodology
for doing science, technology, and media studies with computer vision.
Notes
Research for this chapter was conducted on the traditional territory of the Lkwungen-
speaking peoples, with support from the Social Sciences and Humanities Research
Council (SSHRC), the Canada Foundation for Innovation (CFI), and the British
Columbia Knowledge Development Fund (BCKDF) and in collaboration with Nina
Belojevic, Nicole Clouston, Katherine Goertz, Shaun Macpherson, and Danielle
Morgan. Timothy J. Compeau, Devon Elliott, Edward Jones-Imhotep, Kevin Kee,
Kari Kraus, and William J. Turkel provided feedback on drafts.
1. Richard Szeliski, Computer Vision: Algorithms and Applications (New York:
Springer Science and Business Media, 2010).
2. A. Aneesh, Virtual Migration: The Programming of Globalization (Durham,
NC: Duke University Press, 2006), 5.
3. Bruno Latour, Science in Action: How to Follow Scientists and Engineers Through
Society (Cambridge, MA: Harvard University Press,1987); Alexander R. Galloway,
Protocol: How Control Exists After Decentralization (Cambridge, MA: MIT Press,
2004); Wendy Hui Kyong Chun, Programmed Visions: Software and Memory (Cam-
bridge, MA: MIT Press, 2011).
4. Jentery Sayers, “Prototyping the Past,” Visible Language 49, no. 3 (2015):
157–77.
5. Seymour Papert, “The Summer Vision Project” (July 1966), http://dspace.
mit.edu/handle/1721.1/6125; Daniel Crevier, AI: The Tumultuous History of the
Search for Artificial Intelligence (New York: Basic Books, 1993); Margaret Boden,
Mind as Machine: A History of Cognitive Science (New York, Oxford University Press,
2006); Szeliski, Computer Vision.
6. Crevier AI: The Tumultuous History; Boden, Mind As Machine; Papert, “Sum-
mer Vision Project,” 6.
7. Szeliski, Computer Vision, 10–13.
8. Marvin Minsky, “A Framework for Representing Knowledge,” 1974, https://
web.media.mit.edu/~minsky/papers/ Frames/frames.html
9. Szeliski, Computer Vision, 5–10.
10. Paul Viola and Michael Jones, “Robust Real-Time Object Detection,” Inter-
national Journal of Computer Vision 57, no. 2 (2001): 137–54.
11. John Resig, “Using Computer Vision to Increase the Research Potential of
Photo Archives,” John Resig (2015), http://ejohn.org/research/computer-vision-
photo-archives/, accessed January 20, 2015.
12. Columbia University. “Pubfig: Public Figures Face Database” (2010), http://
www.cs.columbia.edu/CAVE/ databases/pubfig/
13. Simone Calderara, Andrea Prati, and Rita Cucchiara, “Video Surveillance
and Multimedia Forensics: An Application to Trajectory Analysis,” in Proceedings of
the First ACM Workshop on Multimedia in Forensics, MiFor ’09, New York, NY (2009):
13–18, doi:10.1145/1631081.1631085.
14. www.diydrones.com
15. David Berry, “What Is the ‘New Aesthetic’?” Stunlaw (2012). http://stunlaw.
blogspot.ca/2012/04/what-is-new-aesthetic.html
16. Marshall McLuhan, Understanding Media: The Extensions of Man (New York:
Routledge, 1964).
17. John Berger, Ways of Seeing (New York: Penguin Books Limited, 1972).
18. Tim Sherratt, “The Real Face of White Australia,” Discontents (2011), http://
discontents.com.au/the-real-face-of-white-australia/; Lev Manovich, “Cultural
Analytics” Software Studies (2009), http://lab.softwarestudies.com/p/cultural-ana-
lytics.html
19. Kate Bagnall and Tim Sherratt, “Invisible Australians: Living under the
White Australia Policy” (2011), http://invisibleaustralians.org/
20. Ibid.
21. Simone Browne, “Digital Epidermalization: Race, Identity and Biometrics,”
Critical Sociology 36, no. 1 (2010): 131–50, doi:10.1177/0896920509347144.
22. Franco Moretti, Graphs, Maps, Trees: Abstract Models for a Literary History
(New York: Verso, 2005).
23. Manovich, “Cultural Analytics.”
24. Jonathan Sterne, The Audible Past: Cultural Origins of Sound Reproduction
(Durham, NC: Duke University Press, 2003), 19.
25. Devon Elliott, William J. Turkel, and Robert MacDougall, “New Old
Things: Fabrication, Physical Computing, and Experiment in Historical Practice”
Canadian Journal of Communication 37, no. 1 (2014): 127. http://www.cjc-online.ca/
index.php/journal/article/view/2506
26. Charlotte Gere and Judy Rudoe, Jewellery in the Age of Queen Victoria: A Mir-
ror to the World (London: British Museum Press, 2010), 213.
27. Ibid.
28. collections.vam.ac.uk/item/O115814/stick-pin-cadet-picard-auguste/
29. Susan Elizabeth Ryan, Garments of Paradise: Wearable Discourse in the Digital
Age (Cambridge, MA: MIT Press, 2014), 10.
30. Whereas photogrammetry algorithmically stitches a series of 2D images
into a 3D model, laser scanning rapidly detects the surface and shape properties of
objects and converts that data into a model. Photogrammetry also tends to require
a stable object, whereas laser scanning allows for some movement or repositioning
during the conversion process.
31. Karen Barad, Meeting the Universe Halfway: Quantum Physics and the Entan-
glement of Matter and Meaning (Durham NC: Duke University Press, 2007).
32. Chun, Programmed Visions.
33. Sterne, The Audible Past.