Dm8106

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Introduction lecture for new media production dm8106

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Dm8106

  1. 1. Introduction
  2. 2. Why us? <ul><li>Steve = Artist, explores aesthetics and narrative forms </li></ul><ul><li>Me = Socio-economist, explores impact a new media has on society </li></ul><ul><li>What do we have in common? </li></ul>
  3. 3. We explore different moment of the new media chain
  4. 4. Why are the two important? <ul><li>Steve = creative experiments (emerging medium) </li></ul><ul><li>Me = emerging usage (emerging media) </li></ul><ul><li>Each new media = specific industrial framework which correspond to a specific societal time </li></ul>
  5. 5. P-F = 100 years old
  6. 6. Both operate in top-down hierarchy
  7. 7. Represent hierarchy and market of 50s and 70s <ul><li>Top down hierarchy </li></ul><ul><li>One person controls the process </li></ul><ul><li>Competition for sale of goods between artists </li></ul><ul><li>Market: </li></ul><ul><li>Sale of cultural good (photo, film) </li></ul><ul><li>Film Based on mass distribution </li></ul><ul><li>Photo = either art status = reputation of maker makes print extremely expensive or mass print </li></ul>
  8. 8. Capitalist Frameworks <ul><li>According to Boltanski & Chiappello (01) </li></ul><ul><li>2nd phase of liberal capitalism (50s) </li></ul><ul><ul><li>Liberal society = Competition is at the source of progress </li></ul></ul><ul><ul><li>Economy = mass production and distribution of standardized goods </li></ul></ul><ul><ul><li>Competition between economic agents </li></ul></ul><ul><ul><li>Artist = economy agents, entrepreneurs </li></ul></ul><ul><ul><li>Passive Worker  autonomy of action but not thoughts  passive audience </li></ul></ul><ul><li>3rd phase of capitalism more humanistic in nature (70s-90s) </li></ul><ul><ul><li>Active society = Cooperation and reciprocity = principal factor of progress Economy= Innovation </li></ul></ul><ul><ul><li>Collaboration between workers </li></ul></ul><ul><ul><li>Participatory processes </li></ul></ul><ul><ul><li>Artists = cultural agent </li></ul></ul><ul><ul><li>Worker  autonomy of action and thoughts  needs to learn from others, engage in dialog </li></ul></ul><ul><ul><li>works in professional communities of practice </li></ul></ul>
  9. 9. Today? <ul><li>New phase of industrialization </li></ul><ul><li>The introduction of electronic systems often comes with a desire to create a new separation and articulation between production and diffusion functions (Moeglin 98). </li></ul><ul><li>Neo-industrial phase= Self-service model </li></ul>
  10. 10. Self-service <ul><li>Shift towards self-service  requires hyper-autonomous consumers and workers </li></ul><ul><li>rise of a 4 th phase of capitalism </li></ul><ul><ul><li>Neo-liberal society = Coopetition : Cooperation and reciprocity (humanist) coexist with hierarchy and coordination (liberal) </li></ul></ul><ul><ul><li>Economy= Self-service ICT mediate Workers-client relationships = self-controlled, internalised a set values, autonomy of action and thoughts and ability to operate in a social network </li></ul></ul><ul><ul><li>Human -centered activities  working in personal and professional networks </li></ul></ul><ul><ul><li>Artist= Entrepreneurial cultural agent </li></ul></ul>
  11. 11. Culture of the simultaneous <ul><li>Current media : shift from representation to experience based meaning </li></ul><ul><li>we are moving towards </li></ul><ul><ul><li>a different relationship to time and space </li></ul></ul><ul><ul><li>Emerging cultural voices marry </li></ul></ul><ul><ul><ul><li>Social Media, </li></ul></ul></ul><ul><ul><ul><li>Experiential Media (MOOs: MultiUser Object Oriented Systems) </li></ul></ul></ul><ul><ul><ul><li>Synthetic Intelligence. </li></ul></ul></ul>
  12. 12. Web 2.0: Social Media Databases + Network = Aggregation of Content
  13. 13. Social Media <ul><li>Connect People with past and existing physical relationships </li></ul><ul><li>Exchange of information with each other. I.e. facebook, delicious </li></ul><ul><li>Aggregation of interest : Community of interest: prosumer, viewser </li></ul><ul><li>Non institutionally funded construction of cultural meaning </li></ul><ul><li>impact real life activities : I.e. Copy Right law </li></ul><ul><li>Asynchronous communication: </li></ul><ul><li>no simultaneous co-presence </li></ul><ul><li>Cartesian mind-body relationship: representation of intellectual processes (Shinkle, 2007) </li></ul>
  14. 14. Experiential Media <ul><li>MOO and MUDs= Multi-Object Orientation and multi-user role-playing environments. </li></ul><ul><li>Synchronous communication : Building of live community of practice </li></ul><ul><ul><li>People share experiences and content </li></ul></ul><ul><ul><li>Co-create meaning and culture (performances, interactions, etc) </li></ul></ul><ul><ul><li>relationship exists in the moment </li></ul></ul><ul><li>Avatar based: users have a virtual body that exits within a place </li></ul><ul><li>Actualization of Technological identity, with real life connections </li></ul>
  15. 15. Synthetic Intelligence <ul><li>Global computing creates increasingly complex systems.. </li></ul><ul><li>Researchers are building Synthetic Intelligence that can act </li></ul><ul><li>effectively on our behalf </li></ul><ul><li>This implies: </li></ul><ul><li>The ability of computer systems to act intelligently </li></ul><ul><li>Systems that can cooperate and reach agreements (or even compete) with other systems that have different interests (much as we do with other people) </li></ul><ul><li>Can be embodied </li></ul>
  16. 16. Human and machine avatars <ul><li>-> in common: Move away from semiotic image reading towards an affective (sensorial and emotional based) reading </li></ul><ul><li>- Meaning not created by pre-produced messages </li></ul><ul><ul><li>in real time: move from sequencial to parallel </li></ul></ul><ul><ul><li>embodied representation: body reunited with the mind </li></ul></ul><ul><ul><li>in a space: community </li></ul></ul><ul><ul><li>co-creation by participants </li></ul></ul>
  17. 17. Web 2.0-3.0 = self-service <ul><li>Web 2.0, 3.0 and physical computing belong to a self-service socio-economy </li></ul><ul><li>Emerging aesthetics and narrative forms which will borrow from earlier models to create hybrid socio-economical framework. </li></ul><ul><li>Based on: </li></ul><ul><ul><li>Social networks </li></ul></ul><ul><ul><li>Ability to tag: index and search for content </li></ul></ul><ul><ul><li>Embodiement </li></ul></ul><ul><ul><li>Simultaneous content and cultural creation </li></ul></ul>
  18. 18. Questions <ul><li>Is culture of simultaneous bringing us back to pre greek theater time relationships to the world: </li></ul><ul><li>Moving experiences back into our bodies </li></ul><ul><li>public is a performer </li></ul><ul><li>performance: meaning build by avatar relationships </li></ul><ul><li>virtual worlds = other place </li></ul><ul><li>Time of meaning creation: Simultaneous </li></ul>
  19. 19. In this course <ul><li>How do you position your practice in these different industrial frameworks? </li></ul><ul><li>By immersing you in new media applications, we hope you will start understanding some of the creative potentials of these technologies and potential impact on society </li></ul><ul><li>To finish and start our discussions, I want to you to think about what this video implies and represents </li></ul>

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