HYBRIDITY AND INTERDISCIPLINARITY IN DIGITAL CULTURE AND PRACTICETalan Memmott
A talk on issues around hybridity and interdisciplinarity as it applies to digital culture and practice. Something of a meander through various topics...
(DIGITAL) HUMANITIES REVISITED –
Challenges and Opportunities in the Digital Age; CONFERENCE SUMMARY on the Herrenhäuser Konferenz organized by the VolkswagenStiftung
HYBRIDITY AND INTERDISCIPLINARITY IN DIGITAL CULTURE AND PRACTICETalan Memmott
A talk on issues around hybridity and interdisciplinarity as it applies to digital culture and practice. Something of a meander through various topics...
(DIGITAL) HUMANITIES REVISITED –
Challenges and Opportunities in the Digital Age; CONFERENCE SUMMARY on the Herrenhäuser Konferenz organized by the VolkswagenStiftung
INTERNET AS PLAYGROUND AND FACTORY
ABSTRACT
SOFTWARE ART-WORK FOR-ITSELF
With software, not only is the programmer's work difficult to identify
(often hidden behind the interface) but the user's labour also
disappears into the operating system. In a contemporary scenario, this
is exemplified by the operations of 'social media', wherein the social
relation is produced in restrictive form, underpinned by the
socio-technical hierarchical logic of server-client relations. The
participatory work-play ethic of social media can thus be understood as
an expression of new forms of control, such that the value stolen no
longer relates simply to labour power but to subjectivity too. The
associated dislocation of social antagonism remains useful to
conceptualise the way that exploitation is 'subsumed' into the wider
social realm. Consequently, the control of social media, and the labour
related to it, are key sites of antagonism that need to be identified
for alternatives to be engaged. The presentation will refer to a number
of artist projects that draw attention to the contradictions expressed
in the complexities of production, and the continued importance of
antagonism as a mechanism for social change. The phrase
software-art-work is expressed in a deliberately ambiguous way - to
indicate the work involved in making software, the work involved in
using software, as well as the work that software does in-itself - taken
together to establish the necessity of software-art-work to operate
'for-itself'.
Ubiquitous Commons workshop at transmediale 2015, Capture AllSalvatore Iaconesi
Here are the slides from the workshop, with a framing of the concept of Ubiquitous Commons, a series of examples and links, and an update about how the development of the toolkits (legal, technological, philosophical, aesthetic) are going, together with some source code and prototypes.
More info can also be gathered here:
human-ecosystems.com/home/ubiquitous-commons-the-slides-from-the-workshop-at-transmediale-festival-in-berlin
Rhetorical Handbook. An Illustrated Manual for UX/UI Designers.Omar Sosa-Tzec
This handbook is the result of an exploratory study that tries to connect rhetoric and user experience (UX). Here, the user interface (UI) becomes the middle point through which rhetorical figures can be applied to influence the user experience.
Based on the "Rhetorical Handbook" by Hanno Ehses and Ellen Lupton (1988)
Artificial Intelligence Catalyzes a Revolution for 21st Century Human Creativ...ijtsrd
Art is arguably the most creative form of expression known to mankind. Artificial intelligence has advanced to occupy a position of paramount importance in Science, but seldom do we associate it with Human Creativity in general, and with Modern Art in particular. Creativity is one of the rudimentary constituents of the functioning of machines. By using algorithms, machines churn out representations of shapes, images and structures. Machines are perpetually expanding, redefining and reinventing creativity in their own right. This idea has triggered the birth of a new subfield in Artificial Intelligence known as Computational Creativity. This paper analyzes the diverse ways in which the integrated algorithms of Machine Learning and Artificial Intelligence are cut for producing breakthroughs in the field of 21st Century Modern Arts. Avani Goenka "Artificial Intelligence Catalyzes a Revolution for 21st Century Human Creativity and Modern Art" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-6 | Issue-2 , February 2022, URL: https://www.ijtsrd.com/papers/ijtsrd49150.pdf Paper URL: https://www.ijtsrd.com/computer-science/artificial-intelligence/49150/artificial-intelligence-catalyzes-a-revolution-for-21st-century-human-creativity-and-modern-art/avani-goenka
in engineering and the minds eye find connections between engine.pdfarjunanenterprises
in \"engineering and the minds eye\" find connections between engineering and other institutions
and questions traditional notions about the knowledge required for engineering practice.
(3 paragraps)
Solution
Much of my writing has grappled with issues which I find fundamental to the formation of art-
practices which exploit the capabilities of emerging technologies (often but not always,
involving real time digital computation) .These theoretical inquiries arise out of pragmatic
attempts to apply these technologies to artistic practice. I have been developing custom
electronic and digital technologies for cultural practices for twenty-five years. Throughout that
time, I have felt an abiding disquiet regarding implicit disjunctions between technological and
cultural practices, at a fundamental level. This paper is an attempt to make explicit a set of issues
which I feel are fundamental to the contemporary socio-technological context, and crucially
relevant to questions interdisciplinarity, interdisciplinary digital arts practices, and to the
question of the role of the arts on campuses and in the world at large.[2]
The presence of arts practices on contemporary campuses is fraught with complexity. While
contrasts are commonly drawn between the science and humanity ‘sides’ of campuses, these
practices share a common commitment to abstraction, symbolic notation and some notion of the
power of general applicability. The academy as a whole, is a culture of the symbolic notation, of
the book and the text. The arts, at its core, bypasses this translation from worldly experience of
materiality to symbolic representation as alphanumeric characters. The arts is largely concerned
with the way objects, forms, materials, and bodily actions can mean. The arts focus on
immediate sensorial experience, unmediated by alphanumeric translation. I make this
generalization quite aware that it is full of holes, but I make it in order to set such practices in
stark contrast to alphanumeric practices of alphanumeric abstraction, and specifically to the act
of coding and the functioning of code as an alphanumeric machine.
I am at pains to emphasise that although I will identify problematic aspects of theoretical,
technical and cultural practices, I am not antagonistic to any of these. Indeed, I am an active and
longtime practitioner in them all, and in their combinations. My goal is to help to establish a
rigorous interdisciplinary critical foundation from which well-informed digital cultural practices
can proceed.
This inquiry maps out a project of radically interdisciplinary intellectual research and
artistic/technical production concerning the relation of embodied practices to the current state of
digital technologies and the underlying values reified in the technology. As such it entails:
In my opinion, the full force of some of these realities is felt most clearly by the practitioner in
the complex process of realisation of cultural artifacts employing these tec.
INTERNET AS PLAYGROUND AND FACTORY
ABSTRACT
SOFTWARE ART-WORK FOR-ITSELF
With software, not only is the programmer's work difficult to identify
(often hidden behind the interface) but the user's labour also
disappears into the operating system. In a contemporary scenario, this
is exemplified by the operations of 'social media', wherein the social
relation is produced in restrictive form, underpinned by the
socio-technical hierarchical logic of server-client relations. The
participatory work-play ethic of social media can thus be understood as
an expression of new forms of control, such that the value stolen no
longer relates simply to labour power but to subjectivity too. The
associated dislocation of social antagonism remains useful to
conceptualise the way that exploitation is 'subsumed' into the wider
social realm. Consequently, the control of social media, and the labour
related to it, are key sites of antagonism that need to be identified
for alternatives to be engaged. The presentation will refer to a number
of artist projects that draw attention to the contradictions expressed
in the complexities of production, and the continued importance of
antagonism as a mechanism for social change. The phrase
software-art-work is expressed in a deliberately ambiguous way - to
indicate the work involved in making software, the work involved in
using software, as well as the work that software does in-itself - taken
together to establish the necessity of software-art-work to operate
'for-itself'.
Ubiquitous Commons workshop at transmediale 2015, Capture AllSalvatore Iaconesi
Here are the slides from the workshop, with a framing of the concept of Ubiquitous Commons, a series of examples and links, and an update about how the development of the toolkits (legal, technological, philosophical, aesthetic) are going, together with some source code and prototypes.
More info can also be gathered here:
human-ecosystems.com/home/ubiquitous-commons-the-slides-from-the-workshop-at-transmediale-festival-in-berlin
Rhetorical Handbook. An Illustrated Manual for UX/UI Designers.Omar Sosa-Tzec
This handbook is the result of an exploratory study that tries to connect rhetoric and user experience (UX). Here, the user interface (UI) becomes the middle point through which rhetorical figures can be applied to influence the user experience.
Based on the "Rhetorical Handbook" by Hanno Ehses and Ellen Lupton (1988)
Artificial Intelligence Catalyzes a Revolution for 21st Century Human Creativ...ijtsrd
Art is arguably the most creative form of expression known to mankind. Artificial intelligence has advanced to occupy a position of paramount importance in Science, but seldom do we associate it with Human Creativity in general, and with Modern Art in particular. Creativity is one of the rudimentary constituents of the functioning of machines. By using algorithms, machines churn out representations of shapes, images and structures. Machines are perpetually expanding, redefining and reinventing creativity in their own right. This idea has triggered the birth of a new subfield in Artificial Intelligence known as Computational Creativity. This paper analyzes the diverse ways in which the integrated algorithms of Machine Learning and Artificial Intelligence are cut for producing breakthroughs in the field of 21st Century Modern Arts. Avani Goenka "Artificial Intelligence Catalyzes a Revolution for 21st Century Human Creativity and Modern Art" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-6 | Issue-2 , February 2022, URL: https://www.ijtsrd.com/papers/ijtsrd49150.pdf Paper URL: https://www.ijtsrd.com/computer-science/artificial-intelligence/49150/artificial-intelligence-catalyzes-a-revolution-for-21st-century-human-creativity-and-modern-art/avani-goenka
in engineering and the minds eye find connections between engine.pdfarjunanenterprises
in \"engineering and the minds eye\" find connections between engineering and other institutions
and questions traditional notions about the knowledge required for engineering practice.
(3 paragraps)
Solution
Much of my writing has grappled with issues which I find fundamental to the formation of art-
practices which exploit the capabilities of emerging technologies (often but not always,
involving real time digital computation) .These theoretical inquiries arise out of pragmatic
attempts to apply these technologies to artistic practice. I have been developing custom
electronic and digital technologies for cultural practices for twenty-five years. Throughout that
time, I have felt an abiding disquiet regarding implicit disjunctions between technological and
cultural practices, at a fundamental level. This paper is an attempt to make explicit a set of issues
which I feel are fundamental to the contemporary socio-technological context, and crucially
relevant to questions interdisciplinarity, interdisciplinary digital arts practices, and to the
question of the role of the arts on campuses and in the world at large.[2]
The presence of arts practices on contemporary campuses is fraught with complexity. While
contrasts are commonly drawn between the science and humanity ‘sides’ of campuses, these
practices share a common commitment to abstraction, symbolic notation and some notion of the
power of general applicability. The academy as a whole, is a culture of the symbolic notation, of
the book and the text. The arts, at its core, bypasses this translation from worldly experience of
materiality to symbolic representation as alphanumeric characters. The arts is largely concerned
with the way objects, forms, materials, and bodily actions can mean. The arts focus on
immediate sensorial experience, unmediated by alphanumeric translation. I make this
generalization quite aware that it is full of holes, but I make it in order to set such practices in
stark contrast to alphanumeric practices of alphanumeric abstraction, and specifically to the act
of coding and the functioning of code as an alphanumeric machine.
I am at pains to emphasise that although I will identify problematic aspects of theoretical,
technical and cultural practices, I am not antagonistic to any of these. Indeed, I am an active and
longtime practitioner in them all, and in their combinations. My goal is to help to establish a
rigorous interdisciplinary critical foundation from which well-informed digital cultural practices
can proceed.
This inquiry maps out a project of radically interdisciplinary intellectual research and
artistic/technical production concerning the relation of embodied practices to the current state of
digital technologies and the underlying values reified in the technology. As such it entails:
In my opinion, the full force of some of these realities is felt most clearly by the practitioner in
the complex process of realisation of cultural artifacts employing these tec.
The Legacy of Breton In A New Age by Master Terrance LindallBBaez1
Brave Destiny 2003 for the Future for Technocratic Surrealmageddon Destiny for Andre Breton Legacy in Agenda 21 Technocratic Great Reset for Prison Planet Earth Galactica! The Prophecy of the Surreal Blasphemous Desires from the Paradise Lost Governments!
thGAP - BAbyss in Moderno!! Transgenic Human Germline Alternatives ProjectMarc Dusseiller Dusjagr
thGAP - Transgenic Human Germline Alternatives Project, presents an evening of input lectures, discussions and a performative workshop on artistic interventions for future scenarios of human genetic and inheritable modifications.
To begin our lecturers, Marc Dusseiller aka "dusjagr" and Rodrigo Martin Iglesias, will give an overview of their transdisciplinary practices, including the history of hackteria, a global network for sharing knowledge to involve artists in hands-on and Do-It-With-Others (DIWO) working with the lifesciences, and reflections on future scenarios from the 8-bit computer games of the 80ies to current real-world endeavous of genetically modifiying the human species.
We will then follow up with discussions and hands-on experiments on working with embryos, ovums, gametes, genetic materials from code to slime, in a creative and playful workshop setup, where all paticipant can collaborate on artistic interventions into the germline of a post-human future.
The perfect Sundabet Slot mudah menang Promo new member Animated PDF for your conversation. Discover and Share the best GIFs on Tenor
Admin Ramah Cantik Aktif 24 Jam Nonstop siap melayani pemain member Sundabet login via apk sundabet rtp daftar slot gacor daftar
2137ad Merindol Colony Interiors where refugee try to build a seemengly norm...luforfor
This are the interiors of the Merindol Colony in 2137ad after the Climate Change Collapse and the Apocalipse Wars. Merindol is a small Colony in the Italian Alps where there are around 4000 humans. The Colony values mainly around meritocracy and selection by effort.
2137ad - Characters that live in Merindol and are at the center of main storiesluforfor
Kurgan is a russian expatriate that is secretly in love with Sonia Contado. Henry is a british soldier that took refuge in Merindol Colony in 2137ad. He is the lover of Sonia Contado.
Ars Electronica 2001 - Entrevista com Rafael Lozano-Hemmer
1. Interview with Rafael Lozano-Hemmer for the Ars
Electronica 2001 Catalog
"Takeover," the theme of Ars Electronica 2001, poses the question of who’s
making the art of tomorrow. If one disregards the futurological implications
of this issue, "Takeover" can be seen as an effort to address a range of
possibilities that has already begun to emerge to some extent.
1)
This interview appears in the chapter "Engineers of Experience," a title that
could basically serve as an alternative characterization of artists in general.
After all, the term engineer as a designation for an expert who plans and
executes works on the basis of competence in natural science and
technical know-how, rooted as it is in the Latin word ingenium, denotes
someone gifted and filled with the spirit of inventiveness.
—What significance does the recourse of the arts to natural science and
technology have for you as an artist?
Like most people, I like living vicariously through technology. I am seduced by
amplification, simulation, telematics and things that crash. I work with technology
because it is ompossible not to. Technology is one of the inevitable languages of
globalisation. I like calling it a language because this conveys two attributes that
are significant. Firstly, that technology is inseparable from contemporary identity,
—there is no such thing as "what we were like before technology"—, and
secondly that it is not something that has been invented or engineered, but rather
that it has evolved through constantly-changing social, economic, physical and
political forces. I think artists use technology explicitly as a way to understand
and criticise from within some of the paradoxes of our culture. How can "media"
culture actually result in disintermediation? How can a condition of placelessness
become situated as multi-place? How come telematics may actually
remarginalize the periphery?
On the other hand, there is a tendency for "technologically correct" art, like critic
Lorne Falk says, where artists, museums and galleries adopt technology not to
create new experiences specific to the new media, but rather to leverage and
validate their current grab-bag of metaculture. It is interesting that the successive
waves of techno-hype for multimedia, VR, the internet, and now ubiquitous
computing have been typically reported by using cliché references to the
Renaissance as though we were about to enter a new humanism where the user
is the "centre of the digital world". The human today is at the centre of nothing
but a flock or stampede. If we could zoom out of our scene we would probably
see ourselves following relatively established patterns and group behaviours, like
partaking in consumer culture, which are unavoidable. This humanist approach,
where art and science may pretend to be one and the same thing, is nostalgia at
best and necrophilia at worst. I find it significant that the first realistic computer
models of humans (synthespians) were done at the same time that flocking
2. behaviours (particle systems) were being implemented in high-end animation
packages. Many years ago I wrote an essay for Leonardo magazine called
"Perverting Technological Correctness" where I outlined some strategies artists
deploy to corrupt the inevitability of corporate technologies. Among them, I
included the simulation of technology itself, the use of pain, ephemeral
intervention, misuse of technology, non-digital approaches to virtuality and
resistance to what I call the "effect" effect.
2)
The media engaged by so-called media art constitute not only a means to
an end (the mediation of an experience); rather, they are also always a
reference system (the experience). In this way, media art basically
resembles art that takes shape outside of a technological context. In
contrast to, for instance, the color blue of a picture that refers primarily to
art-immanence, technology constitutes an intersubjectively binding
reference system. One serves as a basis for art’s claim to autonomy, the
other for the renunciation of autonomy.
—How do you see the position of the artist (in general) within this field of
tension and interplay?
—What about your own particular position?
I think all art, technological or not, defines an "intersubjectively binding reference
system". In my opinion, all good art questions any "autonomy" that this reference
system may lay claim to. Autonomous from what? Duchamp nailed the
impossibility of autonomy in art with his maxim "Le regard fait le tableau" (the
look makes the painting). Everything is dependent on relationships, some of
these relationships are established in an ad hoc way and others are carefully
choreographed. Personally I am very motivated by the tensions and interplay
arising from linking alien memories, that is, connecting intensely disparate planes
of experience. I think this can be done with or without explicit technological
dependence.
3)
The name Rafael Lozano-Hemmer is connected with, among other things,
the "Relational Architecture" series (DISPLACED EMPERORS; VECTORIAL
ELEVATION etc.), projects in which the public is involved to an increasing
extent. What is the significance for you and your work of seeing that
realization of these projects is dependent upon the readiness of others to
participate? Are there strategies to increase the readiness of others to
participate?
Dependency on participation is a humbling affair. My pieces do not exist unless
someone dedicates some time to them. Most people, with the exception of
children, will opt to not participate in an installation in public space, —which may
seem strange considering that we live in the age of reality TV and the society of
the spectacle. This is due in part to shyness and living in a culture of rules like
3. "do not touch", but I like to think that there are two other reasons. One is political:
people are sceptical about the neutrality of public space. No one wants to go
along with a culture of surveillance, even if they know that it is inevitable. The
other is aesthetic: some people prefer the chaotic sights and sounds of an urban
landscape, or silence, rather than some canned multimedia intervention that
forces you to focus on one event, usually to sell you something.
For me dependency on participation is a way to "ground" an installation and this
helps me conceive interfaces and strategies that demystify the spectacular. The
key is to develop pieces that offer some degree of intimacy within an intimidating
scale. Also to find participation metaphors that are relatively familiar or self-
explaining. Finally to offer a wide range of entry points into the work, attempting
to underline the incompleteness, uselessness and indeterminacy of the initiative.
When we look at projects that offer collective participation there are usually two
strategies, which I call "taking turns" or "taking averages". Taking turns is the
most common, and in it interaction is restricted to one or two people who have
the control of the installation while others are passive. Displaced Emperors was
like that, as only one person could hold the tracking system. Taking averages is
the strategy used in game shows, rides or several variants of interactive cinema,
where there are sensors whose signals are averaged and then statistically
directed at a few possible courses of action. I find this latter strategy extremely
frustrating and democratic, it does not allow for eccentric or perverse readings of
the artwork, which should be fostered and not hindered in my opinion.
For my latest piece "Body Movies" in Rotterdam (which takes place at the same
time as the Ars Electronica Festival), we will use a collective interface strategy
that is neither of the above. We will project the shadows of passers-by and a
single camera tracker will detect these. We can have as many people as fit in the
public square interacting simultaneously without the need for any interface
device. Everyone already has a sophisticated vocabulary of interaction with their
shadow, so no explanation of the media is necessary. There will be collective
behaviours emerging from the group of shadows, —in particular, the self-
organisation of scale according to social constraints—, but also each person will
have a discrete and direct participation as their shadow is recognisably theirs.
4)
For a project like VECTORIAL ELEVATION or DISPLACED EMPERORS, the
mode of cooperation determines not only how it is implemented but also
how it develops—there are always different individuals, artists, technicians
and programmers involved.
—What consequences does this mode of cooperation have for the
conception of projects?
My pieces are always collaborations, usually with my long-standing collaborator
Will Bauer, with whom I have done pieces since 1989. Depending on the type of
4. project I have also worked with programmers, writers, photographers,
choreographers, architects, composers and so on. Sometimes a project may
involve up to a couple dozen people. Even when I am working on a project alone
I still feel it is a collaboration because I am always aware that tools that I use are
already encoded with the "personality" of its programmer/designer. Creation is
always a fluid dialog. The mode of cooperative conception that works for us is
one derived from the performing arts: there is a director, actors, composers, and
so on.
5) The element of the political—both in the sense of the political-
ideological, the forces shaping society, as well as in the sense of the
political community—assumes increasing importance in your works (such
as RE:POSITIONING FEAR), or not least of all as a result of them, in that
the public sphere is their "setting."
—How important to you is the political aspect of your creative work?
—Has the network-linked working situation changed your understanding of
the "political"?
—If so, how has this manifested itself in your artistic work?
Everything that takes place in public space has political dimensions. My biases
are usually manifested through certain choices, but in general I believe that one
of the roles of the artist is not so much to provide moralistic commentary but
rather to create spaces for participation, where a plurality of positions may
emerge. Participation itself is a strong political element, particularly as the public
sphere loses its claim to "represent" the people that may occupy it. Participation
transforms "special-effects" into "special-causes-and-effects" which is more
interesting from a political point of view.
I have a lot of respect and admiration for the work of Krzysztof Wodiczko, Hans
Haacke and other artists who have deployed deeply creative strategies to reveal
and debunk the power narratives of certain public settings. At the same time, I
want to establish my practice far away from deconstructive techniques utilised in
such "site-specific" works. I like to call my work "relationship-specific" in the
sense that the emphasis is not on the essential or even "important"
characteristics of a site, or on the narratives that power elites may bestow on
them, but rather on the micro-politics of new temporary relationships that may
arise from alien interventions.
6)
You once defined "relational architecture" as "the technological
actualisation of buildings and public spaces with alien memory." In this
definition, the topos architecture (which, in the sense of a conception of
meaning and purpose that has become manifest or, rather, "concrete,"
always designates a retrospective statement) is replaced by properties that
are less clearly defined and become accessible rather through experience
and analysis.
5. —Are there thus differences between the strategies and practices of a
"relational architect of alien memories" and those of an engineer of
experience (such as those that arise from the means they employ) or are
these just two sides of the same coin?
I am not sure I like the term "engineer of experience". It sounds like a job
description for a theme park. But I guess most museums today aspire to be
theme parks, (which is fine by me). I think it is an interesting question to ask, for
example, "what is the ‘theme’ behind the Guggenheim brand?" The other thing I
dislike is that "engineer of experience" sounds very "top-down", like your task is
to model all possible outcomes of a situation, calculate and contain them. Most
electronic artists are looking for an out-of-control quality that will result in their
work actually having outcomes that they did not anticipate. If the piece does not
surprise the author in someway then it is not truly successful in my opinion.