1. The document discusses how virtual reality, augmented reality, and new technologies are being used to imagine alternative futures and create impossible or weird worlds that could exist virtually.
2. It explores how advances may make the real and virtual indistinguishable in the future, and how this could create uncertainty about what is real.
3. Various projects are described that use new technologies to envision potential futures, imagine new perspectives on identity, or rebuild destroyed cultural artifacts through digital means. There is a focus on how creativity can shape uncertainty into a space for possibility.
This document provides an abstract for a book that explores emergent models of authorship in the digital age. It discusses how new media artists are challenging traditional notions of creativity through practices like sampling, mashups, adaptations and appropriation. The book maps the rise of three new aesthetic practices - interruption, disturbance, and capture/leakage - following the death of old creative models. It also explores how creative practices in places like China have been unfettered by copyright restrictions, producing new forms through processes like "digital anthropophagy" and "productive mistranslation." The book examines the work of many international new media artists working in these styles.
The document discusses ideas that spread widely through social sharing. It introduces the concept of "Ideas You Love to Share" which are ideas that thrive in today's networked age due to people's ability to connect and influence each other through recommendations. The document contains principles for creating ideas that people will want to share widely with others.
FakePress produces cross media, open ended, multi author publications with a contemporary ethnographic approach, using mobile technolgies, location based platforms, spimes, natural interfaces, interaction design.
http://www.fakepress.net
Prof. Phillip Baldwin proposes a new model for the classroom of the future called "anti-spectacle". It would use multiple screens, sound, and potentially other sensory inputs like smell or vibration to immerse students in lessons. The professor would guide students through curated information rather than direct lectures. This model aims to engage students accustomed to constant media stimulation while still facilitating cognitive development and discourse. Prof. Baldwin argues this type of consolidated multimedia experience could better impart knowledge to students than solely individualized online learning.
...A SIMPLE CHART WE USE TO BRAINSTORM THE USE OF HUMAN/COMPUTER INTERFACES WITH THE PERFORMING BODY. THIS INVOLVES THE CONFLUENCE OF THE 'NOOSPHERE' WITH THE HUMAN BODY IN ART AND TECHNOLOGY....A DOSE OF HISTORY AND NARRATOLOGY.
The document discusses how globalization and excesses of the modern world have led to emotional disorders. Rapid technological advances and increased wealth have created a fragile global system prone to collapse. This complexity and overload of information has challenged traditional notions of truth and left many feeling disconnected. However, globalization also enables unprecedented adaptation and change if societies embrace cultural diversity and focus on self-reflection amid the chaos.
The Interactive culture in the XXI centuryFabio Viola
What does it mean culture today? Where, how, why the younger generations are producing and consuming "culture"? Instagram, Wattpad, videogames are models and rivals of museums and theaters today? Slides from the Fabio Viola's talk at the European Commission meeting in Prague about the Future of Heritage.
1. The document discusses how virtual reality, augmented reality, and new technologies are being used to imagine alternative futures and create impossible or weird worlds that could exist virtually.
2. It explores how advances may make the real and virtual indistinguishable in the future, and how this could create uncertainty about what is real.
3. Various projects are described that use new technologies to envision potential futures, imagine new perspectives on identity, or rebuild destroyed cultural artifacts through digital means. There is a focus on how creativity can shape uncertainty into a space for possibility.
This document provides an abstract for a book that explores emergent models of authorship in the digital age. It discusses how new media artists are challenging traditional notions of creativity through practices like sampling, mashups, adaptations and appropriation. The book maps the rise of three new aesthetic practices - interruption, disturbance, and capture/leakage - following the death of old creative models. It also explores how creative practices in places like China have been unfettered by copyright restrictions, producing new forms through processes like "digital anthropophagy" and "productive mistranslation." The book examines the work of many international new media artists working in these styles.
The document discusses ideas that spread widely through social sharing. It introduces the concept of "Ideas You Love to Share" which are ideas that thrive in today's networked age due to people's ability to connect and influence each other through recommendations. The document contains principles for creating ideas that people will want to share widely with others.
FakePress produces cross media, open ended, multi author publications with a contemporary ethnographic approach, using mobile technolgies, location based platforms, spimes, natural interfaces, interaction design.
http://www.fakepress.net
Prof. Phillip Baldwin proposes a new model for the classroom of the future called "anti-spectacle". It would use multiple screens, sound, and potentially other sensory inputs like smell or vibration to immerse students in lessons. The professor would guide students through curated information rather than direct lectures. This model aims to engage students accustomed to constant media stimulation while still facilitating cognitive development and discourse. Prof. Baldwin argues this type of consolidated multimedia experience could better impart knowledge to students than solely individualized online learning.
...A SIMPLE CHART WE USE TO BRAINSTORM THE USE OF HUMAN/COMPUTER INTERFACES WITH THE PERFORMING BODY. THIS INVOLVES THE CONFLUENCE OF THE 'NOOSPHERE' WITH THE HUMAN BODY IN ART AND TECHNOLOGY....A DOSE OF HISTORY AND NARRATOLOGY.
The document discusses how globalization and excesses of the modern world have led to emotional disorders. Rapid technological advances and increased wealth have created a fragile global system prone to collapse. This complexity and overload of information has challenged traditional notions of truth and left many feeling disconnected. However, globalization also enables unprecedented adaptation and change if societies embrace cultural diversity and focus on self-reflection amid the chaos.
The Interactive culture in the XXI centuryFabio Viola
What does it mean culture today? Where, how, why the younger generations are producing and consuming "culture"? Instagram, Wattpad, videogames are models and rivals of museums and theaters today? Slides from the Fabio Viola's talk at the European Commission meeting in Prague about the Future of Heritage.
Channelling William Gibson and Kevin Kelly at Belgrade Design Week, Jeremy Ettinghausen of BBH & BBH Labs looks at bohemias in the physical world and online. To be creative demands time and space, but with creativity also comes the obligation to create difference.
Digital Prohibition: Piracy and Authorship in New Media ArtCarolyn Guertin
The act of creation requires us to remix existing cultural content and yet recent sweeping changes to copyright laws have criminalized the creative act as a violation of corporate rights in a commodified world. Copyright was originally designed to protect publishers, not authors, and has now gained a stranglehold on our ability to transport, read, write, teach and publish digital materials. Contrasting Western models with issues of piracy as practiced in Asia, Digital Prohibition is the first book to discuss the politics of creative work and emergent models of authorship in a digital age.
It explores the creation of new media forms by artists and groups who use technology to challenge established models and practices. It starts from the premise that creativity is no longer a useful concept in an age of data glut and perfect copies; instead we must now think of creative practice as a kind of creative critique and atactical aesthetics that repurpose existing materials in order to explore the nature of media and how they affect us. It does this through three different aesthetic approaches: interruption (stoppage and repetition), disturbance (critique and event), and capture/leak age (performance and documentation). The book is wide-ranging in its definition of authorship, exploring methods as diverse as sampling, mashups, hacktivism, social media, tactical media, productive mistranslation and digital anthropophagy.
Imprint Continuum
Pub. date: 19 April 2012
ISBN: 9781441131904
This document provides an overview of key concepts in digital anthropology from the book Digital Anthropology edited by Heather Horst and Daniel Miller. It discusses six principles of digital anthropology including how the digital intensifies culture's dialectical nature. The document also summarizes several chapters that address issues like disability and the digital world, how new media is incorporated into everyday life, and the challenges and potentials of digital technologies. It emphasizes that digital worlds are as culturally relative and material as analog worlds and should be studied using traditional anthropological methods like long-term ethnographic fieldwork.
Online-Aesthetics. From Genre to SubcultureAnton Hecht
An examination of aesthetics and their role online. How digital aesthetics have changed and developed, and how this has had an effect on subcultures around synthetic space. This includes a class exercise at the end.
Innovation and Trangression: exploring Third Spaces and Excess SpacesSalvatore Iaconesi
lesson about the relationship between transgression and innovation at the Alta Scuola Politecnica in 2016
more info and text of the presentation at
https://www.artisopensource.net/2016/06/27/the-transgressive-spaces-of-innovation/
This document discusses postmodern media theory. It defines postmodernism as rejecting the idea that any media text can objectively represent reality, and instead seeing media as constructing its own version of reality. A key theorist discussed is Jean Baudrillard, who argued that in modern society the distinction between reality and media representations has collapsed, and we now live in a state of "hyperreality" defined by simulations. The document examines Baudrillard's concept of simulacra and how media texts can explore and expose this hyperreal condition. Examples of postmodern media that do this include films, television shows, video games and other texts that reference and play with their own constructed nature.
This document discusses the rise of social media and its impact on society and business. It traces the evolution from early technologies like blogs and wikis to today's social networks. Key points made include:
- Social media has democratized information by transforming consumers into publishers.
- Early critics warned it could infantilize the brain and reduce attention spans, while optimists saw its potential to empower users.
- Companies must adapt to a world where consumers engage and share content online in new ways.
- The architecture of technology shapes human behavior more than the content itself.
The future of publishing and other interesting things to think about
FakePress, publiscing for:
PLACES: location based media, geographic narratives, ubiquitous contents
SPACES: interactive environments, augmented reality, immersive narratives
BODIES: wearable narratives, gestural interactions, natural interfaces
THINGS : spime, interstitial tales, micro narratives, object centered social networks
An impressive presentation of our publishig hause :)
FakePress Team
www.fakepress.it
The document discusses how the introduction of "feeds" on Facebook, which display a running list of a user's activities and updates on their profile, has significant implications for how people view and curate their online identity on social networks. It notes that this makes Facebook less of a temporary representation of identity and more of a permanent archive, forcing users to reconsider how publicly and casually they share information. It may lead users to be more cautious about what traces of their identity they leave online and how openly they explore different identities and connections on social platforms.
Reading on the Holodeck: Ray Bradbury, Ivan Sutherland, and the Future of Books. An exploration of the consequences of immersive media environments on IP policy, libraries, and creative arts.
Urban Hub 26 Cities, People & Climate Change - Thriveable WorldsPaul van Schaık
A series of books from integralMENTORS Integral UrbanHub work on Thriving people & Thriveable Cities
Too little courage and we will fail – too much certainty and we will fail. But with care and collaboration we have a chance of bringing forth emergent impacts through innovation, syngeneic enfoldment & collaborative effort.
A deeper understanding of a broader framework will be required – this would be more that an integral vision and beyond the Eurocentric AQAL & SDI.
Cities, People & Climate Chaos
No one vision is sufficient in and of itself – visions can guide but only by collaborative action in a creative generative process can visions grow and become part of an ongoing positive sociocultural reality.
Without taking into account the many worldviews that currently co-exist and crafting ways of including them in a positive and healthy form we will continue to alienate vast sections of all communities of humankind.
This document is the first issue of the Hive Mind magazine from Flamingo's Cultural Intelligence team. It focuses on the theme of "Forgotten Landscapes" and explores a growing fascination with abandoned and hidden spaces. Contributors include experts from various fields who provide perspectives on why people are drawn to decaying places as a counterpoint to modern obsession with newness and perfection. The issue features a photo essay and articles that discuss concepts like "ruin porn," the Japanese aesthetic of "wabi sabi," and how exploring forgotten places can help provide a sense of perspective.
Story, Sci-Fi & Transmedia to develop Corporate Technology Strategies.Hubbub Media
This document discusses using science fiction and transmedia storytelling to develop corporate technology strategies and visions of the future. It provides examples of how sci-fi concepts and speculative fiction have been used to explore philosophical ideas and future technologies. The document also discusses using experience design, transmedia structures and storytelling to engage audiences across multiple platforms and media. The goal is to help companies and organizations envision and communicate future experiences in an immersive, interactive way.
The document discusses digital ethnography. It covers several topics:
1. Digital ethnography takes a non-digital centric approach and considers both the digital and non-digital aspects of people's lives.
2. Principles of digital ethnography include multiplicity, non-digital centricness, openness, reflexivity, and attention to unconventional forms of communication.
3. Examples of digital ethnography research cover a range of topics from virtual worlds and social media to political economy, ubiquitous digital technologies, and posthuman perspectives. A variety of methods are used including participant observation, interviews, and analysis of digital traces.
From Meatspace to Social Virtual RealityAxel Quack
As an assistant professor I lead weeklong workshops at various design, architecture, and business schools, guiding students through the creative process from ideation to running prototype ready to be pitched to different stakeholders. The course covers a range of content from ideation techniques and rating, business- model prototyping, competitor analysis and differentiation, paper prototyping to lean design techniques and Pecha Kucha-style presentations.
This document provides an overview of the first issue of the Hive Mind magazine from Flamingo's Cultural Intelligence team. It features articles on forgotten landscapes and decaying spaces that have become objects of fascination. Experts discuss why people are drawn to these places as a counterpoint to today's emphasis on newness and productivity. The issue profiles urban explorer Liam Young and introduces the concept of "ruin porn." It explores themes of impermanence, decay, and finding beauty in lost or declining spaces. Contributors include architects, psychologists, and photographers documenting abandoned sites around the world.
This document discusses different interpretations of online identity, including anonymity and social networking. Regarding anonymity, it explores how people can create alternate online selves in virtual worlds like Second Life. Social networks instead focus on self-publication and affirmation within communities. The document also discusses both pros and cons of online identity, and suggests it may be a natural progression in human evolution towards becoming cyborgs that retain presence through technology.
This document discusses the challenges and opportunities of navigating an uncertain future as old institutions break down and new technologies emerge. It explores using stories, augmented reality, virtual reality, and libraries to help shape and understand potential futures. The document advocates for a values-based and anthropological approach to envisioning different futures through speculative inquiry into what life could be like.
The document discusses several topics including virtual worlds like Cybertown, e-democracy sites, and whether the internet can be conceptualized as a counter public sphere. It provides links to various virtual worlds and discusses debates around whether these spaces facilitate community or exacerbate individualism and commodification. The document also discusses Marshall McLuhan's concept of the global village in relation to the internet and debates around its impact.
Trusted Execution Environment for Decentralized Process MiningLucaBarbaro3
Presentation of the paper "Trusted Execution Environment for Decentralized Process Mining" given during the CAiSE 2024 Conference in Cyprus on June 7, 2024.
Ocean lotus Threat actors project by John Sitima 2024 (1).pptxSitimaJohn
Ocean Lotus cyber threat actors represent a sophisticated, persistent, and politically motivated group that poses a significant risk to organizations and individuals in the Southeast Asian region. Their continuous evolution and adaptability underscore the need for robust cybersecurity measures and international cooperation to identify and mitigate the threats posed by such advanced persistent threat groups.
Channelling William Gibson and Kevin Kelly at Belgrade Design Week, Jeremy Ettinghausen of BBH & BBH Labs looks at bohemias in the physical world and online. To be creative demands time and space, but with creativity also comes the obligation to create difference.
Digital Prohibition: Piracy and Authorship in New Media ArtCarolyn Guertin
The act of creation requires us to remix existing cultural content and yet recent sweeping changes to copyright laws have criminalized the creative act as a violation of corporate rights in a commodified world. Copyright was originally designed to protect publishers, not authors, and has now gained a stranglehold on our ability to transport, read, write, teach and publish digital materials. Contrasting Western models with issues of piracy as practiced in Asia, Digital Prohibition is the first book to discuss the politics of creative work and emergent models of authorship in a digital age.
It explores the creation of new media forms by artists and groups who use technology to challenge established models and practices. It starts from the premise that creativity is no longer a useful concept in an age of data glut and perfect copies; instead we must now think of creative practice as a kind of creative critique and atactical aesthetics that repurpose existing materials in order to explore the nature of media and how they affect us. It does this through three different aesthetic approaches: interruption (stoppage and repetition), disturbance (critique and event), and capture/leak age (performance and documentation). The book is wide-ranging in its definition of authorship, exploring methods as diverse as sampling, mashups, hacktivism, social media, tactical media, productive mistranslation and digital anthropophagy.
Imprint Continuum
Pub. date: 19 April 2012
ISBN: 9781441131904
This document provides an overview of key concepts in digital anthropology from the book Digital Anthropology edited by Heather Horst and Daniel Miller. It discusses six principles of digital anthropology including how the digital intensifies culture's dialectical nature. The document also summarizes several chapters that address issues like disability and the digital world, how new media is incorporated into everyday life, and the challenges and potentials of digital technologies. It emphasizes that digital worlds are as culturally relative and material as analog worlds and should be studied using traditional anthropological methods like long-term ethnographic fieldwork.
Online-Aesthetics. From Genre to SubcultureAnton Hecht
An examination of aesthetics and their role online. How digital aesthetics have changed and developed, and how this has had an effect on subcultures around synthetic space. This includes a class exercise at the end.
Innovation and Trangression: exploring Third Spaces and Excess SpacesSalvatore Iaconesi
lesson about the relationship between transgression and innovation at the Alta Scuola Politecnica in 2016
more info and text of the presentation at
https://www.artisopensource.net/2016/06/27/the-transgressive-spaces-of-innovation/
This document discusses postmodern media theory. It defines postmodernism as rejecting the idea that any media text can objectively represent reality, and instead seeing media as constructing its own version of reality. A key theorist discussed is Jean Baudrillard, who argued that in modern society the distinction between reality and media representations has collapsed, and we now live in a state of "hyperreality" defined by simulations. The document examines Baudrillard's concept of simulacra and how media texts can explore and expose this hyperreal condition. Examples of postmodern media that do this include films, television shows, video games and other texts that reference and play with their own constructed nature.
This document discusses the rise of social media and its impact on society and business. It traces the evolution from early technologies like blogs and wikis to today's social networks. Key points made include:
- Social media has democratized information by transforming consumers into publishers.
- Early critics warned it could infantilize the brain and reduce attention spans, while optimists saw its potential to empower users.
- Companies must adapt to a world where consumers engage and share content online in new ways.
- The architecture of technology shapes human behavior more than the content itself.
The future of publishing and other interesting things to think about
FakePress, publiscing for:
PLACES: location based media, geographic narratives, ubiquitous contents
SPACES: interactive environments, augmented reality, immersive narratives
BODIES: wearable narratives, gestural interactions, natural interfaces
THINGS : spime, interstitial tales, micro narratives, object centered social networks
An impressive presentation of our publishig hause :)
FakePress Team
www.fakepress.it
The document discusses how the introduction of "feeds" on Facebook, which display a running list of a user's activities and updates on their profile, has significant implications for how people view and curate their online identity on social networks. It notes that this makes Facebook less of a temporary representation of identity and more of a permanent archive, forcing users to reconsider how publicly and casually they share information. It may lead users to be more cautious about what traces of their identity they leave online and how openly they explore different identities and connections on social platforms.
Reading on the Holodeck: Ray Bradbury, Ivan Sutherland, and the Future of Books. An exploration of the consequences of immersive media environments on IP policy, libraries, and creative arts.
Urban Hub 26 Cities, People & Climate Change - Thriveable WorldsPaul van Schaık
A series of books from integralMENTORS Integral UrbanHub work on Thriving people & Thriveable Cities
Too little courage and we will fail – too much certainty and we will fail. But with care and collaboration we have a chance of bringing forth emergent impacts through innovation, syngeneic enfoldment & collaborative effort.
A deeper understanding of a broader framework will be required – this would be more that an integral vision and beyond the Eurocentric AQAL & SDI.
Cities, People & Climate Chaos
No one vision is sufficient in and of itself – visions can guide but only by collaborative action in a creative generative process can visions grow and become part of an ongoing positive sociocultural reality.
Without taking into account the many worldviews that currently co-exist and crafting ways of including them in a positive and healthy form we will continue to alienate vast sections of all communities of humankind.
This document is the first issue of the Hive Mind magazine from Flamingo's Cultural Intelligence team. It focuses on the theme of "Forgotten Landscapes" and explores a growing fascination with abandoned and hidden spaces. Contributors include experts from various fields who provide perspectives on why people are drawn to decaying places as a counterpoint to modern obsession with newness and perfection. The issue features a photo essay and articles that discuss concepts like "ruin porn," the Japanese aesthetic of "wabi sabi," and how exploring forgotten places can help provide a sense of perspective.
Story, Sci-Fi & Transmedia to develop Corporate Technology Strategies.Hubbub Media
This document discusses using science fiction and transmedia storytelling to develop corporate technology strategies and visions of the future. It provides examples of how sci-fi concepts and speculative fiction have been used to explore philosophical ideas and future technologies. The document also discusses using experience design, transmedia structures and storytelling to engage audiences across multiple platforms and media. The goal is to help companies and organizations envision and communicate future experiences in an immersive, interactive way.
The document discusses digital ethnography. It covers several topics:
1. Digital ethnography takes a non-digital centric approach and considers both the digital and non-digital aspects of people's lives.
2. Principles of digital ethnography include multiplicity, non-digital centricness, openness, reflexivity, and attention to unconventional forms of communication.
3. Examples of digital ethnography research cover a range of topics from virtual worlds and social media to political economy, ubiquitous digital technologies, and posthuman perspectives. A variety of methods are used including participant observation, interviews, and analysis of digital traces.
From Meatspace to Social Virtual RealityAxel Quack
As an assistant professor I lead weeklong workshops at various design, architecture, and business schools, guiding students through the creative process from ideation to running prototype ready to be pitched to different stakeholders. The course covers a range of content from ideation techniques and rating, business- model prototyping, competitor analysis and differentiation, paper prototyping to lean design techniques and Pecha Kucha-style presentations.
This document provides an overview of the first issue of the Hive Mind magazine from Flamingo's Cultural Intelligence team. It features articles on forgotten landscapes and decaying spaces that have become objects of fascination. Experts discuss why people are drawn to these places as a counterpoint to today's emphasis on newness and productivity. The issue profiles urban explorer Liam Young and introduces the concept of "ruin porn." It explores themes of impermanence, decay, and finding beauty in lost or declining spaces. Contributors include architects, psychologists, and photographers documenting abandoned sites around the world.
This document discusses different interpretations of online identity, including anonymity and social networking. Regarding anonymity, it explores how people can create alternate online selves in virtual worlds like Second Life. Social networks instead focus on self-publication and affirmation within communities. The document also discusses both pros and cons of online identity, and suggests it may be a natural progression in human evolution towards becoming cyborgs that retain presence through technology.
This document discusses the challenges and opportunities of navigating an uncertain future as old institutions break down and new technologies emerge. It explores using stories, augmented reality, virtual reality, and libraries to help shape and understand potential futures. The document advocates for a values-based and anthropological approach to envisioning different futures through speculative inquiry into what life could be like.
The document discusses several topics including virtual worlds like Cybertown, e-democracy sites, and whether the internet can be conceptualized as a counter public sphere. It provides links to various virtual worlds and discusses debates around whether these spaces facilitate community or exacerbate individualism and commodification. The document also discusses Marshall McLuhan's concept of the global village in relation to the internet and debates around its impact.
Trusted Execution Environment for Decentralized Process MiningLucaBarbaro3
Presentation of the paper "Trusted Execution Environment for Decentralized Process Mining" given during the CAiSE 2024 Conference in Cyprus on June 7, 2024.
Ocean lotus Threat actors project by John Sitima 2024 (1).pptxSitimaJohn
Ocean Lotus cyber threat actors represent a sophisticated, persistent, and politically motivated group that poses a significant risk to organizations and individuals in the Southeast Asian region. Their continuous evolution and adaptability underscore the need for robust cybersecurity measures and international cooperation to identify and mitigate the threats posed by such advanced persistent threat groups.
Skybuffer SAM4U tool for SAP license adoptionTatiana Kojar
Manage and optimize your license adoption and consumption with SAM4U, an SAP free customer software asset management tool.
SAM4U, an SAP complimentary software asset management tool for customers, delivers a detailed and well-structured overview of license inventory and usage with a user-friendly interface. We offer a hosted, cost-effective, and performance-optimized SAM4U setup in the Skybuffer Cloud environment. You retain ownership of the system and data, while we manage the ABAP 7.58 infrastructure, ensuring fixed Total Cost of Ownership (TCO) and exceptional services through the SAP Fiori interface.
Salesforce Integration for Bonterra Impact Management (fka Social Solutions A...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on integration of Salesforce with Bonterra Impact Management.
Interested in deploying an integration with Salesforce for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
Digital Marketing Trends in 2024 | Guide for Staying AheadWask
https://www.wask.co/ebooks/digital-marketing-trends-in-2024
Feeling lost in the digital marketing whirlwind of 2024? Technology is changing, consumer habits are evolving, and staying ahead of the curve feels like a never-ending pursuit. This e-book is your compass. Dive into actionable insights to handle the complexities of modern marketing. From hyper-personalization to the power of user-generated content, learn how to build long-term relationships with your audience and unlock the secrets to success in the ever-shifting digital landscape.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
Nunit vs XUnit vs MSTest Differences Between These Unit Testing Frameworks.pdfflufftailshop
When it comes to unit testing in the .NET ecosystem, developers have a wide range of options available. Among the most popular choices are NUnit, XUnit, and MSTest. These unit testing frameworks provide essential tools and features to help ensure the quality and reliability of code. However, understanding the differences between these frameworks is crucial for selecting the most suitable one for your projects.
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
This presentation provides valuable insights into effective cost-saving techniques on AWS. Learn how to optimize your AWS resources by rightsizing, increasing elasticity, picking the right storage class, and choosing the best pricing model. Additionally, discover essential governance mechanisms to ensure continuous cost efficiency. Whether you are new to AWS or an experienced user, this presentation provides clear and practical tips to help you reduce your cloud costs and get the most out of your budget.
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
1. 1
by FAITH POPCORN’S BRAINRESERVE
New Sovereignties
Neo-Nomads, Context Collapse & The Strange
2. 2
by FAITH POPCORN’S BRAINRESERVE
30 speakers from all over the world across two
days and multiple venues under the theme of
utopias
Resonate IO
43 Talks & 24 Performances across three
venues over four days in Belgrade, Serbia
3. 3
by FAITH POPCORN’S BRAINRESERVE
In a globally networked society, conventional borders no longer make sense.
The Gig Economy, affordable intercontinental travel, and Airbnb’s are breeding
a new kind of IRL neo-nomad.
We no longer have to live anywhere or do anything permanently.
Our existence, in fact, is more concrete on platforms, in the cloud and through
the data we generate and collect.
We are a people that are constantly in flux, constantly in a state of preparation
for what is coming next.
4. 4
by FAITH POPCORN’S BRAINRESERVE
Context Collapse
Perfect Parity / Hyper Realities
The Grotesque and the Weird
5. 5
by FAITH POPCORN’S BRAINRESERVE
The new individuals can live anywhere, adapt or conform to
any situation.
In some cases this means assimilating themselves to the
point of homogenization.
In other ways this means subverting norms and expressing
themselves in wild, and sometimes bizarre ways.
These are individuals who have access to all points of
reference all at once. A veritable global neural network that
defies and ignores borders.
They are global, shape-shifting cyborgs.
6. 6
by FAITH POPCORN’S BRAINRESERVE
“Tell either side there’s
no wall. You bought a
war.”
7. 7
by FAITH POPCORN’S BRAINRESERVE
● 1 million reddit users
● Paint one pixel each, every
five minutes
● Over 16 million pixels
painted
● Competition for space,
territory designs played out
over real time
● Resulting in a giant,
borderless, messy collage
● Represents multiple cultures,
countries, aesthetics, in-
jokes, memes, etc
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by FAITH POPCORN’S BRAINRESERVE
The Stack
In lieu of geographical boundaries, author Benjamin Bratton
imagines the world through six layers, or stacks.
We interface, engage and interact more through these layers than
we do geographically now.
For example: If I am an American generating data that is collected
in Belgrade, who does it belong to? Where does it exist exactly?
What about data collected in a region whose national identity is
contested globally?
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by FAITH POPCORN’S BRAINRESERVE
Conflict emerges when everyone
defines utopia/dystopia
differently
“Our world is built in clicks, views
& shares”
Form&’s sculpture Microutopias
is a physical installation that
explores how utopias can “form,
coalesce, disperse, and form
again.”
Asks, what are the implications
of being exposed to so many
ideas, cultures, beliefs, and
communities all at once?
How do they throw into question
the meaning of utopian or
dystopian futures?
Micro-Utopias /// Form&
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by FAITH POPCORN’S BRAINRESERVE
We are all part of the same system.
Every brand, product, consumer,
regardless of choice, is in some
capacity interrelated and connected.
Distinctions between concepts no
longer mean the same thing they once
did.
“It’s all still salsa”
11. 11
by FAITH POPCORN’S BRAINRESERVE
Everything by David OReilly
A game where players can
literally be “everything”
Move as an essence in the
world through animals,
objects, phenomena
“Everything depicts a world
where all objects are both
combined and separated,
paradoxically of the same
substance yet with
unfathomable gaps
between them.”
12. 12
by FAITH POPCORN’S BRAINRESERVE
Short film about an AI that
develops in a satellite and
travels to Earth
Imagines what a sentience that
has “access to everything” would
want to become.
“Total recall, forever”: What does
it mean to be a conscious neural
network?
Only conclusion: To be an artist.
To embrace the irrational. Love,
cruelty, truth.
Geomancer
13. 13
by FAITH POPCORN’S BRAINRESERVE
In consuming and creating the same stuff everywhere, both similarities and
differences emerge, regardless of location.
The web exposes everyone, even if just in a superficial way, to different cultural
touchstones. They become raw material for creative work in all areas of the world.
Thinking about culture through geographical boundaries no longer makes sense
when all cultures have unfettered access to each other.
The irony of globalization is that it both opens up access to multiple cultures at once
while homogenizing those cultures at the same time.
14. 14
by FAITH POPCORN’S BRAINRESERVE
Context Collapse
The homogenization of expression and communication through
social media.
Example: Photos out plane windows, with tigers, handstands, food.
Only a handful of filters (re: Snapchat AR) everyone is using.
In turn, this pervasive sameness begins affecting the real world:
What is photographed, where we’re photographed, etc.
Companies can no longer glean anything from consumers because
they all act/look the same online.
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by FAITH POPCORN’S BRAINRESERVE
Neo-Nomads /// Placelessness
Welcome to Air Space
Airbnb’s have spread throughout
the world.
Homogenization of space to
fulfill expectations of comfort
The Airbnb look or aesthetic:
Generic, characterless, sterile.
Can be “filled in” by any people,
traveling anywhere.
Cultivating a “harmonization of
taste” among consumers.
17. 17
by FAITH POPCORN’S BRAINRESERVE
Surging popularity of casual adventure/travel wear
Always prepared to go anywhere.
Always ready for any climate or condition.
Neo-Nomads /// Placelessness
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by FAITH POPCORN’S BRAINRESERVE
The DNA Journey
● Reveal historical genetic make-
up to individuals.
● Present their results as mixed,
borderless.
● Throws into question national,
cultural and ethnic identity.
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by FAITH POPCORN’S BRAINRESERVE
Casa Jasmina /// Permanent Beta (Bruce Sterling & Jasmina Tesanovic)
“Open-sourced, connected home of
the future” in Turin, Italy
"A laboratory for experiments in
home automation and the Internet
of Things"
“You should never trust a utopia
without an expiration date.”
“The idea that we would get out of
it is what made it successful.”
Open Airbnb, so anyone could live
with the designs and their
designers.
20. 20
by FAITH POPCORN’S BRAINRESERVE
Imagining durable, open-sourced, internet-
connected design as coextensive with a
nomadic, modular lifestyle
A temperature control system, a sensor tower, a
lightning system, an amplifier, a small thermal printer
and a smart mirror. All made by hand in Fablab
Torino, with open source technologies that are
available to anyone.
21. 21
by FAITH POPCORN’S BRAINRESERVE
Mandate around content:
Tantalizing, terrifying, taboo topic per issue.
We don’t often give respect to spaces that have the most
influence: video games, pornography
Nostalgia as a source of mixing high/low culture
Talking about things we care about today is more intimate
than Tinder.
Sofa Magazine /// Ricarda Messner &
Caia Hagel
Sample topics: cybersupportgroups, hook-up apps,
webcam love, virtual nationhood, net art, hacking &
stalking, porn tag hegemonies, AI empathy, political
videogaming & digital sexercising
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by FAITH POPCORN’S BRAINRESERVE
Perfect Parity/Hyper Realities
What happens when we finally arrive at the point when reality can be
wholly reconstructed virtually?
How do we distinguish the virtual from the real? What are the
implications for evidence, truth and proof?
Once we reach the upper bands of parity, how do we progress
forward, beyond that achievement?
23. 23
by FAITH POPCORN’S BRAINRESERVE
Perfect Parity /// Hyper Realities
Now at the point where we can
create images that are practically
indiscernible from reality
24. 24
by FAITH POPCORN’S BRAINRESERVE
Hyper Realities
Increasingly perfecting how well we
can virtually recreate “reality”
The magic of CGI is “broken” when
the difference between it and reality
is indiscernible.
Dangerous implications of not being
able to tell the difference between
real and virtual
We can now make reality “more real”
than itself.
25. 25
by FAITH POPCORN’S BRAINRESERVE
The Weird & The Eerie
“We could go so far as to say that it is the
human condition to be grotesque, since
the human animal is the one that does
not fit in, the freak of nature who has no
place in the natural order and is capable
of recombining nature’s products into
hideous new forms”
- Mark Fisher, The Weird & The
Eerie
26. 26
by FAITH POPCORN’S BRAINRESERVE
The Weird & The Eerie
A way of distinguishing oneself online.
Breaking the homogenizing the effects of Context
Collapse.
Moving laterally away from the arbitrary distinction
between real and virtual.
Use digital detritus, messiness, the bizarre to make
oneself stand out and move virally.
27. 27
by FAITH POPCORN’S BRAINRESERVE
Both for weirdness sake and as a political act.
Blurring boundaries helps us question why those
borders exist in the first place.
Tradition is subverted to create something new.
Blurring the borders between
conventional objects
Dark Matter
Shiv Integer
28. 28
by FAITH POPCORN’S BRAINRESERVE
Warburton’s “Wilderness”
Rather than recreate reality, create
something so unreal as to render it
wholly unique.
Strangeness as defying the status quo.
Hyper-reality requires big Hollywood budgets.
Weirdness can be accomplished by individual artists.
More durable, viral. Spreads because it is so bizarre.
Also: Inherent intimacy in its rawness & emotion.
Coordinated Movement
Uterus Man
29. 29
by FAITH POPCORN’S BRAINRESERVE
Cool 3D World
Videos often make no
sense whatsoever.
Watch with incredulity.
Often involve the human
body being contorted and
twisted in unrealistic and
discomforting ways.
30. 30
by FAITH POPCORN’S BRAINRESERVE
SUPER DELUXE
A production studio that generates
virality through live video and
across multiple social media
platforms.
Absurd, weird, zany.
According to Hammer, there’s no
reason all these seemingly
unrelated projects shouldn’t exist
side by side — there’s no brand
identity more compelling than
“complete creative freedom.”
Leveraging the “punk rock” energy
of YouTube creators’ culture.
31. 31
by FAITH POPCORN’S BRAINRESERVE
Kenneth Tin-Kin hung
Absurd pastiche of corporate
and political aesthetics on a
global level.
Everything is juxtaposed and
smashed together, implying
a systemic connection
across geographical
boundaries.
Silly, over-the-top, weird.
32. 32
by FAITH POPCORN’S BRAINRESERVE
Yves Tumor
“Serpent Music is a slippery album, as it’s title
suggests, made more so by its allusions to
spirituality, including a song named for Dajjal,
Islam’s antichrist, and a lighter, maybe more
hopeful one called “Role in Creation.” We don’t
know if we are in heaven or hell here, and that
seems to be the point.”
Confrontational, messy, noisy, a fusion of styles,
dialects, sounds. No singular point of reference.
Remains anonymous and unanchored to any
identity or geographical location.
Anonymous but many identities all at once.
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Takeaways
Brands must constantly adapt to new conditions, identities, contexts. Always evolving, to be in a
constant state of flux
Everyone is always competing with everything else. It’s no longer about one type of consumer,
brand or product in their own domain – everything is interrelated regardless of context.
Distinguish yourself – Don’t blend in. Context Collapse means it is easy to conform to a singular
identity. Leverage social media, so that the work stands out.
The weird, bizarre, strange – these are durable. Their uniqueness lends them to virality. Don’t
need to go overboard with production values just need a singular vision that distinguishes it from
everything else.
Editor's Notes
Image: Eva Papamargariti
BLADE RUNNER 2049 - Official Trailer
Over 1 million Reddit users waged a virtual war to create this bizarre work of art with 16 million pixels
The Stack by Benjamin Bratton | MIT Press
Internet Age Media Special Projects: Micro-Utopias presented by Form&
Clip from new show American Gods.
The “New Gods” clash with the “Old Gods” each representing meaning, purpose and culture and how they’ve evolved from old institutions into new ones.
Mr. World goes on a rant about interconnectivity and systems relating it to branding. Sure there is choice, but in a globalization there is still just one product. All part of a larger system.
Everything, a Must-Play Game Like Nothing You’ve Seen Before
As you occupy the life of a family of algae or read the thoughts of a television with relationship problems, Watts tells you about the basic interconnectivity of all things, the way in which we are all a part of one grand, luminescent thing. It's symbiosis on a mass scale, writ across the innumerable bodies that populate the universe.
O'Reilly told me that Everything is designed to run forever. He described it to me as an "organism that keeps going." Left its own devices, it will, in fact, play itself, running in an autoplay mode based on settings that you can calibrate to your own whims.
In 2065, a Military Satellite Becomes Self-Aware—and Wants to Become an Artist
The weird + eerie: an interview with Lawrence Lek on crossing the line + exposing the deeply embedded through VR
I tweet honestly, I tweet passionately: Twitter users, context collapse, and the imagined audience
1. WELCOME TO AIRSPACE: How Silicon Valley helps spread the same sterile aesthetic across the world
1. Apolis, Monocle, and the branding of the ‘Placeless Aesthetic’
“Placeless fashion takes its meaning from the authenticity of the “non-place”, the French philosopher Marc Auge’s term for anonymous spaces like airports and malls. Perhaps these days, we identify more closely with the ambiguities of these spaces than the easy geographical definitions of specific countries or cities. Our clothing is evolving in turn.”
2. LOT-2046
3. Where Well-Made Basics and Good Conscience Come in the Same Bag
“No matter what I tried on, though, or how I styled it in the canvas tent that serves as a fitting room, the clothes had a strange homogenizing effect. Rather than wearing my political values, or my eccentricities of taste, on my sleeve, I was instead sandpapered into an innocuous cipher. The clothes took the edge off with almost narcotic precision. From every angle, I looked exactly the same: a man with nowhere to be, and all the time in the world to be there.”
First Came Normcore. Now Get Ready for Gorpcore.
The Prepper Obsession With Clothes
Casa Jasmina combines Italian design with connected home technologies **DYLAN -- I don’t follow the third, fourth and fifth points here -- can you clarify or be ready to talk to this
"Maker spaces, hackspaces and collaborative design offices are appearing all over the world as part of a big, global trend toward open-source design, networked collaboration and digital manufacturing," said Sterling. "But – in the future – what would it be like to live that way in daily life?"
Casa Jasmina
POSTCARD FROM CASA JASMINA: THE HOME OF THE FUTURE AT SALONE DEL MOBILE
Postcard from Casa Jasmina – Chatting with the Home of the Future is an interactive installation representing a compact version of the home of the future. The exhibition is part of tech.NO.MAD – Feeling at Home Everywhere, an event born in collaboration with ThingsCon Milan, growITup, Cariplo Factory, THINGS and The Good Home. Five days of talks, workshops and exhibits on the concept of a neo-nomadic lifestyle. Because nowadays, with the aid of technology, one can feel at home anytime and anywhere.
The installation is made of six devices, framed in simple and archetypal wooden structures, for six of the most common functions in a domestic setting: a temperature control system, a sensor tower, a lightning system, an amplifier, a small thermal printer and a smart mirror. All made by hand in Fablab Torino, with open source technologies that are available to anyone.
Sofa Magazine
After Generation Z’s prophecies in SOFA 1, which showed, among other dazzling themes, how digital life informs contemporary identity, personal relationship and economic, political and social power for teens today—we journey deeper into cyberspace with post-teens for SOFA II.
While orbiting the new frontiers of cybersupportgroups, hook up apps, webcam love, virtual nationhood, net art, hacking & stalking, porn tag hegemonies, AI empathy, political videogaming & digital sexercising, we look at the allure of digital relationships and how these are a new meta level of loving and being that solve some of yesterday’s problems while creating new ones for tomorrow. We interview mavericks and uncover the glitzy participation promoted by cyberculture to ask whether it is real democracy or if user-friendly atmospheres mask deeper emotional and psychological manipulations.
In the bedroom, the boardroom and the political alleys, SOFA II lays out what’s brand new in sexy, and unsexy, technologically fuelled connections. Through confessions, inquiries, essays, interviews, fashion futurisms and passionate dispatches, we find out what our brains, our hearts—and our digital lives—really are, and where all this is heading.
Hyperreal CG
This Artist Used a Computer Model of His Face to get a French National ID
Merge Simpson, Spongebool and Matthew Plummer-Fernandez are in Berlin
Cite:
Yves Tumor
Alan Warburton (“The Frontier”, artists he cites)
Matthew Hernandez-Plummer
Morehshin Allahyari
M. Hernandez Plummer - Shiv Integer
Shiv Integer is a bot making assemblage art for 3D printers. Rummaging through Thingiverse, the biggest online 3D-Print community and a vast archive of user-made models - full of knick-knacks and engineering parts - the bot picks objects at random to conjoin into sculptures and gives them apt word-salad names such as "disc on top of an e-juice golf." The process follows a lineage of Dadaist readymade and chance art, but also explores the authorship-inheritance of Creative Commons licensing, as well as performing an archiving of an Internet subculture, taking cross-database snapshots of 3D-Print culture.
Morehshin Allahyari - Dark Matter
Dark Matter is a series of combined, sculptural objects modeled in Maya and 3D printed to form humorous juxtapositions.; The objects chosen for the first series are the objects/things that are banned or un-welcome in Iran by the government. The objects that in many other countries people use or own freely but under Iranian government laws (for several reasons) are forbidden or discouraged to use. Owning some of these objects/things (dog, dildo, gun, neck tie, satellite dish, etc.) means going to jail, or getting a fine, or constantly being under the risk of getting arrested or bothered by the moral police. By printing and bringing the virtual 3D into physical existence, I want to simultaneously resist and bring awareness about the power that constantly threatens, discourages, and actively works against the ownership of these items in Iran. No matter how functional, through 3D printing, I am able to re-create and archive a collection of forbidden objects. In a way, the sculptural objects serve as a documentation of lives (my own life included) lived under oppressions and dictatorship. This is the documentation of a history full of red lines drawn in the most private aspect of one’s life.
What will happen when you re-contextualize the forbidden/banned/taboos? Could inserting the sculptures into another time and space change our relationship to these objects and challenge us to enter an historical dimension of the work? In other words, through positioning the tabooed I want to re-emphasize the dramatic and ironic aspect of forbidden; When looking back in twenty years, how would it feel to re-visit this collection?
Mike Pelletier - Coordinated Movement
Q. and A.: Lu Yang on Art, ‘Uterus Man’ and Living Life on the Web
Cool 3D World Instagram
The Viral Machine
If Super Deluxe is the future of entertainment, it’s because it isn’t much like a TV channel or a media company. It’s more like a tool for supporting inexperienced talent in a entertainment world that’s been stuck in its ways. Being on every single platform at once makes Super Deluxe as multi-functional as a Swiss army knife. It can serve as a translator between two parties — the amateurs of the internet and the stubborn pros of Hollywood — who are constantly dancing around each other. That idea courses through every single thing Super Deluxe produces. The studio will bring Joanne the Scammer, an Instagram star, to TV. It took a viral homemade documentary to Sundance. It intends to monetize Facebook Live by throwing together young talent and unique tech on a rickety, bare-bones platform. Super Deluxe’s hustle mimics that of the stars it hopes to create — success could be anywhere, so you might as well try everything.
Bizarre and Beautiful: The Imaginative Mind of Kenneth Tin-Kin Hung
And then came Serpent Music, Tumor’s biggest statement yet. It is a beguiling introduction to a larger world, featuring the incredibly soulful highlight “The Feeling When You Walk Away,” which almost sounds like a lost B-side from a 1970s funk band. But then Tumor shifts quickly to lefter contexts, including songs filled with ambient nature sounds, field recordings of a man talking, harsh and fuzzy loops, and then, ultimately, what sounds like a choir of angels. Serpent Music is a slippery album, as it’s title suggests, made more so by its allusions to spirituality, including a song named for Dajjal, Islam’s antichrist, and a lighter, maybe more hopeful one called “Role in Creation.” We don’t know if we are in heaven or hell here, and that seems to be the point.