YESSi PERSE - NEW DARK AGE
"NEW DARK AGE" is a conceptual immersive VR game about what we have called Economystic* (the fiduciary economic system based on faith in the value of capital) and Techno-feudalism( the feudal power of technological corporations in the current socio-economic framework) that is structured in a journey through a cyber-medieval speculative scenario in which Big Tech Corporations have replaced the territorial nation-state model and run the world through the control of Big Data and corporate wars.
A walking simulator video game composed of 5 explorable levels corresponding to each of the five leading companies in the digital market: the MMAGA corporations (Meta, Microsoft, Apple, Google, Amazon). In the style of a first-person RPG, the viewer/player adopts the role of a USERF (USER+ SERF, servant) who moves through the data servers of these corporate kingdoms, getting to know their practices, rituals, laws, algorithms and feudal lords-CEOS.
NEW DARK AGE is a pilgrimage through this "New Dark Age" of information, where the contemporary fantasy of knowledge provided by technology brings the opposite: an era of uncertainty, post-truth, predictive algorithms and meticulous surveillance systems. In this New Dark Age capitalism has drifted into a neo-feudalism where corporations (data platforms) look like kingdoms, CEOS (CEOs) and IAS (Artificial Intelligences) act as Kings/Overlords and users as serfs/servants. Digital technology takes a dominant role, boosting the offshoring and precarization of the labor force; and where economics and politics are moving
away from democracy.
Technological Imperialism and Digital WritingLeonardo Flores
Slideshow for my Spectrums of DH Talk for McGill University. Presented on January 15, 2021.
Abstract:
In my talk I will offer an exploration of how the development, distribution, and access to digital technologies have replicated imperialist and colonialist practices of the past and have led to an unequal development of digital writing across the world. I will discuss how the development of electronic literature as a field has happened in privileged academic spaces with institutional resources, research investment, and prestige economies that favor wealthy countries and replicate imperialistic relationships with elit created and researched in the rest of the world. I will conclude by offering some ideas on how we can help decolonize and seek more equitable development of the field.
For a video recording of the talk, visit: https://leonardoflores.net/blog/presentations-2/recent-lecture-technological-imperialism-and-digital-writing/
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.
The document discusses several topics related to redesigning the world and various technologies. It provides summaries of presentations and discussions on transmedia storytelling, social media, mobile technologies, smart cities, and programming life. Key points addressed include using multiple platforms and forms to tell unified stories, how memory and the past can be redesigned, and the potential of programming living software and biomolecular computing.
Author: Mirko Presser
The Alexandra Institute
Contributors
Srdjan Krco (Dunavnet)
Tobias Kowatsch (University of St. Gallen)
Stefan Fischer (University of Luebeck)
Wolfgang Maas (Saarland University)
Sebastian Lange (Deloitte)
Francois Carrez (University of Surrey)
Bernard Hun (University of Surrey)
Richard Egan (Thales UK, Research and Technology)
Jan Höller (Ericsson AB)
Alessandro Bassi (Alessandro Bassi Consulting)
Stephan Haller (Vigience AG)
Martin Fiedler (Fraunhofer IML)
Luis Muñoz (University of Cantabria)
Louise Lønborg Rustrup (The Alexandra Institute)
João Fernandes (The Alexandra Institute)
Production Team:
Tine Kaag Raun (The Alexandra Institute)
Michael Skotting (Raaskot Visuel Kommunikation)
Mirko Presser (The Alexandra Institute)
Stig Andersen (Thingvalla Kommunikation)
Bente Kjølby Larsen (The Alexandra Institute)
Susanne Brøndberg (The Alexandra Institute)
Lene Holst Mortensen (The Alexandra Institute)
Interviews by Stig Andersen
The Internet of Things Comic Book is a publication of
the Internet of Things International Forum and is powered
by the Alexandra Institute and partially funded by
the
FP7 ICT ‘Internet of Things Initiative’ Coordination
Action,
contract number 257565
Comic Book scenes sponsored by Smart Aarhus
www.smartaarhus.dk
<a><img src="https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png" /></a><br />Quest'opera è distribuita con Licenza <a>Creative Commons Attribuzione - Non commerciale - Condividi allo stesso modo 4.0 Internazionale</a>.
Metaverse, by Guilherme Ravache - Forum Edify 2022Gui Ravache
The metaverse is an embodied internet where people can interact through personalized avatars, making interactions feel more present than video calls. It will be persistent, allowing spaces to remain the same when revisited. The metaverse will encompass activities like concerts, games, socializing, work, and shopping. While the concept has been around for decades, the metaverse is now seen as the next wave that will succeed the web and mobile, bringing together technologies like blockchain, NFTs, VR, and AR. However, the technology is not yet advanced enough and infrastructure needs to improve to fully realize the potential of the metaverse.
Cyborgs in the music? Computer, digital culture and music practicesMiguel De Aguilera
Western popular culture includes many stories (with different formats and media, including musical works) concerning the man-machine relationships. Most of them with strong mythic resonances (from Greek and other mythologies nourishing Western culture) and more oriented towards the dystopian than utopian.
The influence of these visions of mythical background has provoked an interesting debate in recent decades on the man-machine relationship, mainly affecting the “agency” (who controls the actions of the machine?)
That debate moves (with much of its resonances) to the field of music, where the recent development of IAMUS intensifies the controversy. In that field, this debate is connected with other elements that have nurtured the "myth of music" (established within industrial society): especially, the author (genius) and the “authenticity".
Understanding the man-machine relationships in the field of music, and ponder their future considering inventions like Iamus, requires the consideration of a number of ideas and items.
Among others, the "authorship" as an idea established within industrial society (and its system of cultural industries). Also, that all musical composer has always used in his/her creative activity any technology (mechanical, electrical, digital). This digital technology, by the way, is one of the factors that influence the profound changes affecting the various phases of musical activity, that show many examples like these: remix, music selection lists, Shazam, failure of fixed contexts for music listening, breaking the IP model ... But the use of such technology is not yet affecting several major foundations that established the cultural industries to guaranty the success to their products -and to boost consumption. For example, that the relationship between listener and music product relies on the existence of recognizable musical patterns and in the right combination between repetition and innovation.
This intervention observes the Iamus and its creations from the cultural analysis, which provides some of the key ideas with which to better understand the present and future of music.
Kaplan & Haenlein - The fairyland of second life - virtual social worlds and ...ESCP Exchange
Virtual social worlds, such as the Internet site Second Life, have acquired a high degree of popularity in the popular and business press. In this article we address the increasing importance of virtual social worlds, and discuss how companies can make use of their potential. We first present how virtual social worlds evolved historically, how they fit into the postmodern paradigm of our time, and how they differ from other social media, such as content communities (e.g., YouTube), social networking sites and blogs (e.g., Facebook), collaborative projects (e.g., Wikipedia), and virtual game worlds (e.g., World of Warcraft).We subsequently present how firms can make use of virtual social worlds in the areas of advertising/communication, virtual product sales (v-Commerce), marketing research, human resources, and internal process management. We also highlight the points companies should pay particular attention to in their activities, the 5Cs of success in virtual social worlds, and the future evolutions that we expect to shape this sector over the next 5—10 years: a trend toward standardization and interoperability, improvements in software usability, increasing interconnection between reality and virtual worlds, establishment of law and order, and the transformation of virtual social worlds to business hubs of the future
The Life on the Screen (online identity)Lorena Hevia
This document discusses how online spaces and technologies allow people to construct and explore identities. It explores role-playing games like MUDs, where users can take on different personas. The creation of avatars and multiple online identities is seen as reflecting postmodern views of identity as unstable, relative and able to be reinvented. The online world provides an immaterial space where people can feel more comfortable projecting different aspects of themselves.
Technological Imperialism and Digital WritingLeonardo Flores
Slideshow for my Spectrums of DH Talk for McGill University. Presented on January 15, 2021.
Abstract:
In my talk I will offer an exploration of how the development, distribution, and access to digital technologies have replicated imperialist and colonialist practices of the past and have led to an unequal development of digital writing across the world. I will discuss how the development of electronic literature as a field has happened in privileged academic spaces with institutional resources, research investment, and prestige economies that favor wealthy countries and replicate imperialistic relationships with elit created and researched in the rest of the world. I will conclude by offering some ideas on how we can help decolonize and seek more equitable development of the field.
For a video recording of the talk, visit: https://leonardoflores.net/blog/presentations-2/recent-lecture-technological-imperialism-and-digital-writing/
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.
The document discusses several topics related to redesigning the world and various technologies. It provides summaries of presentations and discussions on transmedia storytelling, social media, mobile technologies, smart cities, and programming life. Key points addressed include using multiple platforms and forms to tell unified stories, how memory and the past can be redesigned, and the potential of programming living software and biomolecular computing.
Author: Mirko Presser
The Alexandra Institute
Contributors
Srdjan Krco (Dunavnet)
Tobias Kowatsch (University of St. Gallen)
Stefan Fischer (University of Luebeck)
Wolfgang Maas (Saarland University)
Sebastian Lange (Deloitte)
Francois Carrez (University of Surrey)
Bernard Hun (University of Surrey)
Richard Egan (Thales UK, Research and Technology)
Jan Höller (Ericsson AB)
Alessandro Bassi (Alessandro Bassi Consulting)
Stephan Haller (Vigience AG)
Martin Fiedler (Fraunhofer IML)
Luis Muñoz (University of Cantabria)
Louise Lønborg Rustrup (The Alexandra Institute)
João Fernandes (The Alexandra Institute)
Production Team:
Tine Kaag Raun (The Alexandra Institute)
Michael Skotting (Raaskot Visuel Kommunikation)
Mirko Presser (The Alexandra Institute)
Stig Andersen (Thingvalla Kommunikation)
Bente Kjølby Larsen (The Alexandra Institute)
Susanne Brøndberg (The Alexandra Institute)
Lene Holst Mortensen (The Alexandra Institute)
Interviews by Stig Andersen
The Internet of Things Comic Book is a publication of
the Internet of Things International Forum and is powered
by the Alexandra Institute and partially funded by
the
FP7 ICT ‘Internet of Things Initiative’ Coordination
Action,
contract number 257565
Comic Book scenes sponsored by Smart Aarhus
www.smartaarhus.dk
<a><img src="https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png" /></a><br />Quest'opera è distribuita con Licenza <a>Creative Commons Attribuzione - Non commerciale - Condividi allo stesso modo 4.0 Internazionale</a>.
Metaverse, by Guilherme Ravache - Forum Edify 2022Gui Ravache
The metaverse is an embodied internet where people can interact through personalized avatars, making interactions feel more present than video calls. It will be persistent, allowing spaces to remain the same when revisited. The metaverse will encompass activities like concerts, games, socializing, work, and shopping. While the concept has been around for decades, the metaverse is now seen as the next wave that will succeed the web and mobile, bringing together technologies like blockchain, NFTs, VR, and AR. However, the technology is not yet advanced enough and infrastructure needs to improve to fully realize the potential of the metaverse.
Cyborgs in the music? Computer, digital culture and music practicesMiguel De Aguilera
Western popular culture includes many stories (with different formats and media, including musical works) concerning the man-machine relationships. Most of them with strong mythic resonances (from Greek and other mythologies nourishing Western culture) and more oriented towards the dystopian than utopian.
The influence of these visions of mythical background has provoked an interesting debate in recent decades on the man-machine relationship, mainly affecting the “agency” (who controls the actions of the machine?)
That debate moves (with much of its resonances) to the field of music, where the recent development of IAMUS intensifies the controversy. In that field, this debate is connected with other elements that have nurtured the "myth of music" (established within industrial society): especially, the author (genius) and the “authenticity".
Understanding the man-machine relationships in the field of music, and ponder their future considering inventions like Iamus, requires the consideration of a number of ideas and items.
Among others, the "authorship" as an idea established within industrial society (and its system of cultural industries). Also, that all musical composer has always used in his/her creative activity any technology (mechanical, electrical, digital). This digital technology, by the way, is one of the factors that influence the profound changes affecting the various phases of musical activity, that show many examples like these: remix, music selection lists, Shazam, failure of fixed contexts for music listening, breaking the IP model ... But the use of such technology is not yet affecting several major foundations that established the cultural industries to guaranty the success to their products -and to boost consumption. For example, that the relationship between listener and music product relies on the existence of recognizable musical patterns and in the right combination between repetition and innovation.
This intervention observes the Iamus and its creations from the cultural analysis, which provides some of the key ideas with which to better understand the present and future of music.
Kaplan & Haenlein - The fairyland of second life - virtual social worlds and ...ESCP Exchange
Virtual social worlds, such as the Internet site Second Life, have acquired a high degree of popularity in the popular and business press. In this article we address the increasing importance of virtual social worlds, and discuss how companies can make use of their potential. We first present how virtual social worlds evolved historically, how they fit into the postmodern paradigm of our time, and how they differ from other social media, such as content communities (e.g., YouTube), social networking sites and blogs (e.g., Facebook), collaborative projects (e.g., Wikipedia), and virtual game worlds (e.g., World of Warcraft).We subsequently present how firms can make use of virtual social worlds in the areas of advertising/communication, virtual product sales (v-Commerce), marketing research, human resources, and internal process management. We also highlight the points companies should pay particular attention to in their activities, the 5Cs of success in virtual social worlds, and the future evolutions that we expect to shape this sector over the next 5—10 years: a trend toward standardization and interoperability, improvements in software usability, increasing interconnection between reality and virtual worlds, establishment of law and order, and the transformation of virtual social worlds to business hubs of the future
The Life on the Screen (online identity)Lorena Hevia
This document discusses how online spaces and technologies allow people to construct and explore identities. It explores role-playing games like MUDs, where users can take on different personas. The creation of avatars and multiple online identities is seen as reflecting postmodern views of identity as unstable, relative and able to be reinvented. The online world provides an immaterial space where people can feel more comfortable projecting different aspects of themselves.
Our session at the Brand Management and Communication Master at IED Milan, focused on Imaginary Brands, and the role of troublemakers in the creative industry
"Enchanted Objects and People:" Data Driven ARTish Shute
The document discusses the potential of augmented reality (AR) and ubiquitous computing. It touches on several topics including AR for education, AR games, how AR is maturing from simple overlays to integrating big data, location-based AR storytelling, issues of data privacy and control, and artistic/creative uses of AR including light painting and visualizing wireless signals. The document provides an overview of different applications and ongoing work in the fields of AR, ubiquitous computing, and their intersection.
The document discusses the past, present, and future of digital storytelling. It summarizes the evolution of storytelling forms from oral tradition to modern multimedia. For the near future from 2008-2020, it predicts increased lifecasting, social and ubiquitous storytelling, and advances in gaming technology, virtual reality, and convergence across devices. The future will see fully immersive virtual worlds and nanotechnology enabling blood cell-sized devices for augmented reality experiences.
Selected Works - Lorenzo Micozzi Ferri, Ruben GandusLorenzo826105
This document summarizes the work of Ruben Gandus and Lorenzo Micozzi Ferri from 2018-2022. It includes a selection of projects they collaborated on including interactive games, installations, graphic design work, and more. Their collaborative work explores new forms of storytelling and interactive experiences. They are interested in collective creation and investigating new models for collaborative art and design.
Micromedia: A Global Digital Climate ChangeLindner Martin
By Martin Lindner. The Environment we're living, working and learning in is changing. Information becomes microcontent, small pieces loosely joined - and undbundled, re-mixed, aggregated, mashed-up and reloaded into the circulation.
Opening key note for the International S2m Conference: trends, social change, future of Seats2meet.com, future marketplaces, Seats2meet.comConnect.
Utrecht, The Netherlands. March 2015.
The Ultimate Guide to Create Metaverse Platform for the Future.pdfProlitus Technologies
Unleash your creativity in the digital realm! Explore "The Ultimate Guide to Create Metaverse Platform for the Future" and discover how to bring your wildest imaginations to life. Step into the future and learn the secrets of building your own metaverse, where virtual experiences redefine reality. Don't miss out on the opportunity to shape the next frontier of digital innovation! To Read Complete Blog Visit- https://www.prolitus.com/blog/the-ultimate-guide-to-create-metaverse-platform/ #Metaverse #DigitalFuture #VirtualReality
Narrative Design, the case of “Horizon Zero Dawn”Nelson Zagalo
This document discusses narrative design in the video game Horizon Zero Dawn. It begins by providing context on the role of narrative designer in video game development. It then examines the 4-layer model of narrative design proposed by Thomas Grip and Adrian Chmielarz. The document analyzes the specific narrative design of Horizon Zero Dawn, including the producers' goals of a female protagonist fighting machines on a post-apocalyptic Earth. It discusses how the narrative designer imagined the game's history, created a compelling protagonist, and paced out revelations to drive players through the game.
The document describes an art installation project titled "Stations of the Mind and Views of Global Cities." It involves creating multiple viewing stations in Detroit where participants wear a neurosensor headset to trigger augmented reality portraits of the city. Emotions detected from the sensors will scroll through videos, images and other media from Detroit and other global cities. The goal is to revive Detroit's image and place it in the context of important interconnected global cities, similar to how Piranesi's prints revived interest in Rome during its low period.
*INTEGRITAS DAN IDENTITAS: TANTANGAN DALAM ERA METAVERSE*
[DIES NATALIS 34 TAHUN BHUMIKSARA ]
Perkembangan metaverse sebagai konvergensi realitas fisik yang disempurnakan secara virtual, menjadikan manusia modern dihadapkan dengan titik perubahan baru terutama paradigma kehidupan.
Perkembangan dan peluang ekonomi serta peningkatan produktifitas dalam bekerja menjadi dampak positif yang akan dirasakan manusia kedepan. Namun, perkembangan metaverse tak lepas dari dampak negatif yang menyertai seperti isu _cyber security_, _digital privacy_, degradasi interaksi sosial, bahkan krisis identitas sebagai manusia sejati.
Integritas sebagai sebuah kebenaran dan ketepatan dari tindakan manusia sesuai kaidah moral harus menjadi fondasi kehidupan manusia dalam era metaverse kedepan. Manusia berintegritas adalah khitah yang harus dijalankan sebagai manusia sejati terutama dalam menyongsong era metaverse ke depan.
The document discusses several topics related to new media and networked performance, including:
1) The use of virtual demonstrations by Italian unions to protest IBM, showing how new technologies allow new forms of activism and job actions.
2) The networked_performance blog which chronicles network-enabled artistic practices and their social implications.
3) The live game/performance "Wayfarer" which uses location-based technologies and streaming video to immerse audiences.
4) Issues of identity, representation, and ethics in artistic practices that address geography, difference, and political/social issues.
Ronald van den Hoff - Effectiever en prettiger samenwerken met behulp van de ...Expertisecentrum FM
This document provides an overview of trends and developments that are shaping society, including the rise of platforms, collaborative economies, automation, and new economic systems. It discusses how technological explosions and social transformations are leading to a "chaordic society" characterized by liquid modernity, the loss of individual power and orientation. Key digital platforms and companies are highlighted that exemplify new models of value creation and exchange. The future of work is discussed in relation to robots, artificial intelligence, and humans merging with technology. New forms of community are emerging that integrate co-working, co-living and co-producing in decentralized local networks.
This document summarizes a paper presentation on virtual reality given by P. Divya and J.G.M. Jagagdeesh Kumar. It includes an abstract, introduction, background information on terminology and concepts, a timeline of VR development, impacts of VR, uses of VR in heritage and archaeology, depictions of VR in fiction, and mentions of VR in motion pictures. The document provides an overview of the history and applications of virtual reality.
This document summarizes a paper presentation on virtual reality given by P. Divya and J.G.M. Jagagdeesh Kumar. It includes an abstract, introduction, background information on terminology and concepts, a timeline of VR development, and discusses impacts and applications of VR in heritage/archaeology and fiction. The presentation provides a high-level overview of virtual reality, its history, concepts, and potential uses and impacts.
This document provides an introduction and background on online games and virtual worlds. It discusses how these spaces have evolved from text-based games and now have millions of users worldwide. Online games and virtual worlds demonstrate the complexity of 21st century social interaction in digital spaces. They allow people from around the world to interact through avatars and explore simulated environments together.
Tour d’horizon of the current digital landscape, philosophical extrapolation, identification of risks and opportunities. Why design is important and how designers can further the success of your business.
Also available in German : since-1973.com/downloads.html
This document discusses several trends related to the rise of a "chaordic society" driven by exponential technology growth and social transformations. These include the increasing importance of platforms and digital connectivity; changes in work models through collaborative economies and automation; and emerging ideas around new economic systems like blockchain currencies and sharing economies. It also touches on related social and philosophical topics like transhumanism, surveillance issues, and what cities and communities may look like in the future.
Metaverse, one of the effects of technology’s continuous progress, in what appears to be a chapter of a classic science fiction novel. Here are new trends of Metaverse.
Arts and Technology: A Creative Alliance (ECAWA 2004)Kim Flintoff
I did a spate of presentations that were all quite similar and this is one of them, The emphasis shifts a litle but draws on similar stimulus materials.
This document discusses the rise of virtual worlds and how people are representing themselves online through avatars and digital media. It notes that over 2.7 billion Google searches are performed each month, and the number of text messages sent daily exceeds Earth's population. Second Life is highlighted as a successful virtual world with over 8.6 million accounts where users socialize and participate in an economy through user-generated content and virtual property. The document suggests that virtual worlds will continue growing and transforming the internet into a 3D environment where people interact through avatars.
How Can Hiring A Mobile App Development Company Help Your Business Grow?ToXSL Technologies
ToXSL Technologies is an award-winning Mobile App Development Company in Dubai that helps businesses reshape their digital possibilities with custom app services. As a top app development company in Dubai, we offer highly engaging iOS & Android app solutions. https://rb.gy/necdnt
SOCRadar's Aviation Industry Q1 Incident Report is out now!
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SOCRadar’s Aviation Industry, Quarterly Incident Report, provides an in-depth analysis of these threats, detected and examined through our extensive monitoring of hacker forums, Telegram channels, and dark web platforms.
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The document discusses the potential of augmented reality (AR) and ubiquitous computing. It touches on several topics including AR for education, AR games, how AR is maturing from simple overlays to integrating big data, location-based AR storytelling, issues of data privacy and control, and artistic/creative uses of AR including light painting and visualizing wireless signals. The document provides an overview of different applications and ongoing work in the fields of AR, ubiquitous computing, and their intersection.
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Unleash your creativity in the digital realm! Explore "The Ultimate Guide to Create Metaverse Platform for the Future" and discover how to bring your wildest imaginations to life. Step into the future and learn the secrets of building your own metaverse, where virtual experiences redefine reality. Don't miss out on the opportunity to shape the next frontier of digital innovation! To Read Complete Blog Visit- https://www.prolitus.com/blog/the-ultimate-guide-to-create-metaverse-platform/ #Metaverse #DigitalFuture #VirtualReality
Narrative Design, the case of “Horizon Zero Dawn”Nelson Zagalo
This document discusses narrative design in the video game Horizon Zero Dawn. It begins by providing context on the role of narrative designer in video game development. It then examines the 4-layer model of narrative design proposed by Thomas Grip and Adrian Chmielarz. The document analyzes the specific narrative design of Horizon Zero Dawn, including the producers' goals of a female protagonist fighting machines on a post-apocalyptic Earth. It discusses how the narrative designer imagined the game's history, created a compelling protagonist, and paced out revelations to drive players through the game.
The document describes an art installation project titled "Stations of the Mind and Views of Global Cities." It involves creating multiple viewing stations in Detroit where participants wear a neurosensor headset to trigger augmented reality portraits of the city. Emotions detected from the sensors will scroll through videos, images and other media from Detroit and other global cities. The goal is to revive Detroit's image and place it in the context of important interconnected global cities, similar to how Piranesi's prints revived interest in Rome during its low period.
*INTEGRITAS DAN IDENTITAS: TANTANGAN DALAM ERA METAVERSE*
[DIES NATALIS 34 TAHUN BHUMIKSARA ]
Perkembangan metaverse sebagai konvergensi realitas fisik yang disempurnakan secara virtual, menjadikan manusia modern dihadapkan dengan titik perubahan baru terutama paradigma kehidupan.
Perkembangan dan peluang ekonomi serta peningkatan produktifitas dalam bekerja menjadi dampak positif yang akan dirasakan manusia kedepan. Namun, perkembangan metaverse tak lepas dari dampak negatif yang menyertai seperti isu _cyber security_, _digital privacy_, degradasi interaksi sosial, bahkan krisis identitas sebagai manusia sejati.
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The document discusses several topics related to new media and networked performance, including:
1) The use of virtual demonstrations by Italian unions to protest IBM, showing how new technologies allow new forms of activism and job actions.
2) The networked_performance blog which chronicles network-enabled artistic practices and their social implications.
3) The live game/performance "Wayfarer" which uses location-based technologies and streaming video to immerse audiences.
4) Issues of identity, representation, and ethics in artistic practices that address geography, difference, and political/social issues.
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This document provides an overview of trends and developments that are shaping society, including the rise of platforms, collaborative economies, automation, and new economic systems. It discusses how technological explosions and social transformations are leading to a "chaordic society" characterized by liquid modernity, the loss of individual power and orientation. Key digital platforms and companies are highlighted that exemplify new models of value creation and exchange. The future of work is discussed in relation to robots, artificial intelligence, and humans merging with technology. New forms of community are emerging that integrate co-working, co-living and co-producing in decentralized local networks.
This document summarizes a paper presentation on virtual reality given by P. Divya and J.G.M. Jagagdeesh Kumar. It includes an abstract, introduction, background information on terminology and concepts, a timeline of VR development, impacts of VR, uses of VR in heritage and archaeology, depictions of VR in fiction, and mentions of VR in motion pictures. The document provides an overview of the history and applications of virtual reality.
This document summarizes a paper presentation on virtual reality given by P. Divya and J.G.M. Jagagdeesh Kumar. It includes an abstract, introduction, background information on terminology and concepts, a timeline of VR development, and discusses impacts and applications of VR in heritage/archaeology and fiction. The presentation provides a high-level overview of virtual reality, its history, concepts, and potential uses and impacts.
This document provides an introduction and background on online games and virtual worlds. It discusses how these spaces have evolved from text-based games and now have millions of users worldwide. Online games and virtual worlds demonstrate the complexity of 21st century social interaction in digital spaces. They allow people from around the world to interact through avatars and explore simulated environments together.
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Also available in German : since-1973.com/downloads.html
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YESSI PERSE - NEW DARK AGE - DOSSIER EN.pdf
1.
2.
3. # NEW DARK AGE #ECONOMSYTIC
# CYBERMEDIEVAL # MAGGA
# TECHNO-FEUDALISM #PLATAFORM CAPITALISM
# DARK ENLIGHTENMENT # CORPORATE WARS
# BIG DATA # A.I.
“Just as medieval society was balanced on God and the Devil, so ours is balanced on consumption and its
denunciation. Though at least around the Devil heresies and black magic sects could organize. Our magic is
white. No heresy is possible any longer in a state of affluence. It is the prophylactic whiteness of a saturated
society, a society with no history and no dizzying heights, a society with no myth other than itself.”
Jean Baudrillard
*The Dossier is designed in a combination of colours that refers to the book "The Neverending Story" by
Michael Ende, which is written in two-color ink: green for the passages that take place in the land of Fantasy
and red for the passages that happen in the "real" world. This tension runs throughout the project.
4.
5. NEW DARK AGE
"NEW DARK AGE" is a conceptual immersive VR game about what we have called Economystic* (the
fiduciary economic system based on faith in the value of capital) and Techno-feudalism( the feudal power of
technological corporations in the current socio-economic framework) that is structured in a journey through a
cyber-medieval speculative scenario in which Big Tech Corporations have replaced the territorial nation-state
model and run the world through the control of Big Data and corporate wars.
A walking simulator video game composed of 5 explorable levels corresponding to each of the five leading
companies in the digital market: the MMAGA corporations (Meta, Microsoft, Apple, Google, Amazon). In the
style of a first-person RPG, the viewer/player adopts the role of a USERF (USER+ SERF, servant) who
moves through the data servers of these corporate kingdoms, getting to know their practices, rituals, laws,
algorithms and feudal lords-CEOS.
NEW DARK AGE is a pilgrimage through this "New Dark Age" of information, where the contemporary
fantasy of knowledge provided by technology brings the opposite: an era of uncertainty, post-truth, predictive
algorithms and meticulous surveillance systems. In this New Dark Age capitalism has drifted into a neo-
feudalism where corporations (data platforms) look like kingdoms, CEOS (CEOs) and IAS (Artificial
Intelligences) act as Kings/Overlords and users as serfs/servants. Digital technology takes a dominant role,
boosting the offshoring and precarization of the labor force; and where economics and politics are moving
away from democracy.
*We coined the term "Economystic" as a dissertation for the Master of Digital Arts at Pompeu Fabra
University in 2015. Economystic is the ecstatic state produced by the material dissolution of money and the
virtualization of the stock market, the mental rapture experienced when moving from an open system, the
economy as household management (from Greek, oîkos, "house", and nomos, "law"), to a closed, cryptic
and mystical system (from Greek myein, "to enclose").
6. NEW DARK AGE materializes these issues in an experimental interactive artefact where these technological
corporations are shown as sovereign kingdoms that fight (among themselves and with the Nation States) for
the control of the users' data, subjugating them through a pact of "terms and conditions" by which users can
use the lords' lands (Operating Systems, digital platforms, Social Networks, Search Engines, etc.) in
exchange for cultivating them (the incessant production of content and information and the consequent
datification of bodies).
At the same time we show how this digital economy in which we are captives dilutes the figure of user and
worker. We all become part of the workforce of these Kingdom-Companies, both the workers themselves
(who are treated as Hardware - robot drones) and the users (who are the Software - content producers).
If in the Middle Ages we lived in a "cloud of ignorance", today the "cloud of data" encompasses and observes
orwellianly everything we do. The dark clouds and digital fantasies of this "New Dark Age" show that our
technological capacity to produce and process vast amounts of information does not correspond to an
improvement in knowledge and, especially, understanding of the world. On the contrary, the more we
increase computational power and accumulate greater amounts of data, the more we are left in deep
darkness, tripping through a world that, every day, as Zygmunt Bauman would say, is more liquid and virtual.
With the experimental video game "NEW DARK AGE" we want to create a narrative where by fictionalizing
reality through fantasy and science fiction tools (fantasy is not a way to escape from reality, but a more
pleasant way to approach it, as Michael Ende said) we reflect on concerning political issues of our present-
future.
INSTALLATION
The installation takes place in a space that emulates medieval sanctuaries, through a PC gamer computer
with RGB led lights + cybermedieval stained glass side panels and video tapestries with techno-feudal motifs
mixed with the logos of the MMAGA (Meta, Microsoft, Apple, Google, Amazon) corporations.
The video game is played through a “Meta Quest 2” Virtual Reality Headset which allows a complete
immersion in first person into the interactive environment. The video game is broadcast live on screens
accessible to the public.
TECHNICAL DATA
NEW DARK AGE.
Gamer Installation.
Interactive Virtual Reality Video Game (Made With Unity), PC Gaming with cybermedieval tempered
stained glass, Meta Quest 2 Virtual Reality Headset, Techno-feudal video-tapestries, OST Corporate
Hymns MMAGA (Meta, Microsoft, Apple, Google-Alphabet, Amazon), 5x 42" Screens, RGB LEDs,
Chains, Sentinel Mecha Metal Framework, LARP Chainmail, Nazgûl Armor (The Lord of the Rings)
and Mortal Sword (Final Fantasy VII).
YESSi PERSE (b. 2015, Internet) A.K.A. Jesús C González Fernández (b. 1989, Spain) & Miguel Gómez
López (b. 1990, Spain) in collaboration with Shell Ocean [ Game developer - Tech artist ], Ricardo
Llopico [ Stained glass Mondovitral ], Rroggerserretriccou + Carles Castaño + Albert Tarrats [ Metal
Mecha Body ].
Produced by "Generaciones Prize" of La Casa Encendida, Madrid (Spain), 2023.
7.
8.
9.
10.
11.
12.
13. YESSI PERSE (B. 2015, INTERNET).
A.K.A. JESÚS C GONZÁLEZ FERNÁNDEZ (B. 1989, SPAIN)
& MIGUEL GÓMEZ LÓPEZ (B. 1990, SPAIN).
Multidimensional artists and Quantum DJs based in Barcelona, Spain. IP:62.174.182.94.
YESSi PERSE is a Fiction Suit. A hyperstitional interface that allows their wearers to enter into
alternative narratives. This parapersona is a continuous-under-construction Avatar, an otherkin/cyborg
creature incarnating the idea that concepts such as Body, Identity and Humankind belong to the
Fantasy Realm too. They use the creation of AFK (Away From Keyboard) virtual personae as a mean
of redefining and expanding the inner and external expressions/notions of the self. Manifesting,
performatively, in an RPG (Role Play Game) character.
YESSi uses the political strategies of science fiction and urban fantasy to raise questions about
identity, digital economics and xenofeminist posthuman future ecologies.
The current work of YESSi revolves around the mutation of institutional artistic performance with
memetic variations that come from popular performative formalizations such as party contexts (using
the DJ / VJ Set as format), Cosplay, LARP (Live action role-playing game), Online Communities and
VirtualWorlds.
YESSi PERSE has been a resident artist at HANGAR, Visual Arts Research and Production Centre in
Barcelona. They have received “Generaciones 2023 Award” from La Casa Encendida / Fundación
Montemadrid, Can Felipa Arts Visuals 2022 Award for creation, Barcelona Producció 2021 Award from
La Capella, Miquel Casablancas 2020 Award for project, PREMIS BARCELONA 2020 Award and the Art
Jove 2019 Award.
They have performed and exhibited work both in the institutional art framework (HKW, MACBA, IVAM,
EACC, La Capella, Arts Santa Mònica, Fundació Joan Miró, MNAC, Matadero, V2_ Lab for the Unstable
Media), galleries (Okela, New Art City, PS Mirabel), biennales (Athens Biennale, Barcelona Biennial of
Thought, the wrong biennale) and cultural forums (“II Global Youth Culture Forum -Popular culture, identity
and representation. Transdisciplinary knowledge to invent new imaginaries together-” at Jeju, South Korea);
as well as in the club scene and music festivals such as Primavera Sound Pro, Sónar, Transmediale & CTM,
NY Fashion Week and World Pride Madrid.
Co-founders of the artistic collective “NeuroDungeon” in 2020, whose first actions have been the -3D avatar
based- virtual raves “NeuroXcape”, online music festival “Nu:cenosis” and "NeuroXcape Hybrid Reality
Rave" in the framework of "Metaverses: realities in transition" by Matadero Madrid and L.E.V. (Laboratory of
Visual Electronics).
ACADEMIC STUDIES
Master Degree of Digital Arts. Pompeu Fabra University UPF-IDEC, Barcelona, 2014-15.
Bachelor of Fine Arts, UMU-University of Murcia, Murcia, 2013.
Seneca-Sicue Schollarship, Fine Arts, UB-University of Barcelona, 2011-12.
PRESS
https://www.arte.tv/fr/videos/108054-000-A/xenogenders-farfadets-queer-et-cyber-nymphes-au-dela-du-genre-tracks/
http://www.berlinartlink.com/2019/05/03/the-landscape-beyond-the-keys-an-interview-with-%C2%A5esi-perse/
https://elpais.com/elpais/2017/11/30/tentaciones/1512042964_616599.html
https://cajanegraeditora.com.ar/blog/bienvenidos-a-la-neurodungeon-aceleracionismo-musical-y-danzas-inhumanas-en-
el-cyberfeudalismo/
https://pitchfork.com/thepitch/music-livestreaming-coronavirus/
https://www.electronicbeats.net/year-in-review-dj-live-streams/
https://www.electronicbeats.net/the-feed/lord-of-the-rings-gabber-party-berlin/
https://www.youtube.com/watch?v=kZusEzcqQII&ab_channel=ElBloque
https://www.instagram.com/tv/CCBAGGADXIc/?hl=es
14. ARTWORK & AWARDS.
- NEW DARK AGE. Generaciones 2023. La Casa Encendida / Fundación Montemadrid, Madrid. 2023.
- NeuroXcape Hybrid Reality Rave, L.E.V. (Laboratory of Visual Electronics) + Matadero, Madrid. 2023.
- HARDCRONICAS. EACC Contemporary Art Space, Castellón. 2022.
- Octobre Numérique-Faire Monde Virtual Worlds Festiva., Arles, France. 2022.
- BAM Festival. Barcelona. 2022.
- Hackers & Designers H&D. Amsterdam. 2022
- Ex Abrupto Art festival. Moià. 2022.
- Sónar +D Music, Creativity and Technology Festival, Barcelona. 2022.
- TOP5: Fairytales of Eternal Economic Growth. Me gustas pixelad_. La Casa Encendida, Madrid. 2022.
- PREMI BARCELONA PRODUCCIÓ 2021. La Capella. NeuroDungeon-NeuroXcape: The Role Play Game.
- PREMI Miquel Casablancas 2021 (Proyecto). Sant Andreu Contemporani. Barcelona.
- ŒSTROGEN X SABBATUM FEVER. Roten Fabrik. Zürich, Suiza. 2021.
- ATHENS BIENNALE, AB7: ECLIPSE. XENOMILITIA. Bienal de Atenas, Grecia. 2021.
- Narthex Festival, Methana (Peloponnese), Grecia. 2021.
- Primavera Sound Pro. CCCB & Sala Apolo, Barcelona. 2021.
- OTHERKINESS AND NONHUMAN XENOAESTHETICS. A Theory Gameplay. Can Felipa Arts Visuals.
Barcelona. 2021.
- PREMIS BARCELONA 2020. Barcelona cultura.
- HURTFREE NETWORK FESTIVAL, IMVU / Twitch. New York. 2020.
- BIENAL DE PENSAMIENTO Ciudad Abierta 2020, Barcelona. 2020.
- Kaxetak5, Okela, Bilbao. 2020.
- MOST DISMAL SWAMP. Silicon Valet & New Art City, Virtual Art Exhibition / London, UK. 2020
- WOS Festival - FUTURO_PRESENTE, Redefinir nuestras comunidades. Galicia. 2020.
- Eufònic Festival. Prácticas culturales futuras. Terres de l’Ebre. 2020.
- EMOTIONAL SPA, El Bloque. YouTube. 2020.
- NeuroXcape - Virtual Rave, Club Cooee App, Twitch. 2020.
- Nu:Cenosis, IMVU / Twitch. Barcelona, New York, Los Angeles. 2020.
- HURTFREE NETWORK XIV, IMVU / Twitch. New York. 2020.
- XENO. Centre LGTBI, Barcelona. 2020.
- My Chemical Imbalance, Valle Eléctrico, Razzmatazz - Sala Sol, Barcelona - Madrid. 2020.
- II Global Youth Culture Forum. “Having fun. Popular culture, identity and representation.
Transdisciplinary knowledge to invent new imaginaries together” Jeju, South Korea. 2019.
- Pleasure Island, HANGAR, Barcelona, 2019.
- The Accelerationist Opera act 1. LES ESCENES. La Capella, Barcelona, 2019.
- PREMI ART JOVE 2019 - BODYFIELD , Ganadora Creación, Barcelona. 2019.
- TRANSMEDIALE FESTIVAL (art and digital culture), CRYPTORAVE #8, HKW, Berlín. 2019.
- MORDORKORE, Diskothek Melancholie 2, Berlín. 2019.
- MAKE KIN(D), NOT FUTURE(S), MACBA. Barcelona. 2019.
- BODYFIELD, Play with Fire - PS Mirabel, Manchester, United Kingdom. 2018.
- XENOHOSPITALITY RIDER, IVAM. Institut Valenciá d ́Art Modern. Valencia. 2018.
- Premi Miquel Casablancas (Gráfica), Sant Andreu Contemporani, Barcelona. 2017.
- FINAL BOSS, CLUB MARABÚ, Barcelona. 2017.
- WORLD PRIDE WAR, NAVES MATADERO, World Pride Madrid, Madrid. 2017.
- EUROPE ́S LIVING A CELEBRATION, SALA USURPADA, Barcelona. 2017.
- REKIEM, CLUB MARABÚ, Barcelona. 2017.
- CARE ~ a url party #7 x Bound Centre, V2_ Institute for the Unstable Media, Rotterdam. 2017.
- C.TANGANA, “Pop Ur Pussy” Videoclip, Art Direction. Barcelona, 2017.
- LUAR, New York Fashion Week SS17, 3D Visuals. New York, 2016.
- HEDONISMO CRÍTICO, Joan Miró Fundation - Equipo Palomar. Barcelona, 2016.
- MINOR GENDER. MNAC National Art Museum of Catalonia - Equipo Palomar. Barcelona, 2015.
- “UltraOrbism” by Marceli Antúnez. Interactive Visuals, Arts Santa Mònica, Barcelona, 2015.
- PANSPERMIA - Marceli Antunez’s Studio. Artistic Production. Barcelona, 2015.