73 research outputs found

    Bare nothingness: Situated subjects in embodied artists' systems

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    This chapter examines the current state of digital artworks, arguing that they have not yet made a groundbreaking impact on the cultural landscape of the 21st century and suggesting that a reason for this lack of notoriety is the obsolete model of agency deployed by many digital artists. As an alternative to what is framed as out-of-date forms of interactivity, the chapter highlights evolving research into interactive systems, artists' tools, applications, and techniques that will provide readers with an insightful and up-to-date examination of emerging multimedia technology trends. In particular, the chapter looks at situated computing and embodied systems, in which context-aware models of human subjects can be combined with sensor technology to expand the agencies at play in interactive works. The chapter connects these technologies to Big Data, Crowdsourcing and other techniques from artificial intelligence that expand our understanding of interaction and participation

    Between the art canon and the margins: historicizing technology-reliant art via curatorial practice

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    This article explores curatorial practice that has technology-reliant works at its epicentre, arguing that for an efficient methodology to historicize the latter there needs to be a reconfiguration of the curatorial scope and a holistic approach to viewing and documenting exhibitions. Based on theoretical research and install decisions of recent years, the ways in which curatorial practice can be reconfigured within the art canon to inform art history, as well as to accommodate developments in exhibition practices are examined

    Empathy for the Devil: VR installation and screen capture

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    VR spatiality is ideological. This VR app and screen capture is a 3D realisation of Motel Room number 1 from Alfred Hitchcock’s film, Psycho of 1960. The mobile phone application, which was rendered in Unity 3D in March 2019, is an invitation to test the limits of VR’s current over determination as an ‘empathy machine’. What does it mean to immerse oneself in the violent, voyeuristic world of Norman Bates? Do viewers feel present in a physical space or experience this as an extension of cinema - as an illusion? What happens to the empathy machine in this configuration

    Mycorrhizal Curation: minimal cognition for maximal cooperation

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    Since 2015, when the authors first wrote a chapter about the state of curation for electronic art (pointing to the absence of works significantly addressing the epistemic implications of a computational logic), artificial intelligence and wider algorithmic forms of logic have become more pervasive themes within mainstream art, with, for example, exhibitions such as ‘AI More than Human’ (2019) at the Barbican Centre, London, the increasing profile of the Lumen Prize, as well as headline grabbing events such as Christie’s auction of the AI generated painting ‘Portrait of Edmond Belamy' (2018); the logic of computation is now, if not generally understood, a ubiquitous facet of the curatorial imaginary, begging the question, where are the alternatives and challenges to Western computation, to the Neoplatonist ideals of mathematical logic? Appraising discourse addressing the non-human and the arboreal, the authors present a radically alternative set of practices, framed as Mycorrhizal Curation, a provocative affront to human representational systems and power relations which place the human at the apex of all epistemic hierarchies, but also, the authors intend to provides a provocative challenge to the hegemony of the artworld, with shifts to models of amicable cooperation and wealth distribution
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