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  1. “Cause Timing is Money and Money is Time”. Six Theses on Monetary Post Humanism in the Digital Age

    In his essay ‘Ego’ (2013), Frank Schirrmacher describes how, by means of a digitalized global marketing strategy, a virtual double of the human subject is installed: the subject as agent or player in the market, represented in data collections and rendered predictable in game-theoretical data analysis. Game theory has failed to predict the behavior of real-world people; yet, in their virtual second existence, the subject is forced into a game-theoretical predictability. In recent big data technology, the subject’s double (or “number two”, as Schirrmacher calls it) is becoming more and more powerful, with nearly every action of a person immediately becoming an action embedded in the big game of the virtual market – a market that in turn becomes more and more game-theoretical in its ways of functioning.

    Alvaro Seica - 03.02.2015 - 15:53

  2. Unhelpful Tools: Reexamining the Digital Humanities through Eugenio Tisselli’s degenerative and regenerative

    Via close readings of Eugenio Tisselli's degenerative and regenerative, ¨paired works that become progressively less comprehensible the more users interact with them," we are able to grasp the ecological costs of the time we spend online. And we can begin to recognize, with Justin Berner, a concern with permanence and ephemerality in the digital sphere that is not unique to the work of Tisselli. It is, rather, a common thematic concern throughout the history of electronic literature. The term that Berner advances for this literary countertext to the instrumentalism of the Digital Humanitiers, is digital posthumanism.

    Hannah Ackermans - 10.09.2020 - 10:47

  3. Electronic Literature and the Effects of Cyberspace on the Body

    In their article "Electronic Literature and the Effects of Cyberspace on the Body" Maya Zalbidea and Xiana Sotelo discuss how new technologies are facilitating the emancipation of subjugat- ed subjects aimed at transforming unequal social relations through an intersectional and performative approach. This perspective is discussed through the exploration of the so-called intersectional ap- proach described by Berger and Guidroz, Haraway's situated knowledges, and Butler's performative agency based on transgressions. Framed within the posthuman, post-biological deconstruction of so- cial and cultural hierarchies, Zalbidea and Sotelo argue for the value of a conjuncture between post- colonial post-modern/post-structuralist literature and the field of feminist cultural studies. Based on previous theories of gender and bodies in cyberspace, Zalbidea and Sotelo develop ideas about bodies, gender, and anxieties, and how these theories may be illustrated metaphorically in electronic literature and new media art works.

    Torkjell Fosse - 17.09.2020 - 15:07

  4. Making language: re-writing and control in algorithmic poetics

    Considering the effects of machine learning in aesthetic practices, the aim of this presentation is to discuss strategies for authorial inscription and the autonomy of literary writers in relation to programmable writing tools.

    In a first moment I will apply David Nickel's notion of "proxy writer" (2013) to algorithmic writing agents in order to characterize these agents in what concerns their relative autonomy and place within human writing practices, and argue that digital writing environments and tools have been gradually becoming more alienated from the writer's control. Vilém Flusser's notion of "functionary" will be applied to computational writing practices in order to situate these in the broader context of writing media.

    In a second moment I will discuss the writing strategies present in Jhave's ReRites (2017-18) in order to assess how such strategies cope with the high level of autonomy of neural-networks in text-generation, and how they function as a necessary precondition for literary inscription on a highly mediated writing space.

    Cecilie Klingenberg - 24.02.2021 - 16:07

  5. Autography

    Autography is an interactive artwork, in the form of a software application, that automatically generates evolving 3D graphic characters that resemble human hand-writing. The intention is to create a form of automatic writing made by a machine (instead of by a human). Automatic writing is commonly understood to be a form of unconscious expression, where a human in a fugue or similar state writes automatically. The writing often resembles hand-writing but tends to look more like scribble. The perceived value of automatic writing is dependent on the apprehension that human beings possess a subconscious (or unconscious) that can be interpreted through the act of automatic writing. The technique was popular amongst early 20th Century aficionados of theosophy and early psychology. Surrealist artists such as Andre Masson used the technique to develop semi-abstract artworks, whilst later authors and artists, such as Henri Michaux and Cy Twombly, employed the technique to develop highly sophisticated paintings and 'writings' that questioned both the authenticity of the artist's mark-making and the semiotic potential of writing.

    Cecilie Klingenberg - 26.02.2021 - 18:53

  6. Unerasable Characters II

    The project explores the politics of erasure and the temporality of voices within the context of digital authoritarianism. Unerasable Characters II presents the sheer scale of unheard voices by technically examining and culturally reflecting the endlessness, and its wider consequences, of censorship that is implemented through technological platforms and infrastructure.

    The project collects unheard voices in the form of censored/erased (permission denied status via the official API) text, including emojis, symbols, English and Chinese characters, which is based on one of the biggest social media platform in China called Weibo. A daily scraping script is used to fetch those text via Weiboscope, a data collection and visualization project, developed by Dr. Fu King Wa from The University of Hong Kong, in which the system has been regularly sampling timelines of a set of selected Chinese microbloggers who have more than 1,000 followers or whose posts are frequently censored.

    Cecilie Klingenberg - 27.02.2021 - 12:39

  7. Turing's Assembly Line

    Turing's Assembly Line is a cross between a gameart/artgame and an elearning (automatic learning) project. It was simultaneously developed for the amazing plato systems (automatic learning, 1960+) and for the web. It has been created by the Swiss artgroup AND-OR.ch (René Bauer and Beat Suter) in 2020.

    As player you are not a user of the universal machine, you are Alan Turing‘s universal machine yourself. Please, sit down and begin to work!

    You will receive task after task. You have to decide if you want to execute a task or if you don‘t. Of course you will also encounter some errors among the tasks. No program and no coder is perfect! You may even be confronted with exceptions, forkbombs ... and more.

    Will you be fast enough? How many operations are you able to execute per minute? How long can you keep up the assembly line?

    Cecilie Klingenberg - 27.02.2021 - 12:58

  8. Meet Me At The Station

    Meet Me At The Station is a surreal and lyrical 10 minute experience for for 360 cinemas, domes, virtual reality headsets. A scientist is trapped in the future due to a time-travel accident. His only hope is to travel through dreams, but dreams can also turn into nightmares.

     

    Cecilie Klingenberg - 27.02.2021 - 14:55

  9. Distant Affinities

    Distant Affinities is a work of recombinant cinema about machine intelligence attempting to process, narrate and mimic sentient being. Through subtitles, the omniscient AI narrator cycles through media that has been captured from the network and attempts a narrative interpretation of the patterns of human behavior. Disparate data points and discontinuous video loops resist being systematized or narrativized. The distances or gaps between the text and video fragments suggest what remains outside the domains of surveillance and narrative. An allegory of the vagaries of networked life existing within larger webs of living and non-living systems, the work shows a world coming apart, but also transforming into a more spacious mode of being made of errant language, creaturely life, isolated gestures and mutating interfaces.

    Cecilie Klingenberg - 27.02.2021 - 15:01

  10. A.I. Seems to Be a Verb

    “I live on Earth at the present, and I don't know what I am. I know that I am not a category. I am not a thing –a noun. I seem to be a verb, an evolutionary process– an integral function of the universe.”

    – Buckminster Fuller, I Seem to Be a Verb, 1970

     

    ‘Bucky’ Fuller’s well-known quote, originally published in his book I Seem to Be a Verb (1970) contrasts human participation in the material world (which Fuller suggests can be described with nouns) and the ongoing evolutionary processes which influence and shape that world (which Fuller suggests can be described with verbs).

    Cecilie Klingenberg - 27.02.2021 - 15:23

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