Pages

Showing posts with label Digital Culture. Show all posts
Showing posts with label Digital Culture. Show all posts

Thursday, November 13, 2025

Outer and Inner Space (1966)


Outer and Inner Space is a 16mm film of Edie Sedgwick sitting in front of a television monitor on which is playing a prerecorded videotape of herself. On the videotape, Edie is positioned on the left side of the frame, facing right; she is talking to an unseen person off-screen to our right.

Outer and Inner Space is a groundbreaking multimedia document. Edie Sedgwick appears to have a conversation with herself. Time is compressed into the moment and we read a face in four parts which seems to be communicating with itself.

"As spectacularly beautiful as it is a fascinating spectacle, Warhol’s spatially dynamic and dramatically lit film-and-video portrait of Sedgwick, Outer and Inner Space, 1965, is perhaps his most brilliant articulation of the schism between private self and public image, as well as a further exploration of the serial imagery in his paintings. Shot during the summer of 1965, publicly screened in 1966, and recently rescued from oblivion, this was his first double-screen film—The Chelsea Girls would follow in September 1966—and his initial foray into video. Given the chance by Norelco to experiment with a prototype home-video recorder, Warhol used the camera to create a half-hour portrait of Sedgwick (as well as other Factory denizens). He then shot two thirty-three-minute 16 mm reels of the actress sitting in front of a television playing her videotaped image. In the final product, the two reels are shown side by side." ArtForum

Wednesday, June 09, 2021

Lo and Behold, Reveries of the Connected World

Lo and Behold, Reveries of the Connected World is a 2016 American documentary film directed by Werner Herzog. In it, Herzog ponders the existential impact of the Internet, robotics, AI, the Internet of Things, and more on human life. The film premiered at the 2016 Sundance Film Festival.The film contains interviews with Bob Kahn, Elon Musk, Sebastian Thrun, Ted Nelson, and other leaders of the technology world.

Sunday, August 13, 2017

Harun Farocki - The Parallel Series I-IV


The four‐part cycle Parallel deals with the image genre of computer animation. The series focuses on the construction, visual landscape and inherent rules of computer-animated worlds.

"Computer animations are currently becoming a general model, surpassing film. In films, there is the wind that blows and the wind that is produced by a wind machine. Computer images do not have two kinds of wind."—Harun Farocki

A history of graphical representation in computer games. It starts with the 30 year history of the tree in computer games, how it changed and what it means to recognise a tree in a game around 2010. It then goes on to explain how images are adapted and transferred across media. It ends with the claim that the creators of computer images want to surpass film images.

This is the first in a series of four films about the visuality, ontology and philosophy of digital imaging in computer games, along with its intersections with other visual art forms and cognitive philosophy.

Parallel I opens up a history of styles in computer graphics. The first games of the 1980s consisted of only horizontal and vertical lines. This abstraction was seen as a failing, and today representations are oriented towards photo‐realism.

"For over one hundred years photography and film were the leading media. From the start, they served not only to inform and entertain, but were also media of scientific research and documentation. That’s also why these reproduction techniques were associated with notions of objectivity and contemporaneity -- whereas images created by drawing and painting indicated subjectivity and the transrational.

Apparently today computer animation is taking the lead. Our subject is the development and creation of digital animation. If, for example, a forest has to be covered in foliage, the basic genetic growth program will be applied, so that “trees with fresh foliage”, “a forest in which some trees bear four-week-old foliage, others six-week-old foliage” can be created. The more generative algorithms are used, the more the image detaches itself from the appearance as found and becomes an ideal-typical.

"Using the example of trees and bushes, water, fire and clouds we compare the development of surfaces and colourings over the past thirty years in computer animation images. We want to document reality-effects such as reflections, clouds, and smoke in their evolutionary history."  -- Harun Farocki



This second film deals with the spatial dimensions of computer game imagery. Permitted and forbidden space. How boarders are established in computer games spaces. A beautiful thing that encages the player.


Parallel II explores the borders and boundaries of the game worlds. The work follows characters attempts to escape the edges of their animated world by any means, and seeks to reveal what lies outside of the defined spaces and digital borders.



We as player are placed within the space of the game. Before long the limit of the game is reached. The limit of the game is a backdrop as in a theatre. The world ends like a board game.

Parallel III seeks out the backdrops of the game worlds and the nature of their digital objects. It reveals digital worlds which take the form of discs floating in the universe—reminiscent of pre-Hellenistic conceptions of the universe. The animated worlds appear as one-sided theatre stages, flat backdrops revealed only by the movements of an omniscient camera. The objects in the worlds often do not react to "natural forces." Each of their properties must be separately constructed and assigned to them.


Parallel IV explores the actions of the heroes and protagonists of the video game world. These heroes have no parents or teachers; they must test their relationships with others and determine of their, own accord, the rules to follow. Farocki notes these characters are "homunculi, anthropomorphist beings, created by humans. Whoever plays with them has a share in the creator's pride."

Saturday, May 06, 2017

"The Stack: Design and Geopolitics in the Age of Planetary-Scale Computing"


Drawing on his book, "The Stack: On Software and Sovereignty" (MIT Press), the theorist Benjamin H. Bratton critically discusses changes in the scale and operation of the global computation infrastructure, identifying the emergence of what he sees as a new kind of political geography. From smart grids, to cloud computing, to mobile software and smart cities, to universal addressing systems, to ubiquitous computing and robotics—these are not unrelated genres of computation but a larger and coherent whole: a planetary-scale megastructure called The Stack, through which we divide up the world into sovereign spaces.

What has planetary-scale computation done to our geopolitical realities? It takes different forms at different scales—from energy and mineral sourcing and subterranean cloud infrastructure to urban software and massive universal addressing systems; from interfaces drawn by the augmentation of the hand and eye to users identified by self—quantification and the arrival of legions of sensors, algorithms, and robots. Together, how do these distort and deform modern political geographies and produce new territories in their own image?

In The Stack, Benjamin Bratton proposes that these different genres of computation—smart grids, cloud platforms, mobile apps, smart cities, the Internet of Things, automation—can be seen not as so many species evolving on their own, but as forming a coherent whole: an accidental megastructure called The Stack that is both a computational apparatus and a new governing architecture. We are inside The Stack and it is inside of us.

In an account that is both theoretical and technical, drawing on political philosophy, architectural theory, and software studies, Bratton explores six layers of The Stack: Earth, Cloud, City, Address, Interface, User. Each is mapped on its own terms and understood as a component within the larger whole built from hard and soft systems intermingling—not only computational forms but also social, human, and physical forces. This model, informed by the logic of the multilayered structure of protocol “stacks,” in which network technologies operate within a modular and vertical order, offers a comprehensive image of our emerging infrastructure and a platform for its ongoing reinvention.

The Stack is an interdisciplinary design brief for a new geopolitics that works with and for planetary-scale computation. Interweaving the continental, urban, and perceptual scales, it shows how we can better build, dwell within, communicate with, and govern our worlds.

Benjamin Bratton Public Lecture October 29, 2014

Saturday, February 22, 2014

JON VS JON


Part One

Jon Ronson discovers a twitter spam bot with the username Jon_Ronson. The spam bot was created by academics working formerly at Warwick University. Jon Ronson discusses his frustration with the fact many of the tweets seem plausible, even though they are about things he would never talk about himself. With the creators of this account refusing to take it down, it seems the only way to resolve this is by meeting them.


Part Two

Jon Ronson arranges a meeting with the creators of the twitter spambot 'Jon_Ronson'. After some heated discussion and confusion in this interview, he discovers the academics' true agenda.

ABOUT ESCAPE & CONTROL:
Escape & Control is an online documentary series in which internationally acclaimed journalist and filmmaker Jon Ronson (Adventures with Extremists, The Men Who Stare At Goats and The Psychopath Test) turns his attentions to the Internet.

It can sometimes feel like we're creating a new kind of democracy online, where we control and regulate each other instead of being told how to behave by those in authority. But there are people out there who don't like this idea at all. So they want to come up with ways to control it.

Sometimes maybe even secret ways...

With searing interviews, unravelling mysteries and some great fun along the way, Jon Ronson is setting off on an adventure that may mean you'll never look at your mouse in the same way again.

CREDITS:
Written and Directed by Jon Ronson
Music by Jeffrey Lewis
Filmed, edited and produced by Remy Lamont
Produced by Lucy Greenwell

In 2014 Jon Ronson gave a talk about his experience with the spambot:

Sunday, July 15, 2012

All Watched Over by Machines of Loving Grace

A series of films about how humans have been colonised by the machines they have built. Although we don't realise it, the way we see everything in the world today is through the eyes of the computers.

All watched over by machines of loving grace from mayo11 on Vimeo.

Part 1

This is the story of the dream that rose up in the 1990s that computers could create a new kind of stable world. They would bring about a new kind global capitalism free of all risk and without the boom and bust of the past. They would also abolish political power and create a new kind of democracy through the internet where millions of individuals would be connected as nodes in cybernetic systems - without hierarchy. The film tells the story of two perfect worlds. One is the small group of disciples around the novelist Ayn Rand in the 1950s. They saw themselves as a prototype for a future society where everyone could follow their own selfish desires. The other is the global utopia that digital entrepreneurs in Silicon Valley set out to create in the 1990s. Many of them were also disciples of Ayn Rand. They believed that the new computer networks would allow the creation of a society where everyone could follow their own desires, yet there would not be anarchy. They were joined by Alan Greenspan who had also been a disciple of Ayn Rand. He became convinced that the computers were creating a new kind of stable capitalism - "Like a New Planet", he said. But the dream of stability in both worlds would be torn apart by the two dynamic human forces - love and power.

Adam Curtis - All Watched Over by Machines of Loving Grace 2/3 - The Use and Abuse of Vegetational Concepts - Subs Español Span from avefenix1954 on Vimeo.

Part 2

This is the story of how our modern scientific idea of nature, the self-regulating ecosystem, is actually a machine fantasy. It has little to do with the real complexity of nature. It is based on cybernetic ideas that were projected on to nature in the 1950s by ambitious scientists. A static machine theory of order that sees humans, and everything else on the planet, as components - cogs - in a system. But in an age disillusioned with politics, the self-regulating ecosystem has become the model for utopian ideas of human 'self-organizing networks' - dreams of new ways of organising societies without leaders, as in the Facebook and Twitter revolutions, and in global visions of connectivity like the Gaia theory. This powerful idea emerged out of the hippie communes in America in the 1960s, and from counterculture computer scientists who believed that global webs of computers could liberate the world. But, at the very moment this was happening, the science of ecology discovered that the theory of the self-regulating ecosystem wasn't true. Instead they found that nature was really dynamic and constantly changing in unpredictable ways. But the dream of the self-organizing network had by now captured our imaginations - because it offered an alternative to the dangerous and discredited ideas of politics.

Adam Curtis - All Watched Over by Machines of Loving Grace 3/3 - The Monkey in the Machine and the Machine in the Monkey - Subs from avefenix1954 on Vimeo.

Part 3

This episode looks at why we humans find this machine vision so beguiling. The film argues it is because all political dreams of changing the world for the better seem to have failed - so we have retreated into machine-fantasies that say we have no control over our actions because they excuse our failure. At the heart of the film is one of the most famous scientists in the world - Bill Hamilton. He argued that human behaviour is really guided by codes buried deep within us. It was later popularised by Richard Dawkins as 'the selfish gene'. It said that individual human beings are really just machines whose only job is to make sure the codes are passed on for eternity. The film begins in 2000 in the jungles of the Congo and Rwanda. Hamilton is there to help prove his dark theories. But all around him the Congo is being torn apart by 'Africa's First World War'. The film then interweaves the two stories - the strange roots of Hamilton's theories, and the history of the West's tortured relationship with the Congo over the past 100 years