digital platforms 36 results

digital platforms

Conceptualized by Zbyněk Baladrán, Vít Bohal, Dustin Breitling and Václav Janoščík, the conference brings together theorists, artists and organizers who collaborate and elaborate on their visions in order to discover junctures of overlap for thinking about the emancipatory potentials of the future.
The tools of visual and audio postproduction, 3D modelling software and generative algorithms have become so integral to our daily experience of the world that we often hardly acknowledge their presence. Yet something fundamental is happening to the (technical) image, as it gradually drifts away from its representational function, ceasing to be the image of “something”, a record, or some distorted “reflection” of the reality preceding it. Instead, it produces a reality of its own which, far beyond the edge of the screen, merges as one with the very world we once hoped to fix with(in) the image.
A more-than-oceanic perspective is a speculation on perception, emotion, intelligence, and agency. It brings with it a tidal wave of decolonial thought, posthumanism and material feminisms, queer ecologies, media theory, and spirituality, refracting it through interdisciplinary aesthetics and environmental justice.
We know and repeatedly analyze a host of issues with commercial social media and digital labour, but little attention is paid to efforts at building alternatives, such as community-run social media and other forms of de-platformization.
Against the totality of networks and corporately owned social media, what are workable strategies and ethical approaches that allow for alternative ways for our social life to emerge?
‘Next Time, Baby I’ll be #Bulletproof’ is a collision of the live body and its technological mediations by Web 2.0 artist Jennifer Chan, accompanied by ‘Gyre’, a commissioned essay by London based art historian Cadence Kinsey.
Pro(s)thetic dialogues is more like a recording of a theatre performance playing out on a computer desktop. Here the human operator creates the conditions for exploring the performativity of a philosophical zombie pieced together from neural networks.
At a moment of digital ubiquity, it may be easier to treat the data from digital platforms as primary in contemporary innovation and to believe that, if coated with sensors in an internet of things, the stiff, dumb world will suddenly become responsive and “smart.” But the heavy lumpy components of space are themselves information systems that don’t really need digital devices to make them dance.
The key significance of the accelerating development of artificial intelligence and other digital systems lies in the fact that they allow us to newly recognize the plurality of other forms of non-human intelligence that we have been “secretly” surrounded by all along. We needed to invent thinking machines to notice that everything around us is thinking.
What is shared, what is private and what are the possibilities of self-presentation in contemporary screen based culture? Adopting conventions of a YouTube vlog, Magdalena’s teenage diary entries surface raw and seemingly unedited. Stored in a number of disused mobile phones; songs, gifs, low-fi images and movies weave into and trail off in unfinished stories, anecdotes, soundbites and faces from childhood, where experience of mental illness is quickly interrupted by pop lyrics.
David Přílučík takes the viewer to a situation of a generic TED Talk presentation full of techno-optimistic rhetorics, an endless potetial and right decisions. Peter Davis, a creative professional, a manager and a bureaucrat from Silicon Valley is a mere fictional figure from the no longer existent corporation Worldwide Motion Pictures Group, established by Přílučík to be able to relativise utopian commitments of similar companies.
Confrontations in public space are becoming more virulent. Protests gain traction, social tension is on the rise. Tension as a reaction to threat, an emotional roller coaster of strong convictions. The truth of convictions is shored up by shared emotional experience. Anger, loss of hope, feelings of remorse, anxiety; the emotional ties of mutuality.
Josef Holý focuses on the topics of information warfare, disinformation and the influence of algorithms of technological giants on our lives. How are and have these themes been reflected among artists working with moving image? The depiction of artificial intelligence or artificial humans has a fairly firm place in the history of visual art and is associated with many ethical issues that have realistically impacted us today.
The transformation of football as such has been continuously running since its inception in Britain in the second half of the 19th century. What started as a community activity associated with locality, corporeality and grass very quickly acquired a parallel of the commodity branch, which has gained worldwide importance due to its distribution through the media image.
“I’m surprised how playful people are” my mom said when she saw a neighbor selling agricultural machines, horses, and eventually the entire farm just to be able to spend the whole day at the slot machine. Such “playfulness” is gradually emerging today in almost every area of ​​education, work and leisure. For this tendency, the term gamification, which is predominantly designed from the perspective of service marketing, has come to life. The game is defined, among other things, as “the role of a voluntary control system in which opposing forces are restricted by procedures and rules to produce an imbalance.”
The online environment often appears to us as a space of timelessness. A space where artifacts of the past accumulate regardless of their original context and where they disappear again after satisfying immediate demand. But can the (post)digital landscape be used to revive lost, missing or displaced media, objects, actors or interfaces? A thematic collection of audiovisual essays allows us to understand the online space as a labyrinth of fragments and traces of analogue and digital histories that can be speculatively ''reconfigured'' to play out surprising exchanges between ''then'' and ''now'' as well as to create alternative or unrealized futures.
Artworks by Lukáš Prokop exceed simple categorization, as his work oscillates among various media: he deftly connects his work with video, graphic imaging, sculpture, photography, textile, writing or digital printing. By actively thematizing creative technological processes, Prokop’s work also intentionally problematizes his own authorial position as the sole producer of the artistic content/work.
Anton Vidokle is the type of artist who might not seem to be a very prolific author, at least not in the classical, material sense of art production. Vidokle is interested in art as a means to learn as much as possible about the world we live in, to explore it.