Provocative Alloys: a Post-Media Anthology
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Félix Guattari: Thought, Friendship, and Visionary Cartography
9780230_221192_01_prexvi.pdf 10/3/08 11:31 AM Page i Félix Guattari 9780230_221192_01_prexvi.pdf 10/3/08 11:31 AM Page ii Also by Franco Berardi (Bifo) Scrittura e movimento (Rome: Marsilio, 1970). Chi ha ucciso Majakovski? (Milan: Squi/libri, 1977). with Alain Guillerme and Pierre Rival, L’ideologia francese: contro in ‘nouveaux philosophes’ (Milan: Squi/libri, 1977). Dell’innocenza: interpretazione del ‘77 (Bologna: Agalev, 1987). Politiche della mutazione (Milan/Bologna: Synergon, 1991). with Franco Bolelli, 60/90: dalla psichedelia alla telepatica (Milan/Bologna: Synergon, 1992). Mutazione e cyberpunk. Immaginario e tecnologia negli scenari di fine millennio (Milan: Costa & Nolan, 1994). Come si cura il nazi (Rome: Castelvecchi, 1994). Dell’innocenza: 1977, l’anno della premonizione (Verona: Ombre Corte, 1997). La nefasta utopia di Potere Operaio (Rome: Castelvecchi, 1998). La fabbrica dell ‘infelicita’: new economy e movimento del cognitariato (Rome: Derive-Approdi, 2001). Il sapiente, il mercante, il guerriero. Dal rifiuto del lavoro all’emergere del cognitariato (Rome: Derive-Approdi, 2004). Skizomedia. Trent’anni di mediattivismo (Rome: Derive-Approdi, 2006). Giuseppina Mecchia With Max Henninger and Timothy Murphy (eds) ‘Italian Post-Workerist Thought’, SubStance 112, Special Issue (2007). Charles J. Stivale The Two-Fold Thought of Deleuze and Guattari: Intersections and Animations (New York: Guilford Publications, 1998). Disenchanting Les Bons Temps: Identity and Authenticity in Cajun Music and Dance (Durham, NC: Duke University Press, 2003). Editor, Gilles Deleuze: Key Concepts (Chesham, UK: Acumen Publications/Montreal: McGill Queens University Press, 2005). Gilles Deleuze’s ABCs: The Folds of Friendship (Baltimore: Johns Hopkins University Press, 2008). 9780230_221192_01_prexvi.pdf 10/3/08 11:31 AM Page iii Félix Guattari Thought, Friendship and Visionary Cartography Franco Berardi (Bifo) Translated and edited by Giuseppina Mecchia and Charles J. -
The Production of Agency in Locative Media Art Practice
Technological University Dublin ARROW@TU Dublin Doctoral Applied Arts 2012-6 The Construction of Locative Situations: the Production of Agency in Locative Media Art Practice Conor McGarrigle Technological University Dublin Follow this and additional works at: https://arrow.tudublin.ie/appadoc Part of the Arts and Humanities Commons Recommended Citation McGarrigle, C. (2012) The Construction of Locative Situations: the Production of Agency in Locative Media Art Practice. Doctoral Thesis. Dublin, Technological University Dublin. doi:10.21427/D7D88Q This Theses, Ph.D is brought to you for free and open access by the Applied Arts at ARROW@TU Dublin. It has been accepted for inclusion in Doctoral by an authorized administrator of ARROW@TU Dublin. For more information, please contact [email protected], [email protected]. This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 4.0 License The Construction of Locative Situations: the production of agency in Locative Media art practice. Conor McGarrigle, BSc University College Dublin, MA National College of Art & Design Dublin. This Thesis is submitted to the Dublin Institute of Technology in Candidature for the Degree of Doctor of Philosophy Graduate School of Creative Arts and Media & Digital Media Centre June 2012 Supervised by: Dr. James Carswell, Head of Spatial Information Technologies Research, Digital Media Centre DIT. Mr. Martin McCabe, Lecturer School of Media, DIT & Teaching Fellow, GradCAM. Dr. Brian O'Neill, Head School of Media, DIT. Abstract This thesis is a practice led enquiry into Locative Media (LM) which argues that this emergent art practice has played an influential role in the shaping of locative technologies in their progression from new to everyday technologies. -
A Framework for Spatial Interaction in Locative Media
Proceedings of the 2006 International Conference on New Interfaces for Musical Expression (NIME06), Paris, France A Framework for Spatial Interaction in Locative Media A tau Tanaka Petra Gemeinboeck Sony Computer Science Laboratory Paris Key Centre of Design Computing and Cognition 6 rue Amyot University of Sydney F-75005 Paris FRANCE NSW 2006 AUSTRALIA +33-1-4408-0512 +61-2-9351-3030 [email protected] p [email protected] ABSTRACT mediated and physical spaces [5]. This paper presents the concepts and techniques used in a Related work in the area of mobile music systems can be family of location based multimedia works. The paper has seen in the projects presented at international events like the three main sections: 1.) to describe the architecture of an Mobile Music Workshop series [11]. Recently, new fields of audio-visual hardware/software framework we have creative works known as locative media are gaining interest. developed for the realization of a series of locative media Work in this area is represented in research consortia such as artworks, 2.) to discuss the theoretical and conceptual Open PLAN [8], and in festivals such as PixelAche [13]. One underpinnings motivating the design of the technical of the themes for the 2006 edition of the International framework, and 3.) to elicit from this, fundamental issues Symposium of Electronic Art (ISEA 2006) is the Interactive and questions that can be generalized and applicable to the City [10]. growing practice of locative media. Recent artistic inteventions in the field of locative media include the annotation of the physical with virtual marks or Keywords narratives [14] or the revelation of patterns by tracing the Mobile music, urban fiction, locative media. -
THE HYBRID FLÂNEUR: an Urban Experience Through the Game Pokémon GO
FEDERAL UNIVERSITY OF RIO GRANDE DO SUL ARCHITECTURE COLLEGE Postgraduate Program in Urban and Regional Planning Research Line: City, Culture and Politics RACHEL BERRUTTI PEREIRA DA CUNHA THE HYBRID FLÂNEUR: An urban experience through the game Pokémon GO. ADVISOR Dra. Daniela Marzola Fialho Porto Alegre 2018 THE HYBRID FLÂNEUR: An urban experience through the game Pokémon GO. Dissertation presented as a requirement for obtaining the title of Master – Universidade Federal do Rio Grande do Sul. (UFRGS) EXAMINING BOARD _____________________________________ PhD. Breno Maciel Souza Reis External Examiner from FABICO/UFRGS _____________________________________ Prof. PhD. Paulo Edison Belo Reyes PROPUR/UFRGS _____________________________________ Prof. PhD. César Bastos de Mattos Vieira PROPUR/UFRGS ____________________________ Advisor Prof. PhD Daniela Marzola Fialho PROPUR/UFRGS 2 3 ABSTRACT The general objective of this dissertation is to problematize the relations between Information and Communication Technologies (ICT) and leisure in the public space, more specifically, games in the public space. It was noted that locative media games played through smartphones provide a new movement of users to the public spaces, a movement that brought players of digital games into the public space and also brought in those who used to play video games indoors. The theme is the ICT in the form of appropriation of the public space, in the perspective of the games of augmented reality and the form of hybrid relationship that people establish with the public space, since the mobility of the mobile locative games produced visible changes in what concerns the occupation and / or exploitation of such spaces. As the object of this work, the game Pokémon GO was used, because it has been a game of great impact and repercussion in the whole world and by the relation of the augmented reality present in the game. -
“Bifo” Berardi Marco Deseriis Theory & Event, Volume 1
Irony and the Politics of Composition in the Philosophy of Franco “Bifo” Berardi Marco Deseriis Theory & Event, Volume 15, Issue 4, 2012. Abstract By analyzing Franco Berardi’s reflections on irony as an extension of his political praxis, the article first examines the multifaceted functions of this rhetorical device in the contexts of the late-1960s social struggles against factory work in Italy, the communication experiments of the Autonomia movement, and the information overload of the contemporary mediascape. In the second part, the text addresses Berardi’s attempt to reconcile Jean Baudrillard’s theory of simulacra with Gilles Deleuze and Félix Guattari’s theory of desire to end with a reflection on how his distinction between irony and cynicism may offer a counterpoint to Slavoj Žižek’s critique of ideology. Keywords Irony; class composition; Italian workerism; social movements; subjectivity; autonomy. Born in Bologna in 1949, Franco “Bifo” Berardi has participated in four major anti-capitalist movements in the past four decades: the 1968 as a member of the Marxist revolutionary group Potere Operaio (Workers’ Power); the movement of Autonomia in 1977; the alter-globalization movement in the late 1990s-early 2000s; and the current European movement against austerity measures, the precarization of labor conditions, and the budget cuts to public education. Berardi has combined this personal engagement with an ongoing experimentation with social movement media such as the magazine A/Traverso, the experimental community radio Radio Alice, both founded in Bologna in the mid-1970s. In the late 1990s, he launched the e-mail list Rekombinant and, in the early 2000s, the community TV Orfeo TV. -
Félix Guattari Also By
Félix Guattari Also by Franco Berardi (Bifo) Scrittura e movimento (Rome: Marsilio, 1970). Chi ha ucciso Majakovski? (Milan: Squi/libri, 1977). with Alain Guillerme and Pierre Rival, L’ideologia francese: contro in ‘nouveaux philosophes’ (Milan: Squi/libri, 1977). Dell’innocenza: interpretazione del ‘77 (Bologna: Agalev, 1987). Politiche della mutazione (Milan/Bologna: Synergon, 1991). with Franco Bolelli, 60/90: dalla psichedelia alla telepatica (Milan/Bologna: Synergon, 1992). Mutazione e cyberpunk. Immaginario e tecnologia negli scenari di fine millennio (Milan: Costa & Nolan, 1994). Come si cura il nazi (Rome: Castelvecchi, 1994). Dell’innocenza: 1977, l’anno della premonizione (Verona: Ombre Corte, 1997). La nefasta utopia di Potere Operaio (Rome: Castelvecchi, 1998). La fabbrica dell ‘infelicita’: new economy e movimento del cognitariato (Rome: Derive-Approdi, 2001). Il sapiente, il mercante, il guerriero. Dal rifiuto del lavoro all’emergere del cognitariato (Rome: Derive-Approdi, 2004). Skizomedia. Trent’anni di mediattivismo (Rome: Derive-Approdi, 2006). Giuseppina Mecchia With Max Henninger and Timothy Murphy (eds) ‘Italian Post-Workerist Thought’, SubStance 112, Special Issue (2007). Charles J. Stivale The Two-Fold Thought of Deleuze and Guattari: Intersections and Animations (New York: Guilford Publications, 1998). Disenchanting Les Bons Temps: Identity and Authenticity in Cajun Music and Dance (Durham, NC: Duke University Press, 2003). Editor, Gilles Deleuze: Key Concepts (Chesham, UK: Acumen Publications/Montreal: McGill Queens University Press, 2005). Gilles Deleuze’s ABCs: The Folds of Friendship (Baltimore: Johns Hopkins University Press, 2008). Félix Guattari Thought, Friendship and Visionary Cartography Franco Berardi (Bifo) Translated and edited by Giuseppina Mecchia and Charles J. Stivale © Franco Berardi (Bifo) 2008 Translation © Giuseppina Mecchia and Charles J. -
Workbook 4. Tiziana Terranova
Cuaderno de trabajo 4.1 Tiziana Terranova Sobreexplotados e infrapagados. Trabajo gratis, precariedad y creación Tiziana Terranova y Trebor Scholz Conferencia: Miércoles, 12 de septiembre, 19:00 h / Edificio Sabatini, Auditorio Taller de investigación: Jueves, 13 de septiembre, 11:00 h / Edificio Nouvel, Centro de Estudios Museo Nacional Centro de Arte Reina Sofía Dentro del ciclo “Seis contradicciones y el fin del presente” (26 de marzo – 18 de diciembre, 2018) Índice 1. Tiziana Terranova, «Free Labor: Producing Culture for the Digital Economy», Social Text, 63, vol. 18, n. 2, Summer, 2000, pp. 33-58, Duke University Press. 2. Tiziana Terranova, «Attention, Economy And The Brain», Culture Machine, vol. 13, 2012. 3. Tiziana Terranova, «Red stack attack! Algoritmos, capital y la automatización del común», en Armen Avanessian, Mauro Reis et al., Aceleracionismo, Buenos Aires, Caja Negra, 2017. Tiziana Terranova y Trebor Scholz 1. Free Labor: Producing Culture for the Digital Economy Tiziana Terranova, Social Text, 63, vol. 18, n. 2, Summer, 2000, pp. 33-58, Duke University Press. For additional information about this article http://muse.jhu.edu/journals/soc/summary/v018/18.2terranova.html The real not-capital is labor. Karl Marx, Grundrisse, 1857-1858 Working in the digital media industry is not as much fun as it is made out to be. The “NetSlaves” of the eponymous Webzine are becoming increasingly vociferous about the shamelessly exploitative nature of the job, its punishing work rhythms, and its ruthless casualization. They talk about “24-7 electronic sweatshops” and complain about the ninety-hour weeks and the “moronic management of new media companies.” In early 1999, seven of the fifteen thousand “volunteers” of America Online (AOL) rocked the info-loveboat by asking the Department of Labor to investigate whether AOL owes them back wages for the years of playing chathosts for free.1 They used to work long hours and love it; now they are starting to feel the pain of being burned by digital media. -
An Exploration of People's Use of Locative Media and The
Claiming Places: An Exploration of People’s Use of Locative Media and the Relationship to Sense of Place by Glen E. Farrelly A thesis submitted in conformity with the requirements for the degree of Doctor of Philosophy Faculty of Information University of Toronto © Copyright by Glen E. Farrelly 2017 Claiming Places: An Exploration of People’s Use of Locative Media and the Relationship to Sense of Place Glen E. Farrelly Doctor of Philosophy Faculty of Information University of Toronto 2017 Abstract This dissertation explores the role of locative media in people’s place-making activities and sense of place. Sense of place is a human need that entails people’s meanings, memories, and feelings for a location. Recent technological and market developments have introduced powerful geographic information tools and place-related media. By identifying a user’s location, locative media deliver geographically relevant content that enable people to capture and preserve place information, virtually append it to space, and broadcast it to others. Despite locative media’s growing prominence, the influence on sense of place is not well understood. A major finding of this research is that use of locative media can contribute meaningfully to a person’s positive sense of place, including fostering existential connection. This study refutes scholarly and popular dismissals of the medium as only detracting from sense of place. Locative media was found to enable people to make spaces their own by offering geographic relevant information and experiences, recording and sharing place-related impressions, and presenting places in new and enjoyable ways, such as through defamiliarization and decommodification. -
A Survey of Locative Media
A Survey of Locative Media Anıl Çamcı Graduate Program in Media Arts and Technology, UC Santa Barbara, Santa Barbara, California, USA [email protected] ABSTRACT coupled, we obtain the basic locative media device through the In this paper, studies on locative media are investigated. Through attachment of location information to the data that is passed to a a survey of supporting technologies, structure of related projects, network via mobile devices. both within artistic, social and practical contexts are covered. Also, the social implications of these studies, such as the new 3. SUPPORTING TECHNOLOGIES urban communities, virtual spaces versus physical ones, and the theory of location awareness in general are discussed. 3.1 GPS Furthermore, concepts that are tightly coupled with locative media The GPS technology is a central component to locative media such as context-awareness, ubiquitous systems, pervasive projects and applications. While there are other technologies such computing and ambient intelligence are explained as new vistas as GIS (Geographical Information System), GSM (Global System for locative media projects. for Mobile communications) etc. that can be incorporated into locative media studies, the ubiquity of GPS puts this technology to the focus of the locative media research both in terms of Keywords technology and concept development. Locative Media, GPS, Mobile Technologies, Location- Awareness, Context-Awareness, Ubiquitous and Pervasive GPS is a satellite-based navigation system. The GPS network Computing, Ambient Intelligence. consists of 24 satellites that started being placed into orbit by the U.S. Department of Defense starting in 1978. In 1994, with the 1. INTRODUCTION addition of the last satellite, the current system was achieved [2]. -
Berardi, Franco – the Soul at Work
THE SOUL AT WORK SEMIOTEXT(E) FOREIGN AGENTS SERIES FROM ALIENATION TO AUTONOMY © 2009 by Semiotext(e) and Franco Berardi All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted by any means, electronic, mechanical, photo� copying, recording, Of otherwise, without prior permission of the publisher. Published by Semiotext(e) 2007 Wilshite Blvd., Suite 427, Los Angeles, CA90057 www.semiotexte.com Franco "Bifo" Berardi Special thanks to Andrew Drabkin, John Ebert, and Jason Smith. Preface by Jason Smith Cover art by lutta Koerher, Untitled, 2007. Black and white photocopy, 8 1/2" X 11". Courtesy of the artist and Reena Spaulings Fine Art, NY. Back Cover Photogtaphy by Simonetta Candolfi Design by Hedi El KhoIti Translated by Francesca Cadel and Giuseppina Mecchia ISBN: 978-1-58435-076-7 Distributed by The MIT Ptess, Cambtidge, Mass. and London, England Printed in the United States ofAmerica <e> Contents Preface by Jason Smith 9 Introduction 21 1. Labor and Alienation in the philosophy of the 1960s 27 2. The Soul at Work 74 3. The Poisoned Soul 106 4. The Precarious Soul 184 Conclusion 207 Notes 223 Preface Soul on Strike The soul is the clinamen of the body. It is how it falls, and what makes it fall in with other bodies. The soul is its gravity. This ten dency for certain bodies to fall in with others is what constitutes a world. The materialist tradition represented by Epicurus and Lucretius proposed a worldless time in which bodies rain down through the plumbless void, straight down and side-by-side, until a sudden, unpredictable deviation or swerve-clinamen-leans bodies toward one another, so that they come together in a lasting way. -
“Smart” Cities in William Gibson's the Peripheral
URBAN ASSEMBLAGE: THE CITY AS ARCHITECTURE, MEDIA, AI AND BIG DATA. • Paper / Proposal Title: Representations of “Smart” Cities in William Gibson’s The Peripheral (2014) and Agency (2020) • Author(s) Name: Vasileios N. Delioglanis • University or Company Affiliation: Independent researcher • Abstract (300 words): On discussing ubiquitous computing, artist and architect Mark Shepard defines a “sentient city” as “one that is able to hear and see things happening within it” (“Toward” 31; emphasis in the original). He writes that “[c]ities are ‘smart’,” because “[a]rtifacts, spaces and systems we interact with (and through) on a daily basis collect, store and process information about us, or are activated by our movements and transactions” (Introduction 9). Shepard’s observations about “smart” architecture are evident in William Gibson’s latest novels The Peripheral (2014) and Agency (2020), which also present futuristic dystopian, dark, ghostlike, yet highly-technologized and sentient cityscapes where human action is constantly mediated through object-interfaces. This also corroborates Shepard’s view that “[n]on-human sentience” has been evident in science fiction writing (“Toward” 33). Being highly imbued with science fiction elements, these two novels serve as cases studies through which ubicomp technologies can be explored, as they both bring to our attention an emerging world that is currently being shaped by ubiquitous computing technologies, artificial intelligence and the Internet of Things. The present paper concentrates on the ways in which Gibson encapsulates through his literary practice the recent advances in the fields of ubiquitous computing and artificial intelligence with the depiction of multilayered, networked, “smart” urban spaces. The author sheds light to constantly expanding ubicomp systems of networked connectivity in which smartphones and AI entities are invisibly and transparently connected with other devices, while computing processes are embedded in the urban environment and the surrounding objects. -
Practices of Place-Making Through Locative Media Artworks1
AUTHOR’S COPY | AUTORENEXEMPLAR Practices of place-making through locative media artworks1 GEMMA SAN CORNELIO and ELISENDA ARDE´ VOL E-Mails: [email protected]; [email protected] Abstract In recent years, the vast increase in information flows has made it possible to instantly connect location-dependent information with physical spaces. These technologies have provided new forms of the representation of space as much as new forms of perception through tools and techniques used in land surveying, remote sensing, etc. From a critical point of view, pervasive computing, location-based applications, or, in other words, “locative me- dia” provide an interesting framework to understand how these technol- ogies relate to our understanding of space and place. Concretely, we want to examine how the uses of locative media in social-oriented artworks in- teract with people’s sense of place. This article therefore discusses contem- porary theories on space related to media and technology with a specific focus on the conceptualization of the notion of place. It also relates these theories to the study of different locative media artworks: Canal Accessible (2006), Bio Mapping (2004), Disappearing Places (2007), and Coffee Deposits (2010). We contend that locative media artworks act upon dis- tinctive ways to understand the mediation of technology in current place- making practices. Keywords: locative media, digital art, place, space, cartography, place- making, new media, visual ethnography Locative media and art practices The term “locative media” usually refers to media technologies that in- volve location; thus providing a link or some information related to a specific place via devices such as GPS, mobile phones, PDAs, laptops and applications of augmented reality.