Jim Campbell’s Discorrelated Images

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Last evening I had the pleasure of discussing Jim Campbell’s work with him at the Anderson Collection at Stanford, where he has a wonderful exhibition of LED-based works up right now. It was a far-ranging discussion, in a packed gallery, and great fun all around. Here are my opening remarks:

Before we start our conversation, I have the honor of offering some framing thoughts about Jim Campbell’s work. I want to use this opportunity to put that work into dialogue with some of my own interests and concerns as a theorist of the intersection between computational and moving-image media. I am concerned, in other words, with the historical and phenomenological encounter between the invisible processing of digital information and the visible forms that result from it—and it is precisely this encounter that Jim’s LED-based artworks enact or perform in a variety of thought-provokingly deformative ways. This is to say that his work, by means of occluding, blocking, and de-focusing our view, ironically makes perceptible the very mismatch between perception and computational processing that lies at the heart of digital video as it circulates online, on our smartphones, on DVDs and BluRays, on digital cable and satellite TV, and in the digital projection systems of contemporary movie theaters. In all of those contexts, digital processing remains resolutely invisible to perception (except, that is, through exceptional moments of glitching, buffering, and the like); but, those exceptional and denigrated moments aside, the perceptual “content” of digital video is privileged, thus blinding us to the ways that the medial form of video’s computational processing is changing the very parameters of our embodied perception, or the ways that, as Canadian media theorist Marshall McLuhan put it, our “sensory ratios” are being reformed by our encounter with a new media environment.

By re-valorizing the exceptional, or that which disrupts or impedes the easy transmission of visual “content,” Jim’s work offers an oblique view of the hidden parameters of this new environment; he makes what I call the “discorrelation” between our perception and its infrastructure perceptible—if only in a necessarily incomplete and volatile form. And the volatility of these operations is key: Jim’s works keep our eyes and our bodies moving, making us move now closer and then farther away, causing us to squint and then relax our focus, in order to catch a glimpse of something figural, recognizable, the so-called “content” of the moving images. Certainly, this content is not irrelevant, but it is hardly the ultimate telos or desideratum towards which the work directs our attention. The works are not simple puzzles that are “solved” once we identify their contents. Rather, the incessant oscillation between perception and non-perception, between seeing and not seeing, would seem to be closer to the point, as it is this oscillation that keeps everything at play, unsettling basic categories and forms. We shift our focus between individual LEDs, the screen or wall upon which they reflect, and an indirect, sometimes volumetric illumination of bodies or objects in motion. Our perception doesn’t come to rest upon a stable object or meaning, and this instability infects the broader conceptual context within which our perception is situated: Jim’s work upsets and makes us question so many basic distinctions—for example, between video art and sculpture, between art and engineering, between material substrates and perceptual forms, between perception and imagination. Through his destabilization of perception, he re-opens also the gap between art and technology, a gap created around the time of the industrial revolution, when thinkers like Immanuel Kant helped engineer a split between the aesthetic and the technical, or between the fine arts and the applied arts. Earlier, both the Greek term techne and the Latin ars referred indiscriminately to both arts and technologies. Now, the poets were to work with words while the engineers worked on steam engines; artists concerned themselves with the non-utilitarian forms of aesthetic experience while technologists made the machines that kept the factories running. However, in the space cleared between art and technology, a third thing emerged, a common ground for aesthetic and technological production alike: namely, media in its modern sense. A medium in this sense is not reducible to its “content” in a narrow way; rather, it is something that straddles perceptual form and infrastructure. Take, for example, the way the Sunday comics capitalized on innovations in four-color printing processes, or the way cinema responded to synchronized sound with new genres like the musical or the horror film, which involves its spectator through an offscreen space of screams and bumps in the night. It is in this sense that McLuhan proclaimed that “the medium is the message”—a claim that he explained with the example of the light bulb, a content-less medium, the message of which is the electrification of the world and the resulting transformation of agency, perception, and social relation. In order to explore the message or the meaning of more recent shifts in the media environment, Jim replaces McLuhan’s light bulb with LEDs—the same light emitting diodes that provide backlighting for flatscreen computer monitors and television sets, that power digital projectors, or that illuminate our increasingly “smart” homes. Routing perception through these characteristically digital-era lights, and powering them by way of unseen “custom electronics,” Jim defocuses intentional perception, foregrounds the obfuscation of infrastructure, and indirectly illuminates a media environment in which computation has finally (arguably) rendered the industrial-era split between art and technology untenable.

When I recently spoke to him on the phone, Jim identified himself not as an artist but as an engineer—and certainly he holds the degrees, the patents, and the experience to justify that statement. But he is an engineer of a special sort: an engineer of perception in an age when perception teeters precariously atop invisible circuits and computational infrastructures not cut to our measure, an engineer of experience when experience is routed through ubiquitous circuits of computational processing. Occluding both the image and its digital infrastructure, Jim’s work puts our perceptual experience in motion, incessantly circulating between what we can and cannot see. The work arouses a curiosity about the conditions of this circulation, including the means by which the LEDs, and hence also our perception, have been programmed. In the context of nineteenth-century magic shows and scientific expositions, this curiosity about how the spectacle works has been called an “operational aesthetic”—an aesthetic that, fittingly for the era of industrial media, includes an enjoyment in the sight of technical operation. In the twenty-first-century context of ubiquitous computational processing and experiential engineering, Jim offers us something slightly different, I suggest: an operational aesthetic of perception itself, a questioning of our ability and the means of seeing in an age of discorrelation, when visibility is rendered ambiguously at the margins of human signs and invisible informatic signals.

Critical Practices Unit (CPU)

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I am excited to announce the inaugural session of Critical Practices Unit (CPU), on November 19 at 6:30pm (in McMurtry 360).

In this interdisciplinary and practice-based group, with support from the Vice President for the Arts, we hope to stage collisions between the various epistemes and critical frameworks we all know and love through performances, art-objects, interactive media, and “critical making” projects, which, in some sense to be explored, materialize critical reflection.

In fidelity to these objects’ disobedience to any specific field, we want to stress that CPU is for those in the humanities, sciences, and arts. These conversations—spanning computation, performance, race, personhood, gesture, interaction, and more—will be made all the richer by a diversity of perspectives.

For our first event, we will be playing with haptic devices for underwater robots graciously loaned by The Stanford Robotics Lab, involving ourselves in a live performance piece / installation by Catie Cuan, and settling into a conversation about the grafting of robotics and performativity. We are overjoyed that situating this discussion will be Sydney Skybetter, Lecturer in Theater and Performance Studies at Brown University, and Matthew Wilson Smith, Professor of German Studies and Performance Studies here at Stanford.

APPROXIMATELY 800cm3 OF PLA — Exhibition Catalog

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The exhibition catalog for APPROXIMATELY 800cm3 of PLA, curated by Gabriel Menotti at last year’s Center for 21st Century Studies conference on The Ends of Cinema (May 3-5, 2018 at University of Wisconsin-Milwaukee) is now online.

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Among the pieces featured was DataGnomeKD1.stl, a generative/deformative 3D-printed garden gnome that Karin Denson and I made a couple of years ago in the context of a larger project at the Duke S-1: Speculative Sensation Lab. (You can check out our publication here.)

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Thanks to Gabriel Menotti for putting together this playful show!

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Michael Richards: Winged

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The other day I promised (or threatened) to reactivate this blog for things other than announcing talks, publications, etc. It remains to be seen how much time I will actually devote to this, but my thought was anyway that I should reclaim the time I waste on social media (especially Facebook). Accordingly, why not post just the pictures I would otherwise be sharing there here instead? Of course, these are not just any pictures…

These are from the moving show Michael Richards: Winged, which is currently up at the Stanford Art Gallery (but ending this week, so hurry if you plan to see it!).

Michael Richards, whose work powerfully probes race in American culture, tragically died in the September 11, 2001 attacks on the World Trade Center, where he was working in his studio on the 92nd floor of Tower One.

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The show was recently an Artforum Critics’ Pick.

Check it out if you can!

 

Plastic Dialectics: Community and Collectivity in Japanese Contemporary Art — Miryam Sas at Digital Aesthetics Workshop

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What do we mean when we speak of “collectivity,” collaboration, and community? How have artists and theorists in Japan questioned and created experimental practices that reframe these terms, so crucial to discussions of the arts today? Sas will reflect on issues of collectivity and assemblage as manifested in Japanese contemporary art, drawing examples from 1950s art theory, late 1960s intermedia art, 1970s site-specific photography events, and post 3-11 sculptural installation. Through site-specific critique and new modes of engagement with local space, artists in each of these distinct moments engage in a subtle but powerful rethinking of the frameworks and practices of collectives past and present.

At the next meeting of the Digital Aesthetics Workshop, Miryam Sas, Professor of Comparative Literature and Film & Media at UC Berkeley, will discuss Plastic Dialectics: Community and Collectivity in Japanese Contemporary Art. As we have throughout this quarter, we will meet on Tuesday, Dec 4, from 5-7 at the Roble Gym. RSVP to deacho@stanford.edu – we expect there will be a paper that we will pre-circulate this weekend.

Sas studies Japanese literature, film, theater, and dance; 20th century literature and critical theory; and avant-garde and experimental visual and literary arts.  She is the author of Experimental Arts in Postwar Japan: Moments of Encounter, Engagement, and Imagined Return  (Harvard, 2010); and Fault Lines: Cultural Memory and Japanese Surrealism(Stanford, 2001).  Sas is currently working on a book on media theory and contemporary art in Japan, Feeling Media: Infrastructure, Potentiality, and the Afterlife of Art in Japan, for which she was awarded a President’s Research Fellowship in the Humanities (2017-18).  She has published numerous articles in English, French, and Japanese on subjects such as Japanese futurism, cross-cultural performance, intermedia art, butoh dance, pink film and Japanese experimental animation.

On Display: Immemory, Soft Cinema, After Video

About two years ago, the exhibition On Display: Immemory, Soft Cinema, After Video at Bilkent University in Ankara brought together projects by Chris Marker, Lev Manovich, and the contributors to the “video book” after.video — including the collaborative AR piece “Scannable Images” that Karin Denson and I made. Recently, Oliver Lerone Schultz (one of the editors of after.video) brought to my attention this “critical tour” of the exhibition, which takes the form of a discussion between Ersan Ocak and Andreas Treske. It is audio only, and you might need to turn up the volume a bit, but it’s an interesting discussion of video and media art.

(See here for more on after.video. Also, I should note that the AR on “Scannable Images” is currently not working due to the ephemeral business models of AR platforms these days, but I hope to port it over to a new platform and get it up and running again soon!)

Out Now: Network Ecologies

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Network Ecologies is a great new open-access collection edited by Amanda Starling Gould and Florian Wiencek and published by the Duke Franklin Humanities Institute. The collection takes advantage of the Scalar publishing platform to include a variety of media alongside scholarly texts. Among other things, it includes a collection of artworks by Karin Denson and myself, which we developed for an exhibit at Duke in 2015 (also organized by Amanda Starling Gould) and which grew out of a collaboration with the Duke S-1: Speculative Sensation Lab. There is also an archive of videos from a 2013 symposium, including contributions from Jussi Parikka, Mark Hansen, Stephanie Boluk, Patrick LeMieux, and many others. Lots of great things to discover here–check it out!

 

Coming Soon: after.video

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I just saw the official announcement for this exciting project, which I’m proud to be a part of (with a collaborative piece I made with Karin Denson).

after.video, Volume 1: Assemblages is a “video book” — a paperback book and video stored on a Raspberry Pi computer packaged in a VHS case. It will also be available as online video and book PDF download.

Edited by Oliver Lerone Schultz, Adnan Hadzi, Pablo de Soto, and Laila Shereen Sakr (VJ Um Amel), it will be published this year (2016) by Open Humanities Press.

The piece I developed with Karin is a theory/practice hybrid called “Scannable Images: Materialities of Post-Cinema after Video.” It involves digital video, databending/datamoshing, generative text, animated gifs, and augmented reality components, in addition to several paintings in acrylic (not included in the video book).

Here’s some more info about the book from the OpenMute Press site:

Theorising a World of Video

after.video realizes the world through moving images and reassembles theory after video. Extending the formats of ‘theory’, it reflects a new situation in which world and video have grown together.

This is an edited collection of assembled and annotated video essays living in two instantiations: an online version – located on the web at http://after.video/assemblages, and an offline version – stored on a server inside a VHS (Video Home System) case. This is both a digital and analog object: manifested, in a scholarly gesture, as a ‘video book’.

We hope that different tribes — from DIY hackercamps and medialabs, to unsatisfied academic visionaries, avantgarde-mesh-videographers and independent media collectives, even iTV and home-cinema addicted sofasurfers — will cherish this contribution to an ever more fragmented, ever more colorful spectrum of video-culture, consumption and appropriation…

Table of Contents

Control Societies 
Peter Woodbridge + Gary Hall + Clare Birchall
Scannable images: materialities of Post-Cinema after Video 
Karin + Shane Denson
Isistanbul 
Serhat Köksal
The Crying Selfie
Rózsa Zita Farkas
Guided Meditation 
Deborah Ligotrio
Contingent Feminist Tacticks for Working with Machines 
Lucia Egaña Rojas
Capturing the Ephemeral and Contestational 
Eric Kiuitenberg
Surveillance Assemblies 
Adnan Hadzi
You Spin me Round – Full Circle 
Andreas Treske

Editorial Collective

Oliver Lerone Schultz
Adnan Hadzi
Pablo de Soto
Laila Shereen Sakr (VJ Um Amel)

Tech Team

Jacob Friedman – Open Hypervideo Programmer
Anton Galanopoulos – Micro-Computer Programmer

Producers

Adnan Hadzi – OHP Managing Producer
Jacob Friedman – OHV Format Development & Interface Design
Joscha Jäger – OHV Format Development & Interface Design
Oliver Lerone Schultz – Coordination CDC, Video Vortex #9, OHP

Cover artwork and booklet design: Jacob Friedman
Copyright: the authors
Licence: after.video is dual licensed under the terms of the MIT license and the GPL3
http://www.gnu.org/licenses/gpl-3.0.html
Language: English
Assembly On-demand
OpenMute Press

Acknowledgements

Co-Initiated + Funded by

Art + Civic Media as part of Centre for Digital Cultures @ Leuphana University.
Art + Civic Media was funded through Innovation Incubator, a major EU project financed by the European Regional Development Fund (ERDF) and the federal state of Lower Saxony.

Thanks to

Joscha Jaeger – Open Hypervideo (and making this an open licensed capsule!)
Timon Beyes – Centre for Digital Cultures, Lüneburg
Mathias Fuchs – Centre for Digital Cultures, Lüneburg
Gary Hall – School of Art and Design, Coventry University
Simon Worthington – OpenMute

http://www.metamute.org/shop/openmute-press/after.video

Speculative Data: Full Text, MLA 2016 #WeirdDH

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Below you’ll find the full text of my talk from the Weird DH panel organized by Mark Sample at the 2016 MLA conference in Austin Texas. Other speakers on the panel included Jeremy Justus, Micki Kaufman, and Kim Knight.

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Speculative Data: Post-Empirical Approaches to the “Datafication” of Affect and Activity

Shane Denson, Duke University

A common critique of the digital humanities questions the relevance (or propriety) of quantitative, data-based methods for the study of literature and culture; in its most extreme form, this type of criticism insinuates a complicity between DH and the neoliberal techno-culture that turns all human activity, if not all of life itself, into “big data” to be mined for profit. Now, it may sound from this description that I am simply setting up a strawman to knock down, so I should admit up front that I am not wholly unsympathetic to the critique of datafication. But I do want to complicate things a bit. Specifically, I want to draw on recent reconceptions of DH as “deformed humanities” – as an aesthetically and politically invested field of “deformance”-based practice – and describe some ways in which a decidedly “weird” DH can avail itself of data collection in order to interrogate and critique “datafication” itself.

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My focus is on work conducted in and around Duke University’s S-1: Speculative Sensation Lab, where literary scholars, media theorists, artists, and “makers” of all sorts collaborate on projects that blur the boundaries between art and digital scholarship. The S-1 Lab, co-directed by Mark Hansen and Mark Olson, experiments with biometric and environmental sensing technologies to expand our access to sensory experience beyond the five senses. Much of our work involves making “things to think with,” i.e. experimental “set-ups” designed to generate theoretical and aesthetic insight and to focus our mediated sensory apparatus on the conditions of mediation itself. Harnessing digital technologies for the work of media theory, this experimentation can rightly be classed, alongside such practices as “critical making,” in the broad space of the digital humanities. But due to their emphatically self-reflexive nature, these experiments challenge borders between theory and practice, scholarship and art, and must therefore be qualified, following Mark Sample, as decidedly “weird DH.”

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One such project, Manifest Data, uses a piece of “benevolent spyware” that collects and parses data about personal Internet usage in such a way as to produce 3D-printable sculptural objects, thus giving form to data and reclaiming its personal value from corporate cooptation. In a way that is both symbolic and material, this project counters the invisibility and “naturalness” of mechanisms by which companies like Google and Facebook expropriate value from the data we produce. Through a series of translations between the digital and the physical—through a multi-stage process of collecting, sculpting, resculpting, and manifesting data in virtual, physical, and augmented spaces—the project highlights the materiality of the interface between human and nonhuman agencies in an increasingly datafied field of activity. (If you’re interested in this project, which involves “data portraits” based on users’ online activity and even some weird data-driven garden gnomes designed to dispel the bad spirits of digital capital, you can read more about it in the latest issue of Hyperrhiz.)

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Another ongoing project, about which I will say more in a moment, uses data collected through (scientifically questionable) biofeedback devices to perform realtime collective transformations of audiovisual materials, opening theoretical notions of what Steven Shaviro calls “post-cinematic affect” to robustly material, media-archaeological, and aesthetic investigations.

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These and other projects, I contend, point the way towards a truly “weird DH” that is reflexive enough to suspect its own data-driven methods but not paralyzed into inactivity.

Weird DH and/as Digital Critical (Media) Studies:

So I’m trying to position these projects as a form of weird digital critical (media) studies, designed to enact and reflect (in increasingly self-reflexive ways) on the use of digital tools and processes for the interrogation of the material, cultural, and medial parameters of life in digital environments.

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Using digital techniques to reflect on the affordances and limitations of digital media and interfaces, these projects are close in spirit to new media art, but they are also apposite with practices and theories of “digital rhetoric,” as described by Doug Eyman, with Gregory Ulman’s “electracy,” or with Casey Boyle’s posthuman rhetoric of multistability, which celebrates the rhetorical affordances of digital glitches in exposing the affordances and limitations of computational media in the broader realm of an interagential relational field that includes both humans and nonhumans. In short, these projects enact what we might call, following Stanley Cavell, the “automatisms” of digital media – the generative affordances and limitations that are constantly produced, reproduced, and potentially transformed or “deformed” in creative engagements with media. Digital tools are used in such a way as to problematize their very instrumentality, hence moving towards a post-empirical or post-positivistic form of datafication as much as towards a post-instrumental digitality.

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Algorithmic Nickelodeon / Datafied Attention:

My key example is a project tentatively called the “algorithmic nickelodeon.” Here we use consumer-grade EEG headsets to interrogate the media-technical construction and capture of human attention, and thus to complicate datafication by subjecting it to self-reflexive, speculative, and media-archaeological operations. The devices in question cost about $100 and are marketed as tools for improving concentration, attention, and memory. The headset measures a variety of brainwave activity and, by means of a proprietary algorithm, computes values for “attention” and “meditation” that can be tracked and, with the help of software applications, trained and supposedly optimized. In the S-1 Lab, we have sought to tap into these processes in order not just to criticize the scientifically dubious nature of these claims but rather to probe and better understand the nature of the automatisms and interfaces taking place here and in media of attention more generally. Specifically, we have designed a film- and media-theoretical application of the apparatus, which allows us to think early and contemporary moving images together, to conceive pre- and post-cinema in terms of their common deviations from the attention economy of classical cinema, and to reflect more broadly on the technological-material reorganizations of attention involved in media change. This is an emphatically experimental (that is, speculative, post-positivistic) application, and it involves a sort of post-cinematic reenactment of early film’s viewing situations in the context of traveling shows, vaudeville theaters, and nickelodeons. With the help of a Python script written by lab member Luke Caldwell, a group of viewers wearing the Neurosky EEG devices influence the playback of video clips in real time, for example changing the speed of a video or the size of the projected image in response to changes in attention as registered through brain-wave activity.

At the center of the experimentation is the fact of “time-axis manipulation,” which Friedrich Kittler highlights as one of the truly novel affordances of technical media, like the phonograph and cinema, that arose around 1900 and marked, for him, a radical departure from the symbolic realms of pre-technical arts and literature. Now it became possible to inscribe “reality itself,” or to record a spectrum of frequencies (like sound and light) directly, unfiltered through alphabetic writing; and it became possible as well to manipulate the speed or even playback direction of this reality.

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Recall that the cinema’s standard of 24 fps only solidified and became obligatory with the introduction of sound, as a solution to a concrete problem introduced by the addition of a sonic register to filmic images. Before the late 1920s, and especially in the first two decades of film, there was a great deal of variability in projection speed, and this was “a feature, not a bug” of the early cinematic setup. Kittler writes: “standardization is always upper management’s escape from technological possibilities. In serious matters such as test procedures or mass entertainment, TAM [time-axis manipulation] remains triumphant. [….] frequency modulation is indeed the technological correlative of attention” (Gramophone Film Typewriter 34-35). Kittler’s pomp aside, his statement highlights a significant fact about the early film experience: Early projectionists, who were simultaneously film editors and entertainers in their own right, would modulate the speed of their hand-cranked apparatuses in response to their audience’s interest and attention. If the audience was bored by a plodding bit of exposition, the projectionist could speed it up to get to a more exciting part of the movie, for example. Crucially, though: the early projectionist could only respond to the outward signs of the audience’s interest, excitement, or attention – as embodied, for example, in a yawn, a boo, or a cheer.

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But with the help of an EEG, we can read human attention – or some construction of “attention” – directly, even in cases where there is no outward or voluntary expression of it, and even without its conscious registration. By correlating the speed of projection to these inward and involuntary movements of the audience’s neurological apparatus, such that low attention levels cause the images to speed up or slow down, attention is rendered visible and, to a certain extent, opened to conscious and collective efforts to manipulate it and the frequency of images now indexed to it.

According to Hugo Münsterberg, who wrote one of the first book-length works of film theory in 1916, cinema’s images anyway embody, externalize, and make visible the faculties of human psychology; “attention,” for example, is said to be embodied by the close-up. With our EEG setup, we can literalize Münsterberg’s claim by correlating higher attention levels with a greater zoom factor applied to the projected image. If the audience pays attention, the image grows; if attention flags, the image shrinks. But this literalization raises more questions than it answers, it would seem. On the one hand, it participates in a process of “datafication,” turning brain wave patterns into a stream of data called “attention,” but whose relation to attention in ordinary senses is altogether unclear. But this datafication simultaneously opens up a space of affective or aesthetic experience in which the problematic nature of the experimental “set-up” announces itself to us in a self-reflexive doubling: we realize suddenly that “it’s a setup”; “we’ve been framed” – first by the cinema’s construction of attentive spectators and now by this digital apparatus that treats attention as an algorithmically computed value.

So in a way, the apparatus is a pedagogical/didactic tool: it not only allows us to reenact (in a highly transformed manner) the experience of early cinema, but it also helps us to think about the construction of “attention” itself in technical apparatuses both then and now. In addition to this function, it also generates a lot of data that can indeed be subjected to statistical analysis, correlation, and visualization, and that might be marshaled in arguments about the comparative medial impacts or effects of various media regimes. Our point, however, remains more critical, and highly dubious of any positivistic understanding of this data. The technocrats of the advertising industry, the true inheritors of Münsterberg the industrial psychologist, are anyway much more effective at instrumentalizing attention and reducing it to a psychotechnical variable. With a sufficiently “weird” DH approach, we hope to stimulate a more speculative, non-positivistic, and hence post-empirical relation to such datafication. Remitting contemporary attention procedures to the early establishment of what Kittler refers to as the “link between physiology and technology” (73) upon which modern entertainment media are built, this weird DH aims not only to explore the current transformations of affect, attention, and agency – that is, to study their reconfigurations – but also potentially to empower media users to influence such configuration, if only on a small scale, rather than leave it completely up to the technocrats.

The Gnomes Are Back: Business cARd 2.0

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Ever since our old AR platform was bought out and shut down by Apple, the “data gnomes” that Karin and I developed in conjunction with the Duke S-1: Speculative Sensation Lab’s “Manifest Data” project have been bumbling about in digital limbo, banished to 404 hell. So today I finally made the first steps in migrating our beloved creatures over to a new AR platform (Wikitude), where they’re starting to feel at home. While I was at it, I went ahead and reprogrammed my business card:

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The QR code on the front now redirects the browser to shanedenson.com, while the AR content on the back side is made visible with the Wikitude app (free on iOS or Android) — just search for “Shane Denson” and point your phone/tablet’s camera at the image below:

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(In case you’re wondering what this is: it’s a “data portrait” generated from my Internet browsing behavior. You can make your own with the code included in the S-1 Lab’s Manifest Data kit.)