Above, what my computer sees when I give it my data. And below, what Google sees:
Tag: digital media
Emergence Lab at Duke Media Arts + Sciences Rendezvous
This Thursday, February 26, 2015, the Emergence Lab (headed by media artist Bill Seaman and composer John Supko) will be taking over the Duke Media Arts + Sciences Rendezvous. If you don’t know their work already, be sure to check out Seaman and Supko’s collaborative album s_traits (also available on iTunes and elsewhere), which has been getting a lot of attention in the media lately — including a mention in the New York Times list of top classical recordings of 2014:
‘S_TRAITS’ Bill Seaman, media artist; John Supko, composer (Cotton Goods). This hypnotic disc is derived from more than 110 hours of audio sourced from field recordings, digital noise, documentaries and piano music. A software program developed by the composer John Supko juxtaposed samples from the audio database into multitrack compositions; he and the media artist Bill Seaman then finessed the computer’s handiwork into these often eerily beautiful tracks. VIVIEN SCHWEITZER
In their Generative Media Authorship seminar, which I have been auditing this semester, we have been exploring similar (and wildly different) methods for creating generative artworks and systems in a variety of media, including text, audio, and images in both analog and digital forms. The techniques and ideas we’ve been developing there have dovetailed nicely with the work that Karin Denson and I have been doing lately with the S-1 Lab as well (in particular, the generative sculpture and augmented reality pieces we’ve been making for the lab’s collaborative Manifest Data project). I have experimented with writing Markov chains in Python and javascript, turning text into sound, making sound out of images, and making movies out of all-of-the-above — and I have witnessed people with far greater skills than me do some amazing things with computers, cameras, numbers, books, and fishtanks!
On Thursday (at 4:15pm) several of us will be speaking about our generative experiments and works-in-progress. I will be talking about video glitches and post-cinema, as discussed in my two previous blog posts (here and here), while I am especially excited to see S-1 collaborator Aaron Kutnick‘s demonstration of his raspberry pi-based eidetic camera and to hear composer Eren Gumrukcuoglu‘s machine-based music. I also look forward to meeting Duke biology professor Sönke Johnsen and composer Vladimir Smirnov. All around, this promises to be a great event, so check it out if you’re in the area!
The Geography of Manifest Data
More about Manifest Data
Above, another poster for the Manifest Data event on January 21, 2015, which I posted about a few days ago. Again, we’ll be presenting “a project that includes a 3D printed manifestation of personal Internet browsing data and an AR-enhanced data-based garden gnome” (as Amanda Starling Gould summed it up succinctly). If you’re in the Triangle area, do swing by! The event is free and open to all. (And if that’s not enough to entice you: as the poster says, “Light refreshments will be served!”)
See also the posts about the project on the HASTAC digital humanities network (here and here), as well the full list of events in the Duke Digital Scholarship Services series this semester (here).
Manifest Data
On January 21, 2015 (3:00-4:00pm), the S-1 Speculative Sensation Lab will be presenting a collaborative artwork titled Manifest Data at The Edge, the new space in Duke University’s Bostock Library devoted to “interdisciplinary, data-driven, digitally reliant or team-based research.”
Manifest Data brings together programmers, 3-D printing specialists, sculptors, and theorists to reflect on the production of value in the digital age, the materiality of information, and the (non-)place of mediated relations.
Code written by Luke Caldwell captures data that would otherwise be leaked as we browse the web, and exploited by the likes of Google and Facebook; in a second step, this data is transformed into a coordinate system that can be mapped as a 3D object. In collaboration with other lab members, artist Libi Striegl prepares and prints out the resulting “data creatures.” Karin Denson has reimagined these forms as beautifully grotesque garden gnomes — thus reappropriating a figure that has become a symbol for 3D printing and a marketing tool for companies like MakerBot. Together, Karin and I have further translated these figures into the hybrid spaces of augmented reality, planting the gnomes strategically and in such a way as to instantiate a very personal system for creating value that — dare we hope? — is immune to corporate cooptation. Lab members David Rambo and Max Symuleski, among others, round out the project with artistic-theoretical statements connecting the project of Manifest Data with a critical questioning of contemporary manifest destiny and a new phrenology for the digital age.
The S-1 Lab is directed by Mark B. N. Hansen and Mark Olson in the Media Arts + Sciences Program at Duke. The Manifest Data project was initiated by Amanda Starling Gould, who has continued to provide it with a guiding aesthetic-theoretical vision.
More information about the presentation, which happens to be the inaugural presentation in the “What I Do With Data” series of the Digital Scholarship Services at Duke, can be found here.
Post-Cinema and/as Environmental Media Theory #SCMS15
I am very happy to announce that the panel I will be chairing at this year’s SCMS conference, “Post-Cinema and/as Speculative Media Theory,” has been chosen as one of eight panels to be officially sponsored by the Media and the Environment Special Interest Group. The group, of which I am proud to be a member, defines its mission thus:
The Media and the Environment Scholarly Interest Group (MESIG) aims to provide a forum for shared discussion of research and pedagogy at the intersections of media and environment. We believe that nearly every aspect of film and media practice and studies–from materials manufacturing and physical infrastructures, to filming locations and resources, to audiovisual aspects and themes, and beyond to marketing, preservation, obsolescence, and also scholarly discourse–touches matters of the environment and sustainability. Various approaches from an environmentalist perspective have been taken and more are still being developed to investigate how our mediated cultural practices have, do, and will position humans in relation to physical and natural worlds. How can we further film and media studies as a global–read planetary–concern, focused on dire changes and issues affecting the Earth and our natural surroundings? We believe our field has much to contribute to discussions and findings more frequently held in and attributed to science disciplines and Environmental Studies. With this Scholarly Interest Group, we seek to cultivate the study of significant matters of media and the environment within our field and through the representative collective that is SCMS.
I am honored that our panel — which includes one explicitly environmental film/media theorist (Adrian Ivakhiv) but also three others (Steven Shaviro, Patricia Pisters, and Mark Hansen) who are helping to define the subject of post-cinema in broadly ecological terms — has been chosen for sponsorship by the Media and the Environment SIG, and I am grateful for their recognition of the topic’s relevance for our ongoing attempts to rethink the relations between humans, our media technologies, and the environments that we inhabit, access, and transform with and through them.
Here, finally, is a list of all eight panels sponsored by the SIG:
A23: Ecocriticism
F8: Fossils, Films, and Sedimentation: Ecocritical Approaches to Archival Moving Images
G4: Media Waste: Technological Systems and the Environment
H22: Excess Hollywood: Economies of Waste in Media Industries
J12: Engaging Ecocinema: The Affects and Effects of Environmental Documentaries
J17: Media Environments
K7: Post-Cinema and/as Speculative Media Theory
P4: Cinema in/of the Anthropocene
SCMS 2015 Preliminary Schedule Online — #SCMS15
The preliminary schedule for the Society of Cinema and Media Studies 2015 conference in Montreal is now online (here). As I posted recently, I will be involved in two separate panels:
First, I will be chairing the panel on “Post-Cinema and/as Speculative Media Theory” (panel K7, Friday, March 27, 2015, 9:00-10:45am) — with presenters Steven Shaviro, Patricia Pisters, Adrian Ivakhiv, and Mark B. N. Hansen. You can find the complete panel description, as well as individual abstracts, here. Note also that all participants on this panel are contributors to the forthcoming Post-Cinema: Theorizing 21st-Century Film, which I am co-editing with Julia Leyda.
Second, I will be participating in a panel on “Digital Seriality” (panel Q20, Saturday, March 28, 2015, 3:00-4:45pm) — along with Andreas Jahn-Sudmann, Scott Higgins, Dominik Maeder, and Daniela Wentz. Panel description and abstracts can be found here. And, as with the other panel, this one too has a tie-in with a publication: all the participants on this panel were contributors to the special issue of Eludamos: Journal for Computer Game Culture that Andreas Jahn-Sudmann and I edited on the topic of “Digital Seriality.”
“Digital Seriality” — Panel at #SCMS15 in Montreal
At the upcoming conference of the Society for Cinema and Media Studies (March 25-29, 2015 in Montréal), I will be participating in a panel on “Digital Seriality,” co-chaired by Andreas Jahn-Sudmann and Scott Higgins, along with Dominik Maeder and Daniela Wentz.
Here is our panel description, along with links (below) to the abstracts for the various papers:
Digital Seriality
Seriality and the digital are key concepts for an understanding of many current forms, texts, and technologies of media, and they are implicated in much broader media-historical trajectories as well. Beyond the forms and functions of specific cultural artifacts, they are central to our global media ecology. Surprisingly, though, relatively few attempts have been made at thinking the digital and the serial together, as intimately connected perspectives on media. This is precisely the task of the present panel. On the one hand, the papers interrogate the serial conditions, forms, and effects of digital culture; on the other hand, they question the role of the digital as technocultural embodiment, determinant, or matrix for serialized media aesthetics and practices. The panel thus brings together heretofore isolated perspectives from studies of new media culture (cf. Manovich 2001, Jenkins 2006) and emerging scholarship on seriality (cf. Kelleter 2012, Allen and van den Berg 2014).
Seriality and digitality are understood here in terms not only of their narrative/representational manifestations but also their technical-operational impacts on our media environments. Accordingly, Shane Denson and Andreas Jahn-Sudmann’s paper looks to the case of the Xbox One in order to show how computational platforms affect the serial forms and practices emerging within, among, and around digital games (“intra-,” “inter-,” and “para-ludic” serialities; cf. Denson and Jahn-Sudmann 2013), but also how these platforms inscribe themselves – as a serialized factor in their own right – into the parameters of computational expression. Whereas video games serve here to highlight the differences between digital and pre-digital serial forms, Dominik Maeder approaches things from the opposite direction, arguing that the interfaces of Netflix, Hulu, and other digital streaming services embody a form of spatio-temporal serialization that, already anticipated by TV series, is closely related to (pre-digital) televisual seriality. As a complementary perspective, Daniela Wentz’s paper shows how certain TV series anticipate their own digital afterlives in the form of fan-made gifs and memes. Finally, Scott Higgins provides an “archeological” perspective, exploring the ludic dimensions of the operational aesthetic, which anticipates computer games in pre-digital forms, thus offering a fruitful case for rethinking digital seriality from a media-comparative perspective.
Bibliography
Allen, Robert, and Thijs van den Berg, eds. Serialization in Popular Culture. London: Routledge, 2014.
Denson, Shane, and Andreas Jahn-Sudmann. “Digital Seriality: On the Serial Aesthetics and Practice of Digital Games.” Eludamos: Journal for Computer Game Culture 7.1 (2013): 1-32.
Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006.
Kelleter, Frank, ed. Populäre Serialität: Narration – Evolution – Distinktion. Zum seriellen Erzählen seit dem 19. Jahrhundert. Bielefeld: Transcript, 2012.
Manovich, Lev. The Language of New Media. Cambridge, MIT, 2001.
Finally, here are links to the individual abstracts:
Dominik Maeder, “Serial Interfaces: Publishing and Programming Television on Digital Platforms”
Daniela Wentz, “The Infinite Gesture: The Serial Culture of the Gif”
Scott Higgins, “Ludic Operations: Play and the Serial Action Sequence”
Dominik Maeder, “Serial Interfaces: Publishing and Programming Television on Digital Platforms” #SCMS15
Here is the abstract for Dominik Maeder’s paper on the panel “Digital Seriality” at the 2015 SCMS conference in Montréal:
Serial Interfaces: Publishing and Programming Television on Digital Platforms
Dominik Maeder (University of Siegen)
Digital streaming platforms such as Netflix, Hulu, and Watchever are frequently dubbed “the future of television” due to their technical features of increased selectability, flexibility, and user-centred generation of programming flows. Few scholars, however, have actually analyzed and theorized the aesthetic forms through which these platforms arrange and organize their “content” or the operations that the websites’ interfaces enable with respect to well-established accounts of television programming.
In this paper I shall argue that digital streaming platforms not only host and influence the production processes and aesthetic forms of television series, but that these platforms themselves perform a specific kind of spatio-temporal seriality on the level of their interfaces. This seriality of interfaces can be described, following Manovich (2001), as a conceptual form that is located between narrative and database logics and that permits databases themselves to appear as potential narratives. In so far as the arrangement of content in digital platforms is also a screening of meta-data (cf. Chamberlain 2011), we may more specifically locate the interfaces’ seriality as a result of the automated observation and algorithmic organization of media consumption (cf. Adelmann 2012). This algorithmic automatization, as will be demonstrated with regard to Netflix’s House of Cards, lends itself to a phantasm of the non-human production of the “new” and thereby closely connects to a very modernistic conception of industrial seriality.
Bibliography:
Adelmann, Ralf. “‘There is no correct way to use the system.’ Das doppelte Subjekt in Datenbanklogiken.” Sortieren, Sammeln, Suchen, Spielen. Die Datenbank als mediale Praxis. Eds. Stefan Böhme, Rolf F. Nohr, and Serjoscha Wiemer. Münster: LIT, 2012. 253-268.
Chamberlain, Daniel. “Scripted Spaces: Television Interfaces and the Non-Places of Asynchronous Entertainment.” Television as Digital Media. Eds. James Bennett and Niki Strange. Durham and London: Duke University Press, 2011. 230-254.
Manovich, Lev. The Language of New Media. Cambridge: MIT, 2001.
Author Bio:
Dominik Maeder (M.A.) is a research assistant in Media Studies at the University of Siegen (Germany). He is writing a PhD thesis on Televisual Governmentality and has published several papers on the aesthetics of TV series, reality TV, and transmedia television.
Daniela Wentz, “The Infinite Gesture: The Serial Culture of the Gif” #SCMS15
Here is the abstract for Daniela Wentz’s paper on the panel “Digital Seriality” at the 2015 SCMS conference in Montréal:
The Infinite Gesture: The Serial Culture of the Gif
Daniela Wentz (Bauhaus University)
The looping digital moving image format of the animated gif enjoys an extremely high level of popularity at present within (digital) media culture. Although gifs are one of the oldest image formats on the web, they have established themselves as a dominant part of the aesthetics and image practices of today’s networked media. At the same time, these images challenge the conceptual frameworks within which we understand moving images, demanding in particular that they be accounted for in terms of a robust and multifacted notion of seriality.
This paper addresses the multiple dimensions in which seriality is crucial for the logics and functions of animated gifs: firstly, their occurrence as loops, repeating the same gesture or facial expression ad infinitum; secondly, the part they play in the production and spread of memes, which circulate on social networks and other platforms; and thirdly, their assemblage into “supercut” videos, fan-produced compilation videos that strive to collect a comprehensive set of recurring actions, phrases, camera angles, or other elements into a single montage. Memes are themselves processes which are based in a thoroughly serial processuality, in processes of coupling, doubling, replication, repetition, imitation, and more or less independent distribution (Shifman 2014). Supercut videos, for their part, can be understood as analytical tools to reveal patterns and notorious clichés also far beyond the borders of Internet culture. Serial repetition thus represents the heart of the aesthetic and analytical potential of the animated gif, as well as the larger media ecology of which it is a part; accordingly, these mechanisms of serialization must be taken into account in any analysis of the basic characteristics of networked, digital media.
Bibliography:
Fuller, Matthew: Media Ecologies: Materialist Energies in Art and Technoculture. Cambridge, Mass. and London: The MIT Press, 2007.
Hagman, Hampus: “The Digital Gesture: Rediscovering Cinematic Movement through Gifs.” Refractory 21 (2012), Special Issue on “Digital Cartography: Screening Space”: http://refractory.unimelb.edu.au/2012/12/29/hagman/ 6/9, 2012.
Shifman, Limor: Memes in Digital Culture. Cambridge, Mass. and London: The MIT Press, 2014.
Author Bio:
Daniela Wentz is a researcher and lecturer at the “Internationales Kolleg für Kulturtechnikforschung und Medienphilosophie (IKKM), Bauhaus-University Weimar. Her main fields of research are media philosophy, seriality, diagrammatics, and television studies. She is the author of Bilderfolgen: Diagrammatologie der Fernsehserie (Fink, forthcoming 2015) and co-editor of a special issue of Zeitschrift für Medienwissenschaft on “The Series.”










