What does it take to change? Creativity, catalysts, craving, community, control? The letter “c” seems to incorporate many or most parameters for technical, social, and artistic development, no other letter could have provided a better thematic structure for the festival’s multiple ways of finding answers or asking new questions about change.
Rhizome, long before that it became the inspired intro of Mille Plateaux, was published as a stand-alone essay, influencing – in the second half of the seventies – student movements, workerist organisations and political groups. Over the years, as a result of criticisms, quotes, disassociations and hype uses, the rhizome has gained a great appeal in fields which are on the surface extremely different such as art, politics, communication sciences and the Internet.
C… what it takes to change? Una visione postcritica su/A postcriticism vision about Ars Electronica 2014
[ITA] Che cosa ci vuole per cambiare? La mission di Ars Electronica di quest’anno è stata quella di trovare qualche risposta a una nuova fase di cambiamento.
[ENG] What it takes to change? The mission of Ars Electronica was to discover what leads change and to call for answers from different directions and disciplines.
In 1964 the Canadian scholar Marshall McLuhan published his seminal book “Understanding Media: The Extensions of Man”, that gave a new sap to the media studies introducing new perspectives. He suggested that “the medium is the message”, namely that the media affect the society in which they play a role.
[...] Nevertheless we can find an explicit use of “pattern” as a technical word in a variety of disciplines ranging from science or art to craftsmanship, such as tailoring, software design, architecture, finance, trading, knitting, interface design, decoration, data mining, machine learning, medical diagnosis and many more.
It is that time of the year: Subtle Technologies Festival is back for a week-long ride to explore Open Culture in Art and Science. The theme this year is particularly timely: DIY-bio labs, hacker spaces and hacklabs, maker spaces etc… are popping up everywhere, new forms of sharing ranging from tools, to skills, to networks of solidarity to eliminate debt, to avoid eviction, or just to share a meal together are no longer rare.
[ITA] Quest’anno i riflettori di transmediale14 sono stati puntati sui dispositivi di sorveglianza: privacy, Big Data e ubiquitous computing.
[ENG] This year the spotlights of transmediale14 were focused on monitoring devices: privacy, ubiquitos computing and big data.
The present article proposes to think the interface-database dichotomy regarding new media cultural objects in terms of the relationship between story 1 and story 2. With this aim, two different but possibly complementary approaches to this relationship will be considered. Therefore, the proposed reading of the interface-database relationship could be synthesized as follows. [...]
Story 1) Interface (narrative)-synchronic-syntagm in relation to Story 2) Database-diachronic-paradigm.
[ITA] Presentato al pubblico ad ottobre 2012 con una mostra evento, Tapzy è un progetto di arte ibrida, che vive ormai da un anno grazie all’interazione del suo protagonista – un uomo elefante dal look clownesco – in contesti diversi contemporaneamente, on line ed off line.
[ENG] Unveiled to the public in October 2012 with an event exhibition, Tapzy is a project of hybrid art, who lives through the interaction of its protagonist – an elephant-man with a clownish look- in different contexts at the same time, online and off line.
[...] In this manner, by demonstrating the logic in the creation of new technological forms and new identities, art articulates the primary task of the individual living in the age of new technologies: the construction of a living future (that is, a future that endows us with freedom), and not a dead, mechanized future that is being built without our participation.
One thing that is central to think is how technologies, and more specifically interfaces, shape our modes of perception and interaction, and thus our everyday reality, through their “narrative” and ways of representation. It is a vast topic, so this short article will focus on Apple’ s GUI (Graphic User Interface) evolution to parallel it with the evolution of the representation of space in Western art, and, hopefully, draw some conclusions, and even more desirable, open some questions.