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performance

This tag is associated with 5 posts

FCJ-208 This Machine Could Bite: On the Role of Non-Benign Art Robots

Paul GranjonCardiff School of Art and Design, Cardiff Metropolitan University [Abstract] This paper explores the phenomenon of social robots from the perspective of an electronic artist, a practitioner making robots and other machines within an artistic context. My art objects are vehicles for reflecting on the co-evolution of humans and machines, a reflection informed by observation and experience. Intelligent robots are of particular interest to my practice as they combine mobility, service, social interaction and adaptive skills so as to integrate with the fabric of human society as embodied semi-autonomous agents. They also have captured the imagination of a wide public through works of fiction, wherein advanced robot characters have been commonplace for many decades. People, it appears, are curious about the capabilities of intelligent robots. Buoyed by techno-scientific progress and financial interest, the field of robotics is fast gaining visibility and maturity, undergoing a tremendous development effort for research,…

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FCJ-180 ‘Spotify Has Added an Event to Your Past’: (Re)writing the Self through Facebook’s Autoposting Apps

Tanya Kant University of Sussex, Brighton, UK [Abstract] ‘The film you quote. The songs you have on repeat. The activities you love. Now there’s a new class of social apps that let you express who you are through all the things you do’ (Facebook, 2014). Introduction: Performing the Self in the ‘Like’ Economy Facebook’s apps network – an ‘ecosystem’ designed to ‘deeply integrate’ (Zuckerberg, 2011) commercial lifestyle, gaming, entertainment and shopping applications into Facebook – is a key component of Facebook Inc.’s current operational and economic infrastructure. As Mark Zuckerberg repeatedly emphasised during the 2014 F8 conference keynote, Facebook apps play an essential role in Facebook Inc.’s newest expansion strategy – that is, to become a ‘cross-platform platform’ (Zuckerberg et al., 2014) that connects not just friends, family and acquaintances but the millions of platforms, websites, ‘stacks’ and services that currently constitute the web. To date, the external products and…

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Issue 25: Apps and Affect

Introduction [1] In William Gibson’s recent futurist novel The Peripheral, the planet has been devastated by a massive eco-techno-political catastrophe (‘the jackpot’) but remaining inhabitants are still able to enjoy the luxury of activating digital devices simply by tapping their tongues on the roof of their mouths. This touch is sufficient to set into play systems that communicate across space and time – enabling the establishment of connections back in time, for example, to people closer to our own present-day, for whom mobiles are still (somewhat) separate from the body. Thirty years ago, in his first novel Neuromancer, Gibson immortalised cyberspace with the account of what now sounds like an amazingly clunky process whereby the hero ‘jacks-in’ to virtual reality. But in The Peripheral the process of translation and transition into networks is streamlined – occluded, internal, intimate and implanted – right at the tip of the tongue. This issue…

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FCJ-150 AffeXity: Performing Affect with Augmented Reality

Susan Kozel. MEDEA and the School of Arts and Communication, Malmö University, Sweden. AffeXity AffeXity is an enquiry into affect in cities, and a-fixity as an urban condition. It is an artistic research project, but really it is a set of overlapping practices: artistic practices of dance improvisation, video shooting, digital image editing and sound composition, combined with the daily practices of moving through a city and using mobile devices. Add to this bundle the applied technical research of developing applications for mobile devices and the practices of writing and reflecting on all of the processes, and you have an unwieldy assemblage. The entire project is animated by explorations of affect. It is in constant motion, exceeding both the artistic direction or conceptual coherence that attempt to structure it. [1] This project opens implications for interaction design: designing affectively and designing for affect are two different things. It is possible…

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Issue 21: Exploring affect in interaction design, interaction-based art and digital art

The notion of affect does take many forms, and you’re right to begin by emphasizing that. To get anywhere with the concept, you have to retain the manyness of its forms. It’s not something that can be reduced to one thing. Mainly, because it’s not a thing. It’s an event, or a dimension of every event. What interests me in the concept is that if you approach it respecting its variety, you are presented with a field of questioning, a problematic field, where the customary divisions that questions about subjectivity, becoming, or the political are usually couched in do not apply. (Massumi, Of Microperception and Micropolitics, 2009, p. 1) The aim of this special issue of the Fibreculture Journal is to address some of the contemporary challenges involved in working with affect across disciplines and practices that centre on the use of interactive- or digital technologies. The issue has a…

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