MachineMachine /stream - search for user https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[Creative and/or weird uses and abuses of Twitch streaming]]> http://ask.metafilter.com/mefi/368439

I am interested in innovative, creative uses and/or abuses of the Twitch streaming platform. Streamers who have used the platform as a creative medium, regardless of its (main) intention as a place for game streaming. Art and performance are what come to mind, but I am open to anything, either a single use case or a particular streamer who uses Twitch in an ongoing 'weird' way. My knowledge of Twitch is small, so I am limited on examples of what I mean... but the streamer 'Sushi Dragon' is doing super amazing things. Using the Twitch platform as a way for viewers to kind of 'programme' his dancing routines. Users respond in live chat, and the responses determine what music is played, filters drafted, and how Sushi Dragon is supposed to respond (and dance). The results are often hilarious.

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Thu, 17 Nov 2022 07:11:18 -0800 http://ask.metafilter.com/mefi/368439
<![CDATA[The “algospeak” dialect. An emerging vocabulary designed to… | by Cory Doctorow | Apr, 2022 | Medium]]> https://doctorow.medium.com/the-algospeak-dialect-74961b4803b7

The first social media — blogs — were built on the idea of “user-pull” (users would decide which creators to follow) and “reverse chrono” (users received the most recent posts first).

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Fri, 03 Jun 2022 05:52:59 -0700 https://doctorow.medium.com/the-algospeak-dialect-74961b4803b7
<![CDATA[The “algospeak” dialect. An emerging vocabulary designed to… | by Cory Doctorow | Apr, 2022 | Medium]]> https://doctorow.medium.com/the-algospeak-dialect-74961b4803b7

The first social media — blogs — were built on the idea of “user-pull” (users would decide which creators to follow) and “reverse chrono” (users received the most recent posts first).

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Fri, 03 Jun 2022 01:52:59 -0700 https://doctorow.medium.com/the-algospeak-dialect-74961b4803b7
<![CDATA[I gave my microwave a soul with AI and it tried to kill me]]> https://www.youtube.com/watch?v=C1G5b_2PYj0

Share this so it isn't my last episode. Join our Discord! https://discord.gg/SrDAqQzQ

✳ PATREON: https://www.patreon.com/user?u=711561 ✳ Twitter: http://twitter.com/_lucasrizzotto ✳ Facebook: http://facebook.com/lucasrizzotto ✳ Instagram: http://instagram.com/_lucasrizzotto ✳ Website: http://lucasrizzotto.com]

Thanks for the wild ride, friends. This one was a joy (and hell) to make. Make sure you follow me closely on social media - got some big announcements to make this week!

I really appreciate you all, specially those of you who dig deep into the description to find hidden bits like this :)

This channel never really blew up the way I thought it would but it brought me close with some of the most passionate people I've ever seen and I'll always be eternally grateful.

Love ya,

Swooty McBooty

Special thanks to: Austin Beaulier (for helping me get the epic smooth shots in the memories sequence) Cix Liv (for all his expert insight as Dimitri) Max Noir (for dealing with all the bs of making this video for almost a year lmao) Stephen Hodgson (for helping out hugely with GPT-3 code)

Chapters!

00:00 - Teaser 00:38 - Introduction 02:35 - Jeff Bezos' Tale 04:22 - The Brain Transplant 05:07 - GIANT METAL DEATH MACHINES 06:00 - Okay Let Me Explain GPT-3 For Real Now lol 07:10 - Writing Fake Memories 09:30 - PLOT TWIST! An Old Friend 11:20 - Ad-Break 12:24 - The Conversation Begins 13:36 - Microwave Gets Personal 14:45 - Microwave Politics 15:43 - Oh God He Likes Hitler 16:18 - Dramatic Question Montage 19:34 - Unintended Consequences 20:19 - Microwave PTSD Montage 21:12 - The Murder Attempt 23:04 - Lucas Moves Far Away... 23:33 - ... To Uganda LOL 24:22 - Haunted By Nightmares 24:53 - Talking to an Expert 26:34 - Is Magnetron Fake? 27:06 - The Final Conversation 30:12 - Goodbye, Magnetron 31:34 - Is it over? 32:15 - Outro / Sad Announcements 34:20 - Goodbyes & Reminiscing

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Sun, 06 Mar 2022 10:00:11 -0800 https://www.youtube.com/watch?v=C1G5b_2PYj0
<![CDATA[If NFTs Were Honest | Honest Ads (Bored Ape Yacht Club, Azuki, CloneX Parody)]]> https://www.youtube.com/watch?v=sG_v4bb2e4k

What if NFT collections like Bored Ape Yacht Club, Azuki, CloneX, and other such stupid crap were actually honest about what they were?

SUBSCRIBE HERE: http://goo.gl/ITTCPW

Join us Mondays, Wednesdays, Fridays, and Sundays at 3pm EST for brand new Cracked shows and series!

CLICK HERE for more HONEST ADS: https://youtu.be/gmQE4qdb9fg CLICK HERE for more YOUR BRAIN ON CRACKED: https://youtu.be/mjWqtWntljg CLICK HERE for WE REMADE ZACK SNYDER’S JUSTICE LEAGUE FOR ONLY $20: https://youtu.be/Q_JeapnFFy4 CLICK HERE for more LONG STORY SHORT(ish): https://youtu.be/iCPdhuxmNT4 CLICK HERE for more CANONBALL: https://youtu.be/tclMdfFcxmQ

Get more of this in the One Cracked Fact newsletter at https://cracked.com/newsletters!

SOURCES: https://www.cracked.com/article_31914_nfts-are-so-so-dumb.html https://www.theatlantic.com/ideas/archive/2021/04/nfts-werent-supposed-end-like/618488/ https://www.theverge.com/2021/3/20/22334527/nft-scams-artists-opensea-rarible-marble-cards-fraud-art https://www.wired.co.uk/article/nft-fraud-qinni-art https://www.wired.com/story/nfts-hot-effect-earth-climate/ https://www.scmp.com/magazines/style/tech-design/article/3123302/would-you-pay-us590000-meme-nyan-cat-just-sold-six https://techcrunch.com/2021/03/24/nft_users/ https://www.cnbc.com/2021/04/14/irs-is-probing-the-dark-web-to-look-for-cryptocurrency-nft-tax-evasion.html https://www.vice.com/en/article/5dgzed/what-the-hell-is-right-clicker-mentality https://kotaku.com/nft-buyers-scammed-as-creator-bails-who-could-possibly-1847806528 https://hyperallergic.com/702309/artists-say-plagiarized-nfts-are-plaguing-their-community/ https://news.bitcoin.com/nft-criticism-heightens-skeptic-calls-tech-a-house-of-cards-claims-nfts-will-be-broken-in-a-decade/ https://www.theverge.com/2021/5/21/22447690/link-rot-research-new-york-times-domain-hijacking https://www.rollingstone.com/music/music-news/interpol-david-lynch-nft-collaboration-1248376/ https://adage.com/article/digital-marketing-ad-tech-news/how-brands-are-using-nfts-continually-updated-list/2376086 https://www.theverge.com/22683766/nft-scams-theft-social-engineering-opensea-community-recovery https://kotaku.com/nft-buyers-scammed-as-creator-bails-who-could-possibly-1847806528

Roger Horton: Jack Hunter Artist: Darnell Eaton Writer: Mark Hill Director: Jordan Breeding Art Director/Assistant Director: Andy Newman Director of Photography: Dave Brown Editor: Jordan Breeding Sound: Mike Schoen Key Production Assistant: Jose Brown Set Production Assistant/Art: James Satterfield Teleprompter: Hillary Shea

Mark's Twitter: https://twitter.com/mehil Mark's Book: https://www.amazon.com/dp/B087SDX4L5 Jordan’s Twitter: https://twitter.com/The_J_Breeding Jordan’s Writing Portfolio: https://thejordanbreedingblog.wordpress.com/2017/03/22/portfolio/ Dave’s Instagram: https://www.instagram.com/deforestbrown/

00:00 - If NFTs Were Honest 05:18 - Darnell Is Going To Be Famous

NFT #Crypto #NFTExplained

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Fri, 04 Feb 2022 10:00:33 -0800 https://www.youtube.com/watch?v=sG_v4bb2e4k
<![CDATA[All new MiSTer Shareware DOS Pack with new MyMenu Front end!!!!!!]]> https://www.youtube.com/watch?v=ZNWNHwluRzk

Today I am releasing the new AO486 DOS Shareware pack to the public. This includes an all new DOS Frontend interface developed by BBond007 (https://www.youtube.com/user/binarybond007). The pack is 100% shareware and opensource so it can be shared freely to give a great base for future packs and to show off all the new features. There are no Commercial products in this release. Over 100 games, 30 DOS shareware screensavers, MOD and MIDI Music, Music Players, and shareware DOS applications all built on the FreeDOS OS.

Shareware Pack includes: Over 100 DOS Shareware titles that have been tested and configured for the MiSTer AO486 PC Core. ANSI art and gamecards built for each game. MyMenu Features: MyMenu is a DOS frontend designed to allow you to quickly launch DOS games, applications, scripts, and music.

Launch scripts, exe, bat, or any custom extension that you configure in the MyMenu.ini configuration file. Add any game to C:\Games\My Cool Game Name\ and it will now show in MyMenu automatically. We have tested up to 10,000 games in the list!

Other Feature: DOS Long File Name support Autorun.bat -- Autorun any game Readme.ans -- ANSI Readme and gamecard for each game! ANSI and ASCII art support for browsing ANSI and creating custom game cards for the interface ANSi Terminal (COM) and (Console) support Quickly set MiSTer core speed and cache options Screensavers CGA/VGA Support Music player integration for MOD, MIDI, XM, A2M, and MP3. Terminal Support for MidiLink, Serial, and BBS connection.

Github scripts integration and updates coming!

bbond007's MidiLink: https://github.com/bbond007/MiSTer_MidiLink

Latest release located at: https://github.com/flynnsbit/DOS_Shareware_MyMenu Under Releases.

Introduction and History lesson 00:00 Pack Demonstration: 05:00 MyMenu DOS Interface: 06:00 Autorun.bat and README.ANS Demo: 10:05 Doom Demo: 11:23 Edit Autorun.bat: 12:30 Broken games moved: 12:55 MyMenu ANSi: 13:11 MyMenu Apps/Games/Music/Ansi: 14:00 MyMenu Music and MIDI Demo: 14:23 MyMenu ANSI Art examples: 15:51 MyMenu Quick feature list and readme: 16:21 MyMenu F1 Menu: 17:20 MyMenu MT32-Pi Integration Menu: 17:58 MyMenu Screensavers: 18:21 MyMenu.ini configuration options: 18:45 MyMenu Screensavers config and demo: 19:40 MyMenu Utilities and Memory Management: 22:37 Explosiv! Screensaver Setup: 24:00 MP3's and Internet Radio on MiSTer: 25:14 Download Midilink: 25:41 MP3 Music Tracks and Internet Radio in AO486: 26:00 WHAT IS THIS SONG!!? : 28:06 Mp3 songs as Music track in DOS games: 28:25 MyMenu MP3 Quicklinks: 29:15 Internet Radio Playlists as Music Track in DOS: 29:31 Internet Radio in DOS - Classic Rock: 30:38 Internet Radio in DOS - Dance: 31:48 MyMenu Color Templates and Themes: 32:20 MiSTer console control of MP3s from batch scripts in DOS: 33:56 DOS Doom w/ Doom Eternal Mp3 Soundtrack in DOS Demo scripted: 35:57 DOS Earthworm Jim w/ MP3 Music Playlist: 38:02 DOS SimCity 2000 w/ MP3 Music Playlist: 39:23 Conclusion and Download: 40:00

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Mon, 01 Nov 2021 10:57:07 -0700 https://www.youtube.com/watch?v=ZNWNHwluRzk
<![CDATA["MICHAELSOFT BINBOWS" isn't what you think it is]]> https://www.youtube.com/watch?v=yDzAAjzbV5g

Thanks to Keeps for sponsoring this video! Head to https://keeps.com/nickrobinson to learn more and get 50% off your first order of hair loss treatment. Check out the bonus features playlist - with deleted scenes, director's commentary and more: https://www.youtube.com/playlist?list=PLGFiGO64XRnjhzze6RlQxWnpcbCJwrubX

Additional editing by f4mi: https://www.youtube.com/channel/UCSWMraguMlNanVQgseTTr_Q

here's my instagram: http://instagram.com/babylonian here's my twitter: http://twitter.com/babylonian follow me on twitch! http://twitch.tv/babylonian subscribe: https://www.youtube.com/user/babylonian?sub_confirmation=1

Google Maps link: https://goo.gl/maps/mnGGNKGsndUVoN2AA

Music: MR carrotV2 - Windows 95 Dnb remix (attempt 1) Yoshinori Adachi - イースII「MOAT OF BURNEDBLESS 1998」(アレンジ曲 Torii Wolf - Lantern Room (Instrumental Version) Marc Russo - Groceries (The Sims original soundtrack) Peelander-Z - So Many Mike Matt Large - Believe Me When I Say It Yomoti - Before Chill Kikoru - Happytown Junichi Aoki - Temporary Peace (PC88 version) STRLGHT - Hype Age of Empires II - Shamburger Flat Theory - Outer Circle William Benckert - Clouded Mind Google Earth VR OST Peter Sandberg - How Peculiar Peter Sandberg - Butterflies Blue Steel - R&R Cora Zea - Elderly Melodia Ruben Cortes - Canta Canta Peter Sandberg - Butterflies

Want to directly support more videos like this one? Consider joining my channel! https://www.youtube.com/channel/UCOuddH5GyBXp-_tv_ASdp_A/join

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Sun, 16 May 2021 10:00:16 -0700 https://www.youtube.com/watch?v=yDzAAjzbV5g
<![CDATA[The Making of Monkey Island (30th Anniversary Documentary)]]> https://www.youtube.com/watch?v=xgqEneDNQto

I'm finally proud to show you this little documentary I've been making for the past two or three months for the 30th anniversary of the release of The Secret of Monkey Island - The Making of Monkey Island. I hope you all enjoy this as much as I enjoyed making it. What an honour!

Thank you to everyone who made this possible...

RON GILBERT https://twitter.com/grumpygamer https://grumpygamer.com/

DAVE GROSSMAN https://twitter.com/phrenopolis

MARK FERRARI https://twitter.com/Mawkyman http://www.markferrari.com/ https://www.twice-the-serial.com/

STEVE PURCELL http://spudvisionblog.blogspot.com/

ORSON SCOTT CARD KRISTINE CARD http://www.hatrack.com/

ADDITIONAL PIXEL ART BY - PENNEY PIXELS https://www.youtube.com/channel/UCpzHE1Jo-_Igft69WVschaA

STEVE PURCELL VOICED BY - SUNSET HOTLINE https://www.youtube.com/user/minihalo

ORSON SCOTT CARD VOICED BY - JENOVI https://www.youtube.com/user/uniject

FAN CLIPS PROVIDED BY Neil at RMC - The Cave https://www.youtube.com/user/RetroManCave Matt at The Game Show UK https://www.youtube.com/user/TheGameShowUK Dave Perry - GamesAnimal TV https://www.youtube.com/channel/UCW9K53Gwvhj4lfH2RtPWvqg

QUALITY ASSURANCE Matropolis https://www.youtube.com/user/Matropolis86 The Game Show https://www.youtube.com/user/TheGameShowUK

GAMEPLAY FOOTAGE PROVIDED BY World of Longplays https://www.youtube.com/user/cubex55 MrWhitman https://www.youtube.com/user/MrWhitman Kim Justice https://www.youtube.com/user/elmyrdehory Mr Eight-Three-One https://www.youtube.com/user/legoking831 Mike Shade https://www.youtube.com/channel/UClFNfD-FN6VCw-eD8s2LGVQ Major Thriftwood https://www.youtube.com/user/thriftweeds

Renaissance by Audionautix is licensed under a Creative Commons Attribution license (https://creativecommons.org/licenses/by/4.0/) Artist: http://audionautix.com/

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Mon, 12 Oct 2020 12:00:11 -0700 https://www.youtube.com/watch?v=xgqEneDNQto
<![CDATA[Creating Famous Movie Title Sequences Without CGI - 'The Thing' (1982)]]> https://www.youtube.com/watch?v=wGRPK22yvko

How to create famous movie title cards all with practical effects, no CGI needed! Creating famous movie titles of your own can be done easily by following this InCamera practical fx tutorial; where we use the famous The Thing (1982) title sequence as an example of the practical filmmaking techniques used.

We provide an in depth tutorial for this practical effects masterclass and show you in an informative, entertaining show; how to recreate it. Demonstrating a mix of classic and modern practical filmmaking techniques.

INCAMERA OFFICIAL SOCIAL MEDIA ACCOUNTS:

INSTAGRAM - https://www.instagram.com/incamerafx/ TWITTER - https://twitter.com/InCameraFX FACEBOOK - https://www.facebook.com/InCameraTV REDDIT - https://www.reddit.com/user/InCameraFX LINKEDIN - https://www.linkedin.com/company/68500456/ TIK TOK - @InCameraFX

CREDIT/THANKS: All credit to Peter Kuran, who did the practical fx for the original film. All footage from 'The Thing' (1982) courtesy of Universal Pictures. The original 'The Thing' (1982) title burn - https://www.youtube.com/watch?v=NWidoMhF9Qw

EQUIPMENT USED FOR THIS VIDEO: Camera - BlackMagic Pocket Cinema Camera 4k with a small HD 502 monitor, rigged by a Tilta cage. Lighting - Dedo 150w fresnel and used a full ctb gel to bring to it to daylight. Stencils - Stencils were machine cut by an external company from vinyl onto glass. Smoke - Concept Colt 4 smoke machine. Video Editing Software - The retiming and colour grading were all done onAdobe Premiere Pro.

WHY SUBSCRIBE TO INCAMERA? - We post original content monthy. - We have step-by-step, informative & entertaining tutorials on how to create amazing practical effects. - We're extremely engaging with our community across all social media platforms. - We'd love to make InCamera our full time jobs, so need all the support possible!

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Wed, 23 Sep 2020 04:00:29 -0700 https://www.youtube.com/watch?v=wGRPK22yvko
<![CDATA[Thundercat Breaks Down His Favorite Bass Lines | Under the Influences | Pitchfork]]> https://www.youtube.com/watch?v=JI8cIZ9VIpg

Songwriter and bass connoisseur Thundercat takes an in-depth look at some of his favorite bass lines of all time. From Cream's "Sunshine of Your Love" to The Brothers Johnson's "Strawberry Letter 23," Thundercat breaks down just what makes them so spectacular.

Thundercat's new album "It Is What It Is" is out April 3rd.

Featuring: D'Angelo - Lady The System - You Are in My System Bernard Wright - Haboglabotribin Cream - Sunshine of Your Love Graham Central Station - Hair Herbie Hancock - Chameleon Jaco Pastorius - Portrait of Tracy


SUBSCRIBE to Pitchfork.tv: http://bit.ly/yK2Fbp

FOLLOW Pitchfork.tv on Twitter: http://bit.ly/KJ2PhP

For more videos from Pitchfork TV: http://bit.ly/M1lvs8 Like Pitchfork on Facebook: http://www.facebook.com/pitchfork Follow Pitchfork on Instagram: https://instagram.com/pitchfork Listen to Pitchfork’s playlists on Spotify: https://open.spotify.com/user/pitchfork Listen to Pitchfork’s playlists on Apple Music: https://music.apple.com/us/curator/pitchfork/976439455

Thundercat Breaks Down His Favorite Bass Lines | Under the Influences | Pitchfork

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Thu, 02 Apr 2020 09:00:06 -0700 https://www.youtube.com/watch?v=JI8cIZ9VIpg
<![CDATA[Homo Ludens - About Video Game Design and the Meaning of Play]]> https://www.youtube.com/watch?v=hsazaCxMYtY

Playfully Subscribe: https://www.youtube.com/channel/UCCIS_QuklPMwuEnfnjjHKfg?sub_confirmation=1

Twitter: @FormingFiction

Watch Some Stuff: Extra Credits, Because Games Matter: https://www.youtube.com/watch?v=C6xz58O4xq8

Bibliography: Hunicke, Robin/LeBlanc, Marc/Zubek, Robert, MDA: A Formal Approach to Game Design and Game Research, https://users.cs.northwestern.edu/~hunicke/MDA.pdf

6-11 Framework: https://www.academia.edu/1571687/THE_6-11_FRAMEWORK_A_NEW_METHODOLOGY_FOR_GAME_ANALYSIS_AND_DESIGN

Huizinga, Johan, Homo Ludens. A study of the play-element in culture, http://art.yale.edu/file_columns/0000/1474/homo_ludens_johan_huizinga_routledge_1949_.pdf

Dillon, Roberto, On the Way to Fun. An Emotion-Based Approach to Successful Game Design, https://www.amazon.com/Way-Fun-Emotion-Based-Approach-Successful/dp/1568815824

Kotte, Andreas, Theaterwissenschaft. Eine Einführung, https://tinyurl.com/y43bdvj4

Jung, C. G., and Joan Chodorow, Jung on Active Imagination, https://tinyurl.com/y627n6gp

Music: "The Process" by LAKEY INSPIRED: https://www.youtube.com/watch?v=daWvummA8ZQ

"Pokemon Gym" by Mikel: https://www.youtube.com/watch?v=2DVpys50LVE

"Hopes & Dreams" by Jonas Munk Lindbo: https://www.youtube.com/watch?v=qNp4_pFkM5Q

Other: Ace Attorney Font: BMatSantos

http://www.kojimaproductions.jp/en/

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Wed, 06 Nov 2019 04:00:06 -0800 https://www.youtube.com/watch?v=hsazaCxMYtY
<![CDATA[Celeste All Red Berries, but faster than you've ever seen it (TASBot SGDQ 2019 TAS block)]]> https://www.youtube.com/watch?v=ovaMlxgLLi4

TASBot takes the Celeste All Red Berries train and discovers CovertMuffin blocks (with downtime edited out) by euni, fishmcmuffins, and kilaye, joined on the couch by TGH, buhbai, Kevin from PowerUp Audio, and dwangoAC at the SGDQ 2019 TAS block. This TAS is incredible, complete with a massive chain of red berries following Madeline up the mountain.

GDQ set the donation incentive to $175k to see this game and viewers responded resoundingly, filling the donation incentive with plenty of time to spare. This Celeste All Red Berries TAS represents over 2,000 hours of effort spearheaded by euni with help from fishmcmuffins and kilaye. This TAS was made with tools pioneered by DevilSquirrel and extended over time by others.

The commentary on this run is some of the best at any GDQ, with frequent asides from TGH on realtime viability and developer commentary right on the couch from Kevin who helped in the creation of the game. This run even includes a surprise beyond the jawdropping; unbeknownst to many, Kevin from PowerUp Audio secretly altered the sound played by his namesake blocks to spread some FWAHAHA love.

Note: During the event a minor startup issue occurred which required restarting the run; that section has been edited out of the video. Additionally, the GDQ sound board crashed during the run causing 10 seconds of lost audio after which the run was paused until the issue could be resolved. The downtime during that issue was also edited. The run is otherwise unbroken as evidenced by the countdown timer and everything presented is a legitimate playthrough; the tools used to create this TAS do not alter gameplay in any way and this represents the fastest possible way to navigate the game based on how the game is written. There is no cheating on display here, only hours of dedication by the TAS authors to determine the fastest possible route through the game while collecting every single Red Berry in the game.

Celeste community links: euni - https://www.twitch.tv/euni_i kilaye - https://www.youtube.com/user/KilayeFr fishmcmuffins - https://www.twitch.tv/fishmcmuffins Source code - https://github.com/EuniverseCat/CelesteTAS/tree/SGDQ

TASBot links: Discord - http://Discord.TAS.bot TASBot home - https://TAS.bot Twitch live streams - http://twitch.tv/dwangoAC Music by DJPIE1337 - https://dj-pie.bandcamp.com AngelWind: YouTube Editor for Hire - angelwind76@gmail.com

This video was posted with permission from Games Done Quick and with the permission of euni representing the TAS authors.

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Mon, 08 Jul 2019 19:00:49 -0700 https://www.youtube.com/watch?v=ovaMlxgLLi4
<![CDATA[John Carpenter's The Thing, Lost in Adaptation ~ Dominic Noble & That Movie Chick]]> https://www.youtube.com/watch?v=hQbmH8PK8Ec

Public opinion on The Thing as a film has changed dramatically over time, but how does it stand up as an adaptation of John Campbell's short story Who Goes There?

Guest starring That Movie Chick: https://www.youtube.com/channel/UCm3EY6Fmp-wlcLB6Q6X0PLg

The Thing: https://www.youtube.com/watch?v=pFtnfjeOYwk&t=441s

Killer Klowns: https://www.youtube.com/watch?v=jbdNawH-UEQ&t=205s

The Movie Chick on Twitter: https://twitter.com/_thatmoviechick

The Movie chick on Patreon: https://www.patreon.com/ThatMovieChick/posts

Art by Petitwallaby: https://ko-fi.com/petitwallaby

Support the show on Patreon: https://www.patreon.com/DomSmith?ty=h

Dom on Facebook: https://www.facebook.com/The-Dom-1384329085170616/?ref=hl

Dom on Twitter: https://twitter.com/Dominic__Noble

Buy Lost in Adaptation Teeshirts: https://www.teepublic.com/user/the_dom

Contact me: lostinadaptationrequests@gmail.com

Intro music by: https://www.youtube.com/user/DJilneige

Royalty Free Music: http://incompetech.com/

Mail stuff to Dom: 225 Simi Village Dr PO Box 941750 Simi Valley, CA 93094

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Sat, 15 Jun 2019 10:00:55 -0700 https://www.youtube.com/watch?v=hQbmH8PK8Ec
<![CDATA[Exploring The Digital Ruins Of 'Second Life' - Digg]]> http://digg.com/2018/second-life-in-2018

I logged into "Second Life" in the year 2018 A.D. It still exists, sort of. Residents and businesses began fleeing for more popular social networks long ago. Vast acres of land are abandoned or sparsely populated by the few remaining diehard users.

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Mon, 11 Jun 2018 05:02:29 -0700 http://digg.com/2018/second-life-in-2018
<![CDATA[81 Year Old Commodore Amiga Artist - Samia Halaby (4K UHD)]]> https://www.youtube.com/watch?v=sDfIkXf3uzA

Samia Halaby is a world renowned painter who purchased a Commodore Amiga 1000 in 1985 at the tender age of 50 years old. She taught herself the BASIC and C programming languages to create "kinetic paintings" with the Amiga and has been using the Amiga ever since. Samia has exhibited in prestigious venues such as The Guggenheim Museum, The British Museum, Lincoln Center, The Chicago Institute of Art, Arab World Institute, Mathaf: Arab Museum of Modern Art, Sakakini Art Center, and Ayyam Gallery just to name a few. Subscribe to TheGuruMeditation ► https://www.youtube.com/channel/UCYt9E2d_GCrPzquW-5MZwmQ?sub_confirmation=1 TheGuruMeditation ► https://www.TheGuruMeditation.org Video by Bill Winters http://billwinters.net Music by J.M.D. https://jmdamigamusic.bandcamp.com This music will be the score to an upcoming Commodore Amiga game called R3D. Please support them on Patreon https://www.patreon.com/user?u=3166416

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Mon, 05 Mar 2018 04:13:05 -0800 https://www.youtube.com/watch?v=sDfIkXf3uzA
<![CDATA[Second Life Still Has 600,000 Regular Users - The Atlantic]]> https://www.theatlantic.com/magazine/archive/2017/12/second-life-leslie-jamison/544149/

Second Life was supposed to be the future of the internet, but then Facebook came along. Yet many people still spend hours each day inhabiting this virtual realm. Their stories—and the world they’ve built—illuminate the promise and limitations of online life.

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Sun, 26 Nov 2017 10:30:33 -0800 https://www.theatlantic.com/magazine/archive/2017/12/second-life-leslie-jamison/544149/
<![CDATA[Goodbye Uncanny Valley]]> https://vimeo.com/237568588

It’s 2017 and computer graphics have conquered the Uncanny Valley, that strange place where things are almost real... but not quite. After decades of innovation, we’re at the point where we can conjure just about anything with software. The battle for photoreal CGI has been won, so the question is... what happens now? CREDITS: Written and animated by Alan Warburton with the support of Tom Pounder and Wieden + Kennedy. Music by Cool 3D World (cool3dworld.com/) Special thanks to: Leanne Redfern, Nico Engelbrecht, Iain Tait, Indiana Matine, Katrina Sluis, David Surman, Jacob Gaboury and Daniel Rourke. Animated backgrounds generously provided by: • Quixel (quixel.se/) • Katarina Markovic (youtube.com/channel/UCcr4QTtAK9N96pf_Z_zVqWg) • Roman Senko (vimeo.com/rendan) Featuring work by: • Al and Al (alandal.co.uk/) • Albert Omoss (omoss.io/) • Alex McLeod (alxclub.com/) • Barry Doupe (barrydoupe.ca/) • Claudia Hart (claudiahart.com/) • Cool 3D World (cool3dworld.com/) • Dave Fothergill (vimeo.com/davefothergillvfx) • Dave Stewart (vimeo.com/davegrafix) • Drages Animation (youtube.com/user/drakhean) • El Popo Sangre (vimeo.com/elpoposangre) • Eva Papamargariti (evapapamargariti.tumblr.com/) • Filip Tarczewski (vimeo.com/ftarczewski) • Geoffrey Lillemon (geoffreylillemon.com/website/) • Jacolby Satterwhite (jacolby.com/home.html) • Jesse Kanda (jessekanda.com/) • John Butler (vimeo.com/user3946359) • Jonathan Monaghan (jonmonaghan.com/) • Jun Seo Hahm (vimeo.com/junseohahm) • Kathleen Daniel (duh-real.com/) • Katie Torn (katietorn.com/index.html) • Kim Laughton (kimlaughton.tumblr.com/) • Kouhei Nakama (kouheinakama.com/) • LuYang (luyang.asia/) • Mike Pelletier (mikepelletier.net/) • Nic Hamilton (nichamilton.info/) • Pussykrew (hybrid-universe-emulation.net/) • Rick Silva (ricksilva.net/) • Sanatorios (instagram.com/sanatorios/)Cast: Alan WarburtonTags: CGI, computer graphics, uncanny valley, technology, software, art, film, history, catmull, pixar, ilm, VFX, animation, interstellar, Nolan, avengers, experimental, economy and cool3dworld

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Mon, 16 Oct 2017 16:03:18 -0700 https://vimeo.com/237568588
<![CDATA[John Lanchester reviews ‘The Attention Merchants’ by Tim Wu, ‘Chaos Monkeys’ by Antonio García Martínez and ‘Move Fast and Break Things’ by Jonathan Taplin · LRB 17 August 2017]]> https://www.lrb.co.uk/v39/n16/john-lanchester/you-are-the-product

At the end of June, Mark Zuckerberg announced that Facebook had hit a new level: two billion monthly active users. That number, the company’s preferred ‘metric’ when measuring its own size, means two billion different people used Facebook in the preceding month.

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Wed, 06 Sep 2017 03:24:16 -0700 https://www.lrb.co.uk/v39/n16/john-lanchester/you-are-the-product
<![CDATA[The Compulsions of the Similar: Animated GIFs and the TechnoCultural Body]]> http://www.machinemachine.net/portfolio/the-compulsions-of-the-similar-gifs/

This paper on GIFs and screen-based compulsion is a very extended follow-up to a short, but widely disseminated, piece I wrote in 2011: On the Doctrine of the Similar (GIF GIF GIF). It is presented here as a draft, since I never published this paper officially. I hope it is useful/interesting for GIF lovers everywhere. Rather than designate high resolutions and white-knuckle optical speeds as representative of 21st Century techno-cultural immersion, I consider animated GIFs a more contemporary medium. From their origins in the early 90s as simple linguistic stand-ins animated GIFs have diversified along with the web that birthed them. They correspond quickly and directly, and lend themselves to constant mutation and (re)assemblage at the hands of their producers and consumers; blurring the distinction between these identities along the way. Their poor visual fidelity is made up for by their propensity to repeat and cycle in lieu of the actions and expressions they harbour. By allowing us to wallow in their remixed repetitions animated GIFs feed on the human susceptibility to resemblance and recognition, even as their surface affect remains distanced from any particular media origin. As Sally Mckay describes, “GIFs are simultaneously ‘in your face’ and in your mind, their affects continuous with the immersive experience of daily internet use.” [1] This status enables GIFs as a metaphor for contemporary techno-culture itself, framing our distributed, multimedial space-time in staged, repeatable, and digestible patterns. In its early days, cinema was considered capable of immobilising the world for the purposes of human appreciation and enchantment. Eadweard Muybridge sought to isolate the gallop of the horse from its particular being in time and space, so that it was forever framed for our experience. Today a million versions of Muybridge’s horse careen around the web as animated GIFs of questionable quality, flashing fleetingly, but often, on screens that scroll in multiple dimensions. In turn pictures, depictions and imitations have given way to motions, evocations and impressions, mixing the shared memory of our collective experiences at ever greater speeds, distances and – most importantly – correspondences than ever before. As Daniel Rubinstein points out the content of an animated GIF “can be figurative or abstract, lyrical or macabre, but… the primary materials that the GIF artist uses are rhythm and repetition…” [2] An aesthetics not necessarily of surface reception, but of delivery, temporality and the patterns of configuration. A patterning that calls to mind the work of Walter Benjamin, who argued that metre, rhythm and other heterogeneous impressions had a significant impact on human modes of intuition and experience. [3] It is fascinating to consider Benjamin’s early essays, especially his The Doctrine of the Similar from 1933, in relation to his more widely read work on film. Having established the process by which humans became ensconced in what Susan Buck-Morss calls a “new nature… of matter as it has been transformed by” technology, [4] Benjamin went on in The Work of Art (1936) [5] to explore the significance this technologised environment has on the human “mimetic faculty.” [6] In two 1933 essays Benjamin argues that ‘primitive’ language emerged in magical correspondence with the world. From the surface of the starry sky, or the intestines of a sacrificed animal, early humans “read what was never written,” [7] deriving mystical revelations from the constellations and signatures perceived there. [8] Configurations between patterns were what determined legibility, not just because they carried an intended meaning – being ‘written’ there by the Gods, for instance – but because similarities ‘flash up’ speculatively in the human mind: So speed, the swiftness in reading or writing which can scarcely be separated from this process, would then become… the effort or gift of letting the mind participate in that measure of time in which similarities flash up fleetingly out of the stream of things only in order to become immediately engulfed again. [9] “Nature creates similarities,” and as such, humans being of nature, are driven by a mimetic compulsion “to become and behave like something else,” [10] projecting that same compulsion into the world around them. This compulsion manifested itself in group dances, as song and spoken language, and later, as writing, eventually flattening the speculative space of mimetic experience into inscriptions on stone, vellum, or paper. As Howard Caygill observes: Configuration is thus transformed into inscription, reducing the speculative reading of the similarity between patterns into the transcendental reading of graphically inscribed marks upon an infinite but bounded surface. [11] Like the writing that Benjamin believed ‘captured’ human beings and their mimetic faculty, animated GIFs point to a new type of inscription, born of, and infinitely responsive to itself. We enter into this whether or not we wish too, each time we navigate a browser window, or slide our fingers across a smartphone screen. We are as malleable as our nature. A physiological suspense beckoning from the screen that animated GIFs turn around and loop – indefinitely – as a reminder of their own attention. In creating and sharing GIFs we add depth to the flat surfaces through which the internet is received. We may be ensconced in this space, and pulled along by it, but it is a space whose apparent distribution across screens, browser windows, and multiple devices too readily gestures to our bodies and selves as being fully individuated, rather than to the whole assemblage of which both our bodies, devices, and the images that play between them, are a part. Benjamin believed that, rather than allowing us to attain mastery over nature, technologies such as film give us an awareness over our relationship with nature through the processes of “material complexification.” [12] For Benjamin this training was akin to the relationship between factory workers and the production line, where the ratchet of the gears and conveyors program the workers’ bodies, fusing them together into a larger assemblage. The successive frames of film, made to spool through the mechanism one after the other at imperceptible speed, create an illusion of temporal and spatial fluidity that shock us into an awareness of the complex relation between our psychic and physiological realities. As R.L Rutsky lucidly explains, “this scattered, interrupted filmic reception becomes part of the human sensorium or body… a body that is no longer distanced from—or entirely separate from—the images and shocks that it comes into contact with.” [13] Constituted by what Anne Friedberg describes as a “mobilized and virtual gaze,” [14] filmic subjectivity has often been considered to correspond to the supposed sovereignty of the consumer, predicated on the promise of an enhanced mobility and freedom of choice across a dizzying array of goods and spectacles. Time and space themselves became filmic, opening up onto new mimetic correspondences discoverable in everything from the high-speed montage of flowers in bloom, to the slowed down and isolated gallop of Muybridge’s horse. Cinema goers attain all the nobility of flâneurs exploring endless arcades of experience without ever having to leave their seats. As R.L. Rutsky argues, the audience ‘becomes’ through this collective “state of distraction,” defined by “its ability to ‘take up’ these images in much the same way that the film apparatus does.” [15] And so the mimetic faculty itself achieves a kind of mechanisation in the mass spectacle of moving images, able to reveal correspondences at speeds and densities hitherto impossible to conceive. In the words of Mark Hansen: Despite the vast acceleration of image circulation in the historical interval separating Benjamin’s moment from ours, his effort to grapple with the material impact of… autonomous images remains exemplary: it com­prises an indispensable model that can guide us in our efforts to forge con­nections with our alienating, postimaginary material world. [16] Whereas the mimetic faculty had originally come to correspond with nature through theological ritual or script, with this second nature – of what Mark Hansen calls “the mechanosphere” [17] – the correspondence is material, and sensuous. Our receptivity is physiological, our bodies are shared, and our memories – now dependent on the “alien rhythms” [18] of montage – have become intricately woven into the machine as images. In turn, as noted by Arthur Kroker, “the image machine is haunted by memories of the body,” [19] bodies that depend on the fidelity, malleability and repeatability of film, videotape, and more recently, digital forms of media for their existence. As with its filmic ancestors, animated GIFs often frame fragmented images of time in snippets of montage, giving what Gilles Deleuze termed “common standard of measurement to things which do not have one,” framing “long shots of countryside and close-ups of the face, an astronomical system and a single drop of water” [20] within a single perceptual apparatus. The train whips by on the silver screen, but the instant of each image impacting us is lost as the play of further images moves onwards through experience. As Steven Shaviro has insisted, we “have already been touched by and altered by these sensations, even before [we] have had the chance to become conscious of them.” [21] But unlike filmic time, made to reel at 24 frames per second, the GIF’s loading mechanism introduces a more awkward temporal component into perception: that of bandwidth. Standardized in 1987 by CompuServe, the GIF’s early popularity was based, in part, on their ability to load in time with its download. In the days of dial-up connections this meant that at least part of a GIF image would appear before the user’s connection froze, or – more significantly – the user could see enough of the image for it to mean something. In 1989 Compuserve updated GIFs to use this ‘partial loading’ mechanism to encode animations within a single GIF file. In essence, the hacky update transformed a two dimensional spatial loading mechanism into a three dimensional temporal one. A file format designed to harness correspondences within each single image had become about correspondences between and across images. According to Jason Eppink in 1995 Netscape Navigator, an early popular web browser, “took advantage of [this mechanism] to enable looping, making the GIF viable for animation online over dial-up speeds.” [22] Small in size and made up of few frames, this is where animated GIFs entered their ‘classic’ [23] phase. Corresponding to single phrases or concepts such as ‘Under Construction’, ‘Area 51’ or ‘flying pink unicorn’, the era of personal web pages saturated with spinning hamsters is one anybody born after 1990 will little remember, but its influence on the contemporary ‘folk’ attitude of the web has not abated. As the 2000s came into view, animated GIFs became freed up by an increase in bandwidth and storage capacity to show more complex assemblages, and it was at this stage that the format achieved its common contemporary use as a vehicle for moments framed from cinema, television and – increasingly – video websites like YouTube. Frame grab or video capture GIFs often pay homage to isolated moments in pop culture, but as the ‘craft’ of animated GIFs has grown, so the frame capture form has begun to correspond well outside the filmic and televisual contexts from which they were first appropriated. This leap is, for me, the first point at which GIFs begin to co-ordinate their own realm of mimetic correspondence. An ocean of viral videos turned into a self-serving visual vernacular, looping back on itself ad infinitum. Brought on by their obsolescence, animated GIFs are among the most contradictory of images, able to resist the rigid taxonomies of the burgeoning algorithmic economy, even as they are turned into ‘clickbait’ by sites like BuzzFeed, [24] who rely on them to flash on screens kept in motion by the compulsive scroll of a mouse, or – increasingly – a finger or thumb. From our vantage point, subsumed by the impact of a high-bandwidth internet culture, animated GIFs [25] seem quaint, clumsy, even remedial in their capacity to transmit information. GIFs are easy to share and edit, but difficult for search engines to classify and catalogue. They are usually small in size, but their popularity exerts a significant load on the web servers that host them. As internet speeds have increased, and screen resolutions soared in depth, GIFs have remained; flickering endlessly as visual reminders of the ubiquitous mess the internet has become. Users of sites like Tumblr, 4chan, and Reddit revel in the capacity of GIFs to quickly correspond to the world, capturing token moments of experience or expression that signal well beyond their original context. Images can be made to correspond with increasing immediacy; can be cut, copied, stretched, collected and forced to clash in violent juxtaposition through Photoshopping, embedding, and multiple recompressions, using software interfaces that themselves are infinitely malleable. As Sarah Kember and Joanna Zylinska argue in Life After New Media, one of the principle ways in which we create meaning through matter is by cutting: Cutting reality into smaller pieces – with our eyes, our bodily and cognitive apparatus, our language, our memory, and our technologies – we enact separation and relationality as the two dominant aspects of material locatedness in time. [26] The affect of a GIF is not just felt, but copied and pasted elsewhere; separated and related in never before seen patterns and expressions. GIFs can be broken into their constituent frames, compressed and corrupted on purpose and made to act as archives for viral ‘memetic’ events travelling the web. It is possible to track the cultural development of some of these correspondences. Often though, the source of the cultural moment they hail from becomes completely lost in the play of images. Finding meaning in the semiotic sludge of these GIFs often requires a sensitivity to similitude bordering on the magical, even if their visceral impact is beyond question. Net artists and archaeologists, Olia Lialina and Dragan Espenschied, have long been fascinated by a GIF known as ‘Real_Dancing_Girl’. Indeed, Lialina cites the GIF as a defining impetus in her desire to become a net artist in the first place. [27] Small in size and given to a multitude of purposes and meanings, Real_Dancing_Girl.GIF found her way onto many thousands of personal web pages during the early ‘classic’ GIF era, made to dance alongside a cast of similar pixelated characters. If you blow Real_Dancing_Girl up to a size well beyond the means of a mid-90s desktop monitor to display, it is easy to see a single aberrant pixel that flashes each time she swings her hips to her left. [28] Throughout Real_Dancing_Girl’s 20 something years of propagation around the web this pixel remained, apparently unnoticed, or at least aesthetically accepted by those who added the GIF to their webpages. The pixel in Real_Dancing_Girl indicates the difficulty the network has in determining what communicates and what doesn’t. Its significance may be slight – a punctum to prick the attention of those enraptured by the image – but the aberrant pixel signals how the mimetic faculty tends to shift inwards. In recent homages to the GIF nameless web artists have incorporated the anomalous pixel in their higher resolution remakes, mimicking the movements of Real_Dancing_Girl as their digitised bodies recoil. A playground of correspondences that at first mimicked language and the wider world now mimics itself. As Graig Uhlin notes, narrative correspondence is not the guiding principle of the GIF, rather “the viewer is caught up in the GIF’s temporal suspension: to view is to be captivated.” [29] A 2015 BuzzFeed article entitled Can You Get Through These 17 GIFs Of Massive Zits Being Popped Without Shielding Your Eyes? [30] poses a challenge to the audience that promises bodily affect, relying on the GIF as its primary vehicle. As BuzzFeed is wont to do the article encourages the ‘reader’ to scroll through each animated GIF for no other reason than for the experience it will deliver. The GIFs are knowingly visceral, their careful ‘listicle’ [31] arrangement down the length of the page no less meticulous than the framing of each individual animated GIF on the spectacle of a zit being burst asunder. Here bodies are vast surfaces closed off by each GIF, so that even though the moment of each zit’s (and therefore each body’s) eruption is reduced to its purest semblance, the affect of bodies in their entirety is alluded to and made significant. Each GIF has its own title that celebrates the compulsion of this activity, and the sense of release and relief they represent for the bodies subjected to by each GIF and, in turn, the body of the viewer suspended among them: Doesn’t this make you feel relaxed? Just imagine how gratifying this must feel… How is it possible to feel such disgust and satisfaction at the same time? Yeah, it’s kind of gross to watch… …but there’s no denying there’s something beautiful about these gifs. [32] The audience is encouraged to excerpt their mimetic faculty, to revel in the correspondences between GIFs and eruptions; to find ‘beauty’ in these captivating physiological rhythms. Indeed, the ‘loop’ of each individual zit and its eruption is enhanced by the further repetition of awareness and reception as the tirade of grotesque releases continues. In the zit article we find a paradigm of the click/scroll/repeat reverie that BuzzFeed has become synonymous with. A compulsion to derive affect, and physiological release, in the navigation of lists of what BuzzFeed founder Jonah Peretti calls “upbeat, even childlike content.” [33] In an April 2015 article for Vox Dylan Matthews reflects [34] on the success of BuzzFeed by looking over an academic paper written by Jonah Peretti a decade before the launch of the website. [35] Published in theory journal Negations in 1996 [36] Peretti’s paper uses Frederic Jameson’s Postmodernism and Consumer Society, and Gilles Deleuze and Felix Guattari’s Anti-Oedipus: Capitalism and Schizophrenia to offer a definition of the distributed identities of contemporary consumers. Deleuze, Guattari and Jameson use the figure of the ‘schizophrenic’ [37] to refer to an individual without a defined ego or identity. Jameson saw “the rapid fire succession of signifiers in MTV style media” [38] of the 1980s as serving “to confuse viewers, harm[ing] their ability to use culture to build identities.” [39] Peretti fuses this view with Deleuze and Guattari’s more ‘emancipatory’ take on the egoless schizophrenic: a figure able to resist the pre-packaged identities being offered them by capitalism, and act – effectively – on their own desires. [40] For Dylan Matthews, Peretti’s fused rendering of the schizophrenic offers an insight into the principles behind BuzzFeed. As Peretti himself wrote in his 1996 paper: Capitalism needs schizophrenia, but it also needs egos… The contradiction is resolved through the acceleration of the temporal rhythm of late capitalist visual culture. This type of acceleration encourages weak egos that are easily formed, and fade away just as easily. [41] The zit article exemplifies the plethora of visual identifications that BuzzFeed accelerates through social-media echo chambers. Its skill is to create lists and headlines that everyone and anyone can relate to, and will click and scroll through. “23 Euphoric Moments Literally Everyone Has Experienced”; “23 Times Tumblr Went Way Too Fucking Far”; “19 Euphoric Experiences For Book Lovers”; “21 Things Everyone Who Went To Primary School In Wales Remembers.” Once again the GIF becomes not only the vehicle, but the metaphor of identity destruction and rebirth. A bearer of postimaginary perception, through which – to hijack Walter Benjamin’s insights – “like a flash, similarity appears” [42] only to “become immediately engulfed again.” [43] BuzzFeed is far from the only factory to exploit the qualities of digital media to arrest our attentions, but its success at offering its users new identities that appear to merge and interrelate in an endless, mutating mass is unrivalled. Perhaps its most devastating trick was to recognise compulsion as one of the primary driving forces behind internet navigation, reception and – in conjunction – identity formation. Like the unseen bodies of those zit owning GIF subjects, the listicle format reveals just enough of the shared body of human culture – of Benjamin’s “postimaginary material world” – to produce an affective response in its receivers/users/consumers. An ever expanding multiverse of tiny framed portions of experience cut from context so that they can be shared, digested, and repeated indefinitely. Whether viewed in their original format, or as streamed equivalent, the visceral impact of GIFs is beyond question, extending beyond the browser, altering pop culture, our tastes, and even our aesthetic acuity. The different timescales of media production and reception clash in the animated GIF as in no other medium. It is no coincidence that animated GIFs became the web’s primary mode of packaging and delivering visual humour. Just as a joke is the vehicle for the impact of a punchline, so a GIF encapsulates the potential of the having and sharing of its experience. Not only does the animated GIF allow us to wallow in its repetitions, actuating the moving image event in a conscious awareness of one’s awareness, GIFs also enact two modes of experience in their temporal structures. Firstly, GIFs that load in time with bandwidth build frame by frame the structure of the soon to be experienced experience – outside of cinematic and ‘real’ time, at a changeable pace we could call ‘bandwidth-time’. Secondly, the GIF as a mode of display and redisplay tends towards a perceptual sweet spot in its loops and repetitions. The loop of GIFs counteracts some of the uncontainable immediacy of cinema, enclosing the ‘perfect’ amount of time for “the expression of experience by experience” [44] in the cycle of repeated views. Even as bandwidth has increased to alleviate the limitations of the GIF’s short timespan, rather than lengthen animated GIFs, the web community has responded by increasing the resolution and dimensions of GIFs, allowing their visceral impact to expand, even if the perceptive loop has not. Because of this, GIFs still stand as one of the best indications of bandwidth-time. Through the GIF’s jilting appearance on laptop monitors or smartphone screens, viewers are entered into physiological communion with server banks, optical cables, WiFi signals, and 4G mobile phone masts talking in zeroes and ones via invisible protocols. Whilst digital substrates have increased in their capacity to store, distribute and display information, they have also edged towards invisibility. [45] What matters is that media content is received, and that that reception is smooth and immediate. Whether an animated GIF is composed of a seamless loop or a series of incompatible frames made to jolt against one another, the anchor point at which the GIF repeats has a heightened significance upon its first viewing. The browser window opens onto a single frame, that slips to a few more frames incongruently, until the entire GIF file has been buffered by the computer, at which point the loop begins in earnest. This quality of GIFs reminds us of their origins, even as each nudge towards a seamless loop makes us aware how clunky and clumsy our network architecture still is. Throughout the 2010s the Graphical Interchange Format formalised by Compuserve and Netscape has undergone a series of violent transformations into other, apparently related forms. When a GIF is uploaded to microblogging service Twitter or popular image sharing site imgur, for instance, it is automatically transcoded into MP4 or GIFV video format. The resultant GIF/video hybrid retains the frequency of the original looping animation, but the file can now be started and stopped at will, alleviating part of the strain on the servers given the responsibility of delivering it. These hybrids are still colloquially referred to as ‘GIFs’, even though they retain none of the original coding mechanisms of Compuserve’s format. What’s more, these formats are designed to buffer before they stream, separating us once again from the stutters of bandwidth-time. As Mark Nunes reminds us, Internet traffic is predicated on a logic of unimpeded flow. The network demands maximum throughput, with a minimum of noise, a “free flowing system ultimately [dependant] upon a control logic in which everything that circulates communicates… or is cast aside as abject.” [46] For the network it is beneficial to deny bandwidth-time entirely, casting Internet users aloft in the experience of ‘stream-time’; a control logic more suited to arresting our attentions, in which the future image we are about to receive has always already been determined and buffered by the network. We may then wish to read the anchor point of the GIF loop as a cohort of Roland Barthes’ ‘punctum’ – an off-centre compositional “accident which pricks” [47] our attention. The GIF punctum is one frame piled off-kilter with the rest of the sequence; the frame that lingers in awareness just a moment longer as cinematic and bandwidth-time catch up with one another. Whilst the violent subjugation of the GIF to streamable formats allows the content of the GIF to continue in its loops and correspondences, its potential to mutate is cut short by its transcoding to video. In their ‘original’ format animated GIFs retain each of their frames as if it was a separate file among its partners, so that importing the file into a software editing suite retains the quality and malleability of the whole loop across each individual frame. This means that each copied and pasted GIF carries within itself an unspoken promise of its next adaptation. Although the cut/edit/remix culture of the web does not rely solely on animated GIFs for its expression – one need only browse YouTube for a few moments to find a video that has been bent to several wills before its reception – the GIF’s blunt democratic immediacy is less prevalent across other file formats and modes of viewing. As noted by Giampaolo Bianconni in a 2012 article entitled, GIFability: Dan Harmon, who was… the executive producer of the television sitcom Community, [said] that he tried, “many times a season” to put star Alison Brie “in a situation… that I know is going to end up as an animated GIF file!” [48] What in televisual terms is a few moments of particularly well-crafted action, or an acutely framed humorous facial expression, achieves far greater ubiquity and visibility as an animated GIF overlaid with kitschy text, or other hastily layered editorial additions. The acts of recuperation and appropriation carried out by viewers is now considered an integral component of cultural capital. What matters for images is that they are seen, and the mode of their contemporary reception, increasingly, is in appropriated, poor copies, cut out of context – into GIFs or otherwise. The rise of what Hito Steyerl has termed, the Poor Image, is dependent on two, seemingly contradictory, demands: The networks in which poor images circulate thus constitute both a platform for a fragile new common interest and a battleground for commercial and national agendas… While it enables the users’ active participation in the creation and distribution of content, it also drafts them into production. Users become the editors, critics, translators, and (co-)authors of poor images. [49] For a director like Harmon “poor images” of his work are commercially, and arguably artistically beneficial to its reception. What Bianconi calls the ‘GIF-able’ moment is one that harnesses the flash of mimetic acuity in a viewer and drafts them into a productive mode. Harmon’s decision to give his shots a GIF fidelity calls to mind Walter Benjamin’s conclusions in The Work of Art. And yet instead of filmic images training us in new modes of apperception, it has become the images we see daily on our computer screens, flickering in time with new perceptual proficiencies across screens that scroll in multiple dimensions. Now that images can be exchanged, transmitted, copied and edited at frantic light speeds it becomes commercially important for producers of established media forms, such as television and cinema, to maintain the movement and mutation of their images online. In turn, as users and viewers we should tend to concern ourselves with modes of pro-sumption [50] that wrestle a degree of control back from the media machine. In an article published in July 2015, journalist Cleo Stiller explores the phenomena of ‘microporn GIFs’, ostensibly created by and for women: [51] While GIFs may seem like a flash in the pan—really, how can four seconds turn you on?—the nature of the loop… give[s] the viewer time to notice the caress of a hand floating from neck to shoulder to forearm, the tensing of an abdomen, the arching of a back, and the reflex of a thigh. [52] Each microporn GIF teeters on the verge of something happening, gesturing to the possibility of the sexual event; of eventfulness. And the loop gives these moments an infinite capacity to repeat and thus expand experientially, even if they do not expand narratively. The suspense of the GIF is erotic regardless of its content; each loop is a charged instant of imminence. As evinced by Helen Hester, Bethan Jones, and Sarah Taylor-Harman in their paper on microporn, Giffing a fuck, these tensions – and thus affective pleasures – are not reliant on clumsy narrative arcs for their delivery. The illusion of narrative coherence within and across pornography lends itself to easy categorisation. Pornography then tends to be catalogued with simplistic labels such as ‘threesome’, ‘anal’, or ‘blowjob’ by the websites and services that deliver it, reducing the plethora of erotic acts, human behaviours and experiences to a database of homogeneous and heteronormative search terms. [53] For Hester, Jones, and Taylor-Harman the community of microporn GIF creators represents a line of resistance… …against dominant representations of heterosexual acts, and potentially counters the commercial nature of pornography and its narrative linearity. Here lies the possibility for pornographic consumers to critique and deconstruct such dominant paradigms, choosing for themselves instead the bodies and fragmented sexual inter/activities they desire to see presented. [54] Here the GIF’s tight spatial and temporal framing, coupled with its capacity to travel, mutate and multiply, is empowering. If a desire, a feeling, an expression is GIF-able, then it has the potential to create further desires, feelings, and expressions. Fragmentation then becomes a means to disassemble normative narratives and reconstruct them into a shared techno-body that enables and celebrates the diversity of its components and their correspondences. The resulting loops are interrelational in a way not easily captured by the logic of the database and the search term. According to Sally McKay: Brian Massumi describes affective intensity as a “state of suspense, potentially of disruption. It is like a temporal sink, a hole in time…” [55] This is a moment of incipience, before action is taken, before emotions qualify and retroactively determine the affect. [56] Each GIF evokes an affect not just because of its content, but because its loop winds that content tight like a spring. A GIF is always poised in lieu of a release. This promise to spring back, to evoke and disrupt makes GIFs – microporn or otherwise – one of the web’s most enduring forces. The erotic charge of each GIF unites its creator, sharer and viewers in a non-linguistic discourse. Action is inevitable, reaction is desired, and disruption is to be expected. References & Notes [1] Sally McKay, “The Affect of Animated GIFs (Tom Moody, Petra Cortright, Lorna Mills),” Art & Education, 2005, http://www.artandeducation.net/paper/the-affect-of-animated-gifs-tom-moody-petra-cortright-lorna-mills/. [2] Daniel Rubinstein, “GIF Today,” The Photographer’s Gallery: Born in 1987 Exhibition, June 2012. [3] Howard Caygill, Walter Benjamin: The Colour of Experience (Routledge, 1997), 5. [4] Susan Buck-Morss, The Dialectics of Seeing: Walter Benjamin and the Arcades Project (MIT Press, 1991), 70. [5] Walter Benjamin, “The work of art in the age of its technological reproducibility (1936),” in The work of art in the age of its technological reproducibility, and other writings on media, ed. Michael William Jennings et al. (Cambridge, Mass.: Belknap Press of Harvard University Press, 2008), 19–55. [6] Walter Benjamin, “On the Mimetic Faculty (1933),” in Reflections: Essays, Aphorisms, Autobiographical Writings, 1st Schocken edition edition (New York: Random House USA Inc, 1995), 333–36. [7] Ibid. [8] Anson Rabinbach, “Introduction to Walter Benjamin’s ‘Doctrine of the Similar,’” New German Critique, no. 17 (April 1, 1979): 62, doi:10.2307/488009. [9] Walter Benjamin, “Doctrine of the Similar (1933),” trans. Knut Tarnowski, New German Critique Spring, 1979, no. 17 (April 1, 1979): 65–69, doi:10.2307/488009. [10] Benjamin, “On the Mimetic Faculty (1933).” [11] Caygill, Walter Benjamin, 5. [12] Mark B. N. Hansen, Embodying Technesis: Technology beyond Writing, Studies in Literature and Science (Ann Arbor: University of Michigan Press, 2000), 234. [13] R. L Rutsky, “Allegories of Emergence: The Generative Matrix of Walter Benjamin” (Constructions of the Future, Heidelberg, 2011), 16. [14] Anne Friedberg, “The Mobilized and Virtual Gaze in Modernity: Flaneur/Flaneuse,” in The Visual Culture Reader, ed. Nicholas Mirzoeff, 2. ed, repr (London: Routledge, 2001), 395–404. [15] R. L Rutsky, “Walter Benjamin and the Dispersion of Cinema,” Symploke 15, no. 1–2 (2008): 18, doi:10.1353/sym.0.0017. [16] Hansen, Embodying Technesis, 248. [17] Ibid., 262. [18] Ibid., 266. [19] Arthur Kroker, Body Drift: Butler, Hayles, Haraway (U of Minnesota Press, 2012), 1. [20] Gilles Deleuze, Cinema 1 (Continuum, 2005), 16. [21] Steven Shaviro, The Cinematic Body (Minneapolis: University of Minnesota Press, 1993), 46. [22] J. Eppink, “A Brief History of the GIF (so Far),” Journal of Visual Culture 13, no. 3 (December 1, 2014): 299, doi:10.1177/1470412914553365. [23] For a further breakdown of GIF ‘types’ see: Daniel Rourke, “The Doctrine of the Similar (GIF GIF GIF),” Dandelion 3, no. 1 (January 19, 2012). [24] At its most extreme, ‘clickbait’ is any link that draws a user’s attention with a tempting claim or open question in its headline, only to confront them with vacuous or even misleading content once the sought-after click is granted. Although BuzzFeed’s editor in chief Ben Smith claimed in 2014 that the site “doesn’t do clickbait,” (Ben Smith, “Why BuzzFeed Doesn’t Do Clickbait,” 2014) a compelling argument can be made that BuzzFeed does at the very least rely on what journalist James Hamblin calls “curiosity gaps” (James Hamblin, “It’s Everywhere, the Clickbait,” 2014) in order to elicit the necessary click from internet users. [25] GIF is the file extension and acronym for ‘Graphical Interchange Format’, a subtype of bitmap image encoding. [26] Sarah Kember and Joanna Zylinska, Life After New Media: Mediation as a Vital Process (Cambridge, Mass: MIT Press, 2012), 75. [27] Olia Lialina, “In Memory of Chuck Poynter, User and GIF Maker,” One Terabyte of Kilobyte Age, March 22, 2011, http://blog.geocities.institute/archives/2466. [28] “Real_Dancing_Girl: Who_am_I?,” Tumblr Blog, Real_Dancing_Girl, accessed January 1, 2016, http://realdancingirl.tumblr.com/WHOAMI. [29] Graig Uhlin, “Playing in the Gif(t) Economy,” Games and Culture 9, no. 6 (November 1, 2014): 520, doi:10.1177/1555412014549805. [30] Jamie Jones, “Can You Get Through These 17 GIFs Of Spots Being Popped Without…,” BuzzFeed, July 19, 2015, http://www.buzzfeed.com/jamiejones/gifs-of-cysts-being-popped. [31] The word ‘listicle’ is a portmanteau combination of ‘list’ and ‘article’. See: Jo Christy, “What Is A Listicle?,” Stir Up Media, March 7, 2015, https://web.archive.org/web/20150307191311/http://stirupmedia.co.uk/what-is-a-listicle/. [32] Jones, “Can You Get Through These 17 GIFs Of Spots Being Popped Without…” [33] Andrew Rice and 2013, “Does BuzzFeed Know the Secret?,” NYMag.com, accessed July 21, 2015, http://nymag.com/news/features/buzzfeed-2013-4/#. [34] Dylan Matthews, “BuzzFeed’s Founder Used to Write Marxist Theory and It Explains BuzzFeed Perfectly,” Vox, April 2, 2015, http://www.vox.com/2014/5/20/5730762/buzzfeeds-founder-used-to-write-marxist-theory-and-it-explains. [35] Dylan Matthews builds on a preliminary reading of the paper by Eugene Wolters, “From Deleuze to LOLCats, the Story of the BuzzFeed Guy,” Critical-Theory, April 8, 2013, http://www.critical-theory.com/from-deleuze-to-lolcats-the-story-of-the-buzzfeed-guy/. [36] Jonah Peretti, “Capitalism and Schizophrenia: Contemporary Visual Culture and the Acceleration of Identity Formation/Dissolution,” Winter 1996, http://negations.icaap.org/issues/96w/96w_peretti.html. [37] Much has been written on the inappropriate adoption of the label ‘schizophrenic’ by the likes of Deleuze, Guattari, Jameson and others. It is used here to refer to their definition, rather than the actual illness of schizophrenia as defined by the Diagnostic and Statistical Manual of Mental Disorders. [38] Peretti, “Capitalism and Schizophrenia: Contemporary Visual Culture and the Acceleration of Identity Formation/Dissolution.” [39] Matthews, “BuzzFeed’s Founder Used to Write Marxist Theory and It Explains BuzzFeed Perfectly.” [40] Ibid. [41] Peretti, “Capitalism and Schizophrenia: Contemporary Visual Culture and the Acceleration of Identity Formation/Dissolution.” [42] Benjamin, “On the Mimetic Faculty (1933).” [43] Benjamin, “Doctrine of the Similar (1933).” [44] Vivian Carol Sobchack, The Address of the Eye: A Phenomenology of Film Experience (Princeton, N.J.: Princeton University Press, 1992), 305. [45] R. L Rutsky, High Technē: Art and Technology from the Machine Aesthetic to the Posthuman (Minneapolis, MN: University of Minnesota Press, 1999), 15. [46] Mark Nunes, Error Glitch, Noise, and Jam in New Media Cultures (New York: Continuum, 2011), 5, http://public.eblib.com/EBLPublic/PublicView.do?ptiID=655513. [47] Roland Barthes, Camera Lucida: Reflections on Photography (New York: Hill and Wang, 1981), 27. [48] Giampaolo Bianconi, “GIFABILITY,” Rhizome.org, November 20, 2012, http://rhizome.org/editorial/2012/nov/20/gifability/. [49] Hito Steyerl, “Hito Steyerl, In Defense of the Poor Image / Journal / E-Flux,” E-Flux, no. 11 (November 2009), http://www.e-flux.com/journal/view/94. [50] A portmanteau of ‘producer’ and ‘consumer’, the prosumer, according to George Ritzer and Nathan Jurgenson, represents, “a trend toward unpaid rather than paid labor and toward offering products at no cost… [a] system marked by a new abundance where scarcity once predominated.” G. Ritzer and N. Jurgenson, “Production, Consumption, Prosumption: The Nature of Capitalism in the Age of the Digital ‘Prosumer,’” Journal of Consumer Culture 10, no. 1 (March 1, 2010): 14, doi:10.1177/1469540509354673. [51] Although Stiller concentrates on female microporn creators, it is perhaps more productive to suggest who the community is not made up of i.e. cis-males. This seems to be a much more inclusive take on a category of user created content aligned with resistance to heteronormative classification. This resonates more closely with the assessment of Hester, Jones, and Taylor-Harman in the paper referenced below. [52] Cleo Stiller, “Why Some Women Prefer Their Porn in GIFs,” Fusion, accessed June 16, 2015, http://fusion.net/story/165548/why-women-love-porn-gifs/. [53] Helen Hester, Bethan Jones, and Sarah Taylor-Harman, “Giffing a Fuck: Non-Narrative Pleasures in Participatory Porn Cultures and Female Fandom,” Porn Studies 2, no. 4 (October 2, 2015): 356–66, doi:10.1080/23268743.2015.1083883. [54] Ibid., 361. [55] Brian Massumi, Parables for the Virtual: Movement, Affect, Sensation (Duke University Press, 2002), 26. [56] McKay, “The Affect of Animated GIFs (Tom Moody, Petra Cortright, Lorna Mills).”

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Sat, 15 Jul 2017 07:02:13 -0700 http://www.machinemachine.net/portfolio/the-compulsions-of-the-similar-gifs/
<![CDATA[The New Observatory at FACT]]> http://www.furtherfield.org/features/reviews/new-observatory-fact

The New Observatory opened at FACT, Liverpool on Thursday 22nd of June and runs until October 1st. The exhibition, curated by Hannah Redler Hawes and Sam Skinner, in collaboration with The Open Data Institute, transforms the FACT galleries into a playground of micro-observatories, fusing art with data science in an attempt to expand the reach of both. Reflecting on the democratisation of tools which allow new ways of sensing and analysing, The New Observatory asks visitors to reconsider raw, taciturn ‘data’ through a variety of vibrant, surprising, and often ingenious artistic affects and interactions. What does it mean for us to become observers of ourselves? What role does the imagination have to play in the construction of a reality accessed via data infrastructures, algorithms, numbers, and mobile sensors? And how can the model of the observatory help us better understand how the non-human world already measures and aggregates information about itself? In its simplest form an observatory is merely an enduring location from which to view terrestrial or celestial phenomena. Stone circles, such as Stonehenge in the UK, were simple, but powerful, measuring tools, aligned to mark the arc of the sun, the moon or certain star systems as they careered across ancient skies. Today we observe the world with less monumental, but far more powerful, sensing tools. And the site of the observatory, once rooted to specific locations on an ever spinning Earth, has become as mobile and malleable as the clouds which once impeded our ancestors’ view of the summer solstice. The New Observatory considers how ubiquitous, and increasingly invisible, technologies of observation have impacted the scale at which we sense, measure, and predict. Citizen Sense, Dustbox (2016 – 2017). The New Observatory at FACT, 2017. Photo by Gareth Jones. The Citizen Sense research group, led by Jennifer Gabrys, presents Dustbox as part of the show. A project started in 2016 to give residents of Deptford, South London, the chance to measure air pollution in their neighbourhoods. Residents borrowed the Dustboxes from their local library, a series of beautiful, black ceramic sensor boxes shaped like air pollutant particles blown to macro scales. By visiting citizensense.net participants could watch their personal data aggregated and streamed with others to create a real-time data map of local air particulates. The collapse of the micro and the macro lends the project a surrealist quality. As thousands of data points coalesce to produce a shared vision of the invisible pollutants all around us, the pleasing dimples, spikes and impressions of each ceramic Dustbox give that infinitesimal world a cartoonish charisma. Encased in a glass display cabinet as part of the show, my desire to stroke and caress each Dustbox was strong. Like the protagonist in Richard Matheson’s 1956 novel The Shrinking Man, once the scale of the microscopic world was given a form my human body could empathise with, I wanted nothing more than to descend into that space, becoming a pollutant myself caught on Deptford winds. Moving from the microscopic to the scale of living systems, Julie Freeman’s 2015/2016 project, A Selfless Society, transforms the patterns of a naked mole-rat colony into an abstract minimalist animation projected into the gallery. Naked mole-rats are one of only two species of ‘eusocial’ mammals, living in shared underground burrows that distantly echo the patterns of other ‘superorganism’ colonies such as ants or bees. To be eusocial is to live and work for a single Queen, whose sole responsibility it is to breed and give birth on behalf of the colony. For A Selfless Society, Freeman attached Radio Frequency ID (RFID) chips to each non-breeding mole-rat, allowing their interactions to be logged as the colony went about its slippery subterranean business. The result is a meditation on the ‘missing’ data point: the Queen, whose entire existence is bolstered and maintained by the altruistic behaviours of her wrinkly, buck-teethed family. The work is accompanied by a series of naked mole-rat profile shots, in which the eyes of each creature have been redacted with a thick black line. Freeman’s playful anonymising gesture gives each mole-rat its due, reminding us that behind every model we impel on our data there exist countless, untold subjects bound to the bodies that compel the larger story to life.

James Coupe, A Machine for Living (2017). The New Observatory at FACT, 2017. Photo by Gareth Jones. Natasha Caruana’s works in the exhibition centre on the human phenomena of love, as understood through social datasets related to marriage and divorce. For her work Divorce Index Caruana translated data on a series of societal ‘pressures’ that are correlated with failed marriages – access to healthcare, gambling, unemployment – into a choreographed dance routine. To watch a video of the dance, enacted by Caruana and her husband, viewers must walk or stare through another work, Curtain of Broken Dreams, an interlinked collection of 1,560 pawned or discarded wedding rings. Both the works come out of a larger project the artist undertook in the lead-up to the 1st year anniversary of her own marriage. Having discovered that divorce rates were highest in the coastal towns of the UK, Caruana toured the country staying in a series of AirBnB house shares with men who had recently gone through a divorce. Her journey was plotted on dry statistical data related to one of the most significant and personal of human experiences, a neat juxtaposition that lends the work a surreal humour, without sentimentalising the experiences of either Caruana or the divorced men she came into contact with. Jeronimo Voss, Inverted Night Sky (2016). The New Observatory at FACT, 2017. Photo by Gareth Jones. The New Observatory features many screens, across which data visualisations bloom, or cameras look upwards, outwards or inwards. As part of the Libre Space Foundation artist Kei Kreutler installed an open networked satellite station on the roof of FACT, allowing visitors to the gallery a live view of the thousands of satellites that career across the heavens. For his Inverted Night Sky project, artist Jeronimo Voss presents a concave domed projection space, within which the workings of the Anton Pannekoek Institute for Astronomy teeter and glide. But perhaps the most striking, and prominent use of screens, is James Coupe’s work A Machine for Living. A four-storey wooden watchtower, dotted on all sides with widescreen displays wired into the topmost tower section, within which a bank of computer servers computes the goings on displayed to visitors. The installation is a monument to members of the public who work for Mechanical Turk, a crowdsourcing system run by corporate giant Amazon that connects an invisible workforce of online, human minions to individuals and businesses who can employ them to carry out their bidding. A Machine for Living is the result of James Coupe’s playful subversion of the system, in which he asked mTurk workers to observe and reflect on elements of their own daily lives. On the screens winding up the structure we watch mTurk workers narrating their dance moves as they jiggle on the sofa, we see workers stretching and labelling their yoga positions, or running through the meticulous steps that make up the algorithm of their dinner routine. The screens switch between users so regularly, and the tasks they carry out as so diverse and often surreal, that the installation acts as a miniature exhibition within an exhibition. A series of digital peepholes into the lives of a previously invisible workforce, their labour drafted into the manufacture of an observatory of observations, an artwork homage to the voyeurism that perpetuates so much of 21st century ‘online’ culture.

The New Observatory at FACT, 2017. Learning Space. Photo by Gareth Jones. The New Observatory is a rich and varied exhibition that calls on its visitors to reflect on, and interact more creatively with, the data that increasingly underpins and permeates our lives. The exhibition opened at FACT, Liverpool on Thursday 22nd of June and runs until October 1st.

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Thu, 13 Jul 2017 07:28:55 -0700 http://www.furtherfield.org/features/reviews/new-observatory-fact