MachineMachine /stream - tagged with representation https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[Hito Steyerl | Politics of Post-Representation «DIS Magazine]]> http://dismagazine.com/disillusioned-2/62143/hito-steyerl-politics-of-post-representation/

From the militarization of social media to the corporatization of the art world, Hito Steyerl’s writings represent some of the most influential bodies of work in contemporary cultural criticism today.

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Sat, 14 Apr 2018 05:54:20 -0700 http://dismagazine.com/disillusioned-2/62143/hito-steyerl-politics-of-post-representation/
<![CDATA[Proxy Politics: Signal and Noise | e-flux]]> http://www.e-flux.com/journal/proxy-politics/

A while ago I met an extremely interesting software developer who was working on smartphone camera technology. Photography is traditionally thought to represent what is out there by means of technology, ideally via an indexical link.

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Thu, 11 Dec 2014 12:03:15 -0800 http://www.e-flux.com/journal/proxy-politics/
<![CDATA[Hito Steyerl | Politics of Post-Representation]]> http://dismagazine.com/disillusioned-2/62143/hito-steyerl-politics-of-post-representation/

From the militarization of social media to the corporatization of the art world, Hito Steyerl’s writings represent some of the most influential bodies of work in contemporary cultural criticism today. As a documentary filmmaker, she has created multiple works addressing the widespread proliferation of images in contemporary media, deepening her engagement with the technological conditions of globalization. Steyerl’s work has been exhibited in numerous solo and group exhibitions including documenta 12, Taipei Biennial 2010, and 7th Shanghai Biennial. She currently teaches New Media Art at Berlin University of the Arts. Marvin Jordan I’d like to open our dialogue by acknowledging the central theme for which your work is well known — broadly speaking, the socio-technological conditions of visual culture — and move toward specific concepts that underlie your research (representation, identification, the relationship between art and capital, etc). In your essay titled “Is a Museum a Fa

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Sun, 08 Jun 2014 02:44:56 -0700 http://dismagazine.com/disillusioned-2/62143/hito-steyerl-politics-of-post-representation/
<![CDATA[Synthetic Biology: Designing a “Metaphysical” Chicken]]> http://ieet.org/index.php/IEET/more/6073

The ultimate design material is one that understands what it is to become. By way of an example, I’d like to think about how we might design a chicken. Think of the creativity of Nature – which, in very real terms can: • Transform an acorn into a giant oak tree • Change the colour of a chameleon • Ev

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Wed, 05 Sep 2012 01:20:00 -0700 http://ieet.org/index.php/IEET/more/6073
<![CDATA[Synthetic Biology: Designing a “Metaphysical” Chicken]]> http://ieet.org/index.php/IEET/more/6073

The ultimate design material is one that understands what it is to become. By way of an example, I’d like to think about how we might design a chicken. Think of the creativity of Nature – which, in very real terms can: • Transform an acorn into a giant oak tree • Change the colour of a chameleon • Ev

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Wed, 05 Sep 2012 01:20:00 -0700 http://ieet.org/index.php/IEET/more/6073
<![CDATA[Binary Nomination]]> http://machinemachine.net/text/ideas/binary-nomination

‘An important feature of a learning machine is that its teacher will often be very largely ignorant of quite what is going on inside, although he may still be able to some extent to predict his pupil’s behaviour.’ Alan Turing, Computing Machinery and Intelligence (1950)

Replenishing each worn-out piece of its glimmering hull, one by one, the day arrives when the entire ship of Argo has been displaced – each of its parts now distinct from those of the ‘original’ vessel. For Roland Barthes, this myth exposes two modest activities:

Substitution (one part replaces another, as in a paradigm) Nomination (the name is in no way linked to the stability of the parts) 1

The discrete breaches the continuous in the act of nomination. Take for instance the spectrum of colours, the extension of which ‘is verbally reduced to a series of discontinuous terms’ 2 such as red, green, lilac or puce. Each colour has no cause but its name. By being isolated in language the colour ‘blue’ is allowed to exist, but its existence is an act of linguistic and, some would argue, perceptual severance. The city of Hull, the phrase “I will”, the surface of an ice cube and an image compression algorithm are entities each sustained by the same nominative disclosure: a paradox of things that seem to flow into one another with liquid potential, but things, nonetheless, limited by their constant, necessary re-iteration in language. There is no thing more contradictory in this regard than the human subject, a figure Barthes’ tried to paradoxically side-step in his playful autobiography. Like the ship of Argo, human experience has exchangeable parts, but at its core, such was Barthes’ intention, ‘the subject, unreconciled, demands that language represent the continuity of desire.’ 3

In an esoteric paper, published in 1930, Lewis Richardson teased out an analogy between flashes of human insight and the spark that leaps across a stop gap in an electrical circuit. The paper, entitled The Analogy Between Mental Images and Sparks, navigates around a provocative sketch stencilled into its pages of a simple indeterminate circuit, whose future state it is impossible to predict. Richardson’s playful label for the diagram hides a deep significance. For even at the simplest binary level, Richardson argued, computation need not necessarily be deterministic.

The discrete and the continuous are here again blurred by analogy. Electricity flowing and electricity not flowing: a binary imposition responsible for the entire history of information technology.

 

1 Roland Barthes, Roland Barthes (University of California Press, 1994), 46.

2 Roland Barthes, Elements of Semiology (Hill and Wang, 1977), 64.

3 Paul John Eakin, Touching the World: Reference in Autobiography (Princeton University Press, 1992), 16.

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Thu, 19 Jul 2012 09:32:00 -0700 http://machinemachine.net/text/ideas/binary-nomination
<![CDATA["Once upon a time" exhibition by Steve McQueen]]> http://www.frieze.com/issue/review/steve_mcqueen1/

In the work Once upon a Time (2004) McQueen presents a slide show of 116 of these images installed to make them seem to float in space: about two-thirds of the way to the back of a very dark room a large screen is suspended from the ceiling, but without touching the floor. The projector is behind the screen and is set to show each slide for around half a minute before dissolving it into the next. The cycle of images lasts 70 minutes and the installation includes sound.

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Wed, 11 Jul 2012 04:57:00 -0700 http://www.frieze.com/issue/review/steve_mcqueen1/
<![CDATA[The Spam of the Earth: Withdrawal from Representation (by Hito Steyerl)]]> http://www.e-flux.com/journal/the-spam-of-the-earth/

Image spam is one of the many dark matters of the digital world; spam tries to avoid detection by filters by presenting its message as an image file. An inordinate amount of these images floats around the globe, desperately vying for human attention.2 They advertise pharmaceuticals, replica items, body enhancements, penny stocks, and degrees. According to the pictures dispersed via image spam, humanity consists of scantily dressed degree-holders with jolly smiles enhanced by orthodontic braces.

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Sun, 12 Feb 2012 04:32:48 -0800 http://www.e-flux.com/journal/the-spam-of-the-earth/
<![CDATA[Re:Thinking Games]]> http://www.furtherfield.org/researchpublicatios/artists-rethinking-games

Digital games are important not only because of their cultural ubiquity or their sales figures but for what they can offer as a space for creative practice. Games are significant for what they embody; human computer interface, notions of agency, sociality, visualisation, cybernetics, representation, embodiment, activism, narrative and play. These and a whole host of other issues are significant not only to the game designer but also present in the work of the artist that thinks and rethinks games. Re-appropriated for activism, activation, commentary and critique within games and culture, artists have responded vigorously.

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Wed, 25 Jan 2012 03:50:56 -0800 http://www.furtherfield.org/researchpublicatios/artists-rethinking-games
<![CDATA[Wittgenstein Revisited]]> http://tumblr.machinemachine.net/post/12784687250

Wittgenstein Revisited

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Mon, 14 Nov 2011 02:07:38 -0800 http://tumblr.machinemachine.net/post/12784687250
<![CDATA[Jacques Ranciere: What Medium Can Mean]]> http://parrhesiajournal.org/parrhesia11/parrhesia11_ranciere.pdf

I will present some remarks here on the use of the notion of medium in art theory and the light cast on this notion by the case of photography. The notion of medium is in fact much more complex than it appears at first. Theorizations of medium as the crucial element of artistic modernity bring two apparently opposite senses of the word into play. First, we understand the word ‘medium’ as ‘that which holds between’: between an idea and its realization, between a thing and its reproduction. The medium thus appears as an intermediary, as the means to an end or the agent of an operation. Now, modernist theorization makes ‘fidelity to the medium’ into the very principle of art, inverting the perspective. This medium to whose specificity one must be faithful is no longer simply the instrument of art. It becomes the specific materiality defining its essence. This is certainly the case in the Greenbergian definition of painting as that which is faithful to its own medium—

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Sat, 12 Mar 2011 01:55:38 -0800 http://parrhesiajournal.org/parrhesia11/parrhesia11_ranciere.pdf
<![CDATA[Prop Theory in a Nutshell]]> http://onlyagame.typepad.com/only_a_game/2011/03/prop-theory-in-a-nutshell.html

Any time we interact with a representative art work – be it a painting, a sculpture, a song, a novel, a comic, a play, a film, or a game – it involves the exercise of our imagination, and as such we can see this deployment of our imagination as a game (in the manner of a child’s game of make-believe). Looking at a painting, we imagine we are perceiving what is depicted; listening to a song we imagine the story or sentiments mentioned in the lyrics and invoked by the music; reading a novel or comic or watching a film we imagine the events of the story unfolding; playing a game we imagine the reality of the events that occur.   Fictional Worlds In prop theory, representations of all kinds are seen as props that prescribe specific imaginings. What is imagined is fictional, that is, true in the fictional world of the game that is played with the prop (Walton says “What is true is to be believed, what is fictional is to be imagined”). 

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Thu, 10 Mar 2011 09:31:38 -0800 http://onlyagame.typepad.com/only_a_game/2011/03/prop-theory-in-a-nutshell.html
<![CDATA[Manipulating Reality - How Images Redefine the World]]> http://www.we-make-money-not-art.com/archives/2010/01/-tatjana-hallbaum-in-between.php

Manipulating Reality presents a selection of 23 artistic approaches that work through photography and video to develop possible models of reality. Its aim is not to understand whether photographs can convey reality but how this can occur. The works exhibited represent different artistic strategies addressing the construction, reflection or distortion of reality in images. In addition to investigating the value of documentary photography today, many of the artists presented reflect in part the conditions of the tool of photography and adopt known artistic techniques such as collage, presentation in model form, abstraction and the assemblage of different elements.

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Fri, 29 Jan 2010 16:00:00 -0800 http://www.we-make-money-not-art.com/archives/2010/01/-tatjana-hallbaum-in-between.php