Adam Nash
RMIT University, Centre for Design, Faculty Member
- Games, Virtual Environments, Virtual Art & Virtual Reality, New Media, Social Networks, Digital, and 27 moreDigital Media, Virtual, Artificial Intelligence, Video Games, Computer Games Technology, Affect, Digital Art, Imaging, Digital Data Hiding, Philosophy of Virtual Reality, Digital Data, Media Studies, Music, Gilles Deleuze, Interaction Design, Game studies, Virtual Worlds, Animation, Epistemology, Pedagogy, Design Research, Game Design, Digital Games, Alfred North Whitehead, Affect Theory, Affect (Cultural Theory), and Digital Ethnographyedit
- Adam Nash is widely recognized as one of the most innovative artists working in digital environments. Based in Melbou... moreAdam Nash is widely recognized as one of the most innovative artists working in digital environments. Based in Melbourne, Australia, he is an artist, composer, programmer, performer and writer. He works primarily in networked real-time 3D spaces, exploring them as sites of live performance, data and motion capture, and artificially intelligent generative audiovisual environments.
His work has been presented in galleries, festivals and online in Australia, Europe, Asia and The Americas, including SIGGRAPH, ISEA, 01SJ, the Venice Biennale, and the National Portrait Gallery of Australia. He was the recipient of the inaugural Australia Council Multi-User Virtual Environment Artist in Residence grant. He has been artist in residence at Ars Electronica FutureLab. He was awarded an Australia Council Connections Residency, for which he founded SquareTangle with colleague John McCormick, now called Wild System, developing AI-driven performative collaborations between virtual environments and robots. He was shortlisted for the National Art Award in New Media at the Queensland Gallery of Modern Art. He has worked as composer and sound artist with Company In Space (AU) and Gibson/Martelli (UK), exploring the integration of motion capture into realtime 3D audiovisual spaces.
He was awarded a PhD from the Centre for Animation and Interactive Media at RMIT University, Melbourne, researching multi-user 3D cyberspace as a live performance medium. He is Associate Dean of Digital Design in the School of Design at RMIT University, Melbourne, Australia. His academic writing explores the ontology and the aesthetics of the digital, and the connection between the digital and philosophical notions of the virtual. As a PhD supervisor, he specialises in practice-based research of playable digital art.
Before joining the academy, he has been composer, programmer and performer with The Men Who Knew Too Much from 1994-2002, including several national and international tours. He has performed drums, keyboards and vocals with many musical groups and bands in Australia and Japan, including Japanese noise-chaos collective Proud Flesh, Melbourne electro-dub outfit Half Yellow, Brisbane’s Choo Dikka Dikka (responsible for the legendary underground hit ‘Cyclone Hits Expo’) and Melbourne Concrete Poetry group Arf Arf, among others. He has been a writer and reviewer for Digital Media World magazine, and editor of the Computers and Internet department at LookSmart. He was also a Project Officer at com.IT, a community charity he helped to establish that recycles computers and redistributes them for free to NFPs domestically and overseas.edit
Where is art in the digital era? This essay identifies the digital as an abstract, formal system. Since art has always relied on formal, abstract systems to carry and deliver itself, what are the implications for art in the digital era?... more
Where is art in the digital era? This essay identifies the digital as an abstract, formal system. Since art has always relied on formal, abstract systems to carry and deliver itself, what are the implications for art in the digital era? Is the digital a site for art, or is it the other way around? Can there be digital art? Identifying limit and boundary problems as the crucial existential problems for the digital, the essay shows that art has always concerned itself with such problems. This prompts the question as to whether it is possible that human existence and art become the same thing in the digital. Because the digital is currently primarily manipulated in the service of globalist economics, this is clearly not (yet) the case, so what does this mean for art? The essay then briefly examines the self-declared movements of dada, post-digital and post-internet art, concluding that these movements are not capable of questioning the digital as digital, before going on to examine some artists whose practice may be providing guiding lights toward a genuinely digital art.
Research Interests:
What constitutes an affect cycle in digital networks? How is it enacted and what are the conse- quences for individuals, for digital data and for the society that comprises both? Further, what is the relationship between affect and... more
What constitutes an affect cycle in digital networks? How is it enacted and what are the conse- quences for individuals, for digital data and for the society that comprises both? Further, what is the relationship between affect and emotion, and what is their relationship with digital networks? Is it possible for an affect cycle to be established between people and digital networks, between peo- ple via digital networks and between digital networks themselves? By examining recent affect theo- ry in combination with Simondon’s theories of technical evolution and other theories of interaction and knowledge, I will define the nature of affect as it emerges through the cycle of interaction be- tween people and digital networks. I trace these cycles through and between the overdetermined, underexamined sites of interaction across digital networks in order to identify who and what are participating in the capture and escape of affect. I also show how this is facilitated and what is changed during, and as a result of, these affective interactions. Using a deep understanding of the technical workings of digital networks, combined with receptiveness to the affective potential of emotional agency in our digital world, I situate human affective practice in the uneasy environment of algorithmic digital corporate networks.
Draft chapter for "Emotions, Technology, and Social Media" edited by Sharon Y. Tettegah
Draft chapter for "Emotions, Technology, and Social Media" edited by Sharon Y. Tettegah
Research Interests:
This chapter examines digital virtual environments as a site for art and proposes a formal aesthetics for art in digital virtual environments. The study arises from the author's decades-long practice producing art in virtual environments... more
This chapter examines digital virtual environments as a site for art and proposes a formal aesthetics for art in digital virtual environments. The study arises from the author's decades-long practice producing art in virtual environments and the related theoretical considerations that have arisen from that practice. The technical, conceptual and ontological status of virtual environments is examined in order to establish a base of intrinsic qualities that identify virtual environments as a medium for art. The philosophy of Gilbert Simondon is used to achieve this. The elements and principles the artist must employ to work with this medium are identified as data, display and modulation. The specificities of virtual environments as a medium for art are examined in order to establish a formal aesthetics. In particular, digital colour, visual opacity, digital sound, code, artificial intelligence, emergence and agency are identified as the primary qualities that the artist manipulates to bring forth art in a virtual environment. Draft for chapter published in "New Opportunities for for Artistic Practice in Virtual Worlds", 2015.
Research Interests:
In the 20th Century, foundational philosophers of play Johan Huizinga and Roger Caillois contributed to the idea that play is unproductive. More recently, theorists of play Brian Sutton-Smith and Mary Flanagan have questioned this... more
In the 20th Century, foundational philosophers of play Johan Huizinga and Roger Caillois contributed to the idea that play is unproductive. More recently, theorists of play Brian Sutton-Smith and Mary Flanagan have questioned this assertion, pointing to cultural formation and subversion as products of play. From a more instrumental standpoint, theorists such as Julian Kücklich and others have identified ‘playbour’, the material production process among digital game consumers engaged in modding and other fan activities. Positivist thinkers and game design practitioners like Jesse Schell have identified the production of subjectivation, via a heightened sense of self-esteem as a result of the achievement of goals within games.
Using a philosophical framework of transcendental empiricism that aims to identify the conditions of creative production, we use concepts from Gilles Deleuze and Gilbert Simondon and the play theorists mentioned above to examine the nature and history of the concept of production in play and propose several additional ways in which play may be considered productive. These are the production of percepts and affects; the production of transductive individuations; the production of social individuals and identity; the production of anxiety; the production of culture; the production of subversion; the production of global corporate profit and the production of memory.
We arrive at these assertions by discussing three key topics: play, production and identity. Firstly we account for how play operates within culture in excess of its relationship to digital games, contrasting contemporary views with much older and less institutionalised ideas of what play may be in the works of Immanuel Kant and Friedrich Schiller. These help set out an agenda for play that is socially involved and opens the individual to the radical production of selves within a social sphere. We discuss how, if play participates in a system of real production, the notion of a magic circle, where play is separated from the ‘real’ world and produces nothing for or in that world, is eroded because culture is produced at the same time as it is received.
We then move to discuss production in terms of what play can deliver in addition to instrumental gain, and how play can complement, mirror and support the social and technical structures of digital capitalism, as well as its subversion. We talk here not only of an economic or cultural production, but of a Guattarian conception of production, where new kinds of subjectivation are produced from desire. An important contemporary mode of this production is anxiety, and this leads us to take Simondonian readings of the role of play in individuation, specifically play in the context of digitally networked games. We find that such global networks facilitate an impulse towards the transindividual, an impulse that is constantly thwarted by a subsumption within a restrictive, self-producing subjectivity whose currency is anxiety and whose domain is memory. In place of the transindividual, in Simondon’s terms, we are confronted with a global network of anxiety produced by play. This is because play, in a global system, renders an infinite number of possible individuations consistent and consumable by its players. When harnessed, play could, as with other artistic methods, therefore produce subversion just as readily as it could reproduce structures of capital.
That play, in light of this, inevitably alters any individuals that come to participate in it is key to our use of the term ‘identity’. Deleuze and Simondon here assist us in locating how individuals operate and change in a system of play that involves communities or networks of commerce and labour. Affects and percepts in play operate to form or change identities. We refer to these constantly forming and changing states as individuations, using Simondon’s concept of transduction, where operations occur across disparate domains, but are grounded in the structure of these domains.
Therefore, we might more broadly refer to play as the radical production of states of the becoming-individual, a self-production of selves, in the digital-social milieu.
Using a philosophical framework of transcendental empiricism that aims to identify the conditions of creative production, we use concepts from Gilles Deleuze and Gilbert Simondon and the play theorists mentioned above to examine the nature and history of the concept of production in play and propose several additional ways in which play may be considered productive. These are the production of percepts and affects; the production of transductive individuations; the production of social individuals and identity; the production of anxiety; the production of culture; the production of subversion; the production of global corporate profit and the production of memory.
We arrive at these assertions by discussing three key topics: play, production and identity. Firstly we account for how play operates within culture in excess of its relationship to digital games, contrasting contemporary views with much older and less institutionalised ideas of what play may be in the works of Immanuel Kant and Friedrich Schiller. These help set out an agenda for play that is socially involved and opens the individual to the radical production of selves within a social sphere. We discuss how, if play participates in a system of real production, the notion of a magic circle, where play is separated from the ‘real’ world and produces nothing for or in that world, is eroded because culture is produced at the same time as it is received.
We then move to discuss production in terms of what play can deliver in addition to instrumental gain, and how play can complement, mirror and support the social and technical structures of digital capitalism, as well as its subversion. We talk here not only of an economic or cultural production, but of a Guattarian conception of production, where new kinds of subjectivation are produced from desire. An important contemporary mode of this production is anxiety, and this leads us to take Simondonian readings of the role of play in individuation, specifically play in the context of digitally networked games. We find that such global networks facilitate an impulse towards the transindividual, an impulse that is constantly thwarted by a subsumption within a restrictive, self-producing subjectivity whose currency is anxiety and whose domain is memory. In place of the transindividual, in Simondon’s terms, we are confronted with a global network of anxiety produced by play. This is because play, in a global system, renders an infinite number of possible individuations consistent and consumable by its players. When harnessed, play could, as with other artistic methods, therefore produce subversion just as readily as it could reproduce structures of capital.
That play, in light of this, inevitably alters any individuals that come to participate in it is key to our use of the term ‘identity’. Deleuze and Simondon here assist us in locating how individuals operate and change in a system of play that involves communities or networks of commerce and labour. Affects and percepts in play operate to form or change identities. We refer to these constantly forming and changing states as individuations, using Simondon’s concept of transduction, where operations occur across disparate domains, but are grounded in the structure of these domains.
Therefore, we might more broadly refer to play as the radical production of states of the becoming-individual, a self-production of selves, in the digital-social milieu.
Research Interests:
This paper attempts a technical analysis of the medium of digital data to establish how affect may emerge in that medium. Two central questions here are, first, whether it is possible for two immanently digital entities to establish an... more
This paper attempts a technical analysis of the medium of digital data to establish how affect may emerge in that medium. Two central questions here are, first, whether it is possible for two immanently digital entities to establish an affect cycle with each other, and, second, how this relates to affect cycles established between digital data and non-digital entities? It should be possible to build artworks that can test certain of their own intrinsic properties in both these respects. The author had a hand in creating some such artworks, and these are examined later in this paper.
In the era of data visualisation and simulation, there is often a tendency to consider digital data as external to human life, ontologically endowed with its own special qualities. In fact, digital data is purely a product of human... more
In the era of data visualisation and simulation, there is often a tendency to consider digital data as external to human life, ontologically endowed with its own special qualities. In fact, digital data is purely a product of human endeavour, and yet it exists in a plastic, formless state until it is interpreted. Thus, the interpretation of digital data can be seen as a formalised process of interference. This paper attempts to tease out some of the practical and theoretical considerations artists face when working in realtime 3D audiovisual environments composed entirely of digital data. This is done through an examination of the author’s collaborative, networked immersive audiovisual artwork Reproduction, an artificially evolving performative digital ecology that collaborates and improvises with humans via networks using various forms of motion, sound and vision capture. Attempts are made at identifying the qualities and practice of the symbiotic relationship that is established between humans and digital entities in an affective feedback loop between the digital and material spheres. Some recent theories in algorithmic information theory are compared with the empirical results of the artists and other users interacting and improvising with Reproduction, to test the status of digital data and its remediated relationship with the material world via audiovisual display systems.
Research Interests:
In Art Power, the curator-critic Boris Groys writes: “the digital image, to be seen, should not be merely exhibited but staged, performed. One can say that digitalisation turns the visual arts into a performing art”. In other words,... more
In Art Power, the curator-critic Boris Groys writes: “the digital image, to be seen, should not be merely exhibited but staged, performed. One can say that digitalisation turns the visual arts into a performing art”. In other words, contra Walter Benjamin1s prognosis that, in the age of mechanical reproducibility, the distinction between original and copy would be thoroughly reduced or transformed, we now witness the emergence of a new division even more radical than that of original and copy. This division, a consequence of our new post-convergent media, is that between data and its modulation. All digital data, detached from its original semantic source, is formless and placeless until modulated into a display register. Devoid of qualities, it can thereafter be modulated into any display register, contingent entirely on parameters decided by some kind of agent, whatever that agent may be. Under this description, early 2000s concepts of mediacy and hypermediacy become simply potential vectors of the usability of images, rather than defining characteristics of the digital universe. This presentation discusses Autoscopia, a collaborative online artwork commissioned by the National Portrait Gallery Canberra for an exhibition entitled Doppelganger in 2009. The work uses multiple image and text searches to produce composite “portraits”, that is, artificial identities that are thereafter recursively reincorporated into the search-results themselves. These portraits are therefore network performances, with undifferentiated data as their elements and resulting in a new kind of performative image.
Research Interests:
Today human life is dominated by the post-convergent media exemplified by Web 2.0, a radically new development: an entirely technical global system, linked in real-time.* What does this mean for ‘identity’? It means that our identity is... more
Today human life is dominated by the post-convergent media exemplified by Web 2.0, a radically new development: an entirely technical global system, linked in real-time.* What does this mean for ‘identity’? It means that our identity is now established, delivered, maintained, and transformed by an entirely unnatural, inhuman, and constantly mutating technological system without centre or periphery, lacking any aim or end, beyond the control of any single agency. We are now to spend our lives in a permanent and accelerated state of terminal re-education, become the pure operators of punctual technical systems. It’s not that we play online with our identities, becoming something other than we are in a space of freedom; it’s that we cannot not play online with identity, and in such a way that this constrained play, subject to technical laws and programmatic routines, renders our identities inconsistent. The Web has become the global Unconscious. The French psychoanalyst Jacques Lacan famously declared that ‘the unconscious is structured like a language.’ What he meant was that, rather than the unconscious being a matter of individual psychic drives, the unconscious was out there in the world, an unimaginably complex, shared symbolic network comprised of sounds, words, images, inscriptions, gestures. The unconscious is literally a medium, is media. For Lacan, a human being is defined by the relationship between its individual consciousness (‘wants,’ ‘needs,’ ‘practices’) and the public media-systems which it requires to communicate — but whose real import its consciousness constitutionally refuses to accept. This also means that human being cannot be reduced to biological programming; it also always has a specific communicational component, which differs historically depending on the dominant media-systems of the moment. How do we image such a situation in the age of the post-convergent Web Unconscious? We have attempted to do so through the virtual artwork Autoscopia http://www.portrait.gov.au/exhibit/doppelganger/. This paper details the thinking behind such an attempt.
This thesis argues that realtime 3D Multi-User Virtual Environments (RT3D MUVEs) can be thought of as post-convergent in both technical and conceptual terms. As a product of its fundamental technical make-up, the MUVE as a medium is... more
This thesis argues that realtime 3D Multi-User Virtual Environments (RT3D MUVEs) can be thought of as post-convergent in both technical and conceptual terms. As a product of its fundamental technical make-up, the MUVE as a medium is capable of containing, displaying, reconstituting and mixing all prior electronic media (e.g., realtime 3D, audio, video, networking, animation, etc.) as content; this process has been ably demonstrated by McLuhan (2001 8), among others. Conceptually, MUVES are post-convergent because they exist after the convergence of media, sometimes identified in the rubric “multimedia”, that occurred from the late twentieth, and early into the twenty-first, century. For example, the integration in mobile phones of web- based social networking tools is typical of multimedia convergence; a robust electronic device is presciently combined with a networking application, which consequently expands the possibilities and conceptual understanding of both. This multimedia convergence has led to a kind of creative practice within MUVEs marked by a conceptual approach to recombining media into a product that acknowledges these media sources, while forming a kind of meta-experience, or excess, of media only achievable within MUVEs. This goes beyond simple concepts of convergence to explore the intrinsic qualities of this new medium within which no single media-element has precedence over another, in principle.
In this vein, I present a series of art-works that demonstrate an attempt to identify the intrinsic qualities of such a post-convergent medium by proposing solutions that are not beholden to any of the individual recombined media. An iterative approach, in line with the tenets of action research, has been taken to ensure a systematic and documentable experimental process. Each work was constructed to examine, represent and/or exploit a quality intrinsic to realtime 3D MUVEs. In each case, the work was then evaluated and the results used to form the basis for the next work. Most of the works explicitly experiment with the interaction of sound, vision and user-led interactivity, exploring the notion of live performance and what that means in a digital, networked, archived environment that spans international time zones.
In conclusion, I suggest that recognising and working with the intrinsic qualities of realtime 3D MUVEs necessitates dealing with their post- convergent nature. Chiefly, this means understanding a realtime 3D MUVE as a data-driven network of media-elements in an interdependent relationship with each other, where each element is necessarily modulated between data and display. These media-elements include, but are not limited to, sound, image, video, text, grammars of time-based media, the network, user interface and other human computer interface (HCI) considerations; social networking, databases, software-based algorithms, scripts, protocols and dedicated computing hardware etc. No single media-element necessarily takes precedence over any other; rather they combine and recombine in a dynamic manner to create a state of the art that can potentially lead to a user experience greater than the sum of all the media elements. The research is focused specifically on the area of art and performance.
In this vein, I present a series of art-works that demonstrate an attempt to identify the intrinsic qualities of such a post-convergent medium by proposing solutions that are not beholden to any of the individual recombined media. An iterative approach, in line with the tenets of action research, has been taken to ensure a systematic and documentable experimental process. Each work was constructed to examine, represent and/or exploit a quality intrinsic to realtime 3D MUVEs. In each case, the work was then evaluated and the results used to form the basis for the next work. Most of the works explicitly experiment with the interaction of sound, vision and user-led interactivity, exploring the notion of live performance and what that means in a digital, networked, archived environment that spans international time zones.
In conclusion, I suggest that recognising and working with the intrinsic qualities of realtime 3D MUVEs necessitates dealing with their post- convergent nature. Chiefly, this means understanding a realtime 3D MUVE as a data-driven network of media-elements in an interdependent relationship with each other, where each element is necessarily modulated between data and display. These media-elements include, but are not limited to, sound, image, video, text, grammars of time-based media, the network, user interface and other human computer interface (HCI) considerations; social networking, databases, software-based algorithms, scripts, protocols and dedicated computing hardware etc. No single media-element necessarily takes precedence over any other; rather they combine and recombine in a dynamic manner to create a state of the art that can potentially lead to a user experience greater than the sum of all the media elements. The research is focused specifically on the area of art and performance.
In this paper we introduce a mathematical model of conflict that enhances Richardson's model of Arms Race accounting for interactive scenarios, such as the ones provided by CRPGs (Computer Role Playing Games). Such an improvement... more
In this paper we introduce a mathematical model of conflict that enhances Richardson's model of Arms Race accounting for interactive scenarios, such as the ones provided by CRPGs (Computer Role Playing Games). Such an improvement translates the model into an HCP (Hybrid Control Process). We also provide a sneak peek at the multi-disciplinary project Two Familes (A Tale of New Florence), set up to illustrate the applications of the model.
Two Families will result in a Neverwinter Nights 2 module featuring non-linear interactive storytelling, and a substantially different user experience based on complex political interaction between in-game factions and the overall plot.
Two Families will result in a Neverwinter Nights 2 module featuring non-linear interactive storytelling, and a substantially different user experience based on complex political interaction between in-game factions and the overall plot.
Research Interests:
In this paper, I describe a possible creative model for approaching realtime 3D Multi-user Virtual Environments (MUVEs) as formal, abstract audio-visual composition environments. The model is a result of my practice-based research,... more
In this paper, I describe a possible creative model for approaching realtime 3D Multi-user Virtual Environments (MUVEs) as formal, abstract audio-visual composition environments. The model is a result of my practice-based research, creating audio-visual art work in Second Life and other realtime 3D MUVEs. Some of the conventions and approaches of musical composition, sound art and visual art are considered and compared. These approaches are evaluated within the context of realtime 3D MUVEs, and compared to a post-convergent approach attempting to identify some qualities native to the realtime 3D MUVE.
Research Interests:
Opening Keynote Presentation, 2016 CICAS Conference: The Future of Human(ity), July 22-24, 2016, Nipissing University, North Bay, Ontario http://www.nipissingu.ca/academics/research-services/cicas/Pages/2016-CICAS-Conference.aspx What... more
Opening Keynote Presentation, 2016 CICAS Conference: The Future of Human(ity),
July 22-24, 2016, Nipissing University, North Bay, Ontario
http://www.nipissingu.ca/academics/research-services/cicas/Pages/2016-CICAS-Conference.aspx
What is the posthuman? A very human concept, it is both the contraction and expansion of anthropocentrism. How did this happen, and what is its relationship with the concept of the anthropocene? The key is the digital. If, as Rosi Braidotti has it, bodies are reduced to their informational substrate, then this move can be understood via a conception of the digital as chains of modulation. Drawing heavily on the work of Gilbert Simondon, this concept allows an onto-genetic understanding of digital processes. Consequently, seemingly disparate fields like artificial intelligence and evolution, or robotics and live performance, or virtual reality and love, can be resolved and modulated into a new individu-ating entity, without abandoning the ongoing individuation of each field. When this modulation process is not allowed to happen, individuals are artificially reified and the only possible product is anxiety. In this talk, I will draw on my practice as a digital virtual artist to explore the concept of the posthuman. From live performances in virtual space, through robots jamming with AI-driven virtual environments, to sentences that mindlessly re-enact the building of Babel over and over in response to the utterances of strangers in a multiuser game world, my artwork attempts to enact a speculative ontology of the digital. By using practice-based research to work with the theories of posthuman thinkers like Simondon, Braidotti, Donna Haraway, Anna Munster and Bernard Stiegler, I will show how all concepts of live performance, music, visuals, text, voice, dance and so on have merged into a post-convergent generic continuum. This can be used to facilitate a posthuman understanding of global digital networks in the anthropocene as a metastable environment in which individuating entities can participate in a transindividual rather than be subjectivised as digital slaves in a global anxiety factory.
July 22-24, 2016, Nipissing University, North Bay, Ontario
http://www.nipissingu.ca/academics/research-services/cicas/Pages/2016-CICAS-Conference.aspx
What is the posthuman? A very human concept, it is both the contraction and expansion of anthropocentrism. How did this happen, and what is its relationship with the concept of the anthropocene? The key is the digital. If, as Rosi Braidotti has it, bodies are reduced to their informational substrate, then this move can be understood via a conception of the digital as chains of modulation. Drawing heavily on the work of Gilbert Simondon, this concept allows an onto-genetic understanding of digital processes. Consequently, seemingly disparate fields like artificial intelligence and evolution, or robotics and live performance, or virtual reality and love, can be resolved and modulated into a new individu-ating entity, without abandoning the ongoing individuation of each field. When this modulation process is not allowed to happen, individuals are artificially reified and the only possible product is anxiety. In this talk, I will draw on my practice as a digital virtual artist to explore the concept of the posthuman. From live performances in virtual space, through robots jamming with AI-driven virtual environments, to sentences that mindlessly re-enact the building of Babel over and over in response to the utterances of strangers in a multiuser game world, my artwork attempts to enact a speculative ontology of the digital. By using practice-based research to work with the theories of posthuman thinkers like Simondon, Braidotti, Donna Haraway, Anna Munster and Bernard Stiegler, I will show how all concepts of live performance, music, visuals, text, voice, dance and so on have merged into a post-convergent generic continuum. This can be used to facilitate a posthuman understanding of global digital networks in the anthropocene as a metastable environment in which individuating entities can participate in a transindividual rather than be subjectivised as digital slaves in a global anxiety factory.