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The Implications of the Digital for Ontology This essay discusses what we and many others have termed 'digital ontology' (here-after DO). We begin by posing the following linked questions: What is DO? Does DO 'exist' at all? If so, how... more
The Implications of the Digital for Ontology This essay discusses what we and many others have termed 'digital ontology' (here-after DO). We begin by posing the following linked questions: What is DO? Does DO 'exist' at all? If so, how does DO differ from 'traditional ontology,' or, at least, from 'non-digital' or 'pre-digital' ontology? What does the adjective 'digital' signify here? How does it differ from adjectives that may seem quasi-synonymous with it, such as 'data' or 'information'? Why should we speak about ontology or perhaps even ontolo-gies (plural) at all, let alone digital ontologies? Should we not rather speak-as many have and do-of something like 'digital physics'? And how would we go about answering these questions if we did not avail ourselves of what seems to be a fundamental feature of ontological questioning, that is, a search for a method? Yet what if it is precisely the search for a method that the 'digital' undermines or over-turns? Indeed, does the digital also overturn the concept of 'ontology' itself? Could it be that DO is a paradoxical, nonsensical, or contradictory phenomenon that resists its own consistent formalization?

We reuptake these difficult questions here in order to offer some background, arguments and provisional answers, and do so in a sequence of regulated steps. First, we stage some of the new issues raised by digital technologies, precisely by bringing out the problems that digital technology itself poses for research into digital technology. This staging is done by way of what has only very recently become-in the last two decades-one of the most commonplace of everyday acts: a browser search on the internet for a phrase. Although the very many complexities of such searching are by now well-studied and well-known, we briefly rehearse some of these here in order to draw out a few of their consequences for research. Second, in doing so, we identify, situate and explicate several major strands of thinking regarding DO today, with respect to three modalities in particular: the an-thropological, the analytic, and the physical, represented here respectively by the recent work of Tom Boellstoerff, Luciano Floridi, and Edward Fredkin/Stephen Wolfram and others. We will show that each of these modalities comes to be caught in something like a contradiction, which derives from their uncertain self-positioning between epistemological and ontological concerns. Precisely because they begin with the new propositions concerning knowledge that seem to be generated by digital tech- nologies, they end attempting to know by constructing doctrines of being out of their own contingent epistemological closures. Here, the conceptual restrictions derive from a commitment to a covert dialectic of the limited/unlimited/delimited, whereby what we know becomes either a limit to our knowledge of the being of the other (e.g., being as the other of knowledge), thereby alternatively refusing or projecting an emp- ty vision of being onto the other side of this knowledge or they project this knowledge in an unlimited fashion directly onto ‘being itself’ (e.g., the universe is itself a digital computer). This apparent divergence derives from their systematic solidarity with each other regarding the priority of epistemic questions.

Third, following this summary, analysis and critique of these key contempo- rary positions regarding DO, we return to some of the most influential 20th century thinkers of the relation between technology and ontology, including Martin Heideg- ger, Gilbert Simondon, Bernard Stiegler and Alain Badiou. This return enables us to establish certain requisites for any ontology that avoid the difficulties that beset Boell- stoerff et al., even if, in turn, we will disagree with these thinkers regarding the proper method and sense of a contemporary ontology. Our disagreement will hinge on cer- tain new pragmatic and conceptual phenomena exposed by digital technologies that have no real precedent in any metaphysical or logical tradition, whether mathematical or naturalist, materialist or idealist.

Here, the evidence is provided by three essentially contemporary problems, simultaneously conceptual and technical. The first of these is the so-called ‘P v. NP problem,’ formalized in 1972, an as-yet unsolved dilemma which poses whether cer- tain computational problems whose solution can be rapidly checked in polynomial time can also be solved in polynomial time. The second concerns the claims made by non-classical (‘paraconsistent’) logics developed in the wake of operational difficul- ties that emerged first in post-WWII computing, which don’t uphold an absolute ex- clusion of contradiction, in contrast to classical logic which depends upon the Law of Non-Contradiction. Third is the operational necessity that all data be simultaneously modular and modulated, that is, at once created as elemental ‘bits,’ yet bits that are essentially mutable. We will treat these aporias as opening onto ontological questions.

So, fourth, taking up the challenge of these aporias — that is, impasses of knowledge that do not thereby necessarily designate immutable limits to our thinking of being— we suggest that it is in this epistemological rift opened by digital technol- ogy that the new lineaments of a properly DO can be discerned. In conclusion, then, and on this basis, we briefly present a new theory of DO, which doesn’t treat contra- dictions as explosive or entailing only trivialities. Rather, we maintain that: ontology is always onto-technology, that is, digital; onto-technology is always a-temporal, im- personal, and in-consistent; its contemporary character is discerned through the new impasses that have been revealed to us by binary computation; these impasses deliver a new sense of being that also immediately and irremediably affects the grounds of knowing and action too. For reasons that will hopefully become apparent in the course of this presentation, we will name this paraconsistent DO ir-re-mediable.
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.
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
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In this essay, we attempt to describe and theorise some salient elements in the transformation of the structure of public address at once incarnated and effected by the ongoing enthusiasm for big screens in urban spaces. Our key... more
In this essay, we attempt to describe and theorise some salient elements in the transformation of the structure of public address at once incarnated and effected by the ongoing enthusiasm for big screens in urban spaces. Our key conclusion is that contemporary big screen art at once tends to work to expose, exploit and exceed these forces, from the point of conception, through the process of creation, to the finality of circulation. At the same time, the regulatory processes that organise the uses of big screens are tantamount to the inculcation of certain controls on creativity, seeking to capture and canalise aesthetic affects for governmental and corporate ends by, above all, a kind of fiscal moralisation of technology. Economic and ethical concerns are here so tightly interwoven with administrative and marketing constraints that the art itself cannot avoid particular kinds of conformism without being abruptly censored or never appearing at all, thereby succumbing to new kinds of prepublication censorship. Notably, the actuality of such censorship entails a kind of de facto return to non-democratic forms of government. Under these conditions, there is a new necessity for artists to anticipate possible consequences of adverse privatised publicity in order to continue to work at all. Draft chapter for "Ambient Screens and Transnational Public Spaces" edited by Nikos Papastergiadis, 2016.
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Seven theses on the concept of 'post-convergence'
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Virtual and augmented environments are often dependent on human intervention for change to occur. However there are times when it would be advantageous for appropriate human-like activity to still occur when there are no humans present.... more
Virtual and augmented environments are often dependent on human intervention for change to occur. However there are times when it would be advantageous for appropriate human-like activity to still occur when there are no humans present. In this paper, we describe the installation art piece Recognition, which uses the movement of human participants to effect change, and the movement of a performing agent when there are no humans present. The agent's Artificial Neural Network has learnt appropriate movements from a dancer and is able to generate suitable movement for the main avatar in the absence of human participants. when there were no pedestrians around from which to gather movement information, however there was still a lot of vehicular traffic passing the gallery, which was located on a major road. Rather than have a still screen at these times, a software agent was trained to move using the movement of a dancer, and this agent's movement was used by the projected avatar to animate itself. The use of learned human movement allowed the software agent to quickly acquire the capability to stand in for a human when needed. The projected forms also used pictures of the dancer's iris as a texture for its body, giving the installation a uniquely organic signature. Borrowing appropriate material from a human to quickly generate capacity for the agent was one of the features of Recognition.
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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.
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The main promise behind the idea of self-quantification is to trans· form our lives through the continuous collection of numerical evidence about the body and its activity. Although this process may help boost self-knowledge, everyday... more
The main promise behind the idea of self-quantification is to trans·
form our lives through the continuous collection of numerical evidence about the body and its activity. Although this process may help boost self-knowledge, everyday life also involves a complex network of relations with other bod1es that exert a significant, sometimes determining, influence on our behaviour. To address this concern, we suggest that self-quantification data can be modulated as perturbations to other human and non-human bodies that, in turn, may directly affect the everyday practices of the self. By coupling quantified bodies. we transform existing practices by disrupting the elements that realise, perform and reproduce existing practices. In order to explore and further understand the affective potential of this idea. we designed a system that creates unfamiliar, digitally enabled couplings between two quantified bodies: a human and a plant. In particular, in this design experiment we modulate walking activ1ty data into perturbations to a quantified plant. How does this coupling transform the way we look at self-quantification? Are we bringing forth a new space of responsibility and ethical concern? What if the plant dies because someone did not walk enough? In this article we discuss the implications of creating such a coupling keeping a critical distance to current forms ofself-quantification, which are often focused on change through prescriptive solutions rather than through the fostering of self determined growth. With this work we aim to expand the current understanding of the affective possibilities of self-quantification in the context of social change.
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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.
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In the contemporary era, everything is digital and the digital is everything. Everything is digitized to data, then modulated between storage and display in an endless network of protocol-based negotiation that both severs any link to the... more
In the contemporary era, everything is digital and the digital is everything. Everything is digitized to data, then modulated between storage and display in an endless network of protocol-based negotiation that both severs any link to the data’s semantic source and creates an ever-growing excess of data weirdly related to, but ontologically distinct from, its originating data source. Since the very ‘concept of medium’ means that there are media, plural, i.e., differentiated media, and since the digital converges all media into a single state (that is to say, digital data), then by definition the concept of media disappears. Instead of media, there are simulations of media. This is the ‘event’ that needs to be thought through. In this paper, we construct an ontology appropriate to the era of digital networks and draw out several consequences for the relationship between humans and digital networks.
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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.
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.
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 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.
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.
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.
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