scholarly journals “THIS ISN'T A PICASSO, IT'S A FERRARI”: PRESENTISM, PRECARITY AND DEPENDENCE IN NEW MEDIA ART PRACTICES

Author(s):  
Roopa Vasudevan

New media artists—and, more broadly, those who consider themselves to be “creative” technologists—increasingly find themselves questioning whether or not to use tools that are owned or administered by companies that engage in activity that they consider to be problematic, such as surveillance, cooperation with discriminatory law enforcement practices, or toxic work cultures. However, it is difficult to conceive of a tech-based art practice that functions without utilizing $2 of the dominant technologies that we find ourselves surrounded by on a regular basis. As a result, artists who work with technology are inevitably thrust into perpetually shifting situations or environments, controlled by the tech industry, which then directly impact the creation of their work; its longevity; and, often, their own perceptions of it. This paper represents the beginnings of an investigation into the relationships between new media artists, the tools they use for their work (including data sources and APIs, hardware and software, operating systems, and project storage), and those who control these technologies. I seek to portray this creative community as one that exists in a state of constant uncertainty, and that finds itself in this position at the behest of the interests of the tech industry—which both uses artists’ work as a way of positioning itself as cutting-edge and original, and as a means of locating potential sites of intentional misuse and subversion. Artists are thus forced to constantly adapt their processes to the demands of those who control the technology, ultimately reinforcing the authority of these dominant systems.

2020 ◽  
Author(s):  
◽  
Sarah Kieswetter

This study aimed to use my own practice to explore patriarchal hegemony in new media art, and its relationship with technology (in this case the internet) through a feminist lens. In this research, the term ‘patriarchal hegemony’ refers to the internet/social media being an inherently male-dominated and controlled space. The theoretical framework is informed by theories from cultural studies addressed though a feminist scope. Furthermore, this study sought to critically analyse how techno-feminist (digitally driven and online feminist activism) artists and activists use technology, the internet, and social media as new innovative platforms. This feminist activism seeks to disrupt and create awareness of the dominant patriarchal hegemonic thinking within contemporary society (Morgan 2017:11). I used my own art practice as a point of departure to investigate techno-feminism and also conducted research on the work of other selected feminist artists who use their digital presence to articulate their media-based art activism. In addition, I critiqued how internet GIFs can be used as visual mechanisms to create awareness of patriarchal hegemony and propose alternatives.


Media-N ◽  
2021 ◽  
Vol 17 (1) ◽  
Author(s):  
Xtine Burrough ◽  
Owen Gallagher ◽  
Eduardo Navas

This special issue of Media-N on contemporary approaches to remix was inspired by Jorge Luis Borges’s short story, “The Garden of Forking Paths,” a recurring point of reference in the development of media culture. Prior to terms such as new media, digital art, media art, and remix, Borges’s narrative exploration of bifurcation as a means of reflecting on the possibility of multiple simultaneous realities with no clear beginning or end has offered a literary and philosophical model for creative uses of emerging technology throughout the twentieth century. The essays included in this special issue provide a glimpse into the relation of Borgesian multiplicity and remix as an interdisciplinary methodology. 


2019 ◽  
Vol 6 (2) ◽  
pp. 367-391
Author(s):  
Wayne Wong

Abstract This article argues that the reinvention of Chinese martial arts through new media art practices reveals new aesthetic potentialities not readily available in the conventional cinematic medium. While martial arts cinema has captivated the global audience with visual and visceral excitements, most notably through the new-style wuxia films of the 1960s and the kung fu craze of the 1970s, it focuses on representational strategies characteristic of imaginative irreversibility and passive immersivity. The former refers to the rigid segregation of reality and fantasy that discourages the possibility of reversal, whereas the latter describes the immersive wuxia and kung fu spectacles as a disembodied experience, contrary to the core of martial arts learning and practice. To address the above issues, martial arts-inspired new media artworks, such as susuan pui san lok's RoCH Fans & Legends (2015) and Jeffery Shaw, Sarah Kenderdine and Hing Chao's Lingnan Hung Kuen Across the Century (2017), look for alternative approaches to represent martial arts imaginations for the goals of preserving an intangible cultural heritage and promoting an intellectual reflexivity. In so doing, not only do the new media artworks help to reposition Chinese martial arts as an everyday art form via conventional art spaces worldwide through the transnational and transregional flow of cinema, but they also establish the subtle connection between traditional martial art and contemporary art in the context of globalization.


2018 ◽  
Vol 6 (2) ◽  
pp. 90-102
Author(s):  
Victoria Szabo

What does it mean to say that Games Matter within a new media art context? Conversely, what contributions can artists and scholars exploring the medium make to the cultural conversation around their use and meaning? This contribution highlights the ways in which our interdisciplinary art collective, <em>Psychasthenia Studio</em>, has addressed the cultural effects of games and gamification as they have evolved over the last decade, using a series of videogame art projects as the medium of expression and critique. As Mary Flanagan (2009) suggested in <em>Critical Play</em>, “games carry beliefs within their representation systems and mechanics” (p. 4). Through their thematic content and interaction design, the three videogames developed by us in the interdisciplinary <em>Psychasthenia Studio</em> between 2009‒2017 draw attention to those beliefs as they exist not only in the games themselves, but also more broadly in an increasingly gamified contemporary culture. <em>Psychasthenia Studio</em> simultaneously intervenes in the discussion around games in society and pushes the boundaries of what constitutes new media art practice today. By playing the <em>Psychasthenia</em> games, our hope is that users both co-author and witness their own participation in the system.


2019 ◽  
Vol 6 (2) ◽  
pp. 14-20
Author(s):  
Lu Jingqi ◽  
Su Dam Ku ◽  
Yeonu Ro ◽  
Hyung Gi Kim

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