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Editorial - CITAR Journal, Volume 9, No. 1 社论- CITAR学报,第九卷,第1期
IF 0.2 Q2 Arts and Humanities Pub Date : 2017-12-27 DOI: 10.7559/citarj.v9i1.469
Jorge C. S. Cardoso
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引用次数: 0
Halting Operations for Algorithmic Alignment 算法对齐的暂停操作
IF 0.2 Q2 Arts and Humanities Pub Date : 2017-12-22 DOI: 10.7559/CITARJ.V9I3.416
Hanns Holger Rutz
Departing from the discourse on whether a specific (social, ethical) responsibility is attached to the creation and manipulation of algorithms, this article questions the prerequisite of having an identity of algorithms to which that responsibility could be attached. After showing that such identity is partly fictional due to the fact that algorithms are connected to other algorithms and their identity is always a selective reading of a series of transitions through which algorithms come into existence, the perspective is shifted to the algorithmic as the medium of algorithms and as the actual agential domain. This shift translates responsibility into the ability to respond to otherness and non-identity through sensitive forms of alignment. Comparing the algorithmic with the desiring-machines of Deleuze and Guattari, this article proposes that its dynamics of flows and interruptions could be artistically reflected as halting operations that controvert the superficial evaluation of algorithms, for example under the classical decision problem or halting problem. A possible strategy for making the inner dynamics perceivable is proposed through a balancing act between the credible and the incredible, the plausible and the implausible.
与关于算法的创建和操作是否附加了特定的(社会、道德)责任的讨论不同,本文质疑了具有可附加该责任的算法身份的先决条件。在表明这种身份在一定程度上是虚构的,因为算法与其他算法相连,并且它们的身份总是对算法产生的一系列转变的选择性解读之后,视角转向了作为算法媒介和实际代理领域的算法。这种转变将责任转化为通过敏感的结盟形式来应对他人和非同一性的能力。本文将该算法与Deleuze和Guattari的期望机器进行了比较,提出其流动和中断的动力学可以艺术地反映为停止操作,以对抗算法的肤浅评估,例如在经典决策问题或停止问题下。通过在可信和不可思议、可信和不可信之间进行平衡,提出了一种使内部动态可感知的可能策略。
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引用次数: 1
Species of (Code) Spaces (代码)空间的种类
IF 0.2 Q2 Arts and Humanities Pub Date : 2017-12-22 DOI: 10.7559/CITARJ.V9I3.426
Pinelopi Papadimitraki
As digital technologies make a powerful impact on the production of space and software mediates most of our everyday activities, we find ourselves living, working and interacting in the common ground of code and space. The environmental diffusion of computing should be considered in relation to the increasing acceleration and simultaneity of socio-spatial and economic processes, characteristic conditions of a dynamic spatial ontology that evolved during the past decades, changing the ways we inhabit, design and think about our environments. By following the gradual hybridization of space and time, this essay investigates the ways in which software and communication networks infuse space with temporal qualities, enhancing its inherent mediality with successive layers of meaning. An account of this in urban scale is the endeavour of smart cities, a fluid field of tension and negotiation between centralized managerial visions and bottom-up participation and appropriation initiatives. Finally, as spatial production becomes increasingly transdisciplinary and the digital turn reaches a certain level of maturity, the role of the architect and the architectural object changes drastically. Cedric Price famously argued that the best solution to a spatial problem is not necessarily a building, but the question is still pending – could it then be code?
由于数字技术对空间的生产产生了强大的影响,软件调解了我们的大部分日常活动,我们发现自己生活、工作和互动在代码和空间的共同点上。计算的环境扩散应与社会空间和经济过程的日益加速和同时性有关,这是过去几十年中发展起来的动态空间本体的特征条件,改变了我们居住、设计和思考环境的方式。通过遵循空间和时间的逐渐杂交,本文研究了软件和通信网络如何为空间注入时间品质,以连续的意义层增强其固有的媒介性。从城市规模来看,这是智能城市的努力,这是集中管理愿景与自下而上的参与和拨款举措之间紧张和谈判的流动领域。最后,随着空间生产变得越来越跨学科,数字转型达到一定的成熟程度,建筑师和建筑对象的角色发生了巨大变化。塞德里克·普莱斯(Cedric Price)著名地认为,解决空间问题的最佳方案不一定是一栋建筑,但这个问题仍然悬而未决——那么它会是代码吗?
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引用次数: 0
Think the Image, Don't Make It! On Algorithmic Thinking, Art Education, and Re-Coding 好好想想,别搞砸了!论算法思维、艺术教育与再编码
IF 0.2 Q2 Arts and Humanities Pub Date : 2017-12-22 DOI: 10.7559/CITARJ.V9I3.458
F. Nake, Susan Grabowski
In conceptual art, the idea is not only starting point and motivation for the material work, it is often considered the work itself. In algorithmic art, thinking the process of generating the image as one instance of an entire class of images becomes the decisive kernel of the creative work. This is so because the generative algorithm is the innovative component of the artist's work. We demonstrate this by critically looking at attempts to re-construct works of early computer art by the re-coding movement. Thinking images is not the same as thinking of images. For thinking images is the act of preparing precise descriptions that control the machinic materialization of images. This kind of activity is a case of algorithmic thinking which, in turn, has become an important general aspect of current society. Art education may play an important role in establishing concrete connections between open artistic and more confined technological ways of thinking when thinking pro-gresses algorithmically.
在概念艺术中,观念不仅是物质作品的出发点和动机,它通常被认为是作品本身。在算法艺术中,将生成图像的过程视为一整类图像的一个实例,成为创造性工作的决定性核心。这是因为生成算法是艺术家作品的创新组成部分。我们通过批判性地观察通过重新编码运动重新构建早期计算机艺术作品的尝试来证明这一点。思考图像与思考图像不同。因为思考图像是准备精确描述的行为,控制图像的机械物化。这种活动是算法思维的一个例子,而算法思维又成为当今社会的一个重要的普遍方面。当从算法上进行思考时,艺术教育可能会在开放的艺术思维方式和更受限的技术思维方式之间建立具体联系方面发挥重要作用。
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引用次数: 2
Technology and Self-modification: Understanding Technologies of the Self After Foucault 技术与自我修正:理解福柯之后的自我技术
IF 0.2 Q2 Arts and Humanities Pub Date : 2017-12-22 DOI: 10.7559/CITARJ.V9I3.423
Rodrigo Hernández-Ramírez
Self-modification is an ancient human practice; however, for the first time in history, technology is enabling us to modify our lives not only at an existential or experiential level, but also at an informational level. This paper discusses Foucault’s concept of “technologies of the self” as well as some of its recent interpretations within contemporary philosophy of technology. It shows how ICTs have opened new dimensions for humans to transform their bodies, minds, and self-conception. It argues that while ‘traditional’ self-modification is being revolutionised and popularised by ICTs, these systems are also exposing us to potent, and unintentional forms of ontological tinkering. Ultimately, this paper shows how Foucault’s concept can serve as a valuable tool for understanding contemporary human-technology relations.
自我改造是一种古老的人类实践;然而,有史以来第一次,技术使我们不仅能够在存在或体验的层面上,而且能够在信息层面上改变我们的生活。本文讨论了福柯的“自我技术”概念及其在当代技术哲学中的一些最新解释。它展示了信息通信技术如何为人类改变身体、思想和自我概念开辟了新的维度。它认为,虽然“传统”的自我修改正在被信息和通信技术彻底改变和普及,但这些系统也让我们面临着强有力的、无意的本体论修补形式。最后,本文展示了福柯的概念如何成为理解当代人与技术关系的宝贵工具。
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引用次数: 10
Generative Theatre of Totality 总体性生成剧场
IF 0.2 Q2 Arts and Humanities Pub Date : 2017-12-22 DOI: 10.7559/CITARJ.V9I3.422
P. Veiga
Generative art can be used for creating complex multisensory and multimedia experiences within pre-determined aesthetic parameters, characteristic of the performing arts and remarkably suitable to address Moholy-Nagy’s Theatre of Totality vision. In generative artworks the artist will usually take on the role of an experience framework designer, and the system evolves freely within that framework and its defined aesthetic boundaries. Most generative art impacts visual arts, music and literature, but there does not seem to be any relevant work exploring the cross-medium potential, and one could confidently state that most generative art outcomes are abstract and visual, or audio. It is the goal of this article to propose a model for the creation of generative performances within the Theatre of Totality’s scope, derived from stochastic Lindenmayer systems, where mapping techniques are proposed to address the seven variables addressed by Moholy-Nagy: light, space, plane, form, motion, sound and man (“man” is replaced in this article with “human”, except where quoting from the author), with all the inherent complexities.
生成艺术可用于在预先确定的美学参数内创造复杂的多感官和多媒体体验,这是表演艺术的特征,非常适合Moholy-Nagy的整体剧院视觉。在生成艺术作品中,艺术家通常扮演体验框架设计师的角色,系统在该框架及其定义的美学边界内自由发展。大多数生成艺术影响视觉艺术、音乐和文学,但似乎没有任何相关的工作探索跨媒介的潜力,人们可以自信地说,大多数生成艺术的成果是抽象的、视觉的或音频的。本文的目标是在总体性剧院的范围内提出一种基于随机林登迈尔系统的生成表演创作模型,其中提出了映射技术来解决Moholy-Nagy所解决的七个变量:光,空间,平面,形式,运动,声音和人(“人”在本文中被“人”取代,除非引用作者),以及所有固有的复杂性。
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引用次数: 3
Interference Modalities for Interaction and Performance Design 交互与性能设计的干扰模式
IF 0.2 Q2 Arts and Humanities Pub Date : 2017-12-22 DOI: 10.7559/CITARJ.V9I3.431
Luís Eustáquio
While interactive media and its interfaces are susceptible to interference on technical and human dimensions, this is rarely considered by theoretical models found in the literature for describing or designing interactive settings and interfaces. This research explores modalities of interference as it affects agency in interactive and performative settings, by analysing a selection of artworks where this phenomenon becomes evident. As observed through the works discussed, modalities of interference redefine successful interaction as discovery of new potential, providing wider latitude for creative expression and collaborative engagement. Paths towards an aesthetics of interference are found on practical and conceptual levels. Challenges are identified, such as the difficulty in mastering highly variable interference, its cumulative increase, and the impossibility of anticipating the full spectrum of possible interference. As an agent for increased affordance generation and wider operational ability, on technical and cognitive levels, interference is demonstrated to be a factor of required consideration for a more informed observation and configuration of interactive and performative experiences.
虽然交互式媒体及其界面容易受到技术和人类层面的干扰,但文献中描述或设计交互式设置和界面的理论模型很少考虑这一点。这项研究通过分析一系列明显存在这种现象的艺术品,探讨了干扰在互动和表演环境中影响代理的方式。正如通过所讨论的作品所观察到的那样,干预模式将成功的互动重新定义为发现新的潜力,为创造性表达和合作提供了更大的自由度。通往干涉美学的道路是在实践和概念层面上找到的。发现了一些挑战,例如难以掌握高度可变的干扰,其累积增加,以及无法预测可能干扰的全谱。作为增加可供性生成和更广泛操作能力的媒介,在技术和认知层面上,干扰被证明是对互动和表演体验进行更知情的观察和配置所需考虑的因素。
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引用次数: 1
Editorial - CITAR Journal, Volume 9, No. 3 – Special Issue: xCoAx 2017 社论-中国国际贸易研究中心学报,第9卷第3期-特刊:xCoAx 2017
IF 0.2 Q2 Arts and Humanities Pub Date : 2017-12-22 DOI: 10.7559/citarj.v9i3.441
André Rangel,Mario Verdicchio,Miguel Carvalhais,Luísa Ribas
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引用次数: 0
Language Without Code: Intentionally Unusable, Uncomputable, or Conceptual Programming Languages 无代码语言:故意不可用、无可争辩或概念编程语言
IF 0.2 Q2 Arts and Humanities Pub Date : 2017-12-22 DOI: 10.7559/CITARJ.V9I3.432
Daniel Temkin
The esoteric class of programming languages, commonly called esolangs, have long challenged the norms of programming practice and computational culture. Esolangs are a practice of hacker/hobbyists, who don’t primarily think of their work as art. Most esolangs are experiential works; we understand the languages by writing code in them. Through this action, the logic of the language becomes clear. However, a smaller subset of esolangs make their point not through actively writing code, but instead by simply contemplating their rules. We can think of these esolangs as conceptual rather than experiential. Some are designed in such a way that they don’t allow any code to be written for them at all. By stepping away from usability, the conceptual esolangs offer the most direct challenge to the definition of programming language, a commonly used term which is surprisingly unspecific, and usually understood through utility, despite the fact that programming languages predate digital computers. This paper delves into the conceptual esolangs and looks at their challenge to the idea of programming languages.
深奥的编程语言类,通常被称为esolangs,长期以来一直在挑战编程实践和计算文化的规范。Esolangs是黑客/业余爱好者的一种实践,他们并不主要认为自己的作品是艺术;我们通过用语言编写代码来理解这些语言。通过这个动作,语言的逻辑变得清晰起来。然而,一小部分esolangs并不是通过主动编写代码来表达他们的观点,而是通过简单地思考他们的规则。我们可以把这些esolangs看作是概念性的,而不是经验性的。有些是这样设计的,它们根本不允许为它们编写任何代码。通过远离可用性,概念性的esolangs对编程语言的定义提出了最直接的挑战,尽管编程语言早于数字计算机,但编程语言是一个常用的术语,令人惊讶地不具体,通常通过实用性来理解。本文深入研究了概念性的esolangs,并探讨了它们对编程语言思想的挑战。
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引用次数: 4
Game of Translations: Virtual Community doing English Translations of Chinese Online Fiction 翻译游戏:中国网络小说英译的虚拟社区
IF 0.2 Q2 Arts and Humanities Pub Date : 2017-12-12 DOI: 10.7559/citarj.v9i1.263
R. Chan
Fan translations are an important part of global fan subculture activity, intensified especially through the new media platforms which connect producers and consumers all around the globe. One recent trend within this category is that of English translations of Chinese online fictions. It is a newly emerging form of activity which takes place on blogs connected through a blogroll. Through these channels, fans comprising blog moderators, translators, and readers can engage in exchanges which add value to the appreciation of literature. Thus, it can be imagined as a ‘virtual settlement’ (Jones, 1997) after Anderson (1983)’s ‘imagined community’. Within this community, a further observation can be made about the mechanics of this practice. Like a game, the fans act as players where they negotiate rules regarding the production of translations. Given the community-centric nature of these websites, my paper outlines the formation of ‘illusio’, or “agreed rules of the game”, a concept introduced by Bourdieu. This is operationalised using Jarvinen (2007)’s framework, locating the nine elements of a ‘gamified practice’ within the interactions of this community, known as Shusheng Bar.  The findings suggest that members of Shusheng Bar possess a shared history and connected future. The significance of this observation assists in understanding the dynamics of online subcultures.
粉丝翻译是全球粉丝亚文化活动的重要组成部分,尤其是通过连接全球生产者和消费者的新媒体平台。这一类别中最近的一个趋势是中国网络小说的英译。这是一种新兴的活动形式,发生在通过博客卷连接的博客上。通过这些渠道,包括博客主持人、译者和读者在内的粉丝可以进行交流,为文学欣赏增加价值。因此,它可以被想象为安德森(1983)的“想象社区”之后的“虚拟定居点”(Jones,1997)。在这个社区中,可以对这种做法的机制进行进一步的观察。就像游戏一样,粉丝们扮演着玩家的角色,就翻译的制作规则进行谈判。鉴于这些网站以社区为中心的性质,我的论文概述了“幻觉”或“商定的游戏规则”的形成,这是布迪厄引入的一个概念。这是使用Jarvinen(2007)的框架实现的,将“游戏化实践”的九个元素定位在这个社区的互动中,即Shusheng Bar。研究结果表明,书生酒吧会员有着共同的历史和未来。这一观察的意义有助于理解网络亚文化的动态。
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引用次数: 5
期刊
Journal of Science and Technology of the Arts
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