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gOd, mOther and sOldier: A Story of Oppression, Told through the Lens of AI 上帝,母亲和士兵:一个压迫的故事,通过人工智能的镜头讲述
Pub Date : 2023-01-17 DOI: 10.1162/leon_a_02365
Andrew Gambardella, Meeyung Chung, Doyo Choi, Jinjoon Lee
The authors present gOd, mOther and sOldier—Nowhere in Somewhere Series 2022, a work that was conceptualized and created by artist Jinjoon Lee and his TX Creative Media Lab at KAIST, realized through the remote cooperation of eight local collaborators across Southeast Asia. The authors used artificial intelligence-based object detectors and sonification techniques in a work of media art to symbolize the voicelessness of those at the margins of society in Southeast Asia. These algorithms and concepts, and the work as a whole, artistically demonstrate how marginalized people are misrepresented and misunderstood when interpreted out of context.
作者们展示的是由艺术家Jinjoon Lee和他在KAIST的TX创意媒体实验室概念化和创作的作品《上帝、母亲和士兵——无处可去的地方系列2022》,这是通过东南亚8位当地合作者的远程合作完成的。作者在一件媒体艺术作品中使用了基于人工智能的物体探测器和声音化技术,象征着东南亚社会边缘人群的无声。这些算法和概念,以及整个作品,艺术地展示了边缘化人群在断章取义时是如何被歪曲和误解的。
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引用次数: 0
The Metaverse, 2030: A Boring Virtual Future Averted by Inspired Entrepreneurs and Artists 2030年的虚拟世界:充满灵感的企业家和艺术家所避免的无聊虚拟未来
Pub Date : 2023-01-17 DOI: 10.1162/leon_a_02369
P. Friess, Alain Ruche
Metaverse, Metahype, Metafun—maybe all three, or even none? As of 2023, there were three billion gamers in the world. Among these, the gaming platform Roblox had nearly 55 million average daily users. Some gamers wanted to help solve real-world challenges, and a game developer could become a well-known futurist by addressing challenges with a global impact. However, instead of focusing on the whole picture, these initiatives concentrated on existential risks and remained “boringly” focused on climate change, financial crises, and other issues. Then, when Facebook rebranded as part of Meta Platforms, Inc., in October 2021, it made clear that we would henceforth need to live with the “metaverse.” Stemming from Neal Stephenson’s 1992 novel Snow Crash, in which the Metaverse was an urban virtual environment with avatars as inhabitants, it was praised as the successor to the Internet. Like an overarching architectural concept with a network of subsystems (or subverses), the Metaverse (Fig. 1) was implemented on several competing or coexisting private/business platforms. The XR (mixed reality) Metaverse community, combining virtual reality and augmented reality, involved fascinating people and was leading to collective intelligence, triggering the collective imagination. Millions of users entered a virtual world for playing, employment, and relationship-making: The online world was a “reality.”
Metaverse, Metahype, metafun——也许三者都有,或者什么都没有?截至2023年,全球共有30亿游戏玩家。其中,游戏平台Roblox拥有近5500万的日均用户。有些玩家想要帮助解决现实世界的挑战,而游戏开发者可以通过解决具有全球影响力的挑战而成为知名的未来主义者。然而,这些倡议并没有着眼于全局,而是专注于生存风险,并“无聊地”关注气候变化、金融危机和其他问题。然后,当Facebook在2021年10月更名为Meta平台公司(Meta Platforms, Inc.)的一部分时,它明确表示,从今以后,我们需要与“虚拟世界”共存。Metaverse是尼尔·斯蒂芬森1992年的小说《雪崩》(Snow Crash)的原型,在小说中,Metaverse是一个城市虚拟环境,化身为居民,被誉为互联网的接班人。就像一个具有子系统(或子)网络的总体架构概念一样,Metaverse(图1)是在几个竞争或共存的私有/业务平台上实现的。XR(混合现实)Metaverse社区结合了虚拟现实和增强现实,吸引了很多人,并引领了集体智慧,激发了集体想象力。数以百万计的用户进入了一个虚拟的世界来玩游戏、工作和建立关系:网络世界是一个“现实”。
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引用次数: 1
Scribe: Machine Learning, Parafiction, and the Perversion of Practice 抄写员:机器学习、规范和实践的扭曲
Pub Date : 2023-01-17 DOI: 10.1162/leon_a_02363
M. Dyer
Abstract Scribe (2022) is a choral work for three voices. It is a multidisciplinary project that encompasses paleography, machine learning, transcription, and performance. Furthermore, Scribe is a work of parafictional art where fact and fiction overlap, conventional practices of paleography and edition-making are playfully reconfigured, and supposed historical authenticity is employed as a compositional material. This paper describes the creative processes in the making of Scribe before evaluating aspects of the uncanny and material agency. It draws upon autoethnographic analysis before contextualizing this within the psychoanalytical criticism of philosopher Slavoj Žižek.
摘要《抄写员》(2022)是一部三声部合唱作品。这是一个多学科项目,包括古文学、机器学习、转录和表演。此外,《Scribe》是一部虚构和事实重叠的虚构艺术作品,旧书和版本制作的传统做法被顽皮地重新配置,假想的历史真实性被用作构图材料。本文描述了创作过程中的抄写,然后评估方面的不可思议和物质代理。在哲学家斯拉沃伊Žižek的精神分析批评之前,它借鉴了自我民族志分析。
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引用次数: 0
Epiphytic Memory: A Cognitive Assemblage of Plant-Human-Technology 附生记忆:植物-人类-技术的认知组合
Pub Date : 2023-01-17 DOI: 10.1162/leon_a_02367
Finn Petrie
Abstract Epiphytic Memory is an ongoing project motivated by the symbiotic homing relations of plants. The artist 3D-printed porcelain LIDAR scans of ancient trees from Aotearoa New Zealand’s southern rainforests, situating them in hybrid environments in Ōtepoti Dunedin as scientific interventions. These site-specific sculptures function both as memories and as potential bioscaffolds for new life. The project uses augmented reality to help viewers understand the depth of time involved within the work through an interactive gallery installation that simulates plant growth. In this article, the artist contextualizes the project through scientific research and Indigenous Māori thought on plant relations and intelligence. Multiple forms of sentience connect within the project, and the artist uses philosopher N. Katherine Hayles’s ideas of planetary cognitive ecology and cognitive assemblages to understand the ecological value of this connected sentience and how these connections might facilitate plant-human dialogues.
摘要附生记忆是植物共生归巢关系推动下的一项持续研究。艺术家3d打印陶瓷激光雷达扫描来自新西兰南部热带雨林的古树,将它们置于Ōtepoti达尼丁的混合环境中作为科学干预。这些特定地点的雕塑既可以作为记忆,也可以作为新生活的潜在生物支架。该项目使用增强现实技术,通过一个模拟植物生长的互动式画廊装置,帮助观众了解作品中涉及的时间深度。在这篇文章中,艺术家通过科学研究和土著Māori对植物关系和智慧的思考,将这个项目置于语境中。在这个项目中,多种形式的感知连接在一起,艺术家使用哲学家n·凯瑟琳·海尔斯(N. Katherine Hayles)关于行星认知生态学和认知组合的想法来理解这种连接的感知的生态价值,以及这些联系如何促进植物与人类的对话。
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引用次数: 0
In-Habitant: An Inquiry into a Non-Dualistic Duality of Human and Nonhuman 居住者:对人与非人的非二元性的探究
Pub Date : 2023-01-17 DOI: 10.1162/leon_a_02370
U. Tasa
Abstract In-Habitant is an art and life project based on artist Umut Tasa’s decadelong encounters with urban wildlife. It is a quest to utilize art as a research method to contemplate her memories, nature discoveries, audiovisual records, and archive of haiku and prose through a body of artworks. These artworks bring together the corporeality of nonhumans with their digital re-presentation and literary text with creative coding. The author inquires into dualistic and nondualistic ontological approaches to human-nonhuman relations in urban settings.
In-Habitant是一个艺术和生活项目,基于艺术家Umut Tasa与城市野生动物长达十年的接触。这是一种利用艺术作为研究方法的探索,通过艺术作品来思考她的记忆、自然发现、音像记录、俳句和散文档案。这些艺术作品将非人类的物质性与数字再现结合在一起,将文学文本与创造性编码结合在一起。作者探讨了二元和非二元的本体论方法在城市设置的人与非人的关系。
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引用次数: 0
Reflections on Light: Developing New Methods for Producing Anamorphic Sculpture 光的反射:发展变形雕塑的新方法
Pub Date : 2023-01-17 DOI: 10.1162/leon_a_02368
Louise H. Pratt, Andrew Johnston, N. Pietroni
This paper presents novel catoptric anamorphic sculptures made possible by the development of bespoke software. The authors detail the production of a catoptric anamorphic sculpture involving a concave mirror and examine the audience’s experience. The reflections the mirror creates are described as being holographic. This effect is known as a ‘real image’ and only occurs using a concave mirror. The authors present the digital tools they have developed to facilitate anamorphic artistic production and extend the limits of what has been achieved in the past. They end with an outline of future work, including glass lenses, and propose using video projection mapping.
本文介绍了新型反射变形雕塑,使定制软件的发展成为可能。作者详细介绍了一个涉及凹面镜的反射变形雕塑的制作,并考察了观众的体验。镜子产生的反射被描述为全息的。这种效果被称为“实像”,只有使用凹面镜才能产生。作者介绍了他们开发的数字工具,以促进变形艺术生产,并扩展了过去已经取得的成就的限制。他们最后概述了未来的工作,包括玻璃镜片,并建议使用视频投影映射。
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引用次数: 0
Be More Conceptual Regarding Non-Fungible Tokens (NFTs) as Art 更概念化地看待不可替代代币(nft)作为艺术
Pub Date : 2023-01-17 DOI: 10.1162/leon_a_02366
Kensuke Ito
Abstract This statement presents the author’s proposition—“Let’s be more conceptual!”—in response to the attempt to interpret Non-Fungible Tokens (NFTs) as contemporary art. In the context of NFTs, this opinion has the significance of finding artistry in the underlying decentralized autonomous consensus-building, and in the context of contemporary art, it has the significance of leading to the revival of early conceptual art. The second half of this statement covers the novelty and feasibility of this opinion, referring to precedents in art and engineering.
这句话提出了作者的主张——“让我们更加概念化!”——以此回应将非可替换代币(Non-Fungible Tokens, nft)解读为当代艺术的尝试。在nft的语境中,这种观点具有在底层去中心化的自主共识中寻找艺术性的意义;在当代艺术的语境中,这种观点具有引导早期观念艺术复兴的意义。这句话的后半部分涵盖了这种观点的新颖性和可行性,参考了艺术和工程方面的先例。
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引用次数: 0
Lessons from the Harrisons 哈里森夫妇的教训
Pub Date : 2023-01-17 DOI: 10.1162/leon_a_02364
Janeil Engelstad
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引用次数: 0
Act of Fiction: Simultaneously Experienced Multiple Perspectives of (Un)reality When Engaging with Narrative-Based Art 虚构的行为:当参与基于叙事的艺术时,同时体验(非)现实的多重视角
Pub Date : 2023-01-17 DOI: 10.1162/leon_a_02362
Einat Amir, J. Sofaer, Mikko Sams
Abstract The authors propose a new conception of the mechanism that occurs during a narrative-based art experience—the “Act of Fiction.” They claim that there is no “suspension of disbelief” but rather something more similar to our decision-making systems, enabling us to simultaneously be present in the real and the unreal (fictional). The article’s first part contains a narrative account in which an Act of Fiction takes place; it exemplifies what it also describes. The second part provides an analysis of this phenomenon through a review of current literature and our position on it. The third part proposes an outline for a primary examination of what might be happening in the brain in the experience of an Act of Fiction. The authors conclude by suggesting directions for future research.
作者提出了一种新的概念,即发生在基于叙事的艺术体验过程中的机制——“虚构行为”。他们声称,不存在“暂停怀疑”,而是更类似于我们的决策系统,使我们能够同时存在于现实和虚幻(虚构)中。文章的第一部分包含了一个虚构行为发生的叙述;它举例说明了它所描述的内容。第二部分通过对当前文献的回顾和我们对此的立场,对这一现象进行分析。第三部分提出了一个大纲,用于初步检查在小说行为的体验中大脑中可能发生的事情。作者最后提出了未来研究的方向。
{"title":"Act of Fiction: Simultaneously Experienced Multiple Perspectives of (Un)reality When Engaging with Narrative-Based Art","authors":"Einat Amir, J. Sofaer, Mikko Sams","doi":"10.1162/leon_a_02362","DOIUrl":"https://doi.org/10.1162/leon_a_02362","url":null,"abstract":"Abstract The authors propose a new conception of the mechanism that occurs during a narrative-based art experience—the “Act of Fiction.” They claim that there is no “suspension of disbelief” but rather something more similar to our decision-making systems, enabling us to simultaneously be present in the real and the unreal (fictional). The article’s first part contains a narrative account in which an Act of Fiction takes place; it exemplifies what it also describes. The second part provides an analysis of this phenomenon through a review of current literature and our position on it. The third part proposes an outline for a primary examination of what might be happening in the brain in the experience of an Act of Fiction. The authors conclude by suggesting directions for future research.","PeriodicalId":93330,"journal":{"name":"Leonardo (Oxford, England)","volume":"50 1","pages":"374-378"},"PeriodicalIF":0.0,"publicationDate":"2023-01-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83753025","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Sound of Ikebana: Fluid Artwork Created under Zero-G Using Parabolic Flight 花道之声:利用抛物线飞行在零重力下创作的流体艺术品
Pub Date : 2023-01-09 DOI: 10.1162/leon_a_02360
N. Tosa, A. Yamada, Yunian Pang, S. Toba, Azusa Ito, Takashi Suzuki, Ryohei Nakatsu
Abstract The authors, led by artist Naoko Tosa, discuss their collaboration on the video artwork Sound of Ikebana, made by applying sound vibration to fluid and shooting it with a high-speed camera. To study the fluid’s shape under zero gravity the authors experimented with generating the artwork under weightlessness achieved through parabolic flight. The authors confirmed that a new shape significantly different from the one created under normal gravity is created. A three-dimensional artwork was also generated by shooting the phenomenon from multiple viewpoints.
以艺术家土佐直子(Naoko Tosa)为首的作者讨论了他们在视频作品《花花之声》(Sound of Ikebana)上的合作,他们将声音振动应用于流体,并用高速摄像机拍摄。为了研究流体在零重力下的形状,作者实验了在通过抛物线飞行实现失重的情况下生成艺术品。研究人员证实,形成了一个与正常重力下形成的形状明显不同的新形状。通过从多个视点拍摄这一现象,也产生了一个三维的艺术品。
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引用次数: 0
期刊
Leonardo (Oxford, England)
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