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ISEA2016 Hong Kong CULTURAL R>EVOLUTION

Proceedings of the 22nd International Symposium on Electronic Art


Editor: Dr. Olli Tapio Leino
Co-Editors: Dr. Damien Charrieras, Dr. Kimburley Choi, Dr. Daniel
Howe, Dr. David Jhave Johnston, Dr. Hanna Wirman
Cover Design: Trilingua

Copyright 2016 c All rights reserved by the Individual Authors,


School of Creative Media City University of Hong Kong, and ISEA
International.

No part of this publication may be reproduced, stored in a retrieval


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Published by: School of Creative Media, City University of Hong Kong


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ISBN: 978-962-442-397-6
Artistic Director
Prof. Jeffrey Shaw
School of Creative Media
City University of Hong Kong

Co-Director
Prof. Cees de Bont
School of Design
The Hong Kong Polytechnic University

Symposium Director & Conference Chair


Dr. Olli Tapio Leino
School of Creative Media
City University of Hong Kong

Satellite Events Director


Ms Ellen Pau
Microwave
Conference Co-Chair, Chair of Workshops Dr. Hanna Wirman
School of Design
The Hong Kong Polytechnic University

Chair of Juried Exhibition Dr. Daniel Howe


School of Creative Media
City University of Hong Kong

Curator of Juried Exhibition Dr. Harald Kraemer


School of Creative Media
City University of Hong Kong

Co-Curator of Juried Exhibition Mr. Kyle Chung


School of Creative Media
City University of Hong Kong

Chair of Artist Talks / Work-in-Progress Presentations Dr. Damien Charrieras


School of Creative Media
City University of Hong Kong

Chair of Performances Dr. David Jhave Johnston


School of Creative Media
City University of Hong Kong

Chair of Events in Public Space Mr. Tobias Klein


School of Creative Media
City University of Hong Kong

Chair of Special Events Prof. Maurice Benayoun


School of Creative Media
City University of Hong Kong

Chair of Satellite Events Ms Joel Kwong


Microwave

Co-Chair of Satellite Events Dr. Isaac Leung


Videotage

Chair of Artist Residency Programme Ms Yidi Tsao


Videotage

Chair of Social Programme Dr. Charlotte Frost


School of Creative Media
Co-organized by:
Contents

Preface and Acknowledgements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ix


Topics and Track Chairs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xi

I Full Papers (peer-reviewed) 1


1 Aesthetics of Adaptive Behaviors in Agent-based Art. Sofian Audry . . . . . . . . . . . . . . . . . . . . . . 2
2 Paradoxical Bodies: Animal Human and Machine Hybrids. Ingrid Bachmann . . . . . . . . . . . . . . . . 10
3 The Condition. Towards Hybrid Agency. Laura Beloff and Jonas Jrgensen . . . . . . . . . . . . . . . . . 14
4 The Virtual Thematic Route Emil Ben i From Experience to Infinity. Lavoslava Ben i . . . . . . . . . 20
5 Evaluating Art Hacking Events Through Practice. Victoria Bradbury and Suzy OHara . . . . . . . . . . . 27
6 Ideational Drawing as a Foresight Method in Designing Future States of Objects. Slavica Ceperkovic . . . . 36
7 Digital Musicianship Training for Classically Trained Music Students in a Laptop Orchestra. Lee Cheng . . . 40
8 The Impoverished Image: Online Video Art Exposure. Maria Fedorova, Thecla Schiphorst, and Kate Hen-
nessy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
9 Plasticity and Feedback: Schemas of Indetermination in Cybernetics and Art. Ksenia Fedorova . . . . . . . 51
10 The Algorithmic as Agonistic Agency: Approaches on Experimental Design, the Politics of Codes, and Post-
Anthropocentric Paradoxes in (Media) Cultures. Diego Gomez Venegas . . . . . . . . . . . . . . . . . . . . 59
11 The Familiar: Technology-being-with-us. Indae Hwang, and Mark Guglielmetti, and Vince Dziekan . . 65
12 Expressive Experiments : Art and Particle Physics. Chris Henschke . . . . . . . . . . . . . . . . . . . . . . 72
13 Transcoding Nang Talung: An Animated Adaptation of Thai Shadow Play. Chanya Hetayothin . . . . . . . 77
14 How the Traditional Chinese Idea of Time and Space Can Be Applied through Digital Moving Images. Keung
Hung . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
15 Alien Aesthetics: Xenofeminism and Nonhuman Animals. Bogna Konior . . . . . . . . . . . . . . . . . . . 88
16 Touch as Techne: Pulse Reading as Interface. Michelle Lewis-King . . . . . . . . . . . . . . . . . . . . . . 93
17 Simondons Concept of the Image: At the Junction of the Technological and the Animal. Andreia Machado
Oliveira and Felix Rebolledo Palazuelos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
18 Occult Computing for Artists: An introduction. Nancy Mauro-Flude . . . . . . . . . . . . . . . . . . . . . 108
19 Using Expressive Musical Robots: Working with an Ensemble of New Mechatronic Instruments. Jim Murphy,
Dale A. Carnegie, and Ajay Kapur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
20 Starcraft II and Chinese Scroll Painting: Narrative Ideas for RTS Computer Games. Peter Nelson and E. H.
Macmillan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
21 Arcade Videogame Interface Aesthetics. Kieran Nolan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
22 Connecting Indigenous Cultures to Design Pedagogy. Nan OSullivan . . . . . . . . . . . . . . . . . . . . . 135
23 Intimate Technologies: The Ethics of Simulated Relationships. Stacey Pitsillides and Janis Jefferies . . . . 144
24 This is a techno-necklace from my great grandmother: Animism-Inspired Design Guidelines for Digitally
Ensouled Jewellery. Doros Polydorou, Kening Zhu, Alexis Karkotis, Antje Illner, and Nicola De Main . . 152
25 On-line Film Circulation in China: The Case of Youku Tudou as a Creative Corporate Soft Power Champion.
Patrice Poujol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
26 FileLife: Kurenniemi and the Question of Living Archives. Eivind Rssaak . . . . . . . . . . . . . . . . . . 173
27 Ulysses Pact: Metagenomic Entanglements. Clarissa Ribeiro . . . . . . . . . . . . . . . . . . . . . . . . . 179
28 Building like Animals: Using Autonomous Robots to Search, Evaluate and Build. Stanislav Roudavski . . . 185
29 A Double Dtournement in the Classroom: HK Protest Online Game as Conceptual Art. James Shea . . . . 190
30 Reading Digital Art in the Age of Double-Coding. Roberto Simanowski . . . . . . . . . . . . . . . . . . . 199
31 Between Decay and Preservation: A Personal Approach to Media Art Archiving. Christa Sommerer and
Laurent Mignonneau . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204

Proceedings of the 22nd International Symposium on Electronic Art ISEA2016 Hong Kong. xv
Contents

32 Microtemporality: At the Time when Loading-in-progress. Winnie Soon . . . . . . . . . . . . . . . . . . . 209


33 Techno Sex in Art: Mating Man and Machine In the Solve et Coagula Experiment. Stahl Stenslie . . . . . . 216
34 CASH RULES EVERYTHING AROUND ME: Reading the Recuperation of Hip-Hop through Rancires
Political Aesthetics and Attalis Distinguishing of Signal and Noise. Minka Stoyanova and Ariel Huang . . 223
35 Media-Aesthetic Expressions of Worldly Sympathy. The Illuminations of Le Tricolore. Tanya Sndergaard
Toft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231

II Short Papers (peer-reviewed) 241


36 Performing Identity Through Wearable Sensing. Camille Baker and Kate Sicchio . . . . . . . . . . . . . . 242
37 Semiotics of Glitch Artistic Practice. Griffin Byron . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246
38 Re-enacting And Open Sourcing As Metxhods For Experiencing Programmed Art Utopia. Serena Cangiano,
Davide Fornari, and Azalea Seratoni . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 250
39 Chasing After the Mixer. Damien Charrieras and Olaf Hochherz . . . . . . . . . . . . . . . . . . . . . . 253
40 The Role of Eye Contact and Spectatorship in Interactive Installations. Ka Wa Cheung . . . . . . . . . . . . 255
41 Framing a Critique of Reality Based Games. Hugh Davies . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
42 Noise &/as Nervousness: Gertrude Stein in the Interface. Jane Frances Dunlop . . . . . . . . . . . . . . . . 262
43 The Uncanny Signal. Alan Dunning and Paul Woodrow . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267
44 Symmetry: Breaking Through the Looking Glass. Douglas Easterly . . . . . . . . . . . . . . . . . . . . . . 271
45 Posthumanism, New Materialism and Feminist Media Art. Mara Fernndez . . . . . . . . . . . . . . . . . 275
46 Foundations of a Design Framework for DIY Nomadic Public Screens. Claude Fortin . . . . . . . . . . . . 279
47 The Anomaly: Noise, Ghosts and the Multiverse. Jane Grant . . . . . . . . . . . . . . . . . . . . . . . . . 283
48 An Origin of Interactive Art: Nam June Paiks Progressive Musical Instruments. Byeongwon Ha . . . . . . . 286
49 The Unstable Characters: Reading of Chinese Text-based Digital Works. Yue-Jin Ho . . . . . . . . . . . . . 290
50 Posthuman Vision. Ingrid Hoelzl and Rmi Marie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 294
51 Flip the Book Flip the Memories: a Case Study of Multimodal Interaction for the library located in Macao
World Heritage site. Mei-Kei Lai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297
52 Cyber Terrorism in name of Cyber Activism: Discomfort in looking at some derivative works in recent Hong
Kong. Wing Ki Lee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 301
53 Somplexity An Experiment of Posthumanist Platonic Sex. Kok Yoong Lim, Wonseok Choi, Sojung
Bahng, and Joonsung Yoon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 305
54 Music in Print, How Publishing Has Been Able to Flirt with Music. Alessandro Ludovico . . . . . . . . . . 309
55 De-schooling Product Design Education, an Experimental Physical Approach. Tommaso Maggio . . . . . . 313
56 A Webcam Interface for Somatic-Technological Dance Experiences. Joana Martins, Todd Cochrane, Isabel
Valverde, and Ana Moura Santos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 319
57 Convergence and Divergence: A Conceptual Model for Digital Serendipitous Systems. Ricardo Melo and
Miguel Carvalhais . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323
58 Going beyond the Glitch Art. Critical Glitch Studies as a New Research Paradigm for Analyzing Post-digital
Technologies. Lukasz Mirocha . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 327
59 Vernacular Sound: System for Soundscaping of Everyday Objects. Joo Young Oh, Ju Young Lee, You Jin
Lee and Kwang Yun Wohn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 330
60 Noise Responsive Systems: How Do Those Change the Infrastructure of the Institution? Laura Plana Gracia 334
61 Hearing Blind as a New Interface for Exploring the Urban Soundscape. Eric Powell and Matthew Griffin . 338
62 AURALROOTS: Cross-modal Interaction and Learning. Jillian Scott . . . . . . . . . . . . . . . . . . . . . 340
63 Artistic Technology: Coded Cultures, Making and Artistic Research. Matthias Tarasiewicz . . . . . . . . 344
64 A Daydreamer of Someone Elses Dreams, A Theoretical Framework for the Future Web. Francisco Gerardo
and Toledo Ramirez . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 347
65 Exploring the Medium. The Indexical Function of Artistic Photomicrography Made by the Scanning Electron
Microscope. Anastasia Tyurina . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 352
66 Joke Lanz is Spinning the Records Analysis and Graphical Representation of an Improvised Concert of
Experimental Turntablism. Karin Weissenbrunner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 356

xvi Proceedings of the 22nd International Symposium on Electronic Art ISEA2016 Hong Kong.
Contents

67 Cultivating More-than-Human Lifeworlds: Laudatio on Indigenous Fermentation, Smell and Metabolic Power
Grids. Markus Wernli . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 360
68 An Interactive Mnemonic Space For Jodi.org: The Process of Re-exhibiting. Karin de Wild . . . . . . . . . 365
69 Augmented Reality as Experimental Art Practice: from Information Overlay to Software Assemblage. Rewa
Wright . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 369
70 Digital Confucianism: a Confucian Take on Computation and Algorithm. Mi You . . . . . . . . . . . . . . . 374

III Panels (peer-reviewed) 379


71 Gigantic: Mediation Beyond Surface. Rachel Armstrong, Sarah Kenderdine, Maurice Benayoun, Mike
Phillips, Scott Hessels, and Sven Travis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 380
72 Data Natures: The Politics and Aesthetics of Prediction through Variability. Susan Ballard, Jo Law, Teodor
Mitew, and Jo Stirling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 386
73 (Re)volting data. Tarsh Bates, Jaden J. A. Hasting, Helen Pritchard, Jane Prophet, and Gillian Wylde . 391
74 Games and Gaming in China. Peichi Chung, Ling-Yi Huang, and Bjarke Liboriussen . . . . . . . . . . . 395
75 Computer Programming Education and Creative Arts. Bryan Chung Waiching, Pong Lam, and Winnie Soon399
76 Rapid Response Art History: Tools and Techniques for a Fast-Changing Art World. Sarah Cook, Charlotte
Frost, Edwin Coomasaru, Louise Shannon, and Morgan McKeehan . . . . . . . . . . . . . . . . . . . . 401
77 Emerging Platforms for Artist Interaction. Andrew Demirjian, Ellen Pearlman, Xtine Burrough, Cassini
Nazir, Heidi Boisvert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 404
78 Software Literacy and the Creative Industries. Greg Giannis, Hugh Davies, Victoria Moulder, and Murray
Mckeich . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 406
79 Divergent Generative Art Practices. Dejan Grba, Vladimir Todorovi, Tatjana Todorovi, Andreas Schlegel,
and Melentie Pandilovski . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 408
80 The Peoples Smart Sculpture - PS2. Martin Koplin, Igor Nedelkovski, and Kari Salo . . . . . . . . . . . 414
81 Can Non-anthropocentric Relationships Lead to True Intimacy with Technology? Anastasios Maragiannis,
Janis Jefferies, Stacey Pitsillides, and Ghislaine Boddington . . . . . . . . . . . . . . . . . . . . . . . . . 420
82 E-discourse in Online Networked Communities: Structure, Timing, Tone, and Affect. Timothy Murray, Re-
nate Ferro, Maurice Benayoun, and Randall Packer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 423
83 The Affect of Quantum Phenomena on Media Art. Mike Phillips, Chris Henschke, Frederik De Wilde, and
Paul Thomas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 426
84 Livestreaming in Theory and Practice: Four Provocations on Labour, Liveness and Participatory Culture in
Games Livestreaming. Emma Witkowski, Daniel Recktenwald, James Manning, and Zhang Dino Ge . 429

IV Posters 433
85 Collaborative Expression Program by Creating Digital Storybooks.Taeko Ariga, Koichi Mori, and Takehisa
Mashimo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 434
86 In Search for DomoNovus: Speculations on the New Home. Stavros Didakis . . . . . . . . . . . . . . . . . 435
87 Stories of Solidarity. Glenda Drew, Jesse Drew, and Jack Leng . . . . . . . . . . . . . . . . . . . . . . . . 436
88 MVP: An Automatic Music Video Producer. Jianyu Fan, William Li, and Philippe Pasquier . . . . . . . . 437
89 Natural Material in Interactive Art. Byeongwon Ha . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 438
90 Nagakute Yuimaaru Website. Haruo Ishii . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 439
91 AS IF You Are Suffering in Silence: An Interactive Installation as Empathy Tool for Chronic Pain. Weina
Jin, Servet Ula , Xin Tong, Diane Gromala, and Chris Shaw . . . . . . . . . . . . . . . . . . . . . . . . . 440
92 Q- quanta of sound. Paola Lopreiato and Alfonso Belfiore . . . . . . . . . . . . . . . . . . . . . . . . . . 441
93 Faux Pas Lee Nutbean . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 442
94 Touchology: Exploration of Empathetic Touch Interaction with Plants for Well-being. Jinsil Hwaryoung Seo,
Annie Sungkajun, Tiffany Sanchez, and Jinkyo Suh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 443
95 Structural Montage for Immersive Cinema an Experiment in Transposing Fulldome to VR. Clea T. Waite 444

V International Programme Committee 447

Proceedings of the 22nd International Symposium on Electronic Art ISEA2016 Hong Kong. xvii
Part I

Full Papers (peer-reviewed)

1
The Algorithmic as Agonistic Agency:
Approaches on Experimental Design, the Politics of Codes, and Post-
Anthropocentric Paradoxes in (Media) Cultures.
Diego Gomez Venegas
Department of Design, Faculty of Architecture and Urbanism, University of Chile
diegogomez@uchilefaul.cl

Abstract cultures that populate this vast planet of ours. In our


This paper presents a theoretical discussion, as well as an particular position from the last southern tip of the
experimental design approach to the modes in which Americas, the perpetual influence of European
algorithmic media influences, in a confrontational manner, the colonization gave us, for example, the epistolar exchange
configuration of contemporary cultures. Thus, the first section between the Monarchy and local administrations, the
seeks to introduce key media archeological questions, by Roman legal system, epic poems as The Araucaniad,
displaying some aspects of Wolfgang Ernsts and Friedrich encyclical letters, annals, enciclopedias, and of course
Kittlers work. Then, the second section, is devoted to more connected to the local authenticity the twentieth
articulate possible connections between the first section and century South American poetry and novel. Nonetheless,
Bruno Latours perspective on science and technology studies all of these media, so to speak, are heavily structured by
and their relation to art and design. The third section shows
how experimental design approaches can constitute the creative
the symbolic code of language, and thus it is how the
argumentation for all the previously discussed issues, by agency of telling has been the sovereign along the
presenting two case studies that have emerged specifically maturation of these modern cultures. In that sense, it
around the questions that sustain this article. Finally, the text wouldnt be nonsense to point out that since culture has
closes with a brief discussion about the possibilities the papers been mobilized and developed through media, culture
subject matter has to offer as an area for research-creation. itself would be a media code. But lets reserve this last
thought for later.
While the languages of telling are unquestionably a
Technical Media and the Agonistic central object of modern cultures, it is also true that at
Condition of Culture the same time, we cannot avoid the fact that in many
occasions telling also involves counting. The german
The role of technical media within culture please media theorist, Wolfgang Ernst, reminds to us about the
allow me to speak in general and abstract terms for now role of annals in medieval European cultures, which
has always been connected, in one way or another, to combined the task of narrating stories with the act of
the structure and nature of culture itself. Nonetheless, counting time, by telling and listing the events that took
nowadays it seems difficult to find a clear dividing line place in a specific period of time; commonly, a year.
between the spheres of technical media on the one hand, Hence, annals were indeed media for telling and
and culture on the other, and thus really noticing what counting things, and to a some extent, for counting time
would be such structure and nature. In that sense, it has as well [2]. As Ernst puts it, many European languages
been the realm of media studies; and more particularly reflected this hybrid possibility: The conjunction
its branch connected to the method known as media between telling stories and counting time is more than
archeology; the one in charge of inquiring about the just a word game: verbs like conter, contar, reccontare,
evolution and development of the assemblies between erzhlen, and to tell, are testimonies to a way of
media and culture along history, showing to us how the perceiving realities that oscillates between narrative and
latter cultures, which originally were built around statistics [3]. This is particularly compelling for us since
languages for telling, are now confronted to the in Spanish, contar is used nowadays indistinctly for
emergence of logical machines, which at the end, have verbal qualitative expression, as well as for verbal
brought a predominance of languages for counting [1]. quantitative enumeration. Contrary to cultures where this
Thus, by witnessing such collision, we also witness the conceptual hybridity actually corresponds to an archaic
fundamental aspect of media cultures: their agonistic use of the words in question, it is to be expected that in
condition. South America, where annals are still around [4], the
Undoubtedly, the symbolic nature of written languages double meaning of the verb contar remains in common
has governed the growth and development of the many use.

Proceedings of the 22nd International Symposium on Electronic Art ISEA2016 Hong Kong. 59
Part I. Full Papers (peer-reviewed)

However, in spite of this hybrid meaning, the reader and philosopher, Bruno Latour, affirms that what has
may agree with me on the following: in modern cultures been called the social does not exist in the terms through
and I am referring the Latourian approach to modern which it has been described so far, but alternatively, that
here [5], every meaning was still processed by the what does exist, are networks of constant associations
symbolic code of languages of telling, that is to say; between actors and the collectives they configure. More
letters, words, sentences, punctation, grammar, etc. precisely, Latour says that those networks and collectives
Therefore, a collision, either important or negligible, are formed by a very diverse nature of actors, which in
between the logics of telling and counting still remained. no case are only human, but rather, human and non-
A confrontation between the agencies of telling and human. This has been particularly interesting for us
counting, or zhlen versus erzhlen [6] as Ernst has put because invites to reconsider what society is, by
it. But, just as we all are aware of, that processing understanding that it is not anymore an anthropocentric
balance started to change when electronic machines first, complex, or more accurately, that it never was; just as
and algorithmic machines later, became part of the code Latour argued in an earlier book titled We Have Never
for processing the meaning of peoples ideas and actions. Been Modern [12], where he sets up the cornerstone of
Then, cities and their infrastructure were one of the first his critique on the epistemic asymmetries that has
evidences of this shift, where human expression and the governed modern cultures. In sum, Latours thought
narration of stories moved to a new code materialized by points out that the networks of associations shaping
telegraph networks, radio waves and antennas, telephone society and culture are formed besides humans by
lines, relays, and receivers, and of course, television the natural and artificial spheres, and that inside the
broadcasting and the sound-image reproductor. Thus, by latter, objects too must be consider as bearers of agency
abandoning the book, so to speak, human knowledge and and because of that, also mediators in the ways we
culture put an end to the monopoly of writing, while at humans know the world.
the same time they gave the city a (new) media quality. Consequently, it is possible to sustain a media
In the same way, Friedrich Kittler tells us (ironically) in archeological analysis supported by this Latourian view
his essay titled The City is a Medium [7], how cities can on science and technology studies too, where objects
be understood as media, explaining how technological gain a new quality, becoming a key actor of
infrastructure and networks grant cities the power to contemporary cultures. Actually, it is based on Latours
store, transmit, and process diverse kinds of information: concept of object-oriented democracies, that I have
allowed myself to propose the idea of an object-oriented
What to passers-by seems like growth run amok or culture, as a way to initiate a dialogue with the aspects
entropy is technology that is to say, information. discussed in the previous section, where Ernsts and
Ever since it has become impossible to survey cities Kittlers thoughts have been determinant. Thus, when I
from a cathedral tower or a castle, and ever since say hardware societies, I am of course referring to this
walls and fortifications have ceased to contain them, attention to objects as the bearers of agencies like the
cities have been traversed and connected by a language of counting. However, the word bearer should
network of innumerable networks, also (and not constitute here a way to confuse the role of objects
specially) at their margins, points of tangency, and with that of intermediaries, because under our gaze, and
frayed edges. [8] as it was said before, objects must be seen only through
the symmetrical lens of post-anthropocentric cultures, for
What is also interesting at this point, is that a soft thus being able to recognize their condition as actors
processing system as the language of telling that is to which mediate in a direct way on the public affairs [13].
say, writing led to a hard technical complex to mediate This is so, because when objects become active and
information, and through that, knowledge. Accordingly, permanent actors of societies and cultures, they of course
it is possible to argue now that culture passed from being participate too of the political issues that concern to us
a soft system, to be mainly a material one. That is why, I all.
believe, scholars as Kittler have affirmed that there is no In an essay titled From Real Politik to Dingpolitik - An
software anymore, by considering that at the bottom, Introduction to Making Things Public [14], Latour
contemporary cultures rest over hardware [9]. And at the argues in favor of reconsidering political and social
end, this is also part of the agonistic or rather structures by including objects and things in the center of
confrontational condition I mentioned at the beginning of any contemporary debate. According to his perspective,
this essay, because the textual intelligences that gave we must overcome the modern view which considered
birth to the old modern cultures, are now constantly that every epistemic event was based on matters of fact,
confronted by the mathematical processing that is to structuring thus human knowledge through an
say, the language of counting of hardware societies. In asymmetrical and anthropocentric judgement of
other words, [h]uman beings, having created logical phenomena. On the contrary, says Latour, contemporary
machines, have created a discontinuity with their own times show that the events that are relevant to us all, are
cultural regime [10]. configure by a symmetrical participation of actors where
the non-human kind plays an irrefutable role in the way
our presence in this planet develops. In that sense, the
An Object-Oriented Culture French scholar points out that Things are the central
element around which societies and cultures assemble,
In his book Reassembling the Social: An Introduction to
arguing upon the etymological root of the concept,
Actor-Network-Theory [11], the French anthropologist related to the German word Ding whose meaning refers

60 Proceedings of the 22nd International Symposium on Electronic Art ISEA2016 Hong Kong.
The Algorithmic as Agonistic Agency: Approaches on Experimental Design, the Politics of Codes, and
Post-Anthropocentric Paradoxes in (Media) Cultures. Diego Gomez Venegas

to the matters of concern that shape our interests and the the modes these things are designed. Consequently, I
modes in which we gather around what is at issue. This think design must be re-situated now as a highly
discussion is important, because this matters of concern technical cultural practice with strong epistemic impact,
that is to say, things are configured in material whose value resides in its quality as mediator within the
presence as objects; or in more Kittlerian words, as issues I have discussed so far in this essay. In that sense,
hardware; sustaining what matters and thus gathering Bruno Latours article, A Cautious Prometheus: A few
people publicly around them. Hence, the polis of this steps toward a philosophy of design (with special
hardware society regains its status as the center of the attention to Peter Sloterdijk) [18] offers a very
political and ontological debates, specially if one interesting perspective on how every kind of designer
considers that now the artificial sphere these objects should now reconsider her or his activity, as a constant
has its own agenda, so to speak; that agency based on the and critical re-design of the matters of concern that affect
techno-mathematical intelligence I have called so far the to us all. In a similar path, the German historian of
language for counting but from now on, I shall call the science and media technologies, Wolfgang Schffner, has
algorithmic. also argued that designs scope should be reevaluated in
Following the aforementioned reasoning, another attention to the contemporary scientific revolution whose
crucial component of this discussion emerges in front of main catalyzer either on the technical or media-
us; while Latour assures that humans and their interests epistemic aspects is design [19]. All this is crucial;
gather around matters of concern, he also says that these particularly after taking into account everything that has
reunions do not happen thanks to common and shared been discussed in these pages; because it pushes us, in
interests, but all the contrary, because of the concerns the end, to understand now design as mode to re-
that confront and divide us. This is of course a socio- configure science and then culture or in other words,
political argument but also an epistemic one, since it as a cautious and Promethean form of cultural critique.
relates to the modes we know things, whose
materialization, as I have mentioned already, are objets;
and these objects this hardware are at the same time Approaches from an Experimental Design
the media through which we humans know the culture Perspective
that shapes our world. Thus, I wonder what if this
societies of hardware have installed a dual agonistic Although the discussion about designs creative-
condition in culture; first, the one suggested by Latour epistemic possibilities has been around for at least eleven
where things and objects gather us around them because years now, there are not many initiatives explicitly
of the divergent interests we have for them, while they dedicated to develop a systematic research around this
still behave governed by agencies that are naturally matter. A few cases I am aware of, are the Royal College
human that is to say, ruled by languages for telling, as of Artss Design Interactions program, which founded by
it would be the case of a Republics Constitution; and Anthony Dunne, has taken since 2005 a creative and
secondly, the one belonging to post-anthropocentric artistic exploration approach to the modes matters of
times and somehow suggested by Wolfgang Ernst when concern are shaping contemporary cultures [20][21].
he says that logical machines oppose humans own Similarly but more recently, the Institute of Experimental
cultural regime [15]. In other words, the one where Design and Media Cultures at the Academy of Art and
things and objects behave governed by their own agency Design in Viena, led by Claudia Mareis, describes itself
that is to say, by the algorithmic and human as a practice-led research group inquiring on the
differences are not processed naturally anymore, but by intersections of design, media arts, and the humanities,
the new conglomerate of non-human actors that now aiming to develop an informed creative analysis on the
process what is at issue under their own terms. Hence, things that configure media cultures [22]. Lastly, in a
two urban and contemporary events can help illustrating more epistemic approach, the Image, Knowledge,
this last scenario. On the one hand, Kittler describing Gestaltung - Interdisciplinary Laboratory at Humboldt
traffic light conditioned junctions, saying that through University in Berlin where Wolfgang Schffner serves
the endless changes between green, yellow, and red as principal investigator and spokesman, develops an
or 1, 3-state, and 0 all streams of urban traffic (from academic research on the design processes of scientific
pedestrian to public transportation) arrive in a digital knowledge [23]. However, and despite the apparent lack
format that, moreover, a computer somewhere in the of formal and widespread attention to this issue, I think
citys CPU clocks [16]. And on the other hand, my own that the media arts communities around the world must
reference to the many traffic lights around the world that be seen here as the critical assembly which for decades
in the middle of some demonstration, have ended has developed research-creation on the ways matters of
furiously damaged by human actors. concern and its hardware, define what culture is in these
Paradoxically, just as we all are aware of, most of post-anthropocentric times. Accordingly, media
these objects this hardware, as well as the archeology scholars have explicitly looked to this field to
algorithms that make them to act, have been designed by find their creative research counterparts [24], while
humans. This has constituted enough evidence for many science and technology academics as Bruno Latour did
to insist on arguing in favor of the humanistic and s i m i l a r l y b y f o u n d i n g t h e P ro g r a m m e o f
anthropocentric gaze regarding these issues, but at the Experimentation in Arts and Politics [25], and
same time, and following an Ernstian thought about the collaborating with Peter Weibel and ZKM.
discontinuities of humans cultural regime [17], it has Then, it was reasonable for us to follow the same path,
been also our motivation to pursue a critical approach to by setting up in early 2013 a research-creation group

Proceedings of the 22nd International Symposium on Electronic Art ISEA2016 Hong Kong. 61
Part I. Full Papers (peer-reviewed)

named Design and Agonism, which; paying special


attention to media studies, STS, and political sciences;
allowed us to pursue a critical inquiry on the modes
algorithmic media relates to designed things, and then,
on how they together link to agonistic agencies. Thereby,
we founded a group whose main project led us to ask
first, if the algorithmic could influence matters of
concern and their hardware beyond its own electro-
mathematical materialization; and secondly, if that was
the case, asking to which extent it would be possible to
argue that the algorithmic is an agency in the epistemic
sense. For doing so, we developed a long bibliographical
discussion which to some extent I have presented in the Fig 2. Woman listening to audio pedestal. Radio-mnemonic
two previous sections; and at the same time, we carried Capsule in Santiago, Chile, January 2016. Wood, fabric, mirror,
out a creative speculation which at this point has two radios and electronics. Image from the authorss personal
case studies which have seen the light of prototyping. In archive.
the following paragraphs I will briefly present some
considerations about them.
The first prototype is called tentatively Radio-
mnemonic Capsule, and was installed for an entire day
on a pedestrian public walk in Santiago, Chile. As its
name suggests, it consists of a 2.5 meters high cylindric
capsule which can hold one person inside, who can use a
periscopic device to watch the urban landscape in 360,
while he or she talks through a radio transmitter to
broadcast his or her words to the near surrounding.
Outside, six audio pedestals over rails receive and play
the radio signal, while passers-by have the chance of
hearing the narration and moving the pedestal closer to
the capsule (Figures 1, 2 and 3). A relevant aspect here is Fig 3. Woman uses optical mechanism at the interior of the
that the whole situation is loaded with confrontational capsule. Radio-mnemonic Capsule in Santiago, Chile, January
agencies in advance, since the pedestrian walk points 2016. Wood, fabric, mirror, radios and electronics. Image from
directly to the presidential palace and it was a privileged the authorss personal archive.
witness, so to speak, of the coup dtat in 1973. Also, our
plan considered to invite people who actually lived those The second prototype, named Nature ex-novo, consists
events, to enter into the capsule. Thus, the purpose of of a so called book-bound apparatus that relates, on an
this prototype is to see if the language of narration is agonistic manner, to the atlases from the Scientific
somehow affected by the electro-algorithmic mediation Naturalism period, which had huge influence in the
(zhlen vs erzhlen), and if that technical mediation definition of the natural and political margins of South
plays any kind of role in the agonistic environment that Americas early republics. So, the prototype is a bound
would be at issue. hard-case, that holds a set of paper field notes in the
middle, as well as two compartments for storing and
classifying seeds (Figure 4, 5 and 6). Both sections,
while in part recall the cartesian nature of their original
references, also seek to subvert that intelligence by
adding elements that bring a more symmetrical relation
between the natural and artificial spheres. Hence, for
example, the field record cards have been redesigned to
include more qualitative information, while the
compartments incorporate a Voronoi diagram shaped
division to hold the seeds just as they are. In sum, this
prototypes goal is to ask to which extent the
materialization of matters of concern that is to say,
objects, plays an actual political and epistemic role in
Fig 1. Radio-mnemonic Capsule in Santiago, Chile, January
the configuration of culture.
2016. Wood, fabric, mirror, radios and electronics. Image from
the authorss personal archive.

62 Proceedings of the 22nd International Symposium on Electronic Art ISEA2016 Hong Kong.
The Algorithmic as Agonistic Agency: Approaches on Experimental Design, the Politics of Codes, and
Post-Anthropocentric Paradoxes in (Media) Cultures. Diego Gomez Venegas

media and designed things participate in the


configuration of post-anthropocentric cultures. In that
sense, we are certain that research-creation understood as
a method of cultural critique, can help designers,
architects, artists, as well as other creative actors, to
actively participate of some of the debates that I have
wanted to present through these pages. Similarly, this
method offers also the opportunity of interacting with the
questions that the media archeological field, as well as
the science and technology studies have brought into
discussion during the last couple of decades. Moreover, I
truly believe that research-creation processes as the one
Fig 4. Nature ex-novo prototype in use at the country side near
made by us, show that experimental design procedures
Santiago, Chile. General view, January 2015. Acrylic, 3D have all the potential to become the material
printed PLA and paper. Image from Adolfo Alvarez Dumonts reconfiguration of the theories and principles set up by
personal archive. the aforementioned areas.
Furthermore, this paper does not end with conclusive
evidence to prove that the algorithmic is in fact an
agonistic agency, and of course, this has not been its
purpose either. In the end, all the conceptual and
theoretical discussion presented in the first part of this
essay, allow at this point, only asking if the underlying
questions are consistent enough and worth the effort
being studied. Thus, in my opinion, the experimental
design approach is then a way to physically confront the
many modes of existence those questions can take,
which of course, relate in a direct way to the impact they
may have in the societies and cultures we are embedded
to. Taking that into account, and just as it was mentioned
Fig 5. Nature ex-novo prototype in use at the country side near above, the algorithmic as agonistic agency must be
Santiago, Chile. Detail of seed container, January 2015. considered not only as valid, but also as an urgent
Acrylic, 3D printed PLA and paper. Image from Adolfo research and creative subject matter.
Alvarez Dumonts personal archive.

References
1. Wolfgang Ernst, Digital Memory and the Archive
(Minneapolis: University of Minnesota Press, 2013), 147-157.
2. Ibid.
3. Ibid, 148.
4. Universidad de Chile, Anales de la Universidad de Chile,
accessed January 4, 2016, http://www.anales.uchile.cl/.
5. Bruno Latour, Nunca Fuimos Modernos: Ensayos de
Antropologa Simtrica (Buenos Aires: Siglo Veintiuno
Editores, 2007), 27-30.
6. Wolfgang Ernst, Digital Memory and the Archive, 147.
7. Friedrich Kittler, The Truth of the Technological World:
Fig 6. Nature ex-novo prototype in use at the country side near Essays on the Genealogy of Presence (Stanford, CA: Stanford
Santiago, Chile. Detail of field record cards, January 2015. University Press, 2013), 138-151.
8. Ibid, 139.
Acrylic, 3D printed PLA and paper. Image from Adolfo 9. Ibid, 219-229.
Alvarez Dumonts personal archive. 10. Wolfgang Ernst, Digital Memory and the Archive, 70.
11. Bruno Latour, Reensamblar lo Social: Una Introduccin a
la Teora del Actor-Red (Buenos Aires: Manantial, 2008),
Possibilities 13-35.
12. Bruno Latour, Nunca Fuimos Modernos: Ensayos de
Both of these prototypes have stayed so far in a Antropologa Simtrica.
speculative realm, and any sort of conclusion should wait 13. Bruno Latour, Reensamblar lo Social: Una Introduccin a
for further analyses and complementary conceptual and la Teora del Actor-Red, 60-65.
theoretical discussions; which, I hope, will be part of the 14. Bruno Latour, From Realpolitik to Dingpolitik An
creative and/or academic work carried out by members Introduction to Making Things Public in Making Things
Public-Atmospheres of Democracy catalogue of the show at
of the Design and Agonism group in the near future. ZKM ed. Bruno Latour and Peter Weibel (Cambridge, MA:
However, at this point we have wanted to begin this MIT Press, 2005), 1-33.
dialogue, where research and creation simultaneously, 15. Wolfgang Ernst, Digital Memory and the Archive, 70.
have helped us to start a critical inquiry on the modes

Proceedings of the 22nd International Symposium on Electronic Art ISEA2016 Hong Kong. 63
Part I. Full Papers (peer-reviewed)

16. Friedrich Kittler, The Truth of the Technological World:


Essays on the Genealogy of Presence, 147.
17. Wolfgang Ernst, Digital Memory and the Archive, 70.
18. Bruno Latour, A Cautious Prometheus? A Few Steps
Toward a Philosophy of Design (With Special Attention to
Peter Sloterdijk) in Proceedings of the 2008 Annual
International Conference of the Design History Society ed.
Fiona Hackne, Jonathn Glynne and Viv Minto (Boca Raton,
FL: Universal Publishers, 2009), 2-10.
19. Wolfgang Schffner, The Design Turn: Una revolucin
cientfica en el espritu del diseo, Revista KEPES 7, no. 6
(2010): 61-75.
20. Royal College of Arts, Design Interactions, accessed
January 4, 2016, http://design-interactions.rca.ac.uk/.
21. Dunne and Raby, About Us, accessed January 4, 2016,
http://www.dunneandraby.co.uk/content/biography.
22. Institute of Experimental Design and Media Cultures,
Institute, accessed January 4, 2016, http://www.ixdm.ch/
institute/.
23. Image, Knowledge, Gestaltung, Home, accessed January
4, 2016, https://www.interdisciplinary-laboratory.hu-berlin.de/
en.
24. Jussi Parikka, What is Media Archeology? (Cambridge,
UK: Polity Press, 2012), 1-18.
25. SciencesPo, Programme, accessed January 4, 2016,
http://blogs.sciences-po.fr/speap-eng/the-program/.

64 Proceedings of the 22nd International Symposium on Electronic Art ISEA2016 Hong Kong.

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