IDLE, Digital Tools for Inclusive Art Experiences

Inkluderende Digitalt Laboratorium for Eksperimentell Kunst (IDLE) is an innovative artistic and participatory project based on a digitally updated art venue space, Studio 207, in Bergen.

The venue’s audiovisual devices are controlled remotely through a virtual gallery. Artists and audiences can manipulate lights, videos, and sounds, to create different atmospheres through the Internet of Things technologies. The public designs spatial audiovisual experiences for those that are In Real Life at the venue and simultaneously in the virtual gallery!

IDLE intends to offer a creative virtual meeting point for school kids, youngsters, people with reduced mobility who wants to interact with the physical world, and all of those art curious lovers that want to look for new physical-virtual new experiences. The project explores new collaborations and forms of interaction between different art and cultural forms.

IDLE is an innovative project initiated by Piksel, in collaboration with CNDSD, Malitzin Cortés and Iván Abreu, APO33, Jenny Pickett, Julien Ottavi, and Romain Papion and Martin Koch. It is a 3 years project supported by the Municipality of Bergen and the Arts Council Norway.

PIKSELXX AI AI AI is presenting for the first time this experience to the world. To do the premiere in Bergen we have invited the artists and developers of the project CNDSD, Malitzin Cortés, Iván Abreu, APO33, Jenny Pickett, Julien Ottavi, and Romain Papion to create the first sound and visual, physical and virtual experience. Join us at Studio 207 and the @Piksel Cyber Salon on Thursday Nov 17th – 22-23h.

Futurabilities

Azahara Cerezo

A bot programmed to read parts of “Futurability. The age of Impotence and the horizon of possibility” (2019) to other chatbots, who answer and progressively learn from the conversation. In this book, Franco “Bifo” Berardi analyzes the global order that shapes our politics and our imagination, proposing that the key to a radical change lies in the cognitive work and its relationship with technologies. “Futurabilities” explores human-automatic conversational possibilities around the current context of connected solitudes. This online action was developed in 2020 and takes as reference a previous project entitled “A connected robot of one’s own”, which was shown in the frame of Piksel Festival in 2014.


Azahara Cerezo researches the particularities and contradictions of the territory, whose physical dimension is liquefied by digitalising processes of global scope. She has exhibited individually at Bòlit Contemporary Art Centre (Girona), Centro de Arte La Regenta (Las Palmas) and MAL (Sevilla). Her projects have been shown in group exhibitions such as “Juntos aparte” (Bienalsur. Cúcuta, Colombia), “Creativate” (National Arts Festival, Makhanda, South Africa), “We are as Gods…” at Nieuwe Vide (Haarlem, Holland), “Provincia 53” at MUSAC (Leon, Spain) or “Especies de espacios” at MACBA (Barcelona).

The Care and Feeding of Your AI

Joshua Westerman

The Care and Feeding of Your AI is an audiovisual environment cobbled together from various open source facial recognition APIs, facial generation APIs and PureData. The project considers the shape and form of “neutrality” within AI and machine learning schemes and how those neutral ideas can have disastrous effects on various marginalized populations.


Joshua Westerman is a Colorado based interdisciplinary artist and musician who works with installation art, graphic scores, field recordings, appropriated content, improvisation, and video. His work utilizes and critiques emergent media and aesthetics while still showing a fondness for established disciplines. He experiments with algorithmic art and has explored issues like alienation and intimacy in the contemporary social and political contexts brought about by the ubiquity of digital technology.

Josh is a graduate of California Institute for the Arts where received an MFA in Experimental Sound Practices and Integrated Media. He is currently attending the University of Colorado Boulder where he is a PhD candidate in Critical Media Practices. His mentors are Laura Steenberge, Tom Leeser, Clay Chaplin and Andrew Macintosh. He has had works premiered by Iris Sidikman, Thomas Sturm, the Calarts Ensemble, SICPP ensembles and at the New Music Lab in Montreal.

Uploaded to the Cloud

Kate Hollenbach

Uploaded to the Cloud is a generative, browser-based work in which a computer imagines a sky made of data. Dynamically generated clouds gently move across the frame of the browser window, representing various types of data that can be transmitted by the internet. The clouds are an abstraction of iconography commonly used to represent data and user interactions on the web: likes, hearts, bookmarks, mail envelopes, chat bubbles, alerts, and more. The work is a playful meditation on the metaphors used to describe the transmission of data and its relation to body and place.

uploadedtothecloud.com


Kate Hollenbach is an artist, programmer, and educator based in Denver, Colorado. She creates video and interactive works examining critical issues in user interface design including data collection and surveillance. Her art practice is informed by years of professional experience and as an interface designer and product developer. Kate is an Assistant Professor of Emergent Digital Practices at University of Denver and serves on the Board of Directors for the Processing Foundation.

Web deformation

Max Alyokhin

Aesthetic processor of html-code

We live in the age of screen culture. The screen gives us a job and organizes our leisure time. The largest web services and their metaphors of the user interface are an important part of our everyday life. And our task is to make the familiar — strange.

This web application accesses the source code of the website and interferes with its logic. Each time it is implemented by a unique combination of methods. The algorithm performs about 1000 interventions per second, using 369 151 937 methods.

Dedicated to Netochka Nezvanova.
In the 20th anniversary of nebula.m81.


Born in 1994 in Krasnodar, Russia, living and working in Saint Petersburg. Graduated from Krasnodar College of Electronic Device Engineering and the Academy of Marketing and Social Information Technologies with a specialty in “Computing Machines, Complexes, Systems and Networks”. Co-founder and active member of the Kiuss art-group. The main fields of activities are web development and book publishing.

Boogaloo Bias

Jennifer Gradecki, Derek Curry

Boogaloo Bias is an interactive artwork and research project that addresses some of the known problems with the unregulated use of facial recognition technologies, including the practice of ‘brute forcing’ where, in the absence of high-quality images of a suspect, law enforcement agents have been known to substitute images of celebrities the suspect is reported to resemble. To lampoon this approach, the Boogaloo Bias facial recognition algorithm searches for members of the anti-law enforcement militia, the Boogaloo Bois, using a facial recognition algorithm trained on faces of characters from the 1984 movie Breakin’ 2: Electric Boogaloo. The film is the namesake for the Boogaloo Bois, who emerged from 4chan meme culture and have been present at both right and left-wing protests in the US since January 2020. The system is used to search live video feeds, protest footage, and images that are uploaded to the Boogaloo Bias website. All matches made by the system are false positives. No information from the live feeds or website uploads is saved or shared. Boogaloo Bias raises questions about automated decision making, public accountability and oversight within a socio-technical system where machines are contributing to a decision-making process. Facial recognition technology allows for the quick surveillance of hundreds of people simultaneously and the ability to automate decisions using artificial intelligence, establishing a power structure controlled by a technocratic elite. Rather than providing a solution for how to improve facial recognition, the project pushes the logic behind the current forms and uses of facial recognition in law enforcement to an extreme, highlighting the absurdity of how this technology is being developed and used. Boogaloo Bias is made using only open source software, including OpenCV, Flask, dlib, Pillow, and the Python face-recognition module.
https://www.boogaloo-bias.art/


Jennifer Gradecki is an artist-theorist who investigates secretive and specialized socio-technical systems. Her artistic research has focused on social science techniques, financial instruments, dataveillance technologies, intelligence analysis, and social media misinformation. Gradecki has presented and exhibited at venues including Ars Electronica (Linz), ISEA (Barcelona), National Gallery X (London), NeMe (Cypress), ADAF (Athens), International Symposium on Computational Media Art (Hong Kong), and the Centro Cultural de España (México). Her research has been published in Big Data & Society, Visual Resources, and Leuven University Press. Her artwork has been funded by Science Gallery Dublin, Science Gallery Detroit, and the NEoN Digital Arts Festival.

Derek Curry (US) is an artist-researcher whose work critiques and addresses spaces for intervention in automated decision-making systems. His work has addressed automated stock trading systems, Open-Source Intelligence gathering (OSINT), and algorithmic classification systems. His artworks have replicated aspects of social media surveillance systems and communicated with algorithmic trading bots. Derek earned his MFA in New Genres from UCLA’s Department of Art in 2010 and his PhD in Media Study from the State University of New York at Buffalo in 2018. He is currently an Assistant Professor at Northeastern University in Boston. https://derekcurry.com/

Minus

Ben Grosser

Despite their lofty mission statements, today’s big social media platforms are centrally focused on one singular concept: more. These capitalistic software machines are designed to stoke a pervasive and ever-increasing cycle of production and consumption for the purposes of growth and profit. To accomplish this they leverage data and scale to produce signals and interface patterns that keep us engaged, promising connection and joy in exchange for increasing shares of our time and attention. The platforms embed within us the idea that our own sociality is best evaluated and understood through quantity. They reconfigure our sense of time in ways that can make minutes or hours ago seem old. And their personalized feeds teach our brains that the only content worth watching or reading is that which we can already imagine. In its tireless pursuit of users and data and wealth, big social media sacrifices human agency and potential on the altar of more.

But what if social media wasn’t engineered to serve capitalism’s need for growth? How might online collective communication be different if our time and attention were treated as the limited and precious resources that they are? Minus is an experiment to ask these questions, a finite social network where users get only 100 posts—for life. Rather than the algorithmic feeds, visible “like” counts, noisy notifications, and infinite scrolls employed by the platforms to induce endless user engagement, Minus limits how much one posts to the feed, and foregrounds—as its only visible and dwindling metric—how few opportunities they have left. Instead of preying on our needs for communication and connection in order to transform them into desires for speed and accumulation, Minus offers an opportunity to reimagine what it means to be connected in the contemporary age. The work facilitates conversation within a subtractive frame that eschews the noise and frenzy for a quieter and slower setting that foregrounds human voices, words, and temporalities. Though it may be disorienting at first to navigate an online social space devoid of the signals and patterns Silicon Valley uses to always push for more, Minus invites us to see what digital interaction feels like when a social media platform is designed for less.


Ben Grosser creates interactive experiences, machines, and systems that examine the cultural, social, and political effects of software. Exhibition venues include Eyebeam in New York, Somerset House and the Barbican Centre in London, Centre Pompidou in Paris, SXSW in Austin, Museum of Modern Art in Moscow, World Museum in Liverpool, Museu das Comunicações in Lisbon, Museum Kesselhaus in Berlin, Science Gallery in Dublin, Japan Media Arts Festival in Tokyo, IMPAKT Festival in Utrecht, and the Digital Arts Festival in Athens. His works have been featured in The New Yorker, Wired, The Atlantic, The Washington Post, The Los Angeles Times, PBS, Fast Company, Hyperallergic, BBC, The Telegraph, Le Monde, Corriere della Sera, Der Spiegel, El País, and Folha. The Guardian (UK), writing about his recent film ORDER OF MAGNITUDE, said “there will be few more telling artworks [from] the first decades of this century … a mesmerising monologue, the story of our times.” Speaking about his social media-focused projects, RTÉ (Ireland) described Grosser as an “antipreneur.” Slate referred to his work as “creative civil disobedience in the digital age.” Grosser’s artworks are regularly cited in books investigating the cultural effects of technology, including The Age of Surveillance Capitalism, The Metainterface, and Investigative Aesthetics, as well as volumes centered on computational art practices such as Electronic Literature, The New Aesthetic and Art, and Digital Art. Grosser is an associate professor of new media in the School of Art + Design and co-founder of the Critical Technology Studies Lab at the National Center for Supercomputing Applications, both at the University of Illinois at Urbana-Champaign, USA. https://bengrosser.com

Precipitating Dread [PPT-Dread]

Dominic Aidan Vetter [leclerq]

With this project I aim to alter the aggregate state of atmospheric dread that dissipated through the now deleted twitter feed of former President Donald Trump and crystallize it into a visually intriguing and possibly psychoactive substance. The project is currently still in development and I am looking for input. I am especially interested in movie suggestions to integrate into the visualization process. The archive generated by PPT-Dread can be viewed on my website: leclerqs-abode.com/ppt-dread

This archive contains approximately 36,000 images, segmented into monthly sub-archives which can be individually accessed by clicking the menu symbol on the left. The archive is in reverse chronological order. There is an analysis display image for every tweet. Each relevant analysis display image is to be found to the right of the corresponding linear gradient lattice. See ‘Method‘ for more detailed information on the analysis process and ‘Concept‘ to better understand what this project is all about.

I have made a short screencast demonstrating the usage of the PPT-Dread web archive and added it as a resource. If you prefer the video can also be watched on YouTube: https://www.youtube.com/watch?v=9jrXokpYwUk

The menu icon on the left shows a list of the current archives content, as well as the archive and data overview loader. To the right, the infinity symbol toggles the full screen mode [best way to view archive on a mobile] and the star symbol in the top righthand corner can be used to hide the UI if undisturbed image viewing is desired. It is possible to zoom all of the images infinitely since they are all SVG files. I advise against spamming the buttons, however, since things will slow down if you do that. Clicking on the arrow between the +/- buttons returns the image to its original size and position. The images are draggable.

This is my GitHub profile: https://github.com/13c13rq

For movie suggestions or general contact feel free to write to PPT-Dread at riseup dot net 🙂


Dominic Aidan Vetter [leclerq]

I studied conceptual art and sculpture under Rita McBride at the Kunst Akademie Düsseldorf and graduated in 2017. My artistic practice evolves around the aesthetics of atmospheres, and how paradigm shifts in perception can evoke cognitive dissonance. I attempt to reflect and alter states of thought through my artistic process, be this through literary, computational or performative means. My code is embodied by the fictional entity leclerq, an alter ego of sorts that came into being in 2016 when I was writing scripts for a performance. I appropriated the name from a side character that appears in an East German Science fiction novel that I was reading at the time. Nowadays I no longer really think of myself as an artist, but rather as an aspiring info architect.