Ivana Uspenski
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Books by Ivana Uspenski
Talks by Ivana Uspenski
napon ili magnetno polje) koji imaju mogućnost prenosa informacija. Živimo u vremenu u
kome je svaka arhitektura komunikacije i kulturalne razmene direktno uslovljena
transformacijom i medijacijom kulturalnih artefakata, njihovom dekonstrukcijom,
prevođenjem u set digitalnih signala i tek putem interfejsa rekonstruisanog u željeni
interpretativni objekat. Distanca između inicijalne realnosti artefakta i njegove pojavnosti,
načina na koji se uključuje u kulturalne diskurse postaje sve veća, toliko da se artefakt i
njegova manifestacija gube, nestaju na horizontima tog diskursa, dok signal postaje to
rastuće značenjsko telo ili po rečima Bodrijara simulakrum dobija kvalitet ontološkog
entiteta: kopija bez originala postaje entitet po sebi, nastavlja da samostalno funkcioniše i
cirkuliše u celokupnim institucijama društva i kulture, proizvodeći čitav niz novih
interpretativnih i teorijsko-problemskih praksi koje zbirno nazivamo kulturom signala.
Kultura signala dovela je do dramatičnih promene u industriji advertajzinga, kroz
redefinisanje teorija publike, politike identiteta, sa posebnim akcentom na fenomen
automatizovanih digitalnih persona, ali i dovela do pojave novog pravca u umetnosti – Data
Art, u kome mapiranje samog signala, njegova vizuelna ili akustička registracija, nezavisno od
sadržaja informacije koju prenosi, postaje predmet jedne nove, proceduralne estetike i
novog načina interpretiranja i valorizacije umetničkog dela.
However, we do not limit Neuroart to human-generated artworks only. Given that Neuroart applies to detection or inspection of neural electric signals, we claim that the electric nature of those signals also applies to processes inherent in machine processing or neural computing such as Google Deep Dream and other generic platforms that lay the foundations for computer and/or AI generated art forms including database art, software art, visualization art, sonification art as well as those artworks that result in material artifacts presented in traditional exhibition format.
We additionally claim that regardless whether the artworks of Neuroart are driven by a human or machine, they can have the same aesthetic discursive value, but within a context of a newly defined discipline of aesthetics that is Procedural Aesthetics. The Procedural Aesthetics (or the aesthetics of signal), can be understood as the discursiveness of the very process of signals (intensities) emission before they enter the sphere of conscious cognition. It is a pre-receptive and pre-semantics phenomenon. It deals with the processes otherwise not available to human perceptive apparatus, trying to reveal them, unmask them, by offering them to interpretation as cultural artifacts. And in order to do this, it relies heavily on technology and technical equipment allowing us the access to these ‘invisible’ processes through visualization, sonification, textualization, mapping and other forms of interpretable representations displayed as artworks.
Keywords: Neuroart, Procedural Aesthetics, brain-computer interface (BCI), neural computing, signal aesthetics.
Within this paper I would like to propose a new way to analyze brands as cultural phenomena, and that is in a form of a Brand Atlas - a set of multidimensional maps, visualizing multiple, dynamic relations of a brand and its stories as they get created, amplified and spread-out around the diversified centers of collaboration, illustrating the full complexity of the world a brand lives in. A Brand Atlas is a tool to map out the complexity of the relations and points of interaction between brand’s different assets, from physical spaces (e.g. events it endorses) to its mythology and stories shared; from the pragmatical usage, to the points of personal identification and subjectification. Every Brand Atlas thusly represents a snapshot of dynamic relations of brand stories’ interpretations across different platforms, channels, audiences, virtual and real worlds as they take part in the overall process of cultural consumption.
of fans active even 6 years after last episode was aired. Warner Bros. therefore decided to make a Veronica Mars movie, but for the first time by crowdsourcing the
capital needed for the film production through Kickstarter, inviting fans to support the project financially. In return fans were offered a range of ―goodies‖ (e.g.
tickets for the gala premiere). Only in the first 5 days the project already managed to gather 3,6 Million USD from 55,000 fans. Does this mean that we are facing
a new model of financing the industry of entertainment? Many have already written (e.g. Scholtz, Terranova, Levy ) about monetizing online labor by selling
users‖ clicks, likes, tweets or any other computable trace that they leave behind thinking that they are doing a self-gratifying activity. Are we facing the same
mechanism in film production? Where fans will need to ―chip-in‖ in order to see their favorite characters brought to life? Rob Thomas the author of the show has
rationalized that this project offers fans good deals for the objects they would otherwise not be able to get (e.g. a speaking role in the movie for ―only‖ 10,000
USD). As he puts it: “We wanted to create packages where people look at what they're getting and think, 'Wow, I got a script and a digital download and a t-shirt
for $35. I would pay that!'”. But the industry of entertainment is the one creating the fans out of content they produce. Would it be fair to say that they firstly
create the addiction for free and then offer the consumers the product they are addicted to at the ―reasonable price‖?
Let us introduce the example of Denzel Washington and the evolution of its metacharacter: from a sergeant Nicholas Styles in The Ricochet, Malcolm X, Rubin Carter in The Hurricane to major Ben Marco in The Manchurian Candidate and Eli in The Book of Eli. A metacharacter Hollywood grew out of Washington is none of the formerly mentioned characters. It is all of them at the same time. It is the construct evolved not from a role of a sergeant to the one of the last prophet, but a persona which has by fighting for justice actually travelled the road from the legendary boxer to the savior of human faith. This development has been as real as Washington’s own personal upbringing: from the modest origins in Harlem to the Oscar-winning hero. His very growing up, as well as patriotic semantics of his name is inseparable part of Washington’s metacharacter. His own personal life odyssey becomes therefore the trait not of the way he portrays Eli but the trait of Eli as he is.
A metacharacter is thusly a potentiality of unified narratives existing as a discursive flow of power being actualized, as per hegemonic need either in the form of a film character or a personal life story of the actor depicting it.
Уредница и водитељка емисије је Тамара Вученовић.
У наставку емисије Дигиталне иконе Радио Београда 2 у уторак 06.09.2011. године, наше гошће су докторка Иванa Успенски и докторант Јелена Гуга, које су свој научноистраживачи рад посветиле културалним праксама у новомедијском окружењу и тим поводoм недавно одржале предавање у галерији "Озон".
Уредница и водитељка емисије је Тамара Вученовић.
Masovno umrežavanje omogućilo je prevazilaženje prostornih i vremenskih granica, odnosno kontakt svakog sa svakim, sto je znatno ubrzalo procese razmene informacija i akumulacije znanja. U takvom okruženju prepoznaje se novi fenomen kolektivne inteligencije. To zapravo znači da kolektivno delovanje putem Interneta rezultira izuzetno brzim povećanjem kapaciteta znanja, znatno većim nego sto bi čovek ili mašina pojedinačno to ikad uspeli da postignu. Ovaj fenomen biće bliže opisan kroz odabrane primere kako umetničkih tako i drugih društvenih praksi.
Primer navedenog je socijalni softver Facebook, koji nudi različite metode online komunikacije, u cilju građenja specifičnih online identiteta. Biće obrađeno nekoliko osnovnih modela tekstualne razmene karakterističnih za Facebook (poruke na zidu, komentari uz fotografije, komentari uz postove). Takođe, biće razmotreni sistemi formiranja lične prezentacije, kroz uvezivanje podataka pribavljenih od strane samog korisnika sa intervencijama drugih, u procesu kreiranja hibridnih narativa.
Konstruisanje identiteta i procesi identifikacije mogu se pratiti kroz dve različite, ali međusobno povezane faze evolucije Interneta, a to su Web 1.0 i Web 2.0 platforme. Dok su Web 1.0 platforme bile zasnovane na tekstualnoj reprezentaciji i igri identitetima u smislu da možemo biti sve ono sto nismo u fizickoj realnosti, Web 2.0 platforme, odnosno društvene mreže uvode naše realne identitete u domen virtuelnog. Ipak i ti realni identiteti u virtuelnom okruženju jesu konstrukti, s obzirom da su zasnovani na selektivnoj reprezentaciji idealizovanog jastva. Povratnom spregom, to dalje pokreće pitanje ne samo kvaliteta uspostavljanja međuljudskih veza i komunikacije, već i nacina na koje dozivljavamo i definisemo sebe u fizickom okruzenju.
understand terms of reading and reception. Reading strategies are no longer products of a reader’s own
intentions, or the author’s. Dominant producers of the new media texts (I call them digitexts) become
cybertexts as ergodic machines (how Aarseth defined them). Not only do cybertext machines produce
digitexts and their reading strategies, they also produce the new media reader. This means that in the
reading process, which is understood in Escaprit’s terms as global cultural consumpition, the reader
oneself becomes a commodified construct, a merchandise which can be bought and sold and obviously
nowhere more than in the on-line advertising industry, guided by Google’s Page Rank algorythm.
I call this new media reader commodified due to the fact that the basic purpose of producing readers in
new media surroundings, especially on the Internet is for them to be converted into clicks, exposures,
demographic data, transformed into merchandise. Every time one clicks on a link or checks the ’like’ box
on Facebook, one is transferring one’s own piece of intelligence and feeding it into cybertext, which then
uses thusly acummulated intelligence for its own profit and benefit, basically exploiting the product of the
new media reader’s work. This is the phaenomenon I mark as mass intelligence – the non-critical and
arbitrary global gathering and accumulation of human knowledge, by offering readers mass-interests
texts which they can read, to which they can react, comment them or hyperlink them with the sole
purpose of making these readers quantifiable goods and therefore able to be added material value in the
form of price. As opposed to collective intelligence, mass intelligence is not a productive force it is a
commodity.
Papers by Ivana Uspenski
napon ili magnetno polje) koji imaju mogućnost prenosa informacija. Živimo u vremenu u
kome je svaka arhitektura komunikacije i kulturalne razmene direktno uslovljena
transformacijom i medijacijom kulturalnih artefakata, njihovom dekonstrukcijom,
prevođenjem u set digitalnih signala i tek putem interfejsa rekonstruisanog u željeni
interpretativni objekat. Distanca između inicijalne realnosti artefakta i njegove pojavnosti,
načina na koji se uključuje u kulturalne diskurse postaje sve veća, toliko da se artefakt i
njegova manifestacija gube, nestaju na horizontima tog diskursa, dok signal postaje to
rastuće značenjsko telo ili po rečima Bodrijara simulakrum dobija kvalitet ontološkog
entiteta: kopija bez originala postaje entitet po sebi, nastavlja da samostalno funkcioniše i
cirkuliše u celokupnim institucijama društva i kulture, proizvodeći čitav niz novih
interpretativnih i teorijsko-problemskih praksi koje zbirno nazivamo kulturom signala.
Kultura signala dovela je do dramatičnih promene u industriji advertajzinga, kroz
redefinisanje teorija publike, politike identiteta, sa posebnim akcentom na fenomen
automatizovanih digitalnih persona, ali i dovela do pojave novog pravca u umetnosti – Data
Art, u kome mapiranje samog signala, njegova vizuelna ili akustička registracija, nezavisno od
sadržaja informacije koju prenosi, postaje predmet jedne nove, proceduralne estetike i
novog načina interpretiranja i valorizacije umetničkog dela.
However, we do not limit Neuroart to human-generated artworks only. Given that Neuroart applies to detection or inspection of neural electric signals, we claim that the electric nature of those signals also applies to processes inherent in machine processing or neural computing such as Google Deep Dream and other generic platforms that lay the foundations for computer and/or AI generated art forms including database art, software art, visualization art, sonification art as well as those artworks that result in material artifacts presented in traditional exhibition format.
We additionally claim that regardless whether the artworks of Neuroart are driven by a human or machine, they can have the same aesthetic discursive value, but within a context of a newly defined discipline of aesthetics that is Procedural Aesthetics. The Procedural Aesthetics (or the aesthetics of signal), can be understood as the discursiveness of the very process of signals (intensities) emission before they enter the sphere of conscious cognition. It is a pre-receptive and pre-semantics phenomenon. It deals with the processes otherwise not available to human perceptive apparatus, trying to reveal them, unmask them, by offering them to interpretation as cultural artifacts. And in order to do this, it relies heavily on technology and technical equipment allowing us the access to these ‘invisible’ processes through visualization, sonification, textualization, mapping and other forms of interpretable representations displayed as artworks.
Keywords: Neuroart, Procedural Aesthetics, brain-computer interface (BCI), neural computing, signal aesthetics.
Within this paper I would like to propose a new way to analyze brands as cultural phenomena, and that is in a form of a Brand Atlas - a set of multidimensional maps, visualizing multiple, dynamic relations of a brand and its stories as they get created, amplified and spread-out around the diversified centers of collaboration, illustrating the full complexity of the world a brand lives in. A Brand Atlas is a tool to map out the complexity of the relations and points of interaction between brand’s different assets, from physical spaces (e.g. events it endorses) to its mythology and stories shared; from the pragmatical usage, to the points of personal identification and subjectification. Every Brand Atlas thusly represents a snapshot of dynamic relations of brand stories’ interpretations across different platforms, channels, audiences, virtual and real worlds as they take part in the overall process of cultural consumption.
of fans active even 6 years after last episode was aired. Warner Bros. therefore decided to make a Veronica Mars movie, but for the first time by crowdsourcing the
capital needed for the film production through Kickstarter, inviting fans to support the project financially. In return fans were offered a range of ―goodies‖ (e.g.
tickets for the gala premiere). Only in the first 5 days the project already managed to gather 3,6 Million USD from 55,000 fans. Does this mean that we are facing
a new model of financing the industry of entertainment? Many have already written (e.g. Scholtz, Terranova, Levy ) about monetizing online labor by selling
users‖ clicks, likes, tweets or any other computable trace that they leave behind thinking that they are doing a self-gratifying activity. Are we facing the same
mechanism in film production? Where fans will need to ―chip-in‖ in order to see their favorite characters brought to life? Rob Thomas the author of the show has
rationalized that this project offers fans good deals for the objects they would otherwise not be able to get (e.g. a speaking role in the movie for ―only‖ 10,000
USD). As he puts it: “We wanted to create packages where people look at what they're getting and think, 'Wow, I got a script and a digital download and a t-shirt
for $35. I would pay that!'”. But the industry of entertainment is the one creating the fans out of content they produce. Would it be fair to say that they firstly
create the addiction for free and then offer the consumers the product they are addicted to at the ―reasonable price‖?
Let us introduce the example of Denzel Washington and the evolution of its metacharacter: from a sergeant Nicholas Styles in The Ricochet, Malcolm X, Rubin Carter in The Hurricane to major Ben Marco in The Manchurian Candidate and Eli in The Book of Eli. A metacharacter Hollywood grew out of Washington is none of the formerly mentioned characters. It is all of them at the same time. It is the construct evolved not from a role of a sergeant to the one of the last prophet, but a persona which has by fighting for justice actually travelled the road from the legendary boxer to the savior of human faith. This development has been as real as Washington’s own personal upbringing: from the modest origins in Harlem to the Oscar-winning hero. His very growing up, as well as patriotic semantics of his name is inseparable part of Washington’s metacharacter. His own personal life odyssey becomes therefore the trait not of the way he portrays Eli but the trait of Eli as he is.
A metacharacter is thusly a potentiality of unified narratives existing as a discursive flow of power being actualized, as per hegemonic need either in the form of a film character or a personal life story of the actor depicting it.
Уредница и водитељка емисије је Тамара Вученовић.
У наставку емисије Дигиталне иконе Радио Београда 2 у уторак 06.09.2011. године, наше гошће су докторка Иванa Успенски и докторант Јелена Гуга, које су свој научноистраживачи рад посветиле културалним праксама у новомедијском окружењу и тим поводoм недавно одржале предавање у галерији "Озон".
Уредница и водитељка емисије је Тамара Вученовић.
Masovno umrežavanje omogućilo je prevazilaženje prostornih i vremenskih granica, odnosno kontakt svakog sa svakim, sto je znatno ubrzalo procese razmene informacija i akumulacije znanja. U takvom okruženju prepoznaje se novi fenomen kolektivne inteligencije. To zapravo znači da kolektivno delovanje putem Interneta rezultira izuzetno brzim povećanjem kapaciteta znanja, znatno većim nego sto bi čovek ili mašina pojedinačno to ikad uspeli da postignu. Ovaj fenomen biće bliže opisan kroz odabrane primere kako umetničkih tako i drugih društvenih praksi.
Primer navedenog je socijalni softver Facebook, koji nudi različite metode online komunikacije, u cilju građenja specifičnih online identiteta. Biće obrađeno nekoliko osnovnih modela tekstualne razmene karakterističnih za Facebook (poruke na zidu, komentari uz fotografije, komentari uz postove). Takođe, biće razmotreni sistemi formiranja lične prezentacije, kroz uvezivanje podataka pribavljenih od strane samog korisnika sa intervencijama drugih, u procesu kreiranja hibridnih narativa.
Konstruisanje identiteta i procesi identifikacije mogu se pratiti kroz dve različite, ali međusobno povezane faze evolucije Interneta, a to su Web 1.0 i Web 2.0 platforme. Dok su Web 1.0 platforme bile zasnovane na tekstualnoj reprezentaciji i igri identitetima u smislu da možemo biti sve ono sto nismo u fizickoj realnosti, Web 2.0 platforme, odnosno društvene mreže uvode naše realne identitete u domen virtuelnog. Ipak i ti realni identiteti u virtuelnom okruženju jesu konstrukti, s obzirom da su zasnovani na selektivnoj reprezentaciji idealizovanog jastva. Povratnom spregom, to dalje pokreće pitanje ne samo kvaliteta uspostavljanja međuljudskih veza i komunikacije, već i nacina na koje dozivljavamo i definisemo sebe u fizickom okruzenju.
understand terms of reading and reception. Reading strategies are no longer products of a reader’s own
intentions, or the author’s. Dominant producers of the new media texts (I call them digitexts) become
cybertexts as ergodic machines (how Aarseth defined them). Not only do cybertext machines produce
digitexts and their reading strategies, they also produce the new media reader. This means that in the
reading process, which is understood in Escaprit’s terms as global cultural consumpition, the reader
oneself becomes a commodified construct, a merchandise which can be bought and sold and obviously
nowhere more than in the on-line advertising industry, guided by Google’s Page Rank algorythm.
I call this new media reader commodified due to the fact that the basic purpose of producing readers in
new media surroundings, especially on the Internet is for them to be converted into clicks, exposures,
demographic data, transformed into merchandise. Every time one clicks on a link or checks the ’like’ box
on Facebook, one is transferring one’s own piece of intelligence and feeding it into cybertext, which then
uses thusly acummulated intelligence for its own profit and benefit, basically exploiting the product of the
new media reader’s work. This is the phaenomenon I mark as mass intelligence – the non-critical and
arbitrary global gathering and accumulation of human knowledge, by offering readers mass-interests
texts which they can read, to which they can react, comment them or hyperlink them with the sole
purpose of making these readers quantifiable goods and therefore able to be added material value in the
form of price. As opposed to collective intelligence, mass intelligence is not a productive force it is a
commodity.