Generative Adversarial Networks (GANs) analyze tens of thousands of images, learn from their features, and are trained with the aim to create new images that are undistinguishable from the original data source.
They also point out that many of the same concerns people have about AI art today were voiced about photography in the 19th century. Photography automated the image making business much as AIs are automating other tasks.
Can we use these GANs for other generative scholarship?
Isabelle Van Grimde gave the opening talk at Dyscorpia on her work, including projects like The Body in Question(s). In another project Les Gestes, she collaborated with the McGill IDMIL lab who developed digital musical instruments for the dancers to wear and dance/play.
Van Grimde’s company Corps Secrets has the challenge of creating dances that can travel which means that the technologies/instruments have to . They use intergenerational casts (the elderly or children.) They are now working with sensors more than instruments so the dancers are free of equipment.
I was struck how game studies is less and less about games. Of course, games are the subject of research, but game studies is less about the appreciation of games and more and more about what we can learn about other things through games. Games, like literature, have become a lens for looking at other things making the field richer and better aligned with other fields like media studies or literary criticism.
Next year the conference will be held in Japan and linked up with Replaying Japan. I look forward to the encounter between these different game studies cultures.
c ya laterrrr is text “game” by Dan Hett to document his experience after the Manchester terror attack when he lost his brother. “c ya laterrrr” was the last message he got from his brother. I found the game through an interview with the Guardian that talks about the games he is making. Another games that is less narration and more 8-bit graphics is the Loss Levels made with Pico-8.
As both games deal with the same event they make an interesting comparison of genres. I find the text adventure game much more effective for this subject as you feel the event unfold and the decisions give you a feeling for the experience.
The British Council has developed a bilingual (English/Turkish) digital exhibit of British Art. The exhibit remediates the gallery/museum as interface, which is not new, but the designers have included other visitors moving around, looking at art and so on. It gives it a more human feel. That said, I found it harder to actually get to the art. I couldn’t move from painting on the wall to the next one without stepping back and then in.
From Humanist I learned about Rhizome’s Net Art Anthology. For two years they be exhibiting net art works. There are already a couple up there and you can get an email update when a new one gets posted.
The design of the site is simple and loud in a way that reminds me of the early days of the web.
Information is Beautiful has a great interactive on World’s Biggest Data Breaches & Hacks. The interactive shows how data breaches are getting worse, but it also lets you look at different types of breaches.
I had reason to revisit Passage the game of life and death by Jason Rohrer. Along with the game he provided a Creator’s Statement describes the game.
Passage is meant to be a memento mori game. It presents an entire life, from young adulthood through old age and death, in the span of five minutes. Of course, it’s a game, not a painting or a film, so the choices that you make as the player are crucial. There’s no “right” way to play Passage, just as there’s no right way to interpret it.