Ganztags

Meanwhile In China
Yang Mu & Sai Bao – Matthias Schäfer (DE), Sofia Braga (IT)
Douyin 抖音, internationally known as TikTok, has become one of the world’s most successful apps and a leading platform for creating and sharing short videos. It was developed by Beijingbased Bytedance and is one of the few apps that has been successful outside the big firewall. To comply with Chinese law, Douyin is a completely independent app from TikTok. Although the user interface and logo look the same, the content is completely different and not accessible in the international version. The goal of this work is to explore and analyze this vast digital ecosystem from different perspectives: screenshots capture a moment in a rapidly changing environment, determined by Douyin’s artificially intelligent recommendation algorithm. These found images are then decontextualized without change to give visitors space and opportunity to think about them and gain insights into a delimited platform and its algorithms used to show you the most engaging content.

Screenshot TV
Stella Markidi (GR), Patricia Cadavid H. (CO)
*Screenshot TV* is an installation that invites visitors to watch a new genre of reality TV. Every few seconds, the TV shows another online screenshot, uploaded to a special website by anonymous people using a screenshot tool, so that the information can be shared by simply sending a URL. The URLs are usually sent privately, but are public and accessible to everyone. However, sometimes users upload screenshots that contain important and sensitive information and forget that the Internet is a virtual space with transparent walls.

AIxMusic Day
Artificial intelligence is changing our understanding of music. Starting with a series of talks, the AIxMusic Matinée invites universities and institutions share their research and present an overview about what it is happening today in those incubators. The lecture series also deals with the massive changes in the music industry, triggered by the developments of the AI and the latest trends in the music market.

Technoetic Pharmakon
Shanghai Institute of Visual Arts, Roy Ascott Technoetic Arts Studio, DETAO Masters Academy (CN)
Under the term “pharmakon,” our exhibition suggests that the essence of what exists “outside” the cybernetic black box can be considered a remedy for the midlife crisis of the digital revolution. By deploying technoetic processes — a combination of physical, digital and moist media elements — these processes and sub-processes of remediation offer opportunities to recuperate and renew.

I Stalk Myself More Than I Should
Sofia Braga (IT)
You are your number one stalker. *I Stalk Myself More Than I Should* shows a selection of Instagram Stories that have been documented and archived through the use of screen recordings. The work thus displays an archive of memories designed to disappear from the online platform within 24 hours. In contrast to the nature of this feature, the project explores forms of appropriation, interpretation and representation, as well as the qualities and hierarchies of collective memories shared and stored online.

A reactive poetry machine
Fabian Frei (CH)
*A reactive poetry machine* is an experiment that examines the outcomes of trying to teach a machine poetry. Will it forever produce poetry in different variations of the same kind or will it succeed in crossing the threshold and creating something new? The interactive installation invites visitors to the Ars Electronica Festival to spend a moment away from the hustle and bustle of the festival to reflect on AI, poetry and their relationship.

Orbita
João Batista (PT), Noel Martins (PT), Pedro Gonçalves (PT), Hugo Rocha (PT)
Orbita is an open-world, virtual reality game developed to represent a futuristic point of view in which science and spirituality coexist. It uses puzzles to stimulate the player into exploring its environments. Confronting players with a futuristic possibility that does not rank science above spirituality (or vice versa), this game gives them a chance to understand the metaphors that underpin the main character’s journey.

Human Limitations – Limited Humanity
The exhibition “Human Limitations – Limited Humanity” revolves around the relationship between humanity and the environment, and our limitations therein. What socio-ethical obligations arise from our present technologies and our ever-increasing interaction with nature?

The Fortress
Andreia Batista (PT), André Fidalgo Silva (PT), Luís Morais (PT), Miguel Ribeiro (PT)
The Fortress is a story-driven video game for computers where choices and interactions explored within the game result in different outcomes. Its main mechanics correlate with social interactions: by switching between two characters with different personalities, the player needs to unravel the mystery of each puzzle/level of the fortress. The project was created under the aegis of the Multimedia Art Department and the Instituto Superior Técnico Master’s Degree in Games.

Curly Cable
Andrea Rebok (AT)
The kinetic installation *Curly Cable* celebrates the presence, function, and aesthetics of spiral cables.