Future

"How can the distinction between "man" and "machine" still be made given today's technology? In modern weapons technology the categories are on the move: intelligence is no longer limited to humans. In Eye/Machine II, Farocki has brought together visual material from both military and civilian sectors, showing machines operating intelligently and what it is they see when working on the basis of image processing programs. The traditional man-machine distinction becomes reduced to "eye/machine", where cameras are implanted into the machines as eyes.

“The third part of the Eye/Machine cycle structures the material around the concept of the operational image. These are images which do not portray a process, but are themselves part of a process. As early as the Eighties, cruise missiles used a stored image of a real landscape, then took an actual image during flight; the software compared the two images, resulting in a comparison between idea and reality, a confrontation between pure war and the impurity of the actual. This confrontation is also a montage, and montage is always about similarity and difference.

FF, 2010

A short Flicker Film adulterated by some extra images shot in Malawi, Africa. FF was in answer to an assignment given by artists Melissa Dubbin and Aaron Davidson who created the soundtrack to which I was asked to make a “Future Film”.

-- Deborah Stratman

Buckminster Fuller (1895-1983) was both a pioneer architect of the modern era and a global theorist. Fuller developed a system of geometry that he called “Energetic-Synergetic geometry,” the most famous example of which is the geodesic dome. His many designs for automobiles and living spaces were applications of a wider theory.

THE GREAT CURDLING is a Folk-Sci-Fi film. It’s a darkly comic musical exploring the feeling that collective reality is at tipping point. A middle-class family are adjusting to a new kind of happy, now they have consumed a transformative liquid technology that helps re-structure them from the inside.

“For quite some time the Hamburg artist Cornelia Sollfrank has been researching female hackers and found that hacking is a field completely under male domination. Nonetheless she was able to produce a series of several videos in which she interviewed female hackers. In December 1999 she came to know a U.S. hacker who attended the annual hackers’ convention held by the Chaos Computer Club (CCC). She did the video interview have script, will destroy with her on condition that the woman, code-named Clara G.

Hiatus, 1999

Madi plays an interactive on-line computer game in the privacy of her apartment. Wearing a computer corset that stores her programs in a "Garden Interface", she propels her go-go cowgirl construct WANDA through the game world, encountering an assortment of logged-on players and game identities who trick and confuse her. An aggressive male character WANG logs on, and inserts his cold architecture into her coordinates, draining the power in her corset. His expanding architecture threatens to overtake her Garden Reservoir.

"It may indeed be questioned whether we have any memories at all from our childhood: memories relating to our childhood may be all that we possess. Our childhood memories show us our earliest years not as they were, but as they appeared at the later periods when the memories were aroused. In these periods of arousal, the childhood memories did not, as people are accustomed to say, emerge; they were formed at that time. And a number of motives, with no concern for historical accuracy, had a part in forming them, as well as in the selection of the memories themselves."

Imagining future Deep Time, Post-extinction, using dark humor to speculate on the defiant vitality of matter to evolve life again. Two billion years from now, the oceans are beyond understanding. A soup of plastics, cloth and string, song and dance, collaborate to find new ways of moving in bleak time. The ghost of an oyster holds memories of what happened. It sings to a scrap of waste that fell to the bottom of the sea, trying to form new life, trying to get a face. With help from Stevie Wonder, undersea karaoke may still be possible.

"Between March 1972 and February 1977, the Videofreex aired 258 television broadcasts from a home-built studio and jerry-rigged transmitter in an old boarding house they rented in the tiny Catskill Mountain hamlet of Lanesville. It was a revolutionary act in defiance of FCC regulations — the first unlicensed TV station in America."

In this futuristic computer-animated landscape, confused relationships between objects and people play out before the backdrop of a lush garden and interactive theatre known as the Big Ghost. The commodity of this theatre is Vynola, an exotic creature who obsesses the minds of all who come to visit her, and represents an escape from the daily grind. Law of Averages is a wonderfully dense, witty, and visually stunning work about obsession, death, real estate, technology and America.

Believing that we are, "dragging our feet into the 21st Century," Almy made this video trilogy to celebrate technology and the future in an ironic melange of politics, sociology, sexuality, and economics. Flawlessly melding sound and image, the video moves through three sections, "Countdown," "Departure," and "Arrival." In the end, Almy posits this paradox: technology as a human development is rapidly making humans obsolete and interpersonal contact impossible, making the future of man’s presence and very existence uncertain.

Lossless #2 is a mesmerizing assemblage of compressed digital images of Maya Deren and Alexander Hammid’s 1943 masterpiece Meshes of the Afternoon. Baron and Goodwin play heavily with Teiji Ito’s 1959 soundtrack, making the film’s lyrical ambience feel more astonishing than ever before. --Neil Karassik

Lossless #2 is a mesmerizing assemblage of compressed digital images of Maya Deren and Alexander Hammid’s 1943 masterpiece Meshes of the Afternoon. Baron and Goodwin play heavily with Teiji Ito’s 1959 soundtrack, making the film’s lyrical ambience feel more astonishing than ever before. --Neil Karassik

Removing keyframes from a digital version of John Ford's The Searchers, Baron and Goodwin attack the film's temporal structuring to render a kinetic “painted desert” of the West. The dust kicked up by the movement in the film is pure pixel, unanchored from the photographic realism that used to constrain it.

Removing keyframes from a digital version of John Ford's The Searchers, Baron and Goodwin attack the film's temporal structuring to render a kinetic “painted desert” of the West. The dust kicked up by the movement in the film is pure pixel, unanchored from the photographic realism that used to constrain it.

Derived from Ernie Gehr's Serene Velocity, Lossless #4 is the result of a digital file's debugging routine that reveals vectors describing apparent movement in the frame. Having removed the picture, thereby isolating these vectors, the formal qualities of Gehr's film are detectable. The hypnotic effects of the shifts in the lens’s focal length in the original are now substituted with a purely graphical representation, creating a perverse replacement of the optical effect of the original.

Derived from Ernie Gehr's Serene Velocity, Lossless #4 is the result of a digital file's debugging routine that reveals vectors describing apparent movement in the frame. Having removed the picture, thereby isolating these vectors, the formal qualities of Gehr's film are detectable. The hypnotic effects of the shifts in the lens’s focal length in the original are now substituted with a purely graphical representation, creating a perverse replacement of the optical effect of the original.

In Lossless #5, a water-ballet crafted by the famed Busby Berkley is compressed into an organic mitosis, within which we detect the spirit of a "buggy" Brakhage ghosting about the integrated circuit.

In Lossless #5, a water-ballet crafted by the famed Busby Berkley is compressed into an organic mitosis, within which we detect the spirit of a "buggy" Brakhage ghosting about the integrated circuit.

lovehotel, 2000

lovehotel uses excerpts from the book Fleshmeat by Australian Internet artist Francesca da Rimini, detailing her life online from 1994 to 1997.

“Linda Wallace’s video lovehotel is about the emergence of new spaces of interaction, of new technologies and of new formations of desire; it is about the meandering of an ‘Aberrant Intelligence’ which hovers above and insinuates itself into our familiar habitats (physical and cyber) like a kind of inscrutable and formless spectre of the future.”

A distinguished looking man (performance artist Richard Layzell) is apparently trapped in an ever changing void of colour, locked in a power play with a perversely operated camera. A mute, caged, charismatic TV presenter he is by turns charming, menacing, educational, confused. At times he appears to have great powers. A voiceover tells us extraordinary things — how this man is special — the first man to 'have a baby'. Hallucinogenic flash-frames punctuate the colour field to give us a view of his world's disturbing and alien futuristic logic.

A post-apocalyptic computer animated vision of humanity lost in an industrial wasteland, Maxwell's Demon was animated on a low-cost, consumer computer model - an IBM PC. The tape takes its title from an early 20th-century physics theory postulating the existence of an impossible intelligence, a being that knew the exact location, energy, and direction of every particle in the entire universe - something akin to your home computer, but a lot bigger."

O.U.T. is a work documenting the emergence of computer games which train players to fight in cities among civilians, (Military Operations in Urban Terrain). O.U.T. contains sampled footage and machinima (stories told with video games) from five military simulation games. Following is a documentation of the performance, (Operation Urban Terrain), an urban wireless intervention by Anne-Marie Schleiner and an international cast of game expert and art activist collaborators.

ocularis, 1997

This video highlights several narratives concerning video surveillance—not to reiterate the conventional privacy argument but rather to engage the desire to watch surveillance materials and society’s insatiable voyeurism. A variety of subjects recount their interactions with surveillance—getting caught in the act of stealing or watching pornography, being discouraged from making an illegal ATM withdrawal—and question technological determinism, asking whether we choose to develop technology or technology shapes our choices.