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16.09.2022
34 Minuten
The Art of... | Dokumentation
[09.08.2022]
Als Elisabeth Walther-Bense 2018 im Alter von 95 Jahren in
Stuttgart starb, gab es kaum eine öffentliche Reaktion. Dass sie
die ersten Professorin der heutigen Universität Stuttgart war,
schien ebenso vergessen wie ihre Leistungen als Übersetzerin,
Semiotikerin und Publizistin. Das ZKM, in dessen Archiv sich ihr
Nachlass befindet, nimmt den 100. Geburtstag von Elisabeth
Walther-Bense zum Anlass, mit einer Dokumentation ihr Leben und
Werk in Erinnerung zu rufen.
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16.09.2022
1 Stunde 30 Minuten
The Art of... | Talk
[12.04.2022]
Gideon Bachmann, dessen Stimmenarchiv sich seit 2014 am ZKM
befindet, führte von 1963 bis 1975 zahlreiche Gespräche mit dem
Schriftsteller und Filmemacher Pier Paolo Pasolini. In den
unkonventionell geführten Interviews offenbaren sie Pasolinis
kritische Gedanken zur poetischen Eigenart des Kinos, zum Umgang
mit der Vergangenheit und zur Bedrohung durch einen
technokratischen Neokapitalismus. Bachmann sah in Pasolini einen
Seismographen der Gesellschaft.
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16.09.2022
1 Stunde 6 Minuten
The Art of... | Talk
[08.03.2022]
What if machines and works of art would engage us in
conversations? »The Art of...« invites you into the world of one
of the most brilliant figures of cybernetics in the 20th century
- Gordon Pask (1928-1996), the creator of learning machines and
cybernetic artworks.
Gordon Pask (1928, Derby–1996, London) fascinated his
contemporaries not only by his appearance – an Edwardian dandy in
a bow tie and cape – but also by his pioneering experiments in
the field of adaptive teaching machines. As early as the 1950s,
he proved that it was possible to build teaching machines that
could adapt to the abilities of human learners.
What makes his work unique within cybernetics, however, is its
close connection to the arts. Pask was not only a cartoonist,
painter, and poet, but also founded a theater company in the
early 1950s for which he wrote his own plays and songs. Thus,
theaters and music halls became the experimental laboratory for
Pask's first cybernetic machines. Among his best-known projects
and works are »Musicolour« (1953-1957), the 'moody' light organ,
and the »Colloquy of Mobiles« (1968), which he developed for the
legendary exhibition »Cybernetic Serendipity« at the ICA London.
Often overlooked when considering Pask is the influence of his
cybernetic thinking– his »Conversation Theory« – on 20th-century
architecture: Pask collaborated on the conception of the »Fun
Palace« (1964), the visionary project of architect Cedric Price
and theater activist Joan Littlewod, and taught for many years at
the Architectural Association in London. It is also too little
known that he served as a consultant to Nicholas Negroponte's
Architecture Machine Group at MIT, informing its ideas about the
relationship between artificial intelligence and design.
Titled »The Art of Living in Conversation«, Paul Pangaro,
President of the American Society for Cybernetics, and historian
of science Andrew Pickering, in conversation with Margit Rosen,
explore how Pask's machines and his »Conversation Theory« might
change the way we think about living with machines.
»The Art of Living in Conversation« belongs to the online
conversation series dedicated to artists and theorists related to
the ZKM collection and archives.
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12.01.2022
1 Stunde 11 Minuten
The Art of... | Talk
[14.12.2021]
Clean water is essential for life on earth. Access to it has been
a declared human right by the UN since 2010. In a country like
Chile, where water is no public good, rivers hence become a
symbol of a ruthless and failed economic system.
Chilean media and sound artist Claudia González Godoy works at
the intersection of art, science and technology. She dedicates
her work to Chilean rivers, which she considers – in a poetic way
– from geographical, socio-political and chemical perspectives.
With a sensitivity to systemic relationships and through
extensive field research she explores the effects of industrial
overuse of water on the environment and the communities living
along the rivers. Examples include excessive mining for copper
and hydroelectric power generation for private companies.
González Godoy translates the findings of her observation and
research into mixed media installations that integrate image and
sound. She combines digital technologies with analog processes
such as copper engraving. The works are animated by water and
electricity as central components.
For the conversation, Claudia González Godoy has invited the
curator, scholar and cultural manager Alessandra Burotto Tarky,
who has accompanied the artist's work for many years.
Mehr
19.11.2021
52 Minuten
zkm_gameplay. the next level. Eco Games | Online conversation
[02.11.2021]
Computer games can address ecological concerns. But is a game
only ecological if it explicitly deals with environmental issues
on the content level? Can the relationship to nature be thought
of in a fundamentally different way in computer games? What can
environmentally conscious game worlds look like? In short – what
does ecological game design involve?
Alenda Y. Chang is the author of »Playing Nature – Ecology in
Video Games«, published in 2019. The book represents one of the
key works in game studies when it comes to environmental issues
and ecology. Using ecological concepts such as »Scale«,
»Mesocosm«, »Nonhuman«, »Entropy«, and »Collapse«, Chang
discusses opportunities and challenges that arise in and through
computer games in five chapters.
The following questions are up for discussion:
What questions arise when we adress ecology and games?
How can we define environmental games? What characteristics
should they fulfill?
Can computer games foster empathy for non-human beings and the
environment? What can we learn from or through games about
cohabitation, respect, and interconnectedness?
What about the physical environmental impacts of computer games?
How might sufficiency be imagined when talking about games?
What about the physical environmental impact of computer games
and how might sufficiency – the effort to use as little energy
and material as possible – be thought of in the game context?
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