AI Labyrinths, mean Eigenfaces, Ludic Currency, Zero Action und Aktivismus im künstlerischen Spiel
How can the potential of art be used as activism to create a new form of experimental game art? In the artistic research project Neuromatic Game Art. Critical Play with Neurointerfaces, a series of experiments have been developed that use art games to intervene politically. Is playing with surveillance, face recognition and AI a form of protest? Is the artistic play with AI and facial recognition, with machine learning and classification (discrimination), with the AI bias (data bias and outcome bias) – activism?
Society, games, culture and profit mechanisms are undergoing a radical change thanks to current AI/ChatGPT and OpenAI. Three works will be discussed and contextualised, which will also use brain scans/electroencephalograms as artistic means of expression within the game: AI Labyrinth (2022), Kopfgeld (2021) and Zero Action at the Savings Bank (2021). A sweet little do-nothing performance game!
The exhibition game AI Labyrinth is a form of appropriating AI, while Kopfgeld is a game-scores installation to generate a ludic currency as an alternative to energy-intensive tokens, and Zero Action… is an anti-capitalist parable about the new genre of artistically adapted low/no-action games as resistance within the game.
In new AI-based critical games, developed in the field of experimental game cultures, we learn from and for these examples of artistically acting games.
is a game artist and playful theory writer, full professor and head of the new Department of Experimental Game Cultures at the University of Applied Arts Vienna. Current research projects: Neuromatic Game Art. Kritisches Spiel mit Neurointerfaces (FWF/PEEK) and Biological Interfaces, Ludic Cultures and Non-human Agencies. Spiele von/mit/über das Leben hinaus. She has recently founded a BioLudic Lab and has been curating exhibitions and Ludic Method Soirées. In her collaborative and interdisciplinary artistic practice, she explores the human and non-human, cognitive, emotional and political conditions of the world and of societies. Her artistic focus is on virtual, performative and installational ‘ludic’ works that examine AI, deep learning, facial recognition and the playing of games as a central principle for coping with contemporary global challenges.
In German and English
The lecture was originally scheduled for 20.04. and will now take place on 30.05.