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What happened to the 1960s ideas of machine art, cybernetic art, »algorithmic revolution«, and the hopes for a democratization of the art market? How do contemporary art practitioners cope with the political situation and with the attempts of the Silicon Valley giants to appropriate algorithmic generation of art-like artefacts?This issue aims to discuss how the early concept of computer art is now being reframed as digital, post-digital or algorithmic art under the prevailing conditions of big data, smart AI, an almost all-encompassing surveillance technology and the political state of neo-liberalism.…mehr

Produktbeschreibung
What happened to the 1960s ideas of machine art, cybernetic art, »algorithmic revolution«, and the hopes for a democratization of the art market? How do contemporary art practitioners cope with the political situation and with the attempts of the Silicon Valley giants to appropriate algorithmic generation of art-like artefacts?This issue aims to discuss how the early concept of computer art is now being reframed as digital, post-digital or algorithmic art under the prevailing conditions of big data, smart AI, an almost all-encompassing surveillance technology and the political state of neo-liberalism.
Autorenporträt
Mathias Fuchs (Dr.) is an artist, musician and media scholar. He is the director of the Gamification Lab at Leuphana University in Lüneburg. He is a pioneer in the field of game art and is a leading scholar in game studies and directs a project on Gamification that is funded by the German Research Council (2018-2021).Karin Wenz (Dr.) is an assistant professor of Media Culture at Maastricht University, Netherlands, and director of studies of the MA Media Culture.