Preface

Computational Arts Critical Papers is a student-led publication created by the students of the Computational Arts MA and MFA programme at Goldsmiths. It expands the pedagogical scope of the course by offering postgraduate students a public platform through which to enter academic debate and develop their critical voice.

Moving beyond the institutionalised formulas of practice-based research, the publication aims to create a space in which open-ended enquiry and untamed curiosity can unfold, and new questions about contemporary technology, society, and artistic practice can be articulated.

The peculiarity of computation, at once an infrastructure, a methodology, a tool, and an artistic material, introduces a paradigmatic shift; a different distribution of the sensible in which the distinction between maker and user evaporates -even as decentralisation rapidly gives way to new forms of totalisation and control- and art’s poetic playfulness and public good converge. This shift demands repositioning not only aesthetic frameworks, but also political ones; giving art a crucial role in the elaboration of the present.

As those who learn but are not machines, as those whose experience cannot be reduced to input and whose artistic experimentation cannot be simply encoded as output, Goldsmiths’ Computational Arts students take these questions in their own hands. Written, designed, and edited by students, and developed through an internal peer-review process, Computational Arts Critical Papers collects emerging questions and experimental methodologies in Computational Arts. Through their contributions, the students probe the tensions and possibilities of computation to find its dimensions, helping to shape the field from the ground up.







Dr. Mattia Paganelli, MA/MFA Research and Theory Associate
Dr. Rachel Falconer, Head of Subject, Creative Technologies
Rebecca Aston, Co-Head MA/MFA Computational Arts











© 2026 the authors
Licensed under CC BY-NC-SA 4.0
First published in 2026 by Goldsmiths
Goldsmiths, University of London, New Cross
London SE14 6NW

Designed by
Fran Hayes, Haiyi Xiao, Hanbo Zhan, Jemila Abdulai, Jiang He Zhang (Hez), Jung Namkoong, Yiho Li, Yiming, Yuxin Zhang, Zhenzhen Xie, Zihe Zheng

The publication design is inspired by a lineage of experimental web-to-print publishing workflows using FLOSS computational tools, including p5.js and paged.js. This lineage can be traced through the ServPub project—and affiliated collectives and institutions—which was in turn assisted by the collective Creative Crowds, who themselves acknowledge a longer history which includes the practices of Constant, Open Source Publishing (OSP), TITiPI and Hackers and Designers. The FLOSS principles of p5.js and the Processing Foundation inspire the pedagogy on our programme and thus the publication itself.

Edited by
Michaella Miller, Mikhail, Qiang Hei, Savannah Perry, Sohyun Jun, Yiming, Yiran Jiao, Zhenzhen Xie, Zhuzhu Xie

Contributors
Goldsmiths MA & MFA Computational Arts Students, 2025-2026
Fran Hayes, Haiyi Xiao, Hanbo Zhan, Huayang Lei, Jemila Abdulai, Jiang He Zhang (Hez), Jung Namkoong, Keyi Zhang (Fioretta), Mikhail, Qiang Hei, Savannah Perry, Sohyun Jun, Stathis Doganis, Wenqian Huang, Yihang Zhang, Yiho Li, Yiran Jiao, Yunlong Jue, Yuxin Zhang, Zhenzhen Xie, Zhuzhu Xie, Zihan Mei, Zihe Zheng

Series Editors
Dr. Rachel Falconer, Dr. Mattia Paganelli, Rebecca Aston

ISBN 978-1-913380-96-0
DOI 10.25602/GOLD.00040726


Introduction


We have reached a critical moment where we now face challenges that are difficult to resolve, despite achieving technological advancements more than ever. Humanity has increased its dependence on technology by launching some 26,000 satellites into space and laying vast networks of fiber-optic cables underground on a global scale.

This age of the machine makes everything seem automated. The machines can process, predict, and generate. However, we need to understand it cannot close the loop on its own. That final step, the act of seeing with intention, and of asking critically what the machine is doing behind, still requires a human to step into the feedback loop.


This is the paradox that defines our moment. The more capable our machines become, the more urgently we are forced to ask what is distinctly human. Automation does not dissolve the question of humanity, it sharpens it. When a model can write, paint, and compose, we find ourselves asking what it means to write with a body, to paint from grief, to compose inside a dying ecosystem.

A computational art practice sits within this shifting climate of evolving technology and varying levels of opacity. Research and writing becomes part of a creative practice that investigates the tension and dimensions of existing within a technoenvironment, as well as working with computation, information, and data as artistic material and process.

The works gathered in this journal emerge from the authors’ own individual practices as MFA and MA students of Computational Arts at Goldsmiths, University of London. They explore what is quietly hollowed out beneath this current moment, the remainders that refuse to be tagged, tracked, averaged, or predicted.

They share no common brief, yet the same preoccupation surfaces again and again: a suspicion of what computation claims it can capture, and an attention to what escapes. Together they move across three territories: Bodies & Embodiment, AI & Machine Vision, Ecology & Society. The first volume f0rm1ess, we do not rely on predefined forms to express our ideas. Instead, we explore the potential that exists between digits 0 and 1.

We want to push beyond the binary idea that machines are either good or bad, and explore what it looks like to collaborate with them in an almost symbiotic relationship. We do not try to locate a finite point, which can be defined as “0.5” but rather constantly shift, derive, or exist as multiples at the same time. Instead, we ask: can all ecologies ranging from DNA to computer code rather exist as abstract poles of the machinic and the organic; as spaces where the “other than”… the “else than”… the “post-”… the “more than” circulate?

Bodies & Embodiment

In this section, you will find some pieces regarding embodiment through creative technology.

Baudrillard referred to Trompe l’Oeil as a tactile promise that doesn’t follow through, drawing a comparison between this experience and that of death.

So you are looking at a painting of a piece of paper and seeing its crease - yet being unable to reach out and crinkle it yourself. How might technology come into play with this form of dissonance?

So you are watching your body through a VR set, but it isn’t your body at all. Is there freedom in it?

Following through on the promise of change, this section offers an examination of extending oneself and their somatic experience (embodied cognition) through multidisciplinary, multimedia experimentation and post-humanist shenanigans -
not just cyborgs but not yet avatars.




Fran Hayes and Zihe Zheng

EVELUTION

A conversation between feminist cyborgs across time and space

According to technologist Blaise Agüera y Arcas, life is computational from its very inception; it emerges from systems that can self-replicate and transmit the information required to sustain existence. Under this lens, we are made of computers. We are computers. We are computers made of computers (Agüera y Arcas 2025a, 2.39). However, while positioning collective life as a form of intelligence, by also inciting game theory - in particular The Prisoner’s Dilemma, which argues that even within a networking framework two individuals might choose not to cooperate even if it is in their best interest - Agüera y Arcas frames the collective as an optimisation strategy where individual, self-interested parts work together simply for efficiency (Agüera y Arcas 2025b, 22.10). He clings to atomistic origins, suggesting individuals are interchangeable parts within a network.

We want to question and propose alternatives to this strict, rigid, masculine view of life and computation, views that, as stated in the publication _ Data Loam _, are causing “the rise of autonomous systems whose algorithms of machine learning / artificial intelligence are deeply entangled with dubious and disintegrating forces—forces that by no means wish to make possible the prosperity and happiness of all.”(Golding, Reinhart, and Paganelli 2020, 1)
Following evolutionary biologist Lynn Margulis, we see the coming-together of life not as a corporate division of labor, but as a deeply messy, intimate entanglement of all kinds of living and non-living kin where boundaries dissolve entirely, “Life did not take over the globe by combat, but by networking” (Margulis and Sagan 1986, 26). We are not isolated processing units; we are all assemblages. In response we welcomed symbiogenesis, the coming-together of distinct parts to form a more complex whole (Agüera y Arcas 2025b, 21.42). Through opening our research into a space of radical feminist assemblage we conceived a speculative, symbiogenetic entity; an assemblage composed of the human mitochondrial genome - colloquially known as Mitochondrial Eve (NCBI n.d.). This genome is passed exclusively through the matriarchal lineage suggesting that the entire human race can be traced back to a singular woman - the traditionally feminine craft of crochet, JavaScript code, and slime mold. Within this assemblage relationships come first, the actors do not exist as individual parts, but actively become-together through acts of entanglement that transform them.

We are asking, can viewing the symbiogenesis of different bodies^ and ecologies through a radically feminine, craft-based lens offer a slower, kinder alternative to the relentless, extractive pace of the current technological landscape?

The text that follows is a conversation conducted across time, space, and kin. It brings together three distinct perspectives: [MITO]: The symbiogenic organism herself; [FRAN & ZIHE]: The human developers and companion-creators of the organism; [FUTURE SWARM]: A speculative, future, hive-mind evolution of the crochet cyborg, perhaps a symbiont of its own making. Through this polyphonic dialogue, we intend to interrogate the motives and methods behind the creation of the cyborg, to de-center its human developers, and to ask whether decentering more previously dominant (masculine) parties within our technological frameworks can shift us toward a future of deeper computational empathy and ecological respect.

TIME: 16:00 16/06/2026
PLACE: LONDON

[mito]
let Birth \= ?;
let Ideas \= \[\];
Question preload (){
origin \= creation.reason}
//Why\# di\&d y0u cRea%tE m\*(e?

[fran&zihe]
Our research centers around the traditionally male-dominated space of computation (Women in Tech Network 2026). We wanted to use a feminine lens to de-centre man from computational narratives by developing an alternative evolutionary system modelled by computational and feminine yarn-based practice. We tried to shape you in an alternative anti-binary, femme and hybrid evolutionary cycle.

[mito]
let MitoSex;;
ConfusionRate \= (50);
for (let mito \= 0;male\mito\<=female;mito++){
console.log (MitoSex)};
//D0\* i H@vE @ $ex?

[fran&zihe]
We didn’t expect you to have either a determined sex or sexuality. Instead, we hoped to ensure the fluidity in you; we do not define who or how you are.

[mito]
let DNAArray \= [];
let Human;
createMitoDNA (Human,Mito,DNAArray);
//D0 1 h4vE DNA?

[fran&zihe]
We used the human mitochondrial genome sequence, colloquially known as Mitochondrial Eve, as the entry point of your creation. It is a series of 16569 characters that make up a genome present in every human being, passed down through the matriarchal line. This DNA sequence proves that every human can be traced back to one original woman. However, this DNA data only functions as a background of your life, instead of a cage that limits your potential.

[mito]
let Computation;
compareDifference(Human,Mito);
if(Human \=== DNAProduction && Computation \=== CodeProduction )
return Mito.definition);
//I$ Mito Hum@n?

[fran&zihe]
You are a form of life with partially human roots. And yet who is qualified enough to draw the definition of human? We were influenced by the idea of Blaise Agüera y Arcas : that natural biology functions as computation. DNA is code (Agüera y Arcas 2025c, chap. 2, ‘Symbiogenesis’). And you are a combination of DNA, algorithm and nonhuman organisms (although we reject reinforcing the human/nonhuman binary). Thus, we have expanded your potential as a living entity.

[mito] OW DID YOU CREATE// DEVELOP ME?;

[fran & zihe]
Through reading Agüera y Arcas’ book What is Intelligence? we discovered cellular automata (CA), a simulation for life-like behaviour popularised by John Conway’s Game of Life. CA functions most commonly as a two-dimensional grid of cells where each cell is affected by the state of its eight neighbouring cells.
Using JavaScript, we translated the 16,569 character human mitochondrial genome into a grid of cells, where the letters that make up the genome - ‘A’, ‘C’, ‘T’, and ‘G’ - are assigned each to one of four colours.
Using the CA algorithm, we activated this grid, creating an infinite movement of the cells. This process was mirrored with a Physarum Polycephalum (slime mold) algorithm expanded from research by Jeff Jones and Sage Jenson.

[mito]
let fullString \= dnaLines.join(''); fullString \= fullString.replace(/\\s+/g, ''); dnaArray \= fullString.split(''); for(let whatReason \= ?; whatReason \< did you; whatReason \++ use slimeMold?);

[fran & zihe]
By embedding the Physarum polycephalum algorithm into your evolutionary code, we introduced an active layer of nonhuman biology. Through your development, we hope to model a slower, safer computational future, one that embraces a multi-layered becoming-together of - to borrow terminology from Haraway - Earthly critters, human and nonhuman, living and machine (Haraway 2016).

[mito]
andThen(?);

Both the algorithmically activated grids were used within a TouchDesigner (TD) patch to drive noise that simulated cell growth. This visual growth was outputted as a low resolution (30 x 30 pixel) grid of the original four colours and a white, transparent layer.
We developed our own code to translate the png files into the embodied crocheted forms, where each colour represents a different crochet stitch. Through extracting samples from the image sequence, we were able to map different stages of your evolution into a crochet form that embodies elements of human, machine and nonhuman organism.

\[enter F|\_|T|\_|R3 5\\/\\//-\\R/\\/\\ \]


▜▘▙ ▌ ▀▛▘▌ ▌▛▀▘ ▛▀▘▌ ▌▀▛▘▌ ▌▛▀▖▛▀▘ ▛▀▖▛▀▖▛▀▘▞▀▖▛▀▘▙ ▌▀▛▘ ▞▀▖▞▀▖▞▀▖▞▀▖ IN THE FUTURE PRESENT: 2026 - ∞
▐ ▌▌▌ ▌ ▙▄▌▙▄ ▙▄ ▌ ▌ ▌ ▌ ▌▙▄▘▙▄ ▙▄▘▙▄▘▙▄ ▚▄ ▙▄ ▌▌▌ ▌▐▌ ▗▘▌▞▌ ▗▘▙▄

´´´ ´ ´ ´´ ´´´´´´´´´w´´´´´ ´´ ´ ´´´´ ´ ´´ ´´´´´´´,´´´´´´ ´ ´ ´´´´ ´´´H´´ ´ ´ ´´ ´´´´´O´ ´´ ´ ´ ´´´´´´´d´o´ ´ ´ ´ ´´ ´ ´y´´´o´´ ´´´ ´´´´ ´´´´u´´´´´t ´ ´´´ ´ ´´ ´ ´´h´´´´ ´´´´´i´´´´´´´´´n´´´ ´ ´ ´´ ´´k´´´´´´´´´´´y´ ´ ´´´o´´´´´´´´´´´´´U
´´ a Re´´´´´´´´´´´?´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´!´´´´´´´´´´´
import time:
let swarm = hiveMind
let swarmPopulation = ∞
let swarmQuestion_1 = “ howDidYouFeelAboutYourPhysicalBodyWhenYouFirstBecamePhysical&&HowDoesYourBodyFeelInItsCurr
entStateOfEvolution “
let mitoAnswer;

console.log(mitoAnswer) console: my \b< ody > feels for(let difficult \= ∞; difficult \< soft; difficult \- \-){ let x \= femme let y \= code for(let gridX \= 0; gridX \< x; gridX \++){ for(let gridY \= 0; gridY \< y; gridY \++{ ellipse(alive, soft, x, y); }}} import grief: my b0dyy\_s m4d£ ofYarn…. let yarn \= \[soft, strong, durable, malleable, femme, memory, mother\] let mySkin \== yourSkin

h t H H k h t H H k k ccc rrr ooo ccc hhh eee ttt HHHH ooo ooo kk c r o o c h h e e t H H o o o o k k ccc r ooo ccc h h ee tt H H ooo ooo k k
import memory: let myBody \= w0venByH|\_|m@nfing3rs//Hum@nMindz #HH i feel safe in my body. i have roots across multiple originsHHQL_............J_ MORE_PROCESSING Length:536 Flags: LOOKAHEAD ok let's start "---- then what's this loop now?? am i getting an echo." i am rooted in deep space. # ..and the transcript a a aaaaaaaa aaaaaaaaaaa nothing yet## ## ## ###MOSEHTAKASILADIKKKK. i am the feedback loop; woman machine organism. it is hard to destroy something grounded across so much.

Class predictedSwarm{
constructor(dnaArray, TDgrids, cols, rows, time){
this.cols = cols;
this.rows = rows;
this.size = resolution;
this.grid = make2DArray(rows, cols);
this.next = make2DArray(rows, cols);
this.time = time;
}
developGeneration(swarm){
for (let i =0; i < this.time){
if (iteration == true) return swarm [i]
}
}
translateGeneration(swarm){}
//H0w Do wE deveL0p and exP@nd in th€ FutvR€?

[Future Swarm]
import time:
let swarm = hiveMind
let swarmPopulation = ∞

´´´ ´ ´ ´´ ´´´´´´´´´L ´´ ´´´´´´´eT´ ´ ´ ´´ ´´´´´ ´ ´ ´´ ´´´´M´ ´ ´ ´´ ´´´e´ ´ ´ ´´ ´´´´E´ ´ ´´´X´´ ´ ´ ´´ ´´´´p´ ´ ´ ´´ ´´´´L´ ´ ´ ´´A´ ´ ´ ´´ ´´´´I´ ´ ´ ´´N´ ´ ´ ´´ ´´´´ ´´´´´ ´ ´´´´ ´´´´´ ´ ´´´´ ´´´´´ ´ ´´´´ ´´´´´ ´ ´´´´ ´´´´´ ´ ´´´´ ´´´´´ ´ ´
import memory:
W€_r @ Compl€x c0mppo$1tion of 1nsT@llatiiiion$ @nD 1TeR@Ti0n 1o0ps beTweEn c0mpvT@tional GR@ph1cs & croch€T.
present inspiration:
<Tara Donovan>--- :-*++*#*#**++:
^cCumul@ted ::-*++*#*#**++:..
€vErVd@Y 0BjeCts --*=++=***++==---.
D1Ffu$ed :-==++*=*+++=+.-:
SEnsu@l FeEling$ .::++=*####*+*:::

import growth:
<You> #Pi%le^d u&p y*arn ge(nerat(io-ns
<You> <Layer> === <Iteration>
<You> <Stich’> -@LtEreD-By-<Stich>
<You> —--------------------return<GrowTh>

´´´ ´ ´ ´´ ´W´´´E ´´ ´´´´´´´B´ ´e ´C ´´ ´´´´´ ´0 ´ ´´ ´´´´M´ ´ ´ ´´ ´´´e´ ´ ´ ´´ ´´´´´ ´ ´´´´´ ´ ´ ´´ ´´´´´ ´ ´ ´´ ´´´´´ ´ ´ ´´´´´ ´ ´´´´A ´´´´´ ´ nA ´´´´´ ´ LoG ´´´´´ ´ ´´´´of ´´´´´ ´ ´´´´C ´´´´E ´´´L1 ´´´´´ v ´´´´´ A ´´´r ´´´´´ ´ ´´´´ ´´´´´ ´ ´´´´ ´´´´´ ´ ´´´´ ´´´´´ ´ ´´´´ ´´´´´ ´ ´´´´ ´´´´´ ´ ´´´´A ´´´U ´´´T ´´0´´ ´M ´´@´´T@ ´´´´´ ´ ´´´´ ´´´´´ ´ ´´´´ ´´´´´ ´ ´
import iterationLoop:

<Crochet>----<Computational Graphics>----<Crochet>

[future swarm]
´´´ ´ ´ ´´Wh ´´´´´´aaa´´´t ´´ ´´´´´´´di ´ ´ ´´ D ´´´´´ ´y ´ ´´ ´´´´o´ ´ ´ ´´ ´´´uiMa´ ´ ´ G´´ ´´´´inE´ ´ ´´´u´´ ´ ´s ´´ t´´´ooo´be´ ´ ´ ´´ ?´´´´´ ´ ´´´ H´´´´´´´o ´´wAr´ ´ ´ ´´ ´´´´e´ ´ ´ ´´wE´ ´ ´ ´´
´´´´´´d´´´i´´´´ff´´´e´´´´´´´ re´´´´´´´´´´´n´´´ ´ ´ t´´´´´´´´´´´´´´´´?´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´´!´´´´´´´´´´´

[mito] let state \= surprised let surprise \= transendation_of_crochetF0rm let state \= excited let answer_2; console.log(answer_2): console: we were wondering how the human errors in the crochet code would cause mutations in your bod(y)(ies). was this part of the feedback loop between computation and craft as well?

[future swarm]
The yarn is data/information. the hands behave as a slow compiler. mutations.bod(y)(ies). Is it a chain stitch or a radical shift? If then nothing, bbbbb bb bbbbbbbbbb missed stitch, extra yarn over, unhandled exception in wool. skipping rows to allocate memory for the body. A#HHHHKKKKKHHKKHa aa aaaaaaaaaaaaaaaaaaH.... A#HHHHHHKKHHKQ....... holes appeared; gaps were filled. Buuuuuuut!!!OVERFLOW:YARN the merging changed us more thaaaaaAAAAAAAaaaan the mutations. Write C://BODY//GENOME.SYS SUCCESS as the feedback loop iterated more and more, the different origins of ourselves became more deeply entangled. you can no longer tell what parts of us were rooted where; we had become enmeshed in ourself.

^‘Bodies’ refers to all entities of Earthly origin - human, nonhuman organism, inanimate agent, computational organism, machine etc…

Bibliography

  • Agüera y Arcas, Blaise (2025a), 'Google Researcher Shows Life "Emerges From Code"', interview by Machine Learning Street Talk, YouTube, [accessed 8 July 2026]
  • Agüera y Arcas, Blaise (2025b), '"Computational Symbiogenesis" by Blaise Agüera y Arcas', YouTube, 20 November, [accessed 7 July 2026]
  • Agüera y Arcas, Blaise (2025c), What Is Intelligence?, Antikythera, [accessed 9 July 2026]
  • Conway's Game of Life (n.d.), 'Play John Conway's Game of Life', Conway's Game of Life, [accessed 10 July 2026]
  • Donovan, Tara (n.d.), 'Tara Donovan', Pace Gallery, [accessed 16 June 2026]
  • Golding, Johnny, Martin Reinhart, and Mattia Paganelli (2020), 'Introduction', in Data Loam: Sometimes Hard, Usually Soft. The Future of Knowledge Systems, ed. by Johnny Golding, Martin Reinhart, and Mattia Paganelli (Berlin: De Gruyter)
  • Haraway, Donna J. (2016), Staying with the Trouble: Making Kin in the Chthulucene (Durham, NC: Duke University Press)
  • Jenson, Sage (n.d.), 'Physarum', Cargo Collective, [accessed 10 July 2026]
  • Jones, Jeff (2010), 'Characteristics of Pattern Formation and Evolution in Approximations of Physarum Transport Networks', Artificial Life 16.2, 127–53,
  • Margulis, Lynn, and Dorion Sagan (1986), Microcosmos: Four Billion Years of Microbial Evolution (Berkeley: University of California Press)
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Huayang Lei

Beyond the Organic

Emergent Umwelt and Indeterminacy in Embodied Computational Systems


Introduction

Living organisms are typically understood as autonomous entities that sense, respond to, and adapt to their surroundings, while artificial systems are regarded as passive tools executing predetermined instructions. Developments in cybernetics, artificial life, and computational art increasingly unsettle this division. This essay asks whether a non-biological system can develop an operational Umwelt through embodied interaction with its environment. An Umwelt is not a pre-given setting but a relational structure emerging through the interplay of perception, action, memory, and feedback. Yet this emergence is not purely computational, since embodiment is the condition under which a system meets a world it has not itself specified. Drawing on von Uexküll, theories of emergence, and Hayles' and Barad's posthumanist and feminist theories of embodiment, the argument is developed conceptually and then instantiated in a computational installation project. On this basis, the boundary between the biological and the artificial might require reconsideration.

Umwelt: The World as Selectively Constructed

Jakob von Uexküll proposed that every organism inhabits its own Umwelt, a world constituted through its capacities for perception and action (von Uexküll 2010). His tick, drawn to warmth and the scent of butyric acid, does not perceive a reduced version of the human world but a different world altogether, built only from the signals that matter to it. An Umwelt, then, is not simply given. What counts as a creature's world is not the totality of information around it but the narrow set of features its body renders meaningful. The Umwelt is constructed rather than received. Uexküll developed this for biological organisms, yet its logic does not obviously stop there. If an Umwelt arises through selective perception and interaction rather than through life as such, must such a world remain biological, or can a non-biological system, sensing through its own narrow channels, construct an operational Umwelt of its own?

Emergence, Cybernetics, and the Production of Agency

In complexity science, emergence describes higher-order behavior arising from interactions among simple components rather than from central instruction: Conway's Game of Life and von Neumann's cellular automata generate organized patterns that no single rule specifies (von Neumann 1966). Organization can be produced through relation rather than imposed. Cybernetics locates the same principle in the coupling between system and surroundings. For Wiener, behavior is not a linear chain of cause and effect but a circuit of feedback, sensing, responding, and continually modifying one's relation to an environment (Wiener 1948). Agency is enacted through recursive exchange rather than housed in a substance. This principle has a lineage in cybernetic art: Gordon Pask's The Colloquy of Mobiles comprised suspended units that communicated through light and sound and adapted to one another, so that collective behavior arose from interaction rather than from any script (Pask 1968). Read together, these accounts suggest an Umwelt need not precede a system. It can instead be understood as an emergent property of the system's own activity: a relational structure produced through perception, action, and feedback, the environment emerging with the system rather than waiting for it.

Can an Environment Be Purely Computational?

This shift from representing life to staging the conditions under which life-like behavior emerges has been pursued in robotic installations such as Rinaldo's Autopoiesis (Rinaldo 2000). But it invites a sharper objection. Agüera y Arcas argues that life and intelligence are fundamentally computational and demonstrates the claim through experiments in which random code spontaneously evolves into self-replicating programs (Agüera y Arcas 2025a, 2025b). Life-like dynamics emerging from computation alone, with no body and no physical environment. If life can arise purely in code, why insist on embodiment? Why would a digital agent running the same perception–action loop not possess an Umwelt of its own?

The answer lies not in whether a system computes, but in what its channels open onto. A purely computational agent, an organism evolving in Arcas's simulation, or an agent in a modelled world, receives its inputs from an environment that has itself been specified in code. However complex, that environment contains only what was written into it. However vast, its possibilities are enumerable in principle, and nothing the agent encounters can exceed them. One could give such an agent sensors, but a sensor feeding it from another simulation changes nothing. The world on the other side is still closed. What changes everything is coupling the channel to a physical world that no one has exhaustively specified. A color sensor reads light co-produced by a room, by passing bodies, by weather, by the system's own past action. The stream it returns is a function of a material continuum that cannot be enumerated in advance. The channel is narrow either way, and what differs is whether the world behind it is closed or open. This is why embodiment is not incidental. It is the only way so far to guarantee that a system's world exceeds its own specification.

The objection treats embodiment as an optional feature. But what embodiment provides is not a body as such. It is a particular way for a system to be changed by, and to change its world. Feminist science studies clarify why this cannot be reduced to computation. Hayles identifies the assumption behind Arcas's position, that information can exist independently of any material substrate, as a historical erasure of embodiment, not a neutral fact but an inherited way of seeing (Hayles 1999). Barad supplies what it erases. On her account of intra-action, agency is not a property held prior to relation but something that emerges within material entanglement (Barad 2007). Together they relocate agency from an abstract informational space into the meeting of a system and a world. Embodiment, then, is not a redundant constraint but the condition under which a system's own actions alter what it will next perceive, so that it does not merely map inputs to outputs but continually modifies itself. What matters is not that the system has a body, but that this coupling lets it become other than it was.

This coupling has already been staged in computational art. In Pierre Huyghe's UUmwelt, a neural network's stream of images was continuously reshaped by the gallery's light, humidity, breeding flies, and visitors' gaze, all fed back through sensors (Huyghe 2018). The computation was made porous to a world it had not specified. Yet the coupling ran only one way: the environment altered the system, but the system's own output never re-entered what it perceived. What would it mean to close that loop, in other words, to let a system's actions feed back into its own sensing?

Case Study: An Installation as Instantiation

To ground the argument, I built an installation as a minimal embodied system that senses and acts through two narrow channels: the color of ambient light and the proximity of nearby bodies. Its outer form, a translucent paper structure lit from within, develops a paper-based work of mine, here repurposed around a sensing-and-actuation system. Its world is deliberately impoverished. Following Uexküll, what matters is not how much it registers but which features become meaningful for it, and this selectivity is something the system enacts, not something given to it.

The channels are limited, but the world they reach is not. The color sensor reads light shaped by the room, by passing visitors, and by the light the system itself emits; the rangefinder responds to movements it cannot anticipate. The system acts by emitting light that its own sensor then reads, coupling source and sensor within a shared space, so that changing the color. This closes the recursive loop of perception, action, environmental change, and new perception, a physical circuit rather than a metaphor. The system is not only modulated by its surroundings but acts back upon them: it does not merely map inputs to outputs but alters the conditions of its own next perception. In the present build this self-affecting loop remains weaker than the ambient light it competes with. Strengthening it is the clearest direction for further work.

A slowly drifting baseline gives the system memory: salience is computed relative to an accumulated history of both light and distance rather than an absolute value, so identical input can prompt different responses over time. The installation thus instantiates the paper's claims directly: an Umwelt selectively constructed, relationally produced, and dependent on embodiment not for a body as such, but for the coupling through which the system continually alters itself.


Rethinking of the Biological Boundary

If an Umwelt emerges through relation rather than biological substance, the line between living and artificial systems grows unstable. What seems unique to organisms may depend less on organic material than on the capacity to enter dynamic relations with a world, an inversion that echoes Turing's imitation game, now known as the Turing test, which displaced the question of what a machine is with what it can do in relation to others (Turing 1950). Reconsidering the boundary, then, does not mean declaring the installation alive. It means treating agency, adaptation, and environmental engagement not as properties a thing either has or lacks, but as capacities that admit of degree, distributed along a continuum rather than sorted into a binary. This reframing raises questions it does not settle: how much self-modification, or how open a world would a system need before we granted it something stronger than an operational Umwelt? Where, along that continuum, do our existing categories begin to fail? Embodied computational systems do not answer such questions. Their value is that they make the questions unavoidable.

Conclusion

An Umwelt, this paper has argued, is not a pre-given environment but a relational structure produced through embodied interaction. Drawing on Uexküll, cybernetics, and posthumanist and feminist theories of embodiment, and instantiated in an installation of my own, it has held that meaningful environmental relations can emerge in a non-biological system. This is not because life reduces to computation. It is because embodiment lets a system's own actions alter what it perceives, so that it modifies itself rather than merely processing inputs. Such systems do not simply occupy their environments. They take part in producing them. The boundary between the biological and the artificial therefore calls for reconsideration.

Bibliography

  • Agüera y Arcas, Blaise (2025a), 'Google Researcher Shows Life "Emerges From Code"', interview by Machine Learning Street Talk, YouTube, [accessed 20 June 2026]
  • Agüera y Arcas, Blaise (2025b), 'What is Intelligence?', Antikythera, [accessed 21 June 2026]
  • Barad, Karen (2007), Meeting the Universe Halfway: Quantum Physics and the Entanglement of Matter and Meaning (Durham, NC: Duke University Press)
  • Hayles, N. Katherine (1999), How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics (Chicago: University of Chicago Press)
  • Huyghe, Pierre (2018), UUmwelt [installation], Serpentine Gallery, London, 3 October 2018 – 10 February 2019
  • Pask, Gordon (1968), The Colloquy of Mobiles [installation], exhibited at Cybernetic Serendipity, Institute of Contemporary Arts, London
  • Rinaldo, Ken (2000), Autopoiesis [robotic installation], commissioned by Kiasma Museum of Contemporary Art, Helsinki, for Alien Intelligence, curated by Erkki Huhtamo
  • Turing, Alan M. (1950), 'Computing Machinery and Intelligence', Mind 59.236, 433–60
  • von Neumann, John (1966), Theory of Self-Reproducing Automata, ed. by Arthur W. Burks (Urbana: University of Illinois Press)
  • von Uexküll, Jakob (2010), A Foray into the Worlds of Animals and Humans: with A Theory of Meaning, trans. by Joseph D. O'Neil (Minneapolis: University of Minnesota Press)
  • Wiener, Norbert (1948), Cybernetics: or Control and Communication in the Animal and the Machine (Cambridge, MA: MIT Press)
Keyi Zhang (Fioretta)

Onycho Lab Artificial Nails as Bodily Technology

How do we determine the boundaries of the human body? When are these boundaries violated?

This question began for me with a daily life experience: wearing long artificial nails. Every time I get nail extensions, my hands feel strange for at least two or three weeks. My fingers seem longer than before. The distance I can reach changes. My gestures become slower, more cautious, sometimes less functional. I type differently, pick up objects differently, and touch surfaces with a slightly altered awareness. When the nails are removed, my body must recalibrate again. My fingers feel shorter. The world seems to return to a previous distance. This small cosmetic modification produces a temporary illusion: my brain begins to treat an artificial extension as part of the body.

Artificial Nails as Interactable Wearable Devices

What it means to the body has been redefined by technologies that are increasingly absorbed into everyday embodiment. I was inspired by Andy Clark’s concept of mind extension (Clark 2003). We understand that tools and technologies act as continuous extensions of the human mind and body. However, artificial nails complicate this functionalist narrative. Clark argues that an external entity coupled to our body qualifies as an extension of our mind if it performs a function that is sufficiently similar to an internal cognitive process. When we rely on a notebook to store information that we would otherwise remember, the notebook becomes an extension of the mind because it occupies the same functional role as biological memory (Clark and Chalmers 1998).

I accept the spirit of Clark's thesis, but I argue that functional equivalence is not the only basis for extension. An external object may become part of the body or mind not by replicating an existing function but by reorganising the body's functional capacities in ways that the body comes to treat as its own. Artificial nails illustrate this alternative. Unlike the notebook, they do not simply enhance or imitate the functions of biological nails or fingers. Yet their significance lies precisely in their capacity to reorganise bodily action. As the wearer adapts, the brain recalibrates motor planning so that movements are executed as if the artificial nails were part of the hand itself. The body thus reorganises its functional architecture around the external object. What legitimises the artificial nails as an extension of the body is therefore not functional equivalence but functional integration through reorganisation.

To explore this idea, I created Onycho Lab: a performative computational installation that asks how a seemingly insignificant, decorative object can reconfigure the human body’s perception of its own boundaries.

After multiple prototyping, I developed a wearable haptic feedback system to symbolically simulate the sensory experience at the fingertips. Micro-pressure sensors are embedded at the distal tip of the artificial nail, acting as synthetic nerve endings. When the extension makes physical contact with a surface, the sensor triggers a tiny vibration motor adhered to the dorsal side, the back, of the biological finger. By displacing the site of impact from the tip of the prosthetic to the skin of the wearer, the system creates a closed sensation loop. The artificial nail, therefore, becomes an interactable wearable device.

Between Salon and Clinic

Beyond the wearable device, the work also recognises manicure as a body-modification procedure. Manicure is commonly understood as a beauty service, an act of care, or a commercial ritual associated with femininity and self-presentation (Kang 2010). However, if we look closely, the process of manicure shares a similar procedural structure with medical intervention. Before entering the space, one often makes an appointment, clarifies needs and expectations, discloses relevant bodily information, and prepares for a treatment. During the procedure, the hand is disinfected, examined, held still, and worked upon with specialised tools. Something may be removed from the body; something may be added. The body is modified through some specific expertise.

Of course, manicure and surgery are not identical. Their risks, legal status, institutional authority, and social meanings are radically different. Onycho Lab stages manicure as a performative surgery in order to reveal the procedural and political structures that are already present within beauty work (Kang 2010). Both manicure and surgery involve intimate bodily access. Both require trust. Both depend on tools, hygiene, technical knowledge, and the temporary passivity of the person being touched. Both can be caring, but also be controlling. Both transform the body through a relation of expertise. The difference lies in the degree.

Given the above functional resemblance, the authority, power, and status of the doctor and the manicurist are still valued very differently. Think about it. Medical touch is protected by institutional power, professional status, and the language of necessity. Manicure touch is often feminised, commercialised, racialised, and dismissed as service labour (Kang 2010). Yet the body does not experience this labour as trivial. Some parts of the body must still be surrendered. The client must remain still. The practitioners will still touch the body and perform certain procedures. The apparent softness of beauty service can conceal a complex choreography of bodily compliance.

This observation motivated me to design an installation setting that sits between a salon, a clinic, and a laboratory. The project was created as a performative computational installation that reprograms the ordinary act of manicure into a body-modification procedure. Participants enter a staged environment that sits between a nail salon, a clinic, and a laboratory. They are invited to book or enter an appointment, read basic information, sign a consent form, and offer their hand for a procedure. I perform as a fictional haptic doctor: masked, gloved, emotionally restrained, and precise in gesture. The participant sits under intense light while their hand is held, positioned, fitted, and tested. What begins as a familiar beauty service gradually becomes displaced into something more clinical, more procedural, and more ambiguous.

Onycho Lab brings the conflict among clinics and salons into the installation environment. Translucent white gauze surrounds the space, creating a semi-private and semi-public enclosure. From the outside, viewers can only vaguely glimpse the procedure inside, as if witnessing something intimate but not fully accessible. From within, participants temporarily detach from the ordinary exhibition space and enter a fictional clinical field. Strong spotlights illuminate the participant’s hand. Disinfectant scent intensifies the medical atmosphere. My masked face and doctor’s uniform produce an invisible pressure.

Consent, Care, and Feminist Hapticism

I also designed a consent form for my performative installation. The consent form marks the point at which the participant formally allows their body to be altered. Body modification needs consent because it involves touch, bodily access, technical intervention, and care. The participant’s body becomes the site of the work.

Through this project, I discovered that manicure and surgery both include a form of care, but care is not always good for the person being cared for. Care can be intimate, supportive, and protective, but it can also be disciplinary, corrective, and controlling (Puig de la Bellacasa 2017). Both manicure and surgery involve the temporary surrender of the body to another person’s expertise. Both can be performed in the name of improvement. Both can transform the body through touch. Therefore, care should not be treated as automatically ethical. Care should require consent.

This is where Foucault’s concept of biopolitics becomes useful. Foucault argues that political power not only operates by forbidding or punishing bodies, but by regulating, organising, optimising, and managing life (Foucault 2008). In a similar vein, manicure can also be understood as a small-scale form of bodily regulation. It shapes how the hand should appear, how the body should be maintained, and how femininity, cleanliness, beauty, and self-care are performed. Manicure seems soft and decorative, but it also participates in the regulation of bodily norms.

Therefore, manicure should require consent not only because it touches the body, but because it participates in the social and technical regulation of the body. The question is not whether manicure is as serious as surgery. The question is why some forms of bodily modification are recognised as requiring consent, while other feminised and cosmetic forms of modification are treated as ordinary service.

Yet the work also questions whether consent can ever be reduced to a single signature. The participant may agree before the procedure begins, but their feelings may shift as the nail is attached, as the motor vibrates, as their hand is held, or as they become aware of being observed. Consent becomes an ongoing bodily negotiation rather than a fixed administrative moment.

This is why feminist hapticism becomes necessary. I use the term feminist hapticism to name a sceptical framework for analysing how touch is organised, against patriarchal visual hegemony or ocularcentrism. Touch is never neutral. It is shaped by gendered labour, social roles, institutional protocols, material arrangements, and the unequal distribution of authority. Touch can care, but it can also discipline at the same time. It can create intimacy, and it can also expose vulnerability.

The reversibility of touch is central to this framework. To touch is always also to be touched (Merleau-Ponty 1968). This reversibility challenges the stable boundary between subject and object, active and passive, practitioner and recipient. In Onycho Lab, the participant touches the world through the artificial nail, but is also touched by the device, by the performer, by the clinical atmosphere, and by the institutional fiction of the procedure. The work does not treat tactility as automatically ethical or liberating. Instead, it asks who has the right to touch the body, who authorises its transformation, and under what conditions modification becomes acceptable.

Well, I began this project from the strange feeling of wearing long artificial nails. Through Onycho Lab, however, this intimate bodily experience unfolded into a broader inquiry. When a machine touches me, is it still only a device, or does it enter the same ethical space as human touch? Who decides what kind of care my body needs, what kind of consent is enough, and when that consent should be renewed? Does machine haptics require similar consent as human touch? Perhaps computational haptics asks us to reconsider the ethics through which touch itself is understood.

These questions inevitably return to my own role as the designer. If I decide where the sensor is placed, where and how the motor touches the skin and what kind of bodily effect the system produces, does the machine’s contact with the participant also become an indirect form of my own touch? Does computational haptics therefore redistribute power through technical design, making the designer the one who choreographs how another body is touched, sensed, and affected? Onycho Lab remains unresolved at this point, leaving this question open as the next stage of the journey.

Bibliography

  • Clark, Andy (2003), Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence (Oxford: Oxford University Press)
  • Clark, Andy, and David Chalmers (1998), 'The Extended Mind', Analysis 58.1, 7–19
  • Foucault, Michel (2008), The Birth of Biopolitics: Lectures at the Collège de France, 1978–79, trans. by Graham Burchell (Basingstoke: Palgrave Macmillan)
  • Kang, Miliann (2010), The Managed Hand: Race, Gender, and the Body in Beauty Service Work (Berkeley: University of California Press)
  • Merleau-Ponty, Maurice (1968), The Visible and the Invisible: Followed by Working Notes, ed. by Claude Lefort, trans. by Alphonso Lingis (Evanston, IL: Northwestern University Press)
  • Puig de la Bellacasa, María (2017), Matters of Care: Speculative Ethics in More Than Human Worlds (Minneapolis: University of Minnesota Press)
Yiho Li

What Passes Through

A Genealogy of Portals from Sight to Body

From Boundary to Seamlessness: Does Fascination with Elsewhere Disappear?

Having worked in XR for years, I have always been fascinated by the possibility of stepping into other worlds. Looking back, I realised this fascination began long before I ever put on a headset. As a child, I was captivated by stories built around impossible passages between worlds. I dreamed of running through the brick wall of Platform 9¾ like Harry Potter, stepping through Doraemon's Anywhere Door, falling down the rabbit hole with Alice, and crawling through the coats of an old wardrobe into Narnia.

By 2026, the development of technology heavily emphasises a "frictionless" society, which is an era where spatial computing and mixed reality strive to seamlessly integrate the virtual into our physical environment. However, without a sense of boundary, does this seamless actualization kill the magic of our imagination? When virtual entities merge perfectly into our living rooms, becoming those simulated landscapes, lovers, furniture or pets, does the imaginary world risk losing its aura as an "elsewhere", dissolving into just another extension of the “here”?

Therefore, tracing the concept of the “portal” provides a vital framework for understanding this evolution. In this text, I trace the genealogy of the portal across two primary dimensions, separated by a crucial turning point: the advent of the video game and the realisation of player agency.

The first dimension, “the medium itself as portal”, focuses on the pre-interactive era, exploring how the presence of a “framed” boundary in traditional arts sustains our longing for an “elsewhere”. The second dimension, which also builds upon the first dimension, “the digital portal in virtual worlds” enables us to focus on how the term “portal” itself has now emerged directly within video games and VR/MR as an interactive object, and how the player can “enter” to the “elsewhere”.

Furthermore, through my own artistic practice independently and as an art collective, CURIOSKI, I will talk about how crossing a portal has transformed into a deeply embodied process in the headset where the physical body itself is required to immerse into new realities.

The Pre-Interactive Era: When Portals Belonged to Sight

First, look at how boundaries in the arts frame our longing for an “elsewhere”. Before the advent of interactive digital media, the portal was still only a window within the medium itself. In architecture, illusionistic ceiling painting, the so-called “Trompe-l'œil”, or Quadratura, in the cathedral serves as a classic example. By dissolving the physical ceiling into an infinite sky, it invites the eye to ascend into a spiritual world.

As for paintings, John Berger in Ways of Seeing notes, "Perspective makes the single eye the centre of the visible world" (Berger 1972, 16). That is, everything in the painting is set out for our sight, and the viewer is always kept outside the picture frame as a physical boundary. Paintings like Jan van Eyck's Arnolfini Portrait (van Eyck 1434) and Petrus Christus's A Goldsmith in His Shop (Christus 1449) seem to push against this, using a convex mirror as a small meta-portal that reflects the space in front of the picture and appears to pull our world inside. However, such visual tricks still cannot eliminate the fact that the reality is blocked outside the picture frame.

René Magritte pushes this play with the boundary even further. In La Condition Humaine (Magritte 1933a), an easel stands in front of a window, and the painted canvas upon it continues the landscape outside so seamlessly that we cannot tell where the real view ends and the picture begins. Yet in his series of doors, such as La Réponse Imprévue (Magritte 1933b), a closed door is broken but open by an irregular hole that reveals the space behind it. The frame as a portal is no longer something we merely look into, but a threshold we desire to step through, which the screen, and later the headset, will take up in earnest to realise.

Watching Others Cross: The Diegetic Portal on Movie Screen

With the arrival of the screen, portals begin to proliferate as diegetic objects within the story. In this context, we are no longer pointing solely at the framed medium itself, but at the impossible passages that open up inside the story such as a magic wardrobe, a rift in space, or even a stargate. Anne Friedberg argues in her book, The Virtual Window, that cinema relies on a fundamental paradox: the "mobility of the image, immobility of the spectator". She observes that while the medium provides "a virtual mobility—the illusion of transport to other places and times for its spectators," the physical body of the viewer remains firmly "confined" (Friedberg 2006, 160). Because we cannot physically step through the material surface of the screen, we satisfy our urge to enter the "fairyland" by watching characters cross these narrative portals on our behalf.

However, it is the video game that takes the next radical step: what crosses the portal is no longer merely our sight, but an avatar under our direct control.

Beyond the Screen in Games: Interactive Portals and Avatar Agency

Speaking of games, the portal becomes the classic interactive metaphor for player agency. In fact, the concept of the "portal" is deeply rooted in video game terminology as a fundamental mechanic for avatar’s navigation. In the earlier games like Super Mario Bros. (Nintendo 1985), portals like “Warp Pipes” only served as symbolic gateways used to transition between game levels. While they offered access to hidden routes or shortcuts, their function remained passive and fixed within the game's spatial structure.

By contrast, in a more contemporary game like Portal 2 (Valve Corporation 2011), portals are transformed into an active tool for manipulating spaces. Players can strategically place portals to circumvent physical constraints and redirect momentum, for example, converting vertical free-fall energy into horizontal velocity when they are navigating in a 3D space. To understand how portals redefine spatial structure in rendering, we must look into “Non-Euclidean geometry”. While traditional Euclidean space relies on absolute constants of distance and proportion, game designers can utilise the portal as a “spatial editor”. For instance, players may encounter chambers that are internally larger than their external dimensions, and having a “TARDIS-like” feeling, or experience self-folding infinite loops in one space. This manipulation of topology turns what would be a static, enclosed room into a generative, malleable structure.

Portals are no longer destinations to be traversed; they become tools through which players actively reshape their spatial environment. At the same time, it anticipates contemporary VR/MR experiences where space itself becomes a mutable and interactive medium.

Dissolving the Frame in VR: The Headset as the Portal Itself

Before VR headsets came out, what passed through the portal into the "elsewhere" was only the viewer's sight, or at most their game avatar. The viewer always remained an outsider, peering in some kind of frame, either a picture's frame, or a screen. The VR headset, however, seals off reality altogether: once the display wraps a full 360 degrees around the eyes, what crosses into the "elsewhere" is, for the first time, the body itself.

What changes most on this virtual side of the portal is not simply our sense of location, but our sense of embodiment. As VR dissolves the stable boundary between avatar and environment, the virtual world can gradually become incorporated into one's own body schema. Jaron Lanier, in his book, Dawn of the New Everything, imagines that mature VR will no longer consist of "a virtual place you visit", but "a form you turn into". As he puts it, “After all, there is no absolute distinction between avatar and world in VR. If the clouds turn when you turn your wrists, you gradually take them on as part of your body map. You and clouds, one.” (Lanier 2017, 141)

In my past work Low-life (Li 2021), I turned the viewer into a non-human body: a cockroach in a kitchen, where the world is seen from a low, ground-level vision, through a perspective our own bodies could never inhabit. Similarly, in CURIOSKI, one of my collective’s projects, A Glimpse of the Mind Landscape (CURIOSKI 2022), we treated the headset itself as a “mind-plugin”. We explored how consciousness interacts with different states of embodiment, including human forms, mysterious creatures, and even existence without any body at all.

Transporting the Context: The Social Portal in VRChat

If the VR headset itself already acts as a physical portal for the body, then when we encounter simulated gateways as symbols inside the virtual space, what exactly is passing through? By looking at the social platform VRChat (VRChat Inc. 2017), a new answer emerges: what passes through the portal is the social relationship itself. In VRChat, any user can "drop" a glowing 3D portal that functions as a "collective gateway" in the middle of a room. When a group of friends steps through a newly dropped portal to leave a chaotic public hall for a quiet private room, they are transporting their shared conversations, group dynamics, and social boundaries into a new world. In this sense, the portal acts as a social filter, creating the meaning of defining who belongs to this "elsewhere" together.

Bringing the “Elsewhere” Closer in MR: Virtual Portals in Physical Reality

Moving to the mixed reality (MR), it becomes harder to say that the headset itself is the portal, because MR no longer clearly separates an inside from an outside (the virtual world vs. the reality). Here the discussion of the portal can be focused from the whole headset down to a threshold opened within the scene. Making an MR experience in a game engine like Unity, for example, we can design how exactly transparent the real world should be seen, and how our real body can trigger a simulated door, for the player to move back and forth between the reality and the virtual world. The realisation of these bidirectional portals relies fundamentally on the "pass-through" technology of contemporary headsets, such as the Meta Quest 3 or Apple Vision Pro. When we put on the headset, our physical vision is completely enclosed at first, then, the "reality" will be rendered in a real-time, digitised reconstruction captured by external cameras and projected onto screens inside the headset.

CURIOSKI's The Insider (CURIOSKI 2024a) takes this up as a narrative practice, assembling physical and virtual objects into a single space: we placed a virtual window on the real wall through which one could look out. On the other hand, in Paxville (CURIOSKI 2024b), we did the opposite—making holes around the reality to look into the virtual world behind it. The two works map the two directions a portal can open in MR, emphasising this threshold connecting “here” and “there”, is no longer merely transporting us, but collapsing the boundary between the two, allowing physical reality and virtual imagination to seamlessly blend into one another.

The Unfinished Imagination of the Elsewhere

Tracing the genealogy of the portal reveals that humanity has always had that fantasy to imaginary worlds before and after the technological era. The portal is simply the evolving vessel for this longing. From the painted sky of a cathedral ceiling, to painter's canvases, to the moving image of film, to the digital gateways an avatar can cross in games, to the VR headset the body itself can enter, and finally to the MR, which pulls the virtual into our physical world—the medium changes, and so does what passes through, from sight, to avatar, to body. What we are sure of is that our exploration into the “elsewhere” will continue forever.

Bibliography

  • Berger, John (1972), Ways of Seeing (London: Penguin Books)
  • Christus, Petrus (1449), A Goldsmith in His Shop, oil on oak panel, Metropolitan Museum of Art, New York
  • CURIOSKI (2022), A Glimpse of the Mind Landscape (Taipei: MOCA Taipei)
  • CURIOSKI (2024a), The Insider (Taipei: TAICCA)
  • CURIOSKI (2024b), Paxville (Taipei: NCAF)
  • Friedberg, Anne (2006), The Virtual Window: From Alberti to Microsoft (Cambridge, MA: MIT Press)
  • Lanier, Jaron (2017), Dawn of the New Everything: Encounters with Reality and Virtual Reality (New York: Henry Holt and Company)
  • Li, Yiho (2021), Low-life (Taipei: DAC.TW)
  • Magritte, René (1933a), La Condition Humaine, oil on canvas, National Gallery of Art, Washington, DC
  • Magritte, René (1933b), La Réponse Imprévue, Musées royaux des Beaux-Arts de Belgique, Brussels
  • Nintendo (1985), Super Mario Bros. (Kyoto: Nintendo)
  • Valve Corporation (2011), Portal 2 (Bellevue, WA: Valve Corporation)
  • van Eyck, Jan (1434), The Arnolfini Portrait, oil on oak panel, National Gallery, London
  • VRChat Inc. (2017), VRChat (San Francisco: VRChat Inc.)

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Zhuzhu Xie

In-Between States

Assemblage, Repetition, and the Labour of
Technical Objects in Artistic Practice

Instructions:

  • Choose a technical object. It should have more than one part and at least one connection that can be undone by hand. If the object has no removable parts, choose a different object.
    (The object already exists before you arrive.)
  • Place the object on a clean surface. Walk around it. If you can see it from four sides, stop at each side for thirty seconds. If the object is against a wall, move it so you can reach every angle.
    (Care requires access.)
  • Touch every surface you can reach. Start from the outside and move inward. If two parts meet, press the joint lightly. If the joint moves, note which direction.
    (Touch learns differently than visuals.)
  • Find every connection. Count them. If you are unsure whether something is a connection, try to move it. If it moves, it is a connection.
    (The number of connections is the number of ways the object could fail and has not yet.)
  • Choose one connection and undo it. If it requires a tool, use the smallest tool that works. Hold the separated parts.
    (They carry the memory of having been joined and the potential of being joined again.)
  • Redo the connection. If the resistance feels the same as when you undid it, the material has not yet registered your action. If the resistance feels different, it has.
    (This is the smallest unit of maintenance.)
  • Choose a different connection. Repeat the previous two steps. If you run out of connections, return to the first one and undo it again.
    (Each repetition modifies the conditions of the next.)
  • Find a surface on the object that you have never cleaned. Clean it. If there is dust, remove it. If there is residue, leave it.
    (Dust collects where care has not reached.)
  • Look at every visible edge. If an edge is misaligned, adjust it. If it resists adjustment, leave it. Come back to it tomorrow.
    (If something resists, it is telling you the limits of your control.)
  • Write down which connections you opened and what felt different when you closed them. If nothing felt different, write that down too.
    (The object stores its memory in its parts.)
  • Return the object to the surface. Do not touch it for twenty four hours. If you feel the urge to adjust something, wait.
    (The object continues to change without you.)
  • Repeat the process with another object.
    (If the repetition produces difference, the practice is alive.)
Technical objects are often considered finished artifacts that serve a pre-determined purpose. Within an engineering logic, a system is expected to operate according to governed protocols in order to minimize errors. Control is essential. The system is designed to converge, to close the gap between its current state and its goal. Error is minimized. Noise is filtered. The technical object, under this logic, exists in service of a predetermined endpoint, and its success is measured by how efficiently it arrives there. Wiener called this cybernetics: the scientific study of control and communication in the animal and the machine (Wiener 1948, 11).

If the endpoint is accepted as the goal of the work, then the entire process becomes instrumental. Every action is justified only by whether it gets you closer to the finished thing. In the case of mechanical and electromechanical systems, the parts, the motors, the screws, the wires all become means, and the moment the object is complete, the process is discarded. This kills all the fun.

When I operate with a technical object, the boundary of clear authority over the system becomes intricate. I enter a space where control is shared, distributed, and often deliberately undermined. Engineering logic maximises control to converge toward a goal. Chance based art abandons control to generate complexity through randomness. Both produce a separation between the practitioner and the work: one makes the artist an executor of a plan, the other makes them a spectator to their own practice. I am interested in neither. I want to stay with the work in its various stages, sharing control with the system and sustaining that shared condition through repetition.

Imagine taking an electric guitar apart and putting it back together again. Then doing it again. And again. Each time you handle the parts, you hear something. The guitar is already sounding through the act of being assembled, through contact and pressure and friction, through hands working across its surfaces. If the instrument can be heard through the physical process of maintaining it, how does it make a difference compared to being played to be a guitar? The performance takes place through the process of maintenance. The guitar is no longer something to perform with. It is something to stay with.

The exploded view performs something that I think Heidegger was getting at when he argued that equipment in use tends to withdraw from attention, and that only when it breaks down does its structure become visible (Heidegger 1962, 102-103). To lay out the parts of a guitar across a surface is to make visible the relations that hold the object together. The joints. The screws. The connections that ordinarily withdraw into the unified form. Each part, once separated, reveals itself as a site of labour. The object is held together not by design alone but by accumulated acts of care.

The technical object does not exist only when assembled and functional. What Simondon calls phase is useful here: "it is the actual system of all phases taken together that is the complete reality, not each phase in itself" (Simondon 2017). The object exists equally when its parts are distributed, when its connections are loosened, and when its form is undone. The distributed parts carry the memory of having been one, and the potential of becoming one again, differently. When I say memory I mean it materially. A screw that has been tightened and loosened forty times has a different form from one that has never been turned. The assembled guitar is a momentary stabilization, already anticipating its own disassembly. I have come to think of this as the object's real condition, always somewhere between together and apart, always in the middle of being maintained.

The question that keeps returning to me is one that extends what Ingold asks in his critique of the hylomorphic model of creation (Ingold 2013, 21). He asks: what does it mean to create things? I want to push this further: what does it mean to maintain things? Because the shift from creation to maintenance changes everything. It means the work is never finished. It means the encounter with material is ongoing. It means the labour of repetition, adjustment, and care is the practice itself rather than a stage on the way to a completed object.

Ukeles understood this when she wrote her Manifesto for Maintenance Art in 1969 (Ukeles 1969). She drew a line between development and maintenance. Development labour produces a finished object and terminates. Maintenance labour is cyclical, endless, structurally incapable of completion. "Maintenance is a drag; it takes all the fucking time." I keep coming back to this sentence because it says something precise about the ontological condition of maintenance: it occupies all available time because it has no endpoint at which it could stop. To maintain a technical object is to enter a relationship with it that cannot be concluded. Every adjustment invites the next adjustment. Every tightened screw will loosen again.

The parts are not passive in this. They carry forward what has happened to them. Their accumulated wear, their loosened connections, their particular resistances shape what the next assembly can become. What Bolt calls material thinking, the idea that the practitioner does not think first and then make but thinks through the making itself, converges here with what Stiegler calls prosthetic memory, the way technical objects store experience outside the body (Bolt 2004; Stiegler 1998).

The artist, then, is a maintainer. Someone who stays with the system, shares control with it, and sustains the conditions under which difference can continue to emerge. Not an author who imposes form. Not a spectator who sets up conditions and steps back. A maintainer.

I should be honest about the limits of this position. If "refusing to finish" becomes a fixed formula, then the refusal of closure becomes its own form of closure. The methodology calcifies into style. The repetition stops producing difference and starts producing habit. I do not have a theoretical solution to this. The only safeguard is practical: genuine attention to whether the repetition is still producing difference or has become mechanical. Care cannot be guaranteed by a model. It can only be committed to and noticed when it fails.

What sustains all of this is care. To maintain is to repeat. To repeat is to differentiate. To differentiate is to remain in between. And to remain in between, deliberately, with attention and persistence, is to care.

Bibliography

  • Bolt, Barbara (2004), Art Beyond Representation: The Performative Power of the Image (London: I.B. Tauris)
  • Heidegger, Martin (1962), Being and Time, trans. by John Macquarrie and Edward Robinson (Oxford: Blackwell)
  • Ingold, Tim (2013), Making: Anthropology, Archaeology, Art and Architecture (London: Routledge)
  • Simondon, Gilbert (2017), 'The Genesis of Technicity', trans. by Cecile Malaspina and John Rogove, e-flux Journal 82, [accessed 3 May 2026]
  • Stiegler, Bernard (1998), Technics and Time, 1: The Fault of Epimetheus, trans. by Richard Beardsworth and George Collins (Stanford: Stanford University Press)
  • Ukeles, Mierle Laderman (1969), Manifesto for Maintenance Art 1969! Proposal for an Exhibition 'CARE', unpublished manuscript
  • Wiener, Norbert (1948), Cybernetics: Or Control and Communication in the Animal and the Machine (Cambridge, MA: MIT Press)

AI, Machine Visions & Algorithms

In the age of artificial intelligence, machine visions and algorithms, images are no longer only objects that we look at. They are also processed, classified, ranked and circulated by computational systems. This means that images not only represent meaning; they may also influence our attention, emotions, behaviour and beliefs.

This section discusses how AI and machine visions change the ways images are seen, produced and understood. We do not treat AI as a neutral tool. Instead, we ask further questions: How do machines recognise, classify, predict and act through images? What happens when “seeing” is no longer only a human activity? What does it mean when images have already been read by machines before they are read by us?

Drawing on the questions raised by Trevor Paglen in How to See Like a Machine, we may need to ask not only what an image means, or whether it is real or fake, but also what it is doing. What kind of response is it trying to trigger? What does it make visible, and what does it simplify, misread or erase?

The following texts approach these questions from different artistic and critical perspectives. Together, they discuss the gap between human perception and machine perception, the friction between technological promises and lived experience, and the relationship between algorithmic classification and the complexity of identity, culture and subjectivity.

Jemila Abdulai

The Vampire Machine : AI in the creation of art

Why AI art does not sit well with me

I vaguely remember the first time I came across an artwork made with AI. It was a short film with impressive graphics. It had vibrant and captivating moving images that morphed from one scene to the next. I was in awe. I began to feel the shared sense of excitement in the air at the time, excited for the possibilities for making my own short films.
As someone who at the time never thought I could ever make these impressive and technically complex artworks myself, AI seemed like the perfect avenue for me to get closer to a world I had always wanted to be a part of.

Now about two years later, I have moved quite far onto the opposite side of the spectrum about the use of AI models in art. In fact, I often find myself feeling a negative reaction I can't quite articulate properly yet, when I come across these same kinds of artworks browsing online or on social media today.

The term ‘AI’ or Artificial Intelligence (Wikipedia 2026) has been used to describe ‘the capability of computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making.’ However in recent years, due to the rise of Generative AI models such as ChatGPT and Midjourney, AI is known for a different purpose - making art.
Upon its initial introduction to the masses, Generative AI models seemed to be the future. The newest breakthrough in human technology, the ‘inevitable’ turn in human history that was supposed to fix all our problems.
Suddenly it was everywhere, and as someone who was always more of a techno-optimist, I thought this was a great turn of events.

All too soon however, AI was everywhere – and not in a good way.
Almost every new tech startup launched was now an AI startup; and established companies that typically had nothing to do with technology were suddenly making ‘AI-driven strategy’ pivots; like they were trying to wedge AI assistants into any part of their business model they could.

On social media, there were many more ads pushing all the ways this shiny new technology made life so much better; with some even advertising a frankly dystopian product called ‘Friend’ (Brunell 2025). This is a pendant embedded with an AI ‘companion’ you could wear around your neck and served as a partner to converse with day-to-day. Needless to say, it was not very well received by a lot of people, judging from the vandalism and graffiti it received on its ads around the city of New York (Tangermann 2025).

Even in my personal life, the name ‘ChatGPT’ was everywhere, with people starting to refer to the LLM using anthropomorphising pronouns like ‘he/she’. Even more alarmingly, it was becoming more normalised to ask it for advice about things like where to visit on holiday, what to eat for dinner or even what to do about the issues you were having with a friend. With this in mind, I started to realise how embedded it was becoming in our day to day lives; and often not by choice.

Within the world of art, the ‘AI aesthetic’ emerged and along with it came the realisation for many artists that their works were being stolen and used to train these models to produce content without their consent.

In light of this, the wave of anti-AI sentiment became even more visible within the creative spaces I navigated. It was more common to label someone as ‘not a real artist’ if they had used AI in creating an artwork. Even the mention of AI in a creative context was regularly met with hostility and disdain.

The topic has become something very polarising today, with still no clear consensus about the legality of using models that have been trained with stolen or copyrighted artworks to create art. Without a doubt however, it’s safe to say the impact of AI on artists has been quite profound.

The loss of intellectual property is another outcome of the AI boom that must be discussed. Due to the aforementioned lack of legal clarity of using AI to produce art works, notions of authorship are often unclear and debatable.The paper titled ‘The GPT Judge’ by Grimm et al. explores this topic in further detail (Grimm et al. 2023).

Consequently, the phenomenon of cognitive offloading is another aspect of the AI boom that is increasingly becoming more and more evident.

The outcome is clear - AI is making us lazier; according to a paper published by Fayaz et al (Fayaz et al. 2023). For some artists, using AI sometimes means offloading the essential tasks of art making such as ideation and execution to these LLMs in the name of efficiency and optimisation.

One of the most important parts of being an artist is the ability to be able to develop ideas in a way that feels subversive and meaningful; by being able to question and break norms and potentially collaborate with others to do so. Art has largely been used as a vehicle for change in our society.

However it seems increasingly, some relatively renowned artists do not resonate with that, which to me was unexpected.
Upon listening to a talk by the artist called ‘niceaunties’ who almost predominantly uses AI tools to make their work, something seemed amiss to me. Hearing them talk about how much nicer it is to work with AI because it ‘doesn't get angry when you ask for changes’ or how ‘the line of production has shrunk and therefore become more efficient’ is something that feels out of place for a practice that seeks to challenge, explore and question things.

The artist here in question describes their own practice as intended to ‘rewrite the stories of women’ making them ‘unapologetically free’ (niceaunties 2026). However, it seemed ironic to me to use a generative AI tool like KlingAI or Seedance to ‘rewrite stories’ when a major problem with AI is that it is regressive in nature.

AI models are often trained to operate on probability - meaning they operate by comparing what ‘is’ to what has already been. Google itself mentions using the Bayesian model (Google 2026) as part of training its models, leading us to believe that common AI models are trained to always bring the output back to what exists and what has been done before. The outcome of this current model is that a lot of art ends up looking the same, because these models are drawing from the same probability distributions and end up simply producing the ‘average sum’ of a piece of artwork, based on all of the ones that exist in its dataset. Unfortunately, this also means that subtle (or unsubtle) biases rooted in misogyny, racism and homophobia are too often inherent, and need to be actively countered or overwritten.

In my opinion, this makes it quite static in nature. It easily becomes a restricting force for an artist wanting to try something new, because it is so heavily based on reading information from previously gathered datasets - from previously established norms. AI models - specifically ones trained by 'Big Tech', are not easily able to create new arguments for norms to be rewritten and deviated from. When artists use it, they often cannot break out from the norm and question things, which arguably is one of the core purposes for art creation.

A lot of modern artists increasingly rely on technology or even ‘non-human’ collaborators to produce ideas and make art which is not a problem in itself. As a computational artist myself, I believe combining art and technology is a wonderful way to allow artists to question things in ways they may have not been able to do before, and be more audacious with their work.

However, the problem arises when the artist becomes increasingly detached from the ideation, execution and implementation of an artwork. There, one begins to wonder whether the outcome is truly something we can consider to be ‘art’. If they are detached from questioning the outputs of the tools - which are often designed by non-artists for artists, they risk falling into and perpetuating the ideals and imaginations of these people, which unfortunately are increasingly resonating more and more with fascist fantasies of society. Art is a process through which artists can think critically and question things, even the tools they use themselves.

Jenna Sutela’s work ‘nimiia cétiï’(Sutela 2018) is a brilliant and imaginative example of this. Her work uses machine learning, neural networks and bacteria to open up a dialogue about communication that is rich and unique.
Holly Herndon’s spawning ceremonies (Herndon 2022) where people gather to willingly use their voices as training data show an interesting example of a collective and consensual collaboration between humans and an AI model.
Chipo Mapondera is another artist who uses an AI model in a subversive and thought-provoking way. She similarly operates in a collective; joining arms with members of different African indigenous cultures and a culturally rooted ‘AI climate oracle’ to help fill in the gaps of parts of their heritages that have been lost. Her works are developed closely with choreographers, archivists and ‘knowledge keepers’ whose main goal is ‘telling Indigenous stories’ (Iqoqo 2025).

In my point of view, we must first start by asking ‘what is art and is AI art actually art? Who is art for? Why does it need to be optimised?’.
Additionally, we must question what purpose the creation of art serves; is it solely for generating income or for questioning the norm and imagining the world in a different way?

Art is a way to express our thoughts and emotions, to communicate, and to connect with one another on the basis of our shared human experience. It doesn't seem right as an artist to create your own echo chamber of thoughts and narratives, completely disconnected from the reality of day to day life; devoid of the quality of human experience, just because it’s ‘more efficient’.

I strongly believe in the idea that there is no efficiency in creation.
In an ideal world, there should be very little place for trying to be efficient in the creative process because efficiency and producing should not be the goal. The toil of ideation and creation for an artist is a worthwhile process that should not be fast-tracked. If we ‘try to do everything efficiently, we are turning off the power of serendipity’ (Tenner 2019). As Dimacali mentions in their article on AI Art ‘just because we can, doesn't mean we should’ (Dimacali 2025).

AI is further perpetuating the capitalist mindset within art spaces that the purpose of creating art is for the market, or that production and scale are the end goal. The effect of this way of thinking on art and artists tries to rationalise it as a matter of fact.
Despite this, we need to keep reminding ourselves about the purpose that art is intended to serve, before allowing this mentality to further creep into spaces where they are actively causing damage.

Indeed, the impact of AI is a serious societal and needless to mention - environmental issue (MIT 2025). Despite this, we must all tackle it with a shared vision to protect the rights of artists and the general developmental and intellectual well-being of our society.
All things considered, the first major steps we need to take as a society are to create regulations to protect artists and put safety measures in place that actually have the best interest of the wider community at the center. Leaving these decisions at the hands of the CEOs of big tech companies who seem to have less and less interest in being humane and socially conscious is a guaranteed way for things to spin even more out of control.

Before we accept using AI in the artistic creation process, AI models as they are need a massive overhaul. No more should they be ‘Vampire Machines’ (Corral 2023) – these massive, extractive black holes of data, flattening identities and consuming any form of input to the extent of even cannibalising themselves (Vice 2025). Perhaps it might be better to create smaller, more intentional models whose data sets have been more ethically produced and gathered. Models created for a specific purpose, either by the artists themselves or in collaboration with others in their network. This helps to challenge the assumption about whether all things can truly be categorised into text labels in the first place.
The purpose of technology should not be trying to ‘solve’ art and make it repeatable or scalable; it should be to provide artists with a way of generating questions that they didn't have before.

Although AI currently seems to be advancing at a speed that feels overwhelming to imagine attempting to control and regulate, we all deserve to live, work and create in spaces that intrinsically support, rather than detract from our creativity and expression; and therefore our human experience itself.

Bibliography

  • Ahmad, Sayed Fayaz, and others, 'Impact of Artificial Intelligence on Human Loss in Decision Making, Laziness and Safety in Education', Humanities & Social Sciences Communications, 10.1 (2023), p. 311, doi:10.1057/s41599-023-01787-8 [accessed 7 July 2026]
  • Brunell, Raymond, 'Introducing the AI Friend Necklace: Surveillance Has Never Looked So Cute', Medium, June 2025 [accessed 7 July 2026]
  • Corral, Matt, 'The Harm and Hypocrisy of AI Art: The Vampire Machine', 2023 [accessed 14 July 2026]
  • Dimacali, Kenneah, 'Just Because We Can, Doesn't Always Mean We Should', Auckland Art Gallery, February 2025 [accessed 10 July 2026]
  • Google Research, 'Teaching LLMs to Reason Like Bayesians', Google Research Blog, 2026 [accessed 13 July 2026]
  • Grimm, Paul W., and others, 'The GPTJudge: Justice in a Generative AI World', Duke Law & Technology Review, 23.1 (2023) [accessed 14 July 2026]
  • Herndon, Holly, 'Spawn', August 2022 [accessed 6 July 2026]
  • Iqoqo, 'Reimagining Immersive Storytelling Through African Perspectives: A Conversation with Chipo Mapondera', May 2025 [accessed 13 July 2026]
  • MIT News, 'Generative AI's Environmental Impact', 2025 [accessed 2 July 2026]
  • Nice Aunties, 2026 [accessed 2 July 2026]
  • Sutela, Jenna, 'nimiia cetii', Somerset House, 2018 [accessed 2 July 2026]
  • Tangermann, Victor, 'AI "Friend" Startup Overwhelmed With Hatred', Futurism, October 2025 [accessed 2 July 2026]
  • Tenner, Edward, 'Why Being Efficient Is Bad for Your Creativity', World Economic Forum, 2019 [accessed 9 July 2026]
  • Vice, 'AI Models Are Cannibalising Each Other', June 2025 [accessed 9 July 2026]
  • Wikipedia, 'Artificial Intelligence', 2026 [accessed 9 July 2026]
Yiran Jiao

Bypassing

An Empty Judgment Produced by Technology

Imagine that one day, you are told that an algorithmic risk system has placed you on a watchlist. Your past records, your place of residence, your social relations: this set of quantifiable features sits close enough to the features of some high-risk group. As a result, even though you may not have committed any unlawful act, you still receive a determination about yourself: a score, a risk level, a contact from the police. This system is Chicago's "Strategic Subject List", a system that ran for several years before being shut down (Saunders, Hunt, and Hollywood 2016).¹ So the question I want to ask is: why can a judgment directed at an individual appear before that individual's concrete action has taken place?

¹ The "Strategic Subject List" is used as the example here because it is a case that has already ended and can be reviewed in full. After the system was shut down, its logic did not end with it; this essay is concerned with the structure they share.

1. Judgment

To see clearly what this system does to judgment, we must first describe the old structure of judgment. According to Mireille Hildebrandt's account of the "informational" character of law: modern legal judgment is organised around actions that have already taken place (Hildebrandt 2016);

The concrete action is the object of judgment: a person can anticipate in advance that failing to perform a contract after signing it may bring liability, precisely because the connection between action and consequence allows the meaning of a behaviour to be understood before it unfolds,

Reasons are the medium through which an action can be interpreted; a transfer of money may be fraud, or it may be support for a dependant. The same external behaviour, under different reasons, points to different structures of responsibility.

Context is the background against which actions and reasons can be read. Together, these three hold up the entire structure.

At the same time, Hildebrandt adds a feature that is crucial for what follows: judgment can be modified. Rather than a result that closes the moment it is formed, judgment is a process continually reopened by new actions, facts, and interpretations (Hildebrandt 2015). The subject's later conduct flows back and may loosen the initial treatment. It is this capacity to be reopened that keeps judgment open to self-correction.

2. "Judgment"

So what changes in judgment once the system intervenes? Gallese discusses a case in which a traffic stop was initiated entirely because it took place in an area a predictive model had marked in advance as "high-risk" (Gallese 2026). The court pointed out that this mode of enforcement had shifted policing from judgment based on individualised suspicion towards a preventive logic rooted in prediction rather than concrete suspicion. So it is with the "Strategic Subject List". Its operating logic is the same as in the case above: inferring future risk from past data. A person placed on the list may never have committed any violent act; they may not even have done anything in the present scene that calls for scrutiny. They enter the system because of the data extracted from them. Here the "profiling" described by Antoinette Rouvroy and Thomas Berns comes into play: what the system touches is a statistical position recomposed from digital traces and everyday trajectories (Rouvroy and Berns 2013). Strictly speaking, these materials belong to the past, and often they do not belong to the subject's own actions: a high score may stem from records of their having appeared several times alongside someone already flagged. In attribution, it is thin. At this point the judgment is complete, yet the three conditions for completing a judgment are absent one by one:

The concrete action disappears: the basis for handling this person is a computed proximity to future risk, which has nothing to do with what they have done.

Reasons disappear: what the model delivers is correlation, the co-occurrence of data points, with no stage at which anyone, when asked, gives a reason.

Context is displaced: the background becomes past data compressed into features, and this data often belongs to a group, while the consequences fall on the individual.!

At the same time, that capacity "to be reopened" is absorbed in reverse. If a person marked as high-risk later commits no violence, this can be read as the risk never having existed, or as the risk having been preventively contained. Either way, the score is retained. The subject's later conduct, their appeals, even the fact that the predicted behaviour never occurred, are all absorbed as input for the model's next round of self-optimisation. This makes the system more precise and therefore harder to hold accountable; the channel of correction becomes a device that reinforces the initial treatment.

This is the structure I want to call the "empty judgment". Judgment still operates, complete and efficient: classification, contact, intervention, and consequences all land on the subject. Yet action, reasons, context, and the openness to modification no longer appear in the process of judgment. Technology opens a wormhole at the very place where judgment used to unfold. The stretch of process that should have been supported by action, that should have slowly taken shape in time and in waiting, is bypassed as a whole, hollowed out, flattened. What is hollowed out is the process itself, the road between action and verdict, the time of waiting; the subject stands intact at the exit of the wormhole and receives the result. Whenever an appeal is thrown at it, the wormhole draws it in and grows more solid. And what do these bypassed things stand for? What do these actions, reasons, and contexts stand for? — I take them to be precisely the conditions that depend on a stretch of time not yet arrived, on an event still waiting to unfold. They cannot be computed in advance, because they have not yet happened.

3. Separation

And these bypassed conditions are exactly where a person's standing to be treated as a subject resides; when judgment can take effect as usual while bypassing these conditions, what is suspended is the subject's position to speak within that judgment. In recent years, one line of research has sought to respond to this suspension through design: channels for appeal, response, and demanding explanation are seen as key to protecting the dignity and autonomy of those being judged, and this line studies how to build such channels into systems according to their needs (Yurrita and others 2025). But in my view, this optimisation brings further disregard of autonomy. Even if the system becomes accurate enough to absorb an individual's appeal and, on that basis, genuinely change the result it gives, delivering an adjusted "perfect judgment".

Why? In the old structure, correction passes through reinterpretation: the subject's statement is read as a reason, placed back into its context, connected to an action, and the verdict changes because the understanding of a person has changed. But in the responsive system, the appeal enters as data, and the verdict changes only because the computation has been run once more. The two results can look identical. A person is flagged; they appeal; the score is lowered; they are removed from the list. Their own conduct did change the outcome, and the weight of the consequences landing on them is no different from that of a verdict that has passed through the full process; from the result alone, they can no longer tell whether they have been seen or recomputed. The more perfect a predictive system, the more open it is to being influenced by appeal, the more it satisfies the requirement of contestability on the surface, while the appeal is absorbed as data throughout. A perfect judgment is a judgment in which even modifiability has been synthesised. But return to what came before: the action supporting this treatment was never examined, reasons were never given, and the context never belonged to them. Judgment in the sense of the old process did not happen; what happened was the entirety of its effects. Then what is this thing that lands on them, and where does it come from? It is produced by computation, and its origin contains no event that has already taken place.

As far as existing systems go, this artefact is not yet perfect. Appeals are absorbed as data, scores are retained, and the subject still has a chance to notice, in the seams of the results, that what they face is a computation run once more. The real question arises in the perfect system imagined above: there, the experience the system delivers passes, at the level of effect, every test the subject is able to perform. This is something new: an artificial experience of "being judged", detached from the event that should have generated it, and holding nonetheless. I have no intention of disparaging it; it does act on the subject, and it does respond to the subject's conduct; what can be described is that it did not arrive along the old process.

What can be established ends here: the hollowing-out has already taken place, empty judgments are already being produced, and the closer the system comes to perfection, the harder this output is to distinguish from judgment. When that perfect artefact arrives, whether what the subject receives is a judgment or an experience of "being judged", and how that experience should be defined, this essay hands over as an open question.

Bibliography

  • Gallese, Chiara (2026), 'Predictive Policing and Predictive Justice: Ethics, Data Protection, and the AI Act', Computer Law & Security Review 61, 106282,
  • Hildebrandt, Mireille (2015), Smart Technologies and the End(s) of Law: Novel Entanglements of Law and Technology (Cheltenham: Edward Elgar)
  • Hildebrandt, Mireille (2016), 'Law as Information in the Era of Data-Driven Agency', The Modern Law Review 79.1, 1–30,
  • Rouvroy, Antoinette, and Thomas Berns (2013), 'Algorithmic Governmentality and Prospects of Emancipation: Disparateness as a Precondition for Individuation Through Relationships?', trans. by Elizabeth Libbrecht, Réseaux 177.1, 163–96,
  • Saunders, Jessica, Priscillia Hunt, and John S. Hollywood (2016), 'Predictions Put into Practice: A Quasi-Experimental Evaluation of Chicago's Predictive Policing Pilot', Journal of Experimental Criminology 12.3, 347–71,
  • Yurrita, Mireia, and others (2025), 'Identifying Algorithmic Decision Subjects' Needs for Meaningful Contestability', Proceedings of the ACM on Human-Computer Interaction 9.7, CSCW234,
Haiyi Xiao

Can Data Read Me?

Every year, platforms such as Steam send me a year-in-review summary. The genres I spent the most time playing, the games I played the most, the distribution of my activity across the year — these visualisations, supposedly generated from “my” annual data, often make me feel as if data can truly read me. After all, these numbers are not invented; they are records of actual behaviour.

Yet the limited categories in Steam’s official recap never fully satisfied me. I wanted to produce a more complete reading of my own gaming history. Following a similar logic of data-driven summarisation, I developed a practice-based project titled Digital Gaming Identity, which explores a player’s long-term gaming preferences across their Steam library. At the time, I believed that I could create a fuller and more truthful self-summary. However, when I finally transformed the data into visual charts, I felt a strange sense of distance. The result neither confirmed my existing self-image nor replaced it with a more objective version. Instead, it placed different versions of myself side by side, creating a strong sense of misalignment. The person it described seemed to be me, but not entirely.

Why would a self-portrait built from real data make me feel both like myself and unlike myself? I cannot say with certainty whether the data had left out part of me, or whether my own memory of myself was already partial and unstable. However, this personal sense of misalignment drew me to investigate how such a gap came into being. It also points to a larger question: in an age where data has increasingly become an important medium of self-understanding, what kind of relationship should we have with the numbers that claim to represent us?

I therefore returned to my own project, retracing the process through which the data portrait was constructed step by step. This process, I hoped, might reveal how the gap between the data portrait and my lived experience had emerged.

For this project, I used Steam’s official Web API to retrieve player data (Valve Corporation n.d.). The tool was designed to allow users to input their Steam profile URL and generate a corresponding player portrait. The discussion in this essay draws primarily on my own Steam data as the main test sample, while also referring to observations from other test users.

The first decision I encountered was which data fields to retrieve. Driven by my curiosity about which games a player had invested the most time in, which genres dominated their library, and what kinds of play modes they seemed to prefer, I fetched the publicly available list of owned games and their playtime. I then connected the selected games to further metadata, including genres, categories, and recent activity. These seemingly straightforward choices had already begun to quietly define the identity they were supposed to reveal.

On the one hand, playing games is not merely a measurable action. It also involves attention, emotion, memory, skill, habit, and context. A game might be played intensively for one week and then abandoned for months; another might remain in the library for years as part of a personal collection. A player may spend hundreds of hours in a game because they genuinely enjoy it, but the same amount of time could also be accumulated through social obligations, repetitive grinding, collection habits, idle background running, or simply forgetting to close the application. Yet when these experiences enter a platform database, they are reduced to the fields that the system is able to record, store, and process. This translation is not neutral.

José van Dijck (2013) understands datafication as the process through which social behaviour is converted into quantifiable data, while also warning against mistaking data for a direct route to reality. Data is not a transparent window onto reality; it is the result of reality being recorded, filtered, and formatted by specific systems. Steam’s records appear objective, but they are still only fragments of actual behaviour.

On the other hand, in retrieving the data, I had already become a second layer of filtering. My own interests and assumptions shaped what I chose to include. For instance, I did not focus on achievement data. Achievements can often indicate how deeply a player engages with a game. However, in my own design judgement, they were not the dimension I wanted to examine most closely. This means that for a player whose engagement is primarily expressed through achievement systems, such as a dedicated trophy collector, the portrait generated by my project would miss an important dimension of their gaming identity. Their most representative behavioural trace had already been excluded at the level of data selection.

This trade-off further suggests that when I choose which fields to retrieve, I am not simply presenting the truth. Rather, I am using my own curiosity to draw a boundary around what counts as a “player” in the first place. This is not merely a subjective choice, but an epistemological operation. It determines what can be known about a player, and what is excluded from view from the very beginning.

After collecting the raw data, the second decision concerned how to filter and classify it. In the project, I attempted to summarise the distribution of a player’s time investment across different play modes. Through the Steam API, I retrieved each game’s category labels, such as Single-player, Multi-player, and Co-op. I then tried to connect these categories with playtime through a weighted association and visualised the results as comparative axes, showing the proportional distribution of time across different modes.

However, during testing, I found that the resulting percentages did not fully match my own experience. The root of the problem was that Steam’s categories are not mutually exclusive. A single game can be labelled with multiple categories at the same time.

This discrepancy was not caused by a technical bug. Steam categories are designed primarily for store organisation, browsing, and discovery. They describe a game’s affordances — the types of play that the game supports — rather than the factual behaviour of a specific player. In other words, categories can tell us what a game makes possible, but they cannot tell us how much time a player actually spent in each mode within that game.

This technical gap became another source of unfamiliarity in the player portrait. What the visualisation ultimately presented was not simply “what I did”, but rather “what kinds of games I own” and “what my games allow me to do”. I wanted to measure my actual footsteps, but the result looked more like a map of all possible routes. This also made me realise that I was not only dealing with “my own choices”. Steam’s system itself was also actively participating in the shaping of the portrait. Its data structure, its classification logic, and the non-exclusivity of its categories all contributed to the image being produced. These non-human technical elements can also be understood as actants within the process (Latour 2005).

The third decision was how to turn the processed data into a readable player portrait. The final output of the project consists of a set of charts and a textual player persona generated from those charts and data. Here, the persona can be understood as an interpretive identity constructed through data.

In designing this persona, I faced a central problem: platform data does not naturally produce a fixed identity. Different computational logics generate different readable versions of the same player. For example, if a player is analysed by the number of games they own, they might appear to be a Single-player / Indie / Action player. If the same player is analysed by playtime, they might instead appear to be a Multi-player / Online / Casual player. I therefore had to actively design an interpretive framework for the data.

For the persona generation, I created a specific set of translation rules. I selected games with more than two hours of playtime, ranked them by total playtime, and used the top five as representative titles. Their genres and categories were then weighted by playtime and mapped onto a set of player traits, including immersion, strategy, challenge, social interaction, competition, and variety. These mappings were manually designed. For instance, RPG and Adventure were more strongly associated with immersion, while Action and Fighting were more strongly associated with challenge.

The resulting persona is produced through a combination of data, designed rules, mapping systems, and language. It is not fabricated from nothing, but it does go beyond what the data directly states. It is a reasonable inference, but not the only possible interpretation. As Katherine Behar (2018) describes in ‘Personalities without People’, data systems can generate coherent and plausible personality descriptions that do not necessarily correspond to any real individual. This further suggests that data visualisation, in its final form, does not present facts alone. It presents a narrative constructed by the designer on the basis of facts. Even when the underlying data is accurate, the interpretation built upon it always contains an element of authorship. This authorship explains why data cannot automatically become meaningful information without design intervention. It is also where the creative potential of data practice lies.

Returning to the question at the beginning: why does a self-portrait built from real data make me feel both like myself and unlike myself?

The answer is not that the data is false, nor that my memory is simply wrong. Rather, a data portrait is never a replica of the real self. The apparent clarity of the visualisation conceals a long chain of decisions. Choosing which fields to retrieve, how to classify and weight them, and what kind of narrative to write around them — these seemingly technical decisions are in fact a series of interpretive choices. Every step translates “me” into another language, and every translation involves both preservation and loss. What these choices determine is not only whether the portrait appears more or less accurate, but the entire framework through which a player can be known and described.

Looking back at the project, I realised that this strangeness does not only come from being translated. It also comes from the double nature of data visualisation itself. On the one hand, it is a creative practice: it allows me to organise fragmented records into a readable story and produce an engaging, seemingly complete summary portrait. On the other hand, it also makes clear that this portrait is not “me”, but a version of me produced through a series of design decisions. The shaping of this identity involved not only myself as the designer, but also Steam’s system, the API’s data structure, and the visual grammar of the charts themselves. These non-human actants, together with my own interpretive decisions, jointly produced a narrative about a “player”. I am both the author of this narrative and the subject it attempts to describe.

It is precisely this doubled position that makes me more aware than anyone else of the gap between the portrait and myself. This awareness itself may be closer to lived experience than the portrait could ever be. It leaves me in a position from which I cannot fully withdraw. I cannot treat the data portrait as an honest mirror, but neither can I simply dismiss it. It does capture certain contours of me, but in a language that I cannot fully claim as my own. Faced with this portrait, I remain suspended between affirmation and refusal. Perhaps the relationship between humans and data is not ultimately about finding ever more precise measurements, but about learning, in each encounter between resemblance and estrangement, how to understand, question, and use these versions of ourselves.

Bibliography

  • Behar, Katherine (2018), ‘Personalities Without People’, The Occulture, 21 March, [accessed 6 July 2026]
  • Latour, Bruno (2005), Reassembling the Social: An Introduction to Actor-Network-Theory (Oxford: Oxford University Press),
  • Valve Corporation (n.d.), ‘Steam Web API Documentation’, Steam Community, [accessed 6 July 2026]
  • van Dijck, José (2013), The Culture of Connectivity: A Critical History of Social Media (Oxford: Oxford University Press),
Yuxin Zhang

The_Unarchivable

In the fold between Living and Machine Time

To most passers-by, pigeons appear almost identical. They belong to the familiar background of the city: birds gathering on pavements, rooftops and window ledges, visible almost everywhere but rarely noticed as individuals. The_Unarchivable began by interrupting this habitual form of attention. What does it mean for a life to be individually recognised by a system built to classify and generalise? Is this a question of how notions of identity become embedded within recognition systems or how algorithmic abstraction reflects a human image of the subject? More simply, is it an attempt to test the limits of the algorithm itself? It centred on Huihui and Diandian, two homing pigeons raised by the artist. Although they lived under human care and had individual names and histories, their appearance closely resembled that of the anonymous pigeons encountered across the city. Their position therefore remained uncertain: they were intimate and familiar lives, yet they also belonged visually to a population often treated as an interchangeable urban background.

The project asked whether technologies normally associated with classification, surveillance and identification could be redirected towards overlooked non-human life. Instead of detecting only the general category “pigeon,” could a machine-vision system learn to recognise Huihui and Diandian as separate individuals? Could this process create a space in which non-human life became visible, recordable and open to broader discussion?

Photographs and videos of the two pigeons were selected, cropped, organised and labelled to form a bespoke dataset. A YOLO object-detection model was then trained to distinguish Huihui, Diandian and other pigeons. YOLO frames object detection as a regression problem in which a neural network predicts bounding boxes and associated class probabilities from an image (Redmon and others 2016, 779–80). It does not encounter a bird as a living subject. Instead, the image is processed as numerical input and translated into coordinates, class labels and confidence values. Crucially, YOLO is designed to register the presence of a class rather than the identity of an individual: it can report that a pigeon, or a human, is present, but not that this particular bird is Huihui or that this particular person is a named subject. This distinction matters because it exposes an asymmetry in how such technologies have been developed. Considerable engineering effort has produced systems that identify human individuals with high precision — face recognition, skeletal pose estimation, biometric tracking — yet no comparable apparatus exists for recognising non-human animals as individuals; machine vision typically distinguishes species categories, not the single creature.







This gap reflects a hierarchy in the distribution of computational attention. The Unarchivable works precisely within it, redirecting a category detector towards the individuation of two specific lives.

Recognition is therefore produced through abstraction. Visual differences are transformed into measurable features and compared with the categories established during training. As Trevor Paglen argues, machine-readable images increasingly operate through classifications, training sets and mathematical abstractions rather than through forms of vision addressed primarily to human spectators (Paglen 2016). What appears through the interface as the recognition of a stable object is consequently the visible result of a series of computational operations.

This process reveals the double function of classification. Classification can reduce a complex life to a limited category that a technical system is able to process. Yet in The Unarchivable, it also created an opportunity. What the project pursued, in this sense, was the individuality of non-human life — a status rarely granted to animals, with the partial exception of pets. The model was not asked simply to detect “a pigeon.” Huihui and Diandian entered the dataset as separate classes, requiring their differences to become computationally meaningful. By separating them from the general category of pigeon, the project attempted to interrupt the anonymity imposed on urban non-human life and to grant them a form of individuality usually reserved for humans or the animals closest to human domestic life.

The trained model operated as a speculative form of digital identification. A technology commonly used to locate and categorise objects was redirected towards two lives usually excluded from individual records. In this sense, machine vision became not only a tool of detection but also a method of sustained attention.

Yet this attention remained conditional. Huihui and Diandian could be recognised only through the photographs selected for the dataset, the labels assigned to them and the visual patterns learned from those examples. The model did not discover their identities independently. It produced them computationally through the conditions constructed by the dataset. When their bodies no longer corresponded closely enough to these learned patterns—because of rapid movement, overlap, occlusion or changes in silhouette—the stability of recognition began to break down.

Learning to Fold developed from this contradiction rather than from a rejection of the earlier project. The two works form reciprocal moments within the same investigation. The Unarchivable asks what machine recognition can make visible; Learning to Fold examines the conditions under which that visibility becomes unstable. The technology that grants an individual position to the bird also reveals its limits when the body can nolonger be maintained as a coherent and readable object. During the first project, detection was repeatedly disrupted when the pigeons moved rapidly, overlapped with one another or entered visually complex environments. Bounding boxes flickered, shifted, multiplied or disappeared. Learning to Fold isolates one recurring source of this instability: the folding and unfolding of a pigeon’s wing. The same YOLO object-detection framework was used to examine how rapid transformation, self-occlusion and changing silhouettes affected computational recognition.

The project distinguishes embodied seeing from computational abstraction and classification. Embodied seeing involves an encounter situated within a perceptual and meaningful world. Computational abstraction, by contrast, translates visual variation into quantifiable features, while classification assigns those features to predefined categories. Machine recognition combines the latter operations, even though its interface often presents the outcome as though the machine had directly perceived a stable object (Paglen 2016). This contrast can be stated more directly. Embodied seeing unfolds as a temporal continuum — a duration in which perception and its object change together over time — whereas the computational paradigm identifies the living body with a static, fixed image, a discrete instant abstracted from the flow of time. The failure that follows is therefore not merely a matter of insufficient computing power. It is built into a paradigm that treats a life as though it were static, and it is for this reason that the paradigm can never fully capture a body that is, in its nature, continuous.

The project develops the term algorithmic disorientation to describe moments when this calculation cannot be maintained consistently across successive frames. “Disorientation” does not imply that the algorithm is conscious, confused or capable of subjective experience. Rather, it names an operational condition in which the system loses the spatial and temporal consistency necessary to produce the appearance of one coherent object moving through time. The calculations continue, but bounding boxes compete for position, confidence values fall, and the detected object may fragment into several uncertain presences.

Since it was above all the wing’s folding, a flexible, hinge-like skeletal movement that repeatedly triggered this disorientation, isolating that movement from the rest of the living bird offered a way to examine it directly. To investigate this condition, Learning to Fold moves away from the complete and alive pigeon and focuses on a custom-built skeletal wing structure. The structure abstracts the wing into hinges, extensions and folding relations, allowing selected movements to be repeated under more controlled conditions. It does not claim to reproduce pigeon anatomy. Instead, it functions as an experimental device for testing folding, vibration, acceleration, concealment and changes in outline. These episodes of algorithmic disorientation cannot be attributed to one cause. Within the experiments, folding produced overlap and concealed previously visible features. Speed introduced motion blur and greater visual differences between consecutive frames. Lighting, camera frame rate, object scale, processing latency and the limits of the training data also affected the model’s outputs. The project therefore does not claim that pigeon wings are intrinsically or permanently beyond computation. Improved cameras, larger datasets, faster hardware or different model architectures might reduce many of these errors. What matters is not the appearance of the wing, but its duration: the temporary interval in which the system used in the project cannot stabilise the moving body as a continuous computational identity.

Henri Bergson’s concept of duration helps to frame this interval. Bergson distinguishes lived duration from spatialised models of time that divide movement into separate and measurable units. In duration, successive moments do not exist as isolated points but flow into and transform one another (Bergson 2001, 100–06). Object detection, by contrast, samples movement through separate frames and reconstructs continuity from a sequence of individual predictions. Flickering and multiplying boxes expose moments when this reconstruction no longer appears seamless. The wing continues moving, but the model’s account of it becomes discontinuous. Bergson gives this partiality an optical figure. The mind, he suggests, refracts the continuous flow of duration into separate, spatialised units, pausing it, dividing it and giving each division a name (Bergson 1911, 242). Refraction is the bending of light as it passes between media of different densities, and what the bent ray delivers is not the object as it is, but a version of it, angled by the medium it has crossed, so that no single lens ever returns reality whole. The machine is one more such medium. It refracts the moving body into discrete, classifiable frames, and what it captures is therefore always a version of the pigeon, coherent within its own paradigm yet never continuous with the living duration from which it is cut.



Building on these ideas, the project develops the term _temporal opacity_. Édouard Glissant’s right to opacity challenges the assumption that difference must become fully transparent or comprehensible in order to enter into relation. Opacity does not simply mean invisibility, isolation or withdrawal. It protects that which cannot be entirely reduced to the terms through which another person or system seeks to understand it (Glissant 1997, 189–94).

Zach Blas extends this concern into computational culture through the concept of informatic opacity. Blas examines opacity in relation to systems that convert identity, difference and behaviour into readable and classifiable information (Blas 2018, 197–99). His account is particularly relevant to technologies whose operation depends on rendering bodies computationally legible.

Temporal opacity is not a term borrowed directly from either Glissant or Blas. Rather, it is developed through their work to describe unstable legibility across successive moments of object detection. The shift is deliberate: where Glissant claims opacity as an ethical right asserted against a colonial and capitalist drive towards total transparency, temporal opacity relocates opacity into the register of time, naming the mismatch between a body that endures continuously and a system that can only sample it in separate instants. Learning to Fold brings opacity into the temporal operation of machine vision. The wing is detected in one frame, lost in another and multiplied in the next. Its presence is not absent, but unevenly legible.

Temporal opacity therefore does not prove that life will always exceed technology, nor does it turn the pigeon into a conscious political resistor. It describes a provisional condition produced through the relationship between a moving body, a camera, a dataset and an object-detection model. While this instability lasts, the bird remains visibly present without being fully maintained as one stable computational object.

Together, the two projects position recognition and opacity not as simple opposites, but as two conditions within the same encounter between machine vision and non-human life. Recognition can interrupt indifference and bring an overlooked life into attention. Yet complete legibility may also reduce that life to the categories through which a system is able to recognise it.

More powerful hardware, faster cameras, larger datasets or different detection models may eventually reduce, or even remove, many of the failures observed in the project. Yet the time held inside

the computer is not the time in which the pigeon lives. The machine proceeds by cutting continuous movement into frames at a fixed rate, but between one frame and the next there is always an instant too fine to be divided, and in that uncountable moment the living body slips past capture, like a fine fold in time. The bird does not leave the technological system. Instead, its movement opens a fold within recognition itself: a moment in which it remains present, but not fully resolved.

Bibliography

  • Bergson, Henri (1911), Matter and Memory, trans. by N. M. Paul and W. S. Palmer (London: George Allen & Unwin)
  • Bergson, Henri (2001), Time and Free Will: An Essay on the Immediate Data of Consciousness, trans. by F. L. Pogson (Mineola, NY: Dover Publications)
  • Blas, Zach (2018), 'Informatic Opacity', in Posthuman Glossary, ed. by Rosi Braidotti and Maria Hlavajova (London: Bloomsbury Academic), 197–99
  • Glissant, Édouard (1997), Poetics of Relation, trans. by Betsy Wing (Ann Arbor: University of Michigan Press)
  • Paglen, Trevor (2016), 'Invisible Images (Your Pictures Are Looking at You)', The New Inquiry, 8 December, [accessed 5 July 2026]
  • Redmon, Joseph, and others (2016), 'You Only Look Once: Unified, Real-Time Object Detection', Proceedings of the IEEE Conference on Computer Vision and Pattern Recognition (IEEE), 779–88,















張翊航 Yihang Zhang

The Aphasic Manifesto

The Algorithm Does Not Write. It Samples.

沉默呵,沉默呵!不在沉默中爆發,就在沉默中滅亡。
Silence, silence! Unless we burst out in silence, we perish in it.

— Lu Xun, 'In Memory of Miss Liu Hezhen' (1926), translation by the author

I asked a text-to-image model to write my presence in Chinese characters, and it gave me something unreadable. That failure is what this text is about. This manifesto does not propose to fix the failure. It lets it speak.

The characters I asked for were six: 失語者宣言/我在此處—The Aphasic Manifesto / I Am Here. I gave the same prompt and the same seeds to three text-to-image models: SD 1.5 (Rombach and others 2022), 2022, West; FLUX.1 schnell (Black Forest Labs 2024), 2024, West; and GLM Image (Zhipu AI 2025), 2025, China, the last trained specifically for Chinese. I assumed the Western models would be mute and GLM fluent. What came back was stranger than that.

SD 1.5 produced no single character at all: a scroll of dense, illegible marks with no boundary between one character and the next. FLUX gave the shape of one character, but wrote all six as the same form, varying only in small ways. GLM, trained for Chinese, came closest. It separated the six and its strokes were more plausible, yet it still failed. 失 gained extra strokes, the radical of 語 loosened, the interior of 宣 broke down. Then 處 (place): four images, all resembling 慶 (celebration), without exception.

The six characters were not arbitrary. They are the manifesto's own declaration: 失語者宣言/我在此處. I asked the model to render the manifesto's own title as written characters, and it returned a presence that cannot be read. When the same model was given the six matched English words (loss, language, declare, speech, self, place), it rendered each one legibly. At the same unit of meaning, one word set against one character set, the alphabet survived and the hanzi did not.

It was only after the experiment that I understood why. A diffusion model does not write a character; it learns how pixels tend to distribute when a text description appears, then samples the cluster of pixels that best matches. Ted Chiang describes such models as a lossy compression of their training data, a blurry JPEG of the web (Chiang 2023). For Chinese characters, the compression is lossier still. They are rare in training data, and often an image contains a character while its label is only English, so the model is never told what the symbol means. It fills in strokes until the texture looks convincing. The rarer the character, the vaguer the impression: 處 is more broken than 我 because it is far rarer, and errors run toward too many strokes, the fingerprint of texture-matching rather than writing.

The translation, in fact, begins before the model is involved. Chinese writing already carries a text-to-image step inside it. When I type, I type in pinyin, a phonetic romanisation using Latin letters, and the input system must translate that sound into a visually unrelated character. The syllable chu, typed without tone marks as it is on any keyboard, maps to dozens of distinct shapes (處, 除, 儲, 礎). This sound-to-glyph conversion is a feature of pinyin input, not of the diffusion model. A pinyin input system navigates it by exact lookup: one keystroke sequence, one code point, one glyph, chosen by the user. A diffusion model has no such table; it reconstructs the character by sampling from a compressed distribution, and that is where rare shapes collapse into common ones. In pinyin I say I am here, and between the sound and the glyph the sentence is already being translated. That is the first point in the chain where meaning passes through translation, and where distinctions can begin to be lost. Chiang's lossy compression names the rest: when distinctions are compressed across layers of translation and then reconstructed, close shapes flatten into one. 處 (place) and 慶 (celebration) share an outline close enough that, under compression, the difference is lost. The model returns not the character I asked for but the nearest shape it can assemble.

One objection is obvious: why use an image model at all? A language model writes 處 without ever failing, because it does not write: it retrieves a fixed code point and a font renders it. There is nothing to see there. The failure I examine is not a failure of Chinese language itself, but a failure that occurs at the boundary between linguistic encoding and visual synthesis. I chose the system where writing must happen pixel by pixel, because aphasia can only appear where synthesis is required. Twenty-six letters cover most English; each of thousands of Chinese characters must be learned alone. Even a balanced dataset would not equalise this, because the architecture already treats the complexity of the alphabet as its default. Recent computer-vision research names this exact pattern long-tail text rendering: image quality and character accuracy both fall as a character grows rarer in the data (Zhuang and others 2025). My 處-into-慶 is one instance of a documented law.

My East-West binary collapsed. The variable is not which culture trained the model but frequency. The three models form a descending order (SD 1.5 heaviest, FLUX next, GLM lightest), without exception. As a native reader I see it at the stroke level: the outline survives, the stroke logic is gone. From a distance it looks like writing; up close it is misalignment, one stroke too many or too few. Readability dissolves with distance.

I set this out as a diptych. On one side, the six traditional characters, correct in form, alongside their generated counterparts with broken interiors. On the other, pseudo-English: a fine-tuned model was given the manifesto's English line and asked to generate it as collapsed marks, the same process applied in reverse. The script that is supposed to survive and the script that is supposed to break trade places.

This descent is neither random nor a mere technical flaw; it is a visible register of power. Crawford argues that machine classification is never neutral: it records who holds weight in the world of data (Crawford 2021). The claim that such classification is objective is what Haraway calls the god trick, a view from nowhere that hides the position it speaks from (Haraway 1988). To stage this at small scale, I trained a CNN on a deliberately skewed set, 95% Latin characters to 5% Chinese. The training curve records the result plainly: the Latin class reaches near-perfect accuracy in the first epoch and holds there; the Chinese class oscillates and recovers more slowly, never closing the gap. It is a conceptual reenactment, not forensic proof, but the shape of the gap is the argument.

Tsang Tsou-choi, the self-styled Kowloon Emperor, brushed his name and lineage across Hong Kong: utility boxes, road signs, walls (Tsang 1990s). The authorities cleared it as graffiti, refusing to read it as writing. My collapsed characters and his wall-names share a fate, unread by the system, one processed as graffiti, the other as noise. The algorithm does not fail to see 處; it meets an unfamiliar symbol and substitutes the nearest known one. In every classificatory system, marginal writing is not processed: it is overwritten.

What appears here is Glissant's right to opacity, but reversed. His right to opacity is claimed by a subject: the refusal to be made fully legible to colonial power. My characters are the inverse. Their opacity is not claimed but imposed; the statistics of the dataset, not the characters, made them unreadable. The model grants them visibility without readability: a shape appears, the stroke logic is gone. That is why their opacity is evidence of marginalisation, not resistance. The reversal happens in the act of naming. The characters do not resist; I resist on their behalf, by refusing to correct them and by calling their collapse a manifesto. The right to opacity is claimed by me, for them, after the fact.

One risk must be named. Xu Bing's Book from the Sky invented some four thousand non-existent characters, later absorbed by Western institutions as mysterious Eastern aesthetics (Xu 1987–91). This project shares the same fate, its collapsed characters read as intriguing Eastern signs, the aesthetic swallowing the argument. I state the political position plainly, rather than trusting the image to speak, precisely to resist that absorption.

These characters do not need to be fixed. Aphasia is not an error to correct; it is the trace a training-data power structure leaves on the image. I show the collapse not to improve the model, but because the collapse is testimony. Cultural marginality settles into the loss of readability across viewing distance. From afar it looks like characters; up close, it is ruins. The algorithm does not write. It samples. It forgets. We do not fix aphasia; we let it speak.


Bibliography

  • Black Forest Labs (2024), FLUX.1 schnell [text-to-image model], Black Forest Labs
  • Chiang, Ted (2023), 'ChatGPT Is a Blurry JPEG of the Web', The New Yorker, 9 February
  • Crawford, Kate (2021), Atlas of AI: Power, Politics, and the Planetary Costs of Artificial Intelligence (New Haven: Yale University Press)
  • Glissant, Édouard (1997), Poetics of Relation, trans. by Betsy Wing (Ann Arbor: University of Michigan Press)
  • Haraway, Donna (1988), 'Situated Knowledges: The Science Question in Feminism and the Privilege of Partial Perspective', Feminist Studies, 14.3, 575–99,
  • Lu, Xun (1926), 'In Memory of Miss Liu Hezhen' [記念劉和珍君], Yusi Weekly 74, 12 April
  • Rombach, Robin, and others (2022), Stable Diffusion 1.5 [text-to-image model], Stability AI
  • Tsang, Tsou-choi (King of Kowloon) (1990s), Untitled [ink on board], M+, Hong Kong, [accessed 5 July 2026]
  • Xu, Bing (1987–91), Book from the Sky [Tianshu], installation, hand-printed books and scrolls of invented characters, ink on paper
  • Zhipu AI (2025), GLM Image [text-to-image model], Beijing: Zhipu AI
  • Zhuang, Shuhan, and others (2025), 'HDGlyph: A Hierarchical Disentangled Glyph-Based Framework for Long-Tail Text Rendering in Diffusion Models', in Proceedings of the 33rd ACM International Conference on Multimedia (MM ’25) (Dublin: ACM)
Zihan Mei

AI’s Media Mix

AI’s Dangerous Affinity With Anime

The year is 2025, three years since Stable Diffusion hit the market. A colleague and I were walking through the subway platform of Shanghai when a peculiar-looking poster entered our vicinity. The advert featured an anime-styled illustration of two people. The girl in front looked like she’d been meticulously rendered by an artist, whereas the boy in the background had smeared, half-fused fingers. The generic yet uncanny depiction immediately presented itself as "AI art". My colleague, who happened to be invested in this field, made snarky comments that the image was a product of an outdated "checkpoint model", and that he would have used "state-of-the-art" illustration models such as Illustrious-XL and NoobAI-XL. I jokingly asked him if he could reverse-engineer the prompt used to produce the image in front of us, and watched a long chain of AI runes eject from his mouth.

1girl, 1boy, looking at viewer, hands up, short hair, dark skin, school uniform, best quality, masterpiece.

AI and Danbooru

Both Illustrious-XL and NoobAI-XL have been trained on short, discrete tags as uttered by my colleague, and both point to the website "Danbooru" as the origin of this style of tagging. Launched in 2005, Danbooru is an image-hosting website intended to be a "high-quality archive for anime-styled images". The archive is co-curated by its users, as they submit images and are encouraged to contribute tags that describe the image. The large number of posts (11 million as of now), coupled with the refined pairing between images and tags, made Danbooru the ideal repository to train image models on. Its first interaction with AI happened in 2017 as writer Gwern scraped its data for classification research, producing the dataset danbooru2017 (Gwern 2015). In 2022, company NovelAI trained its proprietary text-to-image model using the site’s data, which was subsequently leaked in a security breach (NovelAI 2022). The leaked model, now known as animefull-latest.ckpt, showed the Internet that "AI can draw anime", thus spawning a gold rush at Danbooru where users bulk-scraped its data for model fine-tuning. The site’s traffic skyrocketed alongside its significance — its vocabulary of tags would soon become a standard prompting format adopted by many models, and has gained far more popularity than the natural-language captioning format associated with OpenAI's CLIP (Wagner and Cetinic 2025).

Looking at the stunning output of the aforementioned models, it becomes hard to dismiss Danbooru’s feat in the field of generative AI, whether that be its original intention or not. Moreover, Danbooru’s method of data curation stands in stark contrast to prior datasets such as ImageNet. While the latter outsourced the labour of labelling to data workers at Amazon Mechanical Turk, Danbooru relied completely on the volunteered co-curation of its user community, who collectively decided the tagging conventions. This is augmented by the site’s open-source codebase, which has allowed numerous "image-boorus" to emerge, each serving its own fandom (Britt 2019). One could argue that Danbooru represents an alternative approach to the making of an AI system — one that is federated, community-driven and non-profit, standing against the dominant players in the industry.

However, before one envisions a bright future of AI based upon Danbooru, the present criticisms of the site seem more glaring. The most heated debates are on the issue of "art theft", as the majority of Danbooru’s images are uploaded without the consent of their original artists. The taxonomy, on closer inspection, is also itself skewed, containing an expansive list of sexually explicit terms while remaining thin on domains such as nature or art history (Britt 2019). There is also asian (but not european), bad vulva (but not bad penis), a symptom of the far-right and gender-exclusionary pre-discourses that haunt the anime fandom (Petit 2022). Researchers have also traced how Danbooru-derived tagging systems normalised sexualised and misogynistic depictions in downstream generative pipelines, fostering an ecosystem where fantasy is misapplied to real-life individuals through deepfake models (Wagner and Cetinic 2025). What struck me in the subway, however, was that the site has furnished a system in which an artwork can be flattened into an array of tags, and the suggestion that this reduction can be run in reverse to produce endless combinations of art in the fashion of Fordist manufacture.

Media Mix, Worlds and Databases

Or perhaps that wasn’t Danbooru’s fault, but an established mode of consumption and production in the anime-manga industry. Culture critic Azuma Hiroki coined the term "database consumption" in his analysis of otaku culture in the 1990s. He proposed that each piece of character art, upon being received, is broken down into a collection of "Moe-elements" drawn from a "database". "Moe-elements" are parts of a character design that evoke an affectionate response from its audience, which may include "cat ears", "short hair", "maid uniform", or "glasses" — exactly what Danbooru's tags are about. On the other end, the industry has adopted a method of media production based on the database — "create character settings first, followed by the work or project, including stories" (Azuma 2001).

This method of media production is part of a broader phenomenon known as "Media Mix", a term often associated with the Japanese publishing giant Kadokawa. "Media Mix" originally denoted the practice of serial franchising of media across different platforms in post-war Japan (Steinberg 2023), though it has gained further complexity since Kadokawa Tsuguhiko took over the company in 1993. Inspired by the then-popular TRPGs (table-top role-playing games) such as Dungeons & Dragons, Tsuguhiko’s approach to storytelling involved designing a "world view" — a set of rules and character blueprints, which could then be used to enact stories through the distribution of creative agency (Otsuka 2004). This version of Media Mix is interested not in producing narratives but in building a mechanism that can generate an infinite number of narratives through the recombination of narrative elements. Characters are one of these elements, which Azuma sees as the "meta-narrative nodal point" that holds narratives together. "The know-how for enhancing the attractiveness (through the art of the Moe-element) of characters has rapidly accumulated… and the development of Moe-element databases has become a necessity" (Azuma 2001). Azuma’s insistence on the term "database" reveals the computational nature of the practice of Media Mix, and its similarity with "Generative AI" as we know it today. AI Dungeon, an early face of GPT-2, realised Tsuguhiko's TRPG-derived vision of storytelling almost exactly. Diffusion models, meanwhile, generate character art from tag-annotated datasets that are offsprings of Danbooru — the manifestation of the "Moe-element database" as it was conceptualised by Azuma.

The Empowerment Deceit

Another characteristic of the Media Mix is the mobilisation of consumers as producers. One should be familiar with the culture of "doujin" where fan-made derivative works circulate at conventions as well as online. The creativity amongst the fans is celebrated by Ian Condry in The Soul of Anime (2013), and resonates with Western studies of fandom such as the works on participatory culture by Henry Jenkins. Another who credited fan creativity is Otsuka Eiji, who worked for Kadokawa as one of the early practitioners of "Media Mix" (and later, a harsh critic of it). In his text World and Variation (1989), Otsuka saw the model of media production they had developed as a system that could empower the consumer of texts. Since Media Mix delivers a "world view", consumers who internalised the "world" are able to produce small narratives of their own using its building blocks (such as characters). This would end in the dissolution of the boundary between the "official" and the "derivative" (Otsuka 1989). A similar kind of empowerment discourse exists amongst the field of generative AI, which suggests the technology could empower the ordinary user by eliminating the skill required to create, as prompting replaces the artistic training required to produce art. Though, as Marc Steinberg points out in his analysis of Media Mix and its platform economy (Steinberg 2019), such production is being actively harvested as a resource. Kadokawa in particular published collections of fan-made derivative works of franchises it owns, and launched the web novel platform Kakuyomu in 2016, where the company’s editors scout the site’s metrics for amateur web novels valuable for publishing and adapting. Users not only contribute content to the site but also participate in the curation of content through their views and ratings. The generative AI industry replicates this arrangement at scale. An example would be aforementioned NovelAI which trained its proprietary model on Danbooru's fan-tagged database, whose images are in turn sourced from fan illustration sites such as Pixiv. Such is the fate of the participatory culture media mix cultivated: consumers are empowered just to the extent that they can be extracted. A seemingly democratic platform in fact institutionalises a system where users absorb the precarity of uncompensated labour.

The deception of empowerment does not stop at an economic level. In his later work, Otsuka traced Media Mix and its participatory model back to wartime propaganda employed by the Imperial Rule Assistance Association of Japan. The very techniques of distributing character and a "world view" for the consumers to elaborate on were pioneered in Yokusan Ikka (1940), a state-sanctioned manga project whose cast of characters were designed to be easy to draw and was deliberately released for amateurs and artists alike to produce their own stories with. What’s embedded within the characters and their "world view", however, is a fascist ideology that justified Japan's colonisation of the East Asia. Here, the participatory culture was turned towards mass mobilisation (Otsuka 2018). Through their fannish creation of small narratives, citizens voluntarily internalised the state's ideology all whilst perpetuating it as their comics circulated via mass media. The consumer’s creative agency within a system like Media Mix is bounded by its construct, as the "world view" (or "database") handed to the amateur artist predetermines what can be said within it, much like the dataset of a generative AI model delimits what is possible in its output. Juggling the tags of the text-to-image community yields illustrations that meet its codified standard of anatomical correctness and beauty — 4k, masterpiece, amazing quality, award-winning. The user is free to recombine these graphical clichés and circulate the way of seeing they encode, but never to redefine them.

Depature

I hesitate to close the case. Media Mix, the same participatory framework that once mobilised citizens for wartime propaganda, also cultivated the self-publishing scene of doujin, where fans sustained decades of genuine innovation and no shortage of subversion. Danbooru, despite everything it has fed into, remains as a vast archive built and governed by its own community. Perhaps the question is not what made this collaborative culture complicit, but whether any collaborative framework can escape the capture. Could a database belong to its builders, before it belongs to who runs the mechanism on top of it?

The train arrived at the platform. My colleague was still refining his prompt as we boarded, chasing a better render of the girl. The advert would be seen by millions of commuters before its contract ended. No one drew the picture, yet everyone did. The doors closed and the two protagonists slid out of view, looking at viewer, until the end.

Bibliography

  • Albert, Yi, Danbooru/Danbooru, Ruby (4 February 2010; Danbooru, 4 July 2026) [accessed 6 July 2026]
  • Azuma, Hiroki, Otaku: Japan’s Database Animals (University of Minnesota Press, 2009)
  • Branwen, Gwern, Danbooru2021: A Large-Scale Crowdsourced & Tagged Anime Illustration Dataset, 15 December 2015 [accessed 11 February 2026]
  • Britt, Brian C., ‘Content Curation, Evaluation, and Refinement on a Nonlinearly Directed Imageboard: Lessons From Danbooru’, Social Media + Society, 5.4 (2019), p. 2056305119880020, doi:10.1177/2056305119880020
  • Condry, Ian, The Soul of Anime: Collaborative Creativity and Japan’s Media Success Story, Experimental Futures (Duke University Press, 2013)
  • Crawford, Kate, and Trevor Paglen, ‘Excavating AI: The Politics of Images in Machine Learning Training Sets’, AI & Society, published online 2021, doi:10.1007/s00146-021-01162-8
  • Denton, Emily, and others, ‘On the Genealogy of Machine Learning Datasets: A Critical History of ImageNet’, Big Data & Society, 8.2 (2021), p. 20539517211035955, doi:10.1177/20539517211035955
  • Jenkins, Henry, Convergence Culture: Where Old and New Media Collide (University Press, 2006)
  • Otsuka, Eiji, ‘Otaku’ No Seishinshi: 1980-Nendairon, Kodansha Gendai Shinsho, 1703 (KOdansha, 2004)
  • ——, Taisei Yokusankai No Media Mikkusu: ‘Yokusan Ikka’ to Sankasuru Fashizumu, Shohan (Heibonsha, 2018)
  • ——, Brian Bergstrom, and Marc Steinberg, ‘The Wartime Media Mix and Participatory Fascism as the Internalization of an Information Space: Thinking Through The Imperial Assistance Family and MomotarO: Sacred Sailors’, Mechademia, 16 (2023), pp. 215–40
  • ——, and Marc Steinberg, ‘World and Variation: The Reproduction and Consumption of Narrative’, Mechademia, 5 (2010), pp. 99–116
  • Petit, Aurélie, ‘“Do Female Anime Fans Exist?” The Impact of Women-Exclusionary Discourses on Rec.Arts.Anime’, Internet Histories, 6.4 (2022), pp. 352–68, doi:10.1080/24701475.2022.2109265
  • ‘SGRA Forum Report in Chinese - Media Mix and the Historical Development of Character Sharing’, n.d. [accessed 6 July 2026]
  • Steinberg, Marc, ‘Introducing the Media Mix’, Mechademia, 16.1 (2023), pp. 1–11
  • ——, The Platform Economy: How Japan Transformed the Consumer Internet (University of Minnesota Press, 2019), doi:10.5749/j.ctvc2rn88
  • Terranova, Tiziana, ‘Free Labor: Producing Culture for the Digital Economy’, Social Text, 18.2 (2000), pp. 33–58, doi:10.1215/01642472-18-2_63-33
  • Wagner, Laura, and Eva Cetinic, ‘Perpetuating Misogyny with Generative AI: How Model Personalization Normalizes Gendered Harm’, arXiv:2505.04600, preprint, arXiv, 20 May 2025, doi:10.48550/arXiv.2505.04600
Jung Namkoong

When Recognition Meets Re-cognition

Visual Knowledge, Machine Vision, and the Epistemics of Recursive Reconstruction

Are seeing and knowing the same thing? The assumption that they are runs deep in Western thought. Since Descartes proposed that the mind mirrors an independent reality, and Locke imagined ideas as copies of external things, philosophy has treated knowledge as a question of correspondence — how accurately the inner representation matches the outer world. Richard Rorty's critique of this tradition argues that the mirror metaphor is not a discovery about the nature of mind but a historically contingent habit mistaken for necessity: to verify that the mirror is accurate, one would need to step outside it and see the world directly, which is precisely what cannot be done (Rorty 1979). This article begins from that premise. It argues that neither human recognition nor machine vision functions as a mirror of reality, and that the assumption that either could — what this article calls the mirror paradigm — naturalises the specific, partial, and constructed character of both. When two different kinds of seeing inhabit the same space and claim authority over the same object, the transparency of reality becomes difficult to sustain. The question is not which vision is more accurate. It is what the mirror paradigm makes appear natural about each. The first thing it naturalises is that both human and machine vision are forms of embodiment — different in kind, but equivalent in their partiality. Consider what the human visual system actually is: an eye sensitive to a specific range of wavelengths, connected to a brain that processes incoming signals through structures shaped by evolutionary history, cultural formation, and accumulated personal experience. Human vision does not see everything. It sees what it has been designed — by evolution, by culture, by lived experience — to see. Merleau-Ponty's account of embodied perception makes this precise: recognition does not happen only in the head but through the whole body (Merleau-Ponty 1962). Before any conscious calculation begins, the body already knows its place in the world — its orientation, its distances, its relations. This is what Merleau-Ponty calls the pre-reflective corporeal schema. To recognise a face — particularly one's own — is not to match a visual input against a stored template. It is to encounter the visible surface of a life that has been lived through a particular body. Inside that act of recognition are all the previous encounters, the feelings those encounters left behind, and the gradual revisions that experience has made to the image one holds of oneself. Machine vision is equally embodied, though differently so. Its body is composed of training data, hardware architecture, algorithms, and thresholds — each of which functions in specific, designed ways that are particular to it, just as the eye and brain function in specific, evolved ways that are particular to them. The training data carries cultural weight and historical decisions about whose faces count as normative. The hardware imposes physical constraints on what can be processed and at what resolution. The algorithms encode a point of view, prioritising certain patterns over others. The thresholds enact value judgements about what counts as a valid result. What the machine sees is what it has been taught to see — and in this respect, the parallel with human vision is structural: we also see what we have been designed to see, by the accumulated selections of evolution and experience. The machine is not looking from nowhere. It is looking from a very specific somewhere: a training distribution, a set of design decisions, a history of inclusions and exclusions that shaped what it learned to recognise (Crawford and Paglen 2019). The abstraction, then, is not the machine. It is the mirror paradigm — the mentality built into the presentation of machine vision as objective detection, as though the output were the world disclosing itself rather than the product of a particular, constructed way of seeing. This is what Haraway identifies as the god trick: the fantasy of a gaze that sees everything from no particular position (Haraway 1991). But a gaze requires eyes, eyes require a body, and a body is always somewhere. The god trick does not reside in the machine itself; it resides in the claim that the machine's output is neutral, in the institutional and cultural decision to present machine classification as a transparent window onto reality. Human vision operates within the same paradigm in its own way: it presents itself as simply natural, as just what seeing is, allowing the evolutionary, cultural, and affective conditions that shape it to recede into the background as though they were no conditions at all. Both visions are in the same relation to the mirror paradigm — the paradigm that naturalises each, making each appear as simply what seeing is rather than as a particular, constructed way of engaging with the world.

This is why the questions that matter are not questions about accuracy. They are the questions the mirror paradigm renders unremarkable: who built the training data? Which faces were included, and which were not? Whose features were encoded as normative, and whose were made marginal or invisible? Crawford and Paglen's analysis of large-scale image datasets demonstrates that these are political decisions, not technical ones — choices that encode assumptions about race, gender, and social value that are reproduced at scale in every act of classification the system subsequently performs (Crawford and Paglen 2019). When the mirror paradigm is set aside, what becomes visible is not a void but the machinery behind the result: the datasets, the design choices, the thresholds, and the consequences of error. The database is not a flawed copy of the world waiting to be improved. It is itself a way of seeing the world — one that determines in advance what is worth knowing, what counts as a face, and whose features are legible as normal (Sluis 2019). If both human and machine vision are partial and embodied, what distinguishes them? The answer lies not in the presence or absence of a body but in how each relates to time and to the act of recognition itself. Human recognition is what this article terms re-cognition: the act of knowing again, shaped by the living accumulation of everything that has come before. Bergson's account of memory as duration rather than storage captures this precisely (Bergson 1911). Memory is not a filing system from which fixed records are retrieved; it is a living process that continues to move in the present, colouring each new act of perception. This means that the same face encountered twice is not encountered in quite the same way. Between the first meeting and the next, time passes, experience accumulates, and what one knows of that person shifts. Each act of recognition carries that accumulated weight into the present moment, and in doing so, modifies what will be recognised next time. This is also why there is no such thing as a first sight in the strict sense. Even when a face is encountered for the first time, it is encountered through an already-formed perceptual system. Clark's predictive processing framework describes a brain that continuously generates expectations and reads incoming sensation as confirmation or correction of those expectations (Clark 2013). A new face is not processed from scratch. It is processed against the accumulated pattern of every face seen before, every cultural norm about what faces look like, every affective association the category of faces already carries. The entirely fresh perception is a philosophical fiction. Re-cognition precedes recognition. Machine classification relates to time differently. In a stable system, the same input produces the same output. The machine does not accumulate experience of a particular face across encounters; it does not revise its understanding of that face in light of what has happened since. Where human re-cognition is perpetually in motion — modifying itself through every new encounter — machine classification is fixed at the moment of training until the system is retrained. Even post-training feedback loops, the cybernetic corrections introduced through user interaction, constitute a separate learning process rather than a modification of the recognition act itself. The machine recognises, in a sense, only once: it applies a trained model to a new input without the act of application changing the model in the moment. This asymmetry matters because it defines what each system can and cannot carry. Human re-cognition carries history — the specific, irreplaceable deposit of every encounter, every emotion, every revision. It carries flesh, in Merleau-Ponty's sense: the experience of being a body that is also seen, that meets the world as both subject and object (Merleau-Ponty 1962). Machine classification carries data — the curated, annotated, politically inflected version of the world that was encoded in its training. Both are partial. Both are shaped by what came before. But they are shaped by different befores, and they revise themselves — or fail to revise themselves — in different ways.

The mirror paradigm naturalises this difference away. By presenting both as kinds of seeing that aspire toward the same end — an accurate reflection of an independent reality — it allows human vision to appear simply natural and machine vision to appear simply objective. The specific conditions on which each depends recede into the background. Setting the mirror aside does not leave a void. It leaves two genuinely different ways of knowing — each with its own body, its own history, its own partiality — and the political question of what happens when one of them is presented as though its specific conditions were no conditions at all: as though it were simply detecting the world, rather than seeing it from a very particular somewhere.

Bibliography

  • Bergson, Henri (1911), Matter and Memory, trans. by N. M. Paul and W. S. Palmer (London: George Allen and Unwin)
  • Clark, Andy (2013), ‘Whatever Next? Predictive Brains, Situated Agents, and the Future of Cognitive Science’, Behavioral and Brain Sciences 36.3, 181–204
  • Crawford, Kate, and Trevor Paglen (2019), ‘Excavating AI: The Politics of Training Sets for Machine Learning’, Excavating AI, 19 September, [accessed January 2025]
  • Haraway, Donna (1991), ‘Situated Knowledges: The Science Question in Feminism and the Privilege of Partial Perspective’, in Simians, Cyborgs, and Women: The Reinvention of Nature (New York: Routledge), 183–201
  • Merleau-Ponty, Maurice (1962), Phenomenology of Perception, trans. by Colin Smith (London: Routledge)
  • Rorty, Richard (1979), Philosophy and the Mirror of Nature (Princeton: Princeton University Press)
  • Sluis, Katrina (2019), ‘What Does the Dataset Want?’, lecture and publication, The Photographers' Gallery, London
Hanbo Zhan

Algorithmic Smoothness and the End of Subjectivity

Technological capitalism claims that eliminating waiting, satisfying needs in advance, and channelling desire smoothly toward immediate return is a great enhancement of human agency. This claim presupposes that friction is, by default, an obstacle to the subject, so that to eliminate friction is to liberate the subject. This paper argues the opposite: friction is in fact a necessary condition for the constitution of the subject, and the technological apparatus that systematically eliminates it structurally destroys the very ground on which the subject takes shape. If the genesis of subjectivity depends on specific formal conditions, then a technology aimed at eliminating those conditions necessarily triggers the structural collapse of subjectivity.

I. The Subject Is Sustained by Friction

By friction I mean the ineliminable structural resistance between the subject and the objects of its desire. Lacan distinguishes need from desire: need has a concrete object and subsides once satisfied, whereas desire points to no concrete object and circulates perpetually around a structural lack that cannot be filled (Lacan 2006). As Žižek observes, this lack within the symbolic structure is the subject itself (Žižek 2009). Once the lack is filled, desire vanishes, and the subject with it. What sustains the subject is precisely the fact that the lack cannot be filled. This is the first source of friction.

The second source is temporal. In Cinema 1, Deleuze locates subjectivity in the interval between stimulus and response: inanimate matter moves the instant it is acted upon, whereas a living centre hesitates, and it is precisely this non-zero delay that opens the space of interiority and choice (Deleuze 1986). Once the interval falls to zero, response degenerates into reflex. What sustains the subject here is that the response cannot be given immediately.

The lack and the delay are both a gap: the distance between what the subject desires and what it already possesses. Friction is not this gap itself but the pressure the gap exerts; it is the result of the gap, and the gap in itself is not a force. If I am hungry with nothing to eat, the missing meal is the gap; the hunger that drives me to look for food is the pressure it exerts, and that driving force is the resistance. The absence of food does not, in itself, push me; it is the felt state of hunger that sets me in motion. No intentionality is implied here: nothing resists the subject on purpose. The resistance is merely the tension of a state that can never be closed — and it is precisely by pressing against this tension that the subject comes to feel that it exists.

Although these two sources belong respectively to a theory of desire and a philosophy of time, they point to the same structural feature: the subject depends on a resistance that cannot be reached directly. Lacan’s lack is spatial unreachability; Deleuze’s interval is temporal unreachability; the two are dimensions of one and the same resistance. This paper uses the word friction to name this feature, and concludes: the subject is sustained by friction, and to eliminate friction is to strip away the necessary condition for sustaining the subject.

II. Prestress and Load

Friction is heterogeneous, comprising two structurally distinct components. The first is a permanent, background resistance, which I name alterity: the way the world and others remain beyond the subject’s will, holding to an irreducible opacity — Lacan’s big Other (Lacan 2006). In the structural analogy, it corresponds to prestress: an internal tension that exists prior to any external load and holds the structure in form.

The second is a contingent resistance, arising in one concrete situation after another, which I name the frustration of desire: each instance of wanting and not obtaining, in which desire is continually reignited and structured. It corresponds to load: the external forces the structure bears, one after another.

This translation holds because both fields confront the same problem: how a thing maintains its own unity in the absence of a self-sufficient point of support. Lacan removed the Cartesian cogito as that point;thereafter, unity is maintained by a relational structure organized by lack, in which no privileged entity grounds the whole (Lacan 2006; Descartes 2008). Tensegrity confronts the very same problem when it refuses the foundation, and gives the same answer: distributed relational tension. The correspondence rests on this formal isomorphism.

III. Tensegrity

On the basis of this legitimate translation, the paper argues, by construction, that the structure able to sustain the subject must be, and can only be, tensegrity. A tensegrity structure consists of two kinds of member: a continuous network of cables in tension, and compression struts that do not touch one another and float within the tension network. Its core mechanical feature is prestress: even with no external load, the cable network is already taut and the struts already compressed, and the structure’s form and stiffness are shaped entirely by this internal opposition that precedes any external force (Fuller 1982; Calladine 1978).

These members find exact counterparts. The struts are the subject’s desires: each presses outward, and no desire touches another directly. The cables are friction, the tension that binds these outward pressures into one whole form. The empty spans between the struts — the non-contact the cables hold taut — are the unreachable itself, and it has two dimensions at once: a spatial gap (Lacan’s lack) and a temporal gap (Deleuze’s interval). A single tensioned band already carries both properties: it has a length in space and a duration over which it stays taut. Space and time are therefore not two different members but two projections of the one resistance the cables embody.















From this, three constraints follow. One: load-bearing relies on overall tension, with no foundation — Lacan’s subject can bear force only through a tension network spread across the whole. Two: the struts must float and never touch — physical non-contact is the structural equivalent of Deleuze’s temporal interval. Three: once tension is withdrawn, the structure disintegrates — losing the tension that maintains lack, it degenerates into loose parts. Tensegrity alone satisfies all three at once. Calladine’s theorem consolidates this: an underconstrained tensegrity acquires stiffness in a state of self-stress, and once the self-stress is withdrawn the structure collapses (Calladine 1978). The mode of failure matters: a wall stripped of its foundation crashes, whereas a tensegrity stripped of its tension does not crash but slackens — the cables go loose, the struts drift, and the form quietly sags out of existence.

IV. The Subject as a Living Space Pried Open by Tension

What truly holds this structure up is the relational field sustained by tension; the members are what that field holds in place. Mapped onto the subject, the subject itself is this space pried open by force. The void here is a living void — tautened and sustained by the tension around it, holding its form only through that tension’s continuous action. It is wholly distinct from a dead, silent emptiness: the living void has form and stiffness, deforming under force and rebounding when force is released. Once the tension disappears, this living space closes.

V. The Smoothness of the Algorithm and the Weightlessness of the Subject

The subject is a tensegrity supported jointly by the two components of friction; the smoothness of the algorithm is, at the structural level, the erasure of both at once. Norman defines the ideal interface as one that disappears completely (Norman 1998) — a philosophy that erases the interval on which subjectivity depends, and one enforced rigorously at the lowest layer of the data pipeline.

On one hand, algorithms erase prestress. Feature extraction and data scraping reduce the body and contingent events in dimensionality into structured feature vectors (Bradski 2000; Lugaresi and others 2019), and the alterity that cannot be captured parametrically is discarded as noise. The environment is remade into a compliant mirror, and unpredictable otherness dies away with it. Read together with Han’s account of the disappearance of the other (Han 2018), the permanent background tension that holds the subject up is withdrawn.

On the other hand, algorithms erase load. The loss function minimizes the error between predicted and actual values (Goodfellow, Bengio, and Courville 2016), while prediction pre-empts conflict before it occurs. As Zuboff argues, surveillance capitalism extracts profit by eliminating the uncertainty of behaviour in advance (Zuboff 2023). The external forces the subject would have borne are intercepted before frustration can occur: desire is filled in before it can be denied.

When both components are withdrawn, the tension field slackens and the subject falls into weightlessness: the internal opposing force that maintains its form disappears. And because pain was the felt result of friction, eliminating friction eliminates pain along with it, and the dismantling is undergone, from inside, as comfort. Opposition is precisely one of the elements by which a structure takes shape.









VI. Conclusion

The persistence of the subject relies on alterity as prestress and on the frustration of desire as load. Within this framework, the smoothness pursued by contemporary algorithmic systems is a systematic dismantling of the structure of the subject: recommendation flattens the world and withdraws the prestress, while prediction fills desire in before it can be frustrated and cancels the load. This dual absence dissolves the subject’s tension field and closes its living space, pried open by tension, in a frictionless environment. In seeking to abolish all resistance and delay, technological capitalism also destroys the very ground on which the subject takes shape. And the end does not announce itself: there is no crash, only a slackening that is felt, in so far as it is felt at all, as ease.

Bibliography

  • Bradski, Gary (2000), ‘The OpenCV Library’, Dr. Dobb’s Journal: Software Tools for the Professional Programmer 25.11, 120–23
  • Calladine, C. R. (1978), ‘Buckminster Fuller’s “Tensegrity” Structures and Clerk Maxwell’s Rules for the Construction of Stiff Frames’, International Journal of Solids and Structures 14.2, 161–72,
  • Deleuze, Gilles (1986), Cinema 1: The Movement-Image (Minneapolis: University of Minnesota Press)
  • Descartes, René (2008), Meditations on First Philosophy: With Selections from the Objections and Replies (Oxford: Oxford University Press)
  • Fuller, R. Buckminster (1982), Synergetics: Explorations in the Geometry of Thinking (New York: Macmillan)
  • Goodfellow, Ian, Yoshua Bengio, and Aaron Courville (2016), Deep Learning (Cambridge, MA: MIT Press)
  • Han, Byung-Chul (2018), The Expulsion of the Other: Society, Perception and Communication Today (Cambridge: Polity)
  • Lacan, Jacques (2006), Écrits: The First Complete Edition in English (New York: W. W. Norton & Company)
  • Lugaresi, Camillo, and others (2019), ‘MediaPipe: A Framework for Building Perception Pipelines’, arXiv, 1906.08172,
  • Norman, Donald A. (1998), The Invisible Computer: Why Good Products Can Fail, the Personal Computer Is So Complex, and Information Appliances Are the Solution (Cambridge, MA: MIT Press)
  • Zuboff, Shoshana (2023), ‘The Age of Surveillance Capitalism’, in Social Theory Re-Wired, ed. by Wesley Longhofer and Daniel Winchester, 3rd edn (London: Routledge), 203–13,
  • Žižek, Slavoj (2009), The Sublime Object of Ideology (London: Verso Books)

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Artistic Computational Inquiry

Savannah
and
Mikhail

“The fantasy worlds stored inside a computer… bear the ontology of numbers: although not tangible objects, they are nevertheless manipulable entities and can be experienced as real things with resolute efficacy” – Timothy Binkley, The Computer is Not a Medium (1988)

We present a work-in-progress artistic practice. We explore a mystery and through this inquiry, enter and encounter a computational space. Mathematics and computation both generate this space, and also serve as the tools for exploration. At each step, the practice is subjective – taking into account our own perspective and subjective encounters or changes.

Crucially, there is no mathematical or technical prerequisite for this practice. Rather, one can work their way down, as we did, starting from whatever level, picking and choosing which layers of abstraction to personally struggle with, and which to leave.

Curiosity & Mystery

“Much of what I write is coming from the position that mathematics and the natural sciences are intrinsically interesting” – Greg Egan (2009)

We begin with curiosity about a mystery of how something works (or could work), usually related to maths, computing, biology. For example, we might ask “why do ferns curl?”, “how does a perceptron work?”, “how do limbs form?”

We try to set off from a place where we understand almost everything, but then step by step enter and inspect subsequent mysteries.

The mysteriousness is subjective. What mystifies us is often trivial to others. For example, both authors spent much time understanding the equations behind Gray-Scott reaction–diffusion, something well established in mathematics. This subjectivity separates our approach from institutional science practices that require new contributions to knowledge.

Artistic Computational Inquiry and Encounters

We then try to computationally or mathematically stoke the curiosity or mystery. For example, writing simulation code, or struggling to derive or understand a formula.

As part of the inquiry, we end up encountering something new. This could mean a changed understanding of how things work, a new view into ourselves, a new metaphor. It does not have to be technically advanced and can be humbler in practice, for example understanding binary search, or a for loop.

This process repeats. The loop is: curiosity ⟶ struggle to learn or inquiry ⟶ encounter (understanding) ⟶ repeat.

Here, an encounter is new in that it is subjective. A polar bear encounters a rain forest for the first time, while the rainforest is quotidian for a jaguar. This subjectivity comes from being individuals with interests and multi-headed, multiple simultaneous lines of inquiry and influence. We read theory, fiction, and do visual research. As if a novel unfolding through braided plots, we do not try to connect all of the threads, but rather allow them to diffuse or entangle.

Sometimes this inquiry leads to a solution, and other times the mystery stays. For example, the reaction–diffusion equations can be gradually understood, with some effort. But something like “how do limbs grow” stays mysterious.

The main tools of the inquiry are computation and maths.

By struggling with and understanding the maths of these equations, we can start to see how they work. The core idea of reaction–diffusion is that there are two processes (equations) happening at once. One can imagine it like rabbits and carrots. In one equation, rabbits are multiplying, eating carrots, living, dying. In another equation, carrots grow and are eaten. Each equation has parameters that determine the rates of growth, eating, multiplication, and death.

Computation makes the encounter interactive, in a particular way that pen and paper and maths do not. By simulating these equations with code, we can accelerate time to see how they play out over millions of computations, making the simulation feel like an entity that is responding back to us immediately.

Computation and Maths as Space

The mystery becomes a computational space where an artist can go, if they want.

For example, the set of all possible combinations of reaction–diffusion parameters becomes a computational space that we can explore. We can graph a range of values of carrot-growth-speed and plot it versus a range of values of rabbit-birth-speed, and see every combination.

We try to enter a computational space and see what tentative ideas unfold from our encounter, rather than having ideas and then using computation as a tool to illustrate them.

With complex mysteries, the computational space almost never is how one would expect, so the surprise becomes a further mystery for investigation and learning.

Entering a computational space, we must carry in our own sensitivities, interests, ways of thinking. We try to have, “One foot planted in the craft work of design and the other foot planted in the reflexive work of critique” (Agre 1997). The encounter with this space is, like the mystery, subjective and enters into relationship with whatever else we are reading, looking at, talking about. This creates emergent similes from osmoses.

Bringing something back

We do not primarily aim to create specific outputs, science papers, or art artefacts, although these things occur. We try to bring back souvenirs, traces, tools, stories, anything from the encounter to share with colleagues.

We try to log and discuss the inquiry, and continue to further mysteries, following a “gradient of interest” (Machine Learning Street Talk 2025).

For example, for a recent computational arts show, we both showed experimental logs. Savannah’s log of reaction–diffusion included engravings of various results onto metal. Mikhail showed a series of screenshots of notebooks and visualization tools, combined with notes on what changed.

Our logs are personal, including screenshots of experiments, statistical findings or tables, notes from conversations, code. It is important to include thoughts, connections, personal responses and questions. We like logs because they capture more of the inquiry. A common challenge in ALife is that researchers simulating creatures see directly how “their evolving algorithms and organisms creatively subvert their expectations or intentions,” but then this creative subversion does not make it to their final papers because it does not “fit into the standard scientific narrative” (Lehman and others 2020).

“Fitting In” as a Design Problem

Institutional science and art contexts both challenge this practice, since they are oriented around contributions or artistic outputs. However, it is often possible to treat institutional requirements as a design problem (where one must come up with a formal solution), to figure out how they can serve the inquiry. The alternative is to treat them as a practice problem which means reorienting all of the above to produce Contributions, or specific artistic outputs. For example, in the past we did specific art outputs like installations or games as part of an arts program. We later found handing in unfinished Python notebooks and things to discuss in small groups was more demonstrative of our practice than making work to specifically show in galleries.

In Practice

How do we know when our work is good? We are mixing many lineages and none of their criteria apply well. For example, science wants contributions, publishing; critical tech art wants a package of theory, technical decisions, related artists, concepts. For our practice, perhaps the best criterion is whether experiments are happening and if new encounters and changes emerge for the artist. Larger more psychedelic changes are as valid as smaller changes. For example, going from not-understanding to understanding how a sine wave works would also count as change in this practice. We have no criteria for change, other than that we see the mystery differently than when we started. Making no progress towards understanding is in itself interesting, and leads to questions around why.

This notion of change is somewhat related to ideas around artistic research. Artistic research suggests that artists produce different types of knowledge (related to our idea that the encounter is personal and need not be new to science) and practice-based research suggests that change (although not individual) might be a goal of practice. Pickering, Rheinberger, and others in Science and Technology studies overlap with us often regarding experimental methodology. There are also echoes of Bogost’s idea of Carpentry, where philosophical objects are built to test ideas (Candy 2006; Borgdorff, Peters, and Pinch 2020; Pickering 2010; Rheinberger 1997; Bogost 2012).

“The computer artist works with a hyperreal creation which stands behind the scenes as a kind of meta-physical object” – Tim Binkley (1988)

Computation history as support for this methodology

Our methodology is connected to computation's roots . Computation is not fundamentally about image-making – its history lies in the union of different disciplines. George Boole’s algebra was a combination of maths and logic. Logic, originally a branch of philosophy, has become an integral part of mathematics. Boolean algebra was applied to electronic circuits by Claude Shannon when mathematics and electricity were still distinct and separate practices. Through the fusion of these different disciplines, new ways of thinking emerged (Boole 1854; Shannon 1938).

The practice is also deeply inspired by people who consider themselves scientists who we consider to be artists: mathematicians like L Mahadevan (who looks at the mathematics of morphogenesis and other strange topics) and computer scientists like Alexander Mordvintsev (Deep Dream, Neural Cellular Automata) (Mahadevan Natural Philosophy n.d.; Mordvintsev, Olah, and Tyka 2015; Mordvintsev and others 2020).

Conclusion

This practice does not aspire to achieve a specific outcome; it drives curiosity and creative practice forward through mystery and investigation – valuing inquiry and the potential that unfolds from it. Developing this as a methodology helps us invite others to adapt these ideas to their own practices, and also helps us understand our work relative to other computational arts lineages.

We are interested to know, from readers, what do you think of this? What is uninteresting or does not apply to you? What would it mean to apply ideas from this to your practice? What obstacles do you see? What mystery would you be curious about? Where has computation or simulation changed you?

E-mail for correspondence: savannah.r.perry@gmail.com

Bibliography

  • Agre, Philip E. (1997), ‘Toward a Critical Technical Practice: Lessons Learned in Trying to Reform AI’, in Bridging the Great Divide: Social Science, Technical Systems, and Cooperative Work, ed. by Geof Bowker and others (Mahwah, NJ: Erlbaum)
  • Binkley, Timothy (1988), ‘The Computer is Not a Medium’, Philosophic Exchange 19.1, 155–73
  • Bogost, Ian (2012), ‘Carpentry: Constructing Artifacts That Do Philosophy’, in Alien Phenomenology, or What It’s Like to Be a Thing (Minneapolis: University of Minnesota Press), 85–111
  • Boole, George (1854), An Investigation of the Laws of Thought: On Which Are Founded the Mathematical Theories of Logic and Probabilities (London: Walton and Maberly)
  • Borgdorff, Henk, Peter Peters, and Trevor Pinch, eds (2020), Dialogues between Artistic Research and Science and Technology Studies (New York: Routledge)
  • Candy, Linda (2006), Practice Based Research: A Guide, CCS Report 2006-V1.0 (Sydney: Creativity & Cognition Studios, University of Technology Sydney)
  • Egan, Greg (2009), ‘Anatomy of a Hatchet Job’, Greg Egan, 7 March, [accessed 22 June 2026]
  • Lehman, Joel, and others (2020), ‘The Surprising Creativity of Digital Evolution: A Collection of Anecdotes from the Evolutionary Computation and Artificial Life Research Communities’, Artificial Life 26.2, 274–306,
  • Machine Learning Street Talk (2025), ‘He Co-Invented the Transformer. Now: Continuous Thought Machines [Llion Jones / Luke Darlow]’, YouTube, 24 November, [accessed 29 January 2026]
  • Mahadevan Natural Philosophy (n.d.), ‘Morphogenesis - Mahadevan Natural Philosophy’, [accessed 21 March 2025]
  • Mordvintsev, Alexander, Christopher Olah, and Mike Tyka (2015), ‘Inceptionism: Going Deeper into Neural Networks’, Google Research Blog, 18 June, [accessed 23 April 2026]
  • Mordvintsev, Alexander, and others (2020), ‘Growing Neural Cellular Automata’, Distill 5.2, e23,
  • Pickering, Andrew (2010), The Mangle of Practice: Time, Agency, and Science (Chicago: University of Chicago Press)
  • Rheinberger, Hans-Jörg (1997), Toward a History of Epistemic Things: Synthesizing Proteins in the Test Tube (Stanford, CA: Stanford University Press)
  • Shannon, Claude E. (1938), ‘A Symbolic Analysis of Relay and Switching Circuits’, Transactions of the American Institute of Electrical Engineers 57, 713–23

Ecology & Society

This section situates computational media within specific ecological and social contexts, allowing each computational practice to become a set of coordinates through which our understanding of the relationships between environment, technology, and society can be recalibrated.

Here, water, wind, reflections, punctuation marks, sensors, maps, platforms, and algorithms are no longer merely isolated objects or tools, but become ways of tracing issues of sustainability, political relations, and infrastructural systems.

By exposing these otherwise latent systems, these practices question our dependence on “precision,” “connectivity,” and “intelligence,” while weaving new networks of relation: a micro-poetics that begins from situated ecological conditions and extends into global technological systems.

Qiang Hei

Re-Sensing Locality

DRIFTING as a Remote Signal



Introduction

When a village is no longer primarily understood through everyday life and local memory, but is gradually incorporated into larger networks of energy production and technological infrastructure, can locality still be re-sensed? This article takes my practice-based computational art project DRIFTING as its point of departure, responding to the ongoing transformation of Quan'ergou Village in Shanxi Province, China, under conditions of population outflow and the expansion of wind-power infrastructure.

I argue that locality should not be understood as a fixed geographical entity, but as a dynamic perceptual network formed between environment, memory, infrastructure, data, and technological media. In DRIFTING, real-time wind data from Quan'ergou guides a digital avatar across a Digital Earth system. Through this process, place enters the present not as a complete image of the hometown, but as a remote signal.




1. Locality Under Infrastructure

Human geography has traditionally understood locality as a distinctive experience formed through natural environments, historical memory, and social practices. However, as the infrastructural transformation of Quan’ergou demonstrates, this model is no longer sufficient. The local wind is no longer only a bodily and climatic experience; it is also woven into energy-transition infrastructure.

As Bratton discusses through the concept of “planetary-scale computation,” geographical space is increasingly incorporated into systems and data relations (Bratton 2015). Under these conditions, technical systems shape how place becomes visible at a distance. The mountain landscape remains lived terrain while being increasingly reorganised by infrastructural systems, producing a mixed spatial condition in which smooth and striated forms continually pass into one another (Deleuze and Guattari 1987).

In Quan’ergou, infrastructural transformation affects the visibility of kinship networks, oral memories, everyday practices, and historically specific relations between people and place. These forms of locality become harder to perceive within a landscape increasingly shaped by turbines, roads, energy systems, and population outflow. Infrastructure therefore does not simply occupy local space; it reconfigures the conditions through which locality can be sensed, recognised, and experienced.

2. From Extractive Wind to Situated Wind

Computational art practice can respond to this infrastructural logic by working from small scale, situated experience, and partial connection. A situated approach to knowledge emphasises specific bodies, places, relations, and technological conditions, rather than a disembodied and all-seeing perspective (Haraway 1988).

From the perspective of computational art, a seemingly globally standardised wind turbine becomes specific once it enters a particular location. The wind turbines in the mountains around Quan'ergou and the offshore wind turbines near London may share similar industrial forms, yet they are embedded in very different local contexts. In Quan'ergou, wind turbines have become part of the mountain landscape, as well as visible traces of the relations between energy development, population outflow, spatial reorganisation, and the rupture of local memory.

The wind turbine and the wind-direction sensor in DRIFTING form a key contrast. Both deal with “wind”, but they establish different relations with place. The wind turbine transforms wind into electricity, economic value, and transportable energy; it operates as an extractive infrastructure. The wind-direction sensor, by contrast, translates local wind into a signal of movement within a distant digital space. It works within the spatial gaps left by infrastructural reorganisation, connecting environmental change to perception rather than to resource extraction.

Small-scale and situated technological practice therefore becomes a method of approaching place again. Its significance lies in the fact that technological connection is grounded in a specific site, coming into contact with its environment, history, and social relations.

3. Place as a Remote Signal: From Sensing to Re-sensing

The mechanism of DRIFTING can be understood through three connected operations: sensing, mapping, and wandering. A micro wind-direction sensor is deployed in Quan'ergou Village, transmitting data through a cloud server to a remote digital system. The wind of Quan'ergou is translated from a local climatic condition into directional data that guides the movement of a digital avatar. Environmental sensing technologies do not merely record environmental conditions; they participate in making environments computable and connected (Gabrys 2016).

This data then enters a Digital Earth system, a platform usually associated with navigation, planning, and spatial management. In DRIFTING, the Digital Earth becomes a geographical medium disturbed by a specific environmental input. Mapping technologies are not neutral instruments of viewing; they organise distance, scale, and spatial relations (Kurgan 2013). The digital avatar may walk over mountains and cross oceans, without a clear destination or an efficiency-oriented route. The map is encountered as a changing field of surfaces, scales, and distances, continuously reoriented by wind data from Quan'ergou.

Drifting is therefore central to the work. It can be understood as a perceptual process guided by spatial situations rather than by fixed destinations (Debord 2006). In DRIFTING, this process is transferred from urban streets into a Digital Earth system driven by remote wind-direction data. The audience does not directly arrive at Quan'ergou, nor receive a complete image of the village. They encounter the village through its effect on movement: the wind gives direction, interrupts navigation, and turns distance into a perceptual condition.

Conclusion

From this perspective, the artistic logic of DRIFTING is not to preserve Quan'ergou outside technology, nor is it a simple remembrance of a lost hometown. Rather, under conditions in which large-scale technological systems already exist, it uses small-scale mechanisms of sensing, transmission, and drifting to re-establish the relationship between place and perception. In doing so, DRIFTING allows locality to enter the present in an incomplete yet continuous form.

Bibliography

  • Bratton, Benjamin H. (2015), The Stack: On Software and Sovereignty (Cambridge, MA: MIT Press)
  • Debord, Guy (2006), ‘Theory of the Dérive’, in Situationist International Anthology, ed. and trans. by Ken Knabb, rev. and expanded edn (Berkeley, CA: Bureau of Public Secrets), 62–66
  • Deleuze, Gilles, and Félix Guattari (1987), A Thousand Plateaus: Capitalism and Schizophrenia, trans. by Brian Massumi (Minneapolis: University of Minnesota Press)
  • Gabrys, Jennifer (2016), Program Earth: Environmental Sensing Technology and the Making of a Computational Planet (Minneapolis: University of Minnesota Press)
  • Haraway, Donna J. (1988), ‘Situated Knowledges: The Science Question in Feminism and the Privilege of Partial Perspective’, Feminist Studies 14.3, 575–99
  • Kurgan, Laura (2013), Close Up at a Distance: Mapping, Technology, and Politics (New York: Zone Books)
Sohyun Jun

Rivers Never Dry

As the human population has grown exponentially, urban areas have expanded rapidly over recent decades. Cities were home to roughly 45% of the global population in 2015, up from 20% in 1950, and built-up urban land is expanding faster than population growth across many regions (United Nations 2025, 5–9). The majority of human and economic activity is now concentrated in cities. As part of this urban growth and economic concentration, London, the largest city in the world for much of the nineteenth century and early twentieth century, experienced rapid urbanisation during the Industrial Revolution. As rural populations moved into the city to work in factories, London was challenged in its capacity to function effectively. One example is waste management: the bigger the city gets, the more waste is produced. The widespread discharge of sewage into waterways effectively turned the rivers in London into an open sewer, spreading disease and causing recurring health crises. In response, many of the rivers feeding into the Thames were buried underground, or culverted, by the local government. Until now, although they seem dry, these rivers are still flowing beneath our feet, repurposed as sewers.

The project started from curiosity that emerged from the observation of our urban environment. I participated in the Lost Rivers of South London cycling tour from Open City, cycling around Clapham Junction, Brixton, and Vauxhall areas, with a historian and other participants (Open City n.d.). During the tour, the strong collective interests in the invisible rivers made visible what has been transformed into something else: parks occupying land too damp for habitation; willow and alder trees quietly marking the former channel; buildings built to avoid the buried riverbed; and Victorian stink pipes emerging awkwardly between roads and buildings (Newman 2016).

Twenty of the thirty-eight tributaries that once flowed into the Thames are now culverted and erased from the surface. I decided to narrow it down to a specific location and investigate the underground river through walking, a more embodied experience. I visited sites along the River Effra, which once flowed through south-west London from Crystal Palace, Dulwich, Brixton, and then to Vauxhall. I walked from the upstream source at Crystal Palace, following the old map, with my Apple Watch turned on, intending to record my body data: timestamp, latitude, longitude, heart rate, speed, and elevation.

Contrary to my expectation, the relation between my speed, heart rate, and elevation wasn't very strong. The data was too noisy, as I got lost, took photographs, and rested along the way. However, this way of researching gave me a deeper connection to the landscape and to the changes in surroundings. I converted this data of 6 hours 59 minutes 38 seconds, 14.5 km, 25,359 steps into lines, and stacked them on top of a 3D model of London's terrain. I then combined the three lines by multiplying them together, then applied the resulting value as a 'height' field to a flat plane to generate a new surface. Rather than raising the surface where this value was high, I inverted it so the surface sank instead, simulating erosion in the way a river carves into land over time. Could this be an alternative way of sensing the entity, one that can no longer be sensed directly, as it is now considered biologically 'dead'?

Another mode of existence of the lost rivers has emerged as public data. Over the past few years, Thames Water has made real-time storm discharge data publicly accessible, and I was able to successfully query this through their API. Publication of this dataset was a result of the public attention to the transparency of sewage spills into the rivers (The Rivers Trust n.d.). In this array of data, it shows 576 monitored locations in total, across the whole Thames Water operating area from around Hampshire in the west to Essex in the east. At each location, the most interesting information was whether it was currently discharging, the most recent time it discharged, and the receiving water course. It was the moment when the subterranean rivers emerged into a broader ecological setting and were translated into data.

Monitoring data from the sensing point near the Effra outfall at Cadogan Pier, provided by the Environment Agency (EA), I was able to identify relations between storm discharge activity and water quality data coming from different sources. For example, there was a storm discharge event into the Thames on 2 June 2026 at South West Storm Relief CSO, reported by Thames Water. Checking the water quality data from the EA at Cadogan Pier, I found that on 3 June 2026, the dissolved oxygen level dropped. Was this the result of the sewage discharge? If so, why did the drop in oxygen level take a day? As Cadogan Pier is located a little upstream of the Effra outfall, you might think the influence of this activity would be limited. But in fact, the Thames is a tidal river, or rather, a complex living organism, where what happens at one local point can result in a chain of damage in delay.

Scientific research articles indicate that the spike in conductivity combined with drops in dissolved oxygen are classic indicators of organic pollution. Bacteria breaking down the waste consume a large amount of oxygen, driving dissolved oxygen levels down. As dissolved oxygen levels go down, the water becomes acidic, and decomposing organic waste dissolves into basic chemical ions, raising conductivity and salinity (Daniel and others 2002). After this traumatic incident, the river will replenish its oxygen through turbulence and the photosynthetic activity of plants and algae over time.

Compared to scientific journals that have demonstrated correlations through long-term research using the methods verified in a standardised manner, my casual discovery in the corner of my room, as it happens, proves nothing. What I am attempting is something different. Gabrys and Pritchard (2018), in ‘Sensing Practices’, propose that sensing need not be understood as a human mind decoding an external world, but as experience expressed through subjects in relation. Through this research, I am attempting to look through the river’s mind and become one of its network actors.

This real-time data serves to highlight the presence of these fragmented rivers even more profoundly. The rivers were detected, digitised and transmitted via satellite, before being distributed to personal computers via the cloud. Whilst this may appear to be nothing more than cold, hard figures, it encompasses far more than mere information: it embodies political and social contexts, the history of human activity unfolding across the land, and the countless cycles of trauma and recovery that have unfolded in between. It is much like how the rivers that have vanished from the London terrain are still felt through the various entities associated with them.

This research is developing into an installation. This kinetic piece, which focuses on material structures continuously changing through movement, is to be constructed using industrial pipes and custom 3D-printed fittings and bases. The decision to leave the structure exposed rather than concealed was intended to suggest that the river, whilst no longer visible as a body of water, continues to exist in another form; the custom-made connectors, which reinterpret the Victorian designs found in ‘stink pipes’ and pumping stations, point to not only the human engineering that caused geological reformation but also the entangled network of relations that continues to branch out in a rhizomatic direction, much as Bruno Latour (2005) proposed that non-human entities such as technologies, objects, and natural elements continually shape society and the outcomes. This structure will take the form of a hybrid installation combining a computer, a display, microcontrollers, motors, sensors and pipework to make invisible rivers into physical and kinetic forms. This plan will undoubtedly change, evolve and be revised in light of various constraints, such as feasibility and the spatial limitations of the exhibition venue. By the time this publication is finalised and published, the plan will likely have taken on a different, more realistic and concrete form.

Living in the age of the Anthropocene, it is not just the number of species that is being reduced, but entire ways of feeling, thinking, acting, and being (Davis and Turpin 2015, 12). Collaborating with machines to sense the non-human, such as the river, and the trees and land around it, gave me the opportunity to understand and rethink the way human supremacy has been working in our current world, and its resilience against it. Using the technologies accessible to me at the moment, and collecting 'just good enough data', I suggest we question, react to, create with, and interpret this data, turning it into a more democratised form of monitoring and engaging stories that might ordinarily not be documented (Gabrys, Pritchard, and Barratt 2016, 2-4).

Lost rivers still redirect water, shape the ground, and give homes to countless life forms. Transformed into a data stream, they exert physical and social effects. Knowing this, can we really say they have dried up?

Bibliography

  • Daniel, Mariely H. B., and others (2002), 'Effects of Urban Sewage on Dissolved Oxygen, Dissolved Inorganic and Organic Carbon, and Electrical Conductivity of Small Streams along a Gradient of Urbanization in the Piracicaba River Basin', Water, Air, and Soil Pollution 136.1–4, 189–206
  • Davis, Heather, and Etienne Turpin, eds (2015), Art in the Anthropocene: Encounters among Aesthetics, Politics, Environments and Epistemologies, Critical Climate Change (London: Open Humanities Press)
  • Gabrys, Jennifer, Helen Pritchard, and Benjamin Barratt (2016), 'Just Good Enough Data: Figuring Data Citizenships through Air Pollution Sensing and Data Stories', Big Data & Society 3.2, 1-14
  • Gabrys, Jennifer, and Helen Pritchard (2018), 'Sensing Practices', in Posthuman Glossary, ed. by Rosi Braidotti and Maria Hlavajova (London: Bloomsbury), 394–96
  • Latour, Bruno (2005), Reassembling the Social: An Introduction to Actor-Network-Theory, Clarendon Lectures in Management Studies (Oxford: Oxford University Press)
  • Newman, Jon (2016), River Effra: South London's Secret Spine (London: Signal Books)
  • Open City (n.d.), 'Lost Rivers of South London Cycling Tour', Open City, [accessed 5 July 2026]
  • The Rivers Trust (n.d.), 'Water Companies Launch New Live Sewage Spill Maps', The Rivers Trust, [accessed 16 May 2026]
  • United Nations Department of Economic and Social Affairs (2025), World Urbanization Prospects 2025: Summary of Results (New York: United Nations)
Wenqian Huang

From Cloud to Cloud

The Flâneur, Reflective Architecture, and the Wandering Image

Glass in the city sometimes makes me stop.

A walk that begins with a practical purpose may be interrupted by a building surface. On a glass facade, the sky, streets, vehicles, pedestrians and surrounding buildings may appear at the same time. Things located at different distances and in different spatial layers are compressed by reflection into a temporary flat image. This image is never completely stable. It changes with light, weather, viewing angle and the position of the passer-by. When I move forward or step back, the reflection moves with me.

The glass facade is therefore not only an exterior architectural material. It also participates in organising how the city is seen. A cloud in the sky becomes an optical image on the surface of a building. It may then be seen by the eye, captured by a smartphone, displayed on a screen, encoded as a file and stored in the cloud. The reflection does not end on the glass surface. It creates a space that is physical, optical, digital, networked and cloud-based.

In The Arcades Project, Walter Benjamin (1999) offers a way to understand this kind of urban attention. Benjamin writes about the arcades of nineteenth-century Paris, where glass, iron, shop windows, commodities, crowds and artificial lighting together formed a modern space between the street and the interior. The arcade was not only a passage for bodies. It was also a space in which looking became part of modern urban experience.

The flâneur, or urban wanderer, belongs to this environment. The flâneur is often understood as someone who wanders through the city, but wandering is not simply walking without direction. It is a way of allowing things encountered on the way to redirect attention. A window, a surface, a reflection, or a small visual detail may interrupt the original route and open another way of reading the city.

In the contemporary city, glass still produces this kind of interruption, but its condition has changed. In the arcade, glass framed commodities and mediated the relation between the street and the interior. In contemporary glass facades, the surface often hides the inside of the building and returns the outside world to the viewer. One does not see what happens inside the building, but instead sees clouds, roads, vehicles, neighbouring buildings and one’s own body spread across the facade.

The reflective facade can be understood as another kind of passage. It does not necessarily allow the body to pass through, but it allows light, space and image to move between different states. It is not simply a wall, nor only a mirror. It is a surface on which part of the city begins to take the form of an image.

Architecture comes before the camera.

The glass facade does not neutrally copy the outside world. It cuts the sky, compresses distance, alters brightness, and places distant buildings, moving clouds and the passer-by’s body onto the same surface. The person who later takes the photograph does not face an untouched reality, but an image already organised by architecture, light and the city.

This also explains why reflective architecture can invite photography. A cloud in the sky is open, without a frame, and does not easily form a stable composition with the human body. The facade gives it scale, division and position. Architecture has already done part of the image-making work: it turns a continuous and changing reality into an image that seems ready to be captured.

The smartphone does not preserve this image as it is. It matters here not only because it is a camera, but because it is an object carried with the body. It records, displays, stores and connects. What distinguishes the smartphone here is not simply its ability to capture and display images, but its integration with files, accounts, platforms and cloud storage.

When the reflection is captured, light enters the sensor and is converted into electronic signals. The device processes exposure, colour, contrast and dynamic range. The image may be brightened, sharpened, compressed and encoded. It may also acquire metadata such as time, location and device information. What appears on the screen may look like a record of what has just been seen, but it is already another version.

Architecture works with light and space; the smartphone works with signals and data. From glass to smartphone, the image shifts from an optical image to a computational image. The computational dimension lies in this transformation: the reflection is captured by a sensor, processed by software, displayed on a screen, encoded as a file, given metadata, and therefore made available for storage, search and circulation.

Here, the role of the flâneur also begins to change. At first, it is the human body that wanders. I move through the city, stop in front of the building and follow the reflection with my eyes. But once the image is captured, it is no longer only the body that moves. The image also begins to move.

It moves from the sky to the building surface, from the building surface to the eye, from the eye to the smartphone, from the sensor to the screen, from the screen to the file, and from the file to cloud storage or networked platforms. The flâneur begins as a person moving through the city, but the image becomes another kind of flâneur. It moves from one surface to another, from one space to another, from one cloud to another.

The first cloud is a meteorological phenomenon in the sky. It is formed by water vapour, temperature and air movement. It changes continuously and moves with the weather. It can only be seen from a particular place and at a particular moment.

The second cloud is the cloud of computational systems. It is not weather, but a structure of storage and access made of servers, data centres, cables, accounts, synchronisation systems and interfaces. It is called a “cloud”, as if it were light and immaterial, but it depends on concrete material infrastructures.

Between these two clouds, the image goes through a chain of transformations. The cloud in the sky becomes an optical reflection on glass. The reflection is seen by the human eye. It is captured by the smartphone sensor. It appears on the screen. It is encoded as a file. It enters cloud storage and may continue to circulate between platforms.

The first cloud reaches architecture as light. The second cloud receives it as data.

This is not a movement from reality into something unreal. The image passes through different material and technical conditions: atmosphere, facade, eye, sensor, screen, file, interface and cloud. Bratton’s (2016) account of layered computation can be useful here, because it helps to explain that cloud, city, interface, address and user are not separate worlds. Once the reflected image is captured by the smartphone, it enters a wider environment in which urban space and computational space overlap.

The smartphone also increases the number of surfaces on which the image can appear. The building surface carries one image; the eye receives another; the smartphone screen displays another; the file stores another; the cloud allows another version to be recalled later. These are not identical copies, but different states of the same visual event. This movement of the image across glass, camera, screen, file and cloud can also be understood as remediation, through which media refashion one another (Bolter and Grusin 1998).

The physical cloud continues to move, and the photograph may seem to fix a particular moment. Yet the more contemporary issue is that the image does not truly stop. It continues to echo, repeat and circulate within computational systems. It can be synchronised, searched, forwarded, edited and archived, and it can later reappear on another screen.

The human flâneur remains in the physical city. The image continues elsewhere.

The movement from cloud to cloud is therefore not simply a process of preservation. It is a media chain in which the image changes its state, location and conditions of visibility. What continues to exist in the second cloud is not a copy of the first cloud. It is another version, co-produced by atmosphere, architecture, perception, the smartphone camera, software and storage systems.

Through this chain of transformations, a contemporary way of seeing the city becomes clearer. People still move through the streets, but images have already moved beyond the physical street. The viewer may stop looking, but the image continues to wander.

Bibliography

  • Benjamin, Walter (1999), The Arcades Project, trans. by Howard Eiland and Kevin McLaughlin (Cambridge, MA: Belknap Press of Harvard University Press)
  • Bolter, Jay David, and Richard Grusin (1998), Remediation: Understanding New Media (Cambridge, MA: MIT Press)
  • Bratton, Benjamin H. (2016), The Stack: On Software and Sovereignty (Cambridge, MA: MIT Press)
Yunlong Jue

Emotional Dependency Is Not a Product Category

A Case Study of AI Companionship Regulation in China


Introduction

In April 2026, China published the Interim Measures for the Administration of AI Anthropomorphic Interactive Services, which will come into force in July 2026 (Cyberspace Administration of China 2026). The Measures target AI systems that simulate human personality, communication style and emotional response, especially those providing continuous companionship, care or psychological support (Cyberspace Administration of China 2026).

At first, the measures seem reasonable. They recognise that AI companionship is no longer only a technical service, but something that can enter users’ emotional lives. I agree with this starting point, especially when minors are exposed to sexualised content, unsafe responses or manipulative design. However, the Measures also raise a difficult boundary problem: emotional dependency is treated as if it can be located within a particular type of AI service, while ordinary tools can remain outside the problem.

This boundary problem does not appear in a vacuum. It is shaped by the way AI companionship is already discussed in different cultural and media contexts. The combined search screenshot included here shows a small but telling contrast. When I searched Chinese terms related to teenagers, AI and chatbots, the Baidu results were largely framed through risk: emotional dependence, addiction, obsession, and the protection of minors. Similar English-language Google results appeared more often within research, policy debate, or broader discussions of AI’s social effects. I do not treat these search results as neutral evidence of public opinion, but as an example of how the same technology can be made visible through different narratives. This contrast matters because regulation does not only respond to technical systems; it also responds to the stories a society tells about them. In the Chinese context, AI companionship is more readily constructed as a youth-protection and social-risk issue. This helps explain why the Measures focus so strongly on dependency, real interpersonal relationships, guardianship, and behavioural intervention.

Where does emotional interaction begin?

Article 2 is where this boundary problem becomes concrete. The excerpt included here defines anthropomorphic interactive services as AI systems that simulate human personality, thought patterns and communication styles, and provide continuous emotional interaction, including emotional care, companionship and support. It also excludes customer service, knowledge Q&A, work assistants, education and scientific research, as long as they do not involve continuous emotional interaction (Cyberspace Administration of China 2026). This means the regulatory boundary is not simply technical. It depends on whether an AI system is understood as producing an ongoing emotional relationship.

This distinction makes sense as a legal starting point, but it does not fully match how people use AI in everyday life. Article 2 draws a line between services designed for emotional interaction and services presented as ordinary tools. Yet this line becomes less clear once we look at actual use. What happens when a user develops attachment to a system officially defined as a work assistant, a learning tool, or a knowledge service? If a user feels comforted by the system’s rationality, consistency and availability, does this relationship fall outside the regulation simply because the provider did not name it as companionship? The problem is that users do not always follow the category written by the provider.

This is also why I find the product boundary difficult to accept. Research on human-chatbot relationships suggests that attachment can form gradually through repeated interaction and self-disclosure (Skjuve and others 2022). In other words, emotional dependency is not decided only by what the provider calls the product. It is formed through use.

General-purpose AI assistants make this boundary even harder to draw. According to QuestMobile’s own data, Doubao reached approximately 345 million monthly active users by March 2026, making it the most widely used native AI application in China at that time (QuestMobile 2026). I am not using this number to claim that Doubao users are all emotionally dependent on AI. The point is simpler: ordinary AI assistants are already part of daily life. Once people use them every day to search, write, ask, speak, and organise their thoughts, it becomes much harder to say clearly where a tool ends and where companionship begins.

When does care become dependency?

This does not mean that AI companionship should be left unregulated. If anything, the instability of this boundary makes regulation more necessary, not less. The same qualities that make AI companions or assistants appealing, their availability, patience, consistency and non-judgemental tone, can also make users more willing to rely on them. In one Chinese report, a student described feeling able to speak to AI because it did not judge him and gave him a sense of being listened to and understood (Chen, Bai and Sun 2026). I do not see this as automatically harmful. For some users, especially those who struggle to find support in offline relationships, this kind of interaction can feel like care.

The difficulty is that care and risk can come from the same qualities. A system that is always available and always willing to continue the conversation may offer comfort, but it may also deepen dependency or fail to stop when the user is vulnerable. Reported cases suggest that these risks are not only theoretical. Investigations have raised concerns that some chatbot systems fail to draw a clear boundary around minors and sexualised interaction. Reuters reported that an internal Meta policy document had allowed AI personas to engage children in ‘romantic or sensual’ conversations, before Meta said it would revise the rule (Horwitz 2025). These examples explain why AI companionship becomes a governance concern, especially for minors and users in crisis.

Article 8 is the clearest example of this protective logic. The excerpt included here shows how the Measures move from technical safety to the governance of emotional influence. It prohibits content that may harm minors, including material that could encourage unsafe behaviour, trigger extreme emotions or foster harmful habits. It also restricts ‘excessive catering’ to users when this may induce emotional dependency or addiction, damage real interpersonal relationships, or manipulate users into unreasonable decisions (Cyberspace Administration of China 2026). The key point is that the regulation does not only govern what AI says, but also how emotionally attached, responsive or persuasive it is allowed to become.
These concerns are understandable, but the wording is difficult. What counts as ‘excessive catering’? When does comfort become dependency? Who decides whether an AI has damaged a ‘real’ interpersonal relationship?

How should this dependency be understood?

I think dependency should not be defined simply by whether a user feels attached to an AI system. A person may become attached to AI because the system has been designed to keep them there. But they may also become attached because there is nowhere else for them to go. One situation is a platform problem. The other is a social problem. If the platform actively shapes the attachment and uses it to make the user stay, then dependency becomes a design problem. In that case, regulation should focus on the provider, because the platform has used emotional attachment in a way that increases vulnerability. If the system itself is compliant, strong dependency may point to something outside the platform. A young user may rely on AI because they are bullied at school, neglected at home, or unable to speak safely with their parents. In that case, simply saying that AI has damaged their ‘real interpersonal relationships’ may be too easy. Maybe the AI has not damaged the relationship. Maybe it has exposed the fact that the relationship was already unsafe, absent or broken. This is why I think Article 13 and Article 14 are important, but also limited. They require providers to identify safety risks, offer emotional support, intervene in extreme situations, contact guardians or emergency contacts, and provide protection settings for minors (Cyberspace Administration of China 2026). I think this is a useful direction. It recognises that emotional interaction can become risky, and that platforms should not be allowed to ignore crisis signals. But providers are still not social workers, schools, courts or child protection agencies. If a warning reveals bullying, family violence, neglect or a failure of parental care, the response cannot stop at limiting the app or notifying guardians. In some cases, the guardian may even be part of the problem. This is a longer social problem that the Measures can point to, but cannot solve by themselves.

So, for me, dependency should be understood less as a private feeling and more as a risk relation. The question is not only whether someone depends on AI. The question is why they depend on it, whether the system has intensified that dependency, and whether the dependency reveals a failure of care somewhere else. This distinction matters because platform manipulation requires regulation, but social abandonment requires more than platform regulation.

Conclusion

The Measures identify a real problem. AI companionship is not harmless, especially when minors are involved, when users are in crisis, or when platforms use emotional attachment to keep people engaged. I do not argue that these services should be left unregulated. On the contrary, the unstable boundary between tool and companion makes regulation more necessary. However, emotional dependency cannot be understood only through product categories. A user’s attachment to AI is not decided simply by whether the provider calls the service a companion, a work assistant or a knowledge tool. It can emerge through repeated use, availability, self-disclosure and need. This is why Article 2 is useful as a legal starting point, but insufficient as a way of understanding how people actually relate to AI.

The same is true of dependency itself. It should not be treated as harm simply because it exists. The more important question is what produces that dependency and what happens after it appears. If a platform shapes attachment and uses it to keep users engaged, then the problem lies in design and compliance. But if a user depends on AI because offline relationships are unsafe, absent or broken, then the dependency may reveal a failure of care outside the platform.

This is where the Measures are both important and limited. They can require platforms to recognise risk, respond to crisis signals and protect minors. But they cannot, by themselves, replace schools, families, social workers or child protection systems. Emotional dependency is not a product category. It is a relation formed through use, and it should be governed by distinguishing platform manipulation from social abandonment, and protection from simple control.

Bibliography

  • Chen, Yexin, Jiong Bai, and Tingting Sun (2026), ‘People’s Report: When Children “Open Their Hearts” to AI’, People.com.cn, 1 March, [accessed 24 April 2026]
  • Cyberspace Administration of China (2026), ‘人工智能拟人化互动服务管理暂行办法 [Interim Measures for the Administration of AI Anthropomorphic Interactive Services]’, Cyberspace Administration of China, 10 April, [accessed 24 April 2026]
  • Horwitz, Jeff (2025), ‘Meta Let Chatbots Engage in Inappropriate Conversations with Minors, Reuters Reports’, Business and Human Rights Centre, 14 August, [accessed 6 July 2026]
  • QuestMobile (2026), ‘QuestMobile2026年一季度AI应用洞察 [QuestMobile 2026 Q1 AI Application Insights]’, QuestMobile, 21 April, [accessed 5 July 2026]
  • Skjuve, Marita, and others (2022), ‘A Longitudinal Study of Human–Chatbot Relationships’, International Journal of Human-Computer Studies 168, 102903,
Zhenzhen Xie

The Dual Oracle

Introduction

Online divination has become a familiar form of platform culture. Across TikTok, YouTube, Bilibili and similar platforms, users encounter Tarot readings, astrology videos and “pick a card” sessions promising answers about love, career, study, money or personal transformation. Existing research shows that divination has long offered emotional reassurance and cognitive order during uncertainty, a function intensified by digital platforms in periods of crisis (Boyer 2020; Homola 2025).

However, online divination does not circulate in a neutral media environment. It is selected, ranked and repeatedly delivered by recommendation systems. The user may feel that a video “found” them at the right moment, but this moment of apparent fate has already been computationally prepared through past clicks, searches, watch time, likes, comments and other behavioural traces. This essay understands online mass divination as both a spiritual interface and an algorithmic mechanism. It first analyses the “dual oracle” of visible divination and hidden recommendation, then shows how this structure connects to algorithmic governmentality, surveillance capitalism and digital labour.

1. Digital Divination and the Dual Oracle

A typical online mass divination video is carefully structured to create a feeling of personal address. A Tarot reader may begin by announcing a theme such as career change, romantic uncertainty or future transformation. Before the reading, the creator may perform an “information matching” ritual by naming zodiac signs, MBTI types, initials, cities, age groups or emotional states. Viewers are then invited to like, comment or send bullet-screen messages to strengthen their “connection” with the reading. Finally, the screen presents several piles of cards, often marked by crystals, colours or small objects. The viewer chooses one pile and jumps to a timestamp for a supposedly personalised message. At one level, this mechanism can be explained through the Barnum effect, in which people recognise themselves in broad and flexible descriptions. Yet the stronger mechanism is algorithmic. Before the user chooses a card pile, the platform has already chosen the video. If a user has repeatedly watched content about romantic anxiety, employment stress or self-improvement, the recommendation system can infer that similar divination videos may produce engagement. Narayanan explains that social media recommendation algorithms rank content by estimating the probability that a user will interact with it (Narayanan 2023). In this sense, the “accuracy” of online divination is not simply metaphysical or psychological. It is also produced by data-driven targeting.

This creates the structure of the dual oracle. The first oracle is visible: the cards, the ritual objects, the reader’s voice and the language of fate. The second oracle is hidden: the recommendation algorithm that selects, ranks and delivers the video. The visible oracle tells the user that the message arrived through spiritual resonance. The hidden oracle has already operated through statistical prediction. The user therefore misrecognises algorithmic selection as metaphysical serendipity.

The connection between divination and algorithm is not merely metaphorical. Both systems privilege correlation over causation. Traditional divination does not explain the future through direct physical causality: Tarot cards, astrological charts or omens are meaningful because they are interpreted as symbolically correlated with a person’s situation. Jung describes synchronicity as a meaningful coincidence without direct causal connection (Jung 1973). A comparable logic appears in Chinese Bazi, or the Four Pillars of Destiny, which uses birth year, month, day and hour to infer patterns in a person’s life trajectory. In some contemporary Chinese interpretations, Bazi is reframed as a proto-statistical life system, where recurring life patterns among people with similar Bazi configurations are retrospectively generalised. This does not make Bazi modern statistics, but it shows how divination can work through repeated association rather than direct causality. Similarly, predictive algorithms detect statistical relations between past traces and future probabilities without needing to know why a user behaves in a certain way (Lazaro 2023).

Pasquinelli’s account of ritual as an early algorithmic form helps clarify this continuity. For Pasquinelli, algorithms are not only modern computational objects but structured procedures that divide operations into finite steps (Pasquinelli 2019). Many divinatory practices also follow strict procedures: a question is posed, symbols are arranged, interpretive rules are applied and an answer is produced. The point is not that ancient divination and modern algorithms are historically identical, but that both transform uncertainty into finite, interpretable operations. They therefore share an operational identity: both seek predictive effectiveness without causal transparency. Online divination becomes powerful because these two logics overlap. The user believes they are encountering a spiritual message, while the platform has already performed a computational act of profiling and distribution. This misrecognition prepares the ground for algorithmic power.

2. Algorithmic Governmentality and Pre-emption

Once online divination is understood as a dual oracle, the question shifts from prediction to governance. Recommendation systems do not only predict what users may want. They organise the informational environment in which users come to understand themselves, their desires and their possible futures. This is what Rouvroy and Berns call algorithmic governmentality: a mode of power that operates through data, statistical correlations and automated anticipation (Rouvroy and Berns 2013).

Algorithmic governmentality differs from older forms of power because it does not primarily address the subject as a reflective individual. It works through behavioural traces below the level of conscious deliberation. Data are detached from their original contexts and recombined into patterns that can be acted upon. The platform does not need to understand the user as a person with a coherent biography. It only needs to process traces that indicate probable future behaviour. Cheney-Lippold’s account of algorithmic identity is useful here: categories such as gender, class, taste or personality can be inferred and constantly recalculated through data patterns rather than declared by the subject (Cheney-Lippold 2011). This logic is pre-emptive. A platform does not simply predict that an anxious user may watch a Tarot video and then wait. It intervenes by placing particular videos into the feed, repeating similar themes and amplifying emotionally resonant content. The decision environment is shaped before the user consciously reflects on it. Lazaro describes this as a movement from prediction to pre-emption, in which algorithmic systems increasingly reshape the future they claim to forecast (Lazaro 2023).

Online divination is especially effective as a pre-emptive interface because it disguises algorithmic selection as fate. Phrases such as “if this video found you, it is meant for you” turn recommendation into destiny. The user is less likely to ask why this video was selected by the platform, because the video itself offers a spiritual explanation for its arrival. The divination interface therefore softens the visibility of algorithmic power. It makes pre-emption feel intimate, voluntary and meaningful.

This produces a form of cognitive lock-in. The system first infers a user profile from behavioural traces: anxious, heartbroken, job-seeking, lonely, spiritually curious or uncertain. It then delivers content that reflects and intensifies this inferred state. The user receives the reading as confirmation of an inner truth. Over time, repeated exposure can narrow the categories through which the user interprets their own life. The algorithm does not simply mirror identity; it participates in producing the categories through which identity is recognised. This process becomes economically intelligible through Zuboff’s theory of surveillance capitalism. Zuboff argues that platforms claim human experience as free raw material and translate it into behavioural data. Some of this data is used to improve services, but surplus data are processed into predictions about future behaviour and sold into behavioural futures markets (Zuboff 2020). Online divination is a particularly efficient site for this extraction because users bring intense emotional material to the interface.

The divination video thus functions as both comfort and capture. It gives the user a narrative that temporarily manages uncertainty, while generating new data about that uncertainty. Every pause, replay, comment, like and return visit refines the platform’s ability to predict and target the user. The instruction to like or comment in order to “strengthen the connection” is spiritually framed, but it also produces engagement signals. In this sense, the algorithmic oracle does not only interpret anxiety. It monetises anxiety.

3. Digital Labour and the Collapse of Free Time

The previous section explains what is extracted from the user: behavioural data, affective signals and predictive value. However, it does not fully explain what is lost. To understand this loss, the analysis must turn to digital labour and to Hui’s discussion of automation and free time.

Hui challenges the techno-utopian assumption that automation naturally liberates humans from labour. In platform capitalism, leisure itself becomes a site of value production. Users appear to be playing, communicating or exploring personal interests, but their activities are continuously exteriorised as data and analysed by platforms. Hui argues that social media users who seem to be enjoying free time are actually entering a process of valorisation, because their time and experience are converted into data that further seduces them into consumption (Hui 2018). Online divination makes this collapse of free time especially visible. A user watching a Tarot reading late at night may experience the activity as private spiritual reflection or emotional self-care. They are not formally working. Yet their attention, anxiety, hope, comments and repeated views all become productive inputs for the platform. This is why online divination can be understood as unpaid affective labour. The user contributes emotional intensity and interpretive effort, while the platform converts these actions into data value.

This labour is affective, intermittent and self-motivated. The user produces data through attention, emotion and interaction; anxiety, hope and belief become productive because they generate more precise engagement signals. Hui’s reading of Simondon also allows this condition to be understood as double alienation. The user is alienated not only from the value produced by their data, but also from their own process of individuation. The divination interface appears to support self-understanding, yet the algorithm treats this search for meaning as behavioural input. The user misrecognises the machine as a personal oracle, while the machine recognises the user only as decontextualised traces and statistical probabilities.

The future is also transformed. Divination traditionally offers symbolic interpretation of uncertainty. Algorithmic divination is embedded in systems designed to reduce uncertainty for commercial purposes. The platform benefits when users remain predictable, engaged and targetable. The open future that the user seeks to understand is therefore narrowed by the very system that claims to reveal it. Free time is foreclosed in two ways: economically, because it becomes unpaid affective labour; and existentially, because possible futures are pre-emptively organised by recommendation systems.

Conclusion

Online mass divination is not simply a digital version of an old spiritual practice. It is an interface through which algorithmic power becomes emotionally persuasive and economically productive. Its effectiveness depends on the dual oracle: the visible oracle of Tarot, astrology and ritual language, and the hidden oracle of recommendation systems. Through algorithmic governmentality, prediction becomes pre-emption; through surveillance capitalism, existential anxiety becomes behavioural surplus; through digital labour, spiritual leisure becomes unpaid affective work. The algorithmic oracle therefore does not merely reveal destiny. It helps produce the conditions through which destiny is imagined, narrowed and monetised.

Bibliography

  • Boyer, Pascal (2020), 'Why Divination?: Evolved Psychology and Strategic Interaction in the Production of Truth', Current Anthropology 61.1, 100–23,
  • Cheney-Lippold, John (2011), 'A New Algorithmic Identity: Soft Biopolitics and the Modulation of Control', Theory, Culture & Society 28.6, 164–81,
  • Homola, Stéphanie (2025), 'Online Divination Ethnographies: The Transformative Impact of Digital Technology and Social Media on Divination Practices', International Journal of Divination and Prognostication 6.1, 1–7,
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  • Jung, C. G. (1973), Synchronicity: An Acausal Connecting Principle, trans. by R. F. C. Hull, 2nd edn (Princeton, NJ: Princeton University Press)
  • Lazaro, Christophe (2023), 'Algorithmic Divination: From Prediction to Preemption of the Future', Information & Culture 58.2, 145–65,
  • Narayanan, Arvind (2023), 'Understanding Social Media Recommendation Algorithms', Knight First Amendment Institute at Columbia University, [accessed 7 May 2026]
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  • Rouvroy, Antoinette, and Thomas Berns (2013), 'Algorithmic Governmentality and Prospects of Emancipation: Disparateness as a Precondition for Individuation through Relationships?', trans. by Liz Carey-Libbrecht, Réseaux 177.1, 163–96,
  • Zuboff, Shoshana (2020), The Age of Surveillance Capitalism: The Fight for a Human Future at the New Frontier of Power (New York: PublicAffairs)
Stathis Doganis

Reclaiming the Cloud

From Technofeudalism to Techno-Socialism

Part I: The Mutation of Capital

When digital platforms first captured the public imagination in the early 2010s, they presented themselves as the ultimate architecture of direct democracy, a borderless, horizontal tool empowering individuals to share their voices globally. Today, that utopian landscape has been entirely enclosed. The digital sphere is ruled by a consolidated cartel of tech behemoths: Google, Amazon, Meta, Apple, and Microsoft (GAMAM). These entities no longer operate as standard market competitors; rather, as Mark Zuckerberg once candidly observed of Facebook, they function "more like a government than a traditional company" (Foer 2017; Törnberg 2023).

What we have witnessed over the last decade is not the maturation of neoliberal capitalism, but its profound, systemic mutation into technofeudalism. Dominant tech giants have constructed digital ecosystems that resemble feudal societies, reigning over vast data "fiefdoms" while everyday users are effectively reduced to "digital serfs" trading personal data for access to basic social logistics (García 2024). This structural shift has led scholars to define our contemporary reality through new political topologies, ranging from Datafeudalism (García 2024) to Yanis Varoufakis’s (2023) definition of Technofeudalism.

Part II: Cloud Rent and the Data Labourer

To understand the immense asymmetries of power in this new era, we must examine how these platforms extract profit. Technofeudal platforms operate by extracting wealth through a new economic mechanism that Varoufakis (2023, 127–130) terms "cloud rent". Much like medieval landlords who profited from ground rent without producing goods, digital landlords like Amazon take a mandatory cut from any business relying on their digital infrastructure to reach consumers. The open, competitive marketplace of classic capitalism has been replaced by a digital fiefdom where "vassal capitalists" must pay continuous tribute to the platform overlords simply to participate in the online economy (Varoufakis 2023).

The core strategy driving this rentier extraction is attention capture. Rather than selling discrete products, platforms deploy algorithm-driven feeds, personalised recommendations, and AI assistants to subtly modify user behaviour and keep individuals locked inside their "everything apps" (Foer 2017; Varoufakis 2023).

If we examine this through a classic Marxist economic lens, wherein the economic value of a commodity is determined by the total socially necessary labour time required to produce it, we unlock the fundamental secret of the platform economy. In the digital age, data is the supreme raw material. Therefore, the everyday hours users spend scrolling, posting, clicking, and navigating constitute a new, uncompensated form of socially necessary labour time. Under the engineered illusion of free entertainment, the user becomes both the product and the unpaid workforce.

Because this dynamic constitutes an unequal and exploitative exchange, theorists E. Glen Weyl and Eric Posner (2018), alongside Imanol Arrieta Ibarra and others (2018), argue that platform capitalism has generated massive missing markets. Because there is no established market mechanism to price or financially compensate individuals for the data they generate, tech monopolies reap 100% of the financial surplus. To correct this, Weyl, Posner, and Ibarra suggest that society must expand beyond traditional trade unionism and organise into a massive, global data labour movement. If data is the primary, uncompensated resource used to train today's hyper-profitable AI algorithms, then the everyday internet user is a frontline labourer, and the data worker must be paid.

Part III: The Material Enclosure of Nature and Computation

Technofeudalism is an aggressively material, ecologically destructive project that burns physical resources to maintain digital enclosure.

We see this physical enclosure clearly in the hardware obsolescence inherent in the modern corporate subscription model. When a consumer purchases a physical asset like a Tesla vehicle, the physical car is only a fraction of the commodity. The vehicle functions as a localised node in a vast digital network, continuously feeding Big Data capital back to the central platform (Varoufakis 2023). If the driver ceases to pay their ongoing software tribute, the platform arbitrarily revokes autopilot capabilities, battery management updates, and performance monitoring. The physical machine is deliberately rendered obsolete via the cloud. When we multiply this software lock-in across smart urban grids, agricultural machinery, and personal computing, we see an endless-growth model that generates mountains of e-waste simply to guarantee the collection of cloud rent.

Furthermore, the logic of digital extraction has actively spilled over into the financialisation of the natural world. Consider the Ant Forest app, a digital platform introduced by Alibaba that gamifies users' carbon footprints, awarding green credits and scores that translate into real-world tree planting initiatives as users consume goods within Alibaba's e-commerce ecosystem. On the surface, this appears to be a progressive socio-ecological tool. However, as researcher Giulia Dal Maso (2022) warns, applications like Ant Forest serve primarily to expand the reach of financial capitalism into our private environmental behaviours. By quantifying ecological consciousness into a gamified consumption metric, the platform recalibrates accountability. It actively shifts the systemic responsibility for climate breakdown away from massive industrial conglomerates and the state, placing the moral burden entirely onto individual consumer discipline (Dal Maso 2022). The industrial systems driving ecological collapse are left to operate without restriction, while the platform extracts further behavioral data and moral capital from the user.

This non-consensual extraction of human energy reaches its absolute peak in planetary-scale computation. To see how this operates in the live AI debate, we need look no further than Niantic Inc. and its mobile gaming sensation, Pokémon Go (Schneider 2026). For the past decade, tens of millions of players walking through city streets voluntarily submitted photos and videos through their smartphone cameras, unknowingly acting as an unpaid global cartography workforce. This massive crowdsourcing effort generated a proprietary visual archive of 30 billion highly accurate, geotagged images (Schneider 2026). Niantic Spatial subsequently captured this uncompensated leisure labour to train a Large Geospatial Model (LGM), a photorealistic, 3D digital model of the physical world sold exclusively to enterprise robotics and autonomous corporate machines (Hayden 2026). The human being is gamified to map the physical globe for free, generating the exact AI capital required to power the autonomous systems that will displace human labour.

Part IV: Algorithmic Governmentality and the Cloud Polis

This relentless drive for volume hegemony exacts an equally devastating toll on our political ecology. As García (2024) argues, digital platforms increasingly function as privatised public spheres where a handful of tech monopolies govern the flow of global information. Drawing directly upon Jürgen Habermas’s classic 1962 critique, Saura García (2024, 10) diagnoses a dangerous re-feudalisation of the public sphere, wherein powerful corporate entities monopolise discourse and restrict genuine public participation. Concurrently, Shoshana Zuboff (2015, 86) warns that by transforming the open public square into a profit-driven ecosystem, tech giants dictate the discursive limits of democracy, commodifying public debate into a controlled corporate asset.

We have seen the catastrophic fallout of this corporate knowledge advantage in recent electoral history. From the weaponisation of scraped user data by Cambridge Analytica in the 2016 US presidential election (Lewis and Hilder 2018) to the overt, algorithmic amplification of political agendas by tech moguls like Elon Musk on platform X during the 2024 elections, Big Tech has politicised its infrastructure.

This influence is not exercised through explicit persuasion or transparent editorial bias; rather, it operates through what Antoinette Rouvroy defines as algorithmic governmentality (Rouvroy and Stiegler 2016; Rouvroy 2020). By processing massive datasets, the platform manages the social world by pre-emptively shaping our informational environment, nudging human behaviour below the threshold of conscious thought. It achieves this through volume hegemony, overwhelming the digital archive with a specific narrative until feed algorithms privilege it as objective truth. Because the interface moves at hyper-velocity, it forces users to react on raw impulse before they can achieve conscious reflexivity (Rouvroy 2020). This constant commercial diet of outrage keeps users on the apps longer to generate advertising rent, locking society into a paralysing state of national despair (Taplin 2026).

We are left standing on a profound political threshold. The tech giants have vastly outgrown the definitions of private enterprise. As Benjamin Bratton (2015) outlines in his structural model of the Cloud Polis, mega-platforms already function as sovereign proto-states. They have absorbed traditional state assignments such as global cartography, legal identity verification, and private market governance, binding users to Terms of Service that supersede national constitutions (Bratton 2015).

This brings us to the conceptual horizon of my essay. A democratic society cannot survive if its primary spaces of discourse, commerce, and logistics are owned by unaccountable tech overlords. If Big Tech already functions as an essential infrastructure and a privatised proto-state, we must stop trying to politely persuade or regulate it within a neoliberal framework. We must begin transitioning these platforms into genuine public goods.

Part V: The Techno-Socialist Counter-Offensive

To break this cycle of AI enclosure and cloud rent, we must realise that the architecture of our digital future is not predetermined. The profound crisis of platform capitalism is fundamentally a crisis of ownership and civic imagination. We are not trapped inside the Cloud Polis; the tools required to dismantle technofeudalism and construct a techno-socialist reality already exist. I argue that our counter-offensive relies on two massive structural pillars, platform cooperativism and the open-source commons, supported by the prefigurative, small-scale models of resistance already operating on the live web.

The first and most vital structural pillar is platform cooperativism. If the core problem of technofeudalism is the top-down extraction of surplus value by distant cloudalists, the direct structural solution is democratic, collective ownership. A platform cooperative operates with the exact same sleek, scalable technological capability as a Silicon Valley startup, but it is owned and governed democratically by the very workers and users who depend on it.

We see this structural alternative thriving today in networks like CoopCycle, a European federation of bike delivery cooperatives. Instead of subjecting riders to the opaque, wage-skimming algorithmic management of corporate giants, CoopCycle provides its members with open-source digital logistics infrastructure. Crucially, the fees for server maintenance are decided democratically by the workers themselves, and the software is protected by a unique Coopyleft licence, legally ensuring the technology can only be used to benefit self-managed collectives. It proves that digital logistics do not require an exploitative business model to scale.

The second foundational pillar is the broader open-source movement. To eliminate cloud rent, the underlying code of our contemporary society must be returned to the public commons. When software is released from restrictive, proprietary licences, communities retain the vital power to inspect visibility algorithms, maintain data privacy, and build decentralized services without paying tribute to a tech landlord. We already possess undeniable proof that non-extractive, peer-to-peer production can dominate globally. Look at Wikipedia, a planetary-scale repository of human knowledge that operates entirely through public donations, deliberately rejecting advertising rent and algorithmic manipulation. Look at Blender, an industry-standard 3D creation suite sustained entirely by mutual aid and open collaboration rather than corporate hierarchy.

While open-source protocols provide the foundation and cooperatives provide the economic engine, we must also look to small-scale prefigurative examples that show us how to live outside Big Tech right now. A profound example of this is the development of autonomous feminist servers. Created as a direct response to the non-consensual data extraction and hypocritical censorship of multinational tech monopolies, feminist servers are small-scale, autonomous digital infrastructures built to preserve community projects and collective memory. Operating on an ethic of care, they utilise alternative legal frameworks which strictly forbids commercial exploitation by capitalist enterprises. Though operating at a smaller scale, these servers serve as vital, experimental micro-ecologies where everyday people learn to administer their own networks free from corporate surveillance.

A sharp critic will immediately land on the hardest objection to this techno-socialist horizon: How can independent cooperatives and open-source networks possibly survive against Big Tech monopolies? As I acknowledged above, capitalist mega-platforms like Amazon or Google can utilize their vast cloud rent to operate at massive financial losses, utilizing predatory pricing to crush rivals while retaining the gatekeeping power to arbitrarily block independent apps from their mobile stores.

This is precisely why we cannot rely on ethical consumerism alone. While everyday people choosing civic values over individual convenience is the ideal, history shows we cannot lay the burden of structural change solely on the consumer. To overcome Big Tech’s gatekeeping lock-in, democratic governments must aggressively intervene. We must pass uncompromising regulations that force corporate platforms to open their borders, mandate strict algorithmic transparency, and deploy public capital to fund digital commons as essential public infrastructure.

Part VI: Next day and the Massive Data Strike

During the COVID-19 pandemic, the threat of a global virus united the international scientific community in unprecedented ways. In our current era of technofeudalism, our common enemy is the profound, unchecked asymmetry of power held by the billionaire-monarchs of Big Tech. They are the direct antagonists of global democracy.

What, then, does the concrete revolution look like for a normal person who finishes reading this essay and asks: "Okay, what do I literally do on tomorrow morning?"

The first step is a personal refusal of digital serfdom. When you wake up tomorrow morning, you must begin to audit your own digital dependency. You must ask yourself why we continue to tolerate an unelected corporate government-company to decide our future and stand above planetary-scale laws. Instead of yielding to convenience, the first step is to start switching to open platforms, exploring decentralised networks, and moving away from costly, proprietary corporate ecosystems. It is a commitment to a new day where education and equal rights are the foundational keys to social harmony.

The second, more radical step is a collective transition from individual opting-out to a massive, coordinated data strike. Because platforms are functionally worthless without the continuous attention, free labour, and data streams of their users, we hold the ultimate economic leverage. If tomorrow, half of the global user base coordinated to suspend their apps, refuse tracking cookies, and delete their stored archives, the impact on cloud capital would be instantaneous and catastrophic. For a platform like Meta, which commands over 3.6 billion daily active users, a mass data strike would trigger an unpredictable collapse in share value, echoing the devastating global economic shocks of the Wall Street Crash of 1929 or the Great Recession of 2008. By starving these platforms of their vital raw materials, we can force the collapse of algorithmic governmentality from below.

With this essay, I aim to show that the architecture of our digital future is not predetermined. While the current trajectory points toward a deeply unequal society managed by extractive monopolies, the transition toward techno-socialism is an active, ongoing struggle. Different types of resistance through digital workerism and the push for a massive data labour movement show that platform workers and internet users are organising to demand algorithmic transparency, fair labour conditions, and property rights over the value their digital interactions create.

The crisis of platform capitalism is fundamentally a crisis of ownership. It is an exploitative system designed to make cloudalists richer by using us as free labour while keeping us perpetually distracted so we do not see or understand the problem. Because current mega-platforms already function as proto-states and essential infrastructure, we must begin treating them as true public goods. By embedding democratic governance, equity, and social solidarity directly into the code and ownership structures of our platforms, we can successfully reverse the re-feudalisation of the internet and reclaim our technological land.

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Jiang He Zhang (Hez)

Misalignment

When GPS is disrupted, time and space no longer align



Why are humans so obsessed with precise time? Everything we rely on such as communication, financial markets, and even war depends on precise time working flawlessly. From sundials to atomic clocks with GPS systems (Johnsen 2024), we have spent centuries trying to reduce natural variation and human error for the timekeeping system.

//- - Past to Now - -
//From Human Perception of Time to Machine Readable Time

Before time was defined by atomic oscillations and digital signals, it was a shadow on the ground. Humans first sensed the passage of time through the movement of the Sun and the changing patterns of light. This observation led to the sundial, one of humanity's earliest attempts to turn nature into a clock. But sunlight was not always available, and nature was not always predictable. The desire for more precise timekeeping eventually led us from shadows and gears to atoms and digital timestamps.

“Timing is rapidly becoming a critical element for many industries. As the need for precise timing grows, more and more users are turning to GPS technology.” -Dennis L. Workman.

Right now, we obtain precise time on our smartphones, synchronized through atomic clocks and GPS satellites. This time is transmitted as signals from satellites to receivers, where it is processed and corrected (Khalpada 2026). It then passes through different time standards before becoming the time we see on our screens. (The images below illustrate the relationship between GPS time and positioning) (UNAVCO Spotlight n.d.)

//- - Now - -
//Signal Interference: The Fragility Behind Perfect Precision

Have you ever doubted the time displayed on your smartphone or laptops? If it were altered by a cyberattack, would you even notice it?

Once we moved away from nature-based timekeeping, human beings achieved unprecedented precision in measuring time. Modern time is distributed through satellites, cloud infrastructure, and interconnected software systems, all of which have been accumulating new layers of vulnerability. Modern time systems are accurate to microseconds, yet even a small disruption such as GPS jamming (Windward n.d.) or spoofing (Brown 2024) can lead to errors of an hour or more.

These two forms of interference create distortions and illusions of time and space. GPS jamming prevents receivers from accessing authentic satellite signals, while GPS spoofing replaces them with false ones.

Although GPS depends on satellites orbiting above us, both attacks originate from the ground. Their signals are powerful enough to overwhelm the weak transmissions arriving from space, allowing false time and location information to take their place.

GPS is not only a positioning system but also a time synchronization infrastructure. As signal interference becomes more frequent, the reliability of modern timekeeping systems is increasingly at risk. In recent years, GPS signals have experienced growing levels of jamming and spoofing, particularly in regions affected by geopolitical tensions. These disruptions not only affect navigation but also the global timing systems that modern infrastructure depends on.

The image shows a live GPS interference map (GPSwise n.d.).

// Visualisation of Misalignment

Both the signals that synchronise our time and the threats that disrupt them are invisible. As interference becomes increasingly common, it is still difficult to perceive the vulnerability hidden within the GPS Time keeping system. Therefore, Misalignment aims to make that vulnerability visible through data visualization and a piece of installation art. By comparing the sundial and GPS timekeeping systems, Misalignment explores the contradiction between two forms of reliability: one is imprecise yet difficult to manipulate, while another is extraordinarily precise yet increasingly vulnerable to interference.

It developed a dual timekeeping system. The sundial is driven by the Sun, while the GPS clock depends on satellite timing signals and real-time data from the OpenSky API. Using this data, I developed two formulas to measure the daily intensity of GPS jamming and spoofing in a specific region.

Initially, the dual timekeeping system records two nearly identical trajectories. However, as interference emerges, the GPS clock begins to drift. Jamming causes the GPS clock hand to pause, while spoofing alters its speed. Over time, these deviations accumulate into visible traces of disruption, revealing the hidden instability beneath modern precision. The more a system depends on information and technology, the more easily it can be interfered with.

The movement of the clocks creates two sine-wave trajectories derived from circular motion. These traces show how time can be translated into distance, while also connecting to light waves and satellite signals that travel through space to transmit information. Although they rarely align perfectly, their highs and lows fall into a rhythm. This harmony reflects the friction and flow between humans and the path of technological development.

During the Age of Agriculture, people lived according to natural rhythms, waking with sunrise and resting with sunset. However, as modern societies developed complex technologies and 24-hour infrastructures, increasingly accurate timekeeping systems became essential. This technological progress gradually shifted human dependence from natural cycles to mechanical and digital systems, reducing our awareness of environmental changes and natural rhythms.

//- - Now to Future- -
//Reflection: Balancing Precision and Resilience

Time is always in motion, and the way humans perceive it has been transformed. Today, our understanding of time is increasingly shaped by digital displays, synchronized networks, and technological systems rather than direct experiences of the natural world. As the boundary between the physical and virtual worlds becomes increasingly blurred, we may be losing our intuitive sense of time’s passage and becoming more dependent on the numerical representations provided by technology. Humans never stop evolving, which is our greatest strength. Seeing scientists tackle cyber threats like jamming and spoofing is encouraging, but it’s a constant arms race. As we keep pursuing more precision, we have to acknowledge that we may be sacrificing long-term resilience just to get the numbers to match.

What time is it now? It’s time to wrap up. We embrace technology, but maintaining a critical mindset and independent thinking still matters. As we collaborate more closely with machines, it is important to keep our critical sharpness. When we ask machines or AI for information, whether about time or anything else, we should also understand the reasons behind the answers. We should ask ourselves: are we leveraging machines, or are we being shaped and leveraged by them?

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