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Debris: The detritus of digital media technologies

Published: 20 February 2022 Publication History

Abstract

This paper describes the artwork Debris (2021) and examines the impact of consumer electronics and digital media as electronic waste (e-waste) in environmental pollution. E-waste is in part motivated by planned obsolescence, a model for designing consumer electronics and digital media technologies to shorten their functional time period. The materiality of digital media as e-waste is explored in the installation Debris by repurposing found e-waste in an assemblage of broken hardware together with sound and a browser-based game. The assemblage becomes an autonomous device that reacts to the environment's light intensity to generate noise. As part of the assemblage, the game visualises the exponential growth of e-waste where the player has to survive planned obsolescence. Debris aims to raise awareness of the aggravating effects of e-waste on the environment.

References

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Wendy Hui Kyong Chun. 2005. On Software, or the Persistence of Visual Knowledge. In Gray Room, 18, 26-51.
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Casey Alt writes that Alan Kay and the The Learning Research Group considered “Smalltalk and object orientation not just as a medium for computer-human interface but rather as the medium for bridging the gap between the digital machine language of computers and the embodied thought processes of humans.” Casey Alt. 2011. Objects of Our Affection: How Object Orientation Made Computers a Medium. In Media Archaeology: Approaches, Applications, and Implications. University of California Press, USA, 278-301.
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Alan Kay. 1993. The Early History of Smalltalk. In HOPL-II. 4/93, MA, USA. See: http://gagne.homedns.org/∼tgagne/contrib/EarlyHistoryST.html
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Alan Kay and Adele Goldberg. 1977. Personal Dynamic Media. In Computer 10. 3, 31-41.
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Friedrich Kittler. 1995. There Is No Software. In Ctheory. See: https://web.stanford.edu/class/history34q/readings/Kittler/There_is_No_Software.html
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Jennifer Gabrys. 2013. Digital Rubbish: A Natural History of Electronics. The University of Michigan Press, Ann Arbor, USA.
[7]
Herzt and Parikka relate the concept of planned obsolescence to Bernard London who proposed in 1932 as a possible solution to the Great Depression that “every product should be labeled with an expiration date and that the government should charge tax on products that were used past their determined lifespan.” See: Garnet Hertz and Jussi Parikka. 2012. Zombie Media: Circuit Bending Media Archaeology into an Art Method. In Leonardo, Vol. 45, No. 5, 424–430.
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Jussi Parikka. 2015. A Geology of Media. University of Minnesota Press, USA.
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Sean Cubitt. 2016. Finite Media: Environmental Implications of Digital Technologies. Duke University Press, USA.
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Vanessa Forti, Cornelis Peter Baldé, Ruediger Kuehr, and Garam Bel. 2020. The Global E-Waste Monitor 2020. See: http://ewastemonitor.info/wp-content/uploads/2020/12/GEM_2020_def_dec_2020-1.pdf
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Gary Cook. 2012. How Clean is Your Cloud?. Greenpeace International, Amsterdam. See: https://www.greenpeace.org/static/planet4-international-stateless/2012/04/e7c8ff21-howcleanisyourcloud.pdf
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The most recent version of the browser-based game Debris can be played online here: https://pedroferreira.net/debris
[13]
Matt Ratto. 2011. Critical Making: Conceptual and Material Studies in Technology and Social Life. In The Information Society: An International Journal, 27:4, 252-260.
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Edward Snowden calls “Insecurity Industry” to current companies that spy on smartphones such as NSO Group, the developers of the spyware Pegasus. See: https://edwardsnowden.substack.com/p/ns-oh-god-how-is-this-legal
[15]
Shoshana Zuboff defines “Surveillance Capitalism” as: “Surveillance capitalism claims human experience as free raw material for translation into behavioral data. Although some of these data are applied to product or service improvement, the rest are declared as a proprietary behavioral surplus, fed into advanced manufacturing processes known as “machine intelligence,” and fabricated into prediction products that anticipate what you will do now, soon, and later.” See: Shoshana Zuboff. 2019. The Age of Surveillance Capitalism. PublicAffairs, USA.
[16]
Developed by Richard Stallman, GNU General Public License (GPL) guarantees users to run, study, share, and modify software. See: https://www.gnu.org/licenses/gpl-3.0.html
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Florian Cramer. 2014. What Is ‘Post-digital’?” In A Peer-Reviewed Journal About: Post-Digital Research. Vol. 3 No. 1., 10-24.
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Marshall McLuhan. 1964. Understanding Media: The Extensions of Man. Signet Books. Canada: The New American Library of Canada Limited.

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        ARTECH '21: Proceedings of the 10th International Conference on Digital and Interactive Arts
        October 2021
        761 pages
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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        Published: 20 February 2022

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        Author Tags

        1. Digital Culture
        2. Electronic Waste
        3. Environment
        4. Game
        5. Materiality
        6. Media Archaeology
        7. Planned Obsolescence
        8. Sound Art

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        • Short-paper
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        • FCT ? Foundation for Science and Technology, I.P.

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        ARTECH 2021

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        Overall Acceptance Rate 128 of 238 submissions, 54%

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