Fractal Media
Digital technologies propagate similar processes of mediation across the globe. However, this process is also chaotic, emphasising difference and creating spaces for emergent media practices. Society is both converging and fracturing through technology. Will we come together in new forms of collective consciousness? Or destroy one another in feedback loops of conflict? This ongoing project seeks to understand the technologically mediated future of humanity as a fractal process. Described by Benoit Mandelbrot as a method of understanding seemingly random patterns in the world, fractals remain loosely defined. Instead, they display characteristic tendencies which are applicable to digital technologies:
- Detail on arbitrary scales
- Irregularity beyond conventional geometry
- Self-similarity (exact or approximate)
- Dimensionality beyond topological space
- Simple definition or recursion
Falconer also reminds us that there are no fractals in nature - they are a human-imposed process of pattern recognition. This is an essential component of understanding technology - it is an artificial realm of human creation. How then can we understand and use the simultaneous order and chaos of fractals? Can we ever see the full picture of relations between humans and technologies? How can we creatively use these processes to critically approach the future of technology and society?
Fractal media is an interdisciplinary project consisting of a number of partial strands of enquiry, spanning theory and practice.
Googling the Anthropocene
The scars of humanity can be seen across the Earth. However, observing such ecological violence and their implications often requires the right perspective beyond the spatial and temporal limits of individual humans. This research builds on Morton’s hyperobjects with a critique of responsibility, adding the need for a hypersubject in the ecologically-aware future of humanity. Fractals are offered as a mode of assessing the human hypersubject and its extension by technology, self-similar across scales. Focusing on Google’s widely available tools, its problematic relation to the environment as a company, and critical interventions by media artists Mishka Henner and Paolo Cirio, the article examines technologies that enable a ‘posthuman’ position from which to view the fractal activities of humanity: Google maps and Earth; Street View; and the Google search engines. These new perspectives allow for spatiotemporal detachment from the anthropocene and therefore a position from which to conceive of posthuman techno-ecologies.
The project led to a web-based creative media output exploring the mediation of posthuman perspectives on ecology through Google's tools. The work was published alongside an artist's statement in Screenworks Journal
Googling the Anthropocene @ Screenworks
View the work here
Fractal gaming
How do we play in fractal universes? This research analyses games at three fractal levels:
- Fractal game realities
- Fractal game development
- Fractal game studies
The work was published in Transmissions Journal of Film and Media Studies
Playing in fractal universes
The fractal canvas
Forthcoming article on webcomics, the infinite canvas and hypertexts.