Media Arts Archives - Na2C-Tasha https://www.natasha.cc/category/media-arts/ Blog about media artists, designers, and transhumanists Fri, 19 Sep 2025 15:24:25 +0000 en-US hourly 1 https://wordpress.org/?v=6.2 https://www.natasha.cc/wp-content/uploads/2023/05/cropped-professional-g1782cd87c_640-32x32.png Media Arts Archives - Na2C-Tasha https://www.natasha.cc/category/media-arts/ 32 32 The Psychology of Risk in Digital Culture https://www.natasha.cc/the-psychology-of-risk-in-digital-culture/ Fri, 19 Sep 2025 15:24:23 +0000 https://www.natasha.cc/?p=202 Looking closely at how we live online, you’ll see something strange. We’ve all become players without really noticing. Every time you post on social media, buy crypto, or even pick…Continue readingThe Psychology of Risk in Digital Culture

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Looking closely at how we live online, you’ll see something strange. We’ve all become players without really noticing. Every time you post on social media, buy crypto, or even pick the next show on Netflix, you’re making forecasts about possible rewards and possible losses. It’s subtle, but digital life has turned everyday choices into risky investments.

This is fascinating because digital environments quietly change how our brains process risk. The same instincts that kept humans alive for thousands of years are now firing in virtual spaces where the rules are completely different. Understanding that shift explains a lot: why people make bad financial decisions online, why social media feels addictive, why scrolling can leave you anxious even when nothing “bad” happened.

The Illusion of Control in Digital Spaces

One of the strongest forces at work is something psychologists call the illusion of control. Digital platforms are designed to give instant feedback. You click, swipe, or tap, and something happens immediately. That responsiveness tricks your brain into believing you have more influence over outcomes than you really do.

Consider cryptocurrency apps. They look and feel like video games: real-time charts, flashing price changes, instant buy/sell buttons, and constant notifications. Your brain starts thinking, “I can time this market if I’m quick and smart enough,” even though the price moves mostly by chance.

The same bias shows up on social media when you think you can engineer virality, or in online shopping when you feel you’re “winning” deals.

Interestingly, some legitimate casino gaming and entertainment platforms are trying to counter this. The legal casino sites, some found at https://polskie-kasyno-online.pl/kasyna-z-minimalnym-depozytem/, that offer minimal deposit amounts for gameplay now provide actual odds, practice modes with virtual currency, and reality-check reminders that flash mid-play.

Instead of exploiting the illusion, they help players distinguish between skill and luck. That makes the experience more sustainable and enjoyable because it works with human psychology rather than against it.

The key takeaway is simple: feeling in control is healthy when it’s based on real agency. It’s harmful when it’s a carefully crafted mirage.

Social Proof and Digital Risk-Taking

Another force shaping online behavior is social proof. Digital culture amplifies it in ways the physical world never could. When your feed shows friends bragging about crypto gains, exotic vacations, or career leaps, your risk tolerance adjusts automatically. You see wins, not losses.

This is “survivorship bias” in action. People who fail at risky ventures rarely post about it, so their stories vanish from your view. Your brain calculates odds from a skewed sample and starts underestimating risks, overestimating rewards.

It gets more complicated because algorithms feed you the most extreme examples; dramatic successes and spectacular disasters generate the most clicks. That means your perception of normal outcomes gets warped by outliers. You end up making decisions in a hall of mirrors built from other people’s highlights.

The Dopamine Economy and Variable Rewards

Layered on top of all this is the way platforms deploy variable rewards. Neuroscientists have long known that unpredictable rewards keep behavior going longer than guaranteed ones. Digital designers build this straight into their products.

You don’t get a like every time you post. You don’t get a big win every time you check an investment app. Sometimes you do, sometimes you don’t. That unpredictability hijacks the same neural pathways involved in gambling. But because it’s wrapped around “normal” activities such as checking email, scrolling feeds, and monitoring stocks, it feels productive rather than risky.

Platforms profit from this tension. The longer you keep checking for rewards, the more data they gather and the more ads they show. Your craving for resolution becomes their business model.

Risk Perception in Virtual Environments

Finally, digital interfaces change how we feel risk itself. Spending through an app feels lighter than handing over cash. Sharing personal information online feels less consequential than saying it face-to-face. Making financial decisions through a screen creates distance from the real-world consequences.

This happens because the tangible cues of risk are stripped away. You’re not holding physical money. You’re not facing another person. You’re often dealing with symbols (points, tokens, virtual coins) that require an extra mental step to translate back into real value.

At the moment, that translation often doesn’t happen. The result is that digital actions seem less “real” even when the stakes are just as high as in the physical world.

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Cyborg Aesthetics: How Transhumanism Shapes Contemporary Art https://www.natasha.cc/cyborg-aesthetics-how-transhumanism-shapes-contemporary-art/ Fri, 19 Sep 2025 15:22:30 +0000 https://www.natasha.cc/?p=197 For 1000s of years, people have always decorated their bodies and built tools, but lately something stranger is happening. Technology is no longer just an accessory. It is fusing with…Continue readingCyborg Aesthetics: How Transhumanism Shapes Contemporary Art

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For 1000s of years, people have always decorated their bodies and built tools, but lately something stranger is happening. Technology is no longer just an accessory. It is fusing with identity itself. Contemporary artists are noticing the same shift, and they are turning it into work that feels half-human, half-machine.

This idea, known as transhumanism, has spilled out of philosophy papers and into galleries, performances, and street murals. The result is work that feels half-human, half-machine—messy, thrilling, and a bit unsettling.

Bodies As Canvases

For a long time, art about technology stayed external: paintings of factories, photos of circuit boards, digital prints. Now the body itself has become the medium. Performance artist Stelarc famously suspended himself from hooks and implanted an ear on his arm to explore human augmentation. Neil Harbisson, born color-blind, installed an antenna in his skull to “hear” colors and then composed symphonies from those frequencies.

These are not just stunts. They raise the question of where art ends and life begins. A dancer wearing motion-tracking sensors can project light patterns across the stage in real time. A painter can implant NFC chips in viewers’ wrists to trigger hidden sounds near the canvas. The flesh becomes the gallery, and the gallery becomes a feedback loop.

From Prosthetics to Poetics

Transhumanist tools once belonged to the medical realm, from prosthetic limbs, cochlear implants, to pacemakers. Contemporary artists are reimagining those devices as aesthetic statements.

Consider designer Anouk Wipprecht, who creates robotic dresses that sprout metal “spines” when someone gets too close. Or the Spanish collective Cyborg Nest, which sells tiny implants that vibrate to show the direction of the north pole, turning orientation into a private poem.

This isn’t just gadgetry. It is a new vocabulary. Where painters once used oil and canvas, artists now use haptic feedback, bio-sensors, and open-source code. The prosthetic stops being a substitute and becomes a metaphor: for surveillance, for intimacy, for the fragility of the self in a networked world.

Digital Flesh and Virtual Skins

Of course, not all cyborg aesthetics require surgery. Some live entirely in virtual spaces. Avatars in VR exhibitions sprout extra limbs, shifting faces, glowing organs. Augmented reality overlays tattoos on viewers as they walk through a gallery.

The artist Cao Fei builds dreamlike digital cities populated by hybrid beings who behave like myths updated for broadband.

This is where transhumanism becomes almost playful. You can test an identity, discard it, and build another. An indie creator might code a small AR filter that makes your veins look like fiber-optic cables.

A museum can host a show accessible only through a headset, where sculptures change texture depending on your heartbeat. These experiments make the invisible relationship between humans and machines suddenly tactile.

Niches, Collectors and the Algorithmic Gaze

Transhumanist art has also shifted how works circulate. Instead of relying only on galleries, many artists distribute through online platforms, NFTs, or immersive live streams. The audience may never set foot in a white cube. They might interact from Nairobi, Reykjavik, or a dorm room in Boston.

Algorithms act like accidental curators. A short clip of a robotic mask on TikTok can reach millions overnight, eclipsing a year of physical exhibitions. Yet this same system also buries slower, subtler pieces that don’t fit the feed’s rhythm.

It’s a double-edged: unprecedented reach, unpredictable visibility. Some artists now design specifically for algorithmic spread, while others treat it as a critique, making pieces that break or glitch when shared too widely.

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10 famous new media artists you should know https://www.natasha.cc/famous-new-media-artists/ Mon, 05 Oct 2020 12:27:00 +0000 https://www.natasha.cc/?p=25 New media art is a loose and ill-defined category that encompasses performance, installation and sculpture, as well as digital and conceptual art. …Continue reading10 famous new media artists you should know

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New media art is a loose and ill-defined category that encompasses performance, installation and sculpture, as well as digital and conceptual art. Against the backdrop of a consumer culture that increasingly revolved around film and television, new media art emerged in the mid-twentieth century as a way to open up creative space in the field of electronic communication technologies. As the technologies available for work proliferated, new media art branched out to reflect innovations in film, computers, robotics, and even biotechnology.

While the list of prominent new media artists is constantly growing, we’ll take a look at some key figures worth exploring for those who want to learn more about the field.

Nam June Paik
Arguably the founder of new media art, Nam June Paik came to prominence in the sixties with a series of bizarre screen sculptures and installations. Although a truly multimedia artist who often experimented with music and performance, video and television continued to occupy him throughout his career, and he made the multi-screen installation his signature artistic gesture.

Vera Frankel
A master storyteller who began life as a printmaker and poet, Vera Frankel’s artistic practice has become known for its narrative dimensions, combining film, photography, sculpture, and print in the service of social and political critique.

Alexey Shulgin
Alexey Shulgin, who goes by Shulgin, often incorporating website design into his artistic practice, typically combines elements of public engagement with a wry sense of humor.

Raphael Rosendahl
Raphael Rosandal is an artist for whom the Internet is at once a brush, a canvas and a subject. He even tattooed the word INTERNET on the inside of his lower lip.

Pierre Huyghe
An artist whose work spans film, sculpture, performance, and even living organisms, Pierre Huyghe has been exploring the ethics and aesthetics of new media landscapes since he first came to the attention of the art world in the late nineties. Perhaps most famously, No Ghost, Just a Shell, 1999-2002, saw Huyghe and Philippe Parreno acquire the rights to the main anime/manga character Anly, opening the door to what Parreno called an “aesthetic of alliances” between over a dozen artists who would breathe life into her empty shell.

Lawrence Leck
Since childhood, Lawrence Leck has been interested in the universe. With a background in architecture and a portfolio that spans game design and immersive simulation, he is certainly well positioned to realize speculative futures and incredible parallel realities.

Mario Klingemann
In a vision of what the future holds for AIDOL, machine learning artist and artificial intelligence pioneer Mario Klingemann is using deep learning and neural networks to blur the lines between human and machine creativity.

A resident artist at Google’s Arts and Culture Lab, Klingemann was one of the first to use their DeepDream and Style-Transfer tools as artistic media. His work is at the forefront of technological innovation and at the forefront of the debate surrounding the nature of AI and its ability to create.

Petra Cortright
A kind of post-Internet Monet who is just as comfortable exhibiting in a gallery as on YouTube, Petra Kortright’s floral arrangements may look painted at first glance, but a closer look reveals a practice rooted in software, even if the end result resembles the work of a real brush.

Hito Staerl
One of the most influential artists of our time, Hito Staerl is well known for her essays, film and documentary work. In her own words, her art is about “changing the meaning of images in the flow of media globalization.”

It can be argued that any art that experiments with innovative tools and techniques can be classified as new media art. But although acrylic paint is a more recent invention than film, the changes it has brought to the art world are more subtle. What is “new” in new media art is less tangible than mere technophilia and will inevitably evolve over time. What unites the artists on this list is not a specific medium or even a shared commitment to the newest – just look at Cortright’s everlasting flowers – but a desire to use the full range of technologies, old and new, to create, explore, and provoke.

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What is media art? https://www.natasha.cc/what-is-media-art/ Tue, 18 Aug 2020 12:16:00 +0000 https://www.natasha.cc/?p=19 What is media arts? This concept can be confusing, as media can be both traditional and contemporary, but its recognition as new forms of technology is supported by the National Art Education Association and its involvement in the development of the National Core Arts Standards for the Media Arts.…Continue readingWhat is media art?

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What is media arts? This concept can be confusing, as media can be both traditional and contemporary, but its recognition as new forms of technology is supported by the National Art Education Association and its involvement in the development of the National Core Arts Standards for the Media Arts.

The standards define media arts as “a unique medium of artistic expression that can extend and unify the four traditional art forms by combining the technological advances of the modern world with new skill sets available to students and teachers. Media arts students develop both artistic ability and technological ability. A media artist uses a fundamental understanding of analog and digital media to integrate digital technologies with traditional forms of artistic expression.”

Similarly, the National Endowment for the Arts defines media arts as “all genres and forms that use electronic media, film, and technology (analog and digital; old and new) as an artistic medium or a means to broaden art appreciation and awareness of any discipline. This includes projects presented through film, television, radio, audio, video, the Internet, interactive and mobile technologies, video games, immersive and multi-platform storytelling, and satellite broadcasting.”

The biggest challenge facing education today is that “our DI teachers, who speak an outdated language (a language of the pre-digital era), are trying to teach a population that speaks a completely new language. Our students today are digital natives, who are the first students to grow up with cell phones, computers, video games, tablets, digital cameras, webcams, email, internet, instant messaging, Twitter, Facebook, Instagram, and other forms of ever-evolving technology. There was never a time in their lives when this technology did not exist. And we can’t even imagine what advances will be made in technology in our students’ lifetimes.

So, how can teachers who are digital immigrants reach students who expect connectivity and instantaneousness across all media? Prensky advises teachers to accept that we need to learn to communicate in the language of our digitally native students by adapting materials to their language.

As art teachers, we should learn the new digital language as much as possible, accept help from our students to do so, and look for ways to use digital technology to teach and create in media arts.

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What does a multimedia artist usually do? https://www.natasha.cc/what-does-a-multimedia-artist-usually-do/ Sun, 16 Feb 2020 12:22:00 +0000 https://www.natasha.cc/?p=22 A multimedia artist is a person who is skilled in graphic technology programs and creates designs and effects for digital media.…Continue readingWhat does a multimedia artist usually do?

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A multimedia artist is a person who is skilled in graphic technology programs and creates designs and effects for digital media. They would typically have studied a technology or design-related discipline that would allow them to create illustrations, graphic design, and/or computer animation.

This type of artist typically works in a specific medium, such as television, video games, video, 3D animation, etc., so they will be highly specialized and skilled in certain areas of graphic design. Whichever medium they work in, they focus on creating a cohesive look, feel, and layout for the graphic portion of the project.

Multimedia artists use a variety of technologies and artistic techniques to create advertising, special effects, website design, and even animation to create unique work that engages users. Their daily responsibilities may include:

Creating graphics/illustration/animation using computer programs
Developing storyboards to plan storylines and graphics to go with them
Editing animations and effects based on feedback from art directors, graphic designers and fellow design team members
Conceptualize, assemble and create various forms of 2D and 3D digital art for projects
Creating and installing special effects
Collaborate with other designers and clients to assess the needs of a specific project or campaign

Misconceptions about multimedia artists
The job title indicates a person who develops art, but it’s important to remember that this position is very technology-oriented. Multimedia artists need to have good computer software and even coding skills, and they need to be savvy in keeping up with the latest design and animation technologies. While a good understanding of design is an important element of these types of roles, technological know-how is an absolute must.

Important indicators for a multimedia artist

Demographics.
To create quality graphics, videos, and images for the web, it’s important to know who the key demographics are, e.g. local or international? Then it’s important to think about the graphics and cultural norms for that audience.

Views and landing rates
This metric is especially important when Multimedia Artists are responsible for creating interactive experiences, such as videos or online games. It shows the popularity of a particular experience and if/when users tried to leave the experience at certain points to know what to improve in the future.

Feedback.
This can be from the client or the audience that the graphical experience is aimed at. Feedback can be assessed through online comments, direct communication, or even a survey. The results of the feedback will be crucial to know what worked and what didn’t, and how to get better in the future.

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