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Postdigital

Postdigital is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Postdigital rather than just read about it. In short: Postdigital, in artistic practice, is a term that describes works of art and theory that are more concerned with being human than with being digital, similar to the concept of "undigital" introduced in 1995, where technology and society advances beyond digital limitations to achieve a totally fluid multimediated reality that is free from artefacts of digital computation (quantization noise, pixelation, etc.). The po…

Key takeaways

  • Postdigital belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Postdigital to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Postdigital from memory before moving on to harder problems.

Reference excerpt

Postdigital, in artistic practice, is a term that describes works of art and theory that are more concerned with being human than with being digital, similar to the concept of "undigital" introduced in 1995, where technology and society advances beyond digital limitations to achieve a totally fluid multimediated reality that is free from artefacts of digital computation (quantization noise, pixelation, etc.). The postdigital is concerned with our rapidly changed and changing relationships with digital technologies and art forms.

Theory According to Giorgio Agamben (2002), the postdigital is a paradigm that (as with post-humanism) does not aim to describe a life after digital, but rather, attempts to describe the present-day opportunity to explore the consequences of the digital and of the computer age. While the computer age has enhanced human capacity with inviting and uncanny prosthetics, the postdigital provides a paradigm with which it is possible to examine and understand this enhancement. In The Future of Art in a Postdigital Age, Mel Alexenberg defines "postdigital art" as artworks that address the humanization of digital technologies through interplay between digital, biological, cultural, and spiritual systems, between cyberspace and real space, between embodied media and mixed reality in social and physical communication, between high tech and high touch experiences, between visual, haptic, auditory, and kinesthetic media experiences, between virtual and augmented reality, between roots and globalization, between autoethnography and community narrative, and between web-enabled peer-produced wikiart and artworks created with alternative media through participation, interaction, and collaboration in which the role of the artist is redefined, and between tactile art and NFTs. Mel Alexenberg proposes that a postdigital age is defined in Wired by MIT Media Center director Nicholas Negroponte: "Like air and drinking water, being digital will be noticed only in its absence, not by its presence. Face it - the Digital Revolution is over"

Music Kim Cascone uses the term in his article The Aesthetics of Failure: "Post-digital" Tendencies in Contemporary Computer Music. He begins the article with a quotation from MIT Media Lab cyberpundit Nicholas Negroponte: "The digital revolution is over." Cascone goes on to describe what he sees as a 'post-digital' line of flight in the music also commonly known as glitch or microsound music, observing that 'with electronic commerce now a natural part of the business fabric of the Western world and Hollywood cranking out digital fluff by the gigabyte, the medium of digital technology holds less fascination for composers in and of itself.' Japanese theorist, Ryota Matsumoto adapts the postdigital discourse of Kim Cascone to their ingenious culture and construes Japanese social structure as the postdigital after the collapse of capitalist accumulation and the subsequent integration of their tradition with the pharmacology of digital age. In Art after Technology, Maurice Benayoun lists possible tracks for "postdigital" art considering that the digital flooding has altered the entire social, economical, artistic landscape, and the artist posture will move in ways that try to escape the technological realm without being able to completely discard it. From lowtech to biotech and critical fusion - critical intrusion of fiction inside reality – new forms of art emerge from the digital era.

See also Circuit bending Databending Digital Art Glitch New Aesthetic New media art

References

Further reading Alexenberg, Mel, (2019), Through a Bible Lens: Biblical Insights for Smartphone Photography and Social Media. Nashville, Tennessee: HarperCollins; ISBN 978-1-5955-5831-2. Alexenberg, Mel, (2011), The Future of Art in a Postdigital Age: From Hellenistic to Hebraic Consciousness. Bristol and Chicago: Intellect Books/University of Chicago Press; ISBN 978-1-84150-377-6. Alexenberg, Mel, ed. (2008), Educating Artists for the Future: Learning at the Intersections of Art, Science, Technology, and Culture. Bristol and Chicago: Intellect Books/University of Chicago Press, 344 pp. ISBN 978-1-84150-191-8. (postdigital chapters by Roy Ascott, Stephen Wilson, Eduardo Kac, and others). Ascott, R. (2003), Telematic Embrace. (E.Shaken, ed.) Berkeley: University of California Press. ISBN 0-520-21803-5. Barreto, R. and Perissinotto, P. (2002), The Culture of Immanence, in Internet Art. Ricardo Barreto e Paula Perissinotto (orgs.). São Paulo, IMESP. ISBN 85-7060-038-0. Benayoun, M. (2008), Art after Technology abstract of the text written by Maurice Benayoun in Technology Review - French edition, N°7 June–July 2008, MIT, ISSN 1957-1380. Full text in English. Benayoun, M., The Dump, 207 Hypotheses for Committing Art, bilingual (English/French), Fyp éditions, France, July 2011, ISBN 978-2-916571-64-5. Berry, D. M. (2014) Critical Theory and the Digital, New York: Bloomsbury. ISBN 978-1441166395. Berry, D. M. and Dieter (2015) Postdigital Aesthetics: Art, Computation and Design, London: Palgrave. ISBN 978-1137437198. Birnbaum, D and Kuo (2008) More than Real: Art in the Digital Age, 2018 Verbier Art Summit. London: Koenig Books. ISBN 978-3-96098-380-4. Bolognini, M. (2008), Postdigitale, Rome: Carocci. ISBN 978-88-430-4739-0. Ferguson, J., & Brown, A. R. (2016). "Fostering a post-digital avant-garde: Research-led teaching of music technology". Organised Sound, 21(2), 127–137. Ferreira, P. (2024), Audiovisual Disruption: Post-Digital Aesthetics in Contemporary Audiovisual Arts, Bielefeld, Germany: transcript Verlag. ISBN 978-3-8376-7416-3. Pepperell, R. and Punt, M. (2000), The Postdigital Membrane: Imagination, Technology and Desire, Intellect Books, Bristol, UK, 182 pp. Toshiko, Saneoki. (2019). Postigital Theory of Giorgio Agamben, Ryota Matsumoto, Kim Cascone, Japanese Art and Design. Hachimato, Tokyo Institute of Art, Tokyo, Japan. Toshimo, Saniev. (2019). “Postdigital, Giorgio Agamben, Ryota Matsumoto” Tokyo University Press Media Research Journal Japanese Text. Wilson, S. (2003), Information Arts: Intersections of Art, Science, and Technology. ISBN 0-262-23209-X.

… excerpt ends here. Continue reading the full article.

Worked examples

Example 1 — a first encounter with Postdigital

Start with the simplest possible case. Write down what Postdigital claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Postdigital before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Postdigital ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Postdigital

In research
Postdigital appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Postdigital in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Postdigital is common in secondary-school and first-year university syllabi. It links to neighbouring topics Computer art, Digital art, Digital electronics, so understanding it makes those chapters shorter.
In everyday life
Look for Postdigital outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Postdigital in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Postdigital means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Postdigital out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Postdigital in simple terms?

Postdigital, in artistic practice, is a term that describes works of art and theory that are more concerned with being human than with being digital, similar to the concept of "undigital" introduced in 1995, where technology and society advances beyond digital limitations to achieve a totally fluid…

Why does Postdigital matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Postdigital?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Postdigital.

Tags

  • Computer art
  • Digital art
  • Digital electronics
  • Interactive art
  • New media
  • New media art
  • Visual arts genres

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