ChatGPT

EVENT: BENJAMIN FREEDMAN (APRIL 21 - MAY 4 2023, ONLINE)

Benjamin Freedman

Jake

digital video, one channel, color, sound, 6’ 46”, 2023, Canada

Jake is an experimental film that explores simulated environments and the inherent artificiality and fallibility of memory. Composed of footage captured in Everybody’s Gone to the Rapture, a videogame set in a post-apocalyptic small town, the film presents semi photorealistic views that alternate between natural and domestic environments. Despite an effort towards realism, the footage remains uncanny as a disembodied voiceover of a young man plays overtop. Expressed in first person, the young man reminisces on his childhood memories that involve his family, the town itself and in particular, his first love named Jake. Written using OpenAI’s ChatGPT technology and recounted by a human actor, the narration eventually acknowledges that in spite of the town being simulated, like the nature of his memories of Jake, there is truth to the liminal space that divides reality and fiction. 


Benjamin Freedman’s artistic practice spans multiple mediums, encompassing sculpture, video, photography and computer generated imagery with a marked interest in complex histories and the restorative potential of photographic research. Through his lens-based work, Freedman artfully reinterprets and disrupts the past, navigating the relative truths and deceptions inherent in the medium. Of particular note is his embrace of science fiction and horror visual vocabularies to expand his documentary projects, compellingly challenging the boundaries of the genre. Notably, Freedman self-published his first photography book in 2015, and has since exhibited extensively throughout the Greater Toronto area, including at Pumice Raft Gallery, Stephen Bulger Gallery, Ryerson Image Centre, 8eleven Gallery, Art Gallery of Mississauga, and Division Gallery, as well as internationally at the prestigious Aperture Foundation in New York City. Beyond his individual artistic pursuits, Freedman has also made significant contributions to the Toronto arts community, serving on steering committees for the Toronto Art Book Fair and SNAP! Live Auction, and as an artist advisory committee member for The Patch Project. He is currently pursuing a Master of Design, Photography at the École cantonal d’art Lausanne (ECAL) in Lausanne, Switzerland.

MMF MMXXIII UPDATE: A CHAT WITH KENT SHEELY

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The Milan Machinima Festival is thrilled to announce the on-site screening of Kent Sheeely’s machinima Welcome Back. Sheely’s work offers a timely reflection on the highly anticipated return to “normalcy” following the global pandemic. Using Transport Fever (Urban Games, 2016) as his primary source material, Sheely masterfully appropriates and manipulates the game’s realistic infrastructure-building mechanics to create a thought-provoking exploration of the world that awaits us post-Covid.

At first glance, Transport Fever’s immersive gameplay mechanics appear to offer a straightforward and engaging experience, allowing players to construct and manage their own transportation networks across different eras. However, as Sheely suggests through his artful manipulation of the game’s content in order to trigger glitches and visual anomalies, the journey towards a state of “normalcy” may prove to be far more disconcerting and unsettling than we ever imagined.

Kent Sheely (b. 1984, United States) is a new media artist based in Los Angeles. His work draws both inspiration and foundation from the aesthetics and culture of video games, examining the relationships between real and imagined worlds. Much of his work centers around the translation and transmediation of symbols, concepts, and expectations from game space to the real world and vice versa, forming new bridges between simulation and lived reality.

Matteo Bittanti: As the Covid-19 pandemic continues to linger in our collective memory, it remains a paradoxical experience, insofar as it feels both fresh and remote. As an artist, how did you navigate this unprecedented moment in history? What were your personal encounters with this global crisis? Did it function as a harbinger of more catastrophic events to come, or was it “simply” a significant historical outlier? Moreover, how did you reconcile yourself with the concept of the “new normal,” and what coping mechanisms did you deploy to manage the tumultuous and ever-changing landscape of the pandemic? In essence, how did you perceive, process, and ultimately respond to this momentous period of crisis and upheaval that you represent with/in Welcome Back?

Kent Sheely: In March of 2020, I was working a full-time job in downtown Los Angeles, taking a bus to and from the office each day. When central management called to inform everyone we’d be working from home for a while (they thought it would only last a week!), it was just a fun change of pace for me and my coworkers at first; nobody knew how bad the spread of Covid already was, or that it would only get worse and impact our daily lives for years to come.

I quickly adjusted to doing the job from my home office, but after a few weeks of quarantine and constantly reading news about the escalating impact of the virus, cabin fever took hold and I actually got pretty depressed. Nobody knew when it would be over, or what the lasting effects would be, especially as weeks turned to months with no end in sight and no indication of how bad it would truly get. I tried to keep myself busy to curb the catastrophic thoughts and “what-ifs” that were constantly popping up. I spent a lot of time online with friends and found small projects for myself around the apartment, but I didn’t feel like making art for a really long time.

I eventually did find the motivation to start managing my feelings through my art practice, and the floodgates just opened up; there was a period where everything I made was in service of processing the tragedy and surreality of the new cursed world. Honestly I think that means of self-expression is what ended up helping me adjust the most.

Matteo Bittanti: As evidenced by Welcome Back, you have appropriated and manipulated Transport Fever to create a thought-provoking, visually stunning work of art. Could you share with us your personal connection to this particular simulation game and how it became a creative outlet for you? How did you negotiate the interplay between the mechanics of the game and your artistic vision, and ultimately leverage the affordances of the medium to give shape to your expression? Can you share your intent, methodology, and thought processes behind the production of this captivating machinima?

Kent Sheely: I was really into management simulators when I was younger, with games like SimCity 2000, Shortline Railroad and Rollercoaster Tycoon being a few early favorites. On a nostalgic lark a few years ago I picked up Transport Fever and spent quite a few evenings setting up and maintaining infrastructure between cities via road, rail, air and sea. I didn’t make my first artwork with the game until I moved to…

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Matteo Bittanti

Work cited

Kent Sheely

Welcome back

digital video, sound, 4’ 35”, 2022, United States of America


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MMF MMXXIII UPDATE: A CHAT WITH NANUT THANAPORNRAPEE

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The Milan Machinima Festival is proud to present Nanut Thanapornrapees This History is Auto-Generated: A Tale of Two Thailands which reinterprets Thailand’s political history with the aid of GPT-3, an AI text generator. A Tale of Two Thailand setting in an alternative future where Thailand is divided into two states: an anarchist state and a military shogunate. 

Nanut Thanapornrapee is a visual artist who uses essay images and a participatory approach to explore the meta-narrative and history of people and technology. He graduated in Journalism and Mass Communication (with a major in photography and filmmaking) at Thammasat University. In 2021 he participated with Baan Norg Collaborative Art and Culture to create HAWIWI: I Wish I Wrote a History which experiments on meta-narrative by writing a history of Ratchabur, a city in Western Thailand, via card game and participatory with locals including high schooler and elementary students. In 2021 he received the Prince Claus Seed Award and participated in a mobile lab program at Documenta 15.

Gemma Fantacci discussed This History is Auto-Generated: A Tale of Two Thailands with the artist:

Gemma Fantacci: In the words of Paul Marino, machinima refers to “the real-time production of animated films within a 3D virtual environment using video games.” However, recent year’s developments show how machinima has evolved into different formats, blending with other artistic languages, and thus taking a hybrid form. For some, it remains a technique, while for others it has become a medium in its own right, one in which gameplay and game space lose all connection to the original video game to be refunctionalized within counter narratives that reflect on instances related to today’s political and social situations, or on the problematic issues of video game culture. When did you find out about machinima for the first time and how did you begin to incorporate video game elements into your work?

Nanut Thanapornrapee: In the research phase of This History is Auto-Generated, I have read Alfie Bown’s The Playstation Dreamworld (2017), which discusses the tendency of video games to represent the capitalist ideology but also how video games could become an anti-capitalist tool as well. Therefore I started to research and contemplate video games from different perspectives, aside from entertainment, and especially game streaming content which is growing popular in Thailand. Many streamers create their own style of storytelling which is not limited to the context of the games they are playing, but implements their narratives as well. That is when I started to use machinima as one of my practices in this project. The juxtaposition of  several video games’ contexts creates bizarre experiences and alternative ways to interpret and represent narratives and history, which I find more enjoyable in terms of making and viewing.

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Gemma Fantacci


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MMF MMXXIII UPDATE: A CHAT WITH BEN NICHOLSON

We are delighted to share an interview with Ben Nicholson, the author of the tonic of battersea park which will be screened at the Interactive Museum of Cinema, Milan, Italy on March 25 2023 as part of the MMF MMXXIII in the program Neither Intelligent, Nor Artificial.

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Ben Nicholson’s the tonic of battersea park is a poetic machinima that employs a procedural generated environment to evoke the constructed aura of “nature”. Using the video game Proteus and the writing of Henry David Thoreau, Nicholson creates a unique visual and auditory experience. At the heart of the machinima is the concept of domesticated nature. The appropriation of game’s procedural generated environment allows Nicholson to create a sense of lo-fi, pixellated beauty. The use of Thoreau’s words though the filter of ChatGPT adds another layer of depth (and irony) to this apparently simple machinima, imbuing it with an algorithmically generated quality. In the tradition of the avant-garde, the tonic of battersea parkchallenges traditional notions of art and pushes the boundaries of what is possible with machinima.

Ben Nicholson is a film writer, curator, and moderator. His writing has appeared in publications such as Sight & Sound, The Guardian, and Hyperallergic. Ben is the chief shorts reviewer for The Film Verdict and the founder of ALT/KINO, a project that showcases alternative voices and visions particularly in the realm of experimental film. He is also the artistic director of the Alpha Film Festival, which had its first edition in March 2023. Ben has curated programs for festivals such as Sheffield Doc/Fest and Open City Documentary Festival, and moderated events for the Barbican Centre, ICA, and more. He holds a Master of the Arts in Film and Screen Media from Birkbeck College and has served on juries at the Go Short Film Festival and the Arab Cinema Center’s Critics’ Awards.

Matteo Bittanti: In the realm of contemporary video art and experimental cinema, machinima has emerged as a distinctive genre that challenges traditional notions of filmic creation. Can you expound upon your interpretation of this genre, and where you locate its place within the audiovisual landscape? Additionally, I’d love to hear about your initial encounter with machinima, and how it has influenced your artistic practice.

Ben Nicholson: I think my first encounter with machinima came back in 2018. I don’t recall the precise piece of work I came across first, but I do recall going on voyage of discovery while researching a piece I was writing on smart cities, and I was thinking about digital renderings of landscapes. I was trying to pull together my thoughts on certain moments in Theo Anthony’s essay documentary Rat Film and was reading Michael Crowe’s An Attempt At Exhausting A Place in GTA Online. Somewhere in amongst that, a friend recommended Total Refusal’s Operation Jane Walk and Jonathan Vinel’s Martin Cries. I never looked back and, I think, Martin Cries remains the machinima I cherish the most.

How I locate it and how it has influenced me are perhaps a little more nebulous to define, but I’ll try. I think I am someone that has been fascinated for some time in the potential of the compilation film, the video essay or, more generally, artworks made using found materials. Some of my favourite filmmakers of recent times – Peggy Ahwesh, Stephen Broomer, Bill Morrison, Soda_Jerk, Jean-Gabriel Périot, Lewis Klahr, Catherine Grant – have excelled in appropriating and adapting to fascinating effect. For me, the machinima I adore tends to often feel like something of an extension of that kind of practice. It is perhaps a little more malleable than existing video footage, in certain circumstances, but there is a similar tension in the way these films draw out their own narratives and meanings through liberated imagery – often in a way that can feel challenging to, or radically at odds with, the material’s original purpose. There are many other examples where machinima allows for a glorious virtual sandbox, but the found footage element appeals most to me.


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Works cited

Ben Nicholson

the tonic of battersea park

digital video/machinima, color, sound, 2’ 37”, 2023, England

Made with Proteus (Ed Key, David Kanaga, 2013) and ChatGPT (OpenAI, 2022


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