Filmmaker Werner Boote travels across the globe to investigate the era of so-called Big Data, where huge amounts of detail about our lives are gleaned for use in decision making, automation, and consumerism, but ultimately, to generate huge profits for corporations that harvest and control our data. Everything's Under Control investigates these modern times through many lenses: People who have studied surveillance culture, to democracy activists in Hong Kong; from educators, advertisers, and traders, to privacy advocates, and security experts; from digital IDs, fingerprinting, iris scans and online profiling, to hacking, data leaks, and invigorating recent historical memory of atrocities based on data and personal information. We hear distorted perspectives on privacy from many voices, challenging the viewer to reflect on what it means to live through the largest social experiment with data ever before conducted on a global scale.
September 11 has indelibly altered the world in ways that people are now starting to earnestly question: not only perpetual orange alerts, barricades and body frisks at the airport, but greater government scrutiny of people's records and electronic surveillance of their communications. The US National Security Agency (NSA) has engaged in wiretapping and the sifting of Internet communications of millions of people worldwide, including their own...
e-Waste is a short film that investigates the grave effects that technological waste has on the environment in Ghana, and the impact it has on the lives of those who are forced to work with such hazardous materials in order to survive.
All Watched Over By Machines Of Loving Grace is a series of films about how this culture itself has been colonised by the machines it has has built. The series explores and connects together some of the myriad ways in which the emergence of cybernetics—a mechanistic perspective of the natural world that particularly emerged in the 1970s along with emerging computer technologies—intersects with various historical events and visa-versa. The series variously details the interplay between the mechanistic perspective and the catastrophic consequences it has in the real world.
At the time of making this film, the year 2000, computer games represented a $6 billion a year industry, and one out of every ten households in the United States owned a Sony Playstation—numbers that have no-doubt since skyrocketed. Back then, children played an average of ten hours per week—a stat also since to have increased today—and yet, despite capturing the attention of millions of these kids, video games remain one of the least scrutinized cultural industries. Game Over seeks to address this fastest growing segment of the media, through engaging questions of gender, race and violence. Game Over offers a much needed dialogue about the complex and controversial topic of video game violence, and is designed to encourage viewers to think critically about the games they play.
Cypherpunks is a movement originating from the 1980s aiming to improve Internet privacy and security through proactive use of cryptography. With WikiLeaks being a recent offshoot of the many projects derived from the Cypherpunk movement, WikiLeaks editor Julian Assange talks with three activists from the Cyberpunk world to cover the topics of mass surveillance and social control being tied directly into technology as modern society progressively intertwines with technological progress...
The Great Hack is an inside account of the company Cambridge Analytica, which used vast amounts of personal data scraped from portals such as Facebook to manipulate elections throughout India, Kenya, Malta, Mexico, the United Kingdom and United States over the past decade. The company, owned by SCL Group--a British firm that has a background in military disinformation campaigns and psychological warfare--came to public attention after the Brexit campaign in the UK, and soon after, the election of Donald Trump in the United States, both closely worked on by Cambridge Analytica and its billionaire backer, Robert Mercer. This resulted in inquires and investigations into both Facebook and Cambridge Analytica, but the company liquidated, along with its internal documents. Two former employees instead step forward to offer an inside account into the dark world of data mining and personalised propagandising, having some regret for what they have done. The film tracks these characters, as Cambridge Analytica lives on as Emerdata Limited, in the same London office. The Great Hack exemplifies big questions about democracy in the age of targeted information manipulation via the screen, and just how much power over our awareness has been ceded to giant corporations.
Kevin Warwick is a renowned researcher in the precarious field of cybernetics, the study of 'artificial intelligence,' human-control functions, robotics and so-called "cybernetic organisms." His work, as self presented here, shows how implant and electrode technology can be used to control human brain functions, to create biological brains for robots, to enable so-called "human enhancement" and treatment for neurological illnesses. The end goal is transcending human "limitations" or transhumanism, according to Warwick, which inevitably stirs up many social, ethical and practical questions. What are the implications of this work, and this world view?
For years now, the global economy has been exporting most of its wastes and dirty industries to the so-called third world. With this era of proliferation of technology and planned obsolescence, it's no surprise that e-waste has taken over in these places too. Though while corporations claim that used TVs and computers are being safely recycled in Australia, the reality on the ground throughout Africa shows a very different story. This film travels to Ghana to see that a staggering amount of the world's e-waste is ending up being burnt in open dumps with severe consequences. The waste creates an escalating and accumulating environmental and health nightmare. But not only this, the arrival of the waste in the first place breaks a myriad of laws and conventions that are supposed to be in place. e-Waste Hell documents this stark reality...
The Quantum Revolution spouts claims of turning many ideas of science fiction into science fact—from materials with mind-boggling properties like invisibility through to so-called "limitless quantum energy" and room temperature superconductors, to a space elevator for tourism. Are such developments worthwhile, sustainable, equitable or even necessary? Scientists forecast that in the latter half of the century everybody will have a personal matter fabricator that "re-arranges molecules to produce everything from almost anything." Yet how will those in power ultimately use the domination of matter and life on Earth? How is science already doing this and to what ends? What are the unasked questions about science itself and the desire to control the very fabric of the universe? What insanity are we up against?
For many years, there has been widespread speculation, but very little consensus, about the relationship between violent video games and violence in the real world. Joystick Warriors draws on the insights of media scholars, military analysts, combat veterans, and gamers themselves, to examine the latest research on the issue. By setting its sights on the wildly popular genre of first-person shooter games, Joystick Warriors exploring how the immersive experience these games offer link up with the larger stories this culture tells about violence, militarism, guns, and manhood. It also examines the gaming industry's longstanding working relationship with the United States military and the arms industry, showing how the games themselves work to sanitise, glamorise, and normalise violence while cultivating regressive attitudes and ideas about masculinity and militarism.
Subconscious War is a video essay exploring the influences of media and the culture of violence on reality, and the cultivation of collective values in society. The film contrasts the writings of Aldous Huxley and Neil Postman's grim assessments; relating the concepts of works such as 'Brave New World' and 'Amusing Ourselves to Death' to the current cultural influences that foster today--corporate media and indeed media saturation, video games, television, and a pervasive technoculture, for example. What is being created? And what sort of people are being cultivated by this culture? Who benefits?
This culture runs on algorithms on a scale never before realised. Whether you get a job or a mortgage or insurance or healthcare, how you get from A to B, how huge fortunes are made or whom is driven into poverty, decisions on whom is sent to or released from prison, whom is voted for in manipulated elections--the reach of algorithms has captured so much of the major decisions of our lives, all in complete obscurity, inscrutable. So what are the implications of this? What sort of 'decisions' do machines make, to which we've come to regard as infallible and impartial, accurate and precise? Algorithms Rule Us All speaks to data scientists and programmers themselves to answer the question of what they think is unfolding with the so-called Big-Data society and how we're continuing to hand over our lives and societies to the whim of machines that are driven by rapacious profit-driven companies, for the goal of commodification of everything. What are the implications for human autonomy, society, democracy?
Filmed over three years, Hacking Democracy documents a group of American citizens investigating anomalies and irregularities with the electronic voting systems used during the 2000 and 2004 US Presidential elections. The investigation revolves around the flawed integrity and security of the machines, particularly those made by the Diebold corporation. Could the elections have been rigged?
A group of graduate journalism students from the University of British Columbia travel to the outskirts of Ghana as part of a global investigation tracking the shadowy industry of e-waste that's causing big environmental problems around the world. Their guide is a 13-year-old boy named Alex. He shows them his home, a small room in a mass of shanty dwellings, and offers to take them across the dead river--which is literally dead--to a notorious area called Agbogbloshie which is one of the world's unseen e-waste dumping grounds. Hundreds of millions of tons of waste are funnelled here each year, with more to come as the consumer boom of computers and gadgets increases across the globe--unless drastic action changes the flow of waste and addresses the terrible conditions many have to endure for the technocracy of the West.
Ray Kurzweil, noted inventor and futurist, is a man who refuses to accept physical reality and the inevitability of death. Instead, he claims that the trending exponential increase in the growth of information technology can continue indefinitely, and that a so-called "singularity" will emerage—a point where humans and machines will converge, allowing one to "transcend" biological "limitations." But there are many who share deep concerns about the consequences of working towards Kurzweil's world...
Stuxnet is a malicious computer virus, first identified in 2010, that targets industrial computer systems and was responsible for causing substantial damage to Iran's nuclear program, as well as spreading across the world. The virus is believed by many experts to be a jointly built American-Israeli cyberweapon, although no organisation or state has officially admitted responsibility. Zero Days covers the phenomenon surrounding the Stuxnet computer virus and the development of the malware software known as "Olympic Games." It also examines the follow-up cyber-plan entitled 'Nitro Zeus,' showing how the United States has opened the Pandora's Box of cyberwarfare.
Using the analogy of a Panopticon, this film looks at how technology and the convergence of vast data stores together are fuelling one of the most comprehensive attacks on privacy ever before seen. How is modern society being defined by such rapid changes? Where are we heading? By travelling to Germany to show how such attacks have been the basis for past dictatorships, Panopticon asks: Even if you have nothing to hide, do you have nothing to fear? What does privacy mean for you? When precisely does the surveillance state begin? What is your threshold? With a focus on the Netherlands, Panopticon offers a comprehensive analysis challenging the current herd-mentality and apathy about privacy in the modern world.
The Social Dilemma brings together former product directors and designers of Facebook, Google, Instagram, Pintrest, Twitter, and so on, to reflect on their creations and face questions about the age of addiction, information manipulation, and algorithmic social control they've ushered in. The creators speak openly about how they themselves took part in this co-optation of society, either naively or with malignant indifference, by designing websites in such a way to influence and manipulate billions of people for corporate interests by using deep psychological and addictive triggers in the human mind. Detailed explanations about how this can play out in the real world are illustrated through dramatisations, which are also expanded upon by experts in psychology, technology, and social studies. The result is a sobering call for emergency damage control, to undo the massive harm that technology companies have unleashed on society unrestrained for the past several decades, at a time of rapid social unravelling.
Nerds 2.0.1: A Brief History of the Internet is a documentary series written and hosted by Mark Stephens under the pseudonym Robert X. Cringely as a sequel to Triumph of the Nerds. The series follows on by documenting the development of ARPANET, the Internet, the World Wide Web and the resulting dot-com bubble of the mid and late 1990s...
In January 2013, film-maker Laura Poitras received an encrypted e-mail from a stranger who called himself Citizen Four. In it, he offered her inside information about illegal wiretapping practices of the NSA and other intelligence agencies. Poitras had already been working for several years on a film about mass surveillance programs in the United States, and so in June 2013, she went to Hong Kong with her camera for the first meeting with the stranger, who identified himself as Edward Snowden. She was met there by investigative journalist Glenn Greenwald and The Guardian intelligence reporter Ewen MacAskill. Several other meetings followed. Citizenfour is based on the recordings from these meetings. What follows is the largest confirmations of mass surveillance using official documents themselves, the world has never seen...
Modern society loves mobile phones -- the selection between different models and gadgets has never been bigger. But the production of this technology has a hidden, dark, bloody side. The main minerals used to produce mobile phones are coming from the mines in the Eastern DR Congo. The Western World is buying these minerals up at a furious rate, financing a bloody civil war which, during the last 15 years, has cost the lives of more than 5 million people. Blood In The Mobile explains the connections between mobile phones and the civil war in the Congo, while technology corporations whitewash the issue to "supply and demand" and claim ignorance...
Facebook is an enormously powerful corporation, harnessing both the self-disclosed and gleaned personal data of over 2 billion people. Its user-base is larger than the population of any country. The company is all pervasive online, tracking and profiling users and non-users alike. Cracking the Code looks at the insides of this giant machine and how Facebook turns your thoughts and behaviours into profits--whether you like it or not. And it's not just a one-way transaction either. Cracking the Code also explains how Facebook uses vast troves of web data to manipulate the way you think and feel, as well as act--all in the sole interests of Facebook, masquerading as "community." What are the social implications of this--when one company basically controls the insights and experiences of the entire online world, with extremely personalised and targeted social and behavioural engineering on a scale never before seen?
Truth in Numbers? Everything, According to Wikipedia explores the cultural implications and background of one of the most visited and referenced sites on the Internet. What is the role and impact of Wikipedia in the archiving of information and the preservation of culture? What will it leave behind? This film examines the unfolding legacy by weaving multiple perspectives about the impact of Wikipedia and provoking a deeper conversation on how knowledge is formed and what future generations will learn about history and the world...
Physician and mother of two Dr. Delaney Ruston became interested in how much screen time is too much when her preteen started begging for a smartphone. Ruston saw other parents equally confused on how to balance technology with a young developing mind, so she decided to delve into the science behind screen time to understand how it affects young people's minds and development. Through personal stories and input from leading researchers, the result is Screenagers, a film that sheds light on the impact screen time is having on kids; exploring how learning, playing, and socialising online effects teens' developing attention span, fragile self-esteem, and moral instincts. Screenagers examines the real risks of failing in school, social isolation, and digital addiction. It also explores solutions to handle screen time and provides parents with tools to help young people develop self-control and find balance in their digital lives, rather than rapid-fire thumbs and a six-second attention span.
Within a single generation, digital media, the Internet and the World Wide Web have transformed virtually every aspect of modern culture, from the way we learn and work to the ways in which we socialise and even conduct war. But is technology moving faster than we can adapt to it? Is our constantly-wired-world causing us to lose as much as we’ve apparently gained? In Digital Nation, Douglas Rushkoff and Rachel Dretzin explore what it means to be human in a 21st-century digital world...
The Internet's Own Boy is a biographical documentary of the programmer and activist Aaron Swartz, who died at age 26. From his help in the development of the basic Internet protocol RSS at age 14, to the co-founding of the social network website Reddit in 2006, Swartz becomes disillusioned with the grooming of academia to the corporate life presented to him, and turns instead to work on issues of sociology, civic awareness and activism. It then becomes Swartz's work in social justice issues and political organising, combined with an open and sharing approach to information access that ensnares him in a two year legal battle, in which authorities seek to make an example of him and the work. The battle sadly ends with Swartz taking his own life. This film is a personal story about what we lose when we are tone deaf about technology and its relationship to the political system, civil liberties and human relationships.
Blood Coltan travels to eastern Congo, where a bloody war is happening over a precious metal called Coltan—a raw material used in electronic devices such as computers, televisions and mobile phones. The demand for Coltan is driven by the west, funding the war in Congo between rebel militias and children as young as ten who work the mines hunting for this precious material of the technocratic age...