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.