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...
How to Let Go of the World and Love All the Things Climate Can't Change travels the globe, from New York City to the Marshall Islands and China, to meet with people who are committed to reversing the tide of global warming. The film examines the intricately woven forces that threaten the stability of the climate and the lives of the world's inhabitants.
Hundreds of thousands of mobile phones, LCD screens, TVs, notebooks, tablets, and computers become useless or quickly "out-of-date" and end up in Ghana every year, where children and adolescents dismantle them for "recycling." Welcome to Sodom profiles the life of those who work in the brutal conditions, handling the world's electronic waste, and what they endure to barely make enough money to survive. Many years before the wasteland, Ghana was a beautiful savanna with greenery and animals, now it's a hell of fire, toxins, acrid smoke, plastic, and pollution, at the behest of the global economy and the technoculture that drives it.
Robot Wars visits companies in the United States that are producing robots for the military to disarm bombs, fly unmanned aircraft (drones), withstand repeated attacks and even choose targets and fire without any human intervention. The rapid development of autonomous robots and the use of them right now is surging ahead at a crazy rate, all with little regard to ethical and psychological questions, concerns about technological privilege and other obvious impacts. With military robots currently being operated using video game controllers, is the line being blurred between fantasy and reality?
Adrift is a short film that explores the phenomenon of space junk, where human-made objects launched into space and are now defunct orbit the Earth literally as garbage. The film makes visible some of the immediate impacts and dangers of the technological escalation of this culture, where old satellites, spent rocket stages, and other items orbit the Earth, only to collide with one another at high velocities, generating smaller fragments that collide with other items, and so on. The end point is a cascading complex of junk that engulfs the entire space around the Earth. Adrift aims to make this phenomenon visible, putting a big question mark against the claims made by many futurists and technologists that future space colonisation would even be possible, if only it were a tenable or sensible idea in the first place...
Presenting accounts from prominent players such as The Pirate Bay, Piratbyrn, and the Pirate Party in the Swedish piracy culture, Steal This Film documents the movement against intellectual property. In particular, the film provides critical analysis of the alleged regulatory capture attempt performed by the Hollywood film lobby to leverage economic sanctions by the United States government on Sweden through the WTO...
Social media networks purport the ability to interact with culture—talking directly to artists, celebrities, movies, brands, and even one another—in ways never before possible. But is this real empowerment? Or do marketing companies still hold the upper hand, as before? Generation Like explores how the perennial quest for identity and connection is usurped in the pervasive game of cat-and-mouse by vast corporate power in the extensive machine for consumerism that is now the online environment. The audience becomes the marketer; buzz is subtly controlled and manipulated by and from real-time behavioural insights; and the content generated is sold back to the audience in the name of participation. But does the audience even think they're being used? Do they care? Or does the perceived chance to be the 'next big star' make it all worth it?
In the race towards modernity, amongst the buzz and jitter of technological innovation and the rapid growth of cities, silence is now quickly passing into legend. Beginning with an ode to John Cage's seminal silent composition 4' 33", the sights and sounds of this film delicately interweave with silence to create a contemplative experience that works its way through frantic minds and into the quiet spaces of hearts. As much a work of devotion as it is documentary, In Pursuit of Silence is a meditative exploration of our relationship with silence, sound, and the impact of noise on our lives.
The Light Bulb Conspiracy investigates the history of Planned Obsolescence--the deliberate shortening of product life span to guarantee consumer demand--by charting its beginnings in the 1920s with a cartel set up expressly to limit the life span of light bulbs, right up to present-day products involving cutting edge electronics such as the iPod. The film travels to France, Germany, Spain and the US to find witnesses of a business practice which has become the basis of the modern economy, and brings back graphic pictures from Ghana where discarded electronics are piling up in huge cemeteries for electronic waste, causing intense environmental destruction and health problems.
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.
Mirage Men examines evidence of a conspiracy by the United States military to fabricate UFO folklore over decades in order to deflect attention away from classified military projects. The film profiles a retired Special Agent, Richard Doty, who worked for the United States Department of the Air Force Office of Special Investigations, and the United […]
Just as mobile phones and wireless capability dramatically changed the way technology interacts with modern society, drones--or 'Unmanned Aerial Vehicles'--are set to become the next major influence in technocratic life, directly impacting and seriously expanding the already extensive capabilities of surveillance. Rise Of The Machines takes a look at already developed drone technology and how governments, military and even civilians are rushing to adopt the gadgets which can be purchased off the shelf for just a few hundred dollars and controlled by already existing smart phones. So what will a world of drones look like? And what of the many, serious, unexplored implications on how society will function in a world of drones?
We live in a world of screens. The average adult spends the majority of their waking hours in front of some sort of screen or device. We're enthralled, we're addicted to these machines. How did we get here? Who benefits? What are the cumulative impacts on people, society and the environment? What may come next if this culture is left unchecked, to its end trajectory, and is that what we want? Stare Into The Lights My Pretties investigates these questions with an urge to return to the real physical world, to form a critical view of technological escalation driven rapacious and pervasive corporate interest. Covering themes of addiction, privacy, surveillance, information manipulation, behaviour modification and social control, the film lays the foundations as to why we may feel like we're sleeprunning into some dystopian nightmare with the machines at the helm. Because we are, if we don't seriously avert our eyes to stop this culture from destroying what is left of the real world.
Humanity is absolutely dependent on animals as part of life. In industrial society however, this has extended to animals as pets, 'entertainment' and for expendable use in scientific research -- animals are tortured for 'scientific tests', locked in cages as pets and at the zoo and are bred on mass for cheap meat. What does this say about industrial civilisation? Earthlings conducts an in-depth study into pet stores, puppy mills and animals shelters, as well as factory farms, the leather and fur trades, sports and entertainment industries, and the medical and scientific profession, using hidden cameras to directly show the day-to-day practices of some of the largest industries in the world...
Instafame is an exploration of a teenager's relationship with the concepts of success and fame through the lens of the screen, exemplified by the popular photo-sharing website 'Instagram.' The short film speaks volumes about this specific aspect of screen culture in that the notions of celebrity are self-reinforced in the closed-loop of the 'social networking' environment which is itself a purpose-built, commercially-mediated experience. So what happens to the notions of identity, friendship, personality and so on; in this space, and in the wider culture?
In a quarter of a century, the Amazon corporation has propelled Jeff Bezos from 'online bookseller' to technology behemoth. He is the richest man on the planet, and the company he founded is one of the most powerful in the world. This documentary investigates Amazon's rise to corporate rein, revealing the problematic inside-operations that have the public tethered to its services. Former high-level insiders describe Amazon's obsessive data-gathering operations, that enable the company to use what it knows about us to shape not only the future of retail, but the workplace and technology in synergy. On both sides of the world, politicians and regulators are tardily beginning to question Amazon's power. But can the public rein in this corporate empire and break its addiction before even more damage is done to the structure of society and the environment?
Combining graphs and other visual examples in animation, this short film goes through the issues surrounding the collapse of industrial civilisation--by collating the interconnectedness of energy depletion, carrying capacity, population growth, peak natural resource extraction, and other issues with the problems of exponential economic growth on a finite planet. Can this current way of life continue? The film takes us through these problems and also examines some of the many flaws inherent in some proposed solutions, such as 'change-by-personal-consumer-choice', or the vague belief in technology as the deus ex machina to save the day. These serious problems need serious solutions and require a radical rethinking of this current way of life that cannot continue indefinitely. Time is short...
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.
Mega-corporations like Apple, Amazon, Google and Facebook are incredibly powerful, and their growth shows no signs of slowing down. The pandemic has only them more influential. Experts have long watched as they breach antitrust laws, while also receiving special treatment when it comes to paying low wages, avoiding taxes, flouting laws, and even making their […]
Over the past decade, the United States military has shifted the way it fights its wars, deploying more technological systems in the battlefield than human forces. Today there are more than 7,000 drones and 12,000 ground robots in use by all branches of the military. These systems mean less deaths for US troops, but increased killings and precision elsewhere for the United States war machine. With lethal drone strikes being carried out in secret by the CIA and occurring outside of officially declared war zones such as Pakistan, Yemen and Somalia, the secret use of robots and drones in this way evokes serious questions about the operations of the United States and what this means for the rest of the world as more and more autonomy is developed for these technologies.
Ten years on from his previous film, Advertising & the End of the World, renowned media scholar Sut Jhally follows up by exploring the since-escalating devastating personal and environmental fallouts of advertising and the near-totalising commercial culture. The film tracks the emergence of the advertising industry in the early 20th century to the full-scale commercialisation of the culture today, identifying the myth running throughout all of advertising: the idea that corporate brands and consumer goods are the keys to human happiness and fulfilment. We see how this powerful narrative, backed by billions of dollars a year and propagated by clever manipulative minds, has blinded us to the catastrophic costs of ever-accelerating rates of consumption. The result is a powerful film that unpacks fundamental issues surrounding commercialism, media culture, social well-being, environmental degradation, and the dichotomy between capitalism and democracy.
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...
From the courtroom to the lounge room--helped extensively by television and the infamous series "CSI"--forensic science brims with flash and glamour, where cutting-edge technology always reveals the "truth," and is routinely called on to solve the most difficult criminal cases with ease and "objectivity." But how reliable is the science behind forensics and its methods as they interface with the legal system? The Real CSI investigates these questions and finds serious flaws in some of the best-known tools of forensics, with systemic inconsistencies in how evidence is presented in the courtroom, along with how the culture of entertainment of this sort can seriously skew a jury's perceptions. From the sensational murder trial of Casey Anthony, to the FBI's botched investigation of the Madrid bombing, to capital cases in rural Mississippi of the United States; The Real CSI documents how a field with few standards and unproven science can seriously undermine the concept of justice, and what this means for a future of continued technological escalation...
Jeff Bezos is not only one of the richest men in the world, the vast corporate empire he has built is unprecedented in the history of capitalism. The corporate power to shape everything from the future of work to the future of commerce to the future of technology is unrivaled. The company's reach into the everyday life of citizens, manipulating their experience and extracting extreme profits, is profound. It's extraction of labour and giant streams of data is cataclysmic. It's reach into culture, media, law enforcement, even a deal with the CIA, is indicative. But despite all of this, the company contradictorily claims it is "just a speck." As regulators around the world tardily start to consider the global impact of Amazon and how to rein in its extreme corporate power, filmmakers Anya Bourg and James Jacoby reveal how Bezos's plan to build one of the most influential economic and cultural forces in the world has already transpired, and how the job of reining in this pervasive corporate power will be testing in the extreme.
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?
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...
We live in an absolutely saturated media environment of images that span 'real' and fake—whether it's newspaper and tabloid photos, journalism itself, art and culture, or the human body. Images claim to be hardly distinguishable from the originals, while the virtual world is increasingly becoming 'seamless' in the real world. Kids today see a Clown Fish but instead impose their imagery of Finding Nemo. People interact with machines more than they do living beings. The narratives imposed by this technological and media culture are fast seeking to entirely replace the real world with a simulation of it. So what does that mean for the truth? The Industry of Fake explores the shifting boundaries and inequality in journalism and in art, as well as providing a basis to question this culture's fascination with simulacra—a process of mimicry mediated by images that represents the real thing, but is not the real thing. What does it mean if we value our projections or stories about the thing as opposed to the thing in-and-of itself? What does this mean in the real world if we come to value our simulations or representations as more authentic things as opposed to copies or toxic mimics?