Exhibitions, Research, Criticism, Commentary

A chronology of 3,585 references across art, science, technology, and culture
“The goal is to keep users engaged, meet message quotas, and never reveal who you really are. It’s work that demands constant emotional performance: pretending to be someone you’re not, feeling what you don’t feel, and expressing affection you don’t mean.”
– Kenyan researcher, labour advocate, and Data Labelers Association (DLA) Secretary General Michael Geoffrey Asia, on the quiet emotional labour behind AI intimacy. In his testimony, the former chat moderator sheds light on a workforce that remains invisible yet essential, the people whose emotions fuel algorithms that pretend to feel.
OUT NOW:
Danielle Brathwaite-Shirley
THE DELUSION
Danielle Brathwaite-Shirley’s first monograph is a “bible for emotional processing” that expands on her eponymous Serpentine exhibition about polarization, censorship, and social exclusion. Contributors include Rebecca Allen, Legacy Russell, Mindy Seu, Helen Starr, and Mckenzie Wark.
The Delusion is my Community Center in which games help mediate difficult conversations and help you get to why you’re thinking the way you do and what your opinion might be. It’s not a place to tell you what’s right or wrong. It’s not a place to judge you.”
– British artist and videogame designer Danielle Brathwaite-Shirley, on bridging divides with their current solo exhibition at the Serpentine, London

“The people in these illustrations, silent, anonymous and dissected, were never asked to teach us,” writes anatomist Lucy E. Hyde, excavating the troubling origins of medical images—from atlases drawn from concentration camp victims to bodies acquired through grave robbing. Hyde argues these foundational images built anatomy’s authority by exploiting the imprisoned, poor, and marginalized; she calls for acknowledgment of these origins and new inclusive anatomical libraries reflecting human diversity across gender, race, and disability.

“Subject to Change” at London’s Gazelli Art House presents new and recent works by nine critical AI trailblazers including Memo Akten, Nouf Aljowaysir, Morehshin Allahyari, Brendan Dawes, Jake Elwes, Entangled Others, and Auriea Harvey. Recognized for their creative interrogation of machine learning algorithms and datasets, the artists challenge prevailing industry narratives by “building bespoke systems, deconstructing existing models, and working with a meticulous attention to materiality.”

Danielle Brathwaite-Shirley’s new videogame and immersive multiplayer experience, THE DELUSION (2025), explores themes of polarization, censorship, and social connection at Serpentine North Gallery, London. The British artist invites visitors into a “post-apocalyptic world broken into closed, dogmatic factions” to rehumanize debate through live community play. As Brathwaite-Shirley’s writes: “Let’s have the difficult conversations.”

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“Accurate Misreadings” examines how interpretation shapes meaning at NOME as part of Berlin Art Week. Artists including James Bridle, Paolo Cirio, Goldin+Senneby, and Kameelah Janan Rasheed explore bureaucratic violence and power structures through annotated prints, defaced archival documents, and appropriated patents. Dread Scott’s #whileblack (2018), for example, catalogues racial profiling incidents through stark screen-printed text documenting Black experience in America.

Papers, Please understood that games are about how the player feels about what they do. Most shit that passes for ‘narrative design’ these days is about telling the player how to feel and what to do and it’s a shame.”
– American author, journalist, and videogame writer Leigh Alexander, on the significance of Lucas Pope’s award-winning bureaucratic violence simulator. Papers, Please (2013) “is probably the best video game ever made; the purest distillation of the best thing games can possibly be, the most value they can have,” Alexander writes on X.
“Blackness moves on the internet in a way where people erase the authorship.”
– Artist Pastiche Lumumba, on how Black digital culture often gets appropriated without credit to its original creators. Chatting with critic Brian Droitcour, Lumumba discusses his decade-long practice of meme-making and his recent turn to painting viral videos as a form of cultural preservation and institutional critique.
“There could never be ‘Woke AI.’ ‘Woke’ refers to the confrontation of racism embedded into legacies that systems rely upon to operate. To be ‘woke’ implies awareness and effort to actively push back against that bias.”
– AI researcher Eryk Salvaggio, arguing that AI fundamentally cannot be ‘woke’ because it amplifies existing patterns rather than critically examining them. The Trump administration claims to want unbiased AI while banning exactly the research and oversight needed to identify and fix bias, he argues. [quote edited]
“What stories can we tell machines that will help them know us better from the inside of the community out, instead of the way that we’re often described, from outside in?”
– American transmedia artist Stephanie Dinkins, discussing her pop-up AI laboratory, If We Don’t, Who Will? (2025), that currently invites Brooklynites to educate AI. An upcycled shipping container, created in collaboration with More Art and LOT-EK architects, functions as a public AI training hub where community stories, hopes, and dreams steer generative AI models toward more inclusive demographic representation.

British artist Danielle Brathwaite-Shirley transforms ZKM Karlsruhe’s Sound Dome into an “interactive space for healing, confrontation, and radical empathy” with Uncensored Clinic (2025), an immersive, multiplayer performance. Created in collaboration with Florentin Tudor and Rochelle Tham as part of ZKM Hertzlab’s “TURNS: Sounding Out Health” series, the restorative experience merges spatial sound, game aesthetics, and performative care.

As protests against ICE raids engulf Los Angeles, software artist Kyle McDonald reactivates his ICEspy (2018) counter surveillance tool. The web app that reveals the identity of ICE employees by matching hundreds of scraped LinkedIn profiles was disabled in 2024, when Microsoft, a known ICE contractor, restricted access to its face recognition API. Now, the site is operational again, “running fully on-device,” McDonald announces on social media.

“I want to activate people’s brains and allow them to have conversations with people that they don’t like. With people that they don’t care about. With people that they think they have nothing in common with.”
– British artist Danielle Brathwaite-Shirley, on creating interactive narratives about the Black trans experience that a U.S. gallery recently flagged as too political. “Because I was trans, parents had to opt in to allow the kids to see my work,” she tells writer Kadish Morris. “It wasn’t a violent game. It wasn’t about trans-ness as a whole. It [was] about getting home safe.”

In the second, MOCA Detroit edition of “Code Switch: Distributing Blackness, Reprogramming Internet Art,” organizer Legacy Russell shifts her focus from the history of “Black data” and African American Cybercultures (see debut) to the present day, celebrating what contemporary Black makers, including American Artist, Danielle Brathwaite-Shirley, A.M. Darke, Stephanie Dinkins, and Martine Syms, contribute to new media art and digital practice.

OUT NOW:
American Artist
Shaper of God
Part exhibition documentation and part personal tribute, American Artist’s first monograph celebrates the life and legacy of science fiction writer Octavia E. Butler with texts by Taylor Renee Aldridge, Lou Cornum, Tananarive Due, Alexis Pauline Gumbs, Ayana Jamieson, and Fred Moten.

Danielle Brathwaite-Shirley’s solo exhibition, “THE SOUL STATION,” opens at Halle am Berghain, Berlin, transforming the iconic club location into an arcade of “ethical, political and moral decision-making” within the “broader structures and histories of marginalization.” Commissioned by LAS Art Foundation and curated by Mawena Yehouessi, it surveys Brathwaite-Shirley’s oeuvre of game-based works exploring the Black Trans experience and centres on a newly-created piece that has players contend with their biases through collaboration.

“I thought about dolls as empathy machines, providing a service, and as some kind of magic object.”
– Artist Kara Walker, describing the inspiration for the eight robots in her SFMOMA installation Fortuna and the Immortality Garden (Machine). An exploration of racial trauma and the possibility of salvation through technology, Walker teamed up with the engineering firm Hypersonic to develop the elaborate animatronic performance.

Exploring the intersection of Blackness and geological time, Cauleen Smith’s film The Deep West Assembly (2024) debuts at her Astrup Fearnley Museum solo show in Oslo. In the film, the American artist juxtaposes imagery of geological formations and human-made landforms with narration drawn from various texts, including her Volcano Manifesto (2022), to articulate the deep time of the Mississippi River Delta. A video installation, textile banner series, and reading room round out the exhibition.

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