Yes, the AI is jammed in there.
This is the May 2026 edition. It is interesting to see how our views develop on these matters. I know mine have shifted.
Frontier AI’s has created a great deal of cultural instability, particularly in relation to higher education. Gen AI fundamentally undermined how students learn and faculty understand their students’ learning. Gen AI also undermined the viability of academic research across disciplines. Nevertheless, the push to incorporate AI into education is undeniable. The assertion is that AI outputs will be/are “best” communications. That computational methods will be how we know, and their operational capacities will expand, but also determine, what can be known.
It’s a fundamental epistemological problem. If we cannot accept AI output as accurate or true, then how do we deal with its convincing verisimilitude swamping human communication? if we must accept AI output as true, then whose truth is it? How is that acceptance realized? Through what institutional means?
This is in turn a communicational/pedagogical problem. If we accept AI output as accurate or true, then is interaction with an AI sufficient for learning? What if we told this story? Once upon a time, students (humans) needed to learn to think by interacting with text, then later they needed to learn to think by interacting with machines (computers) and now they just need to learn to think by interacting with AI? If so, can we turn over all communication to machines? Can stop fussing about our communicating human to human? If we reject these conclusions, do we do so from irrational anthropocentrism? Or can we recognize a communicational or epistemological insufficiency in machine-human communication and interaction?
Though I know many of my colleagues across disciplines wouldn’t use these precise terms, I think we all recognize that our disciplines are always in negotiation—both internally and in relation—over what can be known, how it can be known, and how that knowledge can be best communicated and/or taught (not an AI em-dash by the way, too inelegant). These are not questions that began with the arrival of frontier AI. These are the questions whose considerations shape disciplinary practice. This is a conventional, Kuhnian understanding.
On university campuses like mine, rather than leaving these questions among disciplines, there is an institutional-administrative effort to impose answers. As with the corporate owners of frontier AI and nation-states, universities understand the power, prestige, and wealth that might accrue from answering these questions in particular ways to the diminishment, if not exclusion, of others. I can’t imagine anyone who works at a university would be surprised by such behavior.
Despite such pressures, questions remain; they may even harden. So what occurs beyond the computer scientists and mathematicians building a truth machine and the social scientists and other human managers developing policies to put those truths to work on society?
Often these faculty are scattered among other existing departments, which is the case at my own institution at least on the humanities side. Media Study is one locale but most of the faculty doing this work are in other arts and humanities departments. “AI arts and humanities” is already digital humanities, media studies, digital/media arts, etc.
So what kinds of this might we discover outside this space? Many, many things. Here is a list of some of them. I should note that the list is not , nor do I mean to suggest any sense of ownership or territorial claim over these contributions these disciplines, fields, and methods. My point is additive.
Humanities disciplines
| Discipline | How it contributes to AI studies |
| Philosophy | Ethics of AI, philosophy of mind, agency, personhood, consciousness, epistemology, logic, explanation, responsibility, autonomy, and machine intelligence. |
| History | Histories of computation, cybernetics, automation, information theory, labor-saving technologies, bureaucracy, surveillance, scientific instruments, and technical imaginaries. |
| Literary Studies | AI-generated text, authorship, style, narrative, creativity, interpretation, reading practices, computational poetics, and the cultural meaning of “machine writing.” |
| Rhetoric and Composition | AI writing tools, persuasion, authorship, audience, human-machine communication, prompt practices, academic integrity, and the changing conditions of writing instruction. |
| Classics | Long histories of automata, artificial life, myths of animated objects, ancient computation, rhetoric, classification, and textual transmission. |
| Art History | Machine vision, generative art, image databases, visual culture, aesthetics, authorship, style transfer, and the politics of classification in visual systems. |
| Media Studies | Platforms, interfaces, algorithms, attention, mediation, digital infrastructures, generative media, social media, recommendation systems, and computational culture. |
| Film and Screen Studies | Representations of AI, robots, automation, synthetic actors, CGI, virtual production, deepfakes, and the history of machine vision in screen culture. |
| Musicology and Sound Studies | AI music generation, algorithmic composition, voice synthesis, sonic archives, listening technologies, authorship, performance, and authenticity. |
| Theatre and Performance Studies | Human-machine performance, avatars, virtual bodies, scripted interaction, automation, liveness, embodiment, and AI as performer or collaborator. |
| Cultural Studies | AI as cultural formation; ideology, power, identity, labor, representation, consumer culture, and everyday life under algorithmic systems. |
| Gender and Sexuality Studies | Bias, embodiment, care work, feminized digital labor, voice assistants, intimate technologies, harassment, classification, and gendered assumptions in AI systems. |
| Ethnic Studies | Racialization in algorithmic systems, surveillance, predictive policing, biometric classification, data colonialism, and histories of technological inequality. |
| Postcolonial Studies | AI and empire, extraction, global data labor, linguistic dominance, infrastructure, development discourse, colonial knowledge systems, and technological dependency. |
| Indigenous Studies | Data sovereignty, Indigenous AI, knowledge governance, relational ethics, refusal, archival justice, and alternatives to extractive data regimes. |
| Disability Studies | Assistive AI, accessibility, normativity, classification, embodiment, dependency, automation, care, and the design of systems around imagined “normal” users. |
Arts disciplines
| Discipline | How it contributes to AI studies |
| Studio Art | Treats AI as medium, collaborator, tool, constraint, and object of critique through image generation, installation, sculpture, drawing, painting, and mixed media. |
| Digital Art | Studies and produces computer-based artworks, generative systems, interactive media, algorithmic aesthetics, digital materiality, and networked culture. |
| Performance Art | Investigates embodiment, liveness, automation, avatars, robotics, synthetic performers, human-machine interaction, and AI-mediated presence. |
| Theatre | Studies AI as playwright, performer, dramaturgical device, scenographic system, audience interface, and representation of nonhuman agency. |
| Dance | Explores motion capture, gesture recognition, choreographic algorithms, human-robot movement, embodied computation, and AI-assisted choreography. |
| Music Composition | Studies algorithmic composition, AI-assisted composing, style imitation, authorship, improvisation, creativity, and musical form. |
| Sound Art | Engages synthetic voice, audio recognition, listening machines, sonic surveillance, spatial sound, and machine-generated soundscapes. |
| Film Production | Addresses AI in editing, visual effects, animation, synthetic actors, script development, virtual production, deepfakes, and automated post-production. |
| Animation | Studies procedural animation, motion synthesis, generative character design, synthetic movement, simulation, and AI-assisted visual storytelling. |
| Photography | Examines computational photography, image manipulation, machine vision, synthetic images, authenticity, indexicality, surveillance, and dataset aesthetics. |
| Video Art | Uses moving-image technologies, feedback systems, algorithmic editing, generative video, surveillance footage, and AI image synthesis. |
| Graphic Design | Studies AI-assisted visual communication, typography, branding, layout, interface aesthetics, design labor, and automated visual production. |
| Industrial Design | Examines AI-enabled products, smart objects, robotics, usability, human-machine interaction, and automation in design workflows. |
| Interaction Design | Studies interfaces for AI systems, chatbots, recommendation systems, conversational agents, trust, explainability, and user experience. |
| Game Design | Studies procedural generation, non-player characters, adaptive systems, AI agents, simulation, game worlds, and player-model interaction. |
| Fashion Design | Addresses generative design, body data, virtual clothing, recommendation systems, supply chains, wearable technology, and algorithmic style. |
| Textile Arts | Studies smart textiles, computational weaving, e-textiles, sensors, craft automation, pattern generation, and material computation. |
| Craft Studies | Examines making, skill, tacit knowledge, automation, repair, fabrication, material intelligence, and the politics of machine-assisted production. |
| Creative Writing | Studies AI co-writing, authorship, voice, style, narrative generation, literary experimentation, and the changing conditions of creative labor. |
| Comics and Sequential Art | Explores AI-generated imagery and narrative, visual style, authorship, panel composition, fandom, and platform circulation. |
| Curatorial Practice | Addresses AI in exhibition design, collection interpretation, recommendation, provenance, metadata, audience analytics, and algorithmic curation. |
| Museum Practice | Studies AI-mediated access, digital collections, virtual exhibitions, preservation, interpretation, restitution, and cultural heritage data. |
| Art Conservation | Uses imaging, pattern recognition, reconstruction, provenance analysis, and predictive modeling while raising questions of authenticity and intervention. |
Interdisciplinary fields (arts and humanities)
| Field | How it contributes to AI studies |
| Digital Humanities | Computational analysis of cultural materials, text mining, digital archives, data visualization, critical tool-building, and reflection on computation as scholarly method. |
| Critical AI Studies | AI as a social, cultural, political, and epistemic phenomenon; combines humanities, social sciences, STS, law, design, and computer science. |
| Science and Technology Studies | Sociotechnical systems, expert knowledge, infrastructures, laboratories, classification, standards, users, institutions, and the co-production of technology and society. |
| Critical Data Studies | Datafication, datasets, metadata, database politics, quantification, classification, data labor, surveillance, and the limits of data-driven knowledge. |
| Platform Studies | The technical, economic, and cultural logics of platforms, including recommendation algorithms, app ecosystems, APIs, moderation, and platform governance. |
| Software Studies | Code, interfaces, operating systems, protocols, software architectures, and the cultural assumptions embedded in computational systems. |
| Code Studies / Critical Code Studies | Source code as a cultural text; examines code’s rhetoric, style, ideology, authorship, and interpretive significance. |
| Algorithm Studies | Algorithms as cultural, institutional, and political actors; focuses on opacity, ranking, classification, recommendation, and automation. |
| Surveillance Studies | AI in monitoring, prediction, policing, biometrics, workplace analytics, behavioral tracking, and state or corporate power. |
| Infrastructure Studies | Data centers, cloud computing, cables, energy systems, logistics, standards, maintenance, and the material infrastructures that make AI possible. |
| Internet Studies | Online communities, digital publics, memes, social media, identity, governance, moderation, virality, and algorithmically mediated communication. |
| Game Studies | AI agents, procedural generation, simulation, player behavior modeling, virtual worlds, non-player characters, and games as experimental AI environments. |
| Human-Computer Interaction | Human-AI interaction, usability, trust, explainability, design, user experience, interface ethics, and participatory design. |
| Environmental Humanities | Energy use, data centers, extraction, e-waste, climate modeling, planetary computation, and ecological consequences of AI infrastructure. |
| Medical Humanities | AI in diagnosis, care, triage, health records, bioethics, patient narratives, disability, clinical authority, and medical decision-making. |
| Visual Culture Studies | Machine vision, facial recognition, image generation, visual datasets, memes, aesthetics, and the politics of seeing. |
| Sound Studies | Voice assistants, synthetic speech, audio surveillance, sonic interfaces, listening machines, and the cultural politics of sound recognition. |
| Museum Studies | AI curation, digital exhibits, provenance, collections data, cultural heritage digitization, access, restitution, and algorithmic interpretation. |
| Public Humanities | AI literacy, public debate, community engagement, civic education, cultural institutions, and democratic deliberation about technology. |
| AI Ethics | Bias, fairness, accountability, transparency, harm, governance, dignity, human rights, and normative evaluation of AI systems. |
| Responsible AI / AI Governance | Institutional design, standards, auditing, policy, risk management, procurement, public accountability, and sociotechnical oversight. |
| Translation Studies | Machine translation, multilingual AI, linguistic hierarchy, untranslatability, cultural context, translation labor, and the politics of language technologies. |
| Book History and Textual Studies | AI and textual production, editing, authorship, archives, metadata, scholarly editions, publishing infrastructures, and the history of inscription technologies. |
| Archival Studies | Dataset construction, preservation, metadata, provenance, memory institutions, digitization, algorithmic access, and the ethics of cultural data. |
| Critical Theory | AI, capitalism, subjectivity, ideology, technocracy, rationalization, reification, instrumental reason, automation, and the critique of technological modernity. |
| Art and Technology | Studies the mutual formation of artistic practice and technological systems, including AI as medium, infrastructure, and cultural force. |
| Creative AI | Focuses on AI systems used for artistic production, creativity support, co-creation, generative media, and computational aesthetics. |
| Human-Computer Interaction | Contributes methods for studying usability, creativity support tools, trust, interface design, explainability, and human-AI interaction. |
| Design Studies | Examines design processes, user imaginaries, speculative futures, design justice, automation, and AI-enabled products and services. |
| Critical Design | Uses designed artifacts to critique assumptions about intelligence, optimization, efficiency, creativity, and technological progress. |
| Design Justice | Studies how AI design affects marginalized communities and how participatory methods can redistribute design power. |
| Research-Creation | Uses artistic making as a mode of scholarly inquiry into AI, computation, digital culture, and sociotechnical systems. |
| Practice-Based Research | Develops knowledge through creative practice, including experiments with AI tools, generative systems, robotics, or interactive installations. |
| Practice-Led Research | Begins from artistic practice to generate theoretical, methodological, or critical insight about AI and digital culture. |
| Media Arts and Sciences | Integrates art, design, engineering, computation, sensing, robotics, AI, and human experience. |
| Digital Heritage / Cultural Heritage Informatics | Studies digitization, reconstruction, metadata, 3D modeling, preservation, provenance, and AI-mediated access to cultural collections. |
| Computational Aesthetics | Uses computational models to analyze, generate, or evaluate aesthetic form, style, perception, and artistic judgment. |
| Affective Computing | Studies computational sensing and modeling of emotion, relevant to performance, interaction, sound, games, and responsive environments. |
| Embodied Interaction | Examines gesture, movement, touch, bodies, sensors, robotics, spatial computing, and human-machine performance. |
| Robotics and Art | Investigates robots as performers, sculptural agents, companions, fabrication systems, and embodiments of nonhuman agency. |
| Social Robotics | Studies expressive, affective, assistive, and performative robots in relation to social interaction, care, design, and embodiment. |
| Interactive Media | Covers responsive environments, installations, games, interfaces, sensors, immersive media, and AI-driven interaction. |
| Immersive Media / XR Studies | Studies virtual reality, augmented reality, mixed reality, spatial computing, synthetic environments, avatars, and AI-generated worlds. |
| Virtual Production Studies | Examines real-time rendering, motion capture, AI-assisted effects, synthetic actors, and hybrid cinematic production. |
| Procedural Content Generation Studies | Focuses on algorithmic production of game levels, characters, narratives, environments, and assets. |
| Data Visualization | Treats visualization as analytic, aesthetic, rhetorical, and political practice; relevant to making AI systems legible. |
| Information Design | Studies how complex data, systems, and AI outputs are communicated visually and interactively. |
| Interface Studies | Examines interfaces as aesthetic, cultural, political, and epistemic forms that structure human-AI interaction. |
| Performance Studies | Examines liveness, embodiment, repetition, scripted behavior, avatars, automation, machinic performance, and audience interaction. |
| Movement Studies | Connects dance, biomechanics, motion capture, robotics, gesture recognition, and embodied AI. |
| Fashion-Tech / Wearable Media | Studies smart garments, body sensors, recommendation systems, virtual try-on, digital fashion, and algorithmic style. |
| Digital Fabrication | Studies 3D printing, CNC, robotic fabrication, parametric design, craft automation, and material computation. |
| Maker Studies | Examines DIY technology, creative coding, open-source hardware, repair cultures, fabrication labs, and accessible AI experimentation. |
| Creative Coding | Uses programming as artistic practice, including generative visuals, interactive systems, live coding, and AI-enabled artworks. |
| Live Coding Studies | Studies real-time programming as performance, improvisation, notation, and human-machine collaboration. |
| Electronic Literature | Studies born-digital writing, hypertext, interactive fiction, generative literature, chatbots, and AI-mediated textuality. |
| Digital Poetics | Examines computational language, generative text, procedural writing, AI poetry, constraint, and machine authorship. |
| Expanded Cinema | Studies moving-image work beyond conventional film, including installation, projection mapping, real-time systems, and generative video. |
| Bioart | Uses living systems, biotechnology, simulation, and artificial life to examine intelligence, agency, life, and technological intervention. |
| Artificial Life Art | Explores emergence, evolution, agents, swarms, adaptive systems, and synthetic life as artistic and theoretical problems. |
| Posthumanist Art Studies | Examines nonhuman agency, human-machine relations, distributed cognition, embodiment, ecology, and challenges to human exceptionalism. |
| Environmental Media / Eco-Art | Studies AI’s material infrastructures, energy use, climate visualization, sensing, planetary computation, and ecological aesthetics. |
| Surveillance Art / Sousveillance Studies | Uses artistic practice to expose, critique, or reverse surveillance systems, including facial recognition and predictive analytics. |
| Forensic Architecture / Investigative Aesthetics | Uses spatial analysis, visualization, modeling, media verification, and sometimes machine learning to investigate violence, rights, and state power. |
| Arts Entrepreneurship and Creative Industries Studies | Studies how AI changes creative labor, copyright, markets, platforms, patronage, branding, and cultural production. |
| Arts Management and Cultural Policy | Examines AI governance in cultural institutions, funding, copyright, labor policy, access, equity, and public culture. |
(yes this list was created with AI assistance)


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