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

DisciplineHow it contributes to AI studies
PhilosophyEthics of AI, philosophy of mind, agency, personhood, consciousness, epistemology, logic, explanation, responsibility, autonomy, and machine intelligence.
HistoryHistories of computation, cybernetics, automation, information theory, labor-saving technologies, bureaucracy, surveillance, scientific instruments, and technical imaginaries.
Literary StudiesAI-generated text, authorship, style, narrative, creativity, interpretation, reading practices, computational poetics, and the cultural meaning of “machine writing.”
Rhetoric and CompositionAI writing tools, persuasion, authorship, audience, human-machine communication, prompt practices, academic integrity, and the changing conditions of writing instruction.
ClassicsLong histories of automata, artificial life, myths of animated objects, ancient computation, rhetoric, classification, and textual transmission.
Art HistoryMachine vision, generative art, image databases, visual culture, aesthetics, authorship, style transfer, and the politics of classification in visual systems.
Media StudiesPlatforms, interfaces, algorithms, attention, mediation, digital infrastructures, generative media, social media, recommendation systems, and computational culture.
Film and Screen StudiesRepresentations of AI, robots, automation, synthetic actors, CGI, virtual production, deepfakes, and the history of machine vision in screen culture.
Musicology and Sound StudiesAI music generation, algorithmic composition, voice synthesis, sonic archives, listening technologies, authorship, performance, and authenticity.
Theatre and Performance StudiesHuman-machine performance, avatars, virtual bodies, scripted interaction, automation, liveness, embodiment, and AI as performer or collaborator.
Cultural StudiesAI as cultural formation; ideology, power, identity, labor, representation, consumer culture, and everyday life under algorithmic systems.
Gender and Sexuality StudiesBias, embodiment, care work, feminized digital labor, voice assistants, intimate technologies, harassment, classification, and gendered assumptions in AI systems.
Ethnic StudiesRacialization in algorithmic systems, surveillance, predictive policing, biometric classification, data colonialism, and histories of technological inequality.
Postcolonial StudiesAI and empire, extraction, global data labor, linguistic dominance, infrastructure, development discourse, colonial knowledge systems, and technological dependency.
Indigenous StudiesData sovereignty, Indigenous AI, knowledge governance, relational ethics, refusal, archival justice, and alternatives to extractive data regimes.
Disability StudiesAssistive AI, accessibility, normativity, classification, embodiment, dependency, automation, care, and the design of systems around imagined “normal” users.

Arts disciplines

DisciplineHow it contributes to AI studies
Studio ArtTreats AI as medium, collaborator, tool, constraint, and object of critique through image generation, installation, sculpture, drawing, painting, and mixed media.
Digital ArtStudies and produces computer-based artworks, generative systems, interactive media, algorithmic aesthetics, digital materiality, and networked culture.
Performance ArtInvestigates embodiment, liveness, automation, avatars, robotics, synthetic performers, human-machine interaction, and AI-mediated presence.
TheatreStudies AI as playwright, performer, dramaturgical device, scenographic system, audience interface, and representation of nonhuman agency.
DanceExplores motion capture, gesture recognition, choreographic algorithms, human-robot movement, embodied computation, and AI-assisted choreography.
Music CompositionStudies algorithmic composition, AI-assisted composing, style imitation, authorship, improvisation, creativity, and musical form.
Sound ArtEngages synthetic voice, audio recognition, listening machines, sonic surveillance, spatial sound, and machine-generated soundscapes.
Film ProductionAddresses AI in editing, visual effects, animation, synthetic actors, script development, virtual production, deepfakes, and automated post-production.
AnimationStudies procedural animation, motion synthesis, generative character design, synthetic movement, simulation, and AI-assisted visual storytelling.
PhotographyExamines computational photography, image manipulation, machine vision, synthetic images, authenticity, indexicality, surveillance, and dataset aesthetics.
Video ArtUses moving-image technologies, feedback systems, algorithmic editing, generative video, surveillance footage, and AI image synthesis.
Graphic DesignStudies AI-assisted visual communication, typography, branding, layout, interface aesthetics, design labor, and automated visual production.
Industrial DesignExamines AI-enabled products, smart objects, robotics, usability, human-machine interaction, and automation in design workflows.
Interaction DesignStudies interfaces for AI systems, chatbots, recommendation systems, conversational agents, trust, explainability, and user experience.
Game DesignStudies procedural generation, non-player characters, adaptive systems, AI agents, simulation, game worlds, and player-model interaction.
Fashion DesignAddresses generative design, body data, virtual clothing, recommendation systems, supply chains, wearable technology, and algorithmic style.
Textile ArtsStudies smart textiles, computational weaving, e-textiles, sensors, craft automation, pattern generation, and material computation.
Craft StudiesExamines making, skill, tacit knowledge, automation, repair, fabrication, material intelligence, and the politics of machine-assisted production.
Creative WritingStudies AI co-writing, authorship, voice, style, narrative generation, literary experimentation, and the changing conditions of creative labor.
Comics and Sequential ArtExplores AI-generated imagery and narrative, visual style, authorship, panel composition, fandom, and platform circulation.
Curatorial PracticeAddresses AI in exhibition design, collection interpretation, recommendation, provenance, metadata, audience analytics, and algorithmic curation.
Museum PracticeStudies AI-mediated access, digital collections, virtual exhibitions, preservation, interpretation, restitution, and cultural heritage data.
Art ConservationUses imaging, pattern recognition, reconstruction, provenance analysis, and predictive modeling while raising questions of authenticity and intervention.

Interdisciplinary fields (arts and humanities)

FieldHow it contributes to AI studies
Digital HumanitiesComputational analysis of cultural materials, text mining, digital archives, data visualization, critical tool-building, and reflection on computation as scholarly method.
Critical AI StudiesAI as a social, cultural, political, and epistemic phenomenon; combines humanities, social sciences, STS, law, design, and computer science.
Science and Technology StudiesSociotechnical systems, expert knowledge, infrastructures, laboratories, classification, standards, users, institutions, and the co-production of technology and society.
Critical Data StudiesDatafication, datasets, metadata, database politics, quantification, classification, data labor, surveillance, and the limits of data-driven knowledge.
Platform StudiesThe technical, economic, and cultural logics of platforms, including recommendation algorithms, app ecosystems, APIs, moderation, and platform governance.
Software StudiesCode, interfaces, operating systems, protocols, software architectures, and the cultural assumptions embedded in computational systems.
Code Studies / Critical Code StudiesSource code as a cultural text; examines code’s rhetoric, style, ideology, authorship, and interpretive significance.
Algorithm StudiesAlgorithms as cultural, institutional, and political actors; focuses on opacity, ranking, classification, recommendation, and automation.
Surveillance StudiesAI in monitoring, prediction, policing, biometrics, workplace analytics, behavioral tracking, and state or corporate power.
Infrastructure StudiesData centers, cloud computing, cables, energy systems, logistics, standards, maintenance, and the material infrastructures that make AI possible.
Internet StudiesOnline communities, digital publics, memes, social media, identity, governance, moderation, virality, and algorithmically mediated communication.
Game StudiesAI agents, procedural generation, simulation, player behavior modeling, virtual worlds, non-player characters, and games as experimental AI environments.
Human-Computer InteractionHuman-AI interaction, usability, trust, explainability, design, user experience, interface ethics, and participatory design.
Environmental HumanitiesEnergy use, data centers, extraction, e-waste, climate modeling, planetary computation, and ecological consequences of AI infrastructure.
Medical HumanitiesAI in diagnosis, care, triage, health records, bioethics, patient narratives, disability, clinical authority, and medical decision-making.
Visual Culture StudiesMachine vision, facial recognition, image generation, visual datasets, memes, aesthetics, and the politics of seeing.
Sound StudiesVoice assistants, synthetic speech, audio surveillance, sonic interfaces, listening machines, and the cultural politics of sound recognition.
Museum StudiesAI curation, digital exhibits, provenance, collections data, cultural heritage digitization, access, restitution, and algorithmic interpretation.
Public HumanitiesAI literacy, public debate, community engagement, civic education, cultural institutions, and democratic deliberation about technology.
AI EthicsBias, fairness, accountability, transparency, harm, governance, dignity, human rights, and normative evaluation of AI systems.
Responsible AI / AI GovernanceInstitutional design, standards, auditing, policy, risk management, procurement, public accountability, and sociotechnical oversight.
Translation StudiesMachine translation, multilingual AI, linguistic hierarchy, untranslatability, cultural context, translation labor, and the politics of language technologies.
Book History and Textual StudiesAI and textual production, editing, authorship, archives, metadata, scholarly editions, publishing infrastructures, and the history of inscription technologies.
Archival StudiesDataset construction, preservation, metadata, provenance, memory institutions, digitization, algorithmic access, and the ethics of cultural data.
Critical TheoryAI, capitalism, subjectivity, ideology, technocracy, rationalization, reification, instrumental reason, automation, and the critique of technological modernity.
Art and TechnologyStudies the mutual formation of artistic practice and technological systems, including AI as medium, infrastructure, and cultural force.
Creative AIFocuses on AI systems used for artistic production, creativity support, co-creation, generative media, and computational aesthetics.
Human-Computer InteractionContributes methods for studying usability, creativity support tools, trust, interface design, explainability, and human-AI interaction.
Design StudiesExamines design processes, user imaginaries, speculative futures, design justice, automation, and AI-enabled products and services.
Critical DesignUses designed artifacts to critique assumptions about intelligence, optimization, efficiency, creativity, and technological progress.
Design JusticeStudies how AI design affects marginalized communities and how participatory methods can redistribute design power.
Research-CreationUses artistic making as a mode of scholarly inquiry into AI, computation, digital culture, and sociotechnical systems.
Practice-Based ResearchDevelops knowledge through creative practice, including experiments with AI tools, generative systems, robotics, or interactive installations.
Practice-Led ResearchBegins from artistic practice to generate theoretical, methodological, or critical insight about AI and digital culture.
Media Arts and SciencesIntegrates art, design, engineering, computation, sensing, robotics, AI, and human experience.
Digital Heritage / Cultural Heritage InformaticsStudies digitization, reconstruction, metadata, 3D modeling, preservation, provenance, and AI-mediated access to cultural collections.
Computational AestheticsUses computational models to analyze, generate, or evaluate aesthetic form, style, perception, and artistic judgment.
Affective ComputingStudies computational sensing and modeling of emotion, relevant to performance, interaction, sound, games, and responsive environments.
Embodied InteractionExamines gesture, movement, touch, bodies, sensors, robotics, spatial computing, and human-machine performance.
Robotics and ArtInvestigates robots as performers, sculptural agents, companions, fabrication systems, and embodiments of nonhuman agency.
Social RoboticsStudies expressive, affective, assistive, and performative robots in relation to social interaction, care, design, and embodiment.
Interactive MediaCovers responsive environments, installations, games, interfaces, sensors, immersive media, and AI-driven interaction.
Immersive Media / XR StudiesStudies virtual reality, augmented reality, mixed reality, spatial computing, synthetic environments, avatars, and AI-generated worlds.
Virtual Production StudiesExamines real-time rendering, motion capture, AI-assisted effects, synthetic actors, and hybrid cinematic production.
Procedural Content Generation StudiesFocuses on algorithmic production of game levels, characters, narratives, environments, and assets.
Data VisualizationTreats visualization as analytic, aesthetic, rhetorical, and political practice; relevant to making AI systems legible.
Information DesignStudies how complex data, systems, and AI outputs are communicated visually and interactively.
Interface StudiesExamines interfaces as aesthetic, cultural, political, and epistemic forms that structure human-AI interaction.
Performance StudiesExamines liveness, embodiment, repetition, scripted behavior, avatars, automation, machinic performance, and audience interaction.
Movement StudiesConnects dance, biomechanics, motion capture, robotics, gesture recognition, and embodied AI.
Fashion-Tech / Wearable MediaStudies smart garments, body sensors, recommendation systems, virtual try-on, digital fashion, and algorithmic style.
Digital FabricationStudies 3D printing, CNC, robotic fabrication, parametric design, craft automation, and material computation.
Maker StudiesExamines DIY technology, creative coding, open-source hardware, repair cultures, fabrication labs, and accessible AI experimentation.
Creative CodingUses programming as artistic practice, including generative visuals, interactive systems, live coding, and AI-enabled artworks.
Live Coding StudiesStudies real-time programming as performance, improvisation, notation, and human-machine collaboration.
Electronic LiteratureStudies born-digital writing, hypertext, interactive fiction, generative literature, chatbots, and AI-mediated textuality.
Digital PoeticsExamines computational language, generative text, procedural writing, AI poetry, constraint, and machine authorship.
Expanded CinemaStudies moving-image work beyond conventional film, including installation, projection mapping, real-time systems, and generative video.
BioartUses living systems, biotechnology, simulation, and artificial life to examine intelligence, agency, life, and technological intervention.
Artificial Life ArtExplores emergence, evolution, agents, swarms, adaptive systems, and synthetic life as artistic and theoretical problems.
Posthumanist Art StudiesExamines nonhuman agency, human-machine relations, distributed cognition, embodiment, ecology, and challenges to human exceptionalism.
Environmental Media / Eco-ArtStudies AI’s material infrastructures, energy use, climate visualization, sensing, planetary computation, and ecological aesthetics.
Surveillance Art / Sousveillance StudiesUses artistic practice to expose, critique, or reverse surveillance systems, including facial recognition and predictive analytics.
Forensic Architecture / Investigative AestheticsUses spatial analysis, visualization, modeling, media verification, and sometimes machine learning to investigate violence, rights, and state power.
Arts Entrepreneurship and Creative Industries StudiesStudies how AI changes creative labor, copyright, markets, platforms, patronage, branding, and cultural production.
Arts Management and Cultural PolicyExamines 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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