playtest
As a platform, playtest serves as a testing ground for emerging media and digital technologies, inviting artists, technologists, and the public to question, experiment, and reflect on the evolving role of technology in our lives. Each iteration of playtest offers a unique lens into the possibilities and challenges presented by new media, fostering critical conversations around access, representation, and innovation.
playtest: Library as Institution of Memory
During his tenure as Education Chair at The Library of Congress, Tahir Hemphill launched playtest: Library as Institution of Memory, bringing together leading practitioners from diverse fields to explore how virtual and augmented reality, along with other emerging media, can be applied to humanities research, education, and public engagement. This groundbreaking event transformed the Library into an interactive laboratory where participants could experiment with immersive technologies to reimagine historical archives, cultural narratives, and collective memory. The convening included live demonstrations, workshops, and discussions that highlighted the potential of emerging media to make history and knowledge more accessible and engaging for future generations.
playtest: Prompt Battle
As part of his three-year Social Practice residency at The Kennedy Center, Hemphill introduced playtest: Prompt Battle, a high-energy, live competition that brings together AI creatives from Black and Brown communities to showcase their skills in prompting text-to-image AI software. Contestants push the boundaries of AI creativity by generating visually stunning, thought-provoking, and emotionally resonant images, music, and videos in real time.
playtest: Prompt Battle not only entertains but also educates, addressing critical issues of algorithmic bias and the need for equitable AI systems. This event serves as a community-driven data experience, empowering resource-limited communities in the AI landscape and fostering dialogue around the ethical implications of machine learning technologies.