In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Technology is continuing to revolutionize many areas of life including creative endeavor. This presentation on Digital Art and Philosophy looks at different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Specific topics include: Design Aesthetics of Meaning-Making: Info Visualization, Democratized Creativity: Performance, Music, Virtual Reality, Gaming, Natural Aesthetics: Generative Art, SynBio, Biomimicry, SocNets, and Portable ArtTech: Identity, Wearable Electronics, the Future. More information: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Natural Aesthetics:Digital Art and Philosophy in the Era of Technologized Bi...Melanie Swan
The arts and technology are coming together in exciting ways in contemporary society. New experimental media such as biology, data, and technology are leading artists, scientists, and other individuals to new realms of knowledge discovery and creative expression. Philosophy, concerned with aesthetics and epistemology (the study of knowledge), provides an interesting lens for understanding current activity in a range of contexts where art, technology, and biology are linked. These contexts include GenerativeArt, BioArt, Biomimicry, Synthetic Biology, and CrowdArt.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Natural Aesthetics:Digital Art and Philosophy in the Era of Technologized Bi...Melanie Swan
The arts and technology are coming together in exciting ways in contemporary society. New experimental media such as biology, data, and technology are leading artists, scientists, and other individuals to new realms of knowledge discovery and creative expression. Philosophy, concerned with aesthetics and epistemology (the study of knowledge), provides an interesting lens for understanding current activity in a range of contexts where art, technology, and biology are linked. These contexts include GenerativeArt, BioArt, Biomimicry, Synthetic Biology, and CrowdArt.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Technology is continuing to revolutionize many areas of life including creative endeavor. This presentation on Digital Art and Philosophy looks at different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Specific topics include: Design Aesthetics of Meaning-Making: Info Visualization, Democratized Creativity: Performance, Music, Virtual Reality, Gaming, Natural Aesthetics: Generative Art, SynBio, Biomimicry, SocNets, and Portable ArtTech: Identity, Wearable Electronics, the Future. More information: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Natural Aesthetics:Digital Art and Philosophy in the Era of Technologized Bi...Melanie Swan
The arts and technology are coming together in exciting ways in contemporary society. New experimental media such as biology, data, and technology are leading artists, scientists, and other individuals to new realms of knowledge discovery and creative expression. Philosophy, concerned with aesthetics and epistemology (the study of knowledge), provides an interesting lens for understanding current activity in a range of contexts where art, technology, and biology are linked. These contexts include GenerativeArt, BioArt, Biomimicry, Synthetic Biology, and CrowdArt.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Natural Aesthetics:Digital Art and Philosophy in the Era of Technologized Bi...Melanie Swan
The arts and technology are coming together in exciting ways in contemporary society. New experimental media such as biology, data, and technology are leading artists, scientists, and other individuals to new realms of knowledge discovery and creative expression. Philosophy, concerned with aesthetics and epistemology (the study of knowledge), provides an interesting lens for understanding current activity in a range of contexts where art, technology, and biology are linked. These contexts include GenerativeArt, BioArt, Biomimicry, Synthetic Biology, and CrowdArt.
Toward Society 3.0: A New Paradigm for 21st century educationJohn Moravec
The convergence of globalization, the emergence of the knowledge society and accelerating change contribute to what might be best termed a New Paradigm of knowledge production in education. The New Paradigm reflects the emerging shifts in thought, beliefs, priorities and practice in regard to education in society. While the three component trends in the new paradigm are not unknown to educational leaders, discussion of the trends as elements of a larger system is largely absent. These new patterns of thought and belief are forming to harness and manage the chaos, indeterminacy, and complex relationships of the postmodern. This lecture provides a macro-level perspective of these three phenomena as they impact education at all levels. Such perspectives provide insight to leaders throughout the world on how educational institutions relate to the New Paradigm of knowledge production. The lecture then explores "what's next" as we build from the New Paradigm to co-construct Education 3.0 to complement Society 3.0.
AniThings: Animism and Heterogeneous MultiplicityPhilip van Allen
This is the presentation stack from CHI 2013, where we presented a paper of the same name. The paper advances something we call heterogeneous multiplicity, an ecology of digital objects with behaviors that evoke a perception that they have autonomy, intention, personality and an inner life. These “AniThings” are seen as collaborators, each with a distinct personality, that play a contributing role in creative activities. Unlike systems that try to provide “best” recommendations, the AniThings provide a rich information space from which to consider, select and pursue.
http://www.philvanallen.com/animism-interaction-design/
Toward Society 3.0: A New Paradigm for 21st century educationJohn Moravec
The convergence of globalization, the emergence of the knowledge society and accelerating change contribute to what might be best termed a New Paradigm of knowledge production in education. The New Paradigm reflects the emerging shifts in thought, beliefs, priorities and practice in regard to education in society. While the three component trends in the new paradigm are not unknown to educational leaders, discussion of the trends as elements of a larger system is largely absent. These new patterns of thought and belief are forming to harness and manage the chaos, indeterminacy, and complex relationships of the postmodern. This lecture provides a macro-level perspective of these three phenomena as they impact education at all levels. Such perspectives provide insight to leaders throughout the world on how educational institutions relate to the New Paradigm of knowledge production. The lecture then explores "what's next" as we build from the New Paradigm to co-construct Education 3.0 to complement Society 3.0.
AniThings: Animism and Heterogeneous MultiplicityPhilip van Allen
This is the presentation stack from CHI 2013, where we presented a paper of the same name. The paper advances something we call heterogeneous multiplicity, an ecology of digital objects with behaviors that evoke a perception that they have autonomy, intention, personality and an inner life. These “AniThings” are seen as collaborators, each with a distinct personality, that play a contributing role in creative activities. Unlike systems that try to provide “best” recommendations, the AniThings provide a rich information space from which to consider, select and pursue.
http://www.philvanallen.com/animism-interaction-design/
Technological Unemployment and the Robo-EconomyMelanie Swan
Technological Unemployment (jobs outsourced to technology) is coming and the challenge is to steward an orderly and beneficial transition to more intense human-technology collaboration
Dr Dominic Hingorani from the University of East London explores the genesis and methodology behind the production of 'Guantanamo Boy', a stage adaptation of the critically acclaimed novel by Anna Perera and the ways in which it draws on and shares some of the artistic and pedagogical concerns of Half Moon when making work for teenage audiences.
Slides for keynote talk at the Nordic Game Research Network PhD-seminar 'Computer Game Research - Theory and Method' June 17-19 2008, InDiMedia / VR Media Lab, Aalborg University (DK) and Dronninglund Slot, June 17–19, 2008.
"Play, Games and the Magic Circle" by Sherry Jones (July 22, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 1 Lecture on "Play, Games, and the Magic Circle," with discussion emphasis on Johan Huizinga's "Homo Ludens."
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
AI Health Agents: Longevity as a Service in the Web3 GenAI Quantum RevolutionMelanie Swan
Health Agents are a form of Math Agent as the concept of a personalized AI health advisor delivering “healthcare by app” instead of “sickcare by appointment.” Mobile devices
can check health 1000 times per minute as opposed to the standard one time per year doctor’s office visit, and model virtual patients in the digital twin app. As any AI agent, Health Agents “speak” natural language to humans and formal language to the computational infrastructure, possibly outputting the mathematics of personalized homeostatic health as part of their operation. Health Agents could facilitate the ability of physicians to oversee the health of thousands of individuals at a time. This could ease overstressed healthcare systems and contribute to physician well-being and the situation that (per the World Health Organization) more than half of the global population is still not covered by essential health services.
The computational infrastructure is becoming a vast interconnected fabric of formal methods, including per a major shift from 2d grids to 3d graphs in machine learning architectures
The implication is systems-level digital science at unprecedented scale for discovery in a diverse range of scientific disciplines
We know that we are in an AI take-off, what is new is that we are in a math take-off. A math take-off is using math as a formal language, beyond the human-facing math-as-math use case, for AI to interface with the computational infrastructure. The message of generative AI and LLMs (large language models like GPT) is not that they speak natural language to humans, but that they speak formal languages (programmatic code, mathematics, physics) to the computational infrastructure, implying the ability to create a much larger problem-solving apparatus for humanity-benefitting applications in biology, energy, and space science, however not without risk.
This work introduces “quantum intelligence” as a concept of intelligence for operating in the quantum realm may help in a potential AI-Quantum Computing convergence (~2030e), and towards the realization of SRAI for well-being (economics, health, energy, space). “Scale-free intelligence” is formulated as a generic capacity for learning.
AI did not spring onto the scene with chatGPT, but is in an ongoing multi-year adoption. A transition may be underway from an information society to a knowledge society (one tempered and specifically using knowledge to improve the human condition). AI is a dual-use technology with both significant risk and upleveling possibilities.
SRAI for well-being is a social objective, and also a technological objective. SRAI is part of AI development and within the technological trajectory of harnessing all scales of physical reality ranging from quantum materials to space exploration.
Conceptually, thinking in quantum and relativistic terms expands the physical worldview, and likewise the social worldview of entities inhabiting the larger world. Practically, SRAI may be realized in phases: short-term regulation and registries, medium-term agents learning to implement human values with internal reward functions, and long-term responsible human-AI entities acting in partnership in a future of SRAI for well-being.
The Human-AI Odyssey: Homerian Aspirations towards Non-labor IdentityMelanie Swan
The visionary progression in The Odyssey from shipbuilding to seafaring to advanced civilization informs contemporary tension in the human-AI relation forcing a broader articulation of human-identity beyond labor-identity. Edith Hall analyzes why one of the earliest known literatures, The Odyssey, remains a central cultural trope with numerous references in the storytelling vernacular of all eras, ranging from 1860s British theater to a highly-watched 1990 episode of The Simpsons. The argument is that The Odyssey provides a constant aspirational reference for human identity – who we think we are and where we are going on the epic journey of life, especially at the current crossroad in our relationship with technology.
The contemporary moment finds humanity, and the humanities, experiencing an identity crisis in the relationship with technology. Information science is having an ever more pervasive role in academia, and the machine economy continues to offload vast classes of tasks to labor-saving technology giving rise to two questions. First, at the level of labor-identity, humans wonder who they are as they have long defined their sense of self through their professional participation in the economy. Second, at the level of human-identity, with AI now performing cognitive labor in addition to physical labor, humans wonder if there is anything that remains uniquely human.
The effect of The Odyssey is to provide world-expanding imaginaries to change the way we see ourselves as subjects; in this way, Homer is an early modernist in reconfiguring our self-concept.
This work applies a philosophy (of literature)-aided information science method to discuss how Homer’s Odyssey persists as a literary imaginary to help us think through potential futures of human-AI flourishing as rapid automation continues to impact humanity. The intensity of the human-AI relation is likely to increase, which invites thought leadership to steward the transition to a potential AI abundance economy with fulfilling human-technology collaboration.
The shipbuilding-seafaring-advanced civilization progression in The Odyssey identifies that the human-AI relation is not one of the labor-identity-crisis of “robots stealing our jobs,” but rather one of the more difficult challenge of envisioning who we can be in the new larger world of human-AI partnership addressing a larger set of planetary-scale problems. Towards this new configuration of human-AI relation, the longer-term may hold radically different notions of identity, as we become physical-virtual hybrids, augmented post-disease entities in the health-faring, space-civilizing, energy-marshalling post-scarcity cultures of the future.
AdS Biology and Quantum Information ScienceMelanie Swan
Quantum Information Science is a fast-growing discipline advancing many areas of science such as cryptography, chemistry, finance, space science, and biology. In particular AdS/Biology, an interpretation of the AdS/CFT correspondence in biological systems, is showing promise in new biophysical mathematical models of topology (Chern-Simons (solvable QFT), knotting, and compaction). For example, one model of neurodegenerative disease takes a topological view of protein buildup (AB plaques and tau tangles in Alzheimer’s disease, alpha-synuclein in Parkinson’s disease, TDP-43 in ALS). AdS/Neuroscience methods are implicated in integrating multiscalar systems with different bulk-boundary space-time regimes (e.g. oncology tumors, fMRI + EEG imaging), entanglement (correlation) renormalization across scales (MERA, random tensor networks, melonic diagrams), entropy (possible system states), entanglement entropy (interrelated fluctuations and correlations across system tiers), and non-ergodicity (implied efficiency mechanisms since biology does not cycle through all possible configurations per temperature (thermotaxis), chemotaxis, and energy cues); Maxwell’s demon of biology (partition functions), conservation across system scales (biophysical gauge symmetry (system-wide conserved quantity)), and the presence of codes (DNA, codons, neural codes). A multiscalar AdS/CFT correspondence is mobilized in 4-tier ecosystem models (light-plankton-krill-whale and ion-synapse-neuron-network (AdS/Brain)).
Humanity’s constant project is expanding the range of attainable geography. Melville’s romance of the sea gives way to Kerouac’s romance of the road, and now the romance of space. In expanding into new geographies, markets (commerce) is the driving impulse, entailing a legal and judiciary system to order the new larger continuous marketplace, which brings a bigger overall scope of world under our control, and hence a new idea of who we are as subjects in this bigger domain.
Space Humanism is a concept of humanism based on the principles of inclusion, progress, and equity posited as a condition of possibility for a potential large-scale human movement into space. A philosophy of literature approach is used to contextualize Space Humanism, first through Melville-Foucault to articulate the mind-frame of extra-planetary geographies as one of human expansion, and second through posthuman philosophy extending from Shakespeare’s Renaissance humanism to contemporary enhancement-based theories of subjectivation.
Historical imaginaries outline subjectivation moments that have changed the whole notion who we are as humanity. Four examples are: the concept of the “new world” in Hegel’s philosophy, von Humboldt’s infographic maps, Baudelaire as the Painter of Modern Life, and Keats’s seeing the world in a new way upon reading an updated translation of Homer.
The reach to beyond-Earth geographies is a two-cultures project involving both arts and science. Technical competence is necessary to realize the aspirational, explorational, and survivalist aims of humanity pushing beyond planetary limits. Space was once a fantastic dream that is becoming quotidian with fourteen U.S. spaceports, six completed Blue Origin space tourist missions, and SpaceX having over 155 successful rocket launches including human space flights to and from the International Space Station. The notion of Space Human articulated through Shakespeare, Moby-Dick, and neuroenhancement informs the project of our reach to awaiting beyond-Earth geographies.
Quantum Information Science and Quantum Neuroscience.pptMelanie Swan
Mathematical advance in quantum information science is proceeding quickly and applies to many fields, particularly the complexities of neuroscience (here focusing on image-readable physical behaviors such as neural signaling, as opposed to higher-order operations of cognition, memory, and attention). Quantum mathematical models are extensible to neuroscience problem classes treating dynamical time series, diffusion, and renormalization in multiscalar systems. Approaches first reconstruct wavefunctions observed in EEG and fMRI scans. Second, single-neuron models (Hodgkin-Huxley, integrate-and-fire, theta neurons) and collective neuron models (neural field theories, Kuramoto oscillators) are employed to model empirical data. Third, genome physics is used to study time series sequence prediction in DNA, RNA, and proteins based on 3d+ complex geometry involving fields, curvature, knotting, and information compaction. Finally, quantum neuroscience physics is applied in AdS/Brain modeling, Chern-Simons biology (topological invariance), neuronal gauge theories, network neuroscience, and the chaotic dynamics of bifurcation and bistability (to explain epileptic and resting states). The potential benefit of this work is an improved understanding of disease and pathology resolution in humans.
Quantum information science enables a new tier of scientific problem-solving as exemplified in early-adopter fields, foundational tools in quantum cryptography, quantum machine learning, and quantum chemistry (molecular quantum mechanics), and advanced applications in quantum space science, quantum finance, and quantum biology
Grammatology and Performativity: A Critical Theory of Silence: Silence is a crucial device for subversion, opposition, and socio-political commentary, the theoretical underpinnings of which are just starting to be understood. This work illuminates another position in the growing field of critical silence studies, theorizing silence as an asset whose ontological value has been lost in a world of literal and figurative noise. Part 1 philosophizes silence as a continuation of Derrida’s grammatology project. Such a grammatology of silence valorizes silent thinking over noisy speaking, and identifies the deconstructive binary pairing not as silence-speaking, but rather as silence-noise. Noise has a simultaneous physical-virtual existence as Shannon entropy calculates signal-to-noise ratios in modern communications networks. Part 2 employs the philosophy of noise to assess what is conceptually necessary to overcome noise in a critical theory of silence. Malaspina draws from Simondon to argue that noise is a form of individuation, essentially a living thing with unstoppable growth potential, not defined by a binary on-off switch but as a matter of gradation. Hence different theory resources are required to oppose it. Part 3 then develops a critical theory of silence to oppose noise in both its physical and virtual instantiations, with the two arms of a deeply human positive performativity (Szendy, Bennett) and a beyond-computational posthumanism (Puar). The result is a novel critical theory of silence as positive performativity that destabilizes noise and recoups the ontological status of silence as not merely an empty post-modern reification but a meaningful actuality.
Philosophy-aided Physics at the Boundary of Quantum-Classical Reality The philosophical themes of truth-knowledge and appearance-reality are used to interrogate the contemporary situation of the quantum-classical boundary, and more broadly the quantum-classical-relativistic stratification of physical scale boundaries. The contemporary moment finds us at breakneck pace in the industrial information revolution, digitizing remaining matter-based industries into a seamless exchange between physical-digital reality. Digitized news is giving way to digitized money and perhaps in the farther future, digitized mindfiles (such as personalized connectome files for precision medicine, autologous (own-DNA) stem cell therapies, and CRISPR for Alzheimer’s disease prevention). Our technologies are allowing us control over vast new domains, the relativistic with GPS and space-faring, and the quantum with quantum computing, harnessing the properties of superposition, entanglement, and interference. Philosophy provides critical thinking tools that can help us understand and master these rapid shifts in science and technology to avoid an Adornian instrumental reality (subsuming humanity under societal structures) and to maintain a Heideggerian backgrounded and enabling relation with technology (versus technology enframing us into mindless standing reserve).
The philosophical theme underlying the investigation of the scales of planets, persons, and particles is the relationship between truth and knowledge (or appearance and reality). The truth-knowledge problem is whether knowledge of the truth, true knowledge, the reality under the appearance, is even possible. Three salient moments in the history of the truth-knowledge problem are examined here. These are the German idealism of Kant and Hegel, the deconstructive postmodernism of Foucault and Derrida, and the unclear leanings of the current moment. The German idealism lens incorporates the self-knowing subject as agent into the truth and knowledge problem. The postmodernist view breaks with the subject and emphasizes the hidden opposites in the formulations, the constant reinterpretation of meaning, and porous boundaries. The contemporary moment wonders whether truth-knowledge boundaries still hold, in a Benjaminian view of non-identity between truth and knowledge, and truth increasingly being seen as a Foucauldian biopolitical manufactured quantity. Contemporaneity has a bimodal distribution of the subject: the hyperself (the constantly digitally represented selfie self) and the alienated post-subject subject.
These moments in the truth and knowledge debate inflect into the scale considerations of relativity, classicality, and quantum mechanics. Whereas general relativity and quantum mechanics are domains of universality, totality, and multiplicity, everyday classical reality is squeezed in as a belt between the two multiplicities as the concretion of drawing a triangle or tossing a ball. Recasting truth and k
Comprehensive philosophical programs arise within a historical context (for Hegel and Derrida in the democracy-shaping moments of the French Revolution (1789) and the student-worker protests (1968) in which French politics serve as a global harbinger of contemporary themes). In the Derrida-Hegel relationship, there is more rapprochement concerning core notions of difference, history, and meaning-assignation than may have been realized. In particular, Hegel’s philosophy, despite being assumed to be a totalizing system, in fact indicates precisely some of the same kinds of revised metaphysics-of-presence formulations that Derrida exhorts, namely those that are flexible, expansive, and include non-identity and identity.
A crucial Derrida-Hegel interchange is that of différance and difference. Derrida develops the notion directly from Hegel (“Différance,” “The Pit and the Pyramid”), but only draws from the Encyclopedia, not Hegel’s masterwork, the Phenomenology of Spirit. For Derrida, the “A” in différance is inspired by the form of the pyramid in the capitalized letter and in Hegel’s comparing the sign “to the Egyptian Pyramid” (“Différance,” p. 3). Derrida invokes the symbolism of the pyramid, antiquity, and Egyptian hieroglyphics as an early semiotic system. However, when considering Hegel’s central definition of difference in the dialectical progression of thesis-antithesis-synthesis in the Phenomenology of Spirit (§§159-163), the articulations of différance and difference are remarkably aligned.
Parallel formulations are also seen in history as a series of reinterpretable events, and indexical wrappers as a mechanism for meaning assignation. The thinkers examine the universal and the particular by exploring regulative mechanisms such as law (natural and social). In Glas, Derrida highlights not the singular-universal relation, but the law of singularity and the law of universality relation as being relevant to Hegel’s Antigone interpretation (Glas, p. 142a), a theme continued in “Before the Law.” Finally (time permitting), there is a question whether the most valid critiques of Hegel (Nietzsche’s unreason and Benjamin’s non-synthesis), as alternatives to Hegelian dialectics, are visible in Derrida’s thought.
The upshot is that the two thinkers produce similar formulations, derived from different trajectories of philosophical work; a situation which points to the potential universality of fundamental solution classes to open-ended philosophical problems, including the future of democracy.
Quantum Moreness: Kantian Time and the Performative Economics of Multiplicity
There is no domain with greater moreness than that of the quantum. A philosophy-aided physics approach (postmodernism and Continental philosophy) examines the contemporary situation of quantum moreness (more time and space dimensions than are available classically). Quantum moreness is configured by quantum reality being probabilistic; a multiplicity of outcomes all co-existing in superposition until collapsed in measurement. The quantum mindset uses quantum moreness to solve problems by thinking in terms of the greater scalability afforded in time and space with the quantum properties of superposition, entanglement, and interference. Quantum studies fields proliferate in arts and sciences, raising the Levi-Straussian raw-cooked dilemma of how “traditional humanities” are to be named alongside “digital humanities” and “quantum humanities.” Kant facilitates the conceptualization of quantum moreness by insisting on the dual nature of time as transcendentally ideal and empirically real. Kant’s moreness is allness, the absolute totality and multiplicity of time at the ideal level. Each faculty (sensibility, understanding, reason) has its own species of the a priori synthetic unity of ideal time that precedes and conditions the operation of the faculty. Each faculty also has a concretized formulation of empirically-real time as the time series, which is the basis for the faculties to interoperate to perform the conception of any empirical object. Kant’s achievement of time interoperability has potential extensibility to other areas of temporal incompatibility such as the scales of general relativity, Newtonian mechanics (human-scale), and quantum mechanics. The quantum moreness mindset with which Kant connects the ideal-real is visible in the domain of economics, itself too an ideal-real construction. The quantum moreness of money configures the postmodern abstraction of global cryptocurrencies and smart contract pledges, the implicative hope of which is a post-debt capital world that restores the human esprit in the face of an increasingly intense technologized reality.
Blockchain Crypto Jamming: Subverting the Instrumental Economy
The ultimate subversion is money, refusing the pecuniary resources of the state. This project applies a philosophical and critical theory lens to examine the use of nomenclature in one of the most radical longitudinal transformations in contemporary times, the shift away from state-run monetary resources towards cryptocurrencies and smart contracts in citizen-determined decentralized financial networks.
A Cryptoeconomic Theory of Social Change is presented in which linguistic progression serves as a tracking mechanism. The steps to lasting change have their own vocabulary (Brandom). First, there is the social critique, the complaint about what is wrong, the negative side (Adorno and Horkheimer highlight instrumental reason and the empty culture industry). Second, there is the antidote, an alternative that can overcome the complaint, the positive side. Third, the solution becomes the new reality, and as a consequence, the whole of reality is now seen in this context, adopting its vocabulary (“fiat health” system for example, referring to the antiquated method). The social movement graduates from language game (Wittgenstein) to form of life (Jaeggi).
Blockchains are Occupy with teeth, notable in the level of personal responsibility-taking by individuals to steward their own financial resources. The crypto citizen is not merely trading CryptoKitties and Bored Ape Yacht Club tokens, but getting blocktime loans through DeFi liquidity pools instead of fiat banks, earning labor income in crypto, and shifting all economic activity to blockchain networks. The artworld signals mainstream acceptance with Christie’s non-fungible token digital artwork auctioned from Beeple for $61 million. At the global level, coin communities constitute a new form of Kardashev-level (planetary-scale) democracy. Blockchains emerge as a robust smart network automation technology for super-class projects ranging from space-faring to quantum computing and thought-tokening. The further stakes of this work are having a language-based theory of social change with broad applicability to social transformation.
This work argues that the emerging understanding of time in quantum information science can be articulated as a philosophical theory of change. Change and time are interrelated, and one can be used to interrogate the other, namely, a theory of change can be derived from a theory of time. What is new in quantum science is time being regarded as just another property to be engineered. At the quantum scale, time is reversible in certain ways, which is quite different from the everyday experience of time whose unidirectional arrow does not allow a dropped egg to reassemble. At the quantum scale of atoms, though, a particle retains the history of its trajectory, which may be retraced before collapsed in measurement.
Quantum scientists evolve systems backward and forward in time, controlling phase transitions with Floquet engineering. Quantum systems are entangled in time and space, with temporal correlations exhibiting greater multiplicity than spatial correlations. The chaotic time regimes of ballistic spread followed by saturation are implemented in quantum walks for faster search and heightened cryptosecurity. In quantum neuroscience, seizure may be explained by chaotic dynamics and normal resting state by Floquet-like periodic cycles. Time is revealed to have the same kinds of repeating structures as space (described by entanglement, symmetry, and topology), differently instantiated and controlled.
The quantum understanding of time can be propelled into a macroscale-theory of change through its connotation of a more flexible, malleable, probabilistic interface with reality. Change becomes less rigid. Probability is the lever of change, but notoriously difficult for humans to grasp, as we think better in storylines than statistics. The idea of manipulating quantum system properties in which time, space, dynamics (change), are all just parameters, is an empowering frame for the acceptance of change. The quantum mindset affords greater facility with probability-driven events (change).
Blockchains in Space: Non-Euclidean Spacetime and Tokenized Thinking - Two requirements for the large-scale beyond-terrestrial expansion of human intelligence into the universe are the ability to operate in diverse spatiotemporal regimes and to instantiate thinking in various formats. Newtonian mechanics describe everyday reality, but Einsteinian physics is needed for GPS and the orbital technologies of telescopes and spacecraft. Space agencies already integrate the Earth-day and the slightly-longer Martian-sol. A more substantial move into space requires facility with non-Euclidean spacetimes. One challenge is that general relativity and quantum mechanics are non-interoperable. However, the theories can be formulated together when considering black holes and quantum computing since geometric theories and gauge theories are both field-based. Quantum blockchains instantiate blockchain logic in quantum computational environments. Blockchains have their own temporal regime (blocktime: the number of blocks for an event to occur), and hence quantum blocktime is a non-classical functionality for operating in diverse spatiotemporal regimes. Thinking is a rule-based activity that is unrestricted by medium. Central to thinking is concepts, which are referenced by words. Word-types include universals, particulars, and indexicals which can be encoded into a formal system as thought-tokens, and registered to blockchains. Blockchains are contemplated as an automation technology for asteroid mining and space settlement construction, and thought-tokening adds an intelligence layer. Time and tokenized thinking come together in the idea of smart networks in space. In blockchain quantum smart networks, spatiotemporal regimes and thought-tokens are simply different value types (asset classes) coordinated with blockchain logic, towards the aim of extending human capabilities into the farther reaches of space.
Cryptography, entanglement, and quantum blocktime: Quantum computing offers a more scalable energy-efficient platform than classical computing and supercomputing, and corresponds more naturally to the three-dimensional structure of atomic reality. Blockchains are a decentralized digital economic system made possible by the 24-7 global nature of the internet.
Quantum Neuroscience: CRISPR for Alzheimer’s, Connectomes & Quantum BCIsMelanie Swan
This talk provides an introduction to quantum computing and how it may be deployed to study the human brain and its diseases of pathology and aging. Refined to its present state over centuries, the brain is one of the most complex systems known, with 86 billion neurons and 242 trillion synapses connected in intricate patterns and rewired by synaptic plasticity. Research continues to illuminate the mysteries of the brain. Quantum computing provides a more capacious architecture with greater scalability and energy efficiency than current methods of classical computing and supercomputing, and more naturally corresponds to the three-dimensional structure of atomic reality. The vision for quantum neuroscience is to model the nature of the brain exactly as it is, in three-dimensional atomically-accurate representations. Neuroscience (particularly genetic disease modeling, connectomics, and synaptomics) could be the “killer application” of quantum computing. Implementations in other industries are also important, including in quantum finance, quantum cryptography using Shor’s factoring algorithm (“the Y2K of Crypto”), Grover’s search, quantum chemistry, eigensolvers, quantum machine learning, and continuous-time quantum walks. Quantum computing is a high-profile worldwide scientific endeavor with platforms currently available via cloud services (IBM Q 27-qubit, IonQ 32-qubit, Rigetti 19Q Acorn) and is in the process of being applied in various industries including computational neuroscience.
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Thesis: Aesthetic resources contribute broadly to the human endeavor of progress, self-understanding, and science, beyond the immediate experience of art. Aesthetic Resources are frameworks, concepts, and modes of expression in art, literature, and philosophy that capture the imagination and the intellect through the senses. The role of art is to inspire the future: the romance of the sea, the open road, space.
The arts are a hallmark of civilization, but can their benefit be crystallized as aesthetic resources that can be mobilized to new situations? How can aesthetic resources help in moments of crisis?
A worldwide social identity crisis has been provoked by pandemic recovery, politics, equity, and environmental sustainability. Philosophical and aesthetic resources can help. Understanding art as a reflection of who we are as individuals and groups, this talk explores conceptualizations of art, with examples, in different periodizations from the 1800s to the present. A marquis definition as to what constitutes an artwork is Adorno’s, for whom the work must promulgate its own natural law and engage in novel materials manipulation. For many theorists, art is the pressing of our self-concept into concrete materiality (whether pyramids, sculpture, or painting). What do contemporary periodizations of art mean to our current and forward-looking self-concept? Recent eras include the neo-avant-gardes of 1945, the conceptual art of the 1960s, and post-conceptual art starting in the 1970s, produced generatively with found materials, the digital domain, and audience interactivity. What is the now-current idea of art? Is today’s Baudelairian flâneur and Balzacian modern hero incarnated in the quantum aesthetic imaginary and the digital cryptocitizen? Far from an “end of art” thesis sometimes attributed to Hegel, aesthetic practices are more relevant than ever. Individually and societally, we are reinventing creative energy and productive imagination in venues from science, technology, health, and biology to the arts.
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Have the message received by managers and peers along with a test email for review
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In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
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All of this illustrated with link prediction over knowledge graphs, but the argument is general.
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Digital Art and Philosophy #3
1. Image: Emese
Szorenyi
Digital Art and Philosophy #3
Play, Performance, and Virtual Reality
Melanie Swan
University of the Commons and the Emerald Tablet Gallery
Syllabus: http://www.MelanieSwan.com/PCA
3. Sub-categories of Digital Art
Information Visualization Virtual Reality, Gaming
BioArt, Generative Art Identity, the Future 3
4. Review: Philosophy of Digital Art
1. Intro to Digital Art: Interactivity
gives more direct access to the
perception process
2. Information visualization: visual
representation of abstract data
– Aesthetic qualities: beauty, the
sublime (vastness), mimesis
(mimicry), and the uncanny (our
deepest fears); differend
– Digital art like conceptual art
– Authenticity in art: evoke emotion
and communicate experience
– The Diagram: allow interactions
within data before abstraction 4
6. Play, Performance & Virtual Reality
Play IRL – In Real Life AR – Augmented Reality
Performance Virtual Reality: Video Games and Virtual Worlds
6
7. What is Play?
“Do we play play or does play play us?”
(Gadamer 1960)
• Play is
– Engaging in activity for enjoyment and recreation
rather than a serious or practical purpose
– A free and meaningful activity
– Creating novelty from the commonplace
– Linked to imagination and creativity – imagining
and enacting possibilities
• Ludic (ludere - Latin: to play): of or relating to
play or playfulness
• Claim: Play is a vital component of the social
life and well-being of both children and adults
• Future: societal quality of life indices:
happiness, creativity, playfulness quotients
7
8. History of Play: the Apollonian and
the Dionysian
• Sons of Zeus
– Apollo: god of the Sun, dreams,
fine arts, reason [contemplation]
– Dionysus (Bacchus): god of wine,
agriculture, ecstasy, play [action]
• Analysis of comedy and tragedy
• Fusion necessary to form
dramatic acts, tragedies - The
Birth of Tragedy (Nietzsche,
1872)
• Contrast and unification of
opposites needed for highest
artistic expression
8
9. History of Play
• A Philosophy of Play (Luther Gulick, 1920)
– “Play up! Play up! Play the game!” (1891)
– “The individual is more completely revealed in play
than in any one other way, and play has a greater
shaping power over the character and nature of
man than has any one other activity.”
• Homo Ludens (Johan Huizinga, 1938)
– Importance of play in culture and society
– Play is necessary to generate culture (play is older
than culture; animals play)
– Characteristics of play: free, not ‘real-life,’ no
material interest, creates order
• The Philosophy of Play (Emily Ryall ed., 2013)
– Education, playwork, leisure studies, applied
ethics, the philosophy of sport 9
10. Workplay
• History of Play in Work
– Egyptian pyramid-building work gangs: team names
(Friends of Khufu, Endurance, Perfection), carving and
stone-hauling competitions, rewards: beer and bread1
• Total Engagement: Using Games and Virtual Worlds
to Change the Way People Work and Businesses
Compete (Byron Reeves, 2009)
– Use avatars to increase engagement and productivity
– Allow points, +1 feedback, leveling up, real-time
communication
– Design games to address work pain points
– Employ virtual currencies to set priorities and allocate
resources
– Collaborate in game-like environments
1How Play and Games Transform the Culture of Work, An Interview with Ross Smith, American Jrl
Play, Vol 5(1), Fall 2012; per www.pbs.org/wgbh/nova/ancient/who-built-the-pyramids.html 10
12. Behavior in General
• Behaviorism (Pavlov, Skinner): stimulus and
external actions not internal mental activity
• (Fogg) General principles of behavior
design: a simultaneous sense of
– Sufficient motivation
– Ability to perform the behavior
– Trigger
• Permissibility of play
Fogg BJ. A Behavior Model for Persuasive Design. Persuasive Technology Lab, Stanford University. 2009.
http://bjfogg.com/fbm_files/page4_1.pdf
12
13. Ethics and Ethical Models
• Act-based (right act with right motive)
– Categorical Imperative (always right/wrong) (Kant)
– Utilitarianism (outcome maximization) and
Consequentialism (end justifies means) (Bentham, Mill,
Sidgwick)
• Agent-based
– Virtue ethics: role of character (Aristotle, Aquinas)
– Dispositionism: individual traits can be used to predict
and explain behavior
• Situation, context, and ecosystem-based
– Situationism: social context creates potent forces
producing or constraining behavior (1968)
– Ethics of care (Carol Gilligan): morality arises from
experiences of empathy and compassion;
interrelationships
13
14. What is Philosophy?
• ‘Philia’ (love )and ‘sophia’ (wisdom)
– Pursuit of wisdom, search for meaning
• Metaphysics (the fundamental nature of being
and the world) Who
am I?
– Ontology (nature of being, existence, reality)
– Cosmology (study of the universe)
– Teleology (purpose and ends) How
• Epistemology (the nature of knowledge) do I
– Logic (formal system for reasoning) know?
– Scope and limitations of knowledge
• Axiology (the nature of values) What
should
– Aesthetics (perception and sensation) I do?
– Ethics, economic systems, political theory
14
15. What is Performance?
“All the world’s a stage, and all the men and women merely players
They have their exits and their entrances, and one man in his time plays many parts”
- from “As You Like It” (William Shakespeare, 1600)
• Performance is (traditional)
– An act of staging or presenting a
play, concert, or other form of
entertainment
– A person's rendering of a dramatic
role, song, or piece of music
• Performance is (expanded)
– Doing something
– Translating ideas into action
– A continuous creative process
15
16. Levels of Performance
• Theater actors in a play
• You IRL (in real life) all the time (“All
the world’s a stage”)
– “We are still and are always
performing; life is constantly a
performance; we are, in fact, only
performing from moment to moment”
– (Dzifa Benson)
• Everyone to you IRL all the time
(Truman Show)
• Audience required?
• If you don’t think you are performing,
are you? Consciousness of
performance required?
16
17. What are we continuously performing?
• All dimensions of Identity and Sociality
– Species, gender, geography, affiliation, role
• Butler: Identity and Performativity
– Identity is an illusion retroactively created by our
performances
– Identity is real only to the extent that it is performed
– Identity is soley and completely a social construction
– We engage in acts that constitute our identity: the body
becomes its identity through a series of acts which are
renewed, revised, and consolidated through time
– We perform our identities in constructed social reality
• Sociality: we are individuals and social beings oriented
to the world collectively through culture
Butler, Judith. "Performative Acts and Gender Constitution: An Essay in Phenomenology and Feminist Theory."
17
Performing Feminisms: Feminist Critical Theory and Theatre. Ed. SE Case. Baltimore: Johns Hopkins UP, 1990.
18. Reading: Performance is the Thing
(Dzifa Benson, 2006)
• Personal philosophies of performance
– Developed through the act of performing
• Romanticism
– Art/performance: heightened expression of human emotion
– Great performer is someone embodying their dream
– “How can I transcend myself (words, gestures, non-verbal) to
reach the sublime, to get into the blood-soaked beating
heart of things?” *Performer’s objective is to connect with
the audience on universal truths]
• Stoicism
– Philosophy as a daily disciplined performance
• Practical steps by which one might confront life’s problems
• Daily search for freedom from dependence on anything external
– The attentive gaze of an audience from which one never
escape: one’s self 18
19. Reading: Performance is the Thing
(Dzifa Benson, 2006)
• Existentialism
– Self-definition is a kind of performance “I am a painter”
– Living is performance is existentialism (emphasis on
freedom, action, decision-making)
– We are always “on stage” performing IRL, especially to
ourselves (watching, evaluating ourselves); others
evaluate our performances for authenticity
• Platonism
– Substance must triumph over style
– Consciousness of the value of process “when I am able to
see and experience process, new possibilities emerge”
– Poets/artists banished from the Republic due to
privileging of end and ignoring of process
19
20. What is Video Gaming?
• A video game is an electronic game that
involves human interaction
• Game Studies and Game Design Principles
• Jane McGonigal (TED talks 2010, 2012)
– Cognitive and emotional ability to aspire to
extraordinary things and strive until achieved
• Gamer traits: natural ability to be more determined,
optimistic, cooperative, persistent, goal-oriented, not
give up in the case of failure, try to achieve something
extraordinary, reach out to others for help
– Trust-building, communication, socialization
– 10,000 hours (school-parallel & expertise)
– Challenge: translation to real-life problems
20
21. Video Game Genres
• Action (FPS, etc.)
and Strategy
• Adventure
• Role-play
– MMO, LARP
• Augmented Reality
• Serious games
– Education
– Social change
21
22. Psychology of Killing
• Contexts for killing
– Day-to-day real life, war, video games
– War: indoctrination process required for killing1
• Wolfenstein 3D - the first major “first-person
shooter” game (1992): a new paradigm of
realism2
– Viewing perspective seen through the eyes of
the character rather than from afar
– Shot enemies fall and bleed rather than
disappear
• Behavior: permissibility, ethics, normativity
– Is it ok to kill in video games?
– Is video game killing different?
1On Killing : The Psychological Cost of Learning to Kill in War and Society
2http://www.journal.au.edu/abac_journal/2010/may2010/article6.pdf
22
23. Video Gaming Statistics
ZNGA ($2.8b)
http://www.examiner.com/article/mlg-spring-championship-sunday-surpasses-rose-bowl-18-24-
aged-male-viewers 23
26. Virtual World: Second Life
• 1 million residents (July 2012)
• $700 m annual economy for virtual goods
and services
• Aesthetics ideals: avatars and objects
http://pandodaily.com/2012/07/06/philip-rosedale-the-media-is-wrong-secondlife-didnt-fail/
26
30. What is Virtual Reality?
• (Webster) An artificial environment
– Experienced through sensory stimuli
(sights and sounds)
– Provided by a computer
– One's actions partially determine what
happens in the environment
• Online persistent 3D world with a
sense of presence and experience in
context
• Are immersive environments real?
– Levels of Realism: underlying world,
player actions, biophysical and affect
reactions, social interaction,
economics 30
33. Gender-bending in Virtual Reality
• Men 3-5 times more likely to gender-bend
• 85% players male; half female avatars
played by men
• Why are men more likely to gender-bend?
– Pragmatic: female avatars are more likely to
be treated better, receive gifts and help
– Aesthetic: male players prefer to look at
female avatars
• Greater understanding of gender roles
through gender-bending
– Men: tension between being treated better
and being treated as inferior
– Women: men socialized not to ask for help or
show weakness
http://www.nickyee.com/daedalus/gateway_genderbend.html
33
34. Art imitates Life?
Acting out RL in VR?
• Identity and Authenticity
– Participant responsibilities
– Example: Sandy Stone, Will the Real Body Please Stand Up?
Cyberspace: First Steps, ed. Michael Benedikt (Cambridge: MIT Press,
1991): 81-118
• Death
– Game addiction, exhaust, neglect; external regulation
– Example: A 28-year old Chinese player ‘Snowly’ died after playing the
online game "World of Warcraft" for several continuous days
• Rape
– Community self-regulation
– Julian Dibbell, A Rape in Cyberspace: How an Evil Clown, a Haitian
Trickster Spirit, Two Wizards, and a Cast of Dozens Turned a Database
Into a Society - The Village Voice, 1993
34
35. What is Philosophy?
• ‘Philia’ (love )and ‘sophia’ (wisdom)
– Pursuit of wisdom, search for meaning
• Metaphysics (the fundamental nature of being
and the world) Who
am I?
– Ontology (nature of being, existence, reality)
– Cosmology (study of the universe)
– Teleology (purpose and ends) How
• Epistemology (the nature of knowledge) do I
– Logic (formal system for reasoning) know?
– Scope and limitations of knowledge
• Axiology (the nature of values) What
should
– Aesthetics (perception and sensation) I do?
– Ethics, economic systems, political theory
35
36. Reading: Videogames and Aesthetics
(Grant Tavinor, 2010)
• Philosophical issues related to video
games when considered as a form of art
• “Videogames are one of the most
striking developments in recent popular
arts”
• Are videogames art?
– Apply theories of art
– Criteria: direct pleasure, display of
virtuosity, representation, criticism,
emotional impact, imaginative experience,
audience involvement 36
38. Reading: Videogames and Aesthetics
(Grant Tavinor, 2010)
• Interactivity: theories of player and
artwork identity
– Media demanding non-trivial
reader/participant effort to traverse
the text/narrative (Aarseth)
– Strongly interactive if interactor’s
choices impact the artistic structure of
the work (Lopes)
– Modifiable artistic structure especially
by using fictive props; explode the
bomb or not? (Walton)
38
39. Reading: Videogames and Aesthetics
(Grant Tavinor, 2010)
• Relationship between fiction and
virtutality, example: gameworld dragon
– Fictive dragon in books/movies: watch it
– Virtual dragon in gameworld: play with it,
act upon it, interact with it (simulated for
this purpose)
• Ontological (existence) paradox1
– The apparent physical reality makes the
virtual object seem real but …
– How can you battle a gameworld dragon
that does not exist?
1Michael Heim, The Metaphysics of Virtual Reality
39
40. Reading: Videogames and Aesthetics
(Grant Tavinor, 2010)
• Role of player
– First person, third person
– Degree of player-character
backstory
– Affordances (player actions)
• Player psychology
– Controlling character actions
engage decision-making which
triggers emotional attitudes and
accountability
– Cognitive and emotional response
to character actions and inactions
(e.g.; guilt at exploding a bomb)
40
41. Reading: Videogames and Aesthetics
(Grant Tavinor, 2010)
• How is the ontology (existence) of
video game artworks defined
• Multiple instancing in artworks
– Software versions
– Shards
– Player modding
– Player playing
• Performer or player: intentionality
– Video games
– Jazz improvisation
– Traditional performance
41
42. Summary: Philosophical Issues in Play,
Performance, and Virtual Reality
• Gamer mindset
– Urgent optimism, extreme self-motivation, ability to
act immediately, tight social fabric creation
• Behavior: permissibility, etiquette, normativity
– Ethics: act-based -> agent-based -> situation-based
• Continuously performing identity and sociality
– Identity plurality (avatars), identity play, authenticity
• Objects and existence: fictive vs. virtual
– How do objects and identities exist in virtual reality?
– What does it mean for a virtual reality artwork to exist?
42
43. Player Score:
Philosophia Digitale
Learning Points +50
Fun Points +100
Team-participation +75
43
44. Agenda and Upcoming Sessions
2/12 - Introduction "What is digital art?" and what philosophers say about it.
2/19 - The Design Aesthetics of Meaning-Making: Information Visualization.
2/26 - Democratized Creativity: Performance, Music, Virtual Reality, Gaming.
3/5 - Natural Aesthetics: BioArt, GenArt, SynBio, Biomimicry, CrowdArt.
“What is Generative Art? (Margaret Boden, 2009, Sectn I & V)
“The Further Exploits of AARON, [the artificial intelligence] Painter"
(Harold Cohen, 1995)
Experiential project and essay question: What is the experience of
performing identity differently in virtual reality?
3/12 - Portable ArtTech: Identity, Fashion, Wearable Electronics, the Future.
Comments and Feedback:
m@MelanieSwan.com
44
45. The Bay Lights
• World’s largest LED display, Grand Lighting
Tues 3/5 at 9 pm
http://thebaylights.org/ 45
46. Thank you!
Image: Emese
Szorenyi
Digital Art and Philosophy
Melanie Swan
University of the Commons and the Emerald Tablet Gallery
http://www.MelanieSwan.com/PCA
http://www.slideshare.net/lablogga