Dissertation
From OpenSourcePhilosophy
Derivation by Parts
The dissertation is a series of essays in constellation. I think of each as independent, and just order them(because print requires that). and because it seems to make the most sense in this order. Conceptually, they are all organized like a wiki (and will be eventually in another form)
- The first is an essay on method and a kind of as-if ontology. I haven't nailed down my language on it yet, but basically, I'm seeking to develop a method that evades both metaphysics and ontology. Think scope, limits, temporary and bounded belief mechanisms, etc. So instead of basing decisions on "what is," one acts as-if something is the case within certain ranges of situations under particular conditions. Change models when desired or required. That's the first essay
- Second is roughest so far (no outline). Basically it concerns living as an artificial life form (in the sense that artificial entails artifice/crafting). In a sense the self is a collaborative practice between itself and the complex mess that lead toward it's instantiation. That's the rough idea. Still scoping that one
- Third essay is "The Work of Art in the Age of Digital Production." Self-explanatory
- Fourth essay addresses the type of work done concerning photography and film by Roland Barthes's work in Camera Lucida and The Third Meaning and attempts to develop a method for discussing the varieties of information, meaning and experience in digital game media and virtual worlds.
Conceptual Fragments
- articulate a method and language that evades ontology through a temporary pragmatics of as-ifs
- the application/development of that method through the case of the medium of computer games
- the form of several essays related in constellation.
- Descartes' Discourse on Method minus metaphysics and identity
- Barthes' projects in Camera Lucida and The Third Meaning
- Benjamin's motivation for Art in the Age of Mechanical Reproduction
- a critical language for the art/design side of the computer game medium
- poetics of code in games
- designing particular, emergent experiences
- Significance
- relationships
- units, cells, flows, ecologies
- designing spaces for morphogenetic organization
- in-play
- as-if
- anticipation and narrative
People's Work
- Deleuze
- DeLanda
- Massumi
- Descartes
- Barthes
- Benjamin
- James
- Shannon
- Weiner
- Badiou
- Crawford
- Bogost