Dissertation

Dissertation

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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