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Define real, Moron!
(2011)
Academic language should not be a ghetto dialect at odds with ordinary language, but rather an extension that is compatible with lay-language. To define ‘game’ with the unrealistic ambition of satisfying both lay-people and experts should not be a major concern for a game ontology, since the field it addresses is subject to cultural evolution and diachronic change. Instead of the impossible mission of turning the common word into an analytic concept, a useful task for an ontology of games is to model game differences, to show how the things we call games can be different from each other in a number of different ways.
No Stopping Points Anymore
(2020)
Purpose - To provide illumination of how systems tend to produce an output nobody expected. It is in these moments that observers may learn something about their own expectations. Design/methodology/approach - The paper discusses two cases in the history of art: faked Vermeer paintings and a test Heinz von Foerster did in the art department at the University of Illinois. Findings - McLuhan's notion "collide-oscope" is applied to the way Heinz von Foerster (ab)uses images in his own texts; furthermore it is applied to the way the Biological Computer Laboratory (BCL) was organized. The formal structure of the "collide-oscope" offers a model of perception. Originality/value - Provides a discussion of a fundamental message of cybernetics - that we cannot escape collisions and disturbances. They are its essence
Verspielt
(2016)
Kern der Dinge
(2016)
Zurück am Neuen Palais
(2016)
Affect Disposition(ing)
(2018)
The “affective turn” has been primarily concerned not with what affect is, but what it does. This article focuses on yet another shift towards how affect gets organized, i.e., how it is produced, classified, and controlled. It proposes a genealogical as well as a critical approach to the organization of affect and distinguishes between several “affect disposition(ing) regimes”—meaning paradigms of how to interpret and manage affects, for e.g., encoding them as byproducts of demonic possession, judging them in reference to a moralistic framework, or subsuming them under an industrial regime. Bernard Stiegler’s concept of psychopower will be engaged at one point and expanded to include social media and affective technologies, especially Affective Computing. Finally, the industrialization and cybernetization of affect will be contrasted with poststructuralist interpretations of affects as events.