1,315 research outputs found

    Psychopower and Ordinary Madness: Reticulated Dividuals in Cognitive Capitalism

    Get PDF
    Despite the seemingly neutral vantage of using nature for widely-distributed computational purposes, neither post-biological nor post-humanist teleology simply concludes with the real "end of nature" as entailed in the loss of the specific ontological status embedded in the identifier "natural." As evinced by the ecological crises of the Anthropocene—of which the 2019 Brazil Amazon rainforest fires are only the most recent—our epoch has transfixed the “natural order" and imposed entropic artificial integration, producing living species that become “anoetic,” made to serve as automated exosomatic residues, or digital flecks. I further develop Gilles Deleuze’s description of control societies to upturn Foucauldian biopower, replacing its spacio-temporal bounds with the exographic excesses in psycho-power; culling and further detailing Bernard Stiegler’s framework of transindividuation and hyper-control, I examine how becoming-subject is predictively facilitated within cognitive capitalism and what Alexander Galloway terms “deep digitality.” Despite the loss of material vestiges qua virtualization—which I seek to trace in an historical review of industrialization to postindustrialization—the drive-based and reticulated "internet of things" facilitates a closed loop from within the brain to the outside environment, such that the aperture of thought is mediated and compressed. The human brain, understood through its material constitution, is susceptible to total datafication’s laminated process of “becoming-mnemotechnical,” and, as neuroplasticity is now a valid description for deep-learning and neural nets, we are privy to the rebirth of the once-discounted metaphor of the “cybernetic brain.” Probing algorithmic governmentality while posing noetic dreaming as both technical and pharmacological, I seek to analyze how spirit is blithely confounded with machine-thinking’s gelatinous cognition, as prosthetic organ-adaptation becomes probabilistically molded, networked, and agentially inflected (rather than simply externalized)

    Counter-Dancing Digitality: On Commoning and Computation

    Get PDF
    Digitality is imposed upon us! To change this, we should not turn away from it, but look carefully into its transformative power and make operable alternatives such as counter-algorhythms and solidarity-oriented commoning. The aim is a world where profit and property no longer exist, but instead where a cooperative dance - between all the needs posed by our ecosystems, and all the needs of people - becomes practicable. This book is a critical media theory of future-building, modulated by a focus on the potentials of counter-dancing as providing ways to unfold fugitive practices

    Producing place atmospheres digitally: Architecture, digital visualisations practices and the experience economy

    Get PDF
    Computer generated images have become the common means for architects and developers to visualise and market future urban developments. This article examines within the context of the experience economy how these digital images aim to evoke and manipulate specific place atmospheres to emphasize the experiential qualities of new buildings and urban environments. In particular, we argue that CGIs are far from ‘just’ glossy representations but are a new form of visualising the urban that captures and markets particular embodied sensations. Drawing on a two year qualitative study of architects’ practices that worked on the Msheireb project, a large scale redevelopment project in Doha (Qatar), we examine how digital visualisation technology enables the virtual engineering of sensory experiences using a wide range of graphic effects. We show how these CGIs are laboriously materialised in order to depict and present specific sensory, embodied regimes and affective experiences to appeal to clients and consumers. Such development has two key implications. Firstly, we demonstrate the importance of digital technologies in framing the ‘expressive infrastructure’ (Thrift 2012) of the experience economy. Secondly, we argue that although the Msheireb CGIs open up a field of negotiation between producers and the Qatari client, and work quite hard at being culturally specific, they ultimately draw “on a Westnocentric literary and sensory palette” (Tolia-Kelly 2006) that highlights the continuing influence of colonial sensibilities in supposedly postcolonial urban processes.This research was funded by the ESRC (RES-062-23-0223)

    Critical digitality: from the virtual to the digital

    Get PDF
    En este artículo se afirma que la idea de ‘virtual’ o de ‘virtualidad’ pertenece a una perspectiva teórica que pretende explicar los componentes del fenómeno de la sociedad tecnológica de hoy en día. En primer lugar, la perspectiva digital es explicada en su estructura ontológica básica: códigos binarios que organizan un set de elementos físicos o un hardware de acuerdo con reglas lógicas. Por ende, la idea de sociedad en red, comunicación virtual y seres humanos digitales son conceptos que no aprehenden realmente el problema de la tecnología digital en nuestra sociedad. Una perspectiva digital asume la necesidad de entender la tecnología digital en su funcionamiento físico, lo que permite una representación completa del problema y permite el análisis crítico subsecuente de la perspectiva virtual. En segundo lugar, la perspectiva virtual es analizada desde la perspectiva digital hasta en sus principales suposiciones metafísicas: la simulación, como un ideal moral presupuesto, y la funcionalidad, como una idea instrumental presupuesta. Finalmente, la conclusión explica las posibilidades dadas por la perspectiva digital en aras de asumir nuevos retos en el universo digital, en contraste con una perspectiva virtual que podría pre-limitar dichas posibilidades para que necesidades previas sean satisfechas. Por ende, este artículo, antes que mostrar un argumento bien definido, exhorta a la reorientación de nuestras nociones acerca de lo virtual y de lo digital.This paper argues that the idea of “virtual” or “virtuality” belongs to a theoretical perspective that intends to explain components of the phenomenon of technological society nowadays. Firstly, the digital perspective is explained in its ontological basic structure: binary codes that organize a physical set or hardware according to logical rules, therefore the idea of a network society, virtual communication and digital human beings are concepts that are not really grasping the problem of the digital technology in our society. A digital perspective assumes the need to understand digital technology in its physical functioning, which allows a complete picture of the problem and enables the subsequent critical analysis of the virtual perspective. Secondly, the virtual perspective is analyzed from the digital perspective to its main metaphysical assumptions: simulation, as a presupposed moral ideal; and functionality, as a presupposed instrumental ideal. Finally, the conclusion explains the possibilities given by the digital perspective in order to assume new challenges of the digital universe, in contrast to a virtual perspective which would pre-limit such possibilities to previous needs to be satisfied. Thus, this paper rather than showing a well-defined argument it urges a reorientation of our notions of the virtual and the digital

    Automated state of play: rethinking anthropocentric rules of the game

    Get PDF
    Automation of play has become an ever more noticeable phenomenon in the domain of video games, expressed by self-playing game worlds, self-acting characters, and non-human agents traversing multiplayer spaces. This article proposes to look at AI-driven non-human play and, what follows, rethink digital games, taking into consideration their cybernetic nature, thus departing from the anthropocentric perspectives dominating the field of Game Studies. A decentralised post-humanist reading, as the author argues, not only allows to rethink digital games and play, but is a necessary condition to critically reflect AI, which due to the fictional character of video games, often plays by very different rules than the so-called “true” AI

    Post-Convergent Mediatization: Toward a Media Typology Beyond Web 2.0

    Get PDF
    In this article, I argue that the concept of convergence, as is still applied to media theory, has become an insufficient way for examining the current state and future of media phenomena. This is substantiated by the fact that digital media continue to exponentially percolate into human experience in ways that transcend mere integration.  I contend that a recognition of post-convergence as a theoretical realization is crucial to future developments in media theory because it presumes that digital media are progressing toward a “digitization of life” in ways that are envisioned within the very logic of digitality. As post-convergence continues its way to become a theoretical realization, media theory should begin posing its questions about the digital not in terms of how traditional media and its attributes prevail in the digital, but of how digitality as an objective reality engenders experiences of the real requiring approaches that can only be formulated from the logic of post-convergence.  From such theorization, I propose a working typology for conceptualizing the possible nature and direction of post-convergent media: hyper-mediation, bio-digitality, hyper-connection, and hyper-simulation

    Disentangling the Digitality of Startups from an Enterprise Architecture Perspective

    Get PDF
    In this paper, we pick up the recent discourse on “digital x” and advance the field of digital entrepreneurship by disentangling the digitality of startups from an enterprise architecture (EA) perspective. In doing so, we provide a taxonomy based on the development process of Nickerson et al. (2013) and Kundisch et al. (2022) to better distinguish between startups with a high and a low degree of digitality. Here, by drawing on architectural layers, related design objects, and their dependencies, we differentiate between two primary (i.e., distinctive) and three secondary (i.e., supportive) dimensions of digitality. Finally, we demonstrate the taxonomy’s applicability to real-world startups

    Automation of play:theorizing self-playing games and post-human ludic agents

    Get PDF
    This article offers a critical reflection on automation of play and its significance for the theoretical inquiries into digital games and play. Automation has become an ever more noticeable phenomenon in the domain of video games, expressed by self-playing game worlds, self-acting characters, and non-human agents traversing multiplayer spaces. On the following pages, the author explores various instances of automated non-human play and proposes a post-human theoretical lens, which may help to create a new framework for the understanding of videogames, renegotiate the current theories of interaction prevalent in game studies, and rethink the relationship between human players and digital games

    Digital aesthetics: the discrete and the continuous

    Get PDF
    Aesthetic investigations of computation are stuck in an impasse, caused by the difficulty of accounting for the ontological discrepancy between the continuity of sensation and the discreteness of digital technology. This article proposes a theoretical position intended to overcome that deadlock. It highlights how an ontological focus on continuity has entered media studies via readings of Deleuze, which attempt to build a ‘digital aisthesis’ (that is, a theory of digital sensation) by ascribing a ‘virtuality’ to computation. This underpins, in part, the affective turn in digital theory. In contrast to such positions, this article argues for a reconceptualization of formal abstraction in computation, in order to find, within the discreteness of computational formalisms (and not via the coupling of the latter with virtual sensation), an indeterminacy that would make computing aesthetic qua inherently generative. This indeterminacy, it is argued here, can be found by reconsidering, philosophically, Turing’s notion of ‘incomputability’
    corecore