24 research outputs found

    The global city and the territory : history, theory, critique:symposium TU/e 16.02.2001

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    The global city and the territory : history, theory, critique:symposium TU/e 16.02.2001

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    Therianthropes in a Cartesian and an Animistic Cosmology: Beyond-the-Pale Monsters versus Being-in-the World Others

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    The nature of human-animal hybrid beings (or therianthropes) is examined in an Animistic (traditional San Bushman) and a Cartesian (Early Modern Western) cosmology. In each ontological ambiguity is imagined and conceptualized in different terms. One of them is through monstrosity, which, in the Western schema, is equated with human-animal hybridity. This equivalence threatens the boundaries and categories that buttress western cosmology, through a being – the human-animal hybrid – deemed a conceptual and epistemological abomination. It elicits a category crisis that is as much cerebral as it is visceral as the were-beings it conceives are feared and demonized. No such valences attach to therianthropes in the cosmology described in this paper. It is an “entangled” cosmology shot through with ambiguity and fluidity in which human-animal hybridity is neither abominable nor feared. Instead, as a pervasive and salient theme of San world view and lifeways, especially its expressive and ritual spheres, along with hunting, ontological mutability becomes an integral component of people’s thoughts and lives and thereby normalized and naturalized. Beings partaking of this state are deemed another species of being with whom humans engage as other-than-humans, on shared social terms. Monsters are beings who negate or transgress the moral foundation of the social order. San monstrosity, conceptually and phenomenologically, becomes thereby a matter of deviation from social (moral) pre/proscriptions rather than from classificatory (ontological) ones. This basic conceptual difference notwithstanding, we also find a fundamental commonality: the inversion, through monsters and monstrosity, of each cosmology’s underlying epistemic matrices, of structure and ambiguity, respectively

    The Machine as Art/ The Machine as Artist

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    The articles collected in this volume from the two companion Arts Special Issues, “The Machine as Art (in the 20th Century)” and “The Machine as Artist (in the 21st Century)”, represent a unique scholarly resource: analyses by artists, scientists, and engineers, as well as art historians, covering not only the current (and astounding) rapprochement between art and technology but also the vital post-World War II period that has led up to it; this collection is also distinguished by several of the contributors being prominent individuals within their own fields, or as artists who have actually participated in the still unfolding events with which it is concerne

    Plessner's Philosophical Anthropology. Perspectives and Prospects

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    Helmuth Plessner (1892-1985) was one of the founders of philosophical anthropology, and his book The Stages of the Organic and Man, first published in 1928, has inspired generations of philosophers, biologists, social scientists, and humanities scholars. This volume offers the first substantial introduction to Plessner’s philosophical anthropology in English, not only setting it in context with such familiar figures as Bergson, Cassirer, and Merleau-Ponty, but also showing Plessner’s relevance to contemporary discussions in a wide variety of fields in the humanities and sciences

    Sonic Interactions in Virtual Environments

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    Sonic interactions in virtual environments

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    This book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Demonic fictions: cybernetics and postmodernism

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    Whilst demons are no longer viewed as literal beings, as a metaphor the demon continues to trail ideas about doubt and truth, simulation and reality, into post- Enlightenment culture. This metaphor has been revitalised in a contemporary period that has seen the dominance of the cybernetic paradigm. Cybernetics has produced technologies of simulation, whilst the posthuman (a hybrid construction of the self emerging from cultural theory and technology) perceives the world as part of a circuit of other informational systems. In this thesis, illustrative films and literary fictions posit a connection between cybernetic epistemologies and metaphors of demonic possession, and contextualise these against postmodern thought and its narrative modes. Demons mark a return to pre-Enlightenment models of knowledge, so that demonic (dis)simulation can be seen to describe our encounters with artificial others and virtual worlds that reflect an uncertainly constituted and unstable self. By juxtaposing Renaissance notions of the demon with Donna Haraway's posthuman "cyborg," psychoanalytic demons with the robots of the science fiction film Forbidden Planet (1956), and Descartes' "deceiving demon" with Alan Turing's artificial intelligence test, I propose that the demon proves a fluid, multivalent trope that crosses historical and disciplinary boundaries. The demon raises epistemological questions about the relationship between reality, human psychology, and the representation of both in other modes, particularly narrative fictions. When this framework is applied to seminal science fiction (2001: A Space Odyssey and Do Androids Dream of Electric Sheep? [both 1968]), conventional readings of cyborgs as monstrous Others have to be revised. These fictions are engaged with cybernetic technologies with an epistemological rather than ontological concern, and consequently lend themselves to the kind of sceptical doubt about reality that characterises postmodern thought. Contrary to Descartes, who sees foundational truth through the deceptions of his "deceiving demon," later films like Blade Runner (1982) and The Matrix (1999) use the motif of cybernetic technologies to highlight the inescapability of the postmodern condition of the hyperreal. Finally, however, literary fictions like Umberto Eco's Foucault's Pendulum (1988) and A.S. ByatĹĄs A Whistling Woman (2002) and Possession (1990) draw attention to their narrative mechanisms through metafiction, and set the creation of literary meaning against computer-generated texts. Consequently, they defy both the determinism of cybernetic sciences, and the postmodern pretence that the "real" is irrecoverably evasive

    The Machine as Art/ The Machine as Artist

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