MachineMachine /stream - search for wittgenstein https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[Artist Profile: Alex Myers]]> http://rhizome.org/editorial/2013/apr/3/artist-profile-alex-myers

Your work spans several distinct, but overlapping areas of discourse. We could start by talking through design, animation, glitch art, code, game play or the interface. I want to start right from the bottom though, and ask you about inputs and outputs. A recent work you collaborated on with Jeff Thompson, You Have Been Blinded - “a non-visual adventure game” -  takes me back to my childhood when playing a videogame often meant referring to badly sketched dungeon maps, before typing N S E or W on a clunky keyboard. Nostalgia certainly plays a part in You Have Been Blinded, but what else drives you to strip things back to their elements? I’ve always been interested in how things are built. From computers to houses to rocks to software. What makes these things stand up? What makes them work? Naturally I’ve shifted to exploring how we construct experiences. How do we know? Each one of us has a wholly unique experience of… experience, of life.. When I was a kid I was always wondering what it was like to be any of the other kids at school. Or a kid in another country. What was it like to be my cat or any of the non-people things I came across each day? These sorts of questions have driven me to peel back experience and ask it some pointed questions. I don’t know that I’m really interested in the answers. I don’t think we could really know those answers, but I think it’s enough to ask the questions. Stripping these things down to their elements shows you that no matter how hard you try, nothing you make will ever be perfect. There are always flaws and the evidence of failure to be found, no matter how small. I relish these failures. Your ongoing artgame project, Writing Things We Can No Longer Read, revels in the state of apophenia, “the experience of seeing meaningful patterns or connections in random or meaningless data”. [1] The title invokes Walter Benjamin for me, who argued that before we read writing we “read what was never written” [2] in star constellations, communal dances, or the entrails of sacrificed animals. From a player’s point of view the surrealistic landscapes and disfigured interactions within your (not)(art)games certainly ask, even beg, to be interpreted. But, what role does apophenia have to play in the making of your work? When I make stuff, I surround myself with lots of disparate media. Music, movies, TV shows, comics, books, games. All sorts of stuff gets thrown into the pot of my head and stews until it comes out. It might not actually come out in a recognizable form, but the associations are there. A specific example can be found in a lot of the models I use. I get most of them, or at least the seed of them, from open source models I find on 3D Warehouse. Because of the way that website works, it’s constantly showing you models it thinks are similar for whatever reason. Often I’ll follow those links and it will take me down symbolic paths that I never would have consciously decided to pursue. This allows a completely associative and emergent composition to take form. I’d like to paraphrase and link up your last two answers, if I may. How do “relishing failures” and “allowing things to take form” overlap for you? I know you have connections with the GLI.TC/H community, for instance. But your notgames Me&You, Down&Up, and your recent work/proposition Make Me Something seem to invoke experiments, slips and disasters from a more oblique angle. All are a means of encouraging surprise. In each piece it’s not about the skill involved, but about the thrill of the unknown. In all of my projects I try to construct a situation where I have very little control over the outcome. Glitch does this. But within the glitch community there’s a definite aesthetic involved. You can look at something and know that it’s glitch art. That’s not true for everything, but there is a baseline. For my notgames work I embrace the practice, not necessarily the look. I want irregularity. I want things to break. I want to be surprised. Your work in progress, the Remeshed series, appears to be toying with another irregular logic,  one you hinted at in your comments about “associative and emergent composition”; a logic that begins with the objects and works out. I hear an Object Oriented echo again in your work Make Me Something, where you align yourself more with the 3D objects produced than with the people who requested them. What can we learn from things, from objects? Has Remeshed pushed/allowed you to think beyond tools? That’s a tricky question and I’m not sure I have a satisfactory answer. Both projects owe their existence to a human curatorial eye. But in both I relinquish a lot of control over the final object or experience. I do this in the spirit of ready-to-hand things. By making experiences and objects that break expectations our attention is focused upon them. They slam into the foreground and demand our attention. Remeshed, and to an extent, Make Me Something, allows me to focus less on the craft of modeling and animation and more on pushing what those two terms mean. As Assistant Professor and Program Director of the Game Studies BSc atBellevue University you inevitably inhabit a position of authority for your students. Are there contradictions inherent in this status, especially when aiming to break design conventions, to glitch for creative and practical ends, and promote those same acts in your students? Yourecently modified Roland Barthes’ 1967 text ‘The Death of the Author’ to fit into a game criticism context. It makes me wonder whether “The Player-God” is something you are always looking to kill in yourself? Absolutely. When teaching I try break down the relationship of authority as much as possible. I prefer to think of myself as a mentor, or guide, to the students. Helping them find the right path for themselves. Doing this from within a traditional pedagogical structure is difficult, but worthwhile. Or so I tell myself. In terms of the Player-God, I think yes, I’m always trying to kill it. But at the same time, I’m trying to kill the Maker-God. There is no one place or source for a work. There’s no Truth. I reject the Platonic Ideal. Both maker and player are complicit in the act of the experience. Without either, the other wouldn’t exist.

Age: Somewhere in my third decade. Location: The Land of Wind and Grass / The Void Between Chicago and Denver How long have you been working creatively with technology? How did you start? Oof, for as long as I can remember. When I was 13 I killed my first computer about 4 days after getting it. I was trying to change the textures in DOOM. I had no idea what I was doing. Later, in college I was in a fairly traditional arts program learning to blow glass. At some point someone gave me a cheap Sony 8mm digital camcorder and I started filming weird things and incorporating the (terrible) video art into my glass sculptures. After that I started making overly ambitious text adventures and playing around with generative text and speech synthesizers. Describe your experience with the tools you use. How did you start using them? Where did you go to school? What did you study? I use Unity and Blender primarily right now. They’re the natural evolution of what I was trying to do way back when I was using Hammer and Maya. I did my MFA in Interactive Media and Environments at The Frank Mohr Institute in Groningen, NL. I started working in Hammer around this time making Gun-Game maps for Counter-Strike: Source. During the start of my second semester of grad school I suffered a horrible hard drive failure and lost all of my work. In a fit of depression I did pretty much nothing but play CS:S and drink beer for three months. At the end of that I made WINNING. What traditional media do you use, if any? Do you think your work with traditional media relates to your work with technology? I’m not sure how to answer this. About the most traditional thing I do anymore is make prints from the results of my digital tinkering. Object art doesn’t interest me much these days, but it definitely influenced how I first approached Non-Object art. Are you involved in other creative or social activities (i.e. music, writing, activism, community organizing)? I’m involved with a lot of local game developer and non-profit digital arts organizations. What do you do for a living or what occupations have you held previously? Do you think this work relates to your art practice in a significant way? I’m an Assistant Professor of Game Studies at Bellevue University. The job and my work are inexorably bound together. I enjoy teaching in a non-arts environment because I feel it affords me freedom and resources I wouldn’t otherwise have. I actually hate the idea of walled-disciplines in education. Everyone should learn from and collaborate with everyone else. Who are your key artistic influences? Mostly people I know: Jeff Thompson, Darius Kazemi, Rosa Menkman, THERON JACOBS and some people I don’t know: Joseph Cornell, Theodor Seuss Geisel, Bosch, Brueghel the Elder, most of Vimeo. Have you collaborated with anyone in the art community on a project? With whom, and on what? Yes. Definitely. Most recently I’ve been working with Jeff Thompson. We made You Have Been Blinded and Thrown into a Dungeon, a non-visual, haptic dungeon adventure. We’ve also been curating Games++ for the last two years. Do you actively study art history? Yep. I’m constantly looking at and referencing new and old art. I don’t limit it to art, though. I’m sick of art that references other art in a never ending strange loop. I try to cast my net further afield. Do you read art criticism, philosophy, or critical theory? If so, which authors inspire you? Definitely. In no particular order: Dr. Seuss, Alastair Reynolds, Alan Sondheim, Dan Abnett, Samuel Beckett, James Joyce, Stephen King, Margaret Atwood, Italo Calvino, Mother Goose, Jacques Lacan, Ludwig Wittgenstein, Carl Jung, H.P. Lovecraft, Jonathan Hickman, Brandon Graham, John Dewey, Umberto Eco... the list goes on and on. Are there any issues around the production of, or the display/exhibition of new media art that you are concerned about? I think we’ve partially reached an era of the ascendant non-object. That is, an art form, distinct from performance and theatre, that places an emphasis wholly on the experience and not on the uniqueness of the object. Because of this move away from a distinct singular form, there’s no place for it in the art market. Most artists that work this way live by other means. I teach. Others move freely between the worlds of art and design. Still others do other things. The couple of times I’ve had solo exhibitions in Europe, I’ve almost always been offered a livable exhibition fee. Here in the States that’s never been the case. When I have shows stateside, I always take a loss. The organizer may cover my material costs, but there’s no way I could ever live off of it. Nor would I want to. I think the pressures of survival would limit my artistic output. I’m happier with a separation between survival and art.

[1] “Apophenia,” Wikipedia, the Free Encyclopaedia, March 21, 2013, http://en.wikipedia.org/w/index.php?title=Apophenia&oldid=545047760.

[2] Walter Benjamin, “On the Mimetic Faculty,” in Reflections: Essays, Aphorisms, Autobiographical Writings (New York: Schoclen Books, 1933), 333–336.

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Wed, 03 Apr 2013 09:28:28 -0700 http://rhizome.org/editorial/2013/apr/3/artist-profile-alex-myers
<![CDATA[Wittgenstein Revisited]]> http://tumblr.machinemachine.net/post/12784687250

Wittgenstein Revisited

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Mon, 14 Nov 2011 02:07:38 -0800 http://tumblr.machinemachine.net/post/12784687250
<![CDATA[Cosmology, Cambridge Style: Wittgenstein, Toulmin, and Hawking]]> http://chronicle.com/article/Cosmology-Cambridge-Style-/124568

That headline flashed to all corners of the media universe this month. Of course, we don't know whether a universe has corners. Truth is, we don't know much about the universe that isn't astonishingly inferential. Alas, you'd hardly know that from listening to the retired Lucasian Professor of Mathematics at the University of Cambridge and his media echo chamber.

The breaking news originated in the latest book by Stephen Hawking, The Grand Design (Bantam), co-written with physicist Leonard Mlodinow. It excited front-page editors as few science tomes do. Britain's Mirror exclaimed, "Good Heavens! God Did Not Create the Universe, Says Stephen Hawking." Canada's National Post drolly chimed in with, "In the Beginning, God Didn't Have to Do a Thing."

In his new book, Hawking, the celebrated author of A Brief History of Time (Bantam, 1988), declares on the first page that "philosophy is dead" because it "has not kept up" with science, which alone can explain the universe. "It is not necess

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Thu, 30 Sep 2010 16:21:00 -0700 http://chronicle.com/article/Cosmology-Cambridge-Style-/124568
<![CDATA['The Thing Itself' : A Sci-Fi Archaeology]]> http://www.3quarksdaily.com/3quarksdaily/2010/08/the-thing-itself-a-sc-fi-archaeology.html

Mid-way through H.G.Wells’ The Time Machine, the protagonist stumbles into a sprawling abandoned museum. Sweeping the dust off ancient relics he ponders his machine's ability to hasten their decay. It is at this point that The Time Traveller has an astounding revelation. The museum is filled with artefacts not from his past, but from his own future: The Time Traveller is surrounded by relics whose potential to speak slipped away with the civilisation that created them.

Having bypassed the normal laws of causality The Time Traveller is doomed to inhabit strands of history plucked from time's grander web. Unable to grasp a people’s history – the conditions that determine them – one will always misunderstand them.

Archaeology derives from the Greek word arche, which literally means the moment of arising. Aristotle foregrounded the meaning of arche as the element or principle of a Thing, which although indemonstrable and intangible in Itself, provides the conditions of the possibility of that Thing. In a sense, archaeology is as much about the present instant, as it is about the fragmentary past. We work on what remains through the artefacts that make it into our museums, our senses and even our language. But to re-energise those artefacts, to bring them back to life, the tools we have access to do much of the speaking.

Like the unseen civilisations of H.G.Wells’ museum, these Things in Themselves lurk beyond the veil of our perceptions. It is the world in and of Itself; the Thing as it exists distinct from perceptions, from emotions, sensations, from all phenomenon, that sets the conditions of the world available to those senses. Perceiving the world, sweeping dust away from the objects around us, is a constant act of archaeology.

Kant called this veiled reality the noumenon, a label he interchanged with The-Thing-Itself (Ding an Sich). That which truly underlies what one may only infer through the senses. For Kant, and many philosophers that followed, The Thing Itself is impossible to grasp directly. The senses we use to search the world also wrap that world in a cloudy haze of perceptions, misconceptions and untrustworthy phenomena.

In another science fiction classic, Polish writer Stanislaw Lem considered the problem of The Thing Itself as one of communication. His Master’s Voice (HMV), written at the height of The Cold War, tells the story of a team of scientists and their attempts to decipher an ancient, alien message transmitted on the neutrino static streaming from a distant star. The protagonist of this tale, one Peter Hogarth, recounts the failed attempts at translation with a knowing, deeply considered cynicism. To Peter, and to Stanislaw Lem himself, true contact with an alien intelligence is an absolute impossibility:

“In the course of my work... I began to suspect that the ‘letter from the stars’ was, for us who attempted to decipher it, a kind of psychological association test, a particularly complex Rorschach test. For as a subject, believing he sees in the coloured blotches angels or birds of ill omen, in reality fills in the vagueness of the thing shown with what is ‘on his mind’, so did we attempt, behind the veil of incomprehensible signs, to discern the presence of what lay, first and foremost, within ourselves.”

Stanislaw Lem, His Master's Voice


In HMV and Lem’s better known novel, Solaris, the conviction that an absolute true reality exists under the dust of perception leads humanity down ever more winding labyrinths of its own psyche. For Stanislaw Lem the human mind exists in a perpetual state of archaeology, turning away from Itself in search of truth, but time and again finding Itself confronted as the very Thing that underlies the reality it is trying to decipher.

To transcend phenomena, to clear away the dust, one must, according to Kant, think. Thus his Thing Itself, derives from the Greek for 'thought-of' (nooúmenon) and further implies the concept of the mind (nous). Kant’s Thing Itself is accessed through pure thought. A clear enough mind, devoid of the bodily shackles of pain, pleasure or emotion, might see without seeing, sweeping away the perceptual cobwebs by guile alone. What Plato referred to as the only immortal part of the human soul, reason, becomes through Kant the dominant principle by which The Thing Itself may be reached.

In the short space I have allotted myself here, I have not the time, or the guile, to fully analyse the Kantian noumenon. Needles to say, countless thinkers, from Nietzsche to Wittgenstein, Hegel to Agamben, have grappled with the suppositions and presuppositions made to cohere and then crumble by Kant’s addiction to reason. What interests me about science fiction, and most readily about the works of Wells and Lem, is the attempt made to search for 'The Thing Itself' beyond the mind; beyond the human altogether.

Science fiction allows the creation of an imaginary set of conditions by which the human being may break their most burdonsome shackle: their own mind. Human timescales, bodies, forms of thinking and perception: each of these must be circumvented if one is ever able to grasp The Thing Itself. Kant’s principle of noumenon embodies a discourse on the limits of perception that has remained relevant to philosophy for millenia. The paradox of the archaeology – the arising – of an underlying reality is the defining principle of a thousand sci-fi tales.

For Stanislaw Lem our limitations become obvious once we are confronted with the existence of an intelligence which is not human. Lem’s novels seek to connect us with the absolute ‘other’: that most alien of Things, ourselves. Reality, for Lem at least, is composed in an indecipherable language. Humanity lives in an eternal stasis, unable to circum-navigate the new realities it constantly 'discovers' for itself. And in the end we find ourselves limited by the brains that think us, unable to distinguish the twinkle-twinkle from the little star:

“There exist, speaking in the most general way, two kinds of language known to us. There are ordinary languages, which man makes use of – and the languages not made by man. In such language organisms speak to organisms. I have in mind the so called genetic code. This code is not a variety of natural language, because it not only contains information about the structure of the organism, but also is able, by itself, to transform that information into the very organism. The code, then, is acultural...

Now to go straight to the heart of the matter, we begin to suspect that an ‘acultural language’ is something more or less like Kant’s ‘Thing-in-itself’. One can fully grasp neither the code nor the thing.”

Stanislaw Lem, His Master's Voice

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Sun, 08 Aug 2010 21:05:00 -0700 http://www.3quarksdaily.com/3quarksdaily/2010/08/the-thing-itself-a-sc-fi-archaeology.html
<![CDATA[The linguistic turn and other misconceptions about analytic philosophy]]> http://www.eurozine.com/articles/2010-06-10-wagner-en.html

Analytic philosophy has a complex history of more than one hundred years and this movement is so variegated that it can hardly be characterized by a single feature. Most of those who have tried to do so either were not aware of its diversity or considered only some part of its history. For example, it is sometimes believed that analytic philosophy is committed to a thoroughly anti-metaphysical stance. Such a belief may be rooted in some of the famous pronouncements of the logical empiricists, in the philosophical method put forward by Wittgenstein in his Tractatus Logico-philosophicus, or in the fact that some of the works of early analytic philosophy due to Russell and Moore – two of the founding fathers of the movement – have usually been interpreted as reactions against Bradley's metaphysics and other versions of the British idealism of the time. Other facts, however, which support a completely different view, should not be overlooked.

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Sun, 13 Jun 2010 23:56:00 -0700 http://www.eurozine.com/articles/2010-06-10-wagner-en.html
<![CDATA[From Eternity to Here]]> http://online.wsj.com/article/SB10001424052748703436504574640151374207392.html?mod=WSJ_Opinion_TOPRightCarousel

The arrow of time points in one direction only, from past to present to future. Now there's a fact—rather like Wittgenstein's observation "A is the same thing as A"—that is so patently obvious as to be unworthy of remark. But ask a theoretical physicist just how obvious that fact really is and you will soon discover that it is not obvious at all. Indeed the "arrow of time" presents one of the greatest mysteries known to modern science. Why so? Well, for a start, no one can agree on what precisely is meant by "past," "present" and "future." As for an agreed definition of "time" itself, we are as far as we have ever been from achieving that.

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Tue, 12 Jan 2010 02:15:00 -0800 http://online.wsj.com/article/SB10001424052748703436504574640151374207392.html?mod=WSJ_Opinion_TOPRightCarousel