Tuesday, April 19, 2011
Sunday, April 10, 2011
House & Ilynx?
'Pataphysical Inquiries (part 3, resolution&housing)
Monday, April 4, 2011
'Pataphysical Inquiries (part 2, confabulate)
Sunday, April 3, 2011
Play & Mystery
Saturday, April 2, 2011
'Pataphysical Inquiries (part one, baby)
Monday, March 28, 2011
'Pataphysical Schools
For Futurists, exception from collision of machines
for Oulipians, from constraint of programs
for Jarryites, exception results from the corruption of memories (pg. 10)
What's our school? How do we define the kind of 'pataphysics we perform? More on this later.
I guess we're after the Clinamen since we're looking at a system that values not equivalence or difference but the fate of its own contrivances (the contrivance here being rational logic and progress by way of scientific law).
In the end, our exception (the accident) results from the holes left in the fabric of scientific progress. As science/literacy continually and more minutely classifies the world and attempts to control it through that classification, the more the world, from the bottom up, rejects that classification.
I guess the world may be reinstating its own mystery, starting at its base (the atom, the proton, a ray of light) and moving on up.
Perhaps a goal would be that, through our treatment of the accident, we can tap something into the collective subject, reinstating a certain enigmatic relationship to a particular object (in my case, the PC or screen technologies, for Walton architecture, for Wendy our bodies, for John our educational institutions, for Ulmer our environment, for Jake our minerals). I always say that the power of the cinema is such that if one embraces it with everything that it will literally change the way they see the world. Through our rendering of quotidian elements of every day life, perhaps we can introduce the viewer to a new way of perceiving and experiencing reality. (Lofty goal, right?).
'Pataphysics, Determining the Approach, and Which Science to Use
Thursday, March 24, 2011
From Orality to Digitality
Vertigo and Drugs
Monday, March 21, 2011
Caillois Questions
Also, Caillois mentions that in "primitive" or oral cultures, vertigo comes by way of simulation. Vertigo is the goal, but simulation is the means. What can we say about the interplay of these categories in our concepts? It seems like the context of the catastrophe, with things left hanging constantly in suspense, that chance might be what we're looking at. Just as the flaneur of the arcades surfed the crowd, taking in sights, we now act as a flaneur to the world, moving quickly through information as major news networks wonder which geopolitical catastrophe will kill us firth (which sets it off? Military intervention in Libya? Rick Scott's assistant suicide of the educational and labor systems? An exploding oil rig?). So, could we say that the conditions of pleasure/pain in the dromosphere build to vertigo by way of chance...and accumulation?
Sunday, March 20, 2011
Like Jason, the Blog returns from the dead
Tuesday, February 22, 2011
Fatal instruction -- final instruction before application
Monday, February 21, 2011
Fetish Object Methodology (a re-pressed email)
Dr. Ulmer's lecture the other day got me trying to think about my disaster's fetish object, some of which was recently documented on the blog.
I guess I just want to be sure I understand the idea behind the search for the object. Dr. Ulmer said it was a feature in reality that, when a particular process came into contact with it (ship-building, in his case), causes the fatal accident to come into being (the making of pine tar). For this particular disaster, the issue at hand is the little red mollusk, the initiator of a fetish that, should it be satisfied, ties the objects' becoming to the eventual accident.
So, the idea would be to trace the object back from the accident to figure how that accident came to be part of the object's becoming?
So, looking into my accident, I figured that the majority of the problems associated with e-waste come as a cause of mishandling the various non ferrous metals that figure in computer (or CRT) construction. Things like lead, cadmium, beryllium, mercury, etc. are released when these things are mishandled and then affect the local environment and workers. So, looking into where these things figure in construction, we see that, for example, lead figures a lot in the process of construction (it's in the solder, the protective coating of CRT screens, etc.).
I'm not sure where to go here. Intuition sends me to the various problems that these metals seek to solve (making connections, reducing a screen's glare, etc.) as the fetish, but that seems a bit weak and perhaps not specific enough. From the example offered by Dr. Ulmer, it seems as though the fetish object shouldn't necessarily be figurative and metaphoric but something tangible (a shoe fetishist would never say that her/his fetish involves, y'know, protecting one's feet).
E-Waste - an attempt at figuring out the fetish object
These two graphs come from UNEP's page on E-Waste, and while perhaps offering a wannabe obscene transparency in info (notice how the beginnings of the map don't show the sources), they have proven useful in figuring out exactly where the issue may lie. In the graph breaking down computer components, it becomes clear that all of the problems come as a result of these non-ferrous metals.
So, a possible avenue toward the fetish object at the heart of this thing might be to see what potential issues are solved via the use of these substances.
It seems as though lead is typically used in soldering, in the construction of CRT tubes (where it acts as a protectant against low-frequency electric fields and as a glare reduction layer).
==to be continued==
Sunday, February 20, 2011
On exhibitions
A Virilio-ian exhibition
Commentary on the object's "speech"
Saturday, February 19, 2011
Provisional sketch of a new image (part 3)
b) follow the accident
1) Conceive the accident as sign
2) Model the accident onto object in pop narrative
3) Put yourself in the shoes of accident-as-commodity
Monday, February 14, 2011
Provisional sketch of new image (Parts 1 & 2)
b) follow the accident
1) Conceive the accident as sign
2) Model the accident onto object in pop narrative
3) Put yourself in the shoes of accident-as-commodity
1) E-Waste as sign involves processes of displacement and diffusion. Most of the imagery of E-Waste I've seen are perversely beautiful due to the sheer accumulation of wires, empty computer husks, etc. But its actual method of accident (ecological and biological damage) has primarily involved processes of chemical diffusion: the diffusion of lead, beryllium, cadmium, etc. from the computer products into the lungs of workers and into the earth over which they're burned or otherwise destroyed. The process into a sign must take these things into account. So, we may have a layering of the earth, the biological, and diffusion. Some methods have already been tried at this, some in the right direction and some in the wrong. But now, as a sign, we can develop an abstraction, something reveling in signifiance, something able to get across the obscure feeling, bringing together its obscure desire for us to experience it vicariously. Layering, dissolving, and trailing will be our strategies in this.
2) As I did a few posts ago, the accident is modeled on the object of Vertigo. In that film, Jimmy Stewart attempts to get back many things: his manhood, his balance, his occupation, etc. But all of those things become wrapped up in the love interest, his romantic obsession with the deceased Madeleine. Judy offers him the key to regaining his lost love and all of the symbolic material that comes with her, but the twist is that, as donor, Judy is also the object. Judy eventually encourages Stewart to take her as object, to allow him to wrap her up in his own obsession. At the end of that post, I concluded that E-Waste as sign and computer at object should encourage us to do the same: experience me as object, wrap yourself in my virtuality. Yet the object takes its revenge, infecting our bodies, revealing a different desire: to become one with us. To step outside of its virtuality and to merge somehow. So far, it's been through diffusion.
Provisional sketch of new image (parts a & b)
b) Follow the accident
1) Conceive of the accident as a sign
2) Model the accident as object onto a pop-narrative
3) Put yourself in the shoes of the accident-as-a-commodity
a) E-Waste tells us something about the computer and our relationship to it (its technics). Its fundamental mystery (we have yet to tangibly experience it or its results) is that E-Waste has nothing to do with our experience of the computer-as-machine. As a machine, it provides us with a virtual interface, an interface represented by (at least) a double negation.
First, our interfacing with the machine presents us with iconographic registers that are instantaneous with our interaction and manipulation of them. Its essential work, of course, takes place at the level of code. Second, this code itself remains a virtual network, entirely supported by a purely symbolic system of notation having no relationship with the referent. But this code itself only works as a result of the various tangible parts of the machine, parts that produce certain chemical reactions to fire electronic messages in and through lines.
E-Waste reverses the order, stopping short before the first negation can be reached. Unwired and cut off from our normal relationship, we see the obscenity of the machine, smashed into bits, and this is where the machine has its revenge. It allows us to see its insides but only at the price of ecological and biological damage, conveniently displaced from first world consumers to third world scrap-metallers.
b) So what we're left with is another kind of displacement or negation. The machine is used, used until it quits (or until we quit it). We tell the machine, "I got what I wanted, baby, hit the bricks!" And it does, moving on to new users but eventually being pressed to other areas who can employ its physical material, themselves having value on a virtual level (so, a kilo of copper might fetch some $$$). We're there seeing the more virtual than virtual, of course lapsing into its reverse state: the real, or reality. From these compounded virtual relationships, real consequences develop...for some. This may not be just the limit for the particular object but may be considered the limit for a larger virtuality, the ones of exchange (reaping all sorts of ecological havoc) and of interfacing (disconnecting us further from the real). But let's see how much further it can go.
Sunday, February 13, 2011
Analyzing the disaster below
On pg. 75, Baudrillard gives us one of our prime directives in a fairly direct manner: "Against the true of the true, against the truer than true . . . against the obscenity of obviousness, against this unclean promiscuity with itself that we call resemblance, we must remake illusion, rediscover illusion,t his power, at once immoral maleficent, to tear the same away from the same, called seduction. Seduction against terror: these are the stakes. There are not others." Okay, fine, fighting terror with seduction. Remaking illusion, yadda yadda yadda. I had a failed project at creating an image this morning. The essential idea would have been to layer the natural, the biological, and cartographic on the same plane and then attempt to map out E-waste. I keep on returning to the figure of the map because of the problem's geopolitical implications, something I can't help but identify as one of the primary scenes of the accident. Anyway, my attempt was pretty abortive and resulted in a wasted, albeit fun, half-hour. SO, looking at this page in Fatal Strategies, I find my eyes drawn to another segment that I think can help me clear this up: "Illusion is not false, for it doesn't use false signs; it uses senseless signs, signs that point nowhere. This is why it deceives and disappoints our demand for meaning, but it does so enchantingly." I had the right idea in the beginning, bringing together the natural, the biological, and the cartographic as a means to produce a background not quite recognizable but still resembling...something. Where I messed up was in creating these tokens of the event. These signs point somewhere. We want signs that point to nowhere, senseless signs that can help us squeeze a new logic into the insanity of rational structure. So, I guess I just realized that I should have taken Ulmer's clue earlier and gone for more or less total abstraction sooner rather than later?
A stab at it (maps, etc)
Thursday, February 10, 2011
Vertigo in Vertigo
Tuesday, February 8, 2011
Strategy, the nth power, the mystery
Contrast: Find a popular narrative to compare with disaster -- follow the object in its narrative
Theory:???
First, some select quotes, then something like synthesis:
"Against the true of the true, against the truer than true (which immediately becomes pornographic), against the obscenity of obviousness, against this unclean promiscuity with itself that we call resemblance, we must remake illusion, rediscover illusion, this power, at once immoral and maleficent, to tear away from the same, called seduction. Seduction against terror: these are the stakes. There are no others" (75)
"The only revolution in things today is no longer in their dialectical transcendence, but in their potentialization, in their elevation to
the second power, in their elevation to the nth power, whether that of terrorism, irony, or simulation. It is no longer dialectics, but
ecstasy that is in process" (63)
"the irony of the object lies in wait for us" (98)
"If our perversion lies in this, that we never desire the real event, but its spectacle, never things but their sign, and the secret derision of their sign, it means we don’t want things to change; the change must seduce us" (102)
"To find again a kind of distinction, a hierarchy for these figures – seduction, love, passion, desire, sex – is absurd wager, but it’s the only one we have left" (132)
The difficulty of the book lies in how much is actually there. Preparing a presentation on this material has required a laser-like focus on fundamental areas related to our own projects.
So, Baudrillard starts by laying out the (post?)modern condition: we're in a state of obscenity, of information, of sex (as opposed to seduction or love), etc. Illusion has been lost. If anything, the rationality and our obsession with rooting out the cause of all things has made illusion and seduction something to be distrusted, something lost on the wayside.
This situation puts us in a position where the traits of objects and concepts cannot be drawn back. They spin and spin together until in a state of ecstasy (the formula would be roughly "more ___ than ___"). Baudrillard's clear that we can't go back. It's too far gone.
So, what action to take? B. spends a great deal of time pointing out that our traditional thinking through of revolution or social change may have been misguided, filtered through what he sees as the misguided lenses of psychoanalysis, feminism, and direct social action. B. doesn't want that. If anything, he puts these things in the same boat as the other failed methods of utilitarian thinking.
He also sees terrorism as arising out of this system of rationale, based on an ecstatic sense of mutual responsibility that everyone owns but no one wants.
So, to attempt to reverse the tide, B. wants to do seemingly two things:
1) We need to restore illusion and mystery to the world
and
2) We need to find a way of dealing with the object, a process that will likely require taking it further than it's already gone.
So, the 2nd one almost seems clear. B. says that things are in an irreversible state of ecstasy but also that their revolution is in "their elevation to the nth power." So, take things and push them in their own direction.
As he spends the latter half of the book noting, we need to allow to the object is own sovereignty, a sovereignty it takes regardless of whether we want it to or not.
So, yielding to the logic of the object, and pressing it toward its own limits, perhaps we can push it into the mysterious state of reversibility, something that would then yield to the restoration of illusion.
Or, at least, maybe we'll get toward that in the presentation tomorrow.
Monday, February 7, 2011
The Museum of Accidents as Form
For an experiment, let's re-view Virilio (as though in the rearview mirror) and attempt to see how his choice of narrative form can inform an idea of how to go about structuring the kinds of narrative we will attempt through Contrast.
So, we're back to Target.
Rather than utilizing popular narrative or myth, Virilio employs the museum modality for his gallery of accidents. How does this particular strategy function? How does the choice of the museum-as-exhibition site differ from, say, the movies?
First and foremost, the museum is an institution. Rather than assembling things according to the comparatively loose space of narrative, the museum functions as a site for collecting and exhibiting those works deemed to be of importance to the target culture. So, first and foremost, Virilio institutionalizes the accident.
But then again, as a sign system, how does the museum function?
While exhibitions and installations certainly create and drive according to their own personalities, what the museum typically does is to collect things, to assemble them in some order, to make sense of a given range of work through the act of exhibition.
So, once again, we get back to Virilio's exhibition-as-sign.
In an earlier post, I'd said that Virilio's sign system seems to pose a fixed and fundamental signified for the "raw material" of the accident. To follow-up with Baudrillard's concern over cause and effect, what's interesting about Virilio is that he doesn't seem to be terribly concerned over cause or effect but simply in the sign, in proposing the sign of a particular accident and arranging those signs, raising them to the nth power in succession in order to build to...something (kind of like the blog form, I suppose).
Sure, the individual exhibits have facts about the place, date, size and magnitude of the accident, but if you click on the picture, as if to find out more about it or perhaps to zoom in, we go back to the page we just came from. Depth is not a concern here. Accumulation is presented as a mode of institutional awareness. We'll understand the accident through accumulation, it would seem.
I guess this is where our project might split off. We might take the fundamentals of Virilio's approach (the accident-as-sign, use of images to portray the concepts, etc.), but it seems to me that we're replacing his bare, transparent signified with...something.
Pataphysics? Whatever that is.
Digitized, the museum no longer functions as conscious sketching away of the borders of a collective culture's artifacts but simply as a resting spot for the detritus of a series of images, symbolic without depth, raised to the nth power, put into ecstasy through the mode of accumulation.
Tuesday, February 1, 2011
Von Neumann and the Temple of Depense
It's causality that I think game theory most applies to. One of the most vital tenets of game theory (or one of its contingencies) is that experience changes one's behavior. For example, if you're in a game of chicken, and you know that your opponent Rosko the Shark has a tendency to drive straight, drink grain alcohol, and tear off his wheel as he speeds toward you, you'll likely swerve. Sure, you didn't prove anything to Rosko, but at least you're not dead.
Your making this decision relies on the givens of our sense of space and time but also on the causality that informs our creation of causality in our striving to understand the givens of the world.
What game theory attempts to do is to rationalize through practical reason how best to alter the state of things to instill a desired causality. So, for example, if one played chess mathematically, one could effect a causality that would dictate the moves (if she moves her knight here, I'll take it with my rook, setting up this move by her, and this move by me, ad nauseum).
The subject of game theory exists to scoop it all up, to maximize personal gain.
This is the figure of a limited economy, not a game economy.
We're trying to find the causality of the gift economy (the sacred) and, I suppose, attempting to figure out how to bring that sacred to the experience of entertainment, the defining function of electracy. We could then use that sacred to promote policy formation. How to strategize this kind of symbolic exchange?
Game theory's based on scientific rationality, a product of literacy (logically, I will do...). Electracy's based on the flesh, on feeling, on affect, pain and pleasure. What will a game theory with these tools look like?
Game theory predicts a subject's behavior or attempts to account for it, but as we noted, it's mostly used to point out what's right in front of us. It demystifies.
Part of Baudrillard's mission is to reinstate mystery, seduction, and the secret. So, I guess our game theory is to figure how digital rhetoric has seduced the subject, figuring out an already existing model, and, understanding those tenets, attempt to use its precepts to effect some kind of shift.
Game theory's inapplicability to human behavior comes from its failure to properly contextualize the subject. As we noted before, the human subject isn't the purely rational figure of game theory.
So, a subtenet of our wanderings may be to properly consider our subject. Is pain, pleasure, etc. still applicable. Do we still function according to affect?
I'm fairly certain we do, but reflection may complicate.
Perhaps.
Technics, baby
That brings us to a question I've been grappling with for some time. If I'm going to figure the technics of my disaster (the comparative and intermingling ontologies of the technologies effecting the disaster and also of the subject who interacts with that technology), I need to first figure out what E-Waste is an accident of.
Like I said before, there are a lot of possibilities. One could read it as an outgrowth of the development of globalized networks of exchange in which developing countries constantly get the short end of the stick. You could look at it as an accident of technology rapidly replacing itself, but I'm leaning more and more toward calling it an accident of our modern condition. Our interfacing with technology relies so much on the virtual experience of them that, unless somethign goes wrong, we largely treat the machines as if they don't exist (maybe for fashion purposes if you're rocking a peculiarly nice cell phone or laptop?).
So, what we're looking at here is an accident of technics.
The ontology of the computer as a technology seems oriented toward making one forget it exists. We may hear a soft hum from the CPU (as I do right now, working at an old Dell at my in-law's house (I'm housesitting)). We may need to install a fan if heat's affecting performance, but the machine as a whole and the ways in which we use it encourage a forgetfulness about the machine's ontology to itself as a machine.
For example, my relationship to this computer is abstracted in many ways even as I type. As I type, I'm punching keys with 8 fingers and a thumb. This is my contact.
Those buttons trigger a signal which travels down an insultated wire (stylish, black, and neatly arranged on the desk). That signal moves to where the device connects ot eh main CPU.
The CPU, running hardware to run a software that runs an operating software, my web browser, and this page, takes that information and reproduces it as text simultaneous with my production.
I was complaining to my wife about new versions of Word yesterday and remarked that I like my word process to be more or less like a typewriter.
This desire runs contrary to the particular abilities or automatisms of the machine itself. But I forget that I'm working with tangible parts with their own logics and want the technology to move to a tangible level in which manipulation follows not the logic of symbolic computation but my orders.
So, as a subject, I desire the virtual, the pure symbolic of computation, to adhere to the precepts of my phenomenal existence. And as machine, its telos attempts to solve any gaps holding up the user's desire.
I think, anyway.
Thursday, January 27, 2011
Science Time!
Wednesday, January 26, 2011
Provisional Image(s)
Sunday, January 23, 2011
Accident as a sign
"Side effects of living in temptation" - Fatal Strategies, coming soon
both of these are lines from the Simple Minds song "Hunter and the Hunted" -- check out the live version if, y'know, you're into that kind of thing
I've been plucking around this idea of the accident as a sign since Wednesday but haven't come up with anything definitive. I figure I'll ramble here for awhile and see if, in the side effects of writing at the speed of...whatever, I'll get at something.
So, a sign represents first and foremost. So, what's the accident's signified? An essence? Something inherent to the essence of the accident's originary body?
It would seem so. So, let's say, Saussure style that, if we do this:
s/S
where S is "signifier" and s "signified"
then a working form from the museum could be something like:
<-- s
over
January 5, 1966, Feyzin, Rhône, France
Explosion at the Feyzin refinery; a metallic piece from one of the spherical reservoirs was projected: 17 people killed and 84 injured <-- is S
But what we immediately notice is that the signified isn't a complete sense of the accident but a single image, plucked out of a treasure trove of possible historical or aesthetic takes on this particular accident. What Virilio does exceedingly well is to aestheticize his museum entries in a way, that as I think Jake suggested last week, does, to a certain extent dehistoricize them. When we're cruising through culture, history, and life at the speed of light (or faster), an imploding building in Detroit can be a falling Trade Center tower. When we can't get our heads out of the water for a second, the individuality of the event becomes an aestheticized image of sorts.
At the risk of finishing at a spot of pseudo-structuralist intention, I think a way toward an understanding of the implications of accident-as-sign might be to move in a Wittgensteinian direction.
André Bazin, at the end of his extremely famous "The Ontology of the Photographic Image" essay, leaves us hanging with the closest thing writing on film has had to a cliffhanger endings: "On the other hand, of course, cinema is also a language."
If the accident is a sign, it, by default, belongs to a sign system. What is that system? How can we characterize it, and how can we intervene to press it toward our rhetoric's ends?