[...]sping ==> active dimension of acquiring knowledge is a genuinely contstructive activity (=/= a representational task of trying to represent external structures)
--> experiment & instruments (==> how theoretical entities come to be proven as real)
◦experimental-manipulative realism (Hacking)
◦modelistic constructive realism (Giere)
◦instrumental realism (Ihde)
[*]performance: conception + production + witnessing of material events, the experience of which is meaning generating in that these events give us back more than what we put into them
(Crease > Ihde)
experimentation need to be both:
•[*]hermeneutical: who experimental intentions and practices arise and evolve out of and already existing involvement with, and understanding of a concrete situation
•[*]phenomenology: (taking its point of departure from what is called embodiment) the experiences of a unified being, which cannot be understood apart from concrete human experience
philosopher --> values experts --> (fit into various) applied ethics contexts
Ihde rejecting a normativity that is predetermined by a dystopian/utopian cast
“let the things speak for themselves” (after they have been critically interrogated)
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Galison
(employing) kinesthetic-tactile body experiences in Einstein's Gedanken-experimenten --> notions of the equivalence of gravity and acceleration
perceptual experience in relative train movement
clock watching in different space-time particularities
“On the Electrodynamics of Moving Bodies”
Einstein's special relativity --> begins with basic assumptions about the behavior of clocks, rulers, and bodies in force-free motion
Einstein's rethinking of *distant simultaneity* (part philosophy & part physics)
-judgment of simultaneous event: “that train arrives here at 7 o'clock" = "the pointing of the small hand of my watch to 7 and the arrival of the train are simultaneous events”
electrodynamics always depended on a view about kinematics : how clocks and rulers behaved in the absence of force
1891 Germany Leipzig was the site of one of the first electrically distributed time systems (to bind distant clocks to a single central clock) --> railroad lines
piecemeal ruin of time
•an inconvenience for the traveler
•actual difficulty of vital importance for the railway business and military
means of consistent calibration
🕓 coordinated time --> material-economic necessity + cultural imaginary
==> 1900 blossoming of chronometric patents: on remote alarms, remote regulation of pendula, telephonic, even wireless-transmission of time
}--> pass through the Swiss patent office in Bern & Einstein's desk --> Einstein's expertise on electromechanical devices (1902)
electromagnetic clock coordination : transforming small electrical currents into high-precision rotatory movements
}--> “time is money” --Galison--> no old-fashioned mechanical, hydraulic, or pneumatic system would do--electricity was the key to the future (a future that would only come about properly if humankind broke with its mechanical clock past riven by anarchy, incoherence, and routinization)
distant simultaneity --> political, profitable, pragmatic =/= anarcho-clockism
#title
international bureau of measurement
Einstein agonizing over the nature of moving bodies and electrodynamics
=/= ether: the centerpiece of nineteenth-century physical theories
kinematics: geometry of motion, behavior of matter in the absence of force
metaphysics of Einstein's relativity theory --Galison--> underlined through some of the most symbolized mechanisms of modernity ~ determining train arrival times using electromagnetically coordinated clocks (was precisely the technological issue that had been racking Europe 1902) : symbol of the interconnected sped-up world of modernity
*centralized time* distribution was the temporal-physical glory of the unified German empire
turn-of-the-century Euro-American world --> overlapping networks of coordination: webs of train tracks, telegraph lines, meteorological networks, longitude surveys under the watchful, increasingly universal, clock system
--> Einstein's special theory of relativity was (an imaginative) machine <-- Galison's technological reading of (Einstein's) most theoretical paper
Einstein had opened the zone of unification (but in the process:)
•he removed Berlin as the Zeitzentrum
•designed a machine that upended the very category of metaphysical centrality
post world war I
all the activities of man, whether conscious or unconscious (sleeping, eating, meditating, playing) take place in time; without order, without specified plans, we risk falling into anarchy (physical, intellectual and moral misery)
--Favarger--> the remedy: the precise measurement and determination of time with the rigor of an astronomical observatory
(to) democratize time : time rigor must be distributed electrically
(=/= gears and magnets)
Galison's exploring the material culture of clock coordination is to set Einstein's place in a universe of meaning --avoid--> two problematic positions (*on the relation of things to thoughts*):
1. materialism or empiricism: inductive, observation-centered account of scientific development (~ that ideas emerge causally and univalently from the disposition of objects and the impressions they make upon us) ==> “theory = provisional addition”
2. antipositivist movement of the 1960s and 1970s (that programmes, paradigms, and conceptual schemes came first ==reshape==> experiments and instruments all the way down) “thoughts fully structured things”
1902 --> triumph of the *electrical over the mechanical* was already symbolically wired to dreams of modernity
*electrical chronocoordination --signified--> political, cultural, technical unity all at once [*Einheitszeit = imperial empire (~= democracy, world citizenship, and antianarchism)]
*patent office: grandstand seat for the great parade of modern technologies
==> Einstein (eliminating the master clock + raising the conventionally set time to a physical principle ==> modern 20th century physics of relativity)
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James Ash
on videogame designer (<-- i am applying that to technical animators)
distribution and transmission of media affects
[animators] work to create the potential for *positively affective encounters to occur* (encounters which increase the body’s capacity to act & produce associated positive senses of intensity)
creating critically and commercially successful
*producing contingency* (that designers attempt to manage and control)
rigging
the code space of the software environment + embodied techniques hackers generate (in response to that environment)
*structural determination + emergent practice*
a key aspect of media today --Stiegler--> [*]selection: a decision is made to broadcast one story over another
testing --> calculative logics of anticipation and preemption --shape--> the contingency of the event
the actual practices of riggers (technical animator)
animation industry
the ways in which affect can be actively manipulated for commercial and economic ends in the design and production of consumer services and good
***technologies are affectively engineered*** <--Thrift--Ash-- microbiopolitics of the subliminal: doing without thinking, practices of anticipatory manipulation ==> position consumers of media as passive dupes (<-- زیرپوستی *hypodermic model of media power*)
--✕--> Ash: affective manipulation is necessarily a fragile achievement that is prone to failure and always reliant upon being continually reworked in the creative responses users develop in relation to the designed environments with which they interact [---> go to fandom and fan culture]
animation design (videogame): is a complex, problematic, and ongoing struggle between:
•the openness and performative play of contingency & chance (which emerge through the techniques and intelligences that users develop as they become skilled at these games)
•the mechanical systems and calculative rationalities through which these environments are designed
affective properties of contingency ==> commercia[...]