[...] 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 ==> commercially and critically successful
rig: assemblage of human and nonhuman actor
staging, managing, and controlling event [movement] within the limited computational architecture
(asking with Ash) how agency is distributed in the assemblages of various human and technical actors that make up rigging?
rig =/= architecture
shaping corporeal dispositions
(entertainment industry does work) to maintain and guard the contingent as a positive force
contingency: the unexpected, the random, the singular, the unrepeatable, or the surprising (that which cannot be pinned down by any process that attempts to pin it down) =/= boring
(Dastur, Dewsbury, Delanda)
--> you need *open skill: contingent tactically oriented understanding* (contextually-appropriate responsiveness, context-dependent ways, regulated improvisation) <-- hacker's talent
(Deleuzian) [*]affect: the outcome of an encounter between two or more bodies (which can be human or inhuman, organic or inorganic), which either increases or decreases a body's capacity for action
captivation --> the specificity of the ecological relationship between user and (image) environment
(game) design
cultivation of the right kinds of affects through quantitative variables in the game's database ~= (Latour's) laboratories: theatres of proof (through a process of decontextualization, the scientific experiment which isolates the factors it wants to study, an entity becomes nameable & calculable ==> predictable & knowable)
•Latour's laboratory --render--> a particular object/process =/=
•game develop --render--> contingency (contingent events [within an already existing horizon of expectation / coded structure])
emergence of intelligences (of the users) --> (Massumi's) analogue: something that cannot be purely reduced to measurement through quantitative states or mathematical modelling (for example vision --into--> imagination, noise in the ear --into--> music in the heart [body operating as transducer] --> *transduce energy*) =/= digital: exhaustively possibilistic (control represented and manipulated through discrete quantitative states)
game design as an essentially the *anticipatory practice* (practices that attempt to plan, preempt, and rationalise the potentiality of future events in order to bring this potentiality within a logic of calculation -Anderson)
•shape the potential actions of potential users --> rendering contingency visible
somatic bodily techniques + analytical ways of conceptualizing and responding to situations (within the game, or animation task in a software) --> reduce them to abstract and codified tendencies ~= rig
(design:) rendering contingency visible through the practices of testing --> build affect into anticipatory practices
airport: rigged architecture (passenger is faced with a situation in which forwards or backwards are the only directions they may go)
3D animation --> [using] digital (a form of calculative abstraction) + [to create positive encounter with] analogue body subject (irreducible to purely digital or discrete mathematical states)
rigging ~~--> envelopment: complex forms of difference (between the analogue and the digital) are transduced and rendered visible
event as a process of ecological emergence (outcome of a material assemblage of various entities, forces, and rules working together to encourage and prohibit specific forms of movement and action) --help--> *how the potential for events to happen are being designed into environments* (preemption, both digital and physical)
mania for what is surprising, for what immediately sweeps us away and impresses us for fleetingness as the basic law of constancy <--Heidegger-- a logic that is central to our experience of modern technology
~/=
games involve the development of techniques for interacting with them that subsist over longer periods of time within the body
•(gamer's) body <==shaped== through the creative responses generated by users in relation to the images they experience
•(game's) responses ==bring==> into being different bodily capacities and modes of attunement, which cannot be intentionally determined (by those who produce the images through the processes of design)
correct mixture of contingency and structure
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prosthesis + castration complex --> “cyberspace: having your everything amputated”
prosthetic skill ~= mastery of the phantom limb
--> rigging
prosthetic --> vivid illustration of the human-technology relations in terms of the body [=/=? hyperobjects]
(set of) architectural metaphors --provide--> foundation of the university
-(in the case of rigging) mechanical metaphors --provide--> foundation of moving bodies
prosthetic technology (like the *magic lantern*)
***technology of theory***
rigging and the question of morphological correspondence (homology: systematic similarity) --> isomorphic systems of relations
•isomorphic: 1-1 ma[...]