Ereignis: 0, (Max.: 500+)

[...]stur, 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

simulation representation child human model earth world grasp understanding tangibility memory device vision science [source: Ender's Game film 2013] 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

...................................

prosthesis + castration complex --> “cyberspace: having your everything amputated”

prosthetic skill ~= mastery of the phantom limb
--> rigging

crossing technology detour existence space psychology urbanism Latour [source: https://en.wikipedia.org/wiki/File:Bnot_Ya%27akov_Bridge_1912.jpg] 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***



wonder story assemblage composition affect tale report whirlpool animal media techne waterbody fish [source: NOAA] rigging and the question of morphological correspondence (homology: systematic similarity) --> isomorphic systems of relations
isomorphic: 1-1 mapping, structure-preserving mapping ----> breakable objects
homology: principle of rigging, essentially the same (parts might have different shapes and be employed for different purposes) --> geometrical similarity --> ‘abstraction: materials of organization’ [position + structure] (Geoffroy > Hubert)
~~--> Deleuze and Guattari's body without organs [anatomical: pure plane of immanence (~ *rig = abstract animal*)]
--> (thinkers of) *organic folding* + *comparative biological intuition* --> *science of form*
analogue: a part or organ in one animal that has the same function as another part or organ in a different animal (--> rig is the analogue of the animal's body)
homotypy (homotype: serially repeated parts) --> Goethe

homology: a morphological correspondence determined primarily by relative position and connection ~= rigging
--Darwin--> material ancestors (replaced metaphysical archetypes)

philosophical anatomy <~~?--> rigging
dialectics is the search for rational laws which are active in nature
discontent with merely empiricism
transcendental (philosopher) ==> morphologist

rigging: (step away form ordinary perception and) building internal homologies (=/= external ressemblance)
==> comprehensible order (--> systematic animation)
~=> complexities and accidents (are also part of it)

--> rational morphology
--> mathematization of space [--> analytic geometry (not necessarily Euclidean or rigid bodies, but also curved spaces, n-dimensional spaces, particle spaces, volumetric space, phase space, etc.) (looking at the animal) ==> abstract, proliferation of types --> rig] {--Lefebvre--> social critique of abstract space --> rigged}
-the way i learned 3D animation, the space of the software was a n-dimensional spaces (X, Y, Z, time, texture, audio, constraining, etc.)


automaton
a bit of machinery exhibiting somewhat complex behavior --rigging--> programming movement ==produce==> a working simulacrum of a living organism
(in the days of magic) “name of god” was the rig for golem [?]
(in the time of Newton) automaton: clockwork music box
(in 19th century) automaton: glorified heat engine
(in 20th century) intelligent building [~= rig]
(perhaps rigging is our age's) desire to produce and study automata [~= computational mechanization, kinematic model]

(abstractly) automaton: a set of physically unspecified states, input, output, and operational rules


Galileo --> geometrical concept of space (=/= differentiated qualitatively)


principles
1. rigging --> a form of understanding =/= form of sensibility
2. in animation (physics) the choice of geometry is pragmatic (=/= analytic, a priori) ---> go to visualization: empiricist conception of geometry

(rigging --> transformations are applied to) geometrical properties: characterized by an invariance with respect to certain transformations [for example a line] --> make it ready for action or animation

...................................

railway
primary symbolic artifacts of the 19th century
railroad + its carriages should be considered as one machine : “a railway, like a vast machine”

...................................

(affective arousal) images of beauty amid urgencies of death =/=> trigger the responses one hopes

...................................

(Deleuzian) [*]event: impact of chaos on the body

most problems don't have solutions --Grosz-->
concepts =/= solutions to problems
problems ==> ways of living =/= answers
concepts: align materiality with incorporeality

identify politics =/= the right to speak about the world, matter, nature
the reign of the i --> who am i, who recognizes me, what can i become --> the right to consumption

...................................


process ontology of transing : one of many reembodied sensory arts in transgender practices
--> viral vectoring

*flexible global cognition*[...]