Ereignis: 0, (Max.: 500+)

[...]e of the habituation (of CG hacking, of pragmatic experimentation habits)? --Sina--> (question of) passage between affective states
-(how can we?) better diagram through connecting relations and functions of force, value, and sense in (pirated & corporate) contemporary digital media infrastructures

(how to understand effectively the knots of) ***technoperceptual*** (becoming, relations, assemblages, habituation)

negotiating the digital (irreducible to capitalist strategies of value capture ~ resistance form)

the ecology of sense and sensation that jugaad events [technical animation CG] operate through (and happen in) *requires specific pirate infrastructures*

Rai's jugaad --affirm--> becoming through a counteractualization of the infrastructures of postdigital cultures

snake star wunderkammer dichotomy lexicon taxonomy nova techne [source: Johannes Stradanus, nova reperta] strategic narratives of acts of consumption --> sources of new productivity

(Ris's notion of) ecological: process-oriented historical materialism

interpretation by thinking --through--> assemblages of action --through--> assemblages of thought

collective practices of habituation

([Rai's] methodology of) *affect-as-capacity* --shift--> the focus of attention away from language (discourse and representation) toward habituated and emergent sensations in historically specific media assemblages

transformation of telecommunications in colonial and postcolonial South Asia

(Guattari's) assemblage: a prepersonal practice, a kind of style, a creative mutation that binds an individual or a group consciously or unconsciously

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

*traveling the bibliographic among knowledge worlds*

(Katie making a) multimedia bibliographic essay *with an argument* --> working out a practice of *transdisciplinary inspection*
(@apass, a few index of evaluation for such practice:)
*how well it learns and models how to be affected or moved*
*how well it opens up unexpected elements of one's own embodiments in lively and re-sensitizing world*
(what are) *its possibilities for immersive play among sensations and platforms amid media technologies*
(what are) *its ways of participating in multispecies learning or self-organization across ecologies
(what are its capacities for) *mattering without owning the action* [--> play]

transdisciplinary connections have been made on the basis of *play*--between: psychiatry, mathematical, logic, linguistic, histories and evolution of communication, ethology, biophysics, cybernetics, natural history + game industry, fine arts design, education, semiotics, animation, new media, children television, system collaborations
--play--> restructure and intermesh, are recruited in nationalisms, economies, political life
}--Katie--> ***what sorts of politics might allow us to scope and scale among these, to “play” with our own consciousness?***

culture industries


questions
-what does it take to be an intellectual actor across knowledge worlds & a trustworthy member of only some? @Jassem
-[what is] to practice knowledge beyond your control? @Lili
-[what is] to sift among forms of evidence requiring tools you do not have? @Lilia
-[what is] to be required to rank, evaluate, assess results of rules you have not played out (yet)? @Sana


Katie Bateson's *double bind*
--clue--> meanings and causes of schizophrenia (--> may speak to various conditions of biosocial systems today)
(questions at using the word schizophrenia:)
-what of the sexism of those laying blame on the “schizophrenogenic mother”?
-what of the possiblity of gathering evidence for the effects of expressed emotion in family systems of those with possibly linked to bipolar disorder? (--> that is my problem with Eleanor's stuttering as aesthetics)

double bind: (super confusining) transactions, entire system of layered contradictions mobilized over a range of communication channels
somthing is prohibited, punished (at one level of meaning or abstraction *within a particular communicating channel*)
something else is required (at another level) that is impossible to effect if the prohibition is honored
}--> [this] happens over and over again ==until==> such *double bind patterning = (becomes experienced as) “reality”*

***they all deal with (some edges of) double bind:
religious practices
entertainment
game design
learning


intolerable conditions ==> creativities

(when crucial context markers distinguishing [one from another] become unrecognizable, contradictory, or fraudulant ==>) “abusive practices ~= challenging practices”
--> (terror & possibility are on the edge in double bind experience =) ***transcontextual confusion*** (<-- requres transcontextual gifts one may or may not have...) @apass #feedback: urgent appropriate response
--Bateson--> double bind patterning = intense:
contradictory (two order of messages each of which denies the other)
unvoiced (making explicit checks of context impossible, inappropriate, meaningless)

“(there is nothing to determine) whether a give individual shall become a clown, a poet, a schizophrenic, or a combination of these” --> we deal with a genus of syndromes (most of which are not conventionally regarded as pathological) [~= art work]#feedback
those life is enriched by transcontextual gifts (--> Elen)
those who are impoverished by transcontextual confusions (--> Ali)
}--> for both there is a “double take”
a falling leaf or the greeting of a friend is not “just that and nothing more”


(taking from Bateson, Katie -->) play with this range of terror and possibility --(with + through)--> (individual & biosocial) *consciousness: reflection + recursion* (at the edge of apprehension) = environments of being : context, pattern, layers of abstraction, storytelling all have material effects and provide *materials for agency*


ajayeb world cosmos [source: Cambridge Online University Library] [*]play: metacommunicative media*, a double consciousness (in which the player is well aware of the artificiality of the play situation) [=/= immersive fallacy: the idea that games get better and better as they become whatever that thing “more real” is ==> implications for the meaning of: rigor, representation, evidence, method, assessment]
(animal and children learn to play --learn-->) there are some ways *play self =/= everyday self* & [they learn] to perform this separation in interactive cognitive and social communication *forms of not* : they amuse themselves by performing the communication “this is not it”:
the puppy nips, but not hard enough to injure --> violence? not. --> the nip actually hurts a bit
the teen kisses in spin the bottle, but not the person they like the most --> sex? not. --> the kissing blush and stammer
my body is reacting as if i am in danger, but really i am in front of a computer --> reality? not.

}--> double consciousness
(Katie Bateson) *play creates its own commentary in itself about itself as an intense and pleasurable interactive dynamism* = metacommunication: communicative + neurological + hormonal

***good signaling skills make nonabusive play on the edge of double bind possible***

(skills of) transcontextual movement without falling apart
finding out:
which bits are active
which bits are context
which bits can be made explicit
which rules are perceptible
which distributed embodiments, cognitions, and infrastructures are in play
(these are the skills needed for the kind of game we play in apass)

playing/gaming (now covers): gambling, economic game theory, game art, design, learning, role playing, system theory --> *playing with our distributed being* [Katie's accounting for digital]

-what the hell are my hormonal plays? (not always including another person)


(for Haraway [*]wording:) game of cat's cradle (across a range of transmedia) pictured, described, metacommunicated, performed, extended, *relayed*
(my image assemblages: writing:) techno-organic polyglot polymorphic wiring diagrams
to pattern
to relay (passing something along, relaying =/= sharing)
to perceive multiform
rewarded by dopamine
triggered by pleasure, anticipation, yawning fields for memory [--> my ajayeb study], learning and unlearning, tenacious addictive repetitions

tools: drawing, role playing, gaming, writing, critiquing, reviewing, co[...]