Alien Phenomenology, Or, What It's Like to be a Thing

Alien Phenomenology, Or, What It's Like to be a Thing PDF Author: Ian Bogost
Publisher: U of Minnesota Press
ISBN: 0816678979
Category : Philosophy
Languages : en
Pages : 186

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Book Description
Examines the author's idea of object-oriented philosophy, wherein things, and how they interact with one another, are the center of philosophical interest.

Alien Phenomenology, Or, What It's Like to be a Thing

Alien Phenomenology, Or, What It's Like to be a Thing PDF Author: Ian Bogost
Publisher: U of Minnesota Press
ISBN: 0816678979
Category : Philosophy
Languages : en
Pages : 186

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Book Description
Examines the author's idea of object-oriented philosophy, wherein things, and how they interact with one another, are the center of philosophical interest.

Play Anything

Play Anything PDF Author: Ian Bogost
Publisher: Basic Books
ISBN: 0465096506
Category : Science
Languages : en
Pages : 288

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Book Description
How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds -- forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.

Jet Plane: How It Works

Jet Plane: How It Works PDF Author: David Macaulay
Publisher: Macmillan
ISBN: 1596437642
Category : Juvenile Nonfiction
Languages : en
Pages : 34

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Book Description
The Caldecott Medal-winning creator of The Way Things Work introduces youngsters to the mechanical science of jet planes that recreates an airplane ride while explaining how powerful engines, specially designed wings and cockpit controls work together to enable a jet's flight. Simultaneous.

Phenomenology of the Alien

Phenomenology of the Alien PDF Author: Bernhard Waldenfels
Publisher: Studies in Phenomenology and E
ISBN: 9780810127579
Category : Philosophy
Languages : en
Pages : 91

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Book Description
The first English translation of Waldenfels' work on the human experience of the alien, or the "other".

The Thing

The Thing PDF Author: Dylan Trigg
Publisher: John Hunt Publishing
ISBN: 1782790764
Category : Philosophy
Languages : en
Pages : 165

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Book Description
What is the human body? Both the most familiar and unfamiliar of things, the body is the centre of experience but also the site of a prehistory anterior to any experience. Alien and uncanny, this other side of the body has all too often been overlooked by phenomenology. In confronting this oversight, Dylan Trigg’s The Thing redefines phenomenology as a species of realism, which he terms unhuman phenomenology. Far from being the vehicle of a human voice, this unhuman phenomenology gives expression to the alien materiality at the limit of experience. By fusing the philosophies of Merleau-Ponty, Husserl, and Levinas with the horrors of John Carpenter, David Cronenberg, and H.P. Lovecraft, Trigg explores the ways in which an unhuman phenomenology positions the body out of time. At once a challenge to traditional notions of phenomenology, The Thing is also a timely rejoinder to contemporary philosophies of realism. The result is nothing less than a rebirth of phenomenology as redefined through the lens of horror.

How to Do Things with Videogames

How to Do Things with Videogames PDF Author: Ian Bogost
Publisher: U of Minnesota Press
ISBN: 145293312X
Category : Games & Activities
Languages : en
Pages : 194

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Book Description
In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.

On the Existence of Digital Objects

On the Existence of Digital Objects PDF Author: Yuk Hui
Publisher: U of Minnesota Press
ISBN: 1452949921
Category : Social Science
Languages : en
Pages : 418

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Book Description
Digital objects, in their simplest form, are data. They are also a new kind of industrial object that pervades every aspect of our life today—as online videos, images, text files, e-mails, blog posts, Facebook events.Yet, despite their ubiquity, the nature of digital objects remains unclear. On the Existence of Digital Objects conducts a philosophical examination of digital objects and their organizing schema by creating a dialogue between Martin Heidegger and Gilbert Simondon, which Yuk Hui contextualizes within the history of computing. How can digital objects be understood according to individualization and individuation? Hui pursues this question through the history of ontology and the study of markup languages and Web ontologies; he investigates the existential structure of digital objects within their systems and milieux. With this relational approach toward digital objects and technical systems, the book addresses alienation, described by Simondon as the consequence of mistakenly viewing technics in opposition to culture. Interdisciplinary in philosophical and technical insights, with close readings of Husserl, Heidegger, and Simondon as well as the history of computing and the Web, Hui’s work develops an original, productive way of thinking about the data and metadata that increasingly define our world.

Necromedia

Necromedia PDF Author: Marcel O'Gorman
Publisher: U of Minnesota Press
ISBN: 1452944350
Category : Philosophy
Languages : en
Pages : 337

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Book Description
In Necromedia, media activist Marcel O’Gorman takes aim at “the collusion of death and technology,” drawing on a broad arsenal that ranges from posthumanist philosophy and social psychology to digital art and handmade “objects-to-think-with.” Throughout, O’Gorman mixes philosophical speculation with artistic creation, personal memoir, and existential dread. He is not so much arguing against technoculture as documenting a struggle to embrace the technical essence of human being without permitting technology worshippers to have the last word on what it means to be human. Inspired in part by the work of cultural anthropologist Ernest Becker, O’Gorman begins by suggesting that technology provides human beings with a cultural hero system built on the denial of death and a false promise of immortality. This theory adds an existential zest to the book, allowing the author not only to devise a creative diagnosis of what Bernard Stiegler has called the malaise of contemporary technoculture but also to contribute a potential therapy—one that requires embracing human finitude, infusing care into the process of technological production, and recognizing the vulnerability of all things, human and nonhuman. With this goal in mind, Necromedia prescribes new research practices in the humanities that involve both written work and the creation of objects-to-think-with that are designed to infiltrate and shape the technoculture that surrounds us.

The Death of Things

The Death of Things PDF Author: Sarah Wasserman
Publisher: U of Minnesota Press
ISBN: 1452964157
Category : Literary Criticism
Languages : en
Pages : 312

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Book Description
A comprehensive study of ephemera in twentieth-century literature—and its relevance to the twenty-first century “Nothing ever really disappears from the internet” has become a common warning of the digital age. But the twentieth century was filled with ephemera—items that were designed to disappear forever—and these objects played crucial roles in some of that century’s greatest works of literature. In The Death of Things, author Sarah Wasserman delivers the first comprehensive study addressing the role ephemera played in twentieth-century fiction and its relevance to contemporary digital culture. Representing the experience of perpetual change and loss, ephemera was central to great works by major novelists like Don DeLillo, Ralph Ellison, and Marilynne Robinson. Following the lives and deaths of objects, Wasserman imagines new uses of urban space, new forms of visibility for marginalized groups, and new conceptions of the marginal itself. She also inquires into present-day conundrums: our fascination with the durable, our concerns with the digital, and our curiosity about what new fictional narratives have to say about deletion and preservation. The Death of Things offers readers fascinating, original angles on how objects shape our world. Creating an alternate literary history of the twentieth century, Wasserman delivers an insightful and idiosyncratic journey through objects that were once vital but are now forgotten.

The Universe of Things

The Universe of Things PDF Author: Steven Shaviro
Publisher: U of Minnesota Press
ISBN: 145294282X
Category : Philosophy
Languages : en
Pages : 247

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Book Description
From the rediscovery of Alfred North Whitehead’s work to the rise of new materialist thought, including object-oriented ontology, there has been a rapid turn toward speculation in philosophy as a way of moving beyond solely human perceptions of nature and existence. Now Steven Shaviro maps this quickly emerging speculative realism, which is already dramatically influencing how we interpret reality and our place in a universe in which humans are not the measure of all things. The Universe of Things explores the common insistence of speculative realism on a noncorrelationist thought: that things or objects exist apart from how our own human minds relate to and comprehend them. Shaviro focuses on how Whitehead both anticipates and offers challenges to prevailing speculative realist thought, moving between Whitehead’s own panpsychism, Harman’s object-oriented ontology, and the reductionist eliminativism of Quentin Meillassoux and Ray Brassier. The stakes of this recent speculative realist thought—of the effort to develop new ways of grasping the world—are enormous as it becomes clear that our inherited assumptions are no longer adequate to describe, much less understand, the reality we experience around us. As Shaviro acknowledges, speculative realist thought has its dangers, but it also, like the best speculative fiction, holds the potential to liberate us from confining views of what is outside ourselves and, he believes, to reclaim aesthetics and beauty as a principle of life itself. Bringing together a wide array of contemporary thought, and evenhandedly assessing its current debates, The Universe of Things is an invaluable guide to the evolution of speculative realism and the provocation of Alfred North Whitehead’s pathbreaking work.