Some Thinking I Did A While Ago
I Found my old little black book while moving house. No Poems this time but here's where I left off the last time I was keeping notes in it:
8 - 9 - 2004
On the Tube,
Approaching Solone Square
What is the nature of the evidential link between technology (specifically optical technologies) and self perception?
-As optical technologies and imaging techniques develop, thus the resulting feedback helps us redefine the way we see ourselves.
Eg;
invention of the x-ray image made our inner skeletal structure universally accessible. It made the concept of interlocking bones far more palpable.
Invention of the lens enabled short sighted folk to experience a world in focus.
How do Virtual Reality and 3Dimensional Avatar based games, role-plays and worlds alter the way I see myself? Is there more to the term "Residual Self-Image"; than a throwaway line in Wachowski's The Matrix?
23 - 9 - 2004
On the Tube,
Approaching Uxbridge
-So just what is this relation between what we see, and the way we see it or how we see it? Reading Blow Up; here's a good passage:
"Visual and Cognitive ergonomics are the tacit processes through which the aesthetic transformation of our perception and our subsequent cognition of the physical world and it's changing nature, affects the way a particular set of stimuli is perceived and cognized"
-Neidich, W : Blow Up - Photography, cinema, and the Brain.
I think this could boil down to the simple example of a man who has never seen in focus suddenly being given corrective lenses. He will experience a perceptive renaissance in how he experiences the world around him, based solely on his new-found aesthetic reappraisal of what he sees.
Is it taking this silly example too far if I then question the reality its self as being only that tacit interpretation of Neidich's particular set of stimuli in the first place? Here we return to the classic tree falling silently in a forest if nobody is there to hear the sound.
end note - this is getting a little silly; these days I'm interested in the techno-perceptive link, not tinpot attempts at post modern philosophical playtimes. Next:
8 - 9 - 2004
On the Tube,
Approaching Solone Square
What is the nature of the evidential link between technology (specifically optical technologies) and self perception?
-As optical technologies and imaging techniques develop, thus the resulting feedback helps us redefine the way we see ourselves.
Eg;
invention of the x-ray image made our inner skeletal structure universally accessible. It made the concept of interlocking bones far more palpable.
Invention of the lens enabled short sighted folk to experience a world in focus.
How do Virtual Reality and 3Dimensional Avatar based games, role-plays and worlds alter the way I see myself? Is there more to the term "Residual Self-Image"; than a throwaway line in Wachowski's The Matrix?
23 - 9 - 2004
On the Tube,
Approaching Uxbridge
-So just what is this relation between what we see, and the way we see it or how we see it? Reading Blow Up; here's a good passage:
"Visual and Cognitive ergonomics are the tacit processes through which the aesthetic transformation of our perception and our subsequent cognition of the physical world and it's changing nature, affects the way a particular set of stimuli is perceived and cognized"
-Neidich, W : Blow Up - Photography, cinema, and the Brain.
I think this could boil down to the simple example of a man who has never seen in focus suddenly being given corrective lenses. He will experience a perceptive renaissance in how he experiences the world around him, based solely on his new-found aesthetic reappraisal of what he sees.
Is it taking this silly example too far if I then question the reality its self as being only that tacit interpretation of Neidich's particular set of stimuli in the first place? Here we return to the classic tree falling silently in a forest if nobody is there to hear the sound.
end note - this is getting a little silly; these days I'm interested in the techno-perceptive link, not tinpot attempts at post modern philosophical playtimes. Next:
Labels: design, photography, rant, Second Life, Text, web 2.0
