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How to Build a Technoculture:
Digital Studies as Care, Curation, and Curriculum



                                        Marcel O’Gorman
                                     University of Waterloo
                                     Department of English
                         http://criticalmedia.uwaterloo.ca
Applied media theory
Applied media theory




TECHNOLOGICAL PRODUCTION
(driven by a powerful economic imperative)




                      vs.

CRITICAL ASSESSMENT OF TECH.
(driven by a less powerful, academic imperative)
“writers like Barthes, Foucault, Kristeva and Derrida were really late modernist
artists who had taken to philosophy rather than sculpture or the novel. . . . The
boundaries between the conceptual and the creative began to blur.
     - Terry Eagleton, After Theory
CARE


Is it possible to develop a noopolitics, or a model of
“knowledge work,” that combines digital media technics
with the cognitive modes required for traditional
humanities research?
We ask the Internet to keep interrupting us, in ever more
and different ways. We willingly accept the loss of
concentration and focus, the division of our attention and
the fragmentation of our thoughts, in return for the
wealth of compelling or at least diverting information we
receive.
     - Nicholas Carr, The Shallows
. . . the human is itself a prosthetic being, who from
day one is constituted as human by its coevolution
with and coconstitution by external archival
technologies of various kinds—including language
itself as the first archive and prosthesis.
        - Cary Wolfe, What Is Posthumanism?
Deep Attention
      vs.
Hyper Attention
the invention of a new way of life that takes care of
and pays attention to the world by inventing
techniques, technologies, and social structures of
attention formation corresponding to the
organological specificities of our times, and by
developing an industrial system that functions
engodenously as a system of care: making care its
“value chain” -- its economy. ”
   - Bernard Stiegler, Taking Care
CURATION


As a curator/instructor, I assume the responsibilities
of a keeper of cultural heritage, a content specialist,
and an interpreter.
. . .the sustained expansion of images into models.
Thus he gives considerable attention in his texts . . .
to the description of quotidian objects -- an umbrella,
a matchbox, an unlaced shoe, a post card -- whose
functioning he interrogates as modeling the most
complex or abstract levels of thought.
       - Gregory Ulmer, Applied Grammatology
USE DIGITAL MEDIA
TO CRITIQUE DIGITAL MEDIA
A CURATOR (from Latin: curare meaning "take care")
is a manager or overseer. Traditionally, a curator or keeper of
a cultural heritage institution (e.g., gallery,
museum, library or archive) is a content specialist responsible
for an institution's collections and involved with
the interpretation of heritage material. The object of
a traditional curator's concern necessarily involves tangible
objects of some sort, whether it be inter alia artwork,
collectibles, historic items or scientific collections. More
recently, new kinds of curators are emerging: curators of
digital data objects and biocurators.
CURRICULUM


Is it possible to develop a noopolitics, or a model of
“knowledge work,” that combines (hyper) digital media
technics with the cognitive modes required for
traditional humanities research?
Applied media theory




           YES, BUT IS IT ART?
              CML projects are:
PHILOSOPHY                                       HYPER AND DEEP
RHETORIC                                         READING
CRITICISM                                        THINKING
LITERATURE                                       MAKING
ART                                              WRITING
COMPUTER SCIENCE
ENGINEERING
WHATEVER HELPS MAKE
   OBJECTS-TO-THNK-WITH
DREADMILL




Dreadmill Performance, Interactive Media Forum, 2004

               http://dreadmill.net
 Heidegger, Ellul, Virilio, Baudrillard, etc. . . .
Applied media theory




Screening Coffin, 2006
Cycle of Dread
CYCLE OF DREAD




             Dane Watkins, “Call of the Dead,” 2007




Speed + Heart Rate + Distance = Multilinear Narrative
Flow and Critical Gaming
                                                                      FLOW PROVOCATION:
                                                                      Reading
                                                                      Writing
                                                                      Artistic Practice
                                                                      Exercise
                                                                      Game play




Mihaly Csikszentmihalyi, “Mental State in Terms of Challenge and Skill Level.”
Flow: The Psychology of Optimal Experience, 1990.

Can “flow” (immersion) involve a state of critical awareness?

         Is it possible to achieve “critical immersion” in a computer game?
CYCLE OF DREAD & Flow




Can “flow” (immersion) involve a state of critical awareness?

        Is it possible to achieve “critical immersion” in a computer game?
William Blake’s Infernal Methods




"...the notion that man has a body distinct from his soul is to be expunged; this I shall do, by
printing in the infernal method, by corrosives, which in Hell are salutary and medicinal,
melting apparent surfaces away, and displaying the infinite which was hid. If the doors of
perception were cleansed every thing would appear to man as it is, infinite. For man has
closed himself up, till he sees all things thro' narow chinks of his cavern." (Blake, The
Marriage of Heaven and Hell)


                Technique + Philosophy // Form + content
                    Embodying philosophical thought.
“The Grave”: Blake vs. Schiavonetti




William Blake, Water Colour Design for Robert Blair's "The Grave" (1805)   Louis Schiavonetti, Engraving for Robert Blair's "The Grave" (1808)
Blake vs. Schiavonetti




Blake, Detail      Schiavonetti, Detail
The Bridge




GoodLife/Delta Walkway over King Street, looking East, Night
The Cycle
Bridge of Infernal Methods
Cycle of Dread
GEOMOSAIC
research/creation feedback loop.
GEOMOSAIC
research/creation feedback loop.
Health Science > Gaming > Public Art > Cognitive Science

         Research/creation feedback loop.
“Testing, testing!” BMW/Guggenheim Research Lab, Manhattan

            Research/creation feedback loop.
Myth of the Steersman




Tom Thomson, Canadian Artist, 1877-1917   Downtown portage, October, 2010.
Myth of the Steersman




             Tom Thomson’s paint recipe.
Myth of the Steersman




   Canoe Lake, Algonquin Park, Ontario.
Myth of the Steersman




     14 kilometres of fishing line.
Myth of the Steersman




             http://www.steersman.ca

Telepresence and Tactility, Digital Embodiment, Lag, Interval
Cabs of Curiosity

                                           DIGITAL WUNDERKAMMER




Students of “Cyberbodies” class (ENGL).




                                          MA in Experimental Digital Media (XDM)
Cabinets of Curiosity, Winter 2011
The students assembled the cabinets, created digital games to be
played through the arcade interface, and programmed the arcade
controllers.
Cabinets of Curiosity, Winter 2011
The “critical arcade cabinets” were created as “objects to think with.”
The projects allowed students to engage with critical theory by
applying it to the development of a digital media project.
Cabinets of Curiosity, 2011
Students of Professor Marcel O’Gorman’s ENGL 293 Introduction to
Digital Media Studies course (Winter 2011) work on their MAME
cabinets.
Cabinets of Curiosity, Spring 2011
A few of the finished cabinets.
Cabs of Curiosity
Cabs of Curiosity
Cytopath
Cytopath
Roach Lab
Roach Lab
Necrogenesis
 TedX Waterloo, 2012
Sample Critical Media Lab projects in collaboration with the
Murray Alzheimer’s Research and Education Program (MAREP):

Project 1: “I’m Still Here” by Adam Cilevitz, Gian Mancuso, Aaron Patkau, and Leif Penzendorfer
-Digital simulation of Alzheimer’s for education and empathy.

Project 2: “Spark” by Judy Ehrentraut, Emma Vossen, and Elise Vist
     Digital art therapy for Alzheimer’s patients and their caregivers.
MISSION                                                          Crimelab mission




The Critical Media Lab supports interdisciplinary research-creation projects
that draw on new media to investigate the impact of technology on society
and the human condition.

This approach, which challenges the boundaries between art and science,
research and artistic practice, results in the invention of new technologies
and media artifacts, dialogue facilitation across disciplines and communities,
and policy formation that directly impacts technological design and
implementation.
Critical Media seeks to close the gap between:
MARKETING “GOODS” and PURSUIT OF “THE GOOD”

         - Engage tech. at the R & D stage of development.
         - Present alternative models for digital production.
         - Reclaim “innovation” from the logic of commercialization
         - Intervene in the production of “technoculture.”
http://criticalmedia.uwaterloo.ca
marcel@uwaterloo.ca

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Comment construire une Technoculture - Marcel O’Gorman

  • 1. How to Build a Technoculture: Digital Studies as Care, Curation, and Curriculum Marcel O’Gorman University of Waterloo Department of English http://criticalmedia.uwaterloo.ca
  • 3. Applied media theory TECHNOLOGICAL PRODUCTION (driven by a powerful economic imperative) vs. CRITICAL ASSESSMENT OF TECH. (driven by a less powerful, academic imperative)
  • 4. “writers like Barthes, Foucault, Kristeva and Derrida were really late modernist artists who had taken to philosophy rather than sculpture or the novel. . . . The boundaries between the conceptual and the creative began to blur. - Terry Eagleton, After Theory
  • 5. CARE Is it possible to develop a noopolitics, or a model of “knowledge work,” that combines digital media technics with the cognitive modes required for traditional humanities research?
  • 6. We ask the Internet to keep interrupting us, in ever more and different ways. We willingly accept the loss of concentration and focus, the division of our attention and the fragmentation of our thoughts, in return for the wealth of compelling or at least diverting information we receive. - Nicholas Carr, The Shallows
  • 7. . . . the human is itself a prosthetic being, who from day one is constituted as human by its coevolution with and coconstitution by external archival technologies of various kinds—including language itself as the first archive and prosthesis. - Cary Wolfe, What Is Posthumanism?
  • 8. Deep Attention vs. Hyper Attention
  • 9. the invention of a new way of life that takes care of and pays attention to the world by inventing techniques, technologies, and social structures of attention formation corresponding to the organological specificities of our times, and by developing an industrial system that functions engodenously as a system of care: making care its “value chain” -- its economy. ” - Bernard Stiegler, Taking Care
  • 10. CURATION As a curator/instructor, I assume the responsibilities of a keeper of cultural heritage, a content specialist, and an interpreter.
  • 11. . . .the sustained expansion of images into models. Thus he gives considerable attention in his texts . . . to the description of quotidian objects -- an umbrella, a matchbox, an unlaced shoe, a post card -- whose functioning he interrogates as modeling the most complex or abstract levels of thought. - Gregory Ulmer, Applied Grammatology
  • 12. USE DIGITAL MEDIA TO CRITIQUE DIGITAL MEDIA
  • 13. A CURATOR (from Latin: curare meaning "take care") is a manager or overseer. Traditionally, a curator or keeper of a cultural heritage institution (e.g., gallery, museum, library or archive) is a content specialist responsible for an institution's collections and involved with the interpretation of heritage material. The object of a traditional curator's concern necessarily involves tangible objects of some sort, whether it be inter alia artwork, collectibles, historic items or scientific collections. More recently, new kinds of curators are emerging: curators of digital data objects and biocurators.
  • 14. CURRICULUM Is it possible to develop a noopolitics, or a model of “knowledge work,” that combines (hyper) digital media technics with the cognitive modes required for traditional humanities research?
  • 15. Applied media theory YES, BUT IS IT ART? CML projects are: PHILOSOPHY HYPER AND DEEP RHETORIC READING CRITICISM THINKING LITERATURE MAKING ART WRITING COMPUTER SCIENCE ENGINEERING WHATEVER HELPS MAKE OBJECTS-TO-THNK-WITH
  • 16.
  • 17. DREADMILL Dreadmill Performance, Interactive Media Forum, 2004 http://dreadmill.net Heidegger, Ellul, Virilio, Baudrillard, etc. . . .
  • 20. CYCLE OF DREAD Dane Watkins, “Call of the Dead,” 2007 Speed + Heart Rate + Distance = Multilinear Narrative
  • 21. Flow and Critical Gaming FLOW PROVOCATION: Reading Writing Artistic Practice Exercise Game play Mihaly Csikszentmihalyi, “Mental State in Terms of Challenge and Skill Level.” Flow: The Psychology of Optimal Experience, 1990. Can “flow” (immersion) involve a state of critical awareness? Is it possible to achieve “critical immersion” in a computer game?
  • 22. CYCLE OF DREAD & Flow Can “flow” (immersion) involve a state of critical awareness? Is it possible to achieve “critical immersion” in a computer game?
  • 23. William Blake’s Infernal Methods "...the notion that man has a body distinct from his soul is to be expunged; this I shall do, by printing in the infernal method, by corrosives, which in Hell are salutary and medicinal, melting apparent surfaces away, and displaying the infinite which was hid. If the doors of perception were cleansed every thing would appear to man as it is, infinite. For man has closed himself up, till he sees all things thro' narow chinks of his cavern." (Blake, The Marriage of Heaven and Hell) Technique + Philosophy // Form + content Embodying philosophical thought.
  • 24. “The Grave”: Blake vs. Schiavonetti William Blake, Water Colour Design for Robert Blair's "The Grave" (1805) Louis Schiavonetti, Engraving for Robert Blair's "The Grave" (1808)
  • 25. Blake vs. Schiavonetti Blake, Detail Schiavonetti, Detail
  • 26. The Bridge GoodLife/Delta Walkway over King Street, looking East, Night
  • 32. Health Science > Gaming > Public Art > Cognitive Science Research/creation feedback loop.
  • 33. “Testing, testing!” BMW/Guggenheim Research Lab, Manhattan Research/creation feedback loop.
  • 34.
  • 35.
  • 36. Myth of the Steersman Tom Thomson, Canadian Artist, 1877-1917 Downtown portage, October, 2010.
  • 37. Myth of the Steersman Tom Thomson’s paint recipe.
  • 38. Myth of the Steersman Canoe Lake, Algonquin Park, Ontario.
  • 39. Myth of the Steersman 14 kilometres of fishing line.
  • 40. Myth of the Steersman http://www.steersman.ca Telepresence and Tactility, Digital Embodiment, Lag, Interval
  • 41. Cabs of Curiosity DIGITAL WUNDERKAMMER Students of “Cyberbodies” class (ENGL). MA in Experimental Digital Media (XDM)
  • 42. Cabinets of Curiosity, Winter 2011 The students assembled the cabinets, created digital games to be played through the arcade interface, and programmed the arcade controllers.
  • 43. Cabinets of Curiosity, Winter 2011 The “critical arcade cabinets” were created as “objects to think with.” The projects allowed students to engage with critical theory by applying it to the development of a digital media project.
  • 44. Cabinets of Curiosity, 2011 Students of Professor Marcel O’Gorman’s ENGL 293 Introduction to Digital Media Studies course (Winter 2011) work on their MAME cabinets.
  • 45. Cabinets of Curiosity, Spring 2011 A few of the finished cabinets.
  • 53. Sample Critical Media Lab projects in collaboration with the Murray Alzheimer’s Research and Education Program (MAREP): Project 1: “I’m Still Here” by Adam Cilevitz, Gian Mancuso, Aaron Patkau, and Leif Penzendorfer -Digital simulation of Alzheimer’s for education and empathy. Project 2: “Spark” by Judy Ehrentraut, Emma Vossen, and Elise Vist Digital art therapy for Alzheimer’s patients and their caregivers.
  • 54. MISSION Crimelab mission The Critical Media Lab supports interdisciplinary research-creation projects that draw on new media to investigate the impact of technology on society and the human condition. This approach, which challenges the boundaries between art and science, research and artistic practice, results in the invention of new technologies and media artifacts, dialogue facilitation across disciplines and communities, and policy formation that directly impacts technological design and implementation.
  • 55. Critical Media seeks to close the gap between: MARKETING “GOODS” and PURSUIT OF “THE GOOD” - Engage tech. at the R & D stage of development. - Present alternative models for digital production. - Reclaim “innovation” from the logic of commercialization - Intervene in the production of “technoculture.”