From cause to relation [4327]

"For the occidental tradition, the idea of God is intimately related to the idea of causality. That means that for any chain of facts it is reasonable to postulate an absolute beginning, which can be called 'God'. Nevertheless, if instead of explaining the universe through the principle of causality we decide to refer to the pure idea of a 'form' -as one can speak of 'rhetorical (or mathematical) forms'-, the chain ceases to be factual and becomes structural and iterative, like a grammar, and there is no longer any way to avoid the possibility of denying a 'real' beginning. The entities in the world become figures in a diagram, the ontological 'history' becomes a rhetorical 'texture' (trama), and God (written with upper initial) may always 'be moved' by some other 'god' (with lower initial), and so on, following a never ending texture 'of dust, and time, and dream and agonies'".

(Ivan Almeida, Cristina Parodi, 1996)

Almeida, I. and C. Parodi (1996). "Borges and the Ontology of Tropes." Variaciones Borges(2).

Speculating about technologically saturated consumerist spaces [4034]

"Digital technologies were born out of and have become fundamental to the processes of global capitalism in terms of production, finance, media and entertainment, extracting data and surveying its insatiable technoconsumers whilst simultaneously presenting itself in the guise of augmentation."

(Andre Sampaio Kong)

Modern medicine evokes a Cartesian mind-body dualism [3499]

"If we look at the history of medicine, we can see that it became what it is today because of a sweeping social transformation that modernized Europe centuries ago. Urbanization and commerce, along with Protestantism and the Catholic Counter–Reformation, encouraged new ways of conceiving and interacting with nature. It was within this context that 'scientific medicine' was invented and elaborated. The particular scientific model that became predominant in Europe in the seventeenth century accepted the mind–body dualism of René Descartes, for whom the human body is a self–contained, entirely material machine. His contemporary, Baruch Spinoza, on the other hand, elaborated a more relational view, stemming from a Jewish tradition that regards the body as essential to a complex and ultimately spiritual being, and all beings as mutually dependent.

Spinoza's perspective is no less compatible with scientific medicine than the Cartesian view. For science has two complementary ways of explaining: by taking apart–as atomic physics mainly does–and by bringing into relation–as Einstein's relativity theory does. Spinoza was quite aware of the power of the first approach, as elaborated by Descartes and advanced by technologies such as the newly invented microscope. Spinoza acknowledges that the human body is composed of parts, and those parts of smaller parts still. But he recognizes also that bodies are encompassed by, and can be adequately understood only in relation to, unities larger than themselves, until we reach the widest system of all, which is 'the whole of nature.' Spinoza was an early exponent of what is known today as 'systems theory.'

Medicine in the sixteenth and seventeenth centuries could have taken a more integrative path, in keeping with Spinoza's insight that we are guardians not only of our bodies, taken individually, but of the entire domain of nature with which they are continuous. Instead–for reasons that this essay will explore – mainstream medicine adopted the Cartesian machine model."

(Raymond Barglow, Tikkun Magazine, March 2002)

Powers of Ten: a dramatic representation of our place in the universe [2588]

"Powers of Ten takes us on an adventure in magnitudes. Starting at a picnic by the lakeside in Chicago, this famous film transports us to the outer edges of the universe. Every ten seconds we view the starting point from ten times farther out until our own galaxy is visible only a s a speck of light among many others. Returning to Earth with breathtaking speed, we move inward– into the hand of the sleeping picnicker– with ten times more magnification every ten seconds. Our journey ends inside a proton of a carbon atom within a DNA molecule in a white blood cell."

(Powers of Ten © 1977 Eames Office LLC)

Fig.1 Original video of the "Powers of Ten". 1977, uploaded by EamesOffice on 26 Aug 2010, YouTube.

Fig.2 Interactive presentation of the "Powers of Ten". 2010 Based on the film by Charles and Ray Eames. An Eames Office Website.

Ad for Lifeline New Zealand: putting things in perspective [1286]



David Carson on design [1274]

"Great design is a never–ending journey of discovery –– for which it helps to pack a healthy sense of humour. Sociologist and surfer–turned–designer David Carson walks through a gorgeous (and often quite funny) slide deck of his work and found images."
(TED.com)

The Logic of Hypermediacy [916]

"Unlike a perspective painting or three–dimensional computer graphic, this windowed interface does not attempt to unify the space around any one point of view. Instead, each text window defines its own verbal, each graphic window its own visual, point of view. Windows may change scale quickly and radically, expanding to fill the screen or shrinking to the size of an icon. And unlike the painting or computer graphic, the desktop interface does not erase itself. The multiplicity of windows and the heterogeneity of their contents mean that the user is repeatedly brought back into contact with the interface, which she learns to read just as she would read any hypertext. She oscillates between manipulating the windows and examining their contents, just as she oscillates between looking at a hypertext as a texture of links and looking through the links to the textual units as language.

With each return to the interface, the user confronts the fact that the windowed computer is simultaneously automatic and interactive. We have argued that the automatic character of photography contributes to the photograph's feeling of immediacy, but with the windowed computer, the situation is more complicated. Its interface is automatic in the sense that it consists of layers of programming that are executed with each click of the mouse. Its interface is interactive in the sense that these layers of programming always return control to the user, who then initiates another automated action. Although the programmer is not visible in the interface, the user as a subject is constantly present, clicking on buttons, choosing menu items, and dragging icons and windows. While the apparent autonomy of the machine can contribute to the transparency of the technology, the buttons and menus that provide user interaction can be seen as getting in the way of the transparency. If software designers now characterize the two–dimensional desktop interface as unnatural, they really mean that it is too obviously mediated. They prefer to imagine an 'interfaceless' computer offering some brand of virtual reality. Nevertheless, the possibilities of the windowed style have probably not been fully explored and elaborated.

One reason that this style has not been exhausted is that it functions as a cultural counterbalance to the desire for immediacy in digital technology. As a counterbalance hypermediacy is more complicated and various. In digital technology, as often in the earlier history of Western representation, hypermediacy expresses itself as multiplicity. If the logic of immediacy leads one either to erase or to render automatic the act of representation, the logic of hypermediacy acknowledges multiple acts of representation and makes them visible. Where immediacy suggests a unified visual space, contemporary hypermediacy offers a heterogeneous space, in which representation is conceived of not as a window on to the world, but rather as 'windowed' itself –with windows that open on to other representations or other media. The logic of hypermediacy multiplies the signs of mediation and in this way tries to reproduce the rich sensorium of human experience. On the other hand, hypermediacy can operate even in a single and apparently unified medium, particularly when the illusion of realistic representation is somehow stretched or altogether ruptured. For example, perspective paintings or computer graphics are often hypermediated, particularly when they offer fantastic scenes that the viewer is not expected to accept as real or even possible. Hypermediacy can also manifest itself in the creation of multimedia spaces in the physical world, such as theme parks or video arcades."

(David Bolter and Richard Grusin, 33–34.pp, 2000)

David Bolter and Richard Grusin (2000). Immediacy, Hypermediacy, and Remediation. "Remediation: Understanding New Media", The MIT Press.