Not Signed-In
Which clippings match 'Causality' keyword pg.1 of 2
20 JANUARY 2014

The Lake House: narrative film that exploits circular structure



2006across time • Alejandro Agresti • between past and presentcausality • Christopher Plummer • chronological time • circular narrative • circular narrative structure • circular narrative style • circularitycontemporary present • correspondence • David Auburn • deathdoghouse • Il Mare (2000) • Keanu Reeves • lake • letter writinglove storymailbox • melancholia • passage of time • Persuasion (Jane Austen) • plot structuresportal (science fiction)remaking film • romantic drama • Sandra Bullock • separate points in time • simultaneityspeculative fiction • The Lake House (2006) • time


Simon Perkins
06 DECEMBER 2013

Motive Architecture: spaces which engage social interaction

"Architecture traditionally has been considered the spatial backdrop to social interaction. But increasingly architects enabled by computational technologies are creating spaces that can engage actively within these social interactions. My research focuses on the non verbal aspects of human computer interaction, embedding kinetic behaviours into physical objects. ...

While increasing numbers of designers are using robotic systems to build novel performative objects and spaces, there is little discourse in design on what forms of motion are most engaging and why? I am exploring how, and when, we percieve animism and causality in moving objects as I hypothesise that the most salient of motions are those which give a subjective impression that something is alive. My research examines the minimal amount of motion required to elicit immediate and seemingly irresistible interpretations of life gaining inspiration from the perceptual research of Michotte (1946), Heider and Simmel (1944), and Tremoulet and Feldmann (2006). A test rig for suspending and animating simple geometric figures has been developed to test methods of eliciting anima. Computer vision systems have been developed in parallel to observe human levels of engagement and to explore novel forms of exchange between architecture and inhabitant."

(Ruairi Glynn)




Albert Michotte • aliveanima • animate form • animational communicationarchitectureautomation • Bartlett School of Architecture • believable charactersbuilt environmentcausalitycognitive science • computational technologies • design research • Fritz Heider • geometric figureshuman computer interactioninteractive architectureinteractive environments • Jacob Feldman • kinetic automatonkinetic bodily logoskinetic sculpture • Marianne Simmel • motive architecture • moving objects • non-linear sequence • nonverbal behaviour • novel forms of exchange • novel performative objects • Patrice Tremoulet • perceptual research • performative spacesphysical engagementphysical objects • Ranulph Glanville • reactive spacerobotic sculpturerobotic systemsRuairi Glynnsocial interaction • spatial backdrop • Stephen Gage • structural forces • test methods • test rig • time-based architecture • time-based art • triggered by stimuli


Liam Birtles
01 DECEMBER 2013

Ways of Thinking and Organisational Causality

"There are several types or ways of thinking. Each of these ways of thinking comes with its own set of assumptions, or paradigms, that, while making the thinking process work efficiently, also constrains the process to a particular view of causality, organization, and management's and members' roles in an organization. These types of thinking have their roots in natural sciences, social sciences, and philosophies. They can become so pervasive and dominant in management discourse that they become invisible, being applied without consideration for their assumed causality. Clearly identifying and classifying types of thinking raises awareness of what thinking is actually taking place, and at the same time challenges management to improve their thinking based on this knowledge of thinking."

(Kim Korn, Create Advantage Inc.)



analytical thinking • assumed causality • autonomous human choice • business management • business organisation • causalitycompetitive advantage • competitive positioning • complex responsive processes thinking • complexity science • decision making • formative causality • Georg Hegel • Hegelian philosophy • holistic thinking • identity-difference thinking • imaginative thinkingImmanuel Kant • inside-out thinking • insightintuitionIsaac Newton • Kantian philosophy • knowledge of thinking • knowledge paradigm • management discourse • mechanistic perspective • natural causality • natural sciences • natural systems • organisation causality • organisation evolution • organisational behaviourorganisational capabilities • organisational causality • organisational dynamics • outside-in thinking • part-whole thinkingphilosophypsychological perception • rational choice thinking • rationalist causality • rationalist perspectiverationalist traditionsocial sciencestrategic thinkingsynthetic thinking • system-environment thinking • systemic process thinking • systemic thinking • systems approach • systems science • systems thinking • thinking roles • thinking styles • transformative causality • types of thinking • ways of thinking


Simon Perkins
12 MAY 2013

Can Histories Be True? Narrativism, Positivism, and the MetaphoricalTurn

"Narrativism, as represented by Hayden White and Frank Ankersmit, can fruitfully be analyzed as an inversion of two brands of positivism. First, narrativist epistemology can be regarded as an inversion of empiricism. Its thesis that narratives function as metaphors which do not possess a cognitive content is built on an empiricist, 'picture view' of knowledge. Moreover, all the non–cognitive aspects attributed as such are dependent on this picture theory of knowledge and a picture theory of representation. Most of the epistemological characteristics that White and Ankersmit attribute to historical narratives therefore share the problems of this picture theory.

The article's second thesis is that the theories of narrative explanation can also fruitfully be analyzed as inversions of positivist covering–law theory. Ankersmit's brand of narrativism is the most radical in this respect because it posits an opposition between narrative and causal modes of comprehension while simultaneously eliminating causality from narrativist historical understanding. White's brand of narrativism is more of a hybrid than is Ankersmit's as far as its theory of explanation is concerned; nevertheless, it can also be fruitfully interpreted as an inversion of covering–law theory, replacing it by an indefinite multitude of explanatory strategies.

Most of the striking characteristics of both White's and Ankersmit's narrativism pre–suppose positivism in these two senses, especially their claim that historical narratives have a metaphorical structure and therefore no truth–value. These claims are had to reconcile with the factual characteristics of debates by historians; this problem can be tracked down to the absence in 'metaphorical' narrativism of a conceptual connection between historical narratives and historical research."

(Chris Lorenz, 1998, Wiley–Blackwell)

Lorenz, C. (1998). "Can Histories Be True? Narrativism, Positivism, and the "MetaphoricalTurn"." History and Theory 37(3): 309–329.


causal modes of comprehensioncausality • cognitive content • conceptual connection • empiricism • emplotment • explanatory strategy • factual characteristics • Frank Ankersmit • Hayden White • historical chronicles • historical narrative • historical narrativeshistorical researchhistorical understandinghistoriesknowledge • metahistory • metanarrativemetaphormetaphoric reference • metaphorical narrativism • metaphorical representation • metaphorical structure • metaphorical turn • narrative explanation • narratives • narrativism • narrativist epistemology • picture theory • picture view of knowledge • positivismrepresentation • storied ways of communicating • storied ways of knowing • truth claims • truth-value


Simon Perkins
08 OCTOBER 2012

LUDOLOGY MEETS NARRATOLOGY: Similitude and differences between (video)games and narrative

"Literary theory and narratology have been helpful to understand cybertexts and videogames. Aristotelian Poetics [Laurel, 1993], Russian formalism [Porush and Hivner, ?], and poststructuralism [Landow, 1992] are some of the different perspectives that have been used to study the subject.

Some authors see cybertexts and videogames as a new form of or as an expansion of traditional narrative or drama. The fact is that these computer programs share many elements with stories: characters, chained actions, endings, settings.

However, there is another dimension that has been usually almost ignored when studying this kind of computer software: to analyze them as games.

The problems of using a 'game' perspective are many. Basically, traditional games have always had less academic status than other objects, like narrative. And because of this, game formalist studies are fragmented through different disciplines, and not very well developed.

In this paper we will propose to explore videogames and cybertexts as games. Our intention is not to replace the narratologic approach, but to complement it. We want to better understand what is the relationship with narrative and videogames; their similarities and differences."

(Gonzalo Frasca, 1999)

Frasca, Gonzalo (1999) 'Ludology Meets Narratology. Similitude and Differences between (Video)games and Narrative'. Originally published in Finnish in Parnasso 1999: 3, 365–71.


1999 • Albert Sidney Hornby • Andre Lalande • Aristotelian Poetics • Aristotles Poetics • Brenda Laurelcausalitycausally relatedcausally related narrative events • chained actions • character • Claude Bremond • computer programme • computer software • cybertext • cybertexts • Daniel Vidart • David Porush • ending • Espen AarsethFILE (festival) • game formalist studies • game perspective • game studiesgame theorygames • George Landow • Gerald Prince • Gonzalo Frasca • Jean Piagetliterary theory • ludology • narrative and videogames • narratologic approach • narratologynew form • Oswald Ducrot • post-structuralism • Roger Caillois • Roland Barthes • Russian formalism • Schaeffer Jean-Marie • setting • similarities and differences • stories • studying games • Todd Hivnor • traditional drama • traditional narrative • Umberto Ecovideo gamevideogames


Simon Perkins

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