User:Themsen/RWRM3-3

From XPUB & Lens-Based wiki

Synopsis "The Work of Culture in the Age of Cybernetic Systems" by Bill Nichols

1 With The Sims, players seem anecdotally to more frequently push back against the ideology of the system - social aspect, social ties through it. Transfare from The Sims= a cybernetic system...over to page 2

2 They are all "cybernetic systems". They are self-regulating machines mechanisms or system within predefined limits and in relation to predefined tasks. Computer - automated but intelligent; control and collectivity.

3 I will focus on the work of culture - its processes - and I will assume that culture is of the essence: I include within it text and practices, art and actions that give concrete embodiment to the relation w have to existing conditions to a dominant mode of production, and the various relations of production it sustains. The act of mechanically reproducing our environment as well as representations of our world gives us a new look at the world, beyond aura. This practice of reproducing our world to give us new perspectives on it creates the sense of mystique which replaces objects without aura. (describe and use them as the description of aura)

4 replacing aura with mystique Dadaism: "Changes of place and focus which periodically assail the spectator"


5 Mechanical reproduction: appropriation of an original The violent potential (of MP) is what cinema must muffle, dfuse & control collectivity isn't the same as cybernetic control hierarchy ->> dependency on presentation of social norms

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7 Multicultural capitalism - knowledge as other / conquest of intelligence - vulnerability to systemic collapse - absorption & feedback

8 Human as different from all natural & artificial components of system -> computer based systems, both machine- and human addressable.

9 computer systems simulate the exchange of ideas and other qualities of life itself. (No idea about what dialogical is)

10 The Cybernetic system gives the illusion of control; this has led to the male gaze migrating into cybernetics through sexist digital content. The M.P:ed system invites the fetischist due to its indirect interaction and lack of aura.

11 Virtual (cybernetic) worlds trump the MP image when a controlled world can be simulated with the hope of creating something real (the orchid). The 'other', the cybernetic system has become the main organizer of our world-perception. The other no longer works under human agency but instead works to absorb the human within predetermined parameters.

12 In the preset world the computer chip is the 'soulless' mediator of expression. The illusion of possessing the potential of cybernetic systems etch social aspects in a more preset situation as he fetischization of data (?) reaches the real. (...)

13 The Zoo or botanical garden can be seen as an early example of constructing a representative reality around a perception of the real world. The cybernetic system extended upon this through the logical prediction of environmental changes and increasingly complex simulations of reality.

14 With the introduction of simulation-systems reality is interpreted as part of a cybernetic web of agents and so the sociopolitical are informed and structured around cybernetically founded interpretations of physical sociopolitical. Under these conditions the imaginary prediction becomes the frame for real action (Reagan's war-sims).

15 Cybernetic systems redefine life and reality as a causal interconnected web of more or less significant agents. The cybernetic paradigm is on of surrogates where meaning is not solid but adopted, non-material or/and transferred and sold into reality where it is acted upon.

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