Thursday, January 21, 2010

Re: [Yasmin_discussions] Around Simulation-simulation and everyday life

On Jan 21, 2010, at 10:44 AM, wafa bourkhis wrote:

>
> By creation of
> MMORPG, players can experiments their reflex and their muse and
> intelligence to
> see how they can react in worse situation, and it let him know all
> his ability
> to manage his battlefield for example. As Pierre LEV said about the
> role of
> simulations is to:" Decline phenomena or situations according to all
> the
> conceivable variations, to envisage all the consequences and the
> implications
> of a hypothesis, to know better objects or complex systems of the
> fictitious
> universes on a playful mode"

...and to control the object examined or the environment by which it
is surrounded.
I keep going back to Kevin Robins when I see the connection between
"imagining" and "knowing" . however, knowing is also a way of
controlling, of anticipating an outcome so that we can avoid the risks
arising from dealing with the real thing.
when I see virtual worlds, MMORPG and artificial environments, I get
some confirmation from Robins. following his thought, these
environments constitute a rationalized and better ordered version of
our "dirty" "real world" ( as Wafa describes well, phenomena are
declined "according to all the conceivable variations, to envisage all
the consequences and the implications of a hypothesis"). They also
(almost always) constitute a better version of the "real world". In
fact, I don't think I have ever seen any artificial environment or
virtual world that shows an uglier version of the world. even in first
shooters games, where scenes of destruction unfold before the
participant's eyes, said participant is reassured by his/her
infallible aim. he/she is reassured by the idea that the victim is not
really dying.
What really fascinates me in the latest digi-filled movies is the fact
that not only are they imagined and designed to ....should I
say...photorealistic perfection, but they are also sold to the
audience as some sort of alternative to the real world, some sort of
imagined worlds that the spectator could potentially inhabit, as a
more "natural," "sleek-er" "stunning" world. apparently, this is
something successfully achieved by the environment depicted in Avatar.
I was reading some forums and I came across the following comments
from some audience.

"I had the experience of watching Avatar the movie in 3D this past
weekend. It was AWESOME!! I suddenly have a strong urge to want to
grow a tail and run around barefoot. Become one with
nature...oooolllllmmmmmm." http://www.experienceproject.com/groups/Watched-Avatar-Movie/295502

and the (a bit sensationalistics, but hey, it's the CNN!) article here
http://www.cnn.com/2010/SHOWBIZ/Movies/01/11/avatar.movie.blues/index.html

rb


> --- En date de : Jeu 21.1.10, Pier Luigi Capucci
> <plcapucci@gmail.com> a écrit :
>
> De: Pier Luigi Capucci <plcapucci@gmail.com>
> Objet: Re: [Yasmin_discussions] Around Simulation-simulation and
> everyday life
> À: "YASMIN DISCUSSIONS" <yasmin_discussions@estia.media.uoa.gr>
> Date: Jeudi 21 Janvier 2010, 13h32
>
> Beautiful examples, indeed!
>
> We could add, remaining in theme, the renaissance perspective, which
> set up the "order" of the representation (behind the painted
> surface) and the "order" of the space where the viewer is (the space
> before the surface, that in general we call the "real" space).
> Indeed, in order to see a scene at its best we have to view it from
> a precise viewpoint or a limited area, and moving away from this
> position we loose information.
>
> Today we are immersed in simulations through many media which use
> perspective: from photography to cinema, to video, to computer
> animations, virtual reality, until the 3D videogames and the
> metaverses. Perspective, which is a mathematical, cultural,
> historical... issue, became a "natural" part of our way of
> representing, and especially of viewing, the world.
>
> Pier Luigi
>
> Il giorno 21/gen/2010, alle ore 05.30, r buiani ha scritto:
>
>> ...continued
>>
>> I can't help but noticing how simulation reflects sociocultural and
>> technological tendencies that we can observe in almost all human
>> transactions today. this, I find, happens in a very subtle,
>> imperceptible way.
>>
>> here are some examples to get us thinking about simulation in
>> everyday life:
>>
>> 1) the process of choosing a piece of technology: we are drawn to a
>> Mac or a Ipod or a Iphone, not a computer, a portable music device,
>> or a cellular phone. aspects concerning the design, the aesthetics,
>> or the coolness that these tools symbolize usually take the front
>> seat.
>>
>> 2) thinking about sound, I am drawn to the idea behind the MP3
>> format: substantially, it is a simulation of the original sound,
>> compressed, re-packaged and brought to us according to
>> psychoacustic principles that eliminate "useless" noise, or
>> frequency that our ear can't normally perceive. (see the work of
>> Jonathan Sterne on Media Culture and Society - 2006- on MP3 for a
>> more comprehensive discussion. I can send the specific article to
>> those who are interested)
>>
>> 3) the fantastic worlds we see in blockbusters movies such as the
>> very recent Avatar exhibits an imagery that is simultaneously
>> photorealistic (that is, it shows some "serial" resemblance to
>> objects and landscapes that we can find in the real world) and
>> hyperreal (all objects exhibit literally some "extra" elements that
>> make them more real than real and yet imagined). In particular, I
>> have to thanks Pier Luigi for directing my attention to the
>> Pandorapedia (http://networkedblogs.com/p23720729)I was surprised
>> to see how the whole ecosystem articulated in the movie has been
>> imagined and constructed according to ethological/anthropological/
>> botanical principles, carefully classified and taxonomized in a
>> "Linnaean" style, and in its smallest details. In this regard, I
>> would be interested in knowing some commentaries: is this a way to
>> legitimize this hyperreal world?
>>
>>
>>
>> rb
>>
>>
>>
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>
> --
> Pier Luigi Capucci
> e-mail: plc@noemalab.org
> web: http://www.noemalab.org/plc/plc.html
> skype: plcapucci
>
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