Computational Culture, 5: Rhetoric and Computation (2016)

19 January 2016, dusan

“How can machines be rhetorical? The readers of Computational Culture need not be convinced that computation drives the digital and networked spaces in which we interact, argue and communicate: word processing programs, videogames, banking and commerce systems, social networking sites, and smartphone apps that track our data (both with and without our knowledge) are all evidence that computation in code shapes nearly every space we inhabit. Computation in code affects and effects our lives. Computational machines affect us through their programming and design, as well the discourse they can generate, via text, image, sound, and so on. By writing computer code and software, programmers and designers construct machines that make arguments and judgments and address audiences both machinic and human. In this sense, even the most mundane computational technologies can be seen as rhetorical –from the grocery store check-out scanner to the high school graphing calculator–because any computational machine shapes and constrains behavior. […]

Software studies has paved the way for many disciplines to approach software as an object of study and computer programs as written artifacts, and we may add rhetoric to our toolkit to do so. We can use rhetoric to interpret the ways that computation addresses and responds to various audiences and exigencies, makes assertions about identities, and ultimately participates in a complex ecology of forces that shape behavior and perception. This version of rhetoric is more expansive than the limited, Aristotelian definition rhetoric as the ‘available means of persuasion.’ Just as software studies recognizes that software is more than code, and that code is more than ones and zeros, contemporary rhetoric is interested in more than the content of arguments; it also concerns the relational forces that precede and exceed arguments.” (from the introduction)

With thematic texts by Steve Holmes, John Tinnell, Kevin Brock, Elizabeth Losh, Jennifer Maher, Alexander Monea, Andreas Birkbak & Hjalmar Bang Carlsen, Matthew Bellinger; articles by M. Beatrice Fazi, Erica Robles-Anderson and Patrik Svensson, Michael Lachney, William Babbitt & Ron Eglash, and review section.

Edited by Annette Vee and James J. Brown, Jr.
Published in January 2016
Open Access
ISSN 2047-2390

HTML, PDFs

Stamatia Portanova: Moving without a Body: Digital Philosophy and Choreographic Thoughts (2013)

26 February 2015, dusan

“Digital technologies offer the possibility of capturing, storing, and manipulating movement, abstracting it from the body and transforming it into numerical information. In Moving without a Body, Stamatia Portanova considers what really happens when the physicality of movement is translated into a numerical code by a technological system. Drawing on the radical empiricism of Gilles Deleuze and Alfred North Whitehead, she argues that this does not amount to a technical assessment of software’s capacity to record motion but requires a philosophical rethinking of what movement itself is, or can become.

Discussing the development of different audiovisual tools and the shift from analog to digital, she focuses on some choreographic realizations of this evolution, including works by Loie Fuller and Merce Cunningham. Throughout, Portanova considers these technologies and dances as ways to think—rather than just perform or perceive—movement. She distinguishes the choreographic thought from the performance: a body performs a movement, and a mind thinks or choreographs a dance. Similarly, she sees the move from analog to digital as a shift in conception rather than simply in technical realization. Analyzing choreographic technologies for their capacity to redesign the way movement is thought, Moving without a Body offers an ambitiously conceived reflection on the ontological implications of the encounter between movement and technological systems.”

Publisher MIT Press, 2013
Technologies of Lived Abstraction series
ISBN 0262018926, 9780262018920
200 pages

Reviews: Donnarumma (Mute, 2014), Murphy (Afterimage, 2014), Thain (Digicult).

Publisher
WorldCat

PDF (11 MB)

Olga Goriunova (ed.): Fun and Software: Exploring Pleasure, Paradox and Pain in Computing (2014)

14 December 2014, dusan

Fun and Software offers the untold story of fun as constitutive of the culture and aesthetics of computing. Fun in computing is a mode of thinking, making and experiencing. It invokes and convolutes the question of rationalism and logical reason, addresses the sensibilities and experience of computation and attests to its creative drives. By exploring topics as diverse as the pleasure and pain of the programmer, geek wit, affects of play and coding as a bodily pursuit of the unique in recursive structures, Fun and Software helps construct a different point of entry to the understanding of software as culture. Fun is a form of production that touches on the foundations of formal logic and precise notation as well as rhetoric, exhibiting connections between computing and paradox, politics and aesthetics. From the formation of the discipline of programming as an outgrowth of pure mathematics to its manifestation in contemporary and contradictory forms such as gaming, data analysis and art, fun is a powerful force that continues to shape our life with software as it becomes the key mechanism of contemporary society.”

Texts by Andrew Goffey, Simon Yuill, Matthew Fuller, Luciana Parisi and M. Beatrice Fazi, Adrian Mackenzie, Michael Murtaugh, Geoff Cox and Alex McLean, Wendy Hui Kyong Chun and Andrew Lison, Christian Ulrik Andersen, Brigitte Kaltenbacher, Annet Dekker, and Olga Goriunova.

Publisher Bloomsbury, New York and London, 2014
New Media and Technology series
ISBN 1623560942, 9781623560942
285 pages

Software studies page on Monoskop

Publisher

PDF, ARG