Alan Sondheim on Tue, 11 Nov 2008 03:33:00 +0100 (CET) |
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<nettime> sondheimogram [x2: dance and gravity, what-if] |
[digested @ nettime --mod(tb)] Alan Sondheim <[email protected]> Dance and Gravity The What-If - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Date: Mon, 3 Nov 2008 13:34:21 -0500 (EST) From: Alan Sondheim <[email protected]> Subject: Dance and Gravity Dance and Gravity For gravity is everywhere, loving us bone by bone, cell by cell, atom by atom; think of gravity as strings everywhere in a dream, caressing and tugging the world into shape. [...] I envy Foofwa who travels with his body, observing the movement of the scenery, the great wheel of the world, within the atmospheric, untoward stars and constellations. Teleporting not only collapses distance; it implicates space itself in fraud, the clearest evidence of database. I long for the seamlessness of the real world, its inconceivable vulner- ability, its joy and suffering in our darkest hours, its fantasms and hallucinatory quality. In Second Life, one never wakes from the dream, dream is all there is; in dance, gravity surrounds and infiltrates the body - Foofwa travels to Lebanon on a plane whose wings suck it up into the sky, where comfort, great circles, and vectors reign. It takes time and shadows of dawn and dusk, morning and evening, to achieve anything. It takes rehearsal time, stretching and turning and other movements and parallelograms of force, the soft speaking of gravity, the hardness of silence, among dance and a communality of dancers, audience, presenters, choreographers, as if the world momentarily separated into categories. In Second Life there is nothing to see; it is all visible, all present, even give members-only barriers. It is flat, simulacrum and hyperreality all in one; it goes nowhere. Something drops from the sky, founders, but nothing breaks, there is no wear-and-tear. Even the text-based MUDs in a sense were more realistic; one's avatar had to eat and drink, wore out, perchance to sleep, but the MUDs were game-based and one can't fight forever. Dance is brilliant burning; bodies wear out, and even today documentation of choreographies is insufficient: What goes, what leaves the earth in exhaustion or death has placed memory at the heart of the world, and memory is the most vulnerable of all. Still, memory seeps into the mind, into the very bones, of the spectator, who moves and thinks differently, however slight; her body's muscles carry the evening, even from the silence of a chair. It is a ritual of inhering; the scopic act, I think, is always already ikonic, always at work with the dancer, in a way one only dreams about in Second Life. Second Life's simulacrum is binary, either on or off; the screen is illuminated or dark, sound and video present or absent, and so forth; these doors don't wear out, but are replaced by newer versions of the software brought down to hard drive by the mother company. Second Life seeps into the first; being in Second Life, as anyone will tell you, is being in the first, and Second Life's dreams are tableaus in first life's night. But still there's a difference which goes back to the negation of the planet, negation in the world as one turns away from another, as a species dies or a forest is logged or a community is slaughtered. I think this is at the heart of the real and oddly at the heart of Second Life itself, which is pushed into modes of surrealism and the fantastic, as if it were possible to keep dis/ease at bay. I am sure, though, that Second Life, like MUDs or MOOs or other populations, will have its death off-screen, silencing every and all, returning these to memory as well. (I remember the 'QRB' - quota review board - on PMC-MOO: who even knows what I'm talking about?) By the time and space of that death, only a virtual world will disappear, one whose weight is zero, and whose gravity may be turned on and off at will. Or at the will of another in physics calculated, not from the very inhering or substance of matter, but in the matter of a suitable abstraction intentionally built-in. Falling is no danger; and Foofwa, on his way to Lebanon for choreography, dance, presentation, warmup, rehearsal, blocking, teaching, learning, is up there above a game-space from which there is no escape, the 'idiotic' and inert real of a world of given without a giver - a world whose resource use is already above its carrying-capacity, and therefore a world of zaniness and suffering. This is a world always at war with itself with greater and greater fire-power, while we avatars fall and fall from the sky, always landing in interesting ways, undamaged and somnolent while we take a break for dinner. | Alan Sondheim Mail archive: http://sondheim.rupamsunyata.org/ | To access the Odyssey exhibition The Accidental Artist: | http://slurl.com/secondlife/Odyssey/48/12/22 | Webpage (directory) at http://www.alansondheim.org | [email protected], [email protected], tel US 718-813-3285 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Date: Sun, 9 Nov 2008 23:08:31 -0500 (EST) From: Alan Sondheim <[email protected]> Subject: The What-If (written under zero sleep, apologies, but there's 'something here') The What-If http://www.alansondheim.org/ layout jpgs The last theoretical, what to do when exhausted to the point of trembling or shuddering, unchecked for reason, false grammar, confusion: Vaihinger and Bentham both developed the concept of fictions or the as-if in relation to the real: as if the perceived real were real, as if reifi- cation were the state of things - as if the real were within the simile and subjunctive. The what-if simultaneously doubles and reduces the as-if: Doubles, since it proposes an alternative branching or possible world which is an as-if within the as-if of th real - and reduces, since a fictionalized as-if (that is, the as-if as fiction) branched into the aegis of a dominant fiction no longer subjunctive - the what-if as production or temporal process creates a fiction without split - no longer 'as-if X were real within a perceived world that is necessarily split,' but an X which is all the real there is within a generated world or simulacrum. The what-if simultaneously quadruples and collapses: Quadruples, since the epistemology splits and what is real has also divided - and collapses, since the fiction is ontologically degree-zero; one might also approach this in terms of codes and replaced or augmented codes, or replaced or augmented scripts or objects, therefore basic operations of annihilation, creation, displacement, condensation, substitution, branching and collapse. The what-if does nothing and everything: Nothing, since ontology remains as before, and the model - for that is what we are introducing - utilizes the same fundamental rues, protocols, codes, and principles - and every- thing, since what occurs is the construct of a new universe, related to the old, but with a modification, however small. The what-if places the world within which an enunciation is made, within the subjunctive; it is always a time-dependent process. Any real or virtual movement within real or virtual worlds is a time- dependent process. But what-if is a movement with a diacritical mark or curlicue. The mark need not be within the real or virtual world; it may be within the world of the spectator. >From the outside, a change is created within the gamespace. The rules within the gamespace are the same as before. A change is made from without to within. A demarcation occurs, a separation of the gamespace into before and after. Gamespace is always already before and after; the separation occurs on a meta-level. The separation is semiotic and the construction of a semiotic. The separation is a figure of speech. There is speaking within and speaking without; a model might insist on these distinctions: go from real through virtual through channel through virtual through real. Of course what is real is virtual and what is virtual is real. Of course the channel is simultaneously real and virtual; one might argue that the channel is the diacritical mark, the demarcation itself. The demarcation may be fuzzy. The change from X to X' may be sufficiently complex as to prohibit or occlude a transformation. A transformation may occur - the result of a what-if process - without being noticed; there may be no notification or a misplaced or misrecognized notification. So what-if implies an impending modification within a sememe from without; it splits from itself, constructs on a meta-level, a semiotic which breaks through and within the discursive. The transformation within the real virtual, from X to X' is always already sutured; the break, again, occurs within the subject hirself outside of, or constructing an outside-of, the gamespace. Needless to say the what-if may be nothing more than conversational, i.e. what if the sky were green? It may or may not result in a process applied from without to an ostensible subject. The ostensible subject, gamespace, world, etc. may appear, from without, broken or of interest or anomalous or cohering or 'the same as before' within the epistemological limits of whatever transformations are already going on. The ostensible subject is the subject of the subject applying the what-if, that is, the external subject, placed as well, reflexively perhaps, within the subjunctive. Whether or not anything is 'really' carried out. The what-if, then; is always already a thought-experiment as well, no matter what happens later or what happens reflexively, or even within the case where nothing happens at all. One might say that the human project implies thrownness into and through- out the what-if on a continuous basis, that everything and nothing is happening, that this happening is a model for human existence and behavior. And in this light, a model perhaps of every organic existence and behavior - but one might well ask if all organisms are capable of the subjunctive in the sense used here? I would say no, that the subjunctive implies something which, if not uniquely human, at least implies an intelligence organized according to a just-so, which is rarely found otherwise in the world. Roughly, it has to do with stewardship and dominion as well, placing the world we witness, real or virtual or worlding, under the subjunctive: to be human is to live within the semiotic of the subjunctive. And here, within a specified virtual world, one carries out experiments telling or foretelling, floundered and foundered on the subjunctive - this these experiments might be taken as fundamental as well to any human project, if such there be. Perhaps this virtual world lacks a sense of, lacks the catastrophic; perhaps it is this lack which permits the what-if a discursive and reified operation. Perhaps, only just at our moment and in this configuration, perhaps nothing more. | Alan Sondheim Mail archive: http://sondheim.rupamsunyata.org/ | To access the Odyssey exhibition The Accidental Artist: | http://slurl.com/secondlife/Odyssey/48/12/22 | Webpage (directory) at http://www.alansondheim.org | [email protected], [email protected], tel US 718-813-3285 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # distributed via <nettime>: no commercial use without permission # <nettime> is a moderated mailing list for net criticism, # collaborative text filtering and cultural politics of the nets # more info: http://mail.kein.org/mailman/listinfo/nettime-l # archive: http://www.nettime.org contact: [email protected]