[-empyre-] Semiotic morphism intro from Troy Innocent
Hello -empyre-
Thanks Christina, Melinda, Michael and Jim.
Following on from Christina's introduction (thanks again), I would like
to discuss 'semiotic morphism' within the context of 'generative
meaning systems' expressed through the creation of electronic spaces /
virtual worlds. These systems are hybrids formed from digital media
language (forms of electronic space), computational semiotics (logic of
electronic space), and artificial life/generative systems (agency of
electronic space).
These systems may be used to explore the multifaceted, n-dimensional
nature of electronic space. Semiotic morphism is a 'generative meaning
system' in which signified messages can be mapped onto various
signifiers, multiplying and mutating instances of semiosis.
An abstract (1) on semiotic morphism is included below with the direct
link to the full paper. An expanded outline of these themes (2) is also
included below in an artist statement.
Further examples / info will follow in future posts. I look forward to
hearing of the travels and experiences of others in the transmutational
spaces of the digital realm.
Troy.
1:[Exploring the nature of Electronic Space through Semiotic Morphism]
Electronic spaces present endemic properties and structural
relationships that are difficult to decode. Using these spaces to their
full potential for effective communication and expression is difficult
without understanding how they signify meaning. Combining theories of
digital media language, electronic space, computational semiotics and
formal languages, semiotic morphism may be adopted as a new approach to
understanding the nature of electronic space. This process is
demonstrated in an electronic game, entitled Semiomorph. Semiotic
morphism may lead to new understandings of existing electronic spaces,
provide a framework for the creation of new space, and demonstrate
structures and relationships that are unique to digital media.
http://www.cdes.qut.edu.au/fineart_online/Backissues/Vol_17/
faf_v17_n08/reviews/pdf/Innocent.pdf
2:[Artist statement]
Where do life and intelligence reside? Until recently, our only
examples of these phenomena have been earthbound and biological. But
digital technologies invite us to consider what role life may play in
electronic space. In the field of Artificial Life, complex systems can
be represented in cyberspace as a set of algorithmic rules which
describe certain entities, such as simulated lifeforms. Over time, an
adaptive, dynamic computer-bound version of the given system emerges in
accordance with the rule-governed behaviour of the entities.
Iconica presents such a synthetic world populated by plastic knowbots
that communicate amongst themselves and with the work's audience via an
iconic language system peculiar to their universe. The work evolves and
mutates autonomously and in response to audience interaction.
On one level, Iconica is a stylised model or simulacrum of reality. The
ubiquity of various simulacra in media culture (movies, computer games
and so on) makes us adept at shifting perceptually between the real and
the hyperreal, extrapolating from synthesized worlds to our own, or
accepting simulation as integral to reality itself.
But Iconica also actualizes a coherent alternative world, a project
that I develop further in Artefact, an immersive three-dimensional
computer game. In Artefact, I investigate the particular 'language' of
computer-mediated space as it is expressed in games?its unique internal
logic and properties.
Artefact, for example, explores 'semiotic morphism', a "systematic
translation between sign systems" in which signified messages can be
mapped onto various signifiers, multiplying and mutating instances of
semiosis. The term captures the shape-shifting plasticity of
relationships between sound, image, text, and users in virtual worlds;
the interactions through which meaning is made, transformed and remade
dynamically and synaesthetically in real time.
These properties animate digital space, and lend a peculiar kind of
life and intelligence to it - a denatured logic that is reflective of
the 'nature' of the medium itself.
>>> Troy Innocent : troy@iconica.org : iconica.org
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