[-empyre-] symbolic made real



Hi again,

A realtime interactive 3D simulation of a pipe is not a pipe either :)

In relation to Toms comments: By their nature as coded systems of representation, digital games are sympathetic to analysis in terms of semiotics. There are a variety of semiotic theories that may be applied to digital games as virtual worlds - eg. biosemiotics (communication and signification in living systems) and zoosemiotics (animal behaviours). If you are modelling these kinds of behaviours in a game then these formalised systems are extremely useful.

Post-structuralism may provide some answers -Derrida's deconstruction and Baudrillard's hyperreality are precursors to what has occurred since in the digital realm.

However, I am not suggesting there is a realm of the symbolic that is seperate to the real, but rather that the digital games blend these two into an interconnected hybrid form that is both symbolic and real simultaneously. Here some thoughts within the context of more specific examples:

Massively Multiplayer Online Role Playing Games (MMORPGs) such as EverQuest work with the highly symbolic universe of Role Playing Games and manifest these in a large scale persistent world. The game world is coded with and is shared across thousands of players. It may be part of their lived, real experience but it is also a computer program running a world with its own logic. In order to be successful in the game the players must learn this logic and think in terms of that (symbolic) world.

Game mods highlight an important part of the structure of digital games. They demonstrate the seperation of the underlying code or logic of a game and its representation. The same gameplay can be represented in a wide variety of different ways (ranging from copies of the original game through to experimental game art) through the replacement of sounds, textures, models and the creation of new levels. The code or logic of the game may also be modifed by software hacks, which take this further. However, the process is still one of mapping different representations onto an existing symbolic world.

Joseph Goguen has suggested the idea of an algebraic semiotics - the mathematical description of semiotic relationships. This means that semiotic relationships are defined mathematically and can be parameterised, translated, generated, and generally manipulated using mathematical processes. In this case the starting point of the process is a symbolic world that can then be transformed and restructured into new forms. Each abstract, semiotic world generated by this system is made perceptible through its simulation in a virtual world.

I have also experimented with this concept in a game art project, entitled Semiomorph. In this game the player shifts the representation of world between text, diagram, icon and simulation using the idea of 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.'

Troy.

-= Hi =-

I hear you there Tom . . Cultural Studies 101, read Empire of the Signs, due
Thursday* . .
But it is clearly a relevent discussion. Games and gaming technology, if
thats what we are talking about?, almost fit too neatly as an explanation or
exploration of the relationships between sign systems and the so called
real. As if we're going over the obvious, or missing something . . . but
there is more to the gaming / game developing experience, and its
interesting that while there are still layers of the less abstracted and the
more symbolic within gaming environments - a simulated street scene , a HUD,
a pick-up, a player list and their stats, a map with perhaps a
non-perspectival visual system, various entities and AI, and chat might all
exist on the screen at the same time for instance - they can't help but be
events within a universe thats increasingly trying to emulate what is
immediately recognisable to us, but is inevitably distinct.
I found The Getaway quite a positive step towards compressing the broad
extents of the game world information into the perspectival visual layer -
it worked to increasingly animate the world, giving potent reason to a blood
stained suit or a car indicator. But thats a direction that rides on film
while neglecting game specific potentialities . .


But I would like to follow Tom's lead and ask that we clarify the objects
and experiences we're talking about. Troy has mentioned 3D game technology
and how the immersive representation colludes with the fact that a game
world is developed around the agency of a body - Eugenie talks about VR,
though I think she refers to the same examples as Troy . . . would it not be
productive to extend discussions into specific examples we can share?


c h a d
selectparks.net


tom@nullpointer.co.uk wrote:
Hi all,

Not too well versed in semiotic theory anymore myself (college seems a long
time ago:)
But I am interested in the ideas you are presenting and I was wondering if
you are
talking about videogames in general or if there are more specific examples
that you can
refer to as immersive semiotic agents/systems. I'm getting awfully tempted
to dig up some
baudrillard here but i'm not quite sure how post-structuralist thinking is
regarded or applied
to contemporary practice (In a strange way it seems kind of dated)


Best

Tom
http://www.nullpointer.co.uk




----- Original Message ----- From: <troy@iconica.org> <mailto:troy@iconica.org> To: "soft_skinned_space" <empyre@lists.cofa.unsw.edu.au> <mailto:empyre@lists.cofa.unsw.edu.au> Sent: Monday, October 06, 2003 1:47 AM Subject: RE: (Re: [-empyre-] Holbein thread)


Hello,

Right. Many recent games use sophisticated simulations of worlds that embody
relationhips and situations to the player / subject / viewer. When engaged
in the simulation / game the player becomes part of the game. In terms of
the symbolic / real (discursive / material) the simulation is a sign system
and the player becomes a sign in that system ? the game world is quite
literally
addressing the player as an agent in the simulation. At the same time, the
artifice of the simulation immerses the player so that they perceive it
as real. This is typically through the use of depth cues, spatialised sound,
immediacy of feedback, realistic behaviour / physics, lighting, and so on.
Psychologically, the player is in that space ? it becomes their reality.


In this way, I would argue that electronic space can be the symbolic made
real. The symbolic has real affect, and is represented as a real space
through
simulation. Of course, this relies on the assertion that 'we want to
believe'
? that mediated experiences have been assimilated as natural and 'real'
in the first place.


So, electronic space blurs the symbolic and the real by representing a
highly
abstract space (the logic and relations of the computer) in a realistic
simulation (the immersive / interactive experience). Which is one of the
things that makes them so special.


Troy.



hi again,

ta for the baltrusaitis reference - it's a classic text on anamorphosis.
another classic text is of course jacques lacan's chapter on 'anamorphosis'
in 'the four fundamental concepts of psychoanalysis'.


according to lacan, holbein's picture demonstrates the 'annihilation' of
the
subject. his is a tricky argument to synopsize, but i'll try: lacan's


schema

of the subjectifying relation is very closely based around alberti's
perspective construction. his 'double dihedron' of vision schematizes the
way that the subject functions within the order of language and
representation. step outside this relation - i.e. step away from the


correct

point of view - and you enter the domain of the 'real', you cease to be

a

subject as such. this, in a nutshell, is what holbein's picture

demonstrates

- so says lacan.

within lacan's argument, then, the border between the discursive and the
material is recast as the border between the symbolic and the real - and
it
is not subject to blurring. you're either a subject under the gaze (i.e.
a
subject in/of discourse), or you're nothing at all. i think this is a bit
harsh, and i think holbein thinks so too, which is why i find his picture
so
interesting. i wouldn't go so far as to say it 'devours' the situated
subject - it simply points out that it's really tricky to 'situate'


subjects

in the first place.


from the phenomenological point of view, which is basically (as far as
i

understand it) what holbein's picture demonstrates, subjectivity is a kind
of an 'unsituated' concern by definition, an unstable mix of the material
AND the discursive.... which is also what we find lucidly demonstrated


in

a
lot of recent videogames. which is why i find them so fascinating.

later
e


on 3/10/03 8:11 AM, -empyre-owner at empyre-owner@lists.cofa.unsw.edu.au
wrote:



vince.dziekan@artdes.monash.edu.au
Friday, 3 October
HI.
Sorry, don't want to jump in or preempt Eugenie's response, but I'd
recommend you check out:

Author:Baltrusaitis, Jurgis, 1903-
Title:Anamorphic art / by Jurgis Baltrusaitis ; translated by W. J.
Strachan.
Publisher:Cambridge [Eng.] : Chadwyck-Healey, 1977.

The idea of Renaissance, Cartesian Perspectivism containing this
'alternative' within it is an interesting position to think about (the
application of perspective as a technique can be considered equally


"right"

whether using it to form or inversely to deform. Somewhere along the

way,

one of those positions has become "right" and the other deemed "wrong").
Looking at this in this way, does this sort of soften the borders between
the "discursive" and the "material", as indicated in an initial


observation:


IÅve just read troyÅs first post and it looks ú interestingly ú as though


we¹re approaching the issue of anamorphism from two distinct angles

ú

the

discursive (troy) and the material (myself).

Thoughts?
Cheers.
Vince
(ps. I'm a colleague of Troy's in the dept of Multimedia & Digital Arts


at

Monash --- so thought I'd better put in my two cents worth...)



Alan Sondheim wrote:

Can you say more about Holbein's scheme? It's almost as if his painting
devours architecture and the situated body. Did he do other such work?


Why

was this brilliance abandoned, if it was? Could his other work contain
secret geometries? (I realize not, but want to speculate.)


It reminds me, what you're saying, of the multiply perceived painting

of

Kuo Hsi -

Alan

On Thu, 2 Oct 2003, eugenie wrote:


hi all,

big thank you to christina, melinda, michael and jim for inviting me

to

participate in this monthÅs discussion.

IÅve just read troyÅs first post and it looks ú interestingly ú as though
weÅre approaching the issue of anamorphism from two distinct angles ú


the

discursive (troy) and the material (myself). my interest in anamorphosis

is

historically based ú I arrived in the digital realm by the somewhat
roundabout route of c18th landscape aesthetics ú so IÅm going to begin


by

giving a bit of historical background.

anamorphosis, for me, is a way of approaching the issue of Oembodied
vision¹. the argument is simple and probably highly self evident to most


of

you posting to this list ú vision and thought issue from an active body
rather than a disembodied eye ú but itÅs also one that western philosophy
has traditionally had a great deal of trouble accepting.


Hans HolbeinÅs Ambassadors (1533) is a well-known example of an

anamorphic

picture and an excellent demonstration of the way that so called

Orational

perception¹ has always involved more than just the perspectival eye/I.

The

vanishing point and Ocorrect¹ viewing position in Holbein¹s picture are
clearly indicated by the precise rendering of the various perspectival
objects in the image. Looking from this position, the anamorphic skull


in

the foreground appears as nothing more than a meaningless shape. In order

to

see it properly, the viewer has to approach the painting and look

obliquely,

from a position on the right, about halfway up the frame.

Viewing Holbein¹s picture was a sort of play in two acts. Holbein was

quite

specific about the manner in which the picture should be hung: in a room
with two doors, each one corresponding to one of the picture¹s two


viewing

positions. In the first act, the viewer enters the room and sees the

picture

from the Ocorrect¹ point of view. Captivated by the realism of the

painted

scene, the viewer is also perplexed by the indecipherable object at the
bottom of the picture. Leaving by the second door, the disconcerted


viewer

casts a brief backward glance at the painting, and it is at this point

that

the strange object resolves itself into an image.

Traditional theories of representation have paid a lot of attention to

the

way the viewer is constructed as/at the OcorrectÅ point of view ú i.e.

as a

distanced, disembodied, monocular eye. they have had much less to say

about

the transient state(s) between points of view ú what IÅm calling the
Oanamorphic momentÅ. HolbeinÅs picture calls attention to those moments


in

the event of seeing where the viewer exceeds the Cartesianesque
configuration of the disembodied eye. It foregrounds the subject in its
environmental sense: a mobile, embodied agent that acts in the real world


of

objects. As a concept of transformation, then, anamorphosis allows us

to

understand subjectivity as a Odynamic¹ condition, a matter of a

constantly

changing body schema rather than a fixed body image. Holbein¹s little
theatre of representation, in other words, has a lot to tell us about


the

way we interface with virtual environments in the present dayS and this

is

where it links up to my current interest in videogames, and affect, and

the

way that we traditionally understand the history of virtuality.

wow, I¹ve run on and on. I¹ll leave it there for now.

bests
eugenie


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