museumofvestigialdesire.net
Museum of Vestigial Desire - Reluctance
http://www.museumofvestigialdesire.net/desires/play/reluctance
The Museum of Vestigial Desire. Transparency leads to a loss of authorship, a loss of agency. When you clarify and communicate your postures and positions too much, they seem to be immediately violable. The reluctant actor tries to do that. The reluctant actor brings noise to the context of command and control. Sure, you can command but whether or not control is possible is something mediated through reluctance. Why is the reluctant actor reluctant? What is the actor holding back? After delay, the actor ...
museumofvestigialdesire.net
Museum of Vestigial Desire - Clues
http://www.museumofvestigialdesire.net/desires/play/clues
The Museum of Vestigial Desire. Why make it any easier than it has to be? There is a sense of implied cruelty in being difficult. The implied cruelty implies a implied potential of reducing the difficulty. This implication is not always true. In most cases the levels of difficulty are static because of the world's current state. No model of the world can be simple. All possible models of the world have to be equally difficult to be stable. What is a standard descriptor of a clue? Who can do this? After a...
museumofvestigialdesire.net
Museum of Vestigial Desire - Books
http://www.museumofvestigialdesire.net/books
The Museum of Vestigial Desire. The Future is Not Distant. Books are not self-contained. They are not unitary. They are social beings. Because when we read we can hear the voice of the author. The imagination of the author's persona is the active experience of reading. This imagination is like a courtship. It is sequential, it reveals itself in steps, it assumes an objectective and pursues it relentlessly. Because continuing a conversation is easier than starting a new one. If we interrupt our sequen...
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Museum of Vestigial Desire - Sanctuary
http://www.museumofvestigialdesire.net/sanctuary
The Museum of Vestigial Desire. Ideally these two should not be distinguished. They are part and parcel of the same experience. There are no clearly demarcated boundaries between hard and soft ways of doing architecture but there are certain variables that are often given up on or are not dealt with because they are too complex and the architect lacks a way of dealing with them. We can be channels, we can be distracted and we can accumulate attention at the same time. We will use attention only as levera...
museumofvestigialdesire.net
Museum of Vestigial Desire - Home
http://www.museumofvestigialdesire.net/tag:system
The Museum of Vestigial Desire. Picture Completion: Malabar Nightshade. Playspace can be modelled specifically as a game or generally as a literary space that has ambiguous design parameters and require an experiential description to be conveyed. In the latter case, the description might not even bear the minimum descriptors necessary to make a game but can be accessed as a story with variable content. Initiated at dis-locate 12. Some seeds for this Museum germinated at n.e.w.s.
museumofvestigialdesire.net
Museum of Vestigial Desire - Copy
http://www.museumofvestigialdesire.net/desires/play/copy
The Museum of Vestigial Desire. Can a simple act of cyclical copying becomes a way of developing a personality? Person to person copying can work as a kind of mimesis. When it happens across many many iterations it loses the smell of its source. After a point entities are as complex, natural and dense as ordinary people. There is a natural selection based preference notification in operation. Only if two entities have a preference for each other, they allow a copy routine to occur. Next page ›.
museumofvestigialdesire.net
Museum of Vestigial Desire - Serious games
http://www.museumofvestigialdesire.net/desires/play/serious-games
The Museum of Vestigial Desire. Serious games are serious about reality. Either in their modelling or their projection, serious games want to have players believe that they are playing a game when actually they are interacting with real world variables. This has bred laziness which has not allowed us to see our actions with enough distance to be able to reflect on the consequences of dealing with them like game-world actions. To allow the parallel processing of multiple sets of information, the macro lim...
museumofvestigialdesire.net
Museum of Vestigial Desire - Ambience
http://www.museumofvestigialdesire.net/desires/play/ambience
The Museum of Vestigial Desire. Ambience is that which cannot be transmitted. Like biscuits that can only be consumed only locally, transmission is difficult. A large chunk of experience cannot either be transmitted or even accessed or archived. This chunk of experience can only be talked about in reference to the negative space of environmental noise. After ambience is identified, what happens? And if the change does happen then what is the association? Because this compensations happens in a very activ...