information processing

By Eric Dean Rasmussen, 22 June, 2012
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Abstract (in English)

Digital approaches to information processing foreground the unique interdependence between
knowledge and its representation that has been characteristic of western epistemology for the past five centuries. The essential role representation formats play in modern knowledge construction is generally accepted in all disciplines, attributing, learning and intellectual progress less to one's direct engagement with actual phenomena, and more to notational structures that convey its formulation. In this paradigm, knowledge follows exclusively from its theoretical articulation, not the other way around.

As such, the actual world cannot but appear symptomatic; its material presence reduced to little more than a kind of referential conceit. Michael Heim speaks to this very issue philosophically as early as the 1990s, recognising clear ontological paradoxes in the then newly emergent VR technology: just how our culture understands the term "reality" as an actual environment, he observes, can only weaken and become less physically uncertain "as it stretches over many virtual worlds.”2 Heim's comments recall digital culture's especially complex interactions with the material world around us; yet they capture as well the increasing ontological impasse that has developed over the course of at least a century of intellectual and artistic debate on the relationship of patterns, ordering and schema to what we perceive to be material actualities.

(Source: Author's abstract, 2012 ELO Conference site)

By Eric Dean Rasmussen, 14 June, 2012
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Abstract (in English)

A network- and laptop- distributed language art performance based on texts that have been processed and regenerated in terms of the typo- and orthographic dimensionalities of their supply compositions, with phrase selection based on indexed occurrence counts hacked from Google.

(Source: Author's abstract, 2012 ELO Conference site)

By Eric Dean Rasmussen, 20 March, 2012
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University
Pages
xii, 171
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All Rights reserved
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Abstract (in English)

People draw on many diverse sources of real-world knowledge in order to make up stories, including the following: knowledge of the physical world; rules of social behavior and relationships; techniques for solving everyday problems such as transportation, acquisition of objects, and acquisition of information; knowledge about physical needs such as hunger and thirst; knowledge about stories their organization and contents; knowledge about planning behavior and the relationships between kinds of goals; and knowledge about expressing a story in a natural language. This thesis describes a computer program which uses all information to write stories. The areas of knowledge, called problem domains, are defined by a set of representational primitives, a set of problems expressed in terms of those primitives, and a set of procedures for solving those problems. These may vary from one domain to the next. All this specialized knowledge must be integrated in order to accomplish a task such as storytelling. The program, called TALE-SPIN, produces stories in English, interacting with the user, who specifies characters, personality characteristics, and relationships between characters. Operating in a different mode, the program can make those decisions in order to produce Aesop-like fables.

(Source: Author's abstract)

Creative Works referenced