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Baudrillard Simulacra and Simulation 1981 book

According to Baudrillard, Simulacra are copies that depict things that either had no reality to begin with, or that no longer have an original. While, Simulation is the imitation of the operation of a real-world process or system over time. “Simulacres et Simulation” is a 1981 philosophical treatise by Jean Baudrillard seeking to interrogate the relationship among reality, symbols, and society:

[…] Simulacra and Simulation is most known for its discussion of symbols, signs, and how they relate to contemporaneity (simultaneous existences). Baudrillard claims that our current society has replaced all reality and meaning with symbols and signs, and that human experience is of a simulation of reality. Moreover, these simulacra are not merely mediations of reality, nor even deceptive mediations of reality; they are not based in a reality nor do they hide a reality, they simply hide that anything like reality is relevant to our current understanding of our lives. The simulacra that Baudrillard refers to are the significations and symbolism of culture and media that construct perceived reality, the acquired understanding by which our lives and shared existence is and are rendered legible; Baudrillard believed that society has become so saturated with these simulacra and our lives so saturated with the constructs of society that all meaning was being rendered meaningless by being infinitely mutable. Baudrillard called this phenomenon the “precession of simulacra”. […] (from Wikipedia)

Simulacra and Simulation” is definitely one of my best summer holiday readings I had this year. There are several connections to areas like Collective Intelligence and Perception, even Self-Organization as the dynamic and entangled use of symbols and signals, are recurrent on all these areas. Questions like the territory (cultural habitats) and metamorphose are also aborded. The book is an interesting source of new questions and thinking about our digital society, for people working on related areas such as Digital Media, Computer Simulation, Information Theory, Information and Entropy, Augmented Reality, Social Computation and related paradigms. I have read it in English for free [PDF] from a Georgetown Univ. link, here.

Fig. – (book cover) “Emergence: The Connected Lives of Ants, Brains, Cities, and Software” (additional link) is a book written by media theorist Steven Berlin Johnson, published in 2001,  Scribner. New York, NY.

The patterns are simple, but followed together, they make for a whole that is wiser than the sum of its parts. Go for a walk; cultivate hunches; write everything down, but keep your folders messy; embrace serendipity; make generative mistakes; take on multiple hobbies; frequent coffee houses and other liquid networks; follow the links; let others build on your ideas; borrow, recycle; reinvent. Build a tangled bank.” — Steven Johnson.

Where is the frontier between what’s digital and what’s real, asks “Iggy” the cat. Damn, where is it? Where is it? … damn …

[…] We are quickly passing through the historical moment when people work in front of a single computer, dominated by a small CRT and focused on tasks involving only local information. Networked computers are becoming ubiquitous and are playing increasingly significant roles in our lives and in the basic infrastructures of science, business, and social interaction. For human-computer interaction to advance in the new millennium we need to better understand the emerging dynamic of interaction in which the focus task is no longer confined to the desktop but reaches into a complex networked world of information and computer-mediated interactions. We think the theory of distributed cognition has a special role to play in understanding interactions between people and technologies, for its focus has always been on whole environments: what we really do in them and how we coordinate our activity in them. Distributed cognition provides a radical reorientation of how to think about designing and supporting human-computer interaction. As a theory it is specifically tailored to understanding interactions among people and technologies. In this article we propose distributed cognition as a new foundation for human-computer interaction, sketch an integrated research framework, and use selections from our earlier work to suggest how this framework can provide new opportunities in the design of digital work materials. […], in James Hollan, Edwin Hutchins, David Kirsh, “Distributed cognition: toward a new foundation for human-computer interaction research“, ACM Transactions on Computer-Human Interaction (TOCHI), Special issue on human-computer interaction in the new millennium, Part 2, Vol. 7 (2), pp. 174-196, June 2000. [url]

[...] People should learn how to play Lego with their minds. Concepts are building bricks [...] V. Ramos, 2002.

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