[NetBehaviour] ~~~ edgespace ~~~ ~~~ learning edgespace ~~~

Alan Sondheim sondheim at panix.com
Thu Nov 14 05:47:22 CET 2019

~~~  edgespace ~~~ ~~~  learning edgespace ~~~

https://youtu.be/EzjtgbEZpII VIDEO

>From the texts:

Ruptures in the calculus:
    the tortured or wounded body
    the body convulsed in pain
    the catatonic body
    the terrorized body
    the broken or 'defective' body
Ruptures through the imaginary:
    the nightmare
    the orgasm
    hysteria/ boundaries of laughing and crying
    the confined body/ body of s/m
    the forgotten or abandoned body
    the hyper-sexualized body transmitters/ receivers
    hallucinations and other phenomena
Ruptures of the body invaded by capital:
    X-scopic surgeries
    rfid implants
Ruptures of the body invaded by the imaginary:
    (capital of the imaginary, imaginary capital)
    psycho-tropics/overdetermined associations/disassociations
Ruptures of the body by an augmented real:
    sports, steroids, body-building, and so forth

Invasions of the imaginary, invasions of capital, of the augmented
real, invasions through the imaginary: invasions or invaginations,
incorporations or intensifications? These terms entangle and return

Either the proper body, or the body as heap;
    the articulated body, or the dismembered and reassembled body;
    the body characterized by a real, or the body chararacterized
    by an imaginary;
either the fundamental topography of the body,
    or the fundamental topology of the body - invasions, dissolutions,
Ruptures as returns of the repressed:
What lexicons are at work? What economies?

What is it that motion capture captures?
What is snared, what abandoned?
What is the vocabulary of behavioral dynamics - voluntary,
    involuntary, intrinsic - or involuntary, anomalous and axiomatic,
In other words: What is going on with us, within and without the


Gamespace, Edgespace, Blankspace

1. my work dealing with the ineffable: how are the 'real' and
      'virtual' entangled? -- no difference, culture all the way down.
      'we are all avatars and avatars must die.' The body has always
      been virtual. commodius, mocaps, examples

My work tends to deal with edge phenomena, areas of entanglement or
confusion, appearance of glitches, and so forth. Early on I
characterized my project as the relationship between abstract
structures and consciousness. I've always believed that philosophy
can be effected through modes other than writing or the text, that
not all encounters are grounded in language, and that language has
its own cloudy and entangled limits.

2. malleability of 'virtual worlds' - fast-forward modeling. the

3. how to represent pain, sexuality, death, etc. in virtual worlds:
      two positions for avatars - functions and transitory objects.


BUT and in any case - edgespace and gamespace - gamespaces within
edgespaces and edgespaces within gamespaces: how are these
manifest? the BLANK of the inscribed edgespace, the blank map, the


together with the misery that ensues working inconceivably against
the grain of the real - that is to say, the boundary conditions:

A. of the edgespace itself and the transformations occasioned by
the edgespace; and

B. of the interiority of the edgespace -within which objects and
protocols are conserved/observed.

So within 2. there is a work, a level of _skill_ necessary to
produce, articulate, quest - skill that operates within consensual
boundaries, even to the extent that they're broken by hacking,
shortcuts, etc. Here in 2. the issue is that of etiquette.

In 1. the situation is different; at the edgespace, what occurs is
not an _event_ but collapse or murmurs of _procedures_ within fold
catastrophies - always on the verge of failure. The edgespace is
also _sedimented_ - to the extent that sediments can be entangled -
one might move for example to a new physics, the gamebrowser might
crash, there is always something new, some new anomaly at work...

I think of the interiority, that is the gamespace, as a space of
etiquette which is always a space of the blank - not smooth
striations, but a phenomenological ennui, since falling through
this space leads only to more quests, more hordings, within a
containment that takes on the semblance of a _carapace._ That is,
one is shape-riding, share-holding - there's an economics involved,
structures of rules and protocols, protocol suites - all porous,
hackable, all resulting in signs, signifiers, within the gamespace
- all intrinsically related to an other economics of exhaustion.

The edgespace borders on the universe. The edgespace _gapes._

Who or what moves in the edgespace? What terrors, anguish, what
absolute creations and annihilations? And as well, what
temporalities, what fictitious _points of origin_ - everywhen,
everything, on a sliding scale - a scale in the form of the _law,_
not of justice. Justice has no place within or without the game,
within or without the gamespace.

Justice requires the luxury of thought, the alcove, stoa; law
requires the nomadic, the corral, the seething settings and
withdrawals of iniscriptions which are fundamentally transparent...

The edgespace is _indescribable,_ just as anomaly exists as
instantaneous, as seizure, nothing more.

But _here,_ it is where everything, everywhen, begins.

Beyond edgespace, within edgespace (abandonment of all values,
boundaries), BLANKSPACE --> within and without edgespace; it is
here that the uncanny, projection, somatic ghosting, develops,
manifests itself.


virtual worlds, and what I term edgespace - the limits of the gamespace,
where language occurs and seethes. I argue that the phenomenology of the
real comes into play when living spaces are abandoned, where broken
geographies are signs of a future already present. I present instances of
digital language production in such spaces, working through virtual worlds
such as Second Life and the Macgrid, as well as self-contained Open Sim
software that can be run on most computers.

The edgespace is always uneasy, tottering, catastrophic; it is the
space of the unalloyed digital, where things no longer operate
within a classical or modernist tradition. Increasingly, this space
characterizes our current place in the world, with its fractured
media histories and environments of scorched earth, environmental
depredation, and slaughter. We can work through and within such
spaces, developing (as perhaps Occupy did) new forms of production,
resistance, and digital culture.

Or something like that!


-altered motion-capture/behavioral spaces (What happens when
mocap alterations result in software overload, so that the
simulation breaks down? Formally, the avatar image becomes
immobile and "sits" in a lotus position. What is the experienced
of enforced stasis in relation to disparate movement elsewhere?)
-software-dependent, see economic exhaustion below (Different
software produces different results of course: what is the
typology of glitches?)

[situations where structure collapses:
-where structure and the symbolic can't be recuperated (Where
there's no return, where the vectors quickly end up entropic,
where chaos dissolves into noise.)
-where the symbolic is limited by the _game of extension_ (So
that, for example, the gamespace or mocap edge is characterized
by particular behavioral regimes: the game then moves the edge
elsewhere or creates a catastrophic anomaly. Once this is
absorbed and con/figured, the game moves elsewhere. Sooner or
later, the game of extension dissolves into the cold death of
the universe.)


In all of the above, one might say, within any cultural game,
there are limits, edges, blank spaces, games of extension, and
extension beyond extension that becomes immeasurable, chaos or
noise without the potential of a return trajectory. Think of the
energy of the vacuum, virtual particles, annihilation limits in
terms of receptors: any receptor may be surpassed, there is
always surplus bandwidth, without recuperation, reconstitution.
How does subjectivity deal with this, concern itself with this?

At the other end of these broken totalities there are filters
which process incoming and structure outgoing. The filters
operate within protocol suites, layers of organization that
transform information. The suites themselves are always
transforming; they loosely define the gamespace, and to this
extent, they might be considered closed circulations within
potential wells. But wells themselves have tunnels, nothing is
secure, and artifacts within the world are at best temporary
stases. All of this simultaneously fits together and falls
apart; all of this coheres and is incoherent, and this in any
case is the talk on blank that can't be given, that is
inconceivable that it might occur, that it might say anything,
that anything might be said.


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