Abstract
Architecture is rooted in the web of metaphors by which man lives. These metaphors are rooted not so much in our thinking as in our body. However, the establishment of the monopoly of optocentrism subordinated these metaphors to the technological and clinical logic of the organization of space, sterilizing it, exploiting the geons – namely, the invariants with respect to the point of view, and forming masotopia, i.e. places that reduce person’s abilities, reduce the essence of one’s activity to nothing and, accordingly, deepen feelings of despair and guilt. The challenge is to compel a thigmotactic turn in smart city planning. Tigmotaxis in ecology is an orientation by a variety of points of contact with the environment, which allow you to resist currents, take the optimal position of the body and maintain tone. To balance the geon monopoly with thigmotaxis means to re-actualize the bodily resource: emotional, sensory, behavioral. The article shows that such a re-actualization can only be carried out by updating the metaphorical strategies embodied in the organization of space using technologies for glitch-therapy: appealing to visual and informational data, which were considered redundant or garbage (creating noise, glitch, monster). The article is intended for media philosophers, anthropologists, urbanists and digital culture theorists.
References
Arnheim, R. (2012). Art and Visual Perception: A Psychology of the Creative Eye. Architecture-C. (In Russian).
Barad, K. (2003). Posthumanist Performativity: Toward an Understanding of How Matter Comes to Matter. Signs: Journal of Women in Culture and Society, 28(3), 801–831. https://doi.org/10.1086/345321
Blom, J. D. (2010). A dictionary of hallucinations. Springer. https://doi.org/10.1007/978-1-4419-1223-7
Bulatov, D. Kh. (2019). Compedium of Flexible Technologies. Communications. Media. Design, 4(4). (In Russian).
Busselle, R., & Bilandzic, H. (2009). Measuring Narrative Engagement. Media Psychology, 12(4), 321–347. https://doi.org/10.1080/15213260903287259
Crary, J. (1990). Techniques of the Observer: On Vision and Modernity in the Nineteenth Century. MIT Press.
Deakin, M., & Al Waer, H. (2011). From intelligent to smart cities. Intelligent Buildings International, 3(3), 140–152. https://doi.org/10.1080/17508975.2011.586671
Ebbesmeyer, C. C., & Scigliano, E. (2009). Flotsametrics and the floating world: How one man’s obsession with runaway sneakers and rubber ducks revolutionized ocean science. Collins.
Etter, B. K. & Hegel Society of America, in cooperation with the Philosophy Documentation Center. (1999). Beauty, Ornament, and Style: The Problem of Classical Architecture in Hegel’s Aesthetics. Owl of Minerva, 30(2), 211–235. https://doi.org/10.5840/owl19993021
Gebauer, G. (2013). Body Made by Machines and Body-Making Machine. Logos, 95(5), 97–107. (In Russian).
Gibson, J. (1988). The Ecological Approach to Visual Perception. Progress. (In Russian).
Goldhagen, S. W. (2021). The city as madness. How Architecture Affects Our Emotions, Health, Life. AST. (In Russian).
Holm, L. (2000). What Lacan said re: Architecture. Critical Quarterly, 42(2), 29–64. https://doi.org/10.1111/1467-8705.00286
Jaynes, J. (1976). The Origin of Consciousness in the Breakdown of the Bicameral Mind. Houghton Mifflin.
Konings, M. (2015). The emotional logic of capitalism: What progressives have missed. Stanford University Press. https://doi.org/10.1515/9780804794503
Latypova, A. R. (2020). Between Mutation and Glitch. Epistemology & Philosophy of Science, 57(2), 162‑178. https://doi.org/10.5840/eps202057228 (In Russian).
Latypova, A. R., Lenkevich, A. S., Kolesnikova, D. A., & Ocheretyany, K. A. (2022). Study of Visual Garbage as Visual Ecology Perspective. Galactica Media: Journal of Media Studies, 4(2), 153–172. https://doi.org/10.46539/gmd.v4i2.283
MacKenzie, I. S. (2013). Human computer interaction: An empirical research perspective. Elsevier.
McKenna, T. (1992). Food of the Gods. Bantam Books.
Morton, T. (2019). Become eco-friendly. Ad Marginem Press. (In Russian).
Nagel, T. (1974). What Is It Like to Be a Bat? The Philosophical Review, 83(4), 435. https://doi.org/10.2307/2183914
Paul, С. (2017). Digital Art. Ad Marginem Press. (In Russian).
Psherф, A. (2017). The Internet of Animals: A New Dialogue between Man and Nature. Ad Marginem Press. (In Russian).
Ronell, A. (1992). Crack Wars: Literature, Addiction, Mania. University of Nebraska Press.
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motivation and Emotion, 30(4), 344–360. https://doi.org/10.1007/s11031-006-9051-8
Sagan, C. (1986). The Dragons of Eden: Speculations on the Evolution of Human Intelligence. Znanie. (In Russian).
Samorini, G. (1992). The oldest representations of hallucinogenic mushrooms in the world (Sahara Desert, 9000–7000 B.P.). Integration, 2(3), 69–78.
Serada, A. S. (2019). Phantom Affordances in Video Games. Galactica Media: Journal of Media Studies, 4, 86–107. https://doi.org/10.24411/2658-7734-2019-10038
Srinivasan, R., & Huang, J. (2005). Fluid ontologies for digital museums. International Journal on Digital Libraries, 5(3), 193–204. https://doi.org/10.1007/s00799-004-0105-9
Voehringer, M. (2019). Avant-garde and Psychotechnics: Science, Art, and Techniques of Experiments on Perception in Post-Revolutionary Russia. New Literary Review. (In Russian).
Yannakakis, G. N., & Togelius, J. (2018). Artificial intelligence and games (Vol. 2). Springer. https://doi.org/10.1007/978-3-319-63519-4
This work is licensed under a Creative Commons Attribution 4.0 International License.