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Strange ontologies in digital culture

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Published:27 February 2009Publication History
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Abstract

The concept of a “strange ontology” is articulated via the intersection of philosophical and computational definitions of ontology. Within digital media, each simulated world requires both; an ontology, to define its existence as data; and a subject, the player or user, who engages with the simulation. Glitches or interventions in these simulations create ontologies that are inconsistent with our lived experience, rendering them “strange.” We draw upon a range of works to illustrate this concept, including game art, social networking software, Guglielmetti's “Laboratories of though” and generative art. This article aims to define this concept and outlines a terrain for further investigation.

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  1. Strange ontologies in digital culture

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                cover image Computers in Entertainment
                Computers in Entertainment   Volume 7, Issue 1
                SPECIAL ISSUE: Media Arts and Games
                February 2009
                209 pages
                EISSN:1544-3574
                DOI:10.1145/1486508
                Issue’s Table of Contents

                Copyright © 2009 ACM

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                Association for Computing Machinery

                New York, NY, United States

                Publication History

                • Published: 27 February 2009
                • Accepted: 1 September 2008
                • Revised: 1 August 2008
                • Received: 1 January 2008

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