|Author||Innocent, Troy ♦ Guglielmetti, Mark ♦ Whitelaw, Mitchell|
|Source||ACM Digital Library|
|Publisher||Association for Computing Machinery (ACM)|
|Subject Keyword||Generative art ♦ Ontology ♦ Games ♦ Subjectivity ♦ Media art ♦ Interactivity ♦ Data structure|
|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.|
|Description||Affiliation: Center for Electronic Media Art, Monash University, Victoria, Australia (Guglielmetti, Mark; Innocent, Troy) || School of Creative Communication, University of Canberra, Australia (Whitelaw, Mitchell)|
|Age Range||18 to 22 years ♦ above 22 year|
|Education Level||UG and PG|
|Learning Resource Type||Article|
|Publisher Place||New York|
|Journal||Computers in Entertainment (CIE) (CIE)|
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