Strange Ontologies in Digital Culture
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 thought’ and generative art. The paper aims to define this concept and outlines a terrain for further investigation. From Strange Ontologies in Digital Culture by Mitchell Whitelaw, Mark Guglielmetti, and Troy Innocent.





















































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