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Vilm Flusser, was Pioneer of Media Studies in Brazil and Germany. Vilm
Flusser was born in Prague, Czechoslovakia, in 1920. He started his career in
philosophy in 1950 and in 1959 he started to deliver his lecture Philosophy
and Evolution of Science.
The one who realizes such activities is the communicologist (this term
seems to have been coined by Flusser), and through communicology the
communicologist displays the instruments to interfere in the process of
communication.
Based on this, from the focus on specific aspects, the following methods are
being proposed:
g)in relation to the structure of the channels (one, two or more channels,
multimedia): methods from Gestalt psychology;
The human being is seen as a solitary animal who tries to overcome his
solitude through communication, through dialogical recognition of the other.
The latter is the existential motive of all communication.
Symbols:
Symbols are not natural products (as the singing of the birds); even if we
find natural forms of communication (mother-baby interaction), this is not
characteristic for human communication, which is based on the production of
symbols and for this reason an artificial process.
For those who participate in the convention, who accept it as a code and
know how to decode the symbols, they [the symbols] represent meanings;
thus, symbols are essentially intersubjective.
Examples for codes are language, writing, human gestures and also the
media seen as structures (be them material or not, technical or not), in
which codes function.
MEDIA
What matters is not the nature of the media, but the way of using it and
the articulation of the code. Communication always depends on media,
and perhaps Flussers greatest discovery was to perceive that every
media possesses an internal logic, that is, a media transmits
information about reality according to its own laws. If we change
the structure of the media, we also change the perceived reality.
Gestures
Images
Technical Images
Technical images are difficult to decode. To all appearances, they do not have
to be decoded since their significance is automatically reflected on their
surface - just like fingerprints, where the significance (the finger) is the cause
and the image (the copy) is the consequence.
Another example could be: The world reflects the sun's and other rays which
are captured by means of optical, chemical and mechanical devices on
sensitive surfaces and as a result produce technical image, i.e. they appear
to be on the same level of reality as their significance.
What one sees on them therefore do not appear to be symbols that one has
to decode but symptoms of the world through which, even if indirectly, it is
to be perceived.
These technical images, being unfoldings of linear texts, for they are
processed by
devices, are computations of notions, which, as such, can be calculated
and
computed. They can process and manipulate information.
Inserted here are the theories of image, which deal with the relation world-
image- text- technical image and developed a phenomenology of
photography, films, video, television and cinema.
Video Games
A video game is an artificial communicational system, which emerges from a
cultural scenario where computational apparatuses have become ubiquitous.
Apparatus
The meaning of an Apparatus is the thing which performs. E.g. An Eye is an
apparatus because it captures the image. Similarly a camera can be an
apparatus because it performs the action of capturing an image.
Functionary
Functionary controls the apparatus. Flusser defines the functionary as being
someone
who plays with the apparatus but does not understand how its programming
is done and thus cannot have any kind of critical insight into its processes.
What remains to the functionary is only to act according to the apparatus. In
the context of games it is Player.
As a computational system, the video game archives, processes, and
transmits information with the objective of changing human existence in the
world and making sure that a person plays symbolically, aiming to distance
the player from their awareness of death.
In this respect, gamification is treated as a set of codes that are created from
this reality, with the intention of serving as a program implemented through
apparatuses seeking to change the way player-functionaries act.