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@jdittrich
Created July 5, 2020 14:20
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5 computers are like the Rorschach-Test
10 Interacting with computers is seductive: Total control and no mess of social relations
13 Computers evoke rather than determine thinking
13 opacity of computers encourages to talk about them
20 Kids argue about "do computers think"
20 Kids know themselves and attribute what they know about them to things (childhood animism)
20 usually: material OR Psychological but computers are both
20 computers are "marginal Objects" – are they "in" or "out" e.g. of "living things"
22 Computers for exploring power, life, death: Switch them on, off, break, crash
23 Horrors of recursion and infinity
27 Killing life-like computers, explore life and death (see 22)
32 Explore having power over someone/something
34 Kid: Things can move and are alive
35 Kid: Things hat have human-ish psychology are alife
37 computers are psychological entities
41 The psychological theories for physical things (stones roll down cause they want to) decrease and get replaced by physics. For computers instead, the psychological theories get more elaborate.
45 children’s arguments about alifeness (or not) of computers are analog to arguments by philosophers who work the same topic.
51 There is no simple causal chain of why something is considered alive. Spiders move (→alive) but can be killed morally (→not alive)
52 Computer morality as life-alike"it is not ethical to switch of a computer when it is calculating"
54 When rational does not define being human, it is emotion that is used to distinguish
61 gaming is all but mindless
64 games NOT as conversation or act-upon BUT as being in someones mind and act-as
74 Games as rule governed, knowable
77 "everything is possible but nothing is arbitrary" in a game
78 You can role-play, but only within rules
79 Games relax and they need 'total concentration'; you cant just pause
81 flow in gaming
85 games as a perfectible medium; gaining control
99 Top down and bottom up styles of programming
102 Hard Mastery (abstract), Soft Mastery (enacted)
104 control/accommodation
107 Boys/girls
110 is an "error" or mistake  static or is it contingent and negotiable?
114 programming as sensual
115 Normal actions of experienced ppl do not show different styles but if experienced ppl learn something new, their approach shows again
117 Computers as easier to related to than other abstract systems
122 Judgment as similar to feedback
[Memo: I find it fascinating to find so many touching observations about computer use here, focused not on people or tech but their relations.
127f computers for bridging social worlds; boundary object like
144 Threatening possibilities, helpful comments
150f fear of unpredictability
157 Computers as mirrors of self 'put a piece of your mind out to observe it ourselves'
162 "I am OK, there is just a bug"
164 Like in psychoanalysis, computers provide ideas to think about ourselves
171 Making math concrete: they "put numbers in my fingers and I am good with my hands"
177 computers are fully understandable
178 Computers as politically charged, yet private
179 making "magical" and counterintiutive but small change as good. (see 110)
189 PCs as symbol of 'not being left behind' status and new possibilities
189 Computer buyers want/should have opinions; not leave decisions to an expert [self-directed; liberalism]
203f world divided in machine people, people people; difficulties bridging both worlds.
212 Minsky as pro-hacker, contra psychologists. Hacker/poet/Artists
213 Computers provide save micro-worlds. Adolescents need this and grow out of this (usually), but they can also "help" some people to "get stuck" though, cause they offer lucrative careers that do not demand growing out of the computer attachment
216 Masochistic 'winning' culture
222 Acceptance of radical individualism in hacking
224 Hacking is… a more sure bet… than asking anyone out on a date
225 Anti-sensuality: It is not the perception or feeling but the structures that are important
235 It is surprising how conservative hacker culture is
244 Maximization and the need to control oneself
258 Norman: Mind as computer, not about meaning but mechanism, isolate feelings
260 Colonization via AI: "plunder" other disciplines, replace their theories with AI is ones that are "better" and "more rational"
261 Freeing mind from the constraints of matter
264 Cybernetics: sum>parts; more real than real
265 Children should understand "systems"
269 AI as new philosophy
273 Large scale, mythical thinking in AI research
281 Not blaming ppl but saying that "computer says no"
282 Airplanes fly, what do computers do?
284 Computers are made of logic (is logic human?)
287 computers are society (Minsky)
289 The idea of emergence breaks down resistance to seeing the mind as machine
290 instead of more rules, use the "society model" of heuristics that act together
293 "production system": simple agents act together
295 constructive use of circularity aka self-reference(instead of e.g. the "bad" "circular logic")
391 Thinking of oneself as computer is widespread among MIT students
311 Freud fascinating cause self as sexual. Computers fascinating cause self as machines.
312 Machines "just run" controlled from the outside. Machine metaphor allows us to connect with this.
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