Interface Archaeology in Simulation Culture

Research output: Chapter in Book/Report/Conference proceedingChapterScientific

Abstract

Present paper studies the archeology of interfaces within the framework of
simulation culture. We start with a typology of simulation, dividing it into
three different manifestations. We can consider simulation as a 1) physical
component, 2) representation protocol, or 3) governing principle. Physical
component – the material interface – of simulation can be historically
outlined in three consequent periods of modernity: 1) curiosity cabinets, 2)
virtual reality systems from panorama onwards, and 3) augmentation.
Representation protocol for curiosity cabinets has been categorization, for
different VR systems substitution, and for augmentation supplement. The
governing principle for simulation has been, in the same historical order: 1)
interpretation, 2) imitation, and 3) manufacturing. Cognitive interests for
these periods of time have been 1) analogy, 2) possession, and 3) proposition.
Within this historical scope I define simulation culture as a specific cultural
form of classification to represent cognitive interests on a physical platform
utilizing achievements of modern science.
Original languageEnglish
Title of host publicationNavigating the Landscapes of Mediated Memory
EditorsPaul Wilson, Patrick McEntaggart
Place of PublicationOxford
PublisherInter-disciplinary press
Pages133-144
Edition1
ISBN (Electronic)978-1-84888-090-0
Publication statusPublished - 2011
MoEC publication typeB2 Part of a book or another research book

Field of science

  • Media and communications

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