Timothy Barker
Biographic Data
| ID | 3583997 |
|---|---|
| NAME | Timothy Barker |
| GIVEN NAMES | Timothy |
| FAMILY NAME | Barker |
| SIGNATURE | BARKER T |
| AFFILIATIONS | University of Glasgow |
| ORCID | 0000-0003-0382-8025 |
| VERIFIED | Yes |
| TOTAL WORKS | 16 |
| TOTAL CITATIONS | 3 |
| AUTHOR COUNT | 16 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 1979 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 1 |
Michel Serres and the Philosophy of Technology
This article explores the topic of technology in Michel Serres' work. Although a great deal has been said about Serres' treatment of parasitic relations, noise, interdisciplinarity and communication, little has been written about his approach to questions of technology. The author first outlines general trends in the philosophy of technology and indicates how Serres fits within the field. He then suggests a way to read Serres by identifying 'land…
Michel Serres’ Messengers
Although central to his philosophy of communication, the figure of the messenger in Michel Serres’ thought has so far received little attention in English speaking media and cultural theory. This essay explores the characters of messengers that Serres develops throughout his philosophical project, focusing on the way that they allow him to develop topics such as the ethics of exchange, interdisciplinarity, pedagogy, rituals of communication and w…
Miscommunications: Errors, Mistakes, Media
What happens when communication breaks down? Is it the condition for mistakes and errors that is characteristic of digital culture? And if mistakes and errors have a certain power, what stands behind it? To address these questions this collection assembles a range of cutting-edge philosophical, socio-political, art historical and media theoretical inquiries that address contemporary culture as a terrain of miscommunication. If the period since th…
Cultural Techniques of Play: A Media Philosophical Approach to the Study of Time, History, and Memory in Games
Taking Johan Huizinga's work on games and culture as a starting point-particularly his arguments about how play can be considered as primary to culture-this paper gives a new account of twenty-first-century play as Kulturtechniken (cultural technique). Using examples including the art games and indie games That Dragon, Cancer (Numinous Games, 2016), The Outlands (Haines and Hinterding, 2011), and Superhot (Superhot Team, 2016), the paper explores…
Claerbout, David
Experiments with time: The technical image in video art, new media and the digital humanities
In this article, the author begins to identify a new way to understand the experiment in arts and humanities research. Focusing on the production of what Vilém Flusser calls ‘technical images’ in video art and new media projects, he suggests that the experiment in experimental art may be rethought as a method for testing concepts and observations through the application of media technology as an apparatus. The technical image is a time-critical w…
Sean Cubitt, The Practice of Light: A Genealogy of Visual Technologies from Prints to Pixels
Sean Cubitt, The Practice of Light: A Genealogy of Visual Technologies from Prints to Pixels (Leonardo Book Series). Cambridge, MA and London: MIT Press, 2014, 354 pp
Visions of Utopia: Communal Luxury: The Political Imaginary of the Paris Commune, The Port Huron Statement: Sources and Legacies of the New Left’s Founding Manifesto and The Occupiers: The Making of t…
Images and eventfulness: Expanded cinema and experimental research at the University of New South Wales
The notion of an expanded form of cinema has driven the development over the last decade of the iCinema Research Centre at the University of New South Wales. The expanded cinematic image, a term made famous by Gene Youngblood, rather than confined to one time and space, instead circulates over networks, distributed by users who now participate in its construction. This article explores two recent projects conducted at the iCinema Centre, where I …
Time and the Digital: Connecting Technology, Aesthetics, and a Process Philosophy of Time
Eschewing the traditional focus on object/viewer spatial relationships, Timothy Scott Barker's Time and the Digital stresses the role of the temporal in digital art and media. The connectivity of contemporary digital interfaces has not only expanded the relationships between once separate spaces but has increased the complexity of the temporal in nearly unimagined ways. Invoking the process philosophy of Whitehead and Deleuze, Barker strives for …
Becoming Organ-ized: The Creativity of Organization, Dis-Organization and Re-Organization in Scientific and Artistic Experiments
Taking its starting point from a recent experiment in the genetics of E. coli, this article explores how processes of organization, dis-organization and re-organization may be thought of as creative. Extending Deleuze and Guattari's concept of the Body without Organs and citing artworks such as George Legrady's Slippery Traces, Paul DeMarinis's Messenger, Jon McCormack's Eden and Natalie Jeremijenko's One Trees, the paper juxtaposes recent scient…
Performing Digital Aesthetics: The Framework for a Theory of the Formation of Interactive Narratives
Interactive narratives are inextricable from the way that we understand our encounters with digital technology. This is based upon the way that these encounters are processually formed into a narrative of episodic events, arranged and re-arranged by various levels of agency. After describing past research conducted at the iCinema Research Centre at the University of New South Wales, this paper sets out a framework within which to build a relation…
The past in the present: Understanding David Claerbout's temporal aesthetics
David Claerbout's recent video and photographic works generate a distinct temporal aesthetic. In particular, these works experiment with time by situating the historical past not as a discrete moment in time, but rather as an actively engaged part of the present moment. Through the use of digital technologies Claerbout re-presents, experiments with, and opens up time as non-linear and complex, in effect producing a new experience of temporality t…
The Automobile Age
Victorian News and Newspapers
Inland Transport Statistics; Great Britain, 1900-70. Vol. I
Michel Serres and the Philosophy of Technology
This article explores the topic of technology in Michel Serres' work. Although a great deal has been said about Serres' treatment of parasitic relations, noise, interdisciplinarity and communication, little has been written about his approach to questions of technology. The author first outlines general trends in the philosophy of technology and indicates how Serres fits within the field. He then suggests a way to read Serres by identifying 'land…
Cultural Techniques of Play: A Media Philosophical Approach to the Study of Time, History, and Memory in Games
Taking Johan Huizinga's work on games and culture as a starting point-particularly his arguments about how play can be considered as primary to culture-this paper gives a new account of twenty-first-century play as Kulturtechniken (cultural technique). Using examples including the art games and indie games That Dragon, Cancer (Numinous Games, 2016), The Outlands (Haines and Hinterding, 2011), and Superhot (Superhot Team, 2016), the paper explores…
The past in the present: Understanding David Claerbout's temporal aesthetics
David Claerbout's recent video and photographic works generate a distinct temporal aesthetic. In particular, these works experiment with time by situating the historical past not as a discrete moment in time, but rather as an actively engaged part of the present moment. Through the use of digital technologies Claerbout re-presents, experiments with, and opens up time as non-linear and complex, in effect producing a new experience of temporality t…
Inland Transport Statistics; Great Britain, 1900-70. Vol. I
Victorian News and Newspapers
The Automobile Age
Performing Digital Aesthetics: The Framework for a Theory of the Formation of Interactive Narratives
Interactive narratives are inextricable from the way that we understand our encounters with digital technology. This is based upon the way that these encounters are processually formed into a narrative of episodic events, arranged and re-arranged by various levels of agency. After describing past research conducted at the iCinema Research Centre at the University of New South Wales, this paper sets out a framework within which to build a relation…
The past in the present: Understanding David Claerbout's temporal aesthetics
David Claerbout's recent video and photographic works generate a distinct temporal aesthetic. In particular, these works experiment with time by situating the historical past not as a discrete moment in time, but rather as an actively engaged part of the present moment. Through the use of digital technologies Claerbout re-presents, experiments with, and opens up time as non-linear and complex, in effect producing a new experience of temporality t…
Images and eventfulness: Expanded cinema and experimental research at the University of New South Wales
The notion of an expanded form of cinema has driven the development over the last decade of the iCinema Research Centre at the University of New South Wales. The expanded cinematic image, a term made famous by Gene Youngblood, rather than confined to one time and space, instead circulates over networks, distributed by users who now participate in its construction. This article explores two recent projects conducted at the iCinema Centre, where I …
Time and the Digital: Connecting Technology, Aesthetics, and a Process Philosophy of Time
Eschewing the traditional focus on object/viewer spatial relationships, Timothy Scott Barker's Time and the Digital stresses the role of the temporal in digital art and media. The connectivity of contemporary digital interfaces has not only expanded the relationships between once separate spaces but has increased the complexity of the temporal in nearly unimagined ways. Invoking the process philosophy of Whitehead and Deleuze, Barker strives for …
Becoming Organ-ized: The Creativity of Organization, Dis-Organization and Re-Organization in Scientific and Artistic Experiments
Taking its starting point from a recent experiment in the genetics of E. coli, this article explores how processes of organization, dis-organization and re-organization may be thought of as creative. Extending Deleuze and Guattari's concept of the Body without Organs and citing artworks such as George Legrady's Slippery Traces, Paul DeMarinis's Messenger, Jon McCormack's Eden and Natalie Jeremijenko's One Trees, the paper juxtaposes recent scient…
Visions of Utopia: Communal Luxury: The Political Imaginary of the Paris Commune, The Port Huron Statement: Sources and Legacies of the New Left’s Founding Manifesto and The Occupiers: The Making of t…
Experiments with time: The technical image in video art, new media and the digital humanities
In this article, the author begins to identify a new way to understand the experiment in arts and humanities research. Focusing on the production of what Vilém Flusser calls ‘technical images’ in video art and new media projects, he suggests that the experiment in experimental art may be rethought as a method for testing concepts and observations through the application of media technology as an apparatus. The technical image is a time-critical w…
Sean Cubitt, The Practice of Light: A Genealogy of Visual Technologies from Prints to Pixels
Sean Cubitt, The Practice of Light: A Genealogy of Visual Technologies from Prints to Pixels (Leonardo Book Series). Cambridge, MA and London: MIT Press, 2014, 354 pp
Claerbout, David
Cultural Techniques of Play: A Media Philosophical Approach to the Study of Time, History, and Memory in Games
Taking Johan Huizinga's work on games and culture as a starting point-particularly his arguments about how play can be considered as primary to culture-this paper gives a new account of twenty-first-century play as Kulturtechniken (cultural technique). Using examples including the art games and indie games That Dragon, Cancer (Numinous Games, 2016), The Outlands (Haines and Hinterding, 2011), and Superhot (Superhot Team, 2016), the paper explores…
Michel Serres’ Messengers
Although central to his philosophy of communication, the figure of the messenger in Michel Serres’ thought has so far received little attention in English speaking media and cultural theory. This essay explores the characters of messengers that Serres develops throughout his philosophical project, focusing on the way that they allow him to develop topics such as the ethics of exchange, interdisciplinarity, pedagogy, rituals of communication and w…
Miscommunications: Errors, Mistakes, Media
What happens when communication breaks down? Is it the condition for mistakes and errors that is characteristic of digital culture? And if mistakes and errors have a certain power, what stands behind it? To address these questions this collection assembles a range of cutting-edge philosophical, socio-political, art historical and media theoretical inquiries that address contemporary culture as a terrain of miscommunication. If the period since th…
Michel Serres and the Philosophy of Technology
This article explores the topic of technology in Michel Serres' work. Although a great deal has been said about Serres' treatment of parasitic relations, noise, interdisciplinarity and communication, little has been written about his approach to questions of technology. The author first outlines general trends in the philosophy of technology and indicates how Serres fits within the field. He then suggests a way to read Serres by identifying 'land…
Sociology (11 works) · Art (9 works) · Computer Science (8 works) · Epistemology (8 works) · Philosophy (8 works) · Aesthetics (5 works) · Visual arts (5 works) · Digital Games and Media (4 works) · Philosophy (4 works) · Art history (3 works)