Sungyong Ahn
Biographic Data
| ID | 3650476 |
|---|---|
| NAME | Sungyong Ahn |
| GIVEN NAMES | Sungyong |
| FAMILY NAME | Ahn |
| SIGNATURE | AHN S |
| AFFILIATIONS | The University of Queensland |
| ORCID | 0000-0002-5072-6542 |
| VERIFIED | Yes |
| TOTAL WORKS | 12 |
| TOTAL CITATIONS | 5 |
| WORKS AS AUTHOR | 12 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2013 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Affordance of Generative AI
This paper re-examines the concept of affordance within the context of generative AI, challenging the recent embodiment framework of human-computer interaction. Drawing on Gibson’s ecological psychology and Actor-Network Theory, it proposes a ‘fold diagram’ to illustrate how generative AI fundamentally alters the relationship between users and digital environments. Unlike previous tools requiring user skill for specific outcomes, generative AIs, …
Terrarium as Geo-Fetish
This article examines the transformation of terrarium building from a colonial-era hobbyist practice into a contemporary YouTube-based citizen science movement, analyzing how this shift reflects changing conceptualizations of nature's relationship to capital. Through a case study of AntsCanada, a prominent YouTube channel focused on ant-keeping terraria, the article demonstrates how traditional terrarium design's “logic of closure” has been subor…
Quantum Physics in the Marvel Cinematic Universe
After Disney's nineteenth MCU film, Avengers: Infinity War , kills half of the franchise's superheroes, its sequel, Endgame , introduces the Quantum Realm—a subatomic reality that superposes all possible worlds as an inexhaustible resource to extend its grand narrative of superhuman salvation. Through Disney's quantum leap, this paper examines how new materialist thinking in current cultural production re-ontologizes, or "quantumizes," its intell…
On That Toy-Being of Generative Art Toys
Exhibiting Procedural Generation Generative art toys are software applications that create aesthetically pleasing visual patterns in response to the users toying with various input devices, from keyboard and mouse to more intuitive and tactile devices for motion tracking. The “art” part of these toy objects might relate to the fact that they are often installed in art galleries or festivals as a spectacle for non-players that exhibits the unlimit…
Take Care of Stray Cats
The current regime of biopolitics is characterized by its advanced capability of communicating life as a fact to be optimized through its biomedical and bio-capitalist apparatuses. Seoul Metropolitan Government’s launch of its new community platform, ‘Take Care of Stray Cats’, in 2014 was an attempt to apply this biopolitical optimization of life to the condition of the city’s stray cat lives. Indispensable for the success of this platform was th…
Symmetrifying Smart Home
This paper investigates how the current domestic application of the Internet of Things (IoT), called “smart home,” changes the socio-phenomenological meaning of place-making. It describes a smart home as a topological continuum that could unfold lots of functional spaces—those optimized for a variety of predictable user behaviors and intentions, such as going to bed, working out, and energy-saving—according to how software applications redeploy i…
Stream your brain! Speculative economy of the IoT and its pan-kinetic dataveillance
It is now a common belief that the truths of our lives are hidden in the databases streamed from our interactions in smart environments. In this current hype of big data, the Internet of Things has been suggested as the idea to embed small sensors and actuators everywhere to unfold the truths beneath the surfaces of everything. However, remaining the technology that promises more than it can provide thus far, more important for the IoT's actual e…
Bartleby, the IoT, and Flat Ontology
The Internet of Things, as the object-oriented reconstruction of the traditional internet, is characterized by its smart objects freely inter-operating without being necessarily under human control. Re-building the internet's information economy from the data captured by and communicated through these autonomous objects, the IoT operationalizes a sort of flat ontology , which recent realist philosophers suggest as a means to speculate about the w…
From theater to laboratory
This research examines the apparatus concepts in the last decades of film studies, from the apparatus theory in the 1970s to the revisionist historiography of the early cinema and new media theory after the 1980s. Diagrammatizing the operation of a cinematographic apparatus as a process to make a fold between its machinic sensor and motor embedded in the material assemblages of media culture, it suggests two prototypes of apparatus, namely theate…
Shooting a metastable object
Targeting is the most basic skill a gamer needs to master to survive from enemies, solve puzzles, and unfold a story in videogames. Before this simple gamer action happens, most game objects distributed in a game world are isolated in metastable states performing each predefined routine without causing any actual interaction with others. Therefore, in order to pull away these objects from their initial non-communication and to mobilize their inte…
Becoming a network beyond boundaries
Cinematic innervation
In “The Work of Art in the Age of Its Technological Reproducibility,” Walter Benjamin alluded that the human perceptual field in his time would become more distracted by the intervention of technologies, and so masses’ tactility activated by distraction would be more important in the mechanized perception. Regarding this historical situation, Benjamin anticipated that the new mode of mass perception would be organized through people's collective …
Becoming a network beyond boundaries
Take Care of Stray Cats
The current regime of biopolitics is characterized by its advanced capability of communicating life as a fact to be optimized through its biomedical and bio-capitalist apparatuses. Seoul Metropolitan Government’s launch of its new community platform, ‘Take Care of Stray Cats’, in 2014 was an attempt to apply this biopolitical optimization of life to the condition of the city’s stray cat lives. Indispensable for the success of this platform was th…
Stream your brain! Speculative economy of the IoT and its pan-kinetic dataveillance
It is now a common belief that the truths of our lives are hidden in the databases streamed from our interactions in smart environments. In this current hype of big data, the Internet of Things has been suggested as the idea to embed small sensors and actuators everywhere to unfold the truths beneath the surfaces of everything. However, remaining the technology that promises more than it can provide thus far, more important for the IoT's actual e…
Shooting a metastable object
Targeting is the most basic skill a gamer needs to master to survive from enemies, solve puzzles, and unfold a story in videogames. Before this simple gamer action happens, most game objects distributed in a game world are isolated in metastable states performing each predefined routine without causing any actual interaction with others. Therefore, in order to pull away these objects from their initial non-communication and to mobilize their inte…
Cinematic innervation
In “The Work of Art in the Age of Its Technological Reproducibility,” Walter Benjamin alluded that the human perceptual field in his time would become more distracted by the intervention of technologies, and so masses’ tactility activated by distraction would be more important in the mechanized perception. Regarding this historical situation, Benjamin anticipated that the new mode of mass perception would be organized through people's collective …
Becoming a network beyond boundaries
Shooting a metastable object
Targeting is the most basic skill a gamer needs to master to survive from enemies, solve puzzles, and unfold a story in videogames. Before this simple gamer action happens, most game objects distributed in a game world are isolated in metastable states performing each predefined routine without causing any actual interaction with others. Therefore, in order to pull away these objects from their initial non-communication and to mobilize their inte…
Bartleby, the IoT, and Flat Ontology
The Internet of Things, as the object-oriented reconstruction of the traditional internet, is characterized by its smart objects freely inter-operating without being necessarily under human control. Re-building the internet's information economy from the data captured by and communicated through these autonomous objects, the IoT operationalizes a sort of flat ontology , which recent realist philosophers suggest as a means to speculate about the w…
From theater to laboratory
This research examines the apparatus concepts in the last decades of film studies, from the apparatus theory in the 1970s to the revisionist historiography of the early cinema and new media theory after the 1980s. Diagrammatizing the operation of a cinematographic apparatus as a process to make a fold between its machinic sensor and motor embedded in the material assemblages of media culture, it suggests two prototypes of apparatus, namely theate…
Symmetrifying Smart Home
This paper investigates how the current domestic application of the Internet of Things (IoT), called “smart home,” changes the socio-phenomenological meaning of place-making. It describes a smart home as a topological continuum that could unfold lots of functional spaces—those optimized for a variety of predictable user behaviors and intentions, such as going to bed, working out, and energy-saving—according to how software applications redeploy i…
Stream your brain! Speculative economy of the IoT and its pan-kinetic dataveillance
It is now a common belief that the truths of our lives are hidden in the databases streamed from our interactions in smart environments. In this current hype of big data, the Internet of Things has been suggested as the idea to embed small sensors and actuators everywhere to unfold the truths beneath the surfaces of everything. However, remaining the technology that promises more than it can provide thus far, more important for the IoT's actual e…
On That Toy-Being of Generative Art Toys
Exhibiting Procedural Generation Generative art toys are software applications that create aesthetically pleasing visual patterns in response to the users toying with various input devices, from keyboard and mouse to more intuitive and tactile devices for motion tracking. The “art” part of these toy objects might relate to the fact that they are often installed in art galleries or festivals as a spectacle for non-players that exhibits the unlimit…
Take Care of Stray Cats
The current regime of biopolitics is characterized by its advanced capability of communicating life as a fact to be optimized through its biomedical and bio-capitalist apparatuses. Seoul Metropolitan Government’s launch of its new community platform, ‘Take Care of Stray Cats’, in 2014 was an attempt to apply this biopolitical optimization of life to the condition of the city’s stray cat lives. Indispensable for the success of this platform was th…
Quantum Physics in the Marvel Cinematic Universe
After Disney's nineteenth MCU film, Avengers: Infinity War , kills half of the franchise's superheroes, its sequel, Endgame , introduces the Quantum Realm—a subatomic reality that superposes all possible worlds as an inexhaustible resource to extend its grand narrative of superhuman salvation. Through Disney's quantum leap, this paper examines how new materialist thinking in current cultural production re-ontologizes, or "quantumizes," its intell…
Affordance of Generative AI
This paper re-examines the concept of affordance within the context of generative AI, challenging the recent embodiment framework of human-computer interaction. Drawing on Gibson’s ecological psychology and Actor-Network Theory, it proposes a ‘fold diagram’ to illustrate how generative AI fundamentally alters the relationship between users and digital environments. Unlike previous tools requiring user skill for specific outcomes, generative AIs, …
Terrarium as Geo-Fetish
This article examines the transformation of terrarium building from a colonial-era hobbyist practice into a contemporary YouTube-based citizen science movement, analyzing how this shift reflects changing conceptualizations of nature's relationship to capital. Through a case study of AntsCanada, a prominent YouTube channel focused on ant-keeping terraria, the article demonstrates how traditional terrarium design's “logic of closure” has been subor…
Computer Science (6 works) · Artificial Intelligence (4 works) · Cognitive science (4 works) · Human–computer interaction (4 works) · Psychology (4 works) · Aesthetics (3 works) · Art (3 works) · Internet of Things (3 works) · Cinema and Media Studies (2 works) · Embodied and Extended Cognition (2 works)