Konstantin A Ocheretyany
Biographic Data
| ID | 8884889 |
|---|---|
| NAME | Konstantin A Ocheretyany |
| GIVEN NAMES | Konstantin A |
| FAMILY NAME | Ocheretyany |
| SIGNATURE | OCHERETYANY K A |
| AFFILIATIONS | National Research University Higher School of Economics |
| ORCID | 0000-0002-0711-644X |
| VERIFIED | Yes |
| TOTAL WORKS | 7 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 7 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Representation of Nature in Computer Games
Nature as an image defines scientific, artistic, and technical discourse – various philosophical programs postulated overcoming nature, transforming nature, and reconciling with nature; today, all this diversity of discourses combines graphical and technical interfaces that constitute the experience of digital reality and increasingly identify it with the world of life. What was once sought in the biological body, matter, and idea is now sought…
Documentary Interfaces
The article examines the documentary resource of computer games and develops the concept of a documentary interface. Media serve as a filter: they construct our perspective, mediate, inform, and sift through information. Despite this, some media (photography, cinema, diary) are associated with hopes for documentarity and authenticity. In scholarly literature, these assumptions have been repeatedly called into question: the objectivity of photogr…
The Miraculous and the Monstrous in the Discourse on Nature of the XVII Century
The spheres of the miraculous and monstrous are older than science, and perhaps even older than conceptual language. They belong to the reality of metaphors, or even deep emotions, therefore, in relation to science, their use, at first glance, seems evaluative and superfluous, because they do not refer to specific objects, labels and categories, but to what precedes any codification and cataloging phenomena, namely – moods. Nevertheless, the com…
After Algorithms
The article is an introduction to a block of papers devoted to understanding the conditions of possibility and validity of claims for a cosy existence in a situation brought to life by the so-called digital revolution. This situation is characterized by radical changes both technologically and socially: politics, economics, culture, as well as everyday life and nature itself, undergoing digitalization, are turning into objects whose mode of exist…
Marquis de Sade — the Inventor of the Interface
The article analyzes the user interface as a condition of presence in digital reality. It is shown that the interface in the unity of linguistic practices, desire apparatuses and social institutions is closer to forms of life than to formal systems. Therefore, based on a rational and technological approach to the interface, its capabilities, functions and limitations, it is necessary to recognize and describe the myth that determines the way of e…
Computer Games – Are They New Technologies of the Humanities
The article expresses a hypothesis about the possibility of using computer games as a tool for the social and human sciences (in particular, philosophical ones), which in the modern world are increasingly dealing with phenomena, practices and communicative acts caused by digital reality. Possible directions of such use are considered. For a long time, the humanities did not have the developed technical infrastructure that the technical sciences …
Digital Turn
The article reviews emerging research programs and analyzes new research strategies, including media epistemological and media archeological approaches, interface semiotics, economic theory of communication between market entities, etc. The main questions of the article: how is a digital turn in culture possible, what are its preconditions and consequences that radically transform the context of life? The development of information technologies h…
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Digital Turn
The article reviews emerging research programs and analyzes new research strategies, including media epistemological and media archeological approaches, interface semiotics, economic theory of communication between market entities, etc. The main questions of the article: how is a digital turn in culture possible, what are its preconditions and consequences that radically transform the context of life? The development of information technologies h…
Computer Games – Are They New Technologies of the Humanities
The article expresses a hypothesis about the possibility of using computer games as a tool for the social and human sciences (in particular, philosophical ones), which in the modern world are increasingly dealing with phenomena, practices and communicative acts caused by digital reality. Possible directions of such use are considered. For a long time, the humanities did not have the developed technical infrastructure that the technical sciences …
After Algorithms
The article is an introduction to a block of papers devoted to understanding the conditions of possibility and validity of claims for a cosy existence in a situation brought to life by the so-called digital revolution. This situation is characterized by radical changes both technologically and socially: politics, economics, culture, as well as everyday life and nature itself, undergoing digitalization, are turning into objects whose mode of exist…
Marquis de Sade — the Inventor of the Interface
The article analyzes the user interface as a condition of presence in digital reality. It is shown that the interface in the unity of linguistic practices, desire apparatuses and social institutions is closer to forms of life than to formal systems. Therefore, based on a rational and technological approach to the interface, its capabilities, functions and limitations, it is necessary to recognize and describe the myth that determines the way of e…
Documentary Interfaces
The article examines the documentary resource of computer games and develops the concept of a documentary interface. Media serve as a filter: they construct our perspective, mediate, inform, and sift through information. Despite this, some media (photography, cinema, diary) are associated with hopes for documentarity and authenticity. In scholarly literature, these assumptions have been repeatedly called into question: the objectivity of photogr…
The Miraculous and the Monstrous in the Discourse on Nature of the XVII Century
The spheres of the miraculous and monstrous are older than science, and perhaps even older than conceptual language. They belong to the reality of metaphors, or even deep emotions, therefore, in relation to science, their use, at first glance, seems evaluative and superfluous, because they do not refer to specific objects, labels and categories, but to what precedes any codification and cataloging phenomena, namely – moods. Nevertheless, the com…
Representation of Nature in Computer Games
Nature as an image defines scientific, artistic, and technical discourse – various philosophical programs postulated overcoming nature, transforming nature, and reconciling with nature; today, all this diversity of discourses combines graphical and technical interfaces that constitute the experience of digital reality and increasingly identify it with the world of life. What was once sought in the biological body, matter, and idea is now sought…
Computer Science (4 works) · Scientific Research and Philosophical Inquiry (3 works) · Sociology (3 works) · Art (2 works) · Digital Games and Media (2 works) · Epistemology (2 works) · Meaning (existential) (2 works) · Absolute (philosophy) (1 work) · Aesthetics (1 work) · Art history (1 work)