The (OOO) Project
(Out Of Office) (Object Oriented Ontology)
The (OOO) Project is a series of lectures by contemporary philosophy researchers, selected by Gloria Maria Gallery, that aim to provide a thorough introduction to questioning objects, ontology, human, post-human, post-capitalism and art.
The (OOO) Project_2: Ian Bogost: On Graham Harman’s The Quadruple Object [via Skype]
Celebrating the 90th anniversary of Presses Universitaires de France (PUF) Multimedia Institute and Institut Français Zagreb coorganized a 2-day meeting in Zagreb (June 22-23, 2012 / net.culture club MaMa), presenting the series MétaphysiqueS.
PUF has been for a long time among the most important European publishing houses, instrumental in promoting cutting-edge theories in humanities and social sciences. In recent years it is a newly established series, collection MétaphysiqueS that stands out with its editorial choices and influence.
MétaphysiqueS – lead by 4 editors: Élie During, Patrice Maniglier, Quentin Meillassoux and David Rabouin – investigates the plurality of (new) metaphysical trajectories. Ranging from authors like Étienne Souriau, via Eduardo Viveiros de Castro and Graham Harman to Tristan Garcia or Pierre Cassou-Noguès.
Patrice Maniglier, Graham Harman and Ian Bogost came together to present and discuss the intellectual exigencies around MétaphysiqueS and some other similar projects.
Critic, researcher and video game designer Ian Bogost develops an object-oriented ontology that puts things at the center of being—a philosophy in which nothing exists any more or less than anything else, in which humans are elements but not the sole or even primary elements of philosophical interest. And unlike experimental phenomenology or the philosophy of technology, Bogost’s alien phenomenology takes for granted that all beings interact with and perceive one another. This experience, however, withdraws from human comprehension and becomes accessible only through a speculative philosophy based on metaphor.
Providing a new approach for understanding the experience of things as things, Bogost also calls on philosophers to rethink their craft. Drawing on his own background as a videogame designer, Bogost encourages professional thinkers to become makers as well, engineers who construct things as much as they think and write about them.