Aestheticus, Ellen Dissanayake
calls making special the ecstatic
lift brought by art. It is this apex that forms the foundation of the trust
required to actually allow the stimulation of a motor response. Hence, we
observe that aesthetic facilities are intimately related to the actual
conveyance of trust between individual people.
One might now wonder how aesthetic needs
translate into some technical manifestation that will actually impact the
transcendent personal device. Surely we are talking about something a bit more
profound than whether the device is red or blue or whether it uses a set of
wire connected headphones or a Bluetooth earphone. Indeed, we suggest that this
particular need goes a bit deeper than such superficial characteristics. In
fact, aesthetic needs form the base stimuli for engaging in external
interactions. We will elaborate this point in greater detail in our last
chapter, but at this point it will help if we inject a direct association with
an aesthetic genre; that of theatre. On the way to the theatre, let’s take the
trail that leads by the flight school.
As an art form, theatre encompasses the
full range of human interactions. We might characterize theatre as a flight simulator for interactions. A
flight simulator allows a pilot or a pilot in training, to engage in seemingly
real-world interactions. The simulator presents a very close approximation to
the full sensori-motor experience of a person in an airplane. Information is
provided to the pilot through all the same facilities found in an actual
airplane in flight and the pilot in turn can affect the performance of the
simulated airplane through the same controls found in a real airplane. With a
good hydraulic system underlying the simulator, physical manifestations of
airplane motion can be closely simulated. Thus, a slight simulator allows a
pilot in training to learn how to fly an airplane. It allows an experienced
pilot to gain additional experience without enduring the risks of actual
flight. It is certainly better to attempt to learn how to compensate for all
the engines of an airplane ceasing to work in a simulator than in an actual
airplane in flight. Surviving multiple crash landings in a simulator is routine
while walking away from a single crash landing in the real world is
problematic. Of course, one can then ask, “How does one know the difference
between a simulator and the real thing?”
We draw the attention of the reader to
the classic science fiction book Ender’s
Game by Orson Scott Card. Through the course of the book, a young boy known
as Ender Wiggin is identified as a prospective military commander to engage in
an ongoing war with an insect-like race known as the Formics. Through many
years of training at Battle
School
and subsequently at Command
School,
Ender displays an aptitude for battle strategy and tactics. In a series of
final examination mock battles engaged through a simulator, Ender prevails in
the face of overwhelming odds. After the last such mock battle, Ender finds
that in fact he was in command of an army of humans engaged in an actual battle
near the Formics home world. To win the ostensibly mock battle, Ender had
engaged in asymmetric practices, outside the accepted norms of combat. In
essence, by breaking out of the mold of physical ecosystem interaction in what
he perceived to be a simulation, he was able to prevail in an actual battle.
The lesson we draw from this anecdote is the tenuous nature of reality when the
complete sensori-motor experience can be manipulated. This, we suggest, is the
realm of aesthetic appetites in the transcendent personal device, which in turn
brings us back to our original reference to theatre.
Theatre as an art form is directly aimed
at manipulation of the sensori-motor experience of the observer with the
expressed intent of effecting highly structured interaction environments. From
our experiences derived from the interactions that we observe, we learn about
the mechanics of interaction and the assessment of potential outcomes. In
essence, we learn about the evaluation of what we have previously called the trust equation of interactions. Hence,
we suggest that in addressing the aesthetic needs of the individual, the
aesthetic facilities of the transcendent
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