2026年2月28日 星期六

week 2. possible world theory (EX2)

中文計劃書資料: 可能世界簡介和聲音可能世界
1. 基本理論 
    (1)虛構的再中心化 (fictional recentering): 
        Ryan 認為,將自己定位於虛構文本所指示的世界,並視之為現實世界的現象,
        稱為「虛構的再中心化」(fictional recentering)。
        劉易斯對真實世界(AW),採取的是指示性、參照式(referential)的立場,
        所謂現實(actual)即是「我」「敘事者」所指示的(indexical)世界,所參照到的世界。
        如此,所謂現實 (actual), 即是存在於「我」說話時所處的世界。

    (2) 可達性 (accessibility):
          根據克里普克的觀點,可能性(possibility)與可達性(accessibility)是同義的:
           如果一個世界對於我們的真實世界系統來說是可達的(accessible),
           那麼這個世界就是可能世界。

           Ryan (1991)提出文本現實世界(TAW)的九種類型的可達性:
                (1) 特徵一致性(identity of properties)
                (2) 配置一致性(identity of inventory)
                (3) 配置相容性(compatibility of inventory)
                (4) 年代相容性(chronological compatibility)
                (5) 物理相容性(physical compatibility)
                (6) 分類學相容性(taxonomic compatibility)
                (7) 邏輯相容性(logic compatibility)
                (8) 分析相容性(analytical compatibility)
                (9) 語言相容性(linguistic compatibility)
                
                討論: 
                    「真實非虛構文本」、「寫實小說」必須九項皆成立,
                    「歷史虛構小說」則(1)(2)不成立,其餘成立,
                       而「科幻小說」則通常(2)(4)(6)可以不成立

        (3) 敘事模型:
               「參照性/指示性解離」(referential divorce):
                    現實世界的「我」與重置(relocated)於文字世界中的「我」,
                    是開展可能世界敘事模型的基礎。
                       "虛構敘事溝通模型第一版,圖取自 (Ryan, 1991)"

            代替講者在可能世界中的敘事,可分兩種,
            一是非個人客觀敘事(通常是第三人稱),另一個是個人主觀敘事(通常是第一人稱)。
            聽者都必須假裝進入此可能世界聆聽代替講者的陳述。

            Design Referential World: 
            現實世界(AW)中的推測設計師D,
            扮演在可能世界中的代替設計者(substitute designer)D’,
            而現實世界的使用者,則扮演可能世界中的代替使用者U’,
            同時D’為U’的問題,提出設計物d。

            聽者(觀眾)並不進行扮演可能世界中的聽者,
            而是被邀請(主動或被動認同)成為該世界中的一員:

            虛構敘事溝通模型第二版,圖取自 (Ryan, 1991)

三條虛構的規則(fictional rules):
(1) 講者S 希望聽者H 假裝:敘事是「代替講者S’」說給「代替聽者H’」聽的。
(2) 講者S 希望聽者H 假設:「代替講者S’」與講者S 沒有對應關係。
(3) 講者S 希望聽者H 扮演:事實是發生在「文本所指涉世界」TRW 中。
虛構敘事溝通模型第三版,圖取自 (Ryan, 1991)

2.  推測設計研究文獻中的可能世界 (See the following quotes)
3.  Sonic possible world (討論如何延伸)



"Possible World" in speculative design literature:

1. The universe of possible worlds is constantly expanding and diversifying
thanks to the incessant world-constructing activity of human minds and
hands. Literary fiction is probably the most active experimental laboratory of the world-constructing enterprise. p. 69, SE


2. 
As Lubomír Doležel writes in Heterocosmica: Fiction and Possible Worlds,

“Our actual world is surrounded by an infinity of other possible worlds.” p. 70, SE

3. Make-believe theory, make-believe play

4. 
Although rarely discussed in design beyond the construction of
brand worlds and corporate future technology videos, there is a rich
body of theoretical work in other fields dealing with the idea of fictional
worlds. Probably the most abstract discussion is in philosophy where
differences between the many shades of real, fictional, possible, actual,
unreal, and imaginary are teased out. In social and political science the
focus is on modeling reality; in literary theory it is on the semantics of
the real and nonreal; in fine art, make-believe theory and fiction; in
game design, literal world creation; and even in science there are many
rich strands of discourse around fictionalism, useful fictions, model
organisms, and multiverses. For us, the key distinction is between
actual and fictional. Actual is part of the world we occupy whereas
fictional is not. p. 70, SE

5.
Speculating is based on imagination, the ability to literally (如實地) imagine

other worlds and alternatives.

6.
Possible worlds is a philosophical concept developed in the
latter twentieth century by the analytical school, including
philosophers Saul Kripke and David Lewis [34, 48] and
was later adopted by literary theorists [cf. 38, 22, 45].
Philosophically, possible worlds is an approach to the
problem of counterfactual statements in modal logic. For
example, Kripke asks what is the truth condition of the
statement that Sherlock Holmes “does not exist, but in other
states of affairs he would have existed” [31]; or this
counterfactual statement by Ryan [48], “if a couple hundred
more Florida voters had voted for Gore in 2000, the Iraq
war would not have happened.” In modal logic, the
question is how is each of these counterfactual statements
interpreted to be true or false. The philosopher David Lewis
who bridged analytical philosophy to literary theory [32]
offered the position that propositions like counterfactual
statements can be seen to be either true or false dependent
on in which worlds the statement is true and which worlds

the statement is false [34]. p. 100, MS



7.
A counterfactual is a virtual or
tangible artifact or system in design and HCI rather than
statement or text. Hence we refer to it as a counterfactual
artifact. The notion of an actual counterfactual is a
departure from Lewis’ criterion that possible worlds have
no spatial or temporal connections to the actual world—
they are remote. Yet, here we view this departure more
advantageously than negatively. p. 101, MS

8. There is a productive and creative space at the boundary

between the actual and possible worlds, or the real and the
fictional. There are many examples from fiction in literary
texts, theatre or film where authors intentionally blur the
distinction between actual and possible worlds for its
creative possibilities. p. 101, MS

9. 
In these cases, interactivity is the
counterfactual action that crosses the divide: fictional
characters are not supposed to interact with actual people or
in the actual world. In material speculation, it is making the
counterfactual into an actual artifact that crosses the divide
between the actual and possible worlds since, as we
discussed earlier (see Possible worlds theory),
counterfactuals are not supposed to exist in the same time
or place as the actual world. p. 101, MS

10.
In material speculation we can see the counterfactual
artifact as embodied propositions similar to propositions in
counterfactual statements in analytical philosophy. It is
helpful to think of the counterfactual artifacts as being
if…then statements as we discussed earlier (see Possible
worlds theory). In this sense, the counterfactual artifacts
trigger possible world reasoning that extends beyond them.
In other words, the possible world or fictional account is
not embodied fully in the counterfactual artifact rather it is
generated by interactors in the encounter or experience of
the counterfactual artifact. It is not a limitation that the
counterfactual artifact is of our actual world, rather it is this
very actuality that provokes or catalyzes speculation by
being at the boundary of the actual and the possible. p. 101, MS


EX2: 可能世界考古學(3/16)
1. 選定一個過去的時代、歷史事件、設計風格、生活型態、老物件...
     (eg. 1980 台北中華商場、1950年代九份、民國初年上海,柯達底片時期相機、打字機,...)
2. 生成 counterfactual artifacts, 充滿 speculative aesthetics 品質
3. 使用AI圖像生成工具 (例如,Midjourney, StableDiffusion)



參考書目:
1. (SE) Speculative Everything
Dunne & Raby, 2013
2.

2026年2月20日 星期五

week 1. introduction (EX1)

參考書單:

Part I. Possible Worlds 

愛因斯坦的夢  艾倫.萊特曼 ( Alan Lightman)

Sonic Possible Worlds - Salomé Voegelin


Part II. Entangled Design Fiction

神經喚術士  威廉‧吉布森

Part III. Speculative Design

推測設計 安東尼.鄧恩菲歐娜.拉比  
非此地,非此時:推測思考、不可能事物與設計想像 安東尼.鄧恩菲歐娜.拉  


Possible World Theory  (可能世界簡介和聲音可能世界.pdf) (see google cloud)
1. 虛構的再中心化 (fictional recentering)
2. 可達性 (accessibility)
3. 敘事模型 

Sonic possible world
1. 語意式居住
2. 聲音再中心化


薛丁格的貓









Project I. Soundscape Fiction 30% (individual)
Project II. Neuromancer Entanglement 30% (individual and team)
Project III. Speculative Design  40% (team)

指定閱讀: 
1. 可能世界簡介和聲音可能世界.pdf (see google cloud)
2. 神經喚術士第一,二章

EX1: 日常對話錄音 (deadline 3/9)
1. 完成五段日常對話錄音
2. 為每段錄音加上至少5個標籤關鍵字 (可以是人、事、時、地、物)
3. 上傳到指定的雲端資料夾

2024年12月8日 星期日

week 15. project discussion

 1. final project progress report 

2. 

Final project requirement:
 Design Fiction with AI  (AI &  possible world Entanglement)

Demo & Exhibition
1. posters (any size)
2. Design fiction props (artifacts, newspapers, DMs, ..., any other kinds of format)
3. 10 mins presentation (using PPT or report in ACM format)

Report, photos (or trailers) :
2. ACM SIGCHI Extend Abstract (EA) format 6~10 pages
3. includes: Introduction, Background, Design research gaps, The Design, the deployment in contexts (real or fictional, simulated), Probing and Data collecting, Findings and Implications, Discussion, and Conclusion
4. photos include: mood boards, concept sketches, final props and visuals, speculative scenarios in Everyday contexts (home, street, office, city, ...)

Due date: 12/16, 2024
upload to google drive

submission to ACM CHI LBW or DIS is welcome:

https://chi2025.acm.org/for-authors/late-breaking-work/

  • Submission deadline: Thursday, January 23, 2025

Abstract Paper/ Pictorials13 January 2025
Full Paper/ Pictorials20 January 2025

PWiP / Doctoral Consortium21 March 2025


2024年11月30日 星期六

week 14. parallel universes

1. Students present and discuss final projects

2. Parallel Universes

相較於哲學上對多重實在的形上學探討,物理學更聚焦在「真實世界」的多重性詮釋,即所謂的「平 行宇宙」(parallel universes)。Max Tegmark (2003)發表在美國科學人雜誌上的論文,提出平行宇宙的四 個層次的分類學:

Level 1:
形成我們所在的宇宙的組合方式必定發生過不只一 次,與我們自身相似的對應體(counterparts)必然存在於多重宇宙的某處。在某個與我們宇宙相近的複 本中,我們的對應體正經歷著另一個不一樣的命運。Tegmark 描述第一層次的平行宇宙有相同的物理 定律,但可能在初始值的設定上不同,例如,與我們最接近的複本中的我們的幽靈,已經經歷了 2022 年。



also see:
https://twinstrangers.net/

Level 2:
第二層的另類空間來自於宇宙大爆炸以來,空間的不規則的伸展,所形成的多重世界。根據 Tegmark 的說法,有些區域已經停止伸展並且形成泡泡,而當此泡泡爆炸,便形成新的第一層次多重宇宙。因 此,第二層次的宇宙來自於空間中的遞迴式嵌入(recursive embedding),而 Brian Greene 認為此種現象 是所謂的黑洞效應。...Tegmark 則 認爲 level 2 宇宙與 level 1 有相同的物理定律,但只是在常數和等式中代入不同的數字。

Level 4 第四層次的宇宙基來自於一個思想實驗(thought experiment):此類型宇宙的物理定律沒有絕對的必然 和我們所處的宇宙完全一樣。Tegmark 提問,一個遵循古典物理卻沒有量子效應的宇宙會如何? 時間 是離散(discrete)而非連續的宇宙會如何?Tegmark 建議 level 4 宇宙是所有數學可以描述的所有可能 世界,唯一的限制就是 level 4 宇宙不可違反數學邏輯。

Level 3 這個類型的平行宇宙就是發生在次原子層次最聲名狼藉的奇怪現象,使得物理學家做出平行宇宙的假 設。不同於 level 2 和 level 4(可能與目前的物理定律不同),level 3 對於量子現象之多重世界詮釋,並 未違反任何物理定律。次原子粒子的行為,例如電子,無法以絕對的確定性預測,僅可以機率描述, 但無法預測此機率的哪一部分被真實化(actualized),此機率以數學描述即是所謂粒子的波形函數(wave function of the particle),著名的薛丁格等式(Schrödinger equation)。量子力學的隨機函數,暗示了多重 可能世界:一個電子所有可能的位置和軌跡,只有一個會被實現,其他僅以可能的機率被理解。


哥本哈根詮釋
"哥本哈根詮釋(Copenhagen interpretation)是量子力學的一種詮釋。根據哥本哈根詮釋,在量子力學裏,量子系統的量子態,可以用波函數來描述,這是量子力學的一個關鍵特色,波函數是個數學函數,專門用來計算粒子在某位置或處於某種運動狀態的機率,測量的動作造成了波函數塌縮,原本的量子態機率地塌縮成一個測量所允許的量子態。”  ~wiki


雙縫實驗





量子延遲:


惠勒延遲實驗:




https://www.bilibili.com/video/av25010229/

延遲實驗中量子改變過去:



https://www.bilibili.com/video/av11761018/

量子糾纏

蟲洞





 塌縮 (collapse)
1. 如果應用在人的回憶,是否有相同的現象?
2. 所謂歷史,是否有實在論 (realism),量子觀的歷史如何看待塌縮?
3. 測量是甚麼,意圖在測量中扮演的腳色如何?
4. "意圖"在回顧已發生事件中的腳色如何?
5. 逆向因果律的可能性。

參考: 念力的秘密一書第十一章 "為昨日禱告"

參考文獻:
1. Max Tegmark. 2003. Parallel universes. Scientific American. May, 40-51.

Next Week:
   final project progress report
   Form ?
   Concepts?
   AI role?
   possible world (fictional world) building
   narratives (space-time? narrator's world?)

2024年11月24日 星期日

week 13. transmedia narratives & simulacra

http://www.artisopensource.net/2013/10/28/near-future-design-the-perception-of-a-new-possible-and-a-new-role-for-design/



"This is what we have defined as Near Future Design.
A performative dimension in which the observation of the state of the arts and technologies meets anthropological and ethnographical observation."
"
  • The Design Fictions
    • Simulacra
    • Transmedia Narratives "
    • the output of the Design Fiction phase, thus, is constituted by a set of Transmedia Narratives implementing the simulacrum for the story;
    • the Transmedia Narrative is a multi-modal storytelling technique which is able to move and combine the effects of multiple media, from physical objects, to websites, urban interventions and more."

"If, as suggested by Baudrillard, we were to simulate as closely as possible a fake holdup, we just would not be able to do it, because the people and, in general, the “machine”, the process through which people constantly interpret the reality they have around themwould not be able to distinguish the signals of what is real and fake/simulated."

Transmedia Narratives

a transmedia story represents the integration of entertainment experiences across a range of different media platforms
Henry Jenkins, 2007

The remediation of nosferatu: exploring transmedia experiences


"This represents a fifth stage in the evolution of simulacra, beyond Baudrillard's four stages of symbolic order, counterfeits, production, and simulation. In this fifth stage, which we might term 'generative simulation,' the distinction between original and copy becomes not just blurred but fundamentally irrelevant."

Questions:
(1) What is the role of AI in simulacra? What is the relation between AI and hyperreality?
(2) What can AI do in transmedia narratives?

2024年11月16日 星期六

week 12. thought experiments

1. EX5 分享,final project idea sharing

2. Thought experiments (Speculative Everything  一書的文字)

"One way this might be possible is to treat design speculations not as
narratives or coherent “worlds” but as thought experiments—constructions,
crafted from ideas expressed through design—that help us think about
difficult issues." p. 80. SE
"一個可行之道是不要把設計推測當成敘事或條理分明的「世界」看待,而要視為能幫助我們思考困難議題的思想實驗――用經由設計表達的構思,精心建造的物品。 " P. 105

"Thought experiments are usually done in fields
where it is possible to precisely define limits and rules, such as mathematics,
science (particularly physics), and philosophy (especially ethics) to test
ideas, refute theories, challenge limits, or explore possible implications.
They make full use of the imagination and are often beautiful designs in
themselves."

"思想實驗通常是在有可能劃定界線和規則的領域進行,例如數學、科學(特別是物理學)和哲學(尤其是倫理學),來測試構思、駁斥理論、質疑限制或探究可能的後果。¹ 它們充分運用想像力,本身也常是美麗的設計。"

"One of our favorite forms of thought experiment uses reductio ad absurdum,
a type of logical argument in which one assumes a claim for the sake of
argument and derives an absurd or ridiculous outcome by taking it to its
extreme, concluding that the original claim must have been wrong because it
led to such an absurd result."

"我們最鍾意的一種思想實驗是採用歸謬法(reductio ad absurdum),在這種邏輯論證中,我們為便於討論,假設了某個主張,並將之推演到極致而導出荒謬的結果,進而斷定,既然原來的主張會產生如此荒謬的結果,它必是謬誤。" P. 107

"Another well-established form of thought experiment is the counterfactual. A
historical fact is changed to see what might have happened, if. . . . It is
sometimes used in history to understand the importance of key events and
their influence on how the world turned out."

"另一個已廣為接受的思想實驗形式是反事實(counterfactual):改變歷史事實來看看,假如……可能會發生什麼事。歷史學有時會運用這種實驗來了解關鍵事件的重要性,以及它們對世界如何演變的影響。" P. 107


"...we are
more interested in using props to transport viewers’ imagination into a
thought experiment, or what-if, and allow enough room for them to make
their own interpretations." p. 93, SE

"我們更有興趣利用道具來將觀者的想像力移轉到思想實驗,或「要是……會怎麼樣」,讓他們有足夠的空間做自己的詮釋。" P. 121


Generally speaking, there are seven types of thought experiments in which one reasons from causes to effects, or effects to causes. (wikipedia)

(1) 

Prefactual (事前) (未來導向,事前推測)

Prefactual (before the fact) thought experiments — — speculate on possible future outcomes, given the present, and ask "What will be the outcome if event E occurs?"


 (2)

Counterfactual (反事實) (過去導向,事前推測)

Counterfactual (contrary to established fact) thought experiments —  — speculate on the possible outcomes of a different past; and ask "What might have happened if A had happened instead of B?" 





(3)

Semifactual (半事實)  (過去導向,事前推測)


Semifactual thought experiments — — speculate on the extent to which things might have remained the same, despite there being a different past; and asks the question Even though X happened instead of E, would Y have still occurred? 







(4)



Prediction (預測) (未來導向,事前推測)

The activity of prediction attempts to project the circumstances of the present into the future.




(5)

Hindcasting (後報) (過去導向,事前推測)

The activity of hindcasting involves running a forecast model after an event has happened in order to test whether the model's simulation is valid.


(6)

Retrodiction (追溯) (過去導向,事後推測)


The activity of retrodiction (or postdiction) involves moving backwards in time, step-by-step, in as many stages as are considered necessary, from the present into the speculated past to establish the ultimate cause of a specific event (e.g., reverse engineeringand forensics).






(7)



Backcasting (未來回溯) (未來導向,事後推測)


he activity of backcasting —involves establishing the description of a very definite and very specific future situation. It then involves an imaginary moving backwards in time, step-by-step, in as many stages as are considered necessary, from the future to the present to reveal the mechanism through which that particular specified future could be attained from the present.






See Blade runner 2049 ->2048 nowhere to run -> 2036 Nexus Dawn -> Blackout 2022

Bladerunner (1982) 2019



















Next week: (11/25)
1. propose "Final Project Agenda" (參考 The poetics of design fiction)
2. implement first step(s) of your agenda