BDSL-Klassifikation: 03.00.00 Literaturwissenschaft > 03.07.00 Ästhetik
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This contribution outlines the evolutionary history of aesthetic illusion, drawing on both its biological and its cultural evolution. Unlike other 'biocultural' accounts of human behaviour, however, the present considerations strictly distinguish between these two processes by resorting to the system-theoretical reformulation of evolutionary theory as offered by Niklas Luhmann. After introducing the theoretical framework, two core elements of aesthetic illusion are described as biological predispositions: the ability to become 'illuded' (as deriving from a biological adaptation for play behaviour in mammals) and the ability to take an interpretive, quasi-communicative attitude toward artifacts (which might be a by-product of the human capacity for symbolic cognition). Particular emphasis is given to the competency for cognitive metarepresentation which emerged together with play and other capacities in fundamentally intelligent animals, and which, in combination with the evolution of language in the human species, has developed into a complex cognitive apparatus called 'scope syntax' by Leda Cosmides and John Tooby. In the last part of the present article several cultural processes are pointed out which have influenced the cultural concepts that, as a cognitive 'scope' tag, guide the experience of aesthetic illusion, the most important among them being the idea of autonomous art as brought about in Western modernity.
Dream worlds and cyberspace : intersubjective tertiary reality in fantasy and science fiction
(2013)
What is real? Or rather, is that which we perceive with our senses "real", in the sense that it objectively exists? This question has kept philosophy and literature busy for centuries. An obvious answer is mirrored by language: The German verb "Wissen" for instance, as well as the English "to wit", derive from Proto-Germanic *witanan, "to have seen": We know that which we have seen. Equivalent verbs in Romanic languages derive from Latin "sapere", "to taste, have taste". Sensory input determines our knowledge of the world - a practical truth proven also in scientific experiments.
For Plato, of course, it wasn't so simple. In his allegory of the cave, he shows that "to see" doesn't necessarily mean "to know" in the sense of "to have a correct view of objective reality". His cave dwellers perceive only shadows of artificial objects on a wall, while the true light of reality remains outside, unseen and unknown. Their knowledge of "the world" is an illusion, a fiction existing only in their (and the fiction-makers') heads – a shared sensory experience misleading to a limited, distorted and conventional view of reality. Because we're bound to the physical world by the limitations of our bodies, sensory experience is no valid proof for its ultimate reality.
At first glance, "The Name of the Wind" and "The Wise Man's Fear", volumes I and II of Patrick Rothfuss' as yet incomplete trilogy "Kingkiller Chronicles", appear to fulfill many conventions of heroic fantasy. The books are set in a world called the Four Corners (of civilization), consisting mostly of feudal states, a mostly rural and agrarian landscape. This world has a distinct but slightly vague "old-timey" atmosphere – there is little technology, transport is mainly by horse-power, there seem to be no fire-arms and no media. However, a form of postal service exists, science and medicine are taught at university and women have access to university education, so it is hard to place this fictional universe within a "real-life" historical epoch.