le Mannequin: il est, étrangement déshumanisé, capable de nous offrir avec humeur son existence déchue
Sunday, May 11, 2014
the cow palace -- the dominator blues
The Cow Palace -- The Dominator Blues
guitar, bass, korg monotribe, voice, percussion, programming, samples
soundcloud page
Friday, April 11, 2014
Robyn Moody at Hamilton Artists Inc
Books under light surrounded by darkness, their pages opening and closing like butterflies at rest. Ideas have a flight unto themselves, and the truth of ideas can keep the darkness at bay, certainly. And yet, the exhibition Butterflies: Species at Risk at the Edge of Reason, Robyn Moody’s recent installation at Hamilton Artists, Inc., complicates this simplistic philosophy in a very interesting manner. Suspended and isolated by light, the pages of Moody’s books—chosen from among those works of human understanding which have threatened the legitimacy of religious and secular authorities—flutter like mechanical butterflies at rest, animated by a mechanical process which invokes the paradox of print literacy. An ecosystem of human ideas, with the implication of Darwin’s ‘survival of the fittest’.
The realization of an authentic self is the principle
challenge for the subject within contemporary (post)modernity. As the critic Paul
Virilio notes, contemporary mass technologies articulate a means of controlling
and defining subjects by imposing a globalized sense of time and environment
informed by a simultaneity which makes obsolete any local analogues. Unlike the
monolithic rigidity of prior systems of control, the proliferation of information
production technologies allows subjects to be interpellated as individuals,
their differences rationalized as ‘personal profiles’ that stimulate modes of
consumption. And yet, the Western philosophical tradition has prided itself on
liberating the individual from hierarchical circumscriptions dictated by social
protocols, into a realm where the modern subject is expected to realize and
satisfy their own needs in society. From this humanistic foundation came the
scientific tradition, in which the authority and legitimacy of ideas derived not
from the place within the social hierarchy from which the idea emerged, but
rather, from empirical data which was freely analysed and experimented upon by any
individual who had the expertise to do so. Scientific progress proved both
threatening and beneficial to the hierarchies of power, as those religious and
secular aristocracies which did not adapt to new ideas found themselves rapidly
displaced by the new merchant and industrial classes whose power came from
exploiting the ideas of the scientific revolution.
While industrial and economic growth have brought wealth to
an increasing number of people, the liberation and comfort which defines their
individuality obscures the collective predictability of individual action as
well as the apocalyptic consequences of collective action. Nietzsche’s
übermensch are not liberated individuals whose enlightenment encourages an
enlightened civilisation, but rather liberated corporations-as-people whose
will is reshaping the entirety of the ‘natural’ world. Certainly, we say to ourselves to retain our frayed confidence in
the aesthetics and philosophy by which humanity has defined itself as the
pinnacle of reason and the irrational alike, a pinnacle which has brought onto
the Earth a global technocratic industrial civilisation fuelled by consumption
and which, for better or, much more likely it seems, for worse, alters the
entirety of the global ecosystem in its image, the fact of design is and must be a human fact. Welcome to the era
of the anthropocene. And so we come back to social conventions and the power of
ideas.
Following Frederic Jameson’s reclamation of Adorno’s
critique of the capacity for self-agency within mass culture, Robin Moody’s
installations often re-articulate the ideas and objects of popular culture into
new processes of expression which critique the dynamics of power and control as
fundamental to contemporary society. In past work, Moody has incorporated
gramophones and player pianos with automated control interfaces of his own
design. Many of these control systems alter spectator conceptions of time and
‘access’ to the information encoded within commercial recordings. Much of
Moody’s work also interrogates the potential of light to realise the manner in
which spectator (audience) processes interact with and alter the piece. Indeed,
this participatory aspect of Moody’s work directly invokes the control society
theorised by Virilio. The audience feels liberated through their participation,
while ignoring the fact that the piece controls audience behaviour by
means of its demand for interaction. This interplay between conscription and
agency guides Moody’s work.
Butterflies: Species
at Risk at the Edge of Reason examines the ways in which ideas float in and
out of popular consciousness, as well as the means by which they are controlled.
For the print culture invoked in Moody’s piece, the objectification of ideas
into mechanically-reproducible objects was precisely the source of their power.
It was as consumable, tradable objects that the brave new ideas of the
enlightenment and the scientific revolution were disseminated among a new
reading public oriented around, and created by, print culture. And it was as
objects that such ideas came to be censored from public consumption by
religious or secular authorities whose power was suddenly under threat—not from
armies of soldiers but from freshly-minted armies of readers.
The artist explores those ideas which have come to define
the modern consciousness as also those which most threaten traditional notions
of power, suggesting that the horror of displacement is foundational to the
beauty of mechanization. And yet, Moody’s fascination with machine processes
interestingly serves to occlude the readability of the texts presented. The
books open, and the books close. Indeed, the use of the book enables the installation
at two levels: language as a centralising agency of power which amplifies the sovereignty of individuals,
and machine automation as an externalisation of human memory. The occlusion of
readability in Moody’s work implies the paradox of modern reason, which hides
and destroys as much as it reveals and creates. As artificial life forms, these
moving books gracefully trace both human achievement and human blindness.
Indeed, like real butterflies, they dare the audience to chase after them in
search of adventure or quietly admire them in restful
contemplation.
Butterflies: Species at Risk at the Edge of Reason opens April 10, 2014 and will be viewable until May 16, 2014.
A digital copy of this printed brochure is available here.
Butterflies: Species at Risk at the Edge of Reason opens April 10, 2014 and will be viewable until May 16, 2014.
A digital copy of this printed brochure is available here.
Friday, February 28, 2014
The Hunger Games, or wither poverty not sports

i'm going to invent a new sports team, but instead of running around a field chasing a ball, we're going to run around capitalism chasing poverty and hunger. locally, you're going to give us $150 million for a new building so we can do our work. you're going to give us 100% of the revenues generated by the building, even when other people are working there and we're not. and no, we won't let you use the building for free for any reason. and even though you paid for the building, we get to name it as we see fit by selling naming rights to a corporate partner. and year after year, our tax subsidies will let us keep doing what we do in that expensive building you paid for
every two years, you're going to give me tens of billions of dollars for my summer and winter games projects to end hunger and poverty internationally, and you're going to watch. you're going to interrupt work at your job to watch organized debates in which the important issues of today's economy are solved, focusing on the twilight of labour. televised anti-poverty campaigns are integrated into the 'normal' shows on television, and everybody talks about how good it is to end poverty and hunger. you're going to convince your governments to spend billions to improve the effectiveness of their anti-poverty activists and encourage more children to eat, and so that we can all do better next time
then i woke up and realised that we aren't doing a thing for poverty or hunger because there isn't enough money for that, but we'll do whatever it takes to make damn sure that some dudes (and sometimes a lady) get to chase a ball around a field and we get to watch
Sunday, February 23, 2014
Technology In Practice -- comprehensive exam -- 24-hour essay 3
TECHNOLOGY IN
PRACTICE
Question Answered: #2
Do what are
described as ‘new media’ technologies entail ‘new theory’ to account for their
possible effects? Describe the extent to which ideas of the ‘posthuman’ inform
this debate.
Early studies into communications systems centred upon the transmission models developed by Lasswell
(1948) and Shannon and Weaver (1949), which positioned message senders and
recipients in relation to a medium enabling communication. Messages, consisting
of signs operating within a language of connotation, are encoded onto a medium
by a sender to provoke specific ‘meaning’ when successfully decoded by the
recipient. Encoding is informed not only by the intention of the sender, but
also by the nature of the medium. In a manner akin to Norbert Weiner’s (1948) conception
of cybernetic machines, the unsuccessful receipt of messages, manifesting as
noise, is accommodated by the system in order to improve the chances of
successful communication. Existing as both a linguistic (semantic) process and
a material instantiation, media of transmission thus involves both the
technological and the institutional within themselves. Robert Babe (2000)
recognizes this duality as reflecting a distinction between the arts (cultural
studies) and the social sciences (political economy) (18-19). Conceptions of media originating with Stuart Hall begin to
displace these earlier models. Hall’s concern was to expand the potential for
agency on the part of message recipients (audiences). Audiences were not
passive vessels into which the content of communications processes was poured.
Hall argues that the traditional conception of the communication process as a loop
is limited due to the linear simplicity of its constituent feedback systems. Instead,
he offers a model, based in Marx’s Grundrisse
and in Capital, which conceives
of communication as a “process in terms of a structure produced and sustained
through the articulation of linked but distinctive moments – production, circulation,
distribution/consumption, reproduction.” (1980 128). Hierarchies of meaning relative
to what Hall calls the “dominant cultural order” may be invoked at each stage
in this process, and are neither “univocal nor uncontested” (134). Thus, the
process of communication between sender and audience involves a discursive
relationship in which the decoding or reception of an encoded message is a spectrum
of consensus which provokes “social practices if the circuit is to be both
completed and effective.” Reception of a message, therefore, involves
performative rules “which seek actively to enforce
or pre-fer one semantic domain over
another” (134). Hall’s examination of television in “Encoding/Decoding” (1980) illustrates
this idea. While institutional structures inform the production of television
shows, the system of audience ratings foundational to commercial television
serves to position the audience within a hierarchy of relational strategies
which both enable and disable the degree of agency they can express within this
system.
Fundamentally, ‘new media’ challenge older conceptions
of media due to the technologies which enable them. Old media can be understood
to adhere to older understandings (i.e., theory) of their operation for the
simple reason that such understandings reflected the technologies which enabled
them. Print and broadcast media are both defined by the systems which create
and distribute their ‘content’. Printing is a physical configuration of
equipment for (re)production whose demands – for example, capital to purchase printers
and the space necessary for their operation, the size and weight of the
machinery itself – orient the medium around a hegemony of interests which can
be understood as ‘sender’. Likewise, the cost of ‘content’ creation for
broadcast media such as radio and television orients these media around sites
of production and reception, whose “crucial ratio between them” will foster,
according to Richard Dienst, “intense competition between interests,
sometimes of outright class struggle” (1994 7). The printing (or broadcasting)
house can be controlled, manipulated, and censored by means of the discretion
and the interaction of these interests. The technical
nature of these media (specifically, the exact manner in which electromagnetic
frequency modulation is exploited to produce a signal which may be received)
further substantiates the transmission model for communications media. New
media, on the other hand, can be seen to fundamentally alter the manner in
which sites of (re)production come to alter and inform the significations
produced through communication (i.e., the ‘meaning’ of the message). Social
media – as well as redeployments of ‘old’ media such as television and film –
as enabled by digital mobile telephony signals a relocation of the printing
house, as it were, into the site of media reception. The relocation alters the
ontology of any notion of subjectivity, itself admittedly undermined by
post-structural theories which do not figure ‘subjects’ to be either unified or
coherent entities.
Video and computer games signal the most obvious need to develop the
critical tradition in a manner not fully anticipated by older models of
communication theory. Most importantly, the relationship between game
designers, players, and games does not fully accord with models centred upon
sender, receiver, and medium. Despite this fact, it is possible to trace a
continuation of the distinction in the study of media into humanistic and
empirical methodological approaches in contemporary criticism of videogames. The
ontology of digital gaming centres on a player’s performance of a role as
represented by their screen avatar (Waggoner 2009), regardless of whether or
not this performance is explicitly rendered into a narrative (Galloway 2006,
Aarseth 1997), within behavioural rules imposed by the game designers (Barr et
al 2007). This process of player anticipation of the roles expected with the
game is described as ritualistic by Gazzard and Peacock (2011) and others
(Harviainen 2012, Harviainen & Lieberoth 2012). Depending on the nature of
a particular game, this role can be as simple as staying “alive” or performing
some other task abstracting the will of the player into the procedural confines
of the game mechanics, or it can involve participating within a broad fictional
narrative. In this latter instance, a good game can be defined as one in which
both the game mechanics and the story are loved more or less equally. This
relationship is inherent to every game, whether the avatar signifies an
individual agent (a character or vehicle) or a function or process wherein the
avatar is the game interface itself (strategy, puzzle games). As a hybrid
between the interface for interaction with the medium and the principle site
for the generation of player affect, the avatar is the means for
instrumentalising the player’s will at the same time as it is itself often an
object for the player’s affections (Wolfendale 2007). Simultaneously illusion,
instrument, and interface, the avatar conflates the various conceptions of
representation in digital media as defined by Lev Manovich (2001). It is in the
capacity of information to be figured as an embodied virtuality that videogames
and other ‘new media’ can be rationalized. Videogames are thus ultimately
defined by player agency, which is itself determined by the spectrum of
possible player activities allowed by the set of rules governing the activities
made possible by a game world and the procedural interactions thus allowed and
provoked. Indeed, the very nature of videogames as an interactive,
computationally-bound medium ensures that players contribute to the significations
generated by a game. However, this agency must be understood with the proper
perspective. While the capacity for agency differs between games as player
activity is restricted relative to the game rules, the affect which players
feel toward the game world reflects their capacity to inflict their will upon
it in a manner contingent with the
procedural logic established by the game’s fiction and understood within the
technological limitations which enable a game. Arguably, the ‘message’ of a
game play event is not the ‘meaning’ of the event, but rather the affect
produced in and among players.
In this capacity, it is easy for critics schooled in the close reading
strategies typical of ‘old media’ to be misled by the superficial content
depicted in videogames. ‘Violent’ videogames such as the Grand Theft Auto and Doom
franchises, for example, are often condemned for the nature of the actions
available to players.[i]
While such criticism often implicates ‘violent’ games in the social problems they
depict by desensitising audiences to actions contingent with those problems, this
line of thinking ignores what Manovich describes as the variable, iterative, and
transcodable nature of digital media (2001 27). The process of transcoding is
illustrated by the adaptation of the shooting/killing mechanic from ‘violent’
videogames into other functions. Such games use the affect produced by game
mechanics commonly associated with ‘violence’ – firing a weapon at an enemy in
order to remove it from play – to provoke different significations relative to
the affective relationship. For example, the Christian game Catechumen (2000) utilizes game mechanics consistent
with the ‘first-person shooter’ genre, but alters the representational result
of firing a gun from ‘killing an enemy’ to ‘saving a soul’. Similar
substitutions manifest in Team Fortress 2 (2007) which, in certain
instances, replaces all representations of violence with ‘cute’ versions (instead
of blood and gore, exploding bodies are full of candy and ballons, for
example), as well as Portal (2007), in which the player’s ‘gun’
transubstantiates (re-embodies) the player him- or herself into the role of the
bullet in order not to ‘witness’ killing, as it were, but rather to solve
problems involving spatial geometry and Newtonian physics, and the ‘dubstep
gun’ in Saints Row IV (2013),which causes enemies to dance
uncontrollably in time with music positioned as simultaneously diegetic and
non-diegetic. In each instance, the affect produced by player activity is
substantively the same despite antithetical representational differences
between games. Communication theories which model ‘messages’ sent and received
do not properly account for these differences.
Ian Bogost forwards a model in which video games can be rationalized in
terms of the forms of the procedural rhetoric which they present to players. In
Unit Operations (2006) and Persuasive Games (2007), Bogost presents
a model for understanding videogames which merges the material and the
symbolic. Grounding his thought in the mathematical philosophy of Alain Badiou,
Bogost figures ‘the message’ of digital media to consist of a fundamental
multiplicity centred upon processes of quantification and calculation. Unlike
traditional communication models, this conception seeks to understand digital
interactive media not in terms of broad systemic relationships but rather by
means of the small procedural interventions which, viewed as an aggregate and
in relation to each other, come to govern larger systems. Rather than being a
relatively stable object whose meaning is causally informed by the recipient’s
relation to the sender, digital media such as videogames operationalize this
relationship in a dynamic manner. Audiences may respond in a capacity fully
expected and thus invoked by the designer – ostensibly signalling the
successful uptake of a message. However, as Michael Nitsche (2008) and Jesper
Juul (2005) have elaborated, players may engage in actions not at all
anticipated by game designers. Indeed, the very nature of digital media as
interactive and iterative renders them as “systems open for transgressive,
emergent gameplay” (Nitsche 28).The multiplicity of possible responses to a
given digital ‘text’ suggests to Bogost that absolute meanings cannot be encoded
into digital communication processes in the manner suggested by earlier
communication models. Instead of invoking encoded meanings, “procedural
rhetoric is particularly devoted to representing, communicating, or persuading
the player toward a particular biased point of view” (Bogost, Persuasive Games 135) within the
framework of a spectrum of possible player responses, the meaning of each
response being conditioned by the relation of that response to the overall
pattern of responses enabled by a particular operation.
Thus, it might seem natural to view the programming code produced by
videogame designers as a quite literal manifestation of Hall’s communications model:
a sender encoding a message which is received in a multitude of ways by an
audience negotiating a hierarchy of dominant meanings. However, this
interpretation does not allow for the reciprocal creation of videogame
‘messages’ among game producers and players. Many games, either formally or
not, allow players to modify and create game elements which can, in turn, be
objects for consumption by other players or cooption by the game’s ‘official’
designers. This activity can effect changes at both the ‘textual’ level (an
object produced in a game may alter symbolic relations structured in/by the
game) and the meta-textual level in
which the player operates (an object produced in a game can be sold for
material value, i.e., money, in the ‘real’ world). Also, there are numerous
instances where audience ‘misreadings’ – player activity which transgresses the
manifest intention of game rules or willfully creates new gameplay activities
unintended by game designers – have been subsequently incorporated as
‘official’ elements of the game. Espen Aarseth (2003), for example, outlines
the manner in which the “rocket jump” – using the negative damage feedback
produced by an exploding weapon to positively assist player mobility and enable
access to areas within the game otherwise unavailable to players – was adopted
by game designers as an ‘official’ characteristic of the ‘first-person shooter’
game genre after emerging from unanticipated player activity. Mia Consalvo
(2007) examines the manner in which instances of purposefully-transgressive player
activity indicate patterns of agency within a virtual space of value generation
which she describes as “gaming capital” (4). In this capacity, cheating serves
to reorient the relationships between games, game designers, and players. An
incident often cited (Aarseth 2007) in this respect occurred when a programming
bug in the multiplayer online game Ultima
Online resulted in a player being able to murder the ruler of the game’s
fictional world, a character who was controlled by the game’s principle
designer and who served as an interface mechanic by which players were
motivated toward specific goals and forms of gameplay; rather than punish the
player for transgressing the established rules, the game designer chose to
integrate this event into the game itself. Furthermore, some games are
structurally enabled by player participation, or even the polyvalent
interactions among numerous players in relation to each other, and do not
present signification, as such, as distinct from this activity. As Castronova
(2005) notes in relation to the economic effects of virtual economies, procedural
rules highlighting the player generation of activity are especially prevalent
in online games which involve thousands of players simultaneously. Not only do
such games allow for player-generated sources of value generation, but the
economies which have emerged in parallel with such games can be seen to
structure and inform both gameplay and games themselves. Finally, game
designers modify their output relative to feedback in terms not only of commercial
market forces and players expressing their opinions, but also through the
quantification of game play through the capturing of player activity from
within the game itself, data which Normoyle et al (2012) refer to as player
metrics. Indeed, despite the liberatory potential inherent to interactivity,
videogames – and digital media, more broadly – enable a level of user
surveillance only dreamed of by the hegemonic interests, such as television
advertisers, foundational to the production of ‘old media’. This capacity for
surveillance, coterminous with the processes of digital mediation, betrays the
altered subjectivities which ‘new media’ present in challenge to theories of
communication which predate their emergence.
A degree of accord can be seen to exist between the medium of videogames,
and ‘new media’ more generally, and conceptions of post- or transhumanism. Arguing
in How We Became Posthuman (1999)
that “the erasure of embodiment is a feature common to both the liberal humanist subject and the cybernetic posthuman”
(4), Katherine Hayles postulates that computer simulation best instantiates the
“embodied virtuality” which she presents in contradiction to the
de-materialization of information fundamental to transmission theories of
communication. Grounding her thought in Friedrich Kittler’s notion that
“technologies of inscription are media when they are perceived as mediating”
(26) and Donna Haraway’s conception of informatics as “technologies of
information as well as the biological, social, linguistic, and cultural changes
that initiate, accompany, and complicate their development” (29), Hayles adheres
to the technological determinism of transmission theories while rejecting their
linear and rigid structure. She presents a McLuhanesque argument in which the
dematerialization of information – indeed, of all matter into information – is a partial illusion invoked by “an
epistemological shift toward pattern/randomness and away from presence/absence”.
The illusory nature of such processes of dematerialization obscures the
impossibility of material reconstruction from disembodied information and
minimizes the dynamic relationship between agents within a communication
process. In other words, theories of communication which dematerialize
information deploy incomplete models of the totality of relations between
entities positioned within and acting upon an event of communication. This
notion of pattern and randomness, echoing theories from quantum physics concerning
the fields of probability which determine the material existence of the world,
“fundamentally alter[s] the relation of signified to signifier” (30). Unlike
the ‘message’ of the transmission model, informatics construct the signifier as
a multitude, a “chain of markers bound together by the arbitrary relations specified
by the relevant codes” in which “[a] signifier on one level becomes a signified
on the next-higher level” (31). Access to the codes of signification, which
Hayles describes as “pattern recognition” (39) whose literacy is enabled by “credentialing
practices” (40; see also Stiegler 130), conditions and is conditioned by the technologies
constituting the media environment. The development and interplay of these
technologies mutually structures all entities within what Kittler’s
(extrapolating from McLuhan) terminology could be described as a “media
ecology”, including those individuals or agents which participate in the
creation and consumption of media.
Hayles’s conception resonates with other invocations of posthuman
subjectivity. By positioning the human subject in a determinate relation to the
technological means by which phenomena exterior to unassisted perception are
brought forth (in a Heideggerian manner) into human understanding, Don Ihde (2002)
expands the realm of visuality to include all phenomenological events mediated
by technological processes (43). In a manner similar to the interactive user
participation foundational to ‘new media’ such as software and videogames,
Ihde’s model for mediation inserts the observer into the syntax of the observed
(60). Invoking Bruno Latour’s examination of instrumental subjectivity as
stated in “On Technical Mediation” (1994), Ihde thus involves the interplay
between technological determination and human agency in terms of a third space
generated by the cohabitation of the two agencies (2002 93-95). This third
space can be further described by Haraway’s conception of cyborgs as “a hybrid
of machine and organism, a creature of social reality as well as a creature of
fiction” (1991 149). Like Ihde and Latour, Haraway seeks to avoid understanding
identities in essentialist terms. Identity can be understood, in a sense, as
itself a cyborg hybridising agency and determination by exterior forces
(161ff). ‘New media’ centred upon computational procedures also invoke an
examination of the posthuman subject inaugurated by McLuhan’s (1994) conception
of the media functioning as extensions of the human nervous system. Stiegler
(2009) argues that such processes of exteriorization “constitute the
industrialization of memory at all of its levels” (99). This externalized memory
functions in thrall to developments related to speed. By eliminating delays and
inefficiencies, the boundaries which interface processes of technological
mediation from that which is mediated are dissolved as information becomes
“inseparable from its organization” (107). Valuation of information in this
context is informed by systems of access, which in turn constitute as subject
those individuals or agents which create a ‘circuit of access’ with the
information in question.
Paul Virilio’s (2000, 1997, 1989) notion of the contraction of the modern
subject into patterns of communication quantised and defined by a society which
increasingly internalises and normalises military functions traces the manner
in which quantification serves as the vehicle for the realization and
production of truth. While Virilio’s reliance on phenomenology disavows for him
the authenticity of virtual worlds, other scholars (Hansen 2006, Fors &
Jakobsson 2002, Murray & Sixsmith 1999) have successfully adapted
phenomenological methodology to the study of virtual worlds and ‘new media’. Numbers
are the principle tools by which subjects come to understand and love their own
bodies and those of others. Bodies are measured and rationalised in order to
improve weaknesses and maximise strengths, and to define subjects within a
social and political hierarchy. For Virilio, quantification is a means of
visibility which reveals the truth of an object or event to be nothing more
than the tautological result of a logistical apparatus (the processes and
technologies of rational humanism) which instrumentalises such information into
functions allowing possession and control. Predictions about the future can
then be made based on a linear extension from these numerically-constituted
entities, a process which Virilio equates to a gun sight targeting the
destruction of an enemy in the future (1989; see also Crogan 2008, 158-9). In
this capacity, processes of quantification and calculation can be understood to
extend a haptic character to vision and visibility. Calculation grants
visibility to the invisible as unknown
data – future events, probable outcomes, ‘hidden’ truths – is extrapolated from
what is known for the purposes of
administration and control. This conception of visibility originating as a
military technology enabled by calculation has direct parallel with digital
gaming, which often fetishises and quantifies representations of violence and often
deploys military conquest as a gameplay mechanic. For Virilio, synthetic optics
enabled by computerization and calculation permit “the relative
fusion/confusion of the factual (or operational, if you prefer) and the virtual”
signaled by “the ascendancy of the ‘reality effect’ over a reality principle
already largely contested elsewhere” (1994 60).
As a conclusion to this present brief examination, the example of
computer role-playing games (CRPGs) will serve to tersely illustrate the manifest
synergy between human and interface for the creation and reception of media which
have come to define the ‘posthuman’ as described above. CRGPs require the
player to process and manage a significant amount of information, as the
representation of nearly everything in the game – objects, the abilities and descriptive
statistics of non-player characters and enemies, behavioural patterns – is
quantified not only to allow the computer to execute game rules, but for that
numerical representation to be presented to players who interpret this
information to “numerically optimise” their avatar’s progression through
whatever goals the game presents to the player. Extending Jenkins and Fuller’s
(1995) suggestion that game avatars function akin to cursors in conventional
computer interfaces, merging the will of the participatory user with the
disembodiment of materiality into its virtual form as information, numerical
representation can be understood as not only embodying the virtualized agents
which it replaces but as mirroring the development of subjectivity within technological
society. The conception of an embodied camera/interface, described as an
apparatus by Morris (2002) and defined largely in terms of its virtuality
rather than by the hardware components which allow player interaction (Jørgensen 2012), is best
exemplified by games which use a first-person perspective and thus combine
control of the representational output presented by the system with the means
of interaction in a manner embodying an otherwise absent avatar. In this
regard, the game interface of CRPGs is itself a self-referential component of
play, acting somewhat like Manovich’s embodied virtual cameras in digital
games, in which “cinematic perception functions as the subject [of games] in
its own right” (2001, 85) by placing viewing and perspective functions under
the player’s control. Avatars in CRPGs embody the player in a dual manner:
visually onscreen, and through a numerical matrix which operates in a manner
made explicit to the player and enframes in procedural terms the reified
instantiation of the will of the player into the fabric of the medium in both
material and immaterial terms. This conception of virtual embodiment, readily
applicable to the theories of ‘new media’ informed by the posthuman
subjectivities as outlined above, ably illustrates the manner in which the
technologies which enable ‘new media’ serve to challenge traditional
conceptions of communication processes.
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[i]
See, for example, Cassie Rodenberg, “Grant Theft Auto V makes it cool to pick
up – even kill – prostitutes” published 27 December, 2013 in The Guardian.
Thursday, February 20, 2014
Cinema, Television, and New Media -- comprehensive exam -- 24-hour essay 2
CINEMA, TELEVISION,
AND NEW MEDIA
Question answered: #2. Are the essential distinctions (if they indeed exist) between media eroded by recent transformations in production and exhibition practice, and do specific media respond to these transformations in particular ways?
Question answered: #2. Are the essential distinctions (if they indeed exist) between media eroded by recent transformations in production and exhibition practice, and do specific media respond to these transformations in particular ways?
The twenty-first century has witnessed profound developments in the production and consumption of media. As Marshall McLuhan (1994), Harold Innis (1951), and Friedrich Kittler (1999) argue, the most profound transformation has been the introduction and development of electrical technologies to communications practices. With electricity came the possibility to reproduce perceptual experiences in order to enable such experiences as new media, distinct from the media associated with the reproduction of speech in written language. The most obvious examples in this regard involve the recording and distribution of sound and motion images. The development of technologies related to these perceptual activities quickly crystallized into media relative to fundamental technological differences; for example, radio and consumer recording formats distributed recorded sound (music, conversation, audio dramas), while film and television distributed recorded motion images along with accompanying sound (films, television shows). A further technological distinction centred upon speed and ease of accessibility can be made between distribution systems and consumption practices relative to such recordings. While this paper will illustrate a few arguments in favour of such essentialist determinations for the differences between media, ultimately a more flexible understanding of the ontology of media will be presented. Indeed, as this paper will demonstrate, it is computer technologies – and specifically home computer technologies – which signal the true transformation in media (and, by extension, mediation), largely due to the new forms of media which have emerged along with the technology.
Cinema demonstrates how definitions of media can be grounded in both
essentialist and non-essentialist claims. Critical activity has focused on the
manner in which the materiality of film production and reception practices defines
the medium. Jean-Louis Baudry, for example, outlines an “apparatus” in which
the production and reception of film takes place: the photographic process of
inscription onto film by means of lenses and photochemistry, the optical
projection of film onto a white screen, the spectator in the cinema (1986 288).
For Baudry, grounded as he is in historical materialism, such an apparatus is
an ideological one at each stage of production and reception. Consequently, any
change in the orientation or constitution of this apparatus will alter the
ideological effects which can be determined as a result. Christian Metz (1982)
argues that the technological configuration of cinema is analogous to the
processes of the human unconscious. Metz’s connection of psychoanalysis to a
technological apparatus condemns his theory to obsolescence as the technologies
which form that apparatus develop and new ones are introduced while old ones
are subtracted (Manovich 294), as well as by developments in psychoanalytic
theory which may subvert or emphasise the Freudian theoretical apparatus
foundational to Metz’s work. The work of other scholars such as Laura Mulvey
(1975) and Žižek (2004), who have deployed psychoanalytic readings to define
cinema in less essentialist terms, has proven more adaptive to technological
change. By means of a reading of Bergson’s conception of durée, and a reflexive negation of psychoanalytic theory (fully
expressed in Anti-Oedipus), Deleuze
(1989) argues that the gap between static images which enables the illusion of motion
for cinema to occur temporalises the spectator, interpellating them into
subjectivity by means of an affective involvement with the image (47), and
anticipates montage, itself commonly understood (Metz 1985; Bordwell 1986;
Elsaesser 2012) to be the grammar of cinema. Scholars such as Schatz (1989) and
Elsaesser have extended the definition of this apparatus to include the
hegemonic forces at play within the market. Both scholars define Hollywood as the
articulation of a material and symbolic hegemony positioned to institutionalise
and standardise its narrative forms, production processes, and distribution and
consumption practices. Elsaesser argues that by means of their dominant
position in the production and consumption of film, Hollywood can be seen to
determine and define the medium of film as a whole into an experience between particular
types of films and particular types of spectators, going so far as to state
that the function of narrative in Hollywood films “lay in the resources and
organizational assets which could be accumulated around it” (2012 152) and
order audiences accordingly. These institutionalised forms actively displace
certain forms and definitions for the medium while enabling others. As Bordwell,
Doane (1989), and Adorno (1991) argue, film has come to be defined as a medium
primarily by the market forces which affect its production, distribution, and
consumption. Indeed, the same forces which integrate media companies into
multinational conglomerates force the various media created and distributed by
the newly integrated subsidiaries to interact, cross-pollinate, and subsume
each other (Mattelart 2000). Indeed, Grossberg (1992) argues that popular
culture, as the result of such processes of media hegemony, is a significant
agent in the dilution of the boundaries between media.
Viewed as a whole, then, many of these definitions for cinema do not
maintain their coherence in the wake of new technologies for the production and
reception of film. One wonders, for example, how Deleuze’s elevation of the ‘ontological’
gap at the heart of the cinematic process if cameras recorded at much higher
speeds than the twenty-four frames per second adopted as the standard for
cinema by the 1920s. If Hollywood can be seen to adapt and incorporate elements
of the avant garde and international and marginalised cinemas — which may themselves
be empowered by being influenced by Hollywood – then what does it mean to
define a medium around the dominant forces within it? In a similar
manner, notions of spectatorship dependent on the public exhibition of films have
been challenged by the private consumption of cinema by means of television and
home video.
Indeed, as a medium for the reception of broadcasting as well as the
device enabling other media such as home video and videogames, television
considerably problematises essentialist boundaries between media. Arguing in Television:
Technology and Cultural Form (1990) that the serial and segmented nature of
television programming is shaped to a considerable extent by television’s
existence as a commercial entity, Raymond Williams identifies the concept of
“flow” to define the medium (86). It is precisely this ephemeral and amorphous
conception of television which has allowed the medium to adapt to technological
change and the development of competing media such as film and the internet. Television,
according to Williams, has the “technological capacity to absorb and circulate
every kind of cultural energy” (Dienst 13). Furthermore, broadcast media such
as television and radio, unlike other media, exist within what may be described
as the perpetual present of their exhibition. While there is no technological
reason for any broadcast medium to broadcast perpetually (twenty-four hours per
day), an extension of Innis’s (1951) notion of the space bias of ephemeral
media such as radio and television may explain the reasons behind this
perpetual present, as the ease by which broadcast signals are ‘transported’
into the homes of consumers, as well as the fact that such media are consumed
for ‘free’ in exchange for advertising (Browne 175), destines broadcast media
to an existence of continuity. Furthermore, while film, ostensibly the closest
analogue to television, can be understood as having incorporated aspects of
theatrical and musical performance, painting, photography, dance, and
literature, Williams argues that television can be understood as having further
incorporated aspects of radio, journalism, advertising, and live spectatorship
(1990 44ff). Television incorporates the many discreet aspects of itself –
advertisements, announcements, news, “introductory and interstitial materials”
– into what Nick Browne (1984) describes as a “supertext” whose essence is “one
of flow, banality, distraction, and transience” (176), as spectators order
their own viewing experience among a multiplicity of constitutive elements.
It is this multiplicity of function and form which differentiates broadcast
media from non-broadcast media. According to Williams, unlike a book, a play, a
song, or even a film, which constitute discreet objects and experiences, in broadcast
media “the real programme that is offered is a sequence or set of alternative sequences” (1990 87). It should not then
be surprising that as new technologies related to the distribution of
television have developed, the notion of flow as foundational to television has
been challenged. William Uricchio (2004) argues that “the present day’s
convergent technologies, economies, and textual networks have ... subverted ...
the logics of television [and] have also transformed the medium’s content and
cultural place” (165). If, as Lynn Spigel suggests in Make Room for TV (1992), the introduction of television served to
order spaces within the household and define television spectatorship along
lines contingent with the consumption of consumer products, then it is possible
to extend this interpretation to contemporary changes in forms and patterns of
television spectatorship as contingent with changes to the home inaugurated by
home computer technologies which are in the process of subsuming television
into the internet. Disrupted first by technologies of home video recording and
storage, the capacity for broadcasting to order the reception practices of
spectators has been undermined by the digital distribution of television. Home
video, on-demand and time-shifted video services, and internet streaming (as
well as ‘illegal’ downloading) of television programming has further altered
spectator relations to the television “supertext”. A recent example of a
television show broadcast under two different configurations of television
serves to illustrate this point. The British show House of Cards, broadcast as a mini-series in 1990, used a
‘cliff-hanger’ ending centred upon the murder of a prominent character by the
show’s protagonist. The narrative significance of dramatic events such as this often
provoked their deployment as ‘cliff-hangers’ at the end of television shows or
seasons to provoke viewer anticipation of the next episode and encourage them
to schedule future instances of viewership.[i]
For the 2013 American remake, distributed (‘broadcast’) as an entire season
without delay between episodes on the digital streaming subscription service
Netflix, a similarly dramatic killing by the show’s protagonist is located in
the middle of the first episode of the season, indicating that the event is
structured in a manner suggesting the ‘binge watching’ habits typical of
Netflix (and, by extension, digital streaming and home video) viewers.
Spigel argues that television served to “reassemble the splintered lives
of families [and] .... reinforce the new suburban family unit” (1992 39)
centred upon the new postwar consumer society. Ultimately, such changes were
inaugurated by technologies of mobility and communication which extended
ideations of inclusion and privacy from the home to a virtual space bounded by
the reach of transportation and communications technology, which in turn orders
the real space in which patterns of mobility and communication occur. Williams subsumes
the social relations inaugurated by such technologies and living conditions under
the concept of mobile privatisation, the
social product of which is “[b]roadcasting in its applied form” (1990 20). Spigel
thus traces the incorporation of the machine elements of industrial activity
(dishwashers, sewing machines, etc.) into the home as contingent with “the
spatial condensation of work and viewing” (1992 89), while Anna McCarthy (2001)
outlines the incorporation of television into public spaces such as workplaces,
transportation hubs, and shopping centres. By means of the surveillance and
production of consumer activity, broadcast media such as television realise
what Mark Andrejevic (2002) names “consumer labor” (230). Jhally and Livant
(1986, quoted in Andrejevic) characterise the value exchange between viewers
who watch ‘free’ programs and advertisers who pay for television programming as
the “work of watching” (235). Such labor relations form the initial gesture of
spectatorial participation which, as outlined below, will come to define the
ontology of media.
As suggested by Spigel’s illustration of the extent to which daytime
programming was informed by the daily chores performed by the women who were
the primary audience, television was itself ordered by spectators as much as it
ordered their patterns of viewership and stimulated the consumption of consumer
goods. In other words, as television presented and ordered itself as a consumer
product, audiences responded by altering television to meet their needs as consumers.
As Matt Carlson (2006) illustrates, consumer products related to the
consumption of television have altered not only patterns of viewership, but
also the content of television programs. In this capacity, television can be
seen to order time as well as space. First, home video recording freed television
audiences from the broadcast schedule and, by means of the archival nature of
video cassettes, allowed television programming to be reified as an object of
secondary relation to television as a broadcast medium. The digitisation of
television broadcasting as well as the development of digital video recorders
capable of time-shifting and altering programming nearly in real-time has further
transformed viewer interactions with television from a process of scheduling
(viewers watching shows at specific times not under their control) to one of
surveillance. For Carlson, surveillance indicates the manner in which digital broadcast
technologies allow broadcasters to precisely monitor viewer activity and accordingly
alter the products offered for viewing (102-103). In this capacity, it is
possible to extend conceptions of ‘liveness’ related to the television “supertext”
to the real-time surveillance of the audience itself. Arguably, the surveillance
of digital television media merely extends to television producers the feedback
processes between audience and performer which informed not only live studio
television but also the live forms of performance (theatre, Vaudeville) which
provided the content for television in its earliest years (Williams 64-65).
In a somewhat abstract manner, it is possible to locate ‘liveness’ as
both reifying and enabling the structures of life described by mobile privatisation. In addition to
Williams, other critics have also focused upon television’s ‘liveness’ as a
distinguishing element of the medium. Jerome Bourdon (2000) argues that while
‘liveness’ was inherent to television before the advent of video storage
technologies, live broadcasting has since been institutionalised as a means of affirming
the hegemonic position of television broadcasters by providing a closure of
space and time between event and spectator (534) and as a means to confer a
degree of “‘authenticity’ and ‘truth’” (533) to the programs being broadcasted.
Indeed, ‘liveness’, which incorporates the viewer into media exhibition, can be
understood as the precursor to spectator participation. As Bourdon notes,
“liveness should be interpreted as a development within media history as a
whole” (551). He likens viewers switching to the news from other programs – multitasking
between shows and other media – as a new form of liveness (553). Indeed, ultimately
the ostensibly minimal amount of spectator participation demonstrated by
television viewers using their remote control to order the sequence of
television programming belongs on a continuum of interactivity and media
control which leads to computational technologies which demand ‘spectatorial’
participation. In this context, Richard Dienst (1994) notes that the apparatus
of television as constructed by Williams ignores “the possibility that the very
notions of transmission and reception ... belong to the apparatus itself” (16).
Accordingly, Williams’s conception of ‘flow’ in Television, whose publication predates the development of home
video and home computer technologies, does not account for the capacity for
audiences to construct and modify the programs they are watching. Notably, the capacity
for commercial television to structure the ideological responses of viewers is
undermined by the ability of viewers to ignore or remove advertising from shows
and structure patterns of viewing around their personal schedules due to home
recording and digital distribution, and ultimately use consumer digital video
technologies to produce their own televisual content and distribute it on the
internet. Indeed, the digitization of media undermines the ‘integrity of the
medium’ not only for television and for television studies, but also for all
media which undergo processes of digitization.
In Gramophone, Film, Typewriter
(1999), Friedrich Kittler notes that the digitization of optical, acoustic, and
writing media allows their “distinct data flows” to be reunited (170), and
concludes his examination by identifying the computer as the logical conflagration
of other media technologies and real-time computation, in the guise of “machine
subjects”, as the contemporary terminus of the development of technologies of
inscription (259). He rather boldly states his lack of respect for the
distinction between media, noting that the traditional differentiations of
media based on recording technology and human perceptual apparatus (seeing and
hearing, for example) are fundamentally undermined by electric communications
and recording technology. With the advent of digitisation, the variety of
information forms “are reduced to surface effects, known to consumers as
interface” (1). Indeed, it is by means of interface that consumers come to
understand and differentiate digital media. Under the aegis of digitization,
digital video, for example, is not an experience of ‘television’ or ‘cinema’;
rather, it is enabled by the interface which exhibits it. The use of computers
to consume audio, visual, and textual materials indicates that the
screen-as-interface is more informative to understanding a mediated process
than are traditional conceptions of media distinction grounded in differences
in perceptual or recording technology. Television programming is easily adapted
to distribution and ‘exhibition’ on the internet due to the fact that, in reductive
terms, high-resolution computer screens make great high-resolution digital
televisions.
More importantly than simply providing another platform for the
distribution and consumption of audio-visual material incorporated from other
media distribution apparatuses, home computer technologies signal the extent to
which spectator participation has been incorporated into systems of media
production and consumption. As Lev Manovich (2001) argues, the “meta-medium of
the digital computer” (6) instantiates new media not dependent on perceptual or
aesthetic characteristics but rather as “subject to algorithmic manipulation”
(27). The algorithmic nature of digital media has two effects, the first of
which serves to explain the transformational nature of digitisation. Manovich
argues that digital media are modular, variable, and iterative, and in this
capacity recent transformations in television broadcasting can be rationalised.
The second effect of digital media is more philosophical in nature. In addition
to signalling the increasing involvement of audiences into the ‘text’ of media
on account of developments in the technologies of broadcasting, the above
examination of television demonstrates McLuhan’s principle that all media
contain within them previous forms of media. Of course, the incorporation of
one medium within another is not a one-directional process of ‘new’ media
incorporating ‘old’ media, as demonstrated by the incorporation of photography
into newsprint. Rather, the response of cinema and television to the advent of
computing technologies illustrates that media often deploy whichever other
popular or useful media can be reasonably incorporated into them. From such a
position, it is possible to extrapolate from Rick Altman’s suggestion regarding
film that “[g]enres must be understood discursively” (1999 121) and conclude
that media themselves function similarly as discursive practices.
One vector of such a discursive practice is indicated by the notable
sense of determination present in McLuhan’s thought. The incorporation of media
into new forms enabled by the development of technology implies what Walter
Benjamin (1968) describes within history as the “weak Messianic power” (254) in
which the past involves the present. Indeed, it is thus possible to read
McLuhan’s belief that media subsume within them previous forms of media through
a Heideggerian lens, as such a process describes what for Heidegger was the
essence of all technology to gather into itself all forms of potential energies
as “standing-reserve” (1977 24). In such terms, the destining of all media is
toward a totalising sense perception and recording which reveals all possible
information to the user. In order to fully understand the implications of
computerisation on the media examined in this essay, we must turn to Dienst’s
rather Platonic suggestion that “all actually existing television systems are
in some sense a failed totalization of an ideal visuality” (1994 11). If the
contemporary configuration of television has incorporated (or is being
incorporated into) forms of digital content and distribution (i.e., the
internet), then it is possible to position television, as Meyrowitz (1995) does,
as a “widening of sensory experience” (40-41). Accordingly, contemporary forms
of television incorporate aspects of visuality and ‘liveness’ from other media:
news programming which, like the internet, structures textual information as
visual elements; social media (message boards, Facebook, Twitter) interaction
between viewers and show producers or fictional characters of dramatic programs,
such as The Hills and General Hospital; and webcasts and
podcasts which supplement or augment the broadcasting of shows. However, the
digitization of media has had a more profound transformative effect on media
than is represented by the increasing interaction between audiences and media
content. It is possible to further extend Dienst’s notion of “ideal visuality”
by means of Paul Virilio’s equation of processes and technologies of visibility
with calculation, as elaborated in War
and Cinema (1989) and The Information
Bomb (2000). Arguing that technologies of visibility emerged as tools for
war and the colonial organization of space, Virilio describes modes of
visibility aided by computation as active
optics (2000 14). Such optics exponentially increase the capacity for
individuals to generate and process information, with the consequence that individuals
will experience “a speed change in the order of time as it is lived” (1989 45),
and thus “leave intact neither the old aesthetics ... nor the ethics” which
came to define traditional media and the societies in which they circulate (2000
121).
As outlined above, the polyvalent nature of digital media, as algorithmic
processes, fulfils the Heideggerian ‘gathering’ of the possibilities for vision
into a singular technical apparatus enabling the successful realisation of
“ideal visuality”. Home computer technologies involve media in a computational
process which interpellates spectators as users. While videogames, software,
and the internet represent the most obvious insertion of interaction and
participation as an essential component defining the medium, these forms of
media are merely the most contemporary articulations of long-extant trends in
media. Consequently, it is difficult to determine contemporary communications
media with the essentialist formulations which often served to inaugurate the
critical apparatuses which arose in response to them.
[i] It
should be here noted that the ‘cliff-hanger’ serves a slightly modified purpose
for the British House of Cards. By
using such a narrative device at the end of a four-episode mini-series which
was not intended for development into a broadcast series, the cliff-hanger
ending serves (much like its use as a genre convention in horror films) to
confer a mark of reality to the show by invoking in viewers a projection of the
character from the temporality of the show ‘offscreen’ into the imagined
temporal space ‘after’ the show ends.
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Friedrich. Gramophone, Film, Typewriter. Stanford, USA: Stanford UP, 1999.
Manovich,
Lev. The Language of New Media.
Cambridge, USA: The MIT Press, 2001.
Mattelart,
Armand. Networking the World, 1794-2000.
Minneapolis: University of Minneapolis Press, 2000.
McCarthy,
Anna. Ambient Television. Durham,
USA: Duke UP, 2001.
McLuhan,
Marshall. Understanding Media: the
Extensions of Man. Cambridge, USA: The MIT Press, 1994.
Metz,
Christian. Imaginary Signifier: Psychoanalysis and the Cinema. Bloomington, USA: Indiana UP, 1982.
--- “Photography and Fetish” October 34 (1985): 81-90.
--- “Photography and Fetish” October 34 (1985): 81-90.
Meyrowitz,
Joshua. "Mediating Communication: What Happens?." Questioning the Media. Ed. Downing et
al.
London: Sage, 1995. 39-53.
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Mulvey, Laura. “Visual Pleasure and Narrative Cinema” Screen 16.3 (1975): 6-18.
Ong, Walter. Orality and Literacy. New
York: Routledge, 1982.
Schatz, Thomas. The Genius of the System.
London: Faber and Faber, 1998.
Spigel, Lynn. Make Room for TV. Chicago: University of Chicago Press, 1992.
Uricchio, William. “Television’s
Next Generation: Technology/Interface Culture/Flow”. Television After TV. Ed. Lynn
Spigel and Jan Olsson. Durham, USA: Duke UP, 2004. 163-182.
Spigel and Jan Olsson. Durham, USA: Duke UP, 2004. 163-182.
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--- War and Cinema. Trans. Patrick Camiller. London: Verso, 1989.
--- War and Cinema. Trans. Patrick Camiller. London: Verso, 1989.
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Cultural Form. New York: Routledge, 1990.
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Slavoj. Organs Without Bodies. New
York: Routledge, 2004.
Wednesday, February 19, 2014
Media and Materiality -- comprehensive examination -- 24-hour essay #1
MEDIA AND MATERIALITY
Question answered: #2. The content of communications media are often described and analysed as
‘texts’. Does this characterisation, unlike theories of the ontology of media
proposed by Friedrich Kittler and Harold Innis, adequately describe media
artifacts or are other models more appropriate to the investigation of media in
general or with respect to specific media?
As
communications media proliferate and emerge under new forms and configurations,
it becomes increasingly difficult to maintain the content of such communication
as coherent and autonomous objects of study. While it is relatively clear that a book, a
play, or a speech can be conceptualised as a singular entity which can be
understood as ‘text’, the discreet, objective coherence of electronic media
such as radio, television, and videogames strain and even breach traditional
conceptions of media texts as objects of study. Fundamentally, such debates
involve the extent to which ‘texts’ include the means of their recording – the
trace of their physical existence – as well as the social relations which
enable or disable reception of ‘texts’, within the framework of meaning
produced in the communicative process. Can ‘texts’ be rationalised as unique,
autonomous entities which generate meaning, or, as Kitler (2012) and Innis (1951)
suggest, is meaning produced by a system of relations between individuals,
institutions, and processes of communication? In order to begin such an
inquiry, it is perhaps best to understand the origins of ‘text’ within the
tradition of literary studies, from which the term derives.
The text emerged as an object of study in the nineteenth century with the
proliferation of literature departments in universities in Europe and North
America. Importantly, with the emergence of the text comes the emergence of the
reader. In Orality and Literacy
(1982), Walter Ong argues that as writing emerged out of oral cultural
traditions, cognitive processes altered their sense of orientation from gestures
of exteriority to gestures of interiority. This distinction between interior
and exterior serves to initiate the constitution of literate individual
subjects – what came to be understood as the Cartesian subject, the “I” at the
centre of cogito ergo sum – as
differentiated from pre-literate individuals who lacked subjectivity, who
weren’t subjects. For Ong, individuals within oral cultures seek understanding
within consensus, and ritualistic communicative practices form the basis for
memory (22-23; 34). In this context, expertise (of interpretation, etc.)
derives from the skill of an individual to manipulate and determine the group
dynamic (35). Accordingly, meaning which derives from any particular
communication process is an aggregation which accumulates (and, to later
historical research, indexes) the expertise of a society into a unified
communicative entity. Social power derives from a performative expression of
the history of such aggregations (“I am king because I derive from these kings
before me...”). Memory, as performance, is thus inherently non-historical and
non-reflexive. Writing, on the other hand, fixes memory into a material
process. Messages therefore are given a history and an individuality as
objects, which thus allows individual readers to compare similar or divergent
ideas. Literate societies promote the generation of multiple points of meaning
centered upon the expertise of the individual making the claim to criticism. This
process ultimately “free[s] the mind for more original, more abstract thought”
(24).
It is thus possible to locate textuality, for Ong, within this same
distinction: in oral societies, the ‘text’ is precisely the consensus of the
group centred upon a given communicative process or message, enforced through
ritual and a hierarchy of social power, in accord with a real-time experience
of the world (1982 42-46); in literate societies, the ‘text’ is both a material
and a discursive object which is to be reflected upon and interpreted by an
individual subject (the reader). It is perhaps best to illustrate this notion
of textuality with reference to religion. In the oral tradition, the consensus
between priests and the community which elevated an individual to priesthood
allows the successful continuation of a message (religious tradition) over
time, despite the variabilities inherent to oral communicative processes,
described by Ong as “dynamic” (32) and informed by interactions with an audience
(65; 141). With literacy, however, individual reading subjects are able to
interpret a given message with reference to their own experience and expertise,
as well as to other written materials produced by other reflective individual
subjects. It is this theoretical objectivity of the written word which enables
and informs the autonomy of the text, offered as an object of study. This
process accelerated with the development of print technologies, which, in
addition to multiplying the scale and extent of available literary works,
“embedded the word in space more definitively” and initiated new forms of written
works such as indexes and lists (120-1) as well as the “quantification of
knowledge” (127). Furthermore, by objectifying communication as written word,
print encouraged the conception of privacy, both in terms of the private
individual reading to him- or herself, and also in terms of the commercial
operations in which such literacy functioned (128).
In this context, it is possible to understand the conception of ‘text’ as
produced by literary studies: a discreet and autonomous object distributed as
an object to a reading public and which, by means of an Althusserian interpellative
gesture which creates the reader (in other words, the message recipient) as
subject able to privately judge both the value of the object (text) itself as
well as engage in a public discursive process of critical inquiry and
comparison. The text is itself therefore a historical subject, both influencing
and being influenced by the processes by which it is interpreted and given
meaning. The index of these changes in processes of interpretation can be understood
to constitute the field of study in which the object is discussed (Literature,
Music, Cinema, etc.). We can therefore presently conclude this line of
reasoning with the following generalisations, which the remainder of this essay
will complicate: a text is a communicative practice-made-object which
constitutes the reading subject which interprets it; a text is a body of words
seeking interpretation by a reader; a text has meaning. On one end of a
continuum of sorts lies the text; on the other is located the reading subject.
However, there are several problems, or indeed contradictions, even, with
this conception of textuality. The principal issue involves the separation of
the text as discreet from the reading subject or the context in which the text
is experienced. As Marshall McLuhan argues in Understanding Media (1994), the meaning of a message cannot be
separated from the context in which the message is sent and received. This conception
of meaning (and, by extension, textuality) is informed by the transformations
to communication processes inaugurated by their electrification. McLuhan argues
that the electrification of communication alters the temporality of both
message and receiving subject, and by this alteration fundamentally transforms
both the message and its audience (12) by “overthrow[ing] the privileged
position of the “contents” of the media, substituting a new sign language of rhetorical
and symbolic effects” (Kroker 54). Electricity changes the speed of access to
information, with spatial and temporal consequences to the positions taken by sender,
message (‘text’), and recipient, a transformation conceptualised by McLuhan as
an implosion between texts and individuals. In this capacity, McLuhan’s
ideation of media as the extensions of human nervous system (sense and
cognitive organs) can be understood to undermine the conception of textuality
as defined by the literary studies from which he as a scholar emerged. If
writing exteriorises and instrumentalises memory and print extends the reach of
such memories in both space and time by means of mechanical reproducibility, electrical
communications interiorises the infrastructure by which text and reading
subject are brought into an instantaneous whole. McLuhan here identifies two
instantiations: ‘hot’ media, in which participation of experiencing subject
with the text is minimal, and ‘cool’ media, in which a more engaged
participation of the experiencing subject is demanded (1994 23). In this
capacity, any sense of meaning as derived from a communication process must account
not only for what literary studies understands as constituting the text, but
also for the means by which the interpreting subject experiences the text. As
the meaning of an electrified communication process is altered by the
instantaneity of its reception, it is therefore possible to understand
textuality for McLuhan as precisely the implosive circuit by which text and
reading subject are made instantaneous and co-terminal.
Gary Genosko (1999) identifies within McLuhan’s work a Platonic ideation
of speech as the medium most capable of the pure expression of the will of the
individual, which “place[s] McLuhan firmly in the Western metaphysical
tradition” (41). For McLuhan, speech (oral culture) functions as a
transcendental signifier contained at the heart of all media (Jhally 167). As
all subsequent media involve within their ontology the individuals who
experience them as dependent on the technologies which enable this experience, the
textual artifacts of mediated communication processes (i.e., messages) are
ideologically determined by the technologies which enable them as media. Consequently,
the autonomy of the individual interpreting subject (i.e., the reader) is
called into question alongside the autonomy of the text. As McLuhan illustrates
by means of his discussion of electric light – the only medium in which there
is no ‘content’ (1994 8-9) – all media contain within them the other forms of
media which they supplement and replace. As such, within McLuhan’s terms it is possible
therefore to conceptualise the ‘text’ within any given process of communication
not as a singular object of study, but rather as a constellation or circuit of
media artifacts tracing their origination in speech as informed by the configuration
of technologies which enable and constitute them as representational media.
McLuhan derived his theories from the work of Harold Innis. For Innis,
any concession to textuality must be tempered by his understanding of
communications as occurring within a social matrix of institutions – abstracted
entities such as religion and the law, which are obviously grounded in their
material function within society – and communicative processes between
institutions and individuals. Meaning, as such, is itself governed by the
particular configuration of communicative patterns. Like McLuhan, Innis
conceives of texts as being relational entities which are informative (and
transformative) on social structures as a whole. As Sut Jhally (1993) notes,
“[f]or Innis, the most critical factor in society is the way in which means of
communication provide a framework of possibilities and parameters ... within
which social power (as well as modes of cognition) operate” (165). Texts can be
broadly defined as artifacts produced from monopolies of knowledge. However, according
to Innis the web of social relations which produce such monopolies of knowledge
are informed by the material conditions under which the possibilities for
communication are structured. In Empire
and Communications (2007), Innis traces the development of cultural
production from the oral tradition to the development of electronic broadcast
media. He argues that media organize power along two continua: time and space.
In order to extend through time, media need to exist in a materially-durable
form, which, as a consequence, limits transportation and thus curtails the
extension of the message (and the power contingent with its expression) in
space (1951 33). Alternately, media which are easily transported and thus allow
for a wide spatial dispersion do not enjoy a material existence which favours
temporal durability. It is this bias within processes of communication which
confers social power to the agent who produces and/or receives it. If
communication processes are understood as texts contingent with the literary
tradition, then they could not possibly inform social relations as Innis
suggests, as meaning produced by a text would precipitate from social relations
and not vice versa. However, as Innis’s illustration of the influence of
writing on the development of the Roman empire in Empire and Communications suggests, communication processes are as
informative of the society which produced them as they are in turn informed by
that society. In effect, the production of meaning is complicated by the
incorporation of the network of social relations in which the text is produced,
received, and evaluated into what literary studies would regard as the ‘text’. Ultimately,
therefore, it is not possible to locate textuality within Innis’s theoretical
framework; texts do not self-regulate meaning by some internal cohesion, but
instead exist as relational nodes within what William Kuhns describes as an “ecology
of information” (as quoted in Jhally, 165).
In this sense, McLuhan’s and Innis’s arguments about media are as
grounded in material existence as are the historical materialists who followed
in the wake of Marx. However, as Genosko notes, McLuhan’s work can be faulted
for ignoring the political economy of both communication practice and the
discursive communities in which communication takes place (1999 29). For Raymond
Williams (1958), a “Marxist theory of culture
... will take the facts of the economic structure and the consequent
social relations as the guiding string on which a culture is woven” (269). A
‘leap of faith’, in a sense, is then required in order to bridge the
ontological gap between materiality and cognition. Namely, there are competing,
but not necessarily exclusive, theories concerning the grounds by which a given
ideology or cognitive process could emerge from material conditions to affect a
subject, constituted in terms of either (both) the individual who thinks as
well as the social body in which a multitude of individuals communicate and
operate by means of a common ideological currency. Theodor Adorno (1991) argues
that cultural artifacts produced for and under the influence of the commercial
market are debased and rendered banal by their transformation into commodities,
while simultaneously noting that the negative effects of what he terms the
“culture industry” have not been empirically demonstrated (105). In this
context, Grossberg (1984) indicates that the “politics of textuality signals
the changing meaning and function of the category “text” ” (392). In “The Work
of Art in the Age of Mechanical Reproduction”, Walter Benjamin (1968) argues
that the mechanical reproduction of an artwork has a more significant
“wither[ing]” (221) effect on it than does its commercialization, although the
two may indeed be highly related. For Benjamin, the mechanical duplication of
an artwork “substitutes a plurality of copies for a unique existence”, thus
eliminating the “presence of the original [as] the prerequisite to the concept
of authenticity” (220).
In such theoretical figurations, not only are texts understood within the
material conditions of their existence, but so too are interpreting subjects. As
Jürgen Habermas argues in The Structural
Transformation of the Public Sphere (1989), the seeming cognitive freedom
of the individual reading subject is bound up in the constitution of that
subject within a discursive public sphere founded in a tradition of
aristocratic and bourgeois privilege. Habermas argues that the culture which
developed (around) writing was a process in which private individuals, using
the material resources granted them through ownership of capital accumulated
through finance and trade capitalism (14-15), are able to engage in debate and
exchange of information within a newly-constituted bourgeois public sphere. Habermas
argues that it was this change, rather than print per se, which allowed for the development of an autonomous
individual subject, able to judge and act upon their interpretation of the
world of communication in which they were equal members (18). Accordingly,
those communications practices which were elevated to the status of ‘text’ were
precisely those written works which reflected the interests and social
authority of those “private people come together as a public” in order to study
them (27).
One may infer in Habermas’s thought that since private individuals tend
to erase or be ignorant of the marks of their privilege, as do the institutions
which serve to perpetuate these privileges, textuality incorporates the
processes of social censure which include certain communication practices as
‘texts’ while excluding others as unworthy of study. This social censure
constitutes the political economy of textuality. Habermas’s examination of
music in this context is particularly informative. When the notion of the
public was grounded upon aristocratic privilege and function, music was defined
(as text) by the importance of the occasion of its presentation; music was
written for specific courtly functions and events, and conferred to the
listening subject the meaning of the event for which the music was composed.
However, by the eighteenth century music had been “[r]eleased from its
functions in the service of social representation [and] became an object of
free choice and of changing preference” (39-40). The bourgeois public sphere authorised
not only any given communication process as an autonomous text, but also the
recipient of communication as a human individual able to discuss the meaning
that was interpreted in those textual objects determined to be worthy of study.
Meaning generated by textuality was therefore dependent on “mutual
relationships between privatized individuals who were psychologically
interested in what was “human” in self-knowledge” (50). Of course, Habermas is
quick to note that such self-knowledge does not include knowledges exterior to
the bourgeois public sphere; in other words, such knowledge of the self was
limited to the ‘selves’ gifted with male, European, bourgeois privilege (or the
derivation of this privilege in North America), and not their servants (which
may, by extension, include the totality of individuals who are not economically
enfranchised), spouses, or children (56). To return to literary and cultural
studies for a brief moment, it is thus possible to understand the accommodation
of the voices and literatures of such marginalised ‘selves’ as the identity
politics which characterise the contemporary condition of those academic
disciplines which have as their object of study a ‘text’, in one capacity or
another (postcolonial and feminist reclamations of ‘forgotten’, ‘lost’, or
marginal literary works within the framework of Literature, for example).
Also emerging from the Marxist critical tradition, the work of Pierre
Bourdieu further problematises the notion that a text is an autonomous entity. In
The Field of Cultural Production
(1994), Bourdieu argues that “works of art exist as symbolic objects only if
they are ... socially instituted as works of art and received by spectators
capable of knowing and recognizing them as such” (37). In other words, texts
are communication structures which are fixed in place by means of a field of social
and institutional relations, themselves consisting of a variety of
socio-economic hierarchies (40-43), in which they are produced and received and
which ultimately inform the text as an object for consumption within a
marketplace. The relation of these hierarchies Bourdieu identifies with the
term dispositions, which conjoins a
subject’s performance of a social role with the degree of status conferred on
the subject by that role (63). While these dispositions are informed by the
material conditions under which the individual operates, their interiorization into
consciousness is the ground upon which subjectivity (the will of the
individual) and objectivity (the determination of consciousness by the
structures in which an individual operates) resolve into a unified entity.
Relations between individuals come to form a system which Bourdieu names habitus (1984 6), and which comes to
describe the manner in which meaning (and thus textuality) is reproduced within
society. Bourdieu thus reads a political economy into each instance of
communication and reception in which education and social class come to inform
cultural practices (1994 13). By means of a mapped (and quantified) matrix of
relations, it is possible to quantify and predict patterns of cultural
production and reception. In this manner, Bourdieu’s work can be understood to
determine textuality as existing within a field of relationships. In other
words, texts cannot be defined as objects which produce or contain meaning
autonomous from their reception. Texts are not discreet entities, but rather
are produced in conjunction with the individuals which receive them. Extrapolating
from Bourdieu’s work, it is possible to locate ‘texts’ as instantiations of
social relations which are informed by the structures of their dissemination
and reception. Much like McLuhan and Innis, then, Bourdieu incorporates and
involves the network of reception and production into the positions taken by
both text and individual experiencing the text.
In opposition to McLuhan’s belief in media as the extension of the human
body, with the consequent ideation of the various media serving to augment the
multitude of human sense organs, in Gramophone,
Film, Typewriter (1999) Friedrich Kitler proposes a kind of technological
determinism for mediated expression in which all forms of media (and their
contingent technologies) develop along a continuum of inscription. Contemporary
electronic media incorporate the time of their inscription into themselves “as
a mixture of audio frequencies in the acoustic realm and as the movement of
single-image sequences in the optical” (3). Kittler’s position further
undermines the literary conception of the ‘text’, as well as the individual
human subject who ‘reads’ it. For Kittler, the individual human recipient of
communication process “escapes into apparatuses” as “the technological
differentiation of optics, acoustics, and writing exploded Gutenberg’s writing
monopoly” (16). And yet Kittler is dubious that the liberation of technological
recording capacities serves to liberate the human subject; indeed, humans are
incorporated along with ‘texts’ into a continuum of inscription. Once media
incorporate perceptual (i.e., optical and auditory) information as the inscribed
content of communication processes, those media functionally include the procedural
and perceptual elements of their interaction along with ‘reading’ subjects into
the inscription (‘text’) itself. Kittler illustrates this idea with reference
to the recording of music. The ‘text’ of a live musical performance is the
performance itself; this performance may also refer to a printed musical text
upon which the performance was structured. However, when manipulating a tape
recording of a musical performance, “what is manipulated is the real rather
than the symbolic” (35). In other words, this communication process
incorporates the ‘reality’ of an individual experiencing the temporal process
of the inscription of sound as itself a referent for the constitution of that
reality; meaning derived from the manipulated recorded sound has more to do
with the temporality of the original being altered in toto by the manipulation, rather than solely by the sounds
generated as a result of this manipulation.[i]
This process of inscription of optical and auditory information, of
course, causes any notion of textual meaning to be dependent on technological
processes. Kittler further complicates the conception of media as ‘texts’ by implicating
the scriptural traces of Norbert Wiener’s (1967) notion of cybernetic control,
with particular reference to the processes of feedback inherent to cybernetic
systems (Kittler 110). In the cybernetic framework provided by Wiener, it is
possible to understand the relation of the commercial marketplace to both
inscription (text) and audience as mutually informative. Ultimately, for
Kittler the social transformations contingent with electronic media render
“indistinguishable what is human and what is machine” (146), as ‘text’ and
process of interpretation fold into each other. It is consequently difficult to
conclude that notions of textuality are sufficient to accommodate Kittler’s
concerns.
The examination of textuality here embarked upon challenges the notion that
the content of communication media can be legitimately characterised as a
‘text’. Originating in literary studies
as a singular and coherent object of study, the proliferation of electric media
demonstrates the continued use of this concept to be increasingly strained, as the
content of communications processes includes the network or circuit connecting
the message, producer, and recipient.
[i]
Although it is outside the scope of this present essay, I would like to note
that in this context can be understood the ontology of musique concrète and sampling as structural forms and musical
elements.
BIBLIOGRAPHY
Adorno,
Theodor. “Culture Industry Reconsidered.” The
Culture Industry. New York: Routledge, 1991. 98-106.
Althusser,
Louis. “Ideological State Apparatuses (Note Towards an Investigation).” Lenin and Philosophy and Other
Essays. New York: Monthly Review Press, 1971. 127-186.
Essays. New York: Monthly Review Press, 1971. 127-186.
Benjamin, Walter. “The Work of Art in the Age of Mechanical
Reproduction” Illuminations. New York: Shocken
Books, 1968. 217-252.
Books, 1968. 217-252.
Bourdieu,
Pierre. The Field of Cultural Production.
New York: Columbia UP, 1993. 29-141, 215-237.
--- Distinction. Cambridge, USA: Harvard UP, 1984. 97-256, 372-484.
--- Distinction. Cambridge, USA: Harvard UP, 1984. 97-256, 372-484.
Genosko,
Gary. McLuhan and Baudrillard: the
masters of implosion. New York: Routledge, 1999.
Grossberg,
Lawrence. “Strategies of Marxist cultural interpretation.” Critical Studies in Media Communication 1.4
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Innis,
Harold. Empire and Communications.
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--- The Bias of Communication. Toronto: University of Toronto Press, 1951.
--- The Bias of Communication. Toronto: University of Toronto Press, 1951.
Jhally, S.
“Communications and the Materialist Conception of History: Marx, Innis and
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(1993): 161-182.
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Friedrich. Gramophone, Film, Typewriter. Stanford, USA: Stanford UP, 1999.
Kroker,
Arthur. Technology and the Canadian Mind.
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