Articles de revues sur le sujet « VIRTUAL REALITY MAN MACHINE INTERAFACES »

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1

Yue, Xue Jun, Tian Sheng Hong, Xing Xu et Wei Bin Wu. « Study on 3D Virtual Reality Modeling ». Advanced Materials Research 129-131 (août 2010) : 1296–300. http://dx.doi.org/10.4028/www.scientific.net/amr.129-131.1296.

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We build out a very vivid and real conditions environment based on the virtual reality of a simulation computer technology, so that users can be in a virtual environment through the man-machine interface with a virtual environment direct interaction. This paper studies 3d virtual model development and integration including the system design to realize the functions and systems integration. In its implementation, we use the model tool, 3 D R C to structure three-dimensional model, and the model tool, and finally we use virtools tool to achieve a three-dimensional with the establishment of virtual scene model. Virtual reality (virtual reality, VR) is a computer senior man-machine interface on the basic feature of absorbion, interactiveness and constructiveness [1,2]. Specifically, virtual reality is a computer that creates the stereoscopic spaces, and users can interact space objects in the interaction and watch the operation of some part of the objects in space, and freely move with the users' will so that a sense of integration and participation are produced[3,4]. It is used in computer technology at the core of modern high technology ,which means to build a realistic view, hear and touch the integration of a virtual environment with the necessary equipment and a virtual environment of the interaction and mutual influence, which results in the "immersion" be true of the environment and feel[5-7]. VR technology is computer technology, computer graphics, computer simulations visual and technical, visual physiology, psychology, the microelectronics visual display technique, solid technology, sensing to measure the technical, technological, information technology, and voice recognition software engineering and technology, integrated man-machine the skill interfacing, and network technology and artificial intelligence technology and the achievement of other high technology. Since the birth of a virtual reality technology, it has the huge economy, military and the internet, multimedia minded race in many areas in the application of technology in the 21st century as the three-big technologies.
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Wang, Chun Xiang, Qun Zhao, Wen Lei Sun, Xiao Jing Wan et Quan Wei Cui. « 3D Scene of Virtual Reality System Design and Research ». Key Engineering Materials 522 (août 2012) : 761–65. http://dx.doi.org/10.4028/www.scientific.net/kem.522.761.

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The use of virtual reality technology on the objective world visualization and simulation, can provide the user some information hidden behind the data and realize humanized man-machine interaction. Based on the virtual reality system design process, classification, key technology and application areas of exploration, can grasp and understand the realization of virtual reality system design and development of the basic principles.
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Zhang, Jian, Wen Lei Sun, Xiang Long Wang, Chun Xiang Wang et Shu Jun Guo. « The Design of Injection Mold Assembly System Based on the Virtual Reality Technology ». Key Engineering Materials 522 (août 2012) : 757–60. http://dx.doi.org/10.4028/www.scientific.net/kem.522.757.

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Traditional injection mould development needs longer cycle and higher cost, while the use of virtual assembly technology can greatly reduce the cost of the design process. Besides, the cost of newly designed products injection mold shaping and its die trial was very expensive; yet virtual mold assembly system can reduce the cost in the process of actual assembly. The simulation system of injection mold assembly and modeling can be designed by applying the virtual reality technology and its virtual roaming displaying can be achieved with external control and display devices on the virtual interaction platform of the Nvision. Finally utilizing man-machine interface technology can make users immersed in a virtual environment, realize man-machine interaction and provide a brand-new information exchange interface superior to the traditional manifestation way.
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Pan, Xiao Yang, et Xiao Jia Wei. « Virtual Reality Technology Applied in Automobile Modeling Design ». Applied Mechanics and Materials 620 (août 2014) : 154–57. http://dx.doi.org/10.4028/www.scientific.net/amm.620.154.

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it is to make the designers for the virtual reality technology application in automobile modeling have a certain understanding, By comparing the traditional car model making process and the latest virtual technology . Compared with Industrial Modelling Design of Automobiles and Man-Machine Engineering, the VRT could save enormous manpower and the material resources. Futhermore, it has a revolutionary change in the aspects of modeling precision and modifiability. it provides technical direction for Automobile Modeling.
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Qin, Yu Ping. « Application of Virtual Reality Technology in Civil Engineering ». Applied Mechanics and Materials 427-429 (septembre 2013) : 2855–58. http://dx.doi.org/10.4028/www.scientific.net/amm.427-429.2855.

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The virtual construction is achieved in the virtual environment, and the virtual reality technology is the core technology in the virtual construction system. The virtual reality technology is a high-tech information technology which integrates the artificial intelligence, the computer graphics, the man-machine interface technology, multi-media industrial architecture technology, the network technology, the electronics technology and the mechanical technology. The technology aims to utilize computer hardware, software and various sensors to create a virtual environment integrating vision, hearing, touch and smelling, which makes users immersive in the environment. The operators are immersive in the environment and interact with it, obtain sensory stimulation through various media, and gain clear and intuitional understanding of the problems to be solved.
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Zhang, Yu, Yi Man Dou, Wen Zheng Cai et Yun Qin Zhu. « Virtual Manipulation of Eon Studio-Based for High Speed Labeling Machine ». Applied Mechanics and Materials 220-223 (novembre 2012) : 57–60. http://dx.doi.org/10.4028/www.scientific.net/amm.220-223.57.

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High speed labeling machine builds virtual models and completes the design and realization of simulation manipulation by using the platform of virtual reality application of Eon Studio and SDK software, which realizes the communication message transmission among modules and gives the main function through the multi-party communication mechanism and function description, realizes the man-machine interaction function by applying the event driven and routing mechanism, solves better the conflict of multiple Agent by using Agent based-on rule-based reasoning and improved evidence theory, and eventually meets virtual manipulation function requirements of high speed labeling machine
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Yang, Dong Li, Si Yu Liu, Bin Yang et Bo Zhou. « Research the Training System of the Oilfield Staff Simulation Based on Virtual Reality Technology ». Advanced Materials Research 807-809 (septembre 2013) : 2863–67. http://dx.doi.org/10.4028/www.scientific.net/amr.807-809.2863.

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On the basis of researching virtual reality training system at home and abroad, in view of the oilfield staff training needs, we design the training system framework of the oilfield staff simulation based on virtual reality technology. Give the composition of the system framework and the main functions of the modules. Using the simulation technology, we can draw the craft process. Let the employees do man-machine interactive operation in a virtual reality scene. Then according to the quality of operation, operation steps and the alarm-condition appears in the operation, the training system give a score. Through this kind of training methods, it improves the safety skills of the oilfield staff and capability of dealing with accidents.
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Song, Hong, et Zhi Yue. « Research on user experience evaluation of man-machine interaction interface based on virtual reality technology ». International Journal of Information and Communication Technology 19, no 4 (2021) : 356. http://dx.doi.org/10.1504/ijict.2021.118572.

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Song, Hong, et Zhi Yue. « Research on user experience evaluation of man-machine interaction interface based on virtual reality technology ». International Journal of Information and Communication Technology 19, no 4 (2021) : 1. http://dx.doi.org/10.1504/ijict.2021.10039768.

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Robison, R. Aaron, Charles Y. Liu et Michael L. J. Apuzzo. « Man, Mind, and Machine : The Past and Future of Virtual Reality Simulation in Neurologic Surgery ». World Neurosurgery 76, no 5 (novembre 2011) : 419–30. http://dx.doi.org/10.1016/j.wneu.2011.07.008.

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Feng, Bao Zhen. « Research on the Design and Realization of Electrical Training System Based on the Virtual Reality Technology ». Advanced Materials Research 998-999 (juillet 2014) : 1753–56. http://dx.doi.org/10.4028/www.scientific.net/amr.998-999.1753.

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This paper is mainly about the process of design and realization of electrical training software based on the virtual reality technology. Some modern computer technique are used in this paper, such as, interface design technology, animation design and manufacture technology, 3D modeling and rendering technology, virtual reality technology, network technology, database technology and the Man-machine interface sensor and communication technology. The electrical technique skill education in occupation post analysis, training project and key information extraction, the analysis of the teaching object have been realized. The overall structure of the system design, media design, copy and script writing have been accomplished. The virtual reality simulation software for technique training introduced in this paper has the characteristics of strong professionalism, situations, procedural, interactivity and intelligence. It is more realistic, more manufacturability and more interactivity than the traditional simulation teaching software. Therefore, it can achieve better teaching training effects. Furthermore it has common hardware training equipment incomparable advantages.
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Wang, Fa Yu, Jing Chao Wang et Baoan Lu. « Study on the Application of Virtual Reality Technology in the Production of Industrial Products Based on OpenGL ». Applied Mechanics and Materials 392 (septembre 2013) : 206–9. http://dx.doi.org/10.4028/www.scientific.net/amm.392.206.

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This paper mainly discusses the use of virtual reality technology to make the complex steel production environment into direct, simple virtual interface. The model of square steel and the model of cylindrical steel have been founded through object-oriented method and powerful 3D image edit function provided by OpenGL which is employed in this system. Simulation system framework and friendly man-machine interaction are founded using 3-tier application for interactive control. The establishment and maintenance of the steel template, the real-time processing of the temperature in the steel production.
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DZOBAN, O. « Digital man as a philosophical problem ». INFORMATION AND LAW, no 2(37) (23 juin 2021) : 9–19. http://dx.doi.org/10.37750/2616-6798.2021.2(37).238330.

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It is proposed to consider a digital person as the latest stage of human development as a major object and subject of information relations in the information society at the latest stages of its development; as a postmodern type of a homo sapiens capable of processing information, creating new information phenomena, interconnections and structures. It is substantiated that the transition to a digital person occurred due to convergence of technologies of artificial intelligence, machine training and powerful databases capable of using an unlimited amount of information for its processing, classification and multiple use. The attention is drawn to the fact that a digital person is, first of all, a person of new moral values, which immerses in the virtual reality of simulations and increasingly perceives the world as a digital game environment, realizing its conventionality, controllability of its parameters and the possibility of exiting it.
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Timofeev, Chernakova, Litvinov, Anichkov, Polonskiy et Kozachenko. « The medical aspects of development of man-machine interaction systems with using of virtual reality models for neurosurgery ». SPIIRAS Proceedings, no 6 (17 mars 2014) : 184. http://dx.doi.org/10.15622/sp.6.16.

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Nie, Gui Ping, et Guang Jie Ren. « The Application of Virtual Reality Technology in Teaching of Industrial Design − Outline of the Project for the Human-Computer Interactive Simulation of the Upper Limb Operations ». Applied Mechanics and Materials 464 (novembre 2013) : 420–23. http://dx.doi.org/10.4028/www.scientific.net/amm.464.420.

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The virtual reality technology can help us to make more scientific and rational design, process more simple and optimized, and teaching more vivid and natural. This text, taking the human-computer interactive simulation of the upper limb operations for example, classifies a wide range of man-machine interfaces that related to the upper limb operations of human, and through the operations analysis and motion analysis of human to find a breakthrough point, so as to carry out the research of targeted countermeasures. The purpose of the research is to complete product platform to provide effective services for teaching and industry.
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Wang, Wan Shan, Peng Guan et Tian Biao Yu. « Research on Machining Simulation of Ultra High-Speed Grinding Machine Tool Based on Web ». Advanced Materials Research 126-128 (août 2010) : 77–81. http://dx.doi.org/10.4028/www.scientific.net/amr.126-128.77.

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The future development of the manufacturing is using VR technology to make the machining simulation before the actual machining process made. The machining simulation of Ultra High-speed Grinding Machine Tool is researched in this paper. Firstly, using UG/NX software and VRML, the geometric modeling of machine tool is modeled. Secondly, through using Java and Javascript language, the operation and display of machining process of ultra high-speed grinding are realized. The main technologies include NC codes compiling, collision detection and material removal. Thirdly, the example of machining simulation using virtual ultra high-speed grinding machine tool can be obtained in the paper. Compared to other CNC machining simulation methods, the method in the paper has reality display, rich features, a good man-machine interaction, etc., and it does not rely on expensive CAD/CAM software. The system files generated by the machining simulation have the small size and can be transferred on the network easily.
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TARASEVYCH, Viktor. « MODERN CO-REVOLUTION : A MECHANIZED MAN AND/OR A HUMANIZED MACHINE ». Economy of Ukraine 2022, no 2 (12 mars 2022) : 20–36. http://dx.doi.org/10.15407/economyukr.2022.02.020.

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Modern co-revolution is considered as a complex system of processes of mechanization of spiritual and mental essential human forces in general and types of cognitive activity in particular. The current state of mechanization of empirical-abstract, theoretical-abstract, applied and creative, integral-synthetic cognitive activity of man is characterized, including relevant means and objects of activity: systems of multifunctional storages, bases of derivatives of materialized information-digital products, information-communication networks of non-hierarchical type, Internet as a global network of networks, communication channels, routers, hubs, transceivers, information and machine systems, processors, supercomputers, artificial intelligence systems, neuro-information and communication machines, artificial neural networks, non-positional number systems etc. The corresponding cognitive limits of machine-sized and cognitive priorities of human-sized systems are determined. The leading role of man in the interaction of information-communication and reproducible technical and economic systems, including such as digital ecosystems, robots, additive production systems, computer engineering systems, virtual and augmented reality systems, is substantiated. The technical and economic limits of information and digital economy are outlined, in particular: digital capacity of economy and society, critical level of discretization approaching the same as analog, length and complexity of knowledge and information chain, technological limits, potential of number systems, etc. Alternatives of information-digital economy, such as analog economy, neuro-information economy, quantum-information economy, bio-information economy, are indicated. It is concluded that the information-digital economy in itself, in a state separated from the real, human economy, is of little use to mankind. The former is integrated into the latter and is the only way for it to exist, develop and be innovative. It is important not to absolutize the new-fashioned apology of the machine, but to subordinate it to the well-founded apology of man and nature.
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Foster, G. T., D. E. N. Wenn, W. S. Harwin et F. O'Hart. « Generating Virtual Environments to Allow Increased Access to the Built Environment ». International Journal of Virtual Reality 3, no 4 (1 janvier 1998) : 11–19. http://dx.doi.org/10.20870/ijvr.1998.3.4.2630.

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The problems encountered by individuals with disabilities when accessing large public buildings is described and a solution based on the generation of virtual models of the built environment is proposed. These models are superimposed on a control network infrastructure, currently utilised in intelligent building applications such as lighting, heating and access control. The use of control network architectures facilitates the creation of distributed models that closely mirror both the physical and control properties of the environment. The model of the environment is kept local to the installation which allows the virtual representation of a large building to be decomposed into an interconnecting series of smaller models. This paper describes two methods of interacting with the virtual model, firstly a two dimensional aural representation that can be used as the basis of a portable navigational device. Secondly an augmented reality called DAMOCLES that overlays additional information on a user's normal field of view. The provision of virtual environments offers new possibilities in the man-machine interface so that intuitive access to network based services and control functions can be given to a user.
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Holoči, Jan, et Felicita Chromjaková. « Process management of ergonomic workplace based on augmented reality principles ». Human Technology 18, no 1 (30 juin 2022) : 66–91. http://dx.doi.org/10.14254/1795-6889.2022.18-1.5.

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Ergonomics is an important element of managing performance and productivity in a company. Nowadays, the ergonomic parameters are set in line with the implementation of the Industry 4.0 concept. The paper highlights the link between virtual reality (VR) and augmented reality (AR), when combined with the traditional ergonomic procedure. Automation and digitization contribute to a significant extent to the creation of ergonomic workplaces and the elimination of the negative effects of non-ergonomic workplaces on people. The aim of the paper is to determine the essential elements of the system process approach to ergonomics management. This is achieved through an analysis of the current approaches from Industry 4.0 and a focus on the augmented reality approach. The backbone of the triple combination of "man-machine-environment" determines the ergonomic setting of work and the workplace. Subsequently, the presented case study examines the link between ergonomic workplace principles and data analytics for VR/AR technology. The scientific contribution of the paper lies in the discussion of the case study results, which is beneficial for the ergonomic design of workplaces.
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Gu, Yingjie, et Ye Zhou. « Application of Virtual Reality Based on Multisensor Data Fusion in Theater Space and Installation Art ». Mobile Information Systems 2022 (28 août 2022) : 1–8. http://dx.doi.org/10.1155/2022/4101910.

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The application of Virtual Reality (VR) in theater space and installation art is the general trend, and it can be seen in large stage plays and installation art exhibitions. However, as the current VR is not mature enough, it is difficult to perfectly fulfill the exhibition requirements of large theaters, so this paper aims to change this situation by using VR based on multisensor data fusion. In this paper, a data fusion algorithm based on multisensors is designed, which improves the data transmission efficiency and delay of the VR system, so that VR can have a better viewing experience in theater space and installation art. And, through the questionnaire survey and actual interview, the actual feelings of VR audience in theater space and installation art are investigated and studied. Through the experimental analysis of this paper, the algorithm in this paper has high reliability and can improve the experience of using VR. The interview results and results show that the main application of VR in theater space is manifested in three aspects: multiangle and all-round viewing, multiroute viewing, and man-machine interaction in art galleries. The application of VR in installation art is mainly reflected in the perception of installation materials.
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Sidiropoulos, Vasileios, Dimitrios Bechtsis et Dimitrios Vlachos. « An Augmented Reality Symbiosis Software Tool for Sustainable Logistics Activities ». Sustainability 13, no 19 (30 septembre 2021) : 10929. http://dx.doi.org/10.3390/su131910929.

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Augmented Reality (AR) is an emerging technology in the Industry 4.0 and Logistics 4.0 contexts with an important role in man–machine symbiosis scenarios. Practitioners, although already acquainted with AR technology, are reluctant to adopt AR applications in industrial operations. This stems from the fact that a direct connection that is important for the management of sustainability goals is missing. Moreover, such a connection with economic, social, and environmental sustainability parameters sparsely appears in the AR literature. The proposed research, on one hand, presents an innovative architecture for a stable and scalable AR application that extents state-of-the-art solutions and, on the other hand, attempts to study AR technology within the framework of a sustainable business strategy. The developed system utilizes the Robot Operating System (ROS) alongside an AR mobile application to present an employee navigation scenario in warehouses and production lines. ROS is responsible for mapping the industrial facility, while the AR mobile application identifies the surrounding environment, along with a Real-Time Location System localizes employees in the facility. Finally, ROS identifies the shortest path between the employee and the destination point, while the AR mobile application presents the virtual path for reaching the destination.
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Trofimenko, Yuri. « Environmental problems of using digital and information technologies in automobile transport ». MATEC Web of Conferences 341 (2021) : 00069. http://dx.doi.org/10.1051/matecconf/202134100069.

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The use of digital and information technologies in automobile transport leads to the transformation and expansion of the environmental research problem field, because of the need to ensure sustainable development and to improve people’s quality of life. It is necessary to learn how to manage the mobility (transport demand and transport behavior) of each resident in real time, offering him a choice of a limited set of transport behavior stereotypes. These stereotypes shall be based on the technologically sound code of ethics according to the need of ensuring the transport system environmental sustainability. The formation of a unified digital information environment for transport activities will allow the use of virtual and augmented reality technologies to manage population mobility by developing: systems for monitoring the impact of transport facilities on the natural and social environment; platform solutions of digital twins of roadside ecosystems, means of environmental engineering protection for use in digital models of road facilities, intelligent transport systems of traffic management; symbiotic man-machine management systems of transportation facilities. In case of the successful implementation of symbiotic man-machine management systems in the future transport facilities there are two ways for the motor-vehicle industry: either to create fully autonomous commercial transport, or to focus on symbiotic man-machine management systems of transportation facilities, which make the most of the driver's intellectual potential in decision-making. In our opinion, the second way is preferable in terms of safety, human movement comfort, habitat’s quality of public transport. The first way seems to be more efficient and safer for freight transport.
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Raspudić, Vesna. « Computer Simulation of Lower Extremities Movement during Stair Climbing ». Applied Mechanics and Materials 330 (juin 2013) : 407–11. http://dx.doi.org/10.4028/www.scientific.net/amm.330.407.

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Tracking of human body motion is applied in many fields, such as virtual reality, clinical biomechanics, the study of man-machine-environment relationship, the analysis of sports movements, etc. Nowadays, the preferred approach to tracking human body motion is based on the use of appropriate optical or magnetic markers, which are placed on specific landmark points, and real-time estimating of their spatial coordinates. With the improvements introduced in computerized monitoring of human motion kinematics, it is important to emphasize the significance of combining motion capture data with commercial CAD packages. The aim of this research was to develop new interactive methods in creating virtual models within the highly sophisticated CAD computer technologies, as well as computer simulations for analyzing the various forms of human locomotion. Within this research, special attention is focused on the study of locomotion when climbing stairs, as an activity that requires large amount of metabolic energy, and thus represents great difficulty in performing daily activities for people with disorders of the musculoskeletal system, and particularly for people with lower limb amputation.
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Motienko, Anna, Irina Vatamaniuk et Anton Saveliev. « Development of technical appearance of human-machine interface for group control of unmanned robots when performing agricultural tasks ». Robotics and Technical Cybernetics 9, no 4 (30 décembre 2022) : 299–311. http://dx.doi.org/10.31776/rtcj.9407.

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Abstract One of the promising areas of using robotic systems (RS) is group control of robots. The means of ensuring the operator's interaction with autonomous RS for monitoring and remote control - the human-machine interface (HMI) of the robotic systems, are discussed in the paper. The foreign and domestic publications describing existing approaches and priority directions to the construction of HMIs for various types of robotic systems - ground and air, as well as modern commercial solutions in this area are analyzed in the paper. The performed analysis allows us to conclude that the most popular and convenient type of human-machine interface for the types of robotic systems under consideration today is a digital application with a graphical interface. To implement complex scenarios of human-machine interaction, combinations of several methods are used, such as: a digital application with a graphical interface, virtual reality tools, gesture recognition, voice commands. The technical appearance of the man-machine interface of group unmanned robots based on the results of the analysis was developed. It ensures the prompt formulation of the applied problem to be solved and the subsequent control of its execution by the operator. The proposed solution is intuitive and flexible, which provides the user with a higher speed of information processing. Key words Group robotics, human-machine interface (HMI), group control of robots, HMI architecture, robotic system.
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Marvaso, Giulia, Matteo Pepa, Stefania Volpe, Federico Mastroleo, Mattia Zaffaroni, Maria Giulia Vincini, Giulia Corrao et al. « Virtual and Augmented Reality as a Novel Opportunity to Unleash the Power of Radiotherapy in the Digital Era : A Scoping Review ». Applied Sciences 12, no 22 (8 novembre 2022) : 11308. http://dx.doi.org/10.3390/app122211308.

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Although radiation therapy (RT) provides several therapeutic advantages in terms of cancer control and quality of life, it continues to be a poorly understood field by most students and health workers. Theoretical lessons are not sufficient, while practical exercitations are time-consuming, both in terms of man- and machine-hours. Furthermore, RT candidates often have several prejudices that may affect their treatment choices, favoring the more well-known surgical or chemotherapy approaches or resulting in a high level of anxiety during treatment. Moreover, the misperception of low treatment control and its related side effects could worsen the patients’ psychological distress, already brought by a cancer diagnosis. Augmented reality (AR) and virtual reality (VR) could be a valid instrument for promoting the awareness of radiation oncology as a discipline with its own identity and respect in the scientific community. The aim of the present work is to provide a glance at the recent developments in AR/VR to support students’ education, personnel training and patients’ empowerment in this clinical setting. The main findings of our work show that such technologies have already become a reality in many institutions worldwide and it has been shown to be an effective strategy for raising educational standards, improving health workers’ skills and promoting patients’ well-being and compliance. These results seem to promote the further implementation of AR/VR technologies and their development as a driving force of a much-hoped-for revolution in the way patients are treated and radiation oncology is taught.
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Bhadane, Mr Sandip, Mrs Megha Kishor Kothawade, Dr Mahendra D. Shinde et Dr Vishal Sulakhe. « Applications of Mathematical in Computer Science ». International Journal for Research in Applied Science and Engineering Technology 11, no 1 (31 janvier 2023) : 705–9. http://dx.doi.org/10.22214/ijraset.2023.48667.

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Abstract: Mathematics (The QUEEN’s mother of all Sciences), is the foundation of Computer Science. Mathematics can be perceived in our garden or park from symmetry of leaves, flowers, fruits etc. and by so many examples of Geometry and symmetry can be seen in nature. Scientists and researchers cannot ideally accomplish their work without the inclusion of mathematics. Mathematics is sociable for analytical skills needed in Computer Disciplines like; Concepts of binary number system, Boolean algebra, Calculus, Discrete mathematics, linear algebra, number theory, and graph theory are the most applicable to the subject of computer science with the accessional emergence of new concepts like machine learning, artificial intelligence, virtual reality and augmented reality make the future of mathematics grow endless. Mathematics has been an important intellectual preoccupation of man for a long time. Computer Science as a formal discipline is about seven decades young. Is the almost spontaneous use of computing? In this article, this paper convey to the frontage the many close connections and parallels between the Mother and daughter sciences. The paper underscores the strong interplay and interactions by looking at some exciting contemporary results from number theory and combinatorial mathematics and algorithms of computer science.
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Yu, Wenle, Pengfei Wang, Wanyu Du et Xiaochun Shen. « Researchon Visual Modeling Technology of 3D Mining Engineering Based on Deep Learning ». Academic Journal of Science and Technology 2, no 2 (17 août 2022) : 118–21. http://dx.doi.org/10.54097/ajst.v2i2.1297.

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Deep learning is a study hotspot in the domain of man-made intelligence. It is an inevitable trend to use deep learning to support the study work of man-made intelligence, and it has shown its act advantages in the domains of picture, speech and text. Interpretive approach of deep learning is an interdisciplinary study subject of man-made intelligence, machine learning(ML), cognitive psychics, logic and many other disciplines. It has vital abstract study meaning and actual apply worth in message push, medical study, finance, message security and other domains. Deep learning is a new study direction in the domain of ML. By imitating the structure of human brain, it can efficiently course complicated input data, smartly learn divers knowledge, and availably solve many kinds of complicated smart question. In recent years, with the emergence of efficient learning LRUs for deep learning, the ML community has set off an upsurge of studying the theory and apply of deep learning. The rise of 3D modeling technology has promoted the vigorous expand of computer simulation and virtual reality technology, and various 3D modeling software platforms and simulation systemics have emerged as the times require. These platforms and systemics provide powerful design tools and intellectual support. Through the simulation analysis of real scenes, people can directly start with 3D notions and ideas and make visual design schemes and evaluation systemics.
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Hong, Guang, Wei Bing Bai et Ji Wen Hu. « The Training Simulation System for a Kind of Complex Equipment ». Applied Mechanics and Materials 644-650 (septembre 2014) : 5548–51. http://dx.doi.org/10.4028/www.scientific.net/amm.644-650.5548.

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In this paper, a training simulation system based on virtual reality is used for trainer operating complex equipment. The whole system is a distribution management system including many subsystems with the same architecture. Each sub-equipment has the corresponding simulation subsystem. The subsystem includes five modules: training module, communication module, interaction module, scene creating module and proficiency assess module. The core module is the training module. In the training subsystem, equipment and its primary parts are integrated to simulate the operation of the equipment. The communication module exchanges the data among the whole system by User Datagram Protocol. The interaction module is the man-machine interfaces .The scene creating module shows what we see in the engine. The proficiency assess module analyzes all the input interaction and evaluate their validity. The flow of the system is given. The results of simulation show the system is much suitable for complex equipment operation training.
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Zuev, A. S., M. A. Makushchenko, M. E. Ivanov et E. S. Merkulov. « Extended reality technology – a new component in industrial engineering and production systems ». Russian Technological Journal 8, no 4 (6 août 2020) : 46–65. http://dx.doi.org/10.32362/2500-316x-2020-8-4-46-65.

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Extended (virtual, augmented and mixed) reality technology gets considered as a new universal component of production (industrial) engineering’s methodological basis, receiving the possibilities for wide use in both extensive and intensive development of carrying and other branches of the fourth, fifth and the forming nucleus of the sixth technological wave. The article gives grounds for the role and place of this kind of technology in contemporary technological processes and production systems (including the flexible, small-volume and discrete production), and in the context of cyberphysical systems and the incoming fourth industrial revolution. The authors describe underline the set of tasks that are universal for a wide range of branches in any national economy, that can be most efficiently completed in terms of the current and prognosed level of development of man-machine interaction can be provided for as a result of using VR, AR and MR technologies. Based on the comparison of implementation principles and examples of applied implementation, the article gives grounds for term correspondence and opportunities of use of “extended reality technology”. The authors have made and explained the conclusion on practicability of integrating extended reality technology based on a universal hardwaresoftware complex that provides VR, AR and MR services corresponding to the composition of a given task within the technological process or the operating mode chosen by a user. The article gives descriptions of task assignments, terms of conduct and results of experiments on designing and testing extended reality interactive environments performed at the institute of information technology RTU MIREA in 2019–2020.
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Assinann, Ernst, et Human Ramezani. « The Use of Virtuality in Car Development ». Proceedings of the Human Factors and Ergonomics Society Annual Meeting 44, no 38 (juillet 2000) : 828–31. http://dx.doi.org/10.1177/154193120004403840.

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For many years in car development the future customer was first represented by templates. Today and in fact for a long time now CAD tools are solely used for designing a car and therefore man had to be integrated into that environment as well. 1986 the German car industry joined in a research program to produce a common man model for the use in automotive design. This program called RAMSIS has been in practical use at BMW since the early nineties. All “static” situations can be assessed with RAMSIS today including dynamic movements of arms and legs. For entry and egress and for the final confirmation, three dimensional mock-ups are tested by a number of in-house test subjects. Their body dimensions have to be known in order to compare their assessments with the customer population. Therefore we regularly measure members of the research and development center using all methods, from the conventional yardstick to current laser scanning techniques. Hand in hand with DMU methods Virtual Reality has gained access to development processes. The goal of DMU, to eliminate the time consuming and expensive hardware loops and replace them as much as possible by digital models, is effectively supported by VR techniques that speed up processes by enhancing the man-machine-interaction. There is a wide range of application fields to use these techniques, e.g. design review, assembly and maintenance simulation and training. RAMSIS is integrated in the BMW VR environment with special extensions to allow immersive ergonomic research. Mixed mock-up applications are used to have virtual experiences, to verify or to train assembly procedures at an early stage of development and therefore eliminate problems as soon as possible. New concepts can be evaluated and assessed taking ergonomic aspects and disturbing influences into account.
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Idesawa, Masanori, et Editor. « Special Issue on Human Interface ». Journal of Robotics and Mechatronics 4, no 1 (20 février 1992) : 1. http://dx.doi.org/10.20965/jrm.1992.p0001.

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In recent years, the expression ""human interface"" is often heard. Now that information systems have been ingrained deeply in the society, it is no longer possible to ignore the existence of information systems even though in man-to-man communications. The expression ""human interface"" may be considered to encompass not only the conventional man-machine interfaces related to communication between man and machine but also the promotion and harmonization of communication between people, between societies and people, and even between different cultures and between different languages. It also gives the impression that it is trying to come closer to the human side. On the other hand, ""human"" can be read in the Japanese Romanize language as ""human"" which phonetically means ""dissatisfaction."" Thus the human interface may ironically be called the ""dissatisfied"" interface. The conventional ""man-machine interface,"" namely the interface between ""man"" and ""machine,"" tended to favor the efficiency of the machine and often attempted to push men closer to the side of the machine, that is, to force the burden on the men. This is precisely the ""dissatisfied"" interface itself. It is no exaggeration to say that whether the human interface is considered truly to be human or not will depend upon the effort to eliminate this dissatisfaction and make the interface pleasant to the human beings. Fortunately, study and research efforts have been made, in recent years, more on interfaces emphasizing the human side than on the conventional man-machine interfaces. In particular, the importance of welfare systems for conquering the physical trouble of men have been recognized and their developmental work is attempted at various research centers. Moreover, research efforts are also being directed towards not only the passive attempt to conquer men's physical trouble but also the active attempt to draw out hidden capabilities of men. In addition, the recent years have seen a great deal of developmental work on information presenting systems which make full use of information perceiving capabilities by human senses such as artificial reality system or virtual reality system. The application of such systems as a new means of communication is awaited in expec tation. To be more precise, these systems are utilized for facilitating such tasks as, for example, the tele-existence in which work at a remote place is carried out at a near place after the environment at the remote place has been transferred to the near place, operations involing the joining of capillary vessels under microscopes, operations at the molecular levels in micro-environments under electron microscopes, and tasks in gigantic environments like assembly of cosmic structures, after achieving the imaginary creation of working conditions similar to normal conditions in the normal environment to which abnormal envirnments have been transferred. In order to succeed in these attempts, it is important to have environment transforming technology, environment transferring technology, and environment presenting technology. To realize these technologies, the maximal consideration of the characteristics of men is indispensable. In such human interface, it is desirable to develop means of transmitting the intentions of men accurately and presenting these intentions effectively so that men can easily recognize, understand, and judge them. Moreover, in view of the fact that it is important in facilitating tasks to react to actions of men, that is, to have the existence of reactions, it is desirable to develop means of presentation including reactions, operation, instruction, and inputting. In addition, it is important to have still deeper understandings of the characteristics of men and develop instructive techniques and presentation techniques appropriate to the characteristics of men, if more effective presentation to the men is to be achieved and the instructions from men to systems facilitated. Research on the functions and characteristics of men themselves such as human sensory functions, brain functions, and psychological characteristics has now become important. Although the trends of the human interface are not yet clear, this special issue has taken up various topics related to this subject cross-sectionally, although it may be judged somewhat biased. It is our hope that this issue will provide some help in seeking the developmental direction of the human interface in the future.
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Stroyeva, Olesya V. « Mind-Body Dialectics in the Latest Science Fiction TV-Series ». Journal of Flm Arts and Film Studies 10, no 2 (15 juin 2018) : 62–71. http://dx.doi.org/10.17816/vgik10262-71.

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The article is devoted to the analysis of the latest science fiction series in the context of the mind-body philosophical problems. The synthesis of theoretical knowledge and empirical science (phenomenological, psychoanalytic, neurophysical and cybernetic experience) is used for the analysis. Prospects for the development of artificial intelligence, including the issue of creating self-conscious robots, unfold not only in science fiction but also in reality thus causing the high ratings of the cyberpunk genre. The destruction of the boundary between man and machine, natural and artificial body, physical and non-physical, real and virtual, is the key point of the newest series The Black Mirror, Electric Dreams of Philip K. Dick, Altered Carbon, Westworld. Mind-body dialectics in philosophy construed by R. Descartes and B. Spinoza, further developed by phenomenologists, is actualized today in the context of technological development. Despite the insights and warnings of science fiction writers, scientists seek for making the breakthrough in the invention of an artificial man. This tendency is caused, first of all, by the desire to conceive the arrangement of human consciousness: how it is generated by matter - the network of neurons of the brain. Solving this philosophical dilemma inevitably leads to unpredictable consequences and radical changes in the development of civilization. Nevertheless, this step is fatal in the general tendency of demiurgy and mimesis, which underlie all the cultural, creative and aesthetic activities of mankind. The author comes to the conclusion that cinema demonstrates models of the possible development of events and the consequences of technogenic tendencies, while the reality clearly indicates that the era of posthumanism has already begun, and were witnessing the most incredible scenarios created by the world of science fiction.
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Quiles, Eduardo, Javier Dadone, Nayibe Chio et Emilio García. « Cross-Platform Implementation of an SSVEP-Based BCI for the Control of a 6-DOF Robotic Arm ». Sensors 22, no 13 (2 juillet 2022) : 5000. http://dx.doi.org/10.3390/s22135000.

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Robotics has been successfully applied in the design of collaborative robots for assistance to people with motor disabilities. However, man-machine interaction is difficult for those who suffer severe motor disabilities. The aim of this study was to test the feasibility of a low-cost robotic arm control system with an EEG-based brain-computer interface (BCI). The BCI system relays on the Steady State Visually Evoked Potentials (SSVEP) paradigm. A cross-platform application was obtained in C++. This C++ platform, together with the open-source software Openvibe was used to control a Stäubli robot arm model TX60. Communication between Openvibe and the robot was carried out through the Virtual Reality Peripheral Network (VRPN) protocol. EEG signals were acquired with the 8-channel Enobio amplifier from Neuroelectrics. For the processing of the EEG signals, Common Spatial Pattern (CSP) filters and a Linear Discriminant Analysis classifier (LDA) were used. Five healthy subjects tried the BCI. This work allowed the communication and integration of a well-known BCI development platform such as Openvibe with the specific control software of a robot arm such as Stäubli TX60 using the VRPN protocol. It can be concluded from this study that it is possible to control the robotic arm with an SSVEP-based BCI with a reduced number of dry electrodes to facilitate the use of the system.
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Norhafizan, A., R. A. R. Ghazilla, Vijayabaskar Kasi, Z. Taha et Bilal Hamid. « A Review on Lower-Limb Exoskeleton System for Sit to Stand, Ascending and Descending Staircase Motion ». Applied Mechanics and Materials 541-542 (mars 2014) : 1150–55. http://dx.doi.org/10.4028/www.scientific.net/amm.541-542.1150.

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Robotic exoskeleton system has been found to be an active area of study which being used in human power augmentation, human power assistance, robotic rehabilitation, and haptic interaction in virtual reality developed in recent robotic research. In recent years, the application of robotic exoskeleton has become more prominent as to provide alternative solutions for physically less incapable people (PLIP) support in their daily movements. Most common difficulties faced by PLIP are in sit-to-stand, ascending and descending staircases. Unlike industrial robots, the robotic exoskeleton systems need to consider a special design because they directly interact with human user. In the mechanical design of these systems, human and robotic suitable kinematics, wearer safety, human user comfort wearing, low inertia, and adaptability should be especially considered. Controllability, responsiveness, flexible and smooth motion generation, and safety should especially be considered in the controllers of exoskeleton systems. Furthermore, the controller should generate the motions in accordance with the human motion intention. This paper briefly reviews the lower-limb robotic exoskeleton systems. In the short review, it is focused to identify the brief history, basic concept, challenges, and future development of the robotic exoskeleton systems to assist the physically less incapable people (PLIP) in rising up, sitting, ascending and descending staircases. Furthermore, key technologies of lower-limb exoskeleton systems are reviewed by taking state-of-the-art robot as examples. Keywords: List the Robotic exoskeleton systems, rehabilitation robotics, man-machine intelligent system
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Jalal, Ahmad, Nida Khalid et Kibum Kim. « Automatic Recognition of Human Interaction via Hybrid Descriptors and Maximum Entropy Markov Model Using Depth Sensors ». Entropy 22, no 8 (26 juillet 2020) : 817. http://dx.doi.org/10.3390/e22080817.

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Automatic identification of human interaction is a challenging task especially in dynamic environments with cluttered backgrounds from video sequences. Advancements in computer vision sensor technologies provide powerful effects in human interaction recognition (HIR) during routine daily life. In this paper, we propose a novel features extraction method which incorporates robust entropy optimization and an efficient Maximum Entropy Markov Model (MEMM) for HIR via multiple vision sensors. The main objectives of proposed methodology are: (1) to propose a hybrid of four novel features—i.e., spatio-temporal features, energy-based features, shape based angular and geometric features—and a motion-orthogonal histogram of oriented gradient (MO-HOG); (2) to encode hybrid feature descriptors using a codebook, a Gaussian mixture model (GMM) and fisher encoding; (3) to optimize the encoded feature using a cross entropy optimization function; (4) to apply a MEMM classification algorithm to examine empirical expectations and highest entropy, which measure pattern variances to achieve outperformed HIR accuracy results. Our system is tested over three well-known datasets: SBU Kinect interaction; UoL 3D social activity; UT-interaction datasets. Through wide experimentations, the proposed features extraction algorithm, along with cross entropy optimization, has achieved the average accuracy rate of 91.25% with SBU, 90.4% with UoL and 87.4% with UT-Interaction datasets. The proposed HIR system will be applicable to a wide variety of man–machine interfaces, such as public-place surveillance, future medical applications, virtual reality, fitness exercises and 3D interactive gaming.
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Kangas, Sonja. « From Haptic Interfaces to Man-Machine Symbiosis ». M/C Journal 2, no 6 (1 septembre 1999). http://dx.doi.org/10.5204/mcj.1787.

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Until the 1980s research into computer technology was developing outside of a context of media culture. Until the 1970s the computer was seen as a highly effective calculator and a tool for the use in government, military and economic life. Its popular image from the 1940s to 1950s was that of a calculator. At that time the computer was a large machine which only white lab-coated engineers could understand. The computer was studied as a technical instrument, not from the viewpoint of the user. The peculiar communication between the user -- engineers at this point -- and the machine was described in caricatures like those in Electric Media (Brown & Marks 100). Many comics handled the issue of understanding. In one cartoon one engineer asks another: "Do you ever feel that it is trying to tell us something?" And in Robert Sherman Townes's novel "Problem of Emmy", the computer (Emmy) acts out of control and prints the words: "WHO AM I WHO AM I WHO AM I?". In these examples the man-machine relationship was taken under consideration, but the attitude towards the relationship was that of a master-tool way. The user was pronouncedly in control and the machine just a passive tool. After the 1980s the image of the computer was turning into that of a playful toy and a game machine, thanks to the game houses' and marketing departments' efforts. Suddenly the player was playing with the computer, and even fairly often got beaten by it. That definitely raises feelings towards the machine! The playing situation was so intensive that the player did not often pay any attention to the interface, and the roles were not so clear anymore. This was a step towards the idea of natural communication between human and machine. Later science fiction influenced depictions of virtual reality, and haptic interfaces mediated the ideas into reality. In this paper I will discuss the man-machine relationship from the viewpoint of interface design. My expertise is in electronic games, and thus I will use examples from the game industry. This paper is a sidetrack of RAID -- Research of Adaptive User Interface Design, which was going on at the University of Lapland, Finland in 1995-1999. The RAID project was about research into adaptive interface design from the viewpoint of media archaeology, electronic games, toys and media art. Early Visions Already in the 1960s, MIT professor J.C.R. Licklider wrote about man-machine symbiosis. He saw that "man machine symbiosis is an expected development in cooperative interaction between men and electronic computers". He believed that it would lead to a new kind of cooperative partnership between man and machine (9). Licklider's visions are important, because the relationship between man and machine was seen generally differently at those days. At the time of the first mainframe computers in the 1940s, man and machine were seen as separate entities from the viewpoint of data processing. The operator put in data to the machine, which processed it by its own language which only the machine and very few engineers could understand. Fear -- a fearful affection -- has affected the development of machines and the idea of man-machine relationships throughout the decades. One reason for this is that the ordinary person had no contact to the computer. That has led to fears that when cooperating with the machine, the user will become enslaved by it, or sucked into it, as in Charlie Chaplin's film Modern Times (1936). The machine captivates its user's body, punishes it and makes its movement impossible at the end. Or the machine will keep the body's freedom, but adapt its functions to work by the automatic rhythm: the human body will be subordinated to the machine or made a part of it. What Is the Interface? In reality there still is a mediator between the user and the machine: the interface. It is a connector -- a boundary surface -- that enables the user to control the machine. There has been no doubt who is in charge of whom, but the public image of the machine is changing from "computer as a tool" to "computer as an entertainment medium". That is also changing the somewhat fearful relationship to the computer, because such applications place the player much more intensively immersed in the game world. The machine as a tool does not lose its meaning but its functionality and usability are being developed towards more entertainment-like attributes. The interface is an environment and a structural system that consists of the physical machine, a virtual programming environment, and the user. The system becomes perfect when all its parts will unite as a functional, interactive whole. Significant thresholds will arise through the hapticity of the interface, on one hand questioning the bodily relationship between user and machine and on the other hand creating new ways of being with the machine. New haptic (wearable computing) and spatial (sensors in a reactive space) interfaces raise the question of man-machine symbiosis from a new perspective. Interfaces in a Game World In games the man-machine relationship is seen with much less emotion than when using medical applications, for example. The strength of electronic games is in the goal-oriented interaction. The passivity of older machines has been replaced by the information platform where the player's actions have an immediate effect in the virtual world. The player is already surrounded by the computer: at home sitting by the computer holding a joystick and in the arcades sometimes sitting inside the computer or even being tied up with the computer (as in gyroscope VR applications). The symbiosis in game environments is essential and simple. During the 1980s and 1990s a lot of different virtual reality gear variants were developed in the "VR boom". Some systems were more or less masked arcade game machines that did not offer any real virtuality. Virtuality was seen as a new way of working with a machine, but most of the applications did not support the idea far enough. Neither did the developers pay attention to interface design nor to new ways of experiencing and feeling pleasure through the machine. At that time the most important thing was to build a plausible "virtual reality system". Under the futuristic cover of the machine there was usually a PC and a joystick or mouse. Usually a system could easily be labelled as a virtual theater, a dome or a cabin, which all refer to entertainment simulators. At the beginning of the 1990s, data glasses and gloves were the most widely used interfaces within the new interaction systems. Later the development turned from haptic interfaces towards more spatial ideas -- from wearable systems to interaction environments. Still there are only few innovative applications available. One good example is Vivid Group's old Mandala VR system which was later in the 1990s developed further to the Holopod system. It has been promoted as the interface of the future and new way of being with the computer. As in the film Modern Times so also with Holopod the player is in a way sucked inside the game world. But this time with the user's consent. Behind the Holopod is Vivid Group's Mandala VGC (Video Gesture Control) technology which they have been developing since 1986. The Mandala VGC system combines real time video images of the player with the game scene. The player in the real world is the protagonist in the game world. So the real world and the game world are united. That makes it possible to sense the real time movement as well as interaction between the platform and the player. Also other manufacturers like American Holoplex has developed similar systems. Their system is called ThunderCam. Like Konami's Dance Dance Revolution, it asks heavy physical involvement in the Street Fighter combat game. Man-Man and Man-Machine Cooperation One of the most important elements in electronic games has been reaction ability. Now the playing is turning closer to a new sport. Different force feedback systems combined with haptic interfaces will create much more diverse examples of action. For example, the Japanese Konami corporation has developed a haptic version of a popular Playstation dance game where karaoke and an electronic version of the Twister game are combined. Besides new man-machine cooperative applications, there are also under development some multi-user environments where the user interacts with the computer-generated world as well as with other players. The Land of Snow and Ice has been under development for about a year now in the University of Lapland, Finland. It is a tourism project that is supposed to be able to create a sensation of the arctic environment throughout the year. Temperature and atmosphere are created with the help of refrigerating equipment. In the space there are virtual theatre and enhanced ski-doo as interfaces. The 3-D software makes the sensation very intense, and a hydraulic platform extends the experience. The Land of Snow and Ice is interesting from the point of view of the man-machine relationship in the way that it brings a new idea to the interface design: the use of everyday objects as interfaces. The machine is "hidden" inside an everyday object and one is interacting and using the machine in a more natural way. For example, the Norwegian media artist Stahl Stenslie has developed "an 'intelligent' couch through which you communicate using your body through tactile and visual stimuli". Besides art works he has also talked about new everyday communication environments, where the table in a café could be a communication tool. One step towards Stenslie's idea has already become reality in Lasipalatsi café in Helsinki, Finland. The tables are good for their primary purpose, but you can also surf the Internet and read your e-mail with them, while drinking your tea. These kind of ideas have also been presented within 'intelligent home' speculations. Intelligent homes have gained acceptance and there are already several intelligent homes in the world. Naturally there will always be opposition, because the surface between man and machine is still a very delicate issue. In spite of this, I see such homogeneous countries as Finland, for example, to be a good testing ground for a further development of new man-machine interaction systems. Pleasure seems to be one of the key words of the future, and with the new technology, one can make everyday routines easier, pleasure more intense and the Internet a part of social communication: within the virtual as well as in real world communities. In brief, I have introduced two ideas: using games as a testing ground, and embedding haptic and spatial interfaces inside everyday objects. It is always difficult to predict the future and there are always at least technology, marketing forces, popular culture and users that will affect what the man-machine relationship of the future will be like. I see games and game interfaces as the new developing ground for a new kind of man-machine relationship. References Barfield, W., and T.A. Furness. Virtual Environments and Advanced Interface Design. New York: Oxford UP, 1995. Brown, Les, and Sema Marks. Electric Media. New York: Hargrove Brace Jovanovich, 1974. Burdea, G., and P. Coiffet. Virtual Reality Technology. New York: John Wiley and Sons, 1994. Greelish, David. "Hictorically Brewed Magazine. A Retrospective." Classic Computing. 1 Sep. 1999 <http://www.classiccomputing.com/mag.php>. Huhtamo, Erkki. "Odottavasta Operaattorista Kärsimättömäksi Käyttäjäksi. Interaktiivisuuden Arkeologiaa." Mediaevoluutiota. Eds. Kari Hintikka and Seppo Kuivakari. Rovaniemi: U of Lapland P, 1997. Jones, Steve, ed. Virtual Culture: Identity and Communication in Cybersociety. Thousand Oaks, Calif.: Sage, 1997. Kuivakari, Seppo, ed. Keholliset Käyttöliittymät. Helsinki: TEKES, 1999. 1 Sep. 1999 <http://media.urova.fi/~raid>. Licklider, J.C.R. "Man-Computer Symbiosis." 1960. 1 Sep. 1999 <http://memex.org/licklider.pdf>. Picard, Rosalind W. Affective Computing. Cambridge, Mass.: MIT P, 1997. "Return of the Luddites". Interview with Kirkpatrick Sale. Wired Magazine June 1995. Stenslie, Stahl. Artworks. 1 Sep. 1999 <http://sirene.nta.no/stahl/>. Citation reference for this article MLA style: Sonja Kangas. "From Haptic Interfaces to Man-Machine Symbiosis." M/C: A Journal of Media and Culture 2.6 (1999). [your date of access] <http://www.uq.edu.au/mc/9909/haptic.php>. Chicago style: Sonja Kangas, "From Haptic Interfaces to Man-Machine Symbiosis," M/C: A Journal of Media and Culture 2, no. 6 (1999), <http://www.uq.edu.au/mc/9909/haptic.php> ([your date of access]). APA style: Sonja Kangas. (1999) From haptic interfaces to man-machine symbiosis. M/C: A Journal of Media and Culture 2(6). <http://www.uq.edu.au/mc/9909/haptic.php> ([your date of access]).
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Vignali, Giuseppe, Massimo Bertolini, Eleonora Bottani, Luciano Di Donato, Alessandra Ferraro et Francesco Longo. « Design and Testing of an Augmented Reality Solution to Enhance Operator Safety in the Food Industry ». International Journal of Food Engineering 14, no 2 (19 décembre 2017). http://dx.doi.org/10.1515/ijfe-2017-0122.

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Abstract:Augmented reality (AR) systems help users perform tasks and operations in man–machine interaction, by adding virtual information (such as live-video streams, pictures or instructions) to the real-world environment. This paper describes the design and testing of an AR solution created to enhance the safety of employees when carrying out maintenance tasks on a food processing machine. The machine which was analyzed is a hot-break juice extractor used to obtain juice from fruits and vegetables by separating out seeds and peel. The maintenance task for which the AR system is intended involves cleaning the machine’s porous sieves or substituting them with clean replacements and should be carried out at least every 12 hours while the plant is in operation. The paper discusses the main steps involved in developing the AR solution, its testing in the real operating environment and the expected pros/cons of its implementation and use.
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Hu, Jieming, et Xin Zhang. « Design Innovation and Entrepreneurship Organization Based on Psychological Cognitiveness of the Space Narrative ». Frontiers in Psychology 12 (6 janvier 2022). http://dx.doi.org/10.3389/fpsyg.2021.733828.

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The high-quality workspace can be used as a physical carrier for design innovation and entrepreneurial organizational culture to continuously change the psychological cognition and behavior of employees in community of practice. The spatial narrative of the culture of design innovation and entrepreneurial organizations means to integrate entrepreneurship and organizational culture into the space through visual presentation. Whether the spatial narrative is successful or not needs to be judged by whether the change of people’s psychological cognition achieves the expected effect. The traditional qualitative research methods such as interviews and questionnaires cannot fully and accurately present the psychological cognitive mechanism of design Innovation and entrepreneurship organization members. We use virtual reality technology combined with electrophysiological technology to conduct experiments. We use these technologies to conduct quantitative experiments on psychological cognition in community of practice. This study will select a design innovation and entrepreneurial organization, randomly select 20 participants, and divide them into 2 groups for experimentation. The VR scene is based on their real office space as a prototype. Put the visual elements of corporate culture in one of the VR scenes. The other VR scene as a reference does not incorporate visual elements of organizational culture. Participants participated in the experiment in these two VR scenarios. There are many advanced devices that can accurately test individual psychological changes, but the ErgoLab man-machine environment test platform, can collect and compare these data [physiological data, electroencephalogram (EEG) data, and behavior data] in real-time and comprehensively, which is its advantage. According to the experimental results, judge the changes in the psychological cognitive data of the participants before and after the placement of the spatial narrative in design innovation and entrepreneurial organizations. The experiment combined interviews and questionnaires to ensure the authenticity of the quantitative data. The conclusion of the experiment will produce an accurate quantitative study on the psychological cognition of the spatial narrative of design innovation and entrepreneurial organizational culture. A sense of organizational belonging, collective sense, pride, mission, and work fun can be generated in the workspace.
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Mayo, Sherry. « NXT Space for Visual Thinking ». M/C Journal 1, no 4 (1 novembre 1998). http://dx.doi.org/10.5204/mcj.1722.

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"Space, the limitless area in which all things exist and move." -- Merriam-Webster Dictionary(658) Can we determine our point in time and space at this moment of pre-millennium anticipation? The evolution of our visualisation of space as a culture is shifting and entering the critical consciousness of our global village. The infinite expansion of space's parameters, definitions and visualisation remains the next frontier -- not only for NASA, but for visual culture. Benjamin's vision of loss of the aura of originality through reproduction has come to pass, so has the concept of McLuhan's global village, Baudrillard's simulacra, and Gibson's cyberpunk. Recent technologies such as digital imaging, video, 3-D modelling, virtual reality, and the Internet have brought us to the cusp of the millennium as pioneers of what I call this 'NXT space' for visual thinking, for artistic expression. The vision being constructed in pre-millennium culture takes place in an objectless fictionalised space. This virtual reality is a space that is expanding infinitely, as we speak. The vehicle through which access is gained into this layer takes the form of a machine that requires a mind/body split. The viewer probes through the intangible pixels and collects visual data. The data received on this or that layer have the potential to transport the viewer virtually and yield a visceral experience. The new tools for visualisation allow an expanded perception to an altered state of consciousness. The new works cross the boundaries between media, and are the result of virtual trips via the usage of digital imaging. Their aesthetic reflects our digital society in which people maintain extremely intimate relationships with their computers. This new era is populated by a new generation that is inside more than outside, emailing while faxing, speaking on the phone and surfing the Web with MTV on in the background. We have surpassed postmodernist ideas of pluralism and simultaneity and have produced people for whom the digital age is no revolution. Selected colours, forms and spaces refer to the pixelisation of our daily experience. We are really discussing pop for ahistorical youth, who consider virtual reality to be the norm of visualisation via digitally produced ads, movies, TV shows, music videos, video games and the computer. The term "new media" is already antiquated. We are participating in a realm that is fluent with technology, where the visualisation of space is more natural than an idea of objecthood. (At least as long as we're operating in the technology-rich Western world, that is.) The relationship of these virtual spaces with the mass audience is the cause of pre-millennium anxiety. The cool distance of remote control and the ability to remain in an altered state of consciousness are the residual effects of virtual reality. It is this alienated otherness that allows for the atomisation of the universe. We construct artifice for interface, and simulacra have become more familiar than the "real". NXT space, cyberspace, is the most vital space for visual thinking in the 21st century. The malleability and immateriality of the pixel sub-universe has exponential potential. The artists of this future, who will dedicate themselves successfully to dealing with the new parameters of this installation space, will not consider themselves "computer artists". They will be simply artists working with integrated electronic arts. Digital imaging has permeated our lives to such an extent that like Las Vegas "it's the sunsets that look fake as all hell" (Hickey). Venturi depicts the interior of Las Vegas's casinos as infinite dark spaces with lots of lights transmitting information. Cyberspace is a public/private space occupied by a global village, in that it is a public space through its accessibility to anyone with Internet access, and a social space due to the ability to exchange ideas and meet others through dialogue; however, it is also an intimate private space due to its intangibility and the distance between each loner at their terminal. NXT needs a common sign system that is seductive enough to persuade the visitor into entering the site and can act as a navigational tool. People like to return to places that feel familiar and stimulate reverie of past experiences. This requires the visitor to fantasise while navigating through a cybersite and believe that it is an actual place that exists and where they can dwell. Venturi's model of the sign system as paramount to the identification of the actual architecture is perfect for cyberspace, because you are selling the idea or the fiction of the site, not the desert that it really is. Although NXT can not utilise object cathexion to stimulate fantasy and attachment to site, it can breed familiarity through a consistent sign system and a dynamic and interactive social space which would entice frequent revisiting. NXT Space, a home for the other? "Suddenly it becomes possible that there are just others, that we ourselves are an 'other' among others", as Paul Ricoeur said in 1962. If one were to impose Heidegger's thinking in regards to building and dwelling, they would have to reconstruct NXT as a site that would promote dwelling. It would have to be built in a way in which people were not anonymous or random. A chat room or BBS would have to be attached, where people could actively participate with one another within NXT. Once these visitors had other people that they could identify with and repeatedly interact with, they would form a community within the NXT site. Mortals would roam not on earth, nor under the sky, possibly before divinities (who knows), but rather through pixel light and fiber optics without a physical interface between beings. If the goal of mortals is a Heideggerian notion of attachment to a site through building and building's goal is dwelling and dwelling's goal is identification and identification is accomplished through the cultivation of culture, then NXT could be a successful location. NXT could accommodate an interchange between beings that would be free of physiological constraints and identity separations. This is what could be exchanged and exposed in the NXT site without the interference and taint of socio-physio parameters that separate people from one another. A place where everyone without the convenience or burden of identity becomes simply another other. NXT could implement theory in an integral contextual way that could effect critical consciousness and a transformation of society. This site could serve as a theoretical laboratory where people could exchange and experiment within a dialogue. NXT as a test site could push the parameters of cyberspace and otherness in a real and tangible way. This "cyber-factory" would be interactive and analytical. The fictional simulated world is becoming our reality and cyberspace is becoming a more reasonable parallel to life. Travelling through time and space seems more attainable than ever before through the Internet. Net surfing is zipping through the Louvre, trifling through the Grand Canyon and then checking your horoscope. People are becoming used to this ability and the abstract is becoming more tangible to the masses. As techno-literacy and access increase, so should practical application of abstract theory. NXT would escape reification of theory through dynamic accessibility. The virtual factory could be a Voltaire's cafe of cyber-thinkers charting the critical consciousness and evolution of our Web-linked world. Although ultimately in the West we do exist within a capitalist system where every good thought leaks out to the masses and becomes popular, popularity creates fashion, fashion is fetishistic, thereby desirable, and accumulates monetary value. Market power depoliticises original content and enables an idea to become dogma; another trophy in the cultural hall of fame. Ideas do die, but in another time and place can be resurrected and utilised as a template for counter-reaction. This is analogous to genetic evolution -- DNA makes RNA which makes retro-DNA, etc. --, and the helix spirals on, making reification an organic process. However, will cyberspace ever be instrumental in transforming society in the next century? Access is the largest inhibitor. Privileged technophiles often forget that they are in the minority. How do we become more inclusive and expand the dialogue to encompass the infinite number of different voices on our planet? NXT space is limited to a relatively small number of individuals with the ability to afford and gain access to high-tech equipment. This will continue the existing socio-economic imbalance that restricts our critical consciousness. Without developing the Internet into the NXT space, we will be tremendously bothered by ISPs, with data transfer control and content police. My fear for the global village, surfing through our virtual landscape, is that we will all skid off this swiftly tilting planet. The addiction to the Net and to simulated experiences will subject us to remote control. The inundation of commercialism bombarding the spectator was inevitable, and subsequently there are fewer innovative sites pushing the boundaries of experimentation with this medium. Pre-millennium anxiety is abundant in technophobes, but as a technophile I too am afflicted. My fantasy of a NXT space is dwindling as the clock ticks towards the Y2K problem and a new niche for community and social construction has already been out-competed. If only we could imagine all the people living in the NXT space with its potential for tolerance, dialogue, and community. References Bachelard, Gaston. The Poetics of Space: The Classic Look at How We Experience Intimate Places. Boston, MA: Beacon, 1994. Benjamin, Walter. Illuminations. New York: Schocken, 1978. Gibson, William. Neuromancer. San Francisco: Ace Books, 1984. Heidegger, Martin. The Question Concerning Technology, and Other Essays. Trans. William Lovitt. New York: Garland, 1977. Hickey, David. Air Guitar: Four Essays on Art and Democracy. Los Angeles: Art Issues, 1997. Koch, Stephen. Stargazer: Andy Warhol's World and His Films. London: Calder and Boyars, 1973. McLuhan, Marshall. Understanding Media: The Extensions of Man. Cambridge, MA: MIT Press, 1994. The Merriam-Webster Dictionary. Springfield, MA: G.&.C. Merriam, 1974. Venturi, Robert. Learning from Las Vegas: The Forgotten Symbolism of Architectual Form. Cambridge, MA: MIT Press, 1977. Citation reference for this article MLA style: Sherry Mayo. "NXT Space for Visual Thinking: An Experimental Cyberlab." M/C: A Journal of Media and Culture 1.4 (1998). [your date of access] <http://www.uq.edu.au/mc/9811/nxt.php>. Chicago style: Sherry Mayo, "NXT Space for Visual Thinking: An Experimental Cyberlab," M/C: A Journal of Media and Culture 1, no. 4 (1998), <http://www.uq.edu.au/mc/9811/nxt.php> ([your date of access]). APA style: Sherry Mayo. (1998) NXT space for visual thinking: an experimental cyberlab. M/C: A Journal of Media and Culture 1(4). <http://www.uq.edu.au/mc/9811/nxt.php> ([your date of access]).
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Munster, Anna. « Love Machines ». M/C Journal 2, no 6 (1 septembre 1999). http://dx.doi.org/10.5204/mcj.1780.

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A new device, sure to inspire technological bedazzlement, has been installed in Hong Kong shopping malls. Called simply The Love Machine, it functions like a photo booth, dispensing on-the-spot portraits1. But rather than one subject, it requires a couple, in fact the couple, in order to do its work of digital reproduction. For the output of this imaging machine is none other than a picture of the combined features of the two sitters, 'morphed' together by computer software to produce a technological child. Its Japanese manufacturers, while obviously cashing in on the novelty value, nevertheless list the advantage it allows for future matrimonial selection based around the production of a suitable aesthetic. Needless to say, the good citizens of Hong Kong have not allowed any rigid criteria for genetic engineering to get in the way of the progeny such a machine allows, creating such monstrous couplings as the baby 'cat-human', achieved by a sitter coupling with their pet. Rather than being the object of love here, technology acts as the conduit of emotion, or stronger still, it is the love relation itself, bringing the two together as one. What I want to touch upon is the sense in which a desire for oneness inhabits our relations to and through the technological. There is already an abundance of literature around the erotics of cyberspace, documenting and detailing encounters of virtual sex fantasies and romance. As well, there are more theoretical attempts to come to terms with what Michael Heim describes as the "erotic ontology of cyberspace" (59). Heim depicts these encounters not as a ravaging desire gone wild, sprouting up in odd places or producing monstrous offspring, but in homely and familial terms. Finally with the computer as incarnation of the machine, our love for technology can cease its restless and previously unfulfilled wanderings and find a comfortable place. What is worth pausing over here is the sense in which the sexual is subjugated to a conjugal and familial metaphor, at the same time as desire is modelled according to a metaphysics of fullness and lack. I would argue that in advancing this kind of love relation with the computer and the digital, the possibility of a relation is actually short-circuited. For a relation assumes the existence of at least two terms, and in these representations, technology does not figure as a second term. It is either marked as the other, where desire finds a soul mate to fill its lack. Or the technological becomes invisible, subsumed in a spiritual instrumentalism that sees it merely forging the union of cybernetic souls. I would suggest that an erotic relation with the technological is occluded in most accounts of the sexual in cyberspace and in many engagements with digital technologies. Instead we are left with a non-relational meeting of the same with itself. We might describe the dominant utilisation of the technological as onanistic. Relations of difference could be a productive effect of the technological, but are instead culturally caught up within an operational logic which sees the relational erotic possibilities of the machinic eliminated as sameness touches itself. I want to point towards some different models for theorising technology by briefly drawing upon the texts of Félix Guattari and Avital Ronell. These may lead to the production of a desiring relation with technology by coupling the machine with alterity. One of several climatic scenes from the 'virtual sex' movie Strange Days, directed by Katherine Bigelow, graphically illustrates the onanistic encounter. Set on the eve of the new millennium, the temporality of the film sets up a feeling of dis-ease: it is both futuristic and yet only too close. The narrative centres on the blackmarket in ultimate VR: purchasing software which allows the user, donning special headgear, to re-experience recorded memories in other peoples' lives. An evil abuser of this technology, known until the end of the film as an anonymous male junkie, is addicted to increasingly frequent hits of another's apperception. In his quest to score above his tolerance level, the cyber-junkie rapes a prostitute, but instead of wearing the headgear used to record his own perception of the rape, he forces the woman to put it on making her annex her subjectivity to his experience of desire. He records her reaction to becoming an appendage to him. The effect of watching this scene is deeply unsettling: the camera-work sets up a point-of-view shot from the position of the male subject but plays it to the audience as one might see through a video view-finder, thus sedimenting an assumed cultural association between masculinity and the male gaze. What we see is the violence produced by the annihilation of another's desire; what we hear is the soundtrack of the woman mimicking the male's enjoyment of his own desire. Put simply, what we watch is a feedback loop of a particular formation of technological desire, one in which the desire of or for the other is audio-visually impeded. Ultimately the experience can be stored and replayed as a porn movie solely for future masturbation. The scene in Strange Days quite adequately summarises the obstructed and obstructive desire to go no further than masturbation caught in the defiles of feedback. Feedback is also the term used in both video and sound production when a recording device is aimed at or switched onto a device playing back the same recording. The result, in the case of video, is to create an infinite abyss of the same image playing back into itself on the monitor; in the case of sound a high-pitched signal is created which impedes further transmission. By naming the desire to fuse with the technological a feedback loop, I am suggesting that manifestations of this desire are neither productive nor connective, in that any relation to exterior or heterogeneous elements are shut out. They stamp out the flow of other desires and replay the same looping desire based around notions of fullness and lack, completion and incompletion, and of course masculinity and femininity. Mark Dery makes this association between the desire for the technological, the elision of matter and phallic modes of masculinity: This, to the masculinist technophile, is the weirdly alchemical end point of cyberculture: the distillation of pure mind from base matter. Sex, in such a context, would be purged of feminine contact -- removed, in fact, from all notions of physicality -- and reduced to mental masturbation. (121) Dery's point is a corollary to mine; in discarding the need for an embodied sexual experience, the literature and representations of cyberspace, both theoretical and fictional, endorse only a touching of the sublimated self, no other bodies or even the bodily is brought into contact. There is no shortage of evidence for the disregard embodiment holds among the doyens of cyber-architecture. Hans Moravec and Marvin Minsky, writing about Artificial Intelligence, promote a future in which pure consciousness, freed from its entanglement with the flesh, merges with the machine (Mind Children; The Society of Mind). Here the reverence shown towards digital technology enters the sublime point of a coalition where the mind is supported by some sophisticated hardware, ultimately capable of adapting and reproducing itself. There are now enough feminist critics of this kind of cyberspeak to have noticed in this fantasy of machinic fusion a replay of the old Cartesian mind/body dualism. My point, however, is that this desire is not simply put in place by a failure to rethink the body in the realm of the digital. It is augmented by the fact that this disregard for theorising an embodied experience feeds into an inability to encounter any other within the realm of the technological. We should note that this is perpetuated not just by those seeking future solace in the digital, but also by its most ardent cultural critics. Baudrillard, as one who seemingly fits this latter category, eager to disperse the notion that writers such as Moravec and Minsky propound regarding AI, is driven to making rather overarching ontological remarks about machines in general. In attempting to forestall the notion that the machine could ever become the complement to the human, Baudrillard cancels the relation of the machine to desire by cutting off its ability to produce anything in excess of itself. The machine, on his account, can be reduced to the production of itself alone; there is nothing supplementary, exterior to or differential in the machinic circuit (53). For Baudrillard, the pleasures of the interface do not even extend to the solitary vice of masturbation. Celibate machines are paralleled by celibate digital subjects each alone with themselves, forming a non-relational system. While Baudrillard offers a fair account of the solitary lack of relation produced in and by digital technologies, he nevertheless participates in reinforcing the transformation of what he calls "the process of relating into a process of communication between One and the Same" (58). He catches himself within the circulation of the very desire he finds problematic. But whether onanistic or celibate, the erotics of our present or possible relations to technology do not become any more enticing in many actual engagements with emerging technologies. Popular modes of interfacing our desires with the digital favor a particular assemblage of body and machine where a kind of furtive one-handed masturbation may be the only option left to us. I will call this the operational assemblage, borrowing from Baudrillard and his description of Virtual Man, operating and communicating across computer cables and networks while being simultaneously immobilised in front of the glare of the computer screen. An operational assemblage, whilst being efficacious, inhibits movement and ties the body to the machine. Far from the body being discarded by information technologies, the operational assemblage sees certain parts of the body privileged and territorialised. The most obvious instance of this is VR, which, in its most technologically advanced state, still only selects the eyes and the hand as its points of bodily interface. In so-called fully immersive VR experience, it is the hand, wearing a data glove, which propels the subject into movement in the virtual world, but it is a hand propelled by the subject's field of vision, computer monitors mounted in the enveloping headset. Thus the hand operates by being subjected to the gaze2. In VR, then, the real body is not somehow left behind as the subject enters a new state of electronic consciousness; rather there is a re-organisation and reterritorialisation of the hand under the operative guidance of the eye and scopic desire. This is attested to by the experience one has of the postural body schema during immersion in VR. The 'non-operational' body remaining in physical space often feels awkward and clumsy as if it is too large or cumbersome to drag around and interact in the virtual world, as if it were made virtually non-functional. The operational assemblage of a distanced eye territorialising the hand to create a loop of identity through the machine produces a desiring body which is blocked in its relational capacities. It can only touch itself as self; it cannot find itself an other or as other. Rather than encouraging the hand to break connections with the circuit of the gaze, to develop speeds, capabilities and potentials of its own, these encounters are perpetually returned to the screen and the domain of the eye. They feed back into a loop where relations to other desires, other kinds of bodies, other machines are circumvented. Looping back and returning to the aesthetic reduction performed by the Love Machine, a more lo-tech version of the two technologically contracted to one might point to the possibility of alterity that current digital machines seem keen to circumvent. At San Fransisco's Exploratorium museum one of the public points of interface with the Human Genome Project can be found3. The Exploratorium has a display set up which introduces the public to the bioinformation technology involved as well as soliciting responses to bio-ethical issues surrounding the question of genetic engineering. In the midst of this display a simple piece of glass hangs as a divider between two sides of a table. By sitting on one side of the table with a light shining from behind, one could see both a self-reflection and through the glass to whomever was sitting on the other side. The text accompanying the display encourages couples to occupy either side of the glass. What is produced for the sitter on the light side is a combination of their own reflection 'mapped' onto the features of the sitter on the other side. The text for the display encourages a judgement of the probable aesthetic outcome of combining one's genes with those of the other. I tested this display with my partner, crossing both sides of the mirror/glass. Our reactions were similar; a sensation approaching horror arose as we each faced our distorted, mirrored features as possible future progeny, a sensation akin to encountering the uncanny4. While suggesting the familiar, it also indicates what is concealed, becoming a thing not known and thus terrifying. For what was decidedly spooky in viewing a morphing of my image onto that of the other's, in the context of the surrounding bioinformatic technologies, was the sense in which a familiarity with the homely features of the self was dislocated by a haunting, marking the claim of a double utterly different. Recalling the assertion made by Heim that in the computer we find an intellectual and emotional resting point, we could question whether the familiarity of a resting place provides a satisfactory erotic encounter with the technological. We could ask whether the dream of the homely, of finding in the computer a kinship which sanctions the love machine relation, operates at the expense of dispelling that other, unfamiliar double through a controlling device which adjusts differences until they reach a point of homeostasis. What of a reading of the technological which might instaurate rather than diffuse the question of the unfamiliar double? I will gesture towards both Guattari's text Chaosmosis and Ronell's The Telephone Book, for the importance both give to the double in producing a different relation with the technological. For Guattari, the machine's ghost is exorcised by the predominant view that sees particular machines, such as the computer, as a subset of technology, a view given credence at the level of hype in the marketing of AI, virtual reality and so forth as part of the great technological future. It also gains credibility theoretically through the Heideggerian perspective. Instead Guattari insists that technology is dependent upon the machinic (33). The machinic is prior to and a condition of any actual technology, it is a movement rather than a ground; the movement through which heterogeneous elements such as bodies, sciences, information come to form the interrelated yet specific fields of a particular assemblage we might term technological. It is also the movement through which these components retain their singularity. Borrowing from modern biology, Guattari labels this movement "autopoietic" (39). Rather than the cybernetic model which sees the outside integrated into the structure of the machinic by an adjustment towards homogeneity cutting off flow, Guattari underlines a continual machinic movement towards the outside, towards alterity, which transforms the interrelations of the technological ensemble. The machinic is doubled not by the reproduction of itself, but by the possibility of its own replacement, its own annihilation and transformation into something different: Its emergence is doubled with breakdown, catastrophe -- the menace of death. It possesses a supplement: a dimension of alterity which it develops in different forms. (37) Here, we can adjoin Guattari with Ronell's historical reading of the metaphorics of the telephone in attempts to think through technology. Always shadowed by the possibility Heidegger wishes to stake out for a beyond to or an overcoming of the technological, Ronell is both critical of the technologising of desire in the cybernetic loop and insistent upon the difference produced by technology's doubling desire. Using the telephone as a synecdoche for technology -- and this strategy is itself ambiguous: does the telephone represent part of the technological or is it a more comprehensive summary of a less comprehensive system? -- Ronell argues that it can only be thought of as irreducibly two, a pair (5). This differentiates itself from the couple which notoriously contracts into one. She argues that the two are not reducible to each other, that sender and receiver do not always connect, are not reducible to equal end points in the flow of information. For Ronell, what we find when we are not at home, on unfamiliar ground, is -- the machine. The telephone in fact maintains its relation to the machinic and to the doubling this implies, via the uncanny in Ronell's text. It relates to a not-being-at-home for the self, precisely when it becomes machine -- the answering machine. The answering machine disconnects the speaker from the listener and inserts itself not as controlling device in the loop, but as delay, the deferral of union. Loosely soldering this with Guattari's notion that the machine introduces a "dimension of alterity", Ronell reads the technological via the telephone line as that relation to the outside, to the machinic difference that makes the self always unfamiliar (84). I would suggest then that pursuing a love relation with technology or through the technological leads us to deploy an entire metaphorics of the familial, where the self is ultimately home alone and only has itself to play with. In this metaphorics, technology as double and technology's doubling desire become a conduit that returns only to itself through the circuitous mechanism of the feedback loop. Rather than opening onto heterogeneous relations to bodies or allowing bodies to develop different relational capacities, the body here is immobilised by an operational and scopic territorialisation. To be excited by an encounter with the technological something unfamiliar is preferable, some sense of an alternating current in the midst of all this homeliness, an external perturbation rubbing up against the tired hand of a short-circuiting onanism. Footnotes 1. The Love Machine is also the title of a digital still image and sound installation commenting upon the Hong Kong booth produced by myself and Michele Barker and last exhibited at the Viruses and Mutations exhibition for the Melbourne Festival, The Aikenhead Conference Centre, St. Vincent's Hospital, October, 1998. 2. For an articulation of the way in which this maps onto perspectival vision, see Simon Penny, "Virtual Reality as the Completion of the Enlightenment Project." Culture on the Brink. Eds. G. Bender and T. Druckery. Seattle: Bay Press, 1994. 3. Funded by the US Government, the project's goal is to develop maps for the 23 paired human chromosomes and to unravel the sequence of bases that make up the DNA of these chromosomes. 4. This is what Freud described in his paper "The Uncanny". Tracing the etymology of the German word for the uncanny, unheimlich, which in English translates literally as 'unhomely', Freud notes that heimlich, or 'homely', in fact contains the ambiguity of its opposite, in one instance. References Baudrillard, Jean. "Xerox and Infinity." The Transparency of Evil: Essays in Extreme Phenomena. Trans J. Benedict. London: Verso, 1993. 51-9. Dery, Mark. Escape Velocity: Cyberculture at the End of the Century. New York: Grove Press, 1996. Freud, Sigmund. "The Uncanny." Standard Edition of the Complete Psychological Works of Sigmund Freud. Vol. 17. Trans. and ed. J. Strachey. London: Hogarth Press, 1955. Guattari, Félix. Chaosmosis: An Ethico-Aesthetic Paradigm. Sydney: Power Publications, 1995. Heim, Michael. "The Erotic Ontology of Cyberspace." Cyberspace: First Steps. Cambridge, Mass.: MIT P, 1994.59-80. Minsky, Marvin. The Society of Mind. New York: Simon and Schuster, 1985. Moravec, Hans. Mind Children. Cambridge, Mass.: Harvard UP, 1988. Ronell, Avital. The Telephone Book. Lincoln: U of Nebraska P, 1989. Citation reference for this article MLA style: Anna Munster. "Love Machines." M/C: A Journal of Media and Culture 2.6 (1999). [your date of access] <http://www.uq.edu.au/mc/9909/love.php>. Chicago style: Anna Munster, "Love Machines," M/C: A Journal of Media and Culture 2, no. 6 (1999), <http://www.uq.edu.au/mc/9909/love.php> ([your date of access]). APA style: Anna Munster. (1999) Love machines. M/C: A Journal of Media and Culture 2(6). <http://www.uq.edu.au/mc/9909/love.php> ([your date of access]).
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Foith, Michael. « Virtually Witness Augmentation Now : Video Games and the Future of Human Enhancement ». M/C Journal 16, no 6 (6 novembre 2013). http://dx.doi.org/10.5204/mcj.729.

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Introduction Ever-enduring advancements in science and technology promise to offer solutions to problems or simply to make life a bit easier. However, not every advancement has only positive effects, but can also have undesired, negative ramifications. This article will take a closer look at Deus Ex: Human Revolution (DXHR), a dystopian video game which promises to put players in the position of deciding whether the science of human enhancement is a way to try to play God, or whether it enables us “to become the Gods we’ve always been striving to be” (Eidos Montreal, “Deus Ex: Human Revolution”). In this article I will argue that DXHR creates a space in which players can virtually witness future technologies for human performance enhancement without the need to alter their own bodies. DXHR is special particularly in two respects: first, the developers have achieved a high credibility and scientific realism of the enhancement technologies depicted in the game which can be described as being “diegetic prototypes” (Kirby, “The Future Is Now ” 43); second, the game directly invites players to reflect upon the impact and morality of human enhancement. It does so through a story in line with the cyberpunk genre, which envisions not only the potential benefits of an emergent technology, but has an even stronger focus on the negative contingencies. The game and its developers foresee a near-future society that is split into two fractions due to human enhancement technologies which come in the form of neuro-implants and mechanical prosthetics; and they foresee a near-future setting in which people are socially and economically forced to undergo enhancement surgery in order to keep up with the augmented competition. DXHR is set in the year 2027 and the player takes control of Adam Jensen, an ex-SWAT police officer who is now the chief of security of Sarif Industries, one of the world's leading biotechnology companies that produce enhancement technologies. Augmented terrorists attack Sarif Industries, abduct the head scientists, and nearly kill Jensen. Jensen merely survives because his boss puts him through enhancement surgery, which replaces many parts of his body with mechanical augmentations. In the course of the game it becomes clear that Jensen has been augmented beyond any life-saving necessity that grants him superhuman abilities and allows him to find and defeat the terrorists, but the augmentations also challenge his humanity. Is Jensen a human, a cyborg, or has he become more machine than man? DXHR grants players the illusion of immersion into a virtual world in which augmentations exist as a matter of fact and in which a certain level of control can be practiced. Players take up the role of a character distinctly more powerful and capable than the person in control, exceeding the limits of human abilities. The superior abilities are a result of scientific and technological advancements implying that every man or woman is able to attain the same abilities by simply acquiring augmentations. Thus, with the help of the playable character, Adam Jensen, the game lets players experience augmentations without any irreparable damages done to their bodies, but the experience will leave a lasting impression on players regarding the science of human enhancement. The experience with augmentations happens through and benefits from the effect of “virtual witnessing”: The technology of virtual witnessing involves the production in a reader’s mind of such an image of an experimental scene as obviates the necessity for either direct witness or replication. Through virtual witnessing the multiplication of witnesses could be, in principle, unlimited. (Shapin and Schaffer 60) In other words, simply by reading about and/or seeing scientific advancements, audiences can witness them without having to be present at the site of creation. The video game, hereby, is itself the medium of virtual witnessing whereby audiences can experience scientific advancements. Nevertheless, the video game is not just about reading or seeing potential future enhancement technologies, but permits players to virtually test-drive augmentations—to actually try out three-dimensionally rendered prototypes on a virtual body. In order to justify this thesis, a couple of things need to be clarified that explain in which ways the virtual witnessing of fictional enhancements in DXHR is a valid claim. Getting into the Game First I want to briefly describe how I investigated the stated issue. I have undertaken an auto-ethnography (Ellis, Adams, and Bochner) of DXHR, which concretely means that I have analytically played DXHR in an explorative fashion (Aarseth) trying to discover as many elements on human enhancement that the game has to offer. This method requires not only close observation of the virtual environment and documentation through field notes and screenshots, but also self-reflection of the actions that I chose to take and that were offered to me in the course of the game. An essential part of analytically playing a game is to be aware that the material requires “the activity of an actual player in order to be accessible for scrutiny” (Iversen), and that the player’s input fundamentally shapes the gaming experience (Juul 42). The meaning of the game is contingent upon the contribution of the player, especially in times in which digital games grant players more and more freedom in terms of narrative construction. In contrast to traditional narrative, the game poses an active challenge to the player which entails the need to become better in relation to the game’s mechanics and hence “studying games … implies interacting with the game rules and exploring the possibilities created by these rules, in addition to studying the graphical codes or the narration that unfolds” (Malliet). It is important to highlight that, although the visual representation of human enhancement technologies has an enormous potential impact on the player’s experience, it is not the only crucial element. Next to the representational shell, the core of the game, i.e. “how game rules and interactions with game objects and other players are structured” (Mäyrä 165), shapes the virtual witnessing of the augmentations in just an important way. Finally, the empirical material that was collected was analyzed and interpreted with the help of close-reading (Bizzocchi and Tanenbaum 395). In addition to the game itself, I have enriched my empirical material with interviews of developers of the game that are partly freely available on the Internet, and with the promotional material such as the trailers and a website (Eidos Montreal, “Sarif Industries”) that was released prior to the game. Sociotechnical Imaginaries In this case study of DXHR I have not only investigated how augmented bodies and enhancement technologies are represented in this specific video game, but also attempted to uncover which “sociotechnical imaginaries” (Jasanoff and Kim) underlie the game and support the virtual witnessing experience. Sociotechnical imaginaries are defined as “collectively imagined forms of social life and social order reflected in the design and fulfillment of nation-specific scientific and/or technological projects” (Jasanoff and Kim 120). The concept appeared to be suitable for this study as it covers and includes “promises, visions and expectations of future possibilities” (Jasanoff and Kim 122) of a technology as well as “implicit understandings of what is good or desirable in the social world writ large” (Jasanoff and Kim 122–23). The game draws upon several imaginaries of human enhancement. For example, the most basic imaginary in the game is that advanced engineered prosthetics and implants will be able to not only remedy dysfunctional parts of the human body, but will be able to upgrade these. Apart from this idea, the two prevailing sociotechnical imaginaries that forward the narrative can be subsumed as the transhumanist and the purist imaginary. The latter views human enhancement, with the help of science and technology, as unnatural and as a threat to humanity particularly through the power that it grants to individuals, while the former transports the opposing view. Transhumanism is: the intellectual and cultural movement that affirms the possibility and desirability of fundamentally improving the human condition through applied reason, especially by developing and making widely available technologies to eliminate aging and to greatly enhance human intellectual, physical, and psychological capacities. (Chrislenko et al.) The transhumanist imaginary in the game views technological development of the body as another step in the human evolution, not as something abhorrent to nature, but a fundamental human quality. Similar ideas can be found in the writings of Sigmund Freud and Arnold Gehlen, who both view the human being’s need to improve as part of its culture. Gehlen described the human as a “Mängelwesen”—a ‘deficient’ creature—who is, in contrast to other species, not specialized to a specific environment, but has the ability to adapt to nearly every situation because of this deficiency (Menne, Trutwin, and Türk). Freud even denoted the human as a “Prothesengott”—a god of prostheses: By means of all his tools, man makes his own organs more perfect—both the motor and the sensory—or else removes the obstacles in the way of their activity. Machinery places gigantic power at his disposal which, like his muscles, he can employ in any direction; ships and aircraft have the effect that neither air nor water can prevent his traversing them. With spectacles he corrects the defects of the lens in his own eyes; with telescopes he looks at far distances; with the microscope he overcomes the limitations in visibility due to the structure of his retina. (Freud 15) Returning to DXHR, how do the sociotechnical imaginaries matter for the player? Primarily, the imaginaries cannot be avoided as they pervade nearly every element in the game, from the main story that hinges upon human enhancement over the many optional side missions, to contextual elements such as a conference on “the next steps in human evolution” (Eidos Montreal, “Deus Ex: Human Revolution”). Most importantly, it impacts the player’s view in a crucial way. Human enhancement technologies are presented as controversial, neither exclusively good nor bad, which require reflection and perhaps even legal regulation. In this way, DXHR can be seen as offering the player a restricted building set of sociotechnical imaginaries of human enhancement, whereby the protagonist, Adam Jensen, becomes the player’s vessel to construct one’s own individual imaginary. In the end the player is forced to choose one of four outcomes to complete the game, and this choice can be quite difficult to make. Anticipation of the Future It is not unusual for video games to feature futuristic technologies that do not exist in the real world, but what makes DXHR distinct from others is that the developers have included an extent of information that goes beyond any game playing necessity (see Figures 1 & 2). Moreover, the information is not fictional but the developers have taken strategic steps to make it credible. Mary DeMarle, the narrative designer, explained at the San Diego Comic-Con in 2011, that a timeline of augmentation was created during the production phase in which the present state of technology was extrapolated into the future. In small incremental steps the developers have anticipated which enhancement technologies might be potentially feasible by the year 2027. Their efforts were supported by the science consultant, Will Rosellini, who voluntarily approached the development team to help. Being a neuroscientist, he could not have been a more fitting candidate for the job as he is actively working and researching in the biotechnology sector. He has co-founded two companies, MicroTransponder Inc., which produces tiny implantable wireless devices to interface with the nervous system to remedy diseases (see Rosellini’s presentation at the 2011 Comic-Con) and Rosellini Scientific, which funds, researches and develops advanced technological healthcare solutions (Rosellini; Rosellini Scientific). Due to the timeline which has been embedded explicitly and implicitly, no augmentation appears as a disembodied technology without history in the game. For example, although the protagonist wears top-notch military arm prostheses that appear very human-like, this prosthesis is depicted as one of the latest iterations and many non-playable characters possess arm prostheses that appear a lot older, cruder and more industrial than those of Jensen. Furthermore, an extensive description employing scientific jargon for each of the augmentations can be read on the augmentation overview screen, which includes details about the material composition and bodily locations of the augmentations. Figure 1: More Info Section of the Cybernetic Arm Prosthesis as it appears in-game (all screenshots taken with permission from Deus Ex: Human Revolution (2011), courtesy of Eidos Montreal) More details are provided through eBooks, which are presented in the form of scientific articles or conference proceedings, for which the explorative gamer is also rewarded with valuable experience points upon finding which are used to activate and upgrade augmentations. The eBooks also reflect the timeline as each eBook is equipped with a year of publication between 2001 and 2022. Despite the fact that these articles have been supposedly written by a fictional character, the information is authentic and taken from actual scientific research papers, whereby some of these articles even include a proper scientific citation. Figure 2: Example of a Darrow eBook The fact that a scientist was involved in the production of the game allows classifying the augmentations as “diegetic prototypes” which are “cinematic depictions of future technologies … that demonstrate to large public audiences a technology’s need, benevolence and viability” (“The Future Is Now” 43). Diegetic prototypes are fictional, on-screen depictions of technologies that do not exist in that form in real life and have been created with the help of a science consultant. They have been placed in movies to allay anxieties and doubts and perhaps to even provoke a longing in audiences to see depicted technologies become reality (Kirby, “The Future Is Now” 43). Of course the aesthetic appearance of the prototypes has an impact on audiences’s desire, and particularly the artificial arms of Jensen that have been designed in an alluring fashion as can be seen in the following figure: Figure 3: Adam Jensen and arm prosthesis An important fact about diegetic prototypes—and about prototypes (see Suchman, Trigg, and Blomberg) in general—is that they are put to specific use and are embedded and presented in an identifiable social context. Technological objects in cinema are at once both completely artificial—all aspects of their depiction are controlled—and normalized as practical objects. Characters treat these technologies as a ‘natural’ part of their landscape and interact with these prototypes as if they are everyday parts of their world. … fictional characters are ‘socializing’ technological artifacts by creating meanings for the audience, ‘which is tantamount to making the artifacts socially relevant’. (Kirby, “Lab Coats” 196) The power of DXHR is that the diegetic prototypes—the augmentations—are not only based on real world scientific developments and contextualized in a virtual social space, but that the player has the opportunity to handle the augmentations. Virtual Testing Virtual witnessing of the not-yet-existent augmentations is supported by scientific descriptions, articles, and the appearance of the technologies in DXHR, but the moral and ethical engagement is established by the player’s ability to actively use the augmentations and by the provision of choice how to use them. As mentioned, most of the augmentations are inactive and must first be activated by accumulating and spending experience points on them. This requires the player to make reflections on the potential usage and how a particular augmentation will lead to the successful completion of a mission. This means that the player has to constantly decide how s/he wants to play the game. Do I want to be able to hack terminals and computers or do I rather prefer getting mission-critical information by confronting people in conversation? Do I want to search for routes where I can avoid enemy detection or do I rather prefer taking the direct route through the enemy lines with heavy guns in hands? This recurring reflection of which augmentation to choose and their continuous usage throughout the game causes the selected augmentations to become valuable and precious to the player because they transform from augmentations into frequently used tools that facilitate challenge and reduce difficulty of certain situations. In addition, the developers have ensured that no matter which approach is taken, it will always lead to success. This way the role-playing elements of the game are accentuated and each player will construct their own version of Jensen. However, it may be argued that DXHR goes beyond mere character building. There is a breadth of information and opinions on human enhancement offered, but also choices that are made invite players to reflect upon the topic of human enhancement. Among the most conspicuous instances in the game, that involve the player’s choice, are the conversations with other non-playable characters. These are events in the game which require the player to choose one out of three responses for Jensen, and hence, these determine to some extent Jensen’s attitude towards human enhancement. Thus, in the course of the game players might discover their own conviction and might compose their own imaginary of human enhancement. Conclusion This article has explored that DXHR enables players to experience augmentations without being modified themselves. The game is filled with various sociotechnical imaginaries of prosthetic and neurological human enhancement technologies. The relevance of these imaginaries is increased by a high degree of credibility as a science consultant has ensured that the fictional augmentations are founded upon real world scientific advancements. The main story, and much of the virtual world, hinge upon the existence and controversy of these sorts of technologies. Finally, the medium ‘videogame’ allows taking control of an individual, who is heavily augmented with diegetic prototypes of future enhancement technologies, and it also allows using and testing the increased abilities in various situations and challenges. All these elements combined enable players to virtually witness not-yet-existent, future augmentations safely in the present without the need to undertake any alterations of their own bodies. This, in addition to the fact that the technologies are depicted in an appealing fashion, may create a desire in players to see these augmentations become reality. Nevertheless, DXHR sparks an important incentive to critically think about the future of human enhancement technologies.References Aarseth, Espen. “Playing Research: Methodological Approaches to Game Analysis.” DAC Conference, Melbourne, 2003. 14 Apr. 2013 ‹http://hypertext.rmit.edu.au/dac/papers/Aarseth.pdf›. Bizzocchi, J., and J. Tanenbaum. “Mass Effect 2: A Case Study in the Design of Game Narrative.” Bulletin of Science, Technology & Society 32.5 (2012): 393-404. Chrislenko, Alexander, et al. “Transhumanist FAQ.” humanity+. 2001. 18 July 2013 ‹http://humanityplus.org/philosophy/transhumanist-faq/#top›. Eidos Montreal. “Deus Ex: Human Revolution.” Square Enix. 2011. PC. ———. “Welcome to Sarif Industries: Envisioning a New Future.” 2011. 14 Apr. 2013 ‹http://www.sarifindustries.com›. Ellis, Carolyn, Tony E. Adams, and Arthur P. Bochner. “Autoethnography: An Overview.” Forum Qualitative Sozialforschung 12.1 (2010): n. pag. 9 July 2013 ‹http://www.qualitative-research.net/index.php/fqs/article/view/1589/3095›. Freud, Sigmund. Civilization and Its Discontents. Aylesbury, England: Chrysoma Associates Limited, 1929. Iversen, Sara Mosberg. “In the Double Grip of the Game: Challenge and Fallout 3.” Game Studies 12.2 (2012): n. pag. 5 Feb. 2013 ‹http://gamestudies.org/1202/articles/in_the_double_grip_of_the_game›. Jasanoff, Sheila, and Sang-Hyun Kim. “Containing the Atom: Sociotechnical Imaginaries and Nuclear Power in the United States and South Korea.” Minerva 47.2 (2009): 119–146. Juul, Jesper. “A Clash between Game and Narrative.” MA thesis. U of Copenhagen, 1999. 29 May 2013 ‹http://www.jesperjuul.net/thesis/›. Kirby, David A. Lab Coats in Hollywood. Cambridge, Massachusetts: MIT Press, 2011. ———. “The Future Is Now : Diegetic Prototypes and the Role of Popular Films in Generating Real-World Technological Development.” Social Studies of Science 40.1 (2010): 41-70. Malliet, Steven. “Adapting the Principles of Ludology to the Method of Video Game Content Analysis Content.” Game Studies 7.1 (2007): n. pag. 28 May 2013 ‹http://gamestudies.org/0701/articles/malliet›. Mäyrä, F. An Introduction to Game Studies. London: Sage, 2008. Menne, Erwin, Werner Trutwin, and Hans J. Türk. Philosophisches Kolleg Band 4 Anthropologie. Düsseldorf: Patmos, 1986. Rosellini, Will, and Mary DeMarle. “Deus Ex: Human Revolution.” Comic Con. San Diego, 2011. Panel. Rosellini Scientific. “Prevent. Restore. Enhance.” 2013. 25 May 2013 ‹http://www.roselliniscientific.com›. Shapin, Steven, and Simon Schaffer. Leviathan and the Air Pump: Hobbes, Boyle and the Experimental Life. Princeton: Princeton University Press, 1985. Suchman, Lucy, Randall Trigg, and Jeanette Blomberg. “Working Artefacts: Ethnomethods of the Prototype.” The British Journal of Sociology 53.2 (2002): 163-79. Image Credits All screenshots taken with permission from Deus Ex: Human Revolution (2011), courtesy of Eidos Montreal.
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Filho, José dos Santos Cabral. « Flip Horizontal ». M/C Journal 3, no 5 (1 octobre 2000). http://dx.doi.org/10.5204/mcj.1870.

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The Issue of Gaming in Contemporary Culture "Are we still in the game?" This banal phrase gains a terrifying meaning in the last scene of Cronenberg's film eXistenZ, when a puzzled character, on the verge of being murdered, asks his potential killer if they are still inside a virtual reality game. The scene denotes the crucial place the issue of gaming is occupying in contemporary culture. If we take sci-fi movies less as an exercise of future divination and more as symptom of our current feelings projected into the future, we can easily see how games are becoming a frequent metaphor that sums up our fear of a world dominated by technology. Matrix, eXistenZ and quite a few other films draw on this haunting idea that technology can be evil and that reality may be just a high-tech game of which we are not aware. In fact, life has often been thought of as a kind of 'divine play', with God either playing dice to decide our destiny or acting almighty over millions of voodoo dolls. The key difference in contemporary imaginary is that it is no longer God, but human beings (or machines and creatures designed by them) in charge of the game. Moreover, it is interesting to notice that this attachment of nightmarish meanings to games is happening exactly at a time when computers are becoming more than an ubiquitous tool for any purpose, and are acquiring an astonishing ability to accurately describe our environments and convincingly reproduce our bodily senses. The prospect of having a full, working, machinic simulation of the now-called 'real world', no matter how unattainable it might be, is giving a new face to the old free will dilemma: to what extent is life predeterminate and what is our space for creativity inside God's plot? In this context, the otherwise ancient and apparently innocent cultural activity of playing games has turned into this biased metaphor, in which the blurring of the borderline between life and game becomes a sinister menace. The Nature of Games, Their Cultural Role and the Four Categories of Games The question that crops up is why games were chosen to re-enact this ever-present human fear before the mysteries of the given world of nature. We know for sure that there is a convergence between game and culture, and that game principles are at the foundation of social institutions, as Huizinga has shown (46). He does not propose that culture is derived from games, but maintains that play is a key element at the beginning of culture, and continues to be an important feature as culture develops. But it is the French sociologist Roger Caillois who has devised a framework in which to approach play and games that can help us, contemporary gamers, to shed light on this question. Caillois proposed four categories in which every known game can fit: games of chance, where the outcome results from fate rather than player's skills; games of vertigo, that aim to impose a disorder in the bodily senses; games of competition, in which adversaries are provided with an artificial equality at the outset and compete to show their superiority; and games of simulation, in which players create an imaginary universe and see themselves as someone else. However, games don't have to fit into one category only. Several games present a combination between the different types, though they always present one fundamental aspect that overshadows the others. These four categories can easily be extended to the field of computerised games: games of chance -- random devices are simulated in the computer (dice, roulette etc); games of vertigo -- games that draw on the use of metaphors such as the labyrinth and detective role-play, in which the player has to pursue a task through winding ways. Browsing and surfing are also frequent metaphors for this type of game; games of competition -- the usual fighting and 'shoot-and-kill' games; games of simulation -- use of development and management metaphor scenarios in which the player can nurture and manage the development of a system such as a town, a civilisation, or even a child as in some Japanese games. A psychoanalytic interpretation of these four categories helps to get an even clearer picture of the role of games in contemporary culture. According to this theory, playing is a response to unconscious motivations, and games could fulfil a function similar to that of dreams, slips of the tongue and actions alike. Abadi proposes a direct psychoanalytic correlation for Caillois's categories: games of chance symbolise the death drive since it is a bet against destiny; games of vertigo, by pushing the senses to a radical level of disarrangement and ecstasy, denote the symbolisation of sexual intercourse; games of competition are related to the Oedipus complex -- the rivalry between parents and children, or amongst siblings; and games of simulation refers to the construction of identity, an occasion when players work out a way to shape their own identity roles (Abadi 85-93). While Caillois's classification organises games in a more legible way, to read them through a psychoanalytic framework is to bring them into the realm of desire, or we could say, to the realm of language, or yet to be more precise, to the realm of language as the discourse of a desiring subject. But as an inhabitant of language "the subject is not; he makes and unmakes himself in a complex topology where the other and his discourse are included" (Kristeva 274). So as game and language converge, with this underlying presence of the Other, we can paraphrase Julia Kristeva and consider games as a signifying system in which, through demarcation, signification and communication, the player makes and unmakes him- or herself; in other words, a kind of radical rehearsal terrain where players can experiment with a playful reinvention of themselves. In this light it is no surprise that games in general, and more specifically games of simulation, have acquired such a paramount role in our 'electronic age'. Confronted with a strange new technology, which is hard to understand because it works mainly at a microscopic level, and which brings up uneasy concepts such as 'virtual reality' and 'cyberspace' (a quasi-mythical ethereal space -- Wertheim 18), we seem to be going through an identity crisis. In the wilderness of this technological 'newfoundland', an uncomfortable paradise of simulation and cloning, the very essence of human identity, our free will, seems to be mercilessly seized in uncontrolled games, since we are unable to differentiate between computers as the Other and computer as a means to the Other. Games as Scenarios for the Interplay of Determinism and Non-Determinism However, the same metaphor of game can shift this scenario and revert itself into a tool to rethink the identity problem within our technological daily life, for what is at stake in a game is always the question of free will. The game is essentially a framework for uncertainty, allowing the co-existence of determinism and non-determinism: games of chance by definition include the idea of indeterminacy; games of vertigo deal with indeterminacy by inducing an uncontrollable confusion of the senses; games of competition include indeterminacy in the form of the unpredictable abilities of the competitors; games of simulation present a particular type of interplay between rule and indeterminacy, where the gap between the scripts/rules and the interpretation/gaming provides the sense of uniqueness each time it is performed/played. Thus, if games and their probabilistic features are put to work in our favour, it would be an answer to a much searched metaphor, a theoretical ground to pervade contemporary culture allowing for creativity in a pre-determined technological environment. Then, the idea of life as gaming, instead of inspiring fear, can serve as a way to escape the false tyranny of a machine based on logic algorithms, without falling into the nihilism of a romantic refusal of a true information age. Precisely because computers are based in coherent and logical algorithms, coupled with game principles they can be a milieu for the delicate and complex interplay of determinism and non-determinism (Bijl). Computers would cease being this monstrous 'big Other', and simply would stand as an ethical tool, a technological mediated way for touching the Other (Cabral Filho and Szalapaj). We then may be compelled not simply to rebuild or re-shape our identity, but to experiment and question the very idea of such a concept. By exploring the ambiguous and intricate gap between life as gaming and gaming as life, identity can be something that deals with the unknown, based on the always challenging idea of Otherness. As we leave the duty of coherence anchored in non-desiring machines (as Baudrillard has called computers), we are liberated to wander in auspicious new territories. Then, personality, gender, race, colour, and other aspects that were formerly associated with an ideal and immutable image, can become rather playful zones of experimentation. As an open field, identity may be just a nuance in a multitude of flipping horizons. Yet, as freedom is never an easy place to dwell, a disturbing question arises: will it after all be less scary? References Abadi, Mauricio. "Psychoanalysis of Playing." Psychotherapy and Psychosomatics 15 (1967): 85-93. Baudrillard, Jean. The Transparency of Evil. London: Verso, 1993. Bijl, Aart. Ourselves and Computers. London: Macmillan, 1995. Cabral Filho, J. S., and P. Szalapaj. "Otherness and Computers: Uniform Cyberspaces and Individual Cyberplaces." The Journal of Design Sciences and Technology (Special Issue: Philosophy of Design and Information Technology) 4.1 (1995): 29-43. Caillois, Roger. Man, Play, and Games. New York: Free Press, 1961. Huizinga, J. Homo Ludens. New York: Roy Publishers, 1950. Kristeva, Julia. Language -- The Unknown: An Initiation into Linguistics. New York: Columbia UP, 1989. Wertheim, Margaret. The Pearly Gates of Cyberspace -- A History of Space from Dante to the Internet. London: Virago, 2000. Citation reference for this article MLA style: José dos Santos Cabral Filho. "Flip Horizontal: Gaming as Redemption." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/flip.php>. Chicago style: José dos Santos Cabral Filho, "Flip Horizontal: Gaming as Redemption," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/flip.php> ([your date of access]). APA style: José dos Santos Cabral Filho. (2000) Flip horizontal: gaming as redemption. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/flip.php> ([your date of access]).
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Mullen, Mark. « It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me ». M/C Journal 6, no 1 (1 février 2003). http://dx.doi.org/10.5204/mcj.2134.

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I remember the first time I saw a dead body. I spawned just before dawn; around me engines were clattering into life, the dim silhouettes of tanks beginning to move out in a steady grinding rumble. I could dimly make out a few other people, the anonymity of their shadowy outlines belied by the names hanging over their heads in a comforting blue. Suddenly, a stream of tracers arced across the sky; explosions sounded nearby, then closer still; a tank ahead of me stopped, turned sluggishly, and fired off a couple of rounds, rocking slightly against the recoil. The radio was filled with talk of Germans in the town, but I couldn’t even see the town. I ran toward what looked like the shattered hulk of a building and dived into what I hoped was a doorway. It was already occupied by another Tommy and together we waited for it to get lighter, listening to the rattle of machine guns, the sharp ping as shells ricocheted off steel, the sickening, indescribable, but immediately recognisable sound when they didn’t. Eventually, the other soldier moved out, but I waited for the sun to peek over the nearby hills. Once I was able to see where I was going, I made straight for the command post on the edge of town, and came across a group of allied soldiers standing in a circle. In the centre of the circle lay a dead German soldier, face up. “Well I’ll be damned,” I said aloud; no one else said anything, and the body abruptly faded. I remember the first time I killed someone. I had barely got the Spit V up to 4000 feet when out of the corner of my eye I caught a glimpse of something below me. I dropped the left wing and saw a Stuka making a bee-line for the base. I made a hash of the turn, almost stalling, but he obviously had no idea I was there. I saddled-up on his six, dropping down low to avoid fire from his gunner, and opened up on him. I must have hit him at perfect convergence because he disintegrated, pieces of dismembered airframe raining down on the field below. I circled the field, putting all my concentration into making the landing that would make the kill count, then switched off the engine and sat in the cockpit for a moment, heart pounding. As you can tell, I’ve been in the wars lately. The first example is drawn from the launch of Cornered Rat Software’s WWII Online: Blitzkrieg (2001) while the second is based on a short stint playing Warbirds 3 (2002). Both games are examples of one of the most interesting recent developments in computer and video gaming: the increasing popularity and range of Massively Multiplayer Online Games (MMOGs); other notable examples of historical combat simulation MMOGs include HiTech Creations Aces High (2002) and Jaleco Entertainment’s Fighter Ace 3.5 (2002). For a variety of technical reasons, most popular multiplayer games—particularly first-person shooter (FPS) games such as Doom, Quake, and more recently Medal of Honor: Allied Assault (2002) and Return to Castle Wolfenstein (2001)—are played on player-organised servers that are usually limited to 32 or fewer players; terrain maps are small and rotated every couple of hours on average. MMOGs, by contrast, feature anywhere from hundreds to tens of thousands of players hosted on a handful of company-run servers. The shared virtual geography of these worlds is huge, extending across tens of thousands of square miles; these worlds are also persistent in that they respond dynamically to the actions of players and continue to do so while individual players are offline. As my opening anecdotes demonstrate, the experience of dealing and receiving virtual death is central to massively multiplayer simulations as it is to so many forms of computer games. Yet for an experience is that is so ubiquitous in computer games (and, some would say, even constitutes their experiential core) death is under-theorised. Mainstream culture tends to see computer and console game mayhem according to a rigid desensitisation argument: the experience of repeatedly killing other players online leads to a gradual erosion of the individual moral sense which makes players more likely to countenance killing people in the real world. Nowhere was this argument more in evidence that in the wake of the murder of fifteen students by Dylan Klebold and Eric Harris at Columbine High School in Littleton, Colorado on April 20, 1999. The discovery that the two boys were enthusiastic players of Id Software’s Doom and Quake resulted in an avalanche of hysterical news stories that charged computer games with a number of evils: eroding kids’ ability to distinguish fantasy from reality, encouraging them to imitate the actions represented in the games, and immuring them to the real-world consequences of violence. These claims were hardly new, and had in fact been directed at any number of violent popular entertainment genres over the years. What was new was the claim that the interactive nature of FPS games rendered them a form of simulated weapons training. What was also striking about the discourse surrounding the Littleton shooting was just how little the journalists covering the story knew about computer, console and arcade games. Nevertheless, their approach to the issue encouraged readers to see games as having real life analogs. Media discussion of the event also reinforced the notion of a connection with military training techniques, making extensive use of Lt. Col. (ret) David Grossman, a former Army ranger and psychologist who led the charge in claiming that games were “mass-murder simulators” (Gittrich, AA06). This controversy over the role of violent computer games in the Columbine murders is part of a larger cultural discourse that adopts the logical fallacy characteristic of moral panics: coincidence equals causation. Yet the impoverished discussion of online death and destruction is also due in no small measure to an entrenched hostility toward popular entertainment as a whole, a hostility that is evident even in the work of some academic critics who study popular culture. Andrew Darley, for example, argues that, never has the flattening of meaning or depth in the traditional aesthetic sense of these words been so pronounced as in the action-simulation genres of the computer game: here, aesthetic experience is tied directly to the purely sensational and allied to tests of physical dexterity (143). In this view, the repeated experience of death is merely a part of the overall texture of a form characterised not so much by narrative as by compulsive repetition. More generally, computer games are seen by many critics as the pernicious, paradigmatic instance of the colonisation of individual consciousness by cultural spectacle. According to this Frankfurt school-influenced critique (most frequently associated with the work of Guy Debord), spectacle serves both to mystify and pacify its audience: The more the technology opens up narrative possibilities, the less there is for the audience to do. [. . .]. When the spectacle conceals the practice of the artists who create it, it [announces]…itself as an expression of a universe beyond human volition and effort (Filewood 24). In supposedly sapping its audience’s critical faculties by bombarding them with a technological assault whose only purpose is to instantiate a deterministic worldview, spectacle is seen by its critics as exemplifying the work of capitalist ideology which teaches people not to question the world around them by establishing, in Althusser’s famous phrase, an “imaginary relationship of individuals to their real conditions of their existence” (162). The desensitisation thesis is thus part of a larger discourse that considers computer games paradoxically to be both escapist and as having real-world effects. With regard to online death, neo-Marxism meets neo-Freudianism: players are seen as hooked on the thrill not only of destroying others but also of self-destruction. Death is thus considered the terminus of all narrative possibility, and the participation of individuals in fantasy-death and mayhem is seen to lead inevitably to several kinds of cultural death: the death of “family values,” the death of community, the death of individual responsibility, and—given the characterisation of FPS games in particular as lacking in plot and characterisation—the death of storytelling. However, it is less productive to approach computer, arcade and console games as vehicles for force-feeding content with pre-determined cultural effects than it is to understand them as venues within and around which players stage a variety of theatrical performances. Thus even the bêtes noire of the mainstream media, first-person shooters, serve as vehicles for a variety of interactions ranging from the design of new sounds, graphics and levels, new “skins” for player characters, the formation of “tribes” or “clans” that fight and socialise together, and the creation of elaborate fan fictions. This idea that narrative does not simply “happen” within the immediate experience of playing the game, but is in fact produced by a dynamic interplay of interactions for which the game serves as a focus, also suggests a very different way of looking at the role of death online. Far from being the logical endpoint, the inevitable terminus of all narrative possibility, death becomes the indispensable starting point for narrative. In single-player games, for example, the existence of the simple “save game” function—differing from simply putting the game board to one side in that the save function allows the preservation of the game world in multiple temporal states—generates much of the narrative and dramatic range of computer games. Generally a player saves the game because he or she is facing an obstacle that may result in death; saving the game at that point allows the player to investigate alternatives. Thus, the ever-present possibility of death in the game world becomes the origin of all narratives based on forward investigation. In multiplayer and MMOG environments, where the players have no control over the save game state, it is nevertheless the possibility of a mode of forward projection that gives the experience its dramatic intensity. Flight simulation games in particular are notoriously difficult to master; the experience of serial death, therefore, becomes the necessary condition for honing your flying skills, trying out different tactics in a variety of combat situations, trying similar tactics in different aircraft, and so on. The experience of online death creates a powerful narrative impulse, and not only in those situations where death is serialised and guaranteed. A sizable proportion of the flight sim communities of both Warbirds and Aces High participate in specially designed scenario events that replicate a specific historical air combat event (the Battle of Britain, the Coral Sea, USAAF bomber operations in Europe, etc.) as closely as possible. What makes these scenarios so compelling for many players is that they are generally “one life” events: once the player is dead, they are out for the rest of the event and this creates an intense experience that is completely unlike flying in the everyday free-for-all arenas. The desensitisation thesis notwithstanding, there is little evidence that this narrative investment in death produces a more casual attitude toward real-life death amongst MMOG players. For example, when real-world death intrudes, simulation players often reach for the same rituals of comfort and acknowledgement that are employed offline. Recently, when an Aces High player died unexpectedly of heart failure at the age of 35, his squadron held an elaborate memorial event in his honor. Over a hundred players bailed out over an aerodrome—bailing out is the only way that a player in Aces High can acquire a virtual human body—and lined the edges of the runway as members of the dead player’s squad flew the missing man formation overhead (GrimmCAF). The insistence upon bodily presence in the context of a classic military ceremony marking irrecoverable absence suggests the way in which the connections between real and virtual worlds are experienced by players: as tensions, but also as points where identities are negotiated. This example does not seem to indicate that everyday familiarity with virtual death has dulled the players’ sensibilities to the sorrow and loss accompanying death in the real world. I began this article talking about death in simulation MMOGs for a number of reasons. In the first place, MMOGs are more commonly identified with their role-playing examples (MMORPGs) such as Ultima Online and Everquest, games that focus on virtual community-building and exploration in addition to violence and conquest. By contrast, simulation games tend to be seen as having more in common with first-person shooters like Quake, in the way in which they foreground the experience of serial death. Secondly, it is precisely the connection between simulation and death that makes games in general (as I demonstrated in relation to the media coverage of the Columbine murders) so problematic. In response, I would argue that one of the most interesting aspects of computer games recently has been the degree to which generic distinctions have been breaking down. MMORPGs, which had their roots in the Dungeons and Dragons gaming world, and the text-based world of MUDs and MOOs have since developed sophisticated third-person and even first-person representational styles to facilitate both peaceful character interactions and combat. Likewise, first-person shooters have begun to add role-playing elements (see, for example, Looking Glass Studios’ superb System Shock 2 (1999) or Lucasarts' Jedi Knight series). This trend has also been incorporated into simulation MMOGs: World War II Online includes a rudimentary set of character-tracking features, and Aces High has just announced a more ambitious expansion whose major focus will be the incorporation of role-playing elements. I feel that MMOGs in particular are all evolving towards a state that I would describe as “simulance:” simulations that, while they may be associated with a nominal representational reality, are increasingly about exploring the narrative possibilities, the mechanisms of theatrical engagement for self and community of simulation itself. Increasingly, none of the terms "simulation,” "role-playing" or indeed “game” quite captures the texture of these evolving experiences. In their complex engagement with both scripted and extemporaneous narrative, the players have more in common with period re-enactors; the immersive power of a well-designed flight simulator scenario produces a feeling in players akin to the “period rush” experienced by battlefield re-enactors, the frisson between awareness of playing a role and surrendering completely to the momentary power of its illusory reality. What troubles critics about simulations (and what also blinds them to the narrative complexity in other forms of computer games) is that they are indeed not simply examples of re-enactment —a re-staging of supposedly real events—but a generative form of narrative enactment. Computer games, particularly large-scale online games, provide a powerful set of theatrical tools with which players and player communities can help shape narratives and deepen their own narrative investment. Obviously, they are not isolated from real-world cultural factors that shape and constrain narrative possibility. However, we are starting to see the way in which the games use the idea of virtual death as the generative force for new storytelling frameworks based, in Filewood’s terms, on forward investigation. As games begin to move out of their incunabular state, they may contribute to the re-shaping of culture and consciousness, as other narrative platforms have done. Far from causing the downfall of civilisation, game-based narratives may bring with them a greater cultural awareness of simultaneous narrative possibility, of the past as sets of contingent phenomena, and a greater attention to practical, hands-on experimental problem-solving. It would be ironic, but no great surprise, if a form built around the creative possibilities inherent in serial death in fact made us more attentive to the rich alternative possibilities of living. Works Cited Aces High. HiTech Creations, 2002. http://www.bartleby.com/201/1.html Althusser, Louis. “Ideology and Ideological State Apparatuses (Notes Toward an Investigation).” Lenin and Philosophy and Other Essays. By Louis Althusser, trans. Ben Brewster. New York, 1971. 127-86. Barry, Ellen. “Games Feared as Youths’ Basic Training; Industry, Valued as Aid to Soldiers, on Defensive.” The Boston Globe 29 Apr 1999: A1. LexisNexis. Feb. 7, 2003. Cornered Rat Software. World War II Online: Blitzkrieg. Strategy First, 2001. http://www.wwiionline.com/ Darley, Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Debord, Guy. The Society of the Spectacle. Donald Nicholson-Smith. New York: Zone Books, 1994. 1967. Der Derian, James. “The Simulation Syndrome: From War Games to Game Wars.” Social Text 8.2 (1990): 187-92. Filewood, Alan. “C:\Games\Dramaturgy: The Cybertheatre of Computer Games.” Canadian Theatre Review 81 (Winter 1994): 24-28. Gittrich, Greg. “Expert Differs with Kids over Video Game Effects.” The Denver Post 27 Apr 1999: AA-06. LexisNexis. Feb. 7 2003. GrimmCAF. “MojoCAF’s Memorial Flight.” Aces High BB, 13 Dec. 2002. http://www.hitechcreations.com/forums/sh... IEntertainment Network. Warbirds III. Simon and Schuster Interactive, 2002.http://www.totalsims.com/index.php?url=w... Jenkins, Henry, comp. “Voices from the Combat Zone: Game Grrlz Talk Back.” From Barbie to Mortal Kombat: Gender and Computer Games. Ed. Justine Cassell and Henry Jenkins. Cambridge, Massachusetts: MIT P, 1998. 328-41. Lieberman, Joseph I. “The Social Impact of Music Violence.” Statement Before the Governmental Affairs Committee Subcommittee on Oversight, 1997. http://www.senate.gov/member/ct/lieberma... Feb. 7 2003. Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Free, 1997. Poole, Steven. Trigger Happy: Videogames and the Entertainment Revolution. New York: Arcade Publishing, 2000. Pyro. “AH2 FAQ.” Aces High BB, 29 Jan. 2003. Internet. http://www.hitechcreations.com/forums/sh... Feb. 8 2003. Links http://www.wwiionline.com/ http://www.idsoftware.com/games/doom/ http://www.hitechcreations.com/ http://www.totalsims.com/index.php?url=wbiii/content_home.php http://www.hitechcreations.com/forums/showthread.php?s=&amp;amp;amp;amp;amp;threadid=77265 http://www.senate.gov/member/ct/lieberman/releases/r110697c.html http://www.idsoftware.com/games/wolfenstein http://www.idsoftware.com/games/quake/ http://www.ea.com/eagames/official/moh_alliedassault/home.jsp http://www.jaleco.com/fighterace/index.html http://www.bartleby.com/201/1.html http://www.hitechcreations.com/forums/showthread.php?s=&amp;amp;amp;amp;amp;threadid=72560 Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Mullen, Mark. "It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me" M/C: A Journal of Media and Culture 6.1 (2003). Dn Month Year < http://www.media-culture.org.au/0302/03-itwasnotdeath.php>. APA Style Mullen, M., (2003, Feb 26). It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me. M/C: A Journal of Media and Culture, 6,(1). Retrieved Month Dn, Year, from http://www.media-culture.org.au/0302/03-itwasnotdeath.html
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Musgrove, Brian Michael. « Recovering Public Memory : Politics, Aesthetics and Contempt ». M/C Journal 11, no 6 (28 novembre 2008). http://dx.doi.org/10.5204/mcj.108.

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1. Guy Debord in the Land of the Long WeekendIt’s the weekend – leisure time. It’s the interlude when, Guy Debord contends, the proletarian is briefly free of the “total contempt so clearly built into every aspect of the organization and management of production” in commodity capitalism; when workers are temporarily “treated like grown-ups, with a great show of solicitude and politeness, in their new role as consumers.” But this patronising show turns out to be another form of subjection to the diktats of “political economy”: “the totality of human existence falls under the regime of the ‘perfected denial of man’.” (30). As Debord suggests, even the creation of leisure time and space is predicated upon a form of contempt: the “perfected denial” of who we, as living people, really are in the eyes of those who presume the power to legislate our working practices and private identities.This Saturday The Weekend Australian runs an opinion piece by Christopher Pearson, defending ABC Radio National’s Stephen Crittenden, whose program The Religion Report has been axed. “Some of Crittenden’s finest half-hours have been devoted to Islam in Australia in the wake of September 11,” Pearson writes. “Again and again he’s confronted a left-of-centre audience that expected multi-cultural pieties with disturbing assertions.” Along the way in this admirable Crusade, Pearson notes that Crittenden has exposed “the Left’s recent tendency to ally itself with Islam.” According to Pearson, Crittenden has also thankfully given oxygen to claims by James Cook University’s Mervyn Bendle, the “fairly conservative academic whose work sometimes appears in [these] pages,” that “the discipline of critical terrorism studies has been captured by neo-Marxists of a postmodern bent” (30). Both of these points are well beyond misunderstanding or untested proposition. If Pearson means them sincerely he should be embarrassed and sacked. But of course he does not and will not be. These are deliberate lies, the confabulations of an eminent right-wing culture warrior whose job is to vilify minorities and intellectuals (Bendle escapes censure as an academic because he occasionally scribbles for the Murdoch press). It should be observed, too, how the patent absurdity of Pearson’s remarks reveals the extent to which he holds the intelligence of his readers in contempt. And he is not original in peddling these toxic wares.In their insightful—often hilarious—study of Australian opinion writers, The War on Democracy, Niall Lucy and Steve Mickler identify the left-academic-Islam nexus as the brain-child of former Treasurer-cum-memoirist Peter Costello. The germinal moment was “a speech to the Australian American Leadership Dialogue forum at the Art Gallery of NSW in 2005” concerning anti-Americanism in Australian schools. Lucy and Mickler argue that “it was only a matter of time” before a conservative politician or journalist took the plunge to link the left and terrorism, and Costello plunged brilliantly. He drew a mental map of the Great Chain of Being: left-wing academics taught teacher trainees to be anti-American; teacher trainees became teachers and taught kids to be anti-American; anti-Americanism morphs into anti-Westernism; anti-Westernism veers into terrorism (38). This is contempt for the reasoning capacity of the Australian people and, further still, contempt for any observable reality. Not for nothing was Costello generally perceived by the public as a politician whose very physiognomy radiated smugness and contempt.Recycling Costello, Christopher Pearson’s article subtly interpellates the reader as an ordinary, common-sense individual who instinctively feels what’s right and has no need to think too much—thinking too much is the prerogative of “neo-Marxists” and postmodernists. Ultimately, Pearson’s article is about channelling outrage: directing the down-to-earth passions of the Australian people against stock-in-trade culture-war hate figures. And in Pearson’s paranoid world, words like “neo-Marxist” and “postmodern” are devoid of historical or intellectual meaning. They are, as Lucy and Mickler’s War on Democracy repeatedly demonstrate, mere ciphers packed with the baggage of contempt for independent critical thought itself.Contempt is everywhere this weekend. The Weekend Australian’s colour magazine runs a feature story on Malcolm Turnbull: one of those familiar profiles designed to reveal the everyday human touch of the political classes. In this puff-piece, Jennifer Hewett finds Turnbull has “a restless passion for participating in public life” (20); that beneath “the aggressive political rhetoric […] behind the journalist turned lawyer turned banker turned politician turned would-be prime minister is a man who really enjoys that human interaction, however brief, with the many, many ordinary people he encounters” (16). Given all this energetic turning, it’s a wonder that Turnbull has time for human interactions at all. The distinction here of Turnbull and “many, many ordinary people” – the anonymous masses – surely runs counter to Hewett’s brief to personalise and quotidianise him. Likewise, those two key words, “however brief”, have an unfortunate, unintended effect. Presumably meant to conjure a picture of Turnbull’s hectic schedules and serial turnings, the words also convey the image of a patrician who begrudgingly knows one of the costs of a political career is that common flesh must be pressed—but as gingerly as possible.Hewett proceeds to disclose that Turnbull is “no conservative cultural warrior”, “onfounds stereotypes” and “hates labels” (like any baby-boomer rebel) and “has always read widely on political philosophy—his favourite is Edmund Burke”. He sees the “role of the state above all as enabling people to do their best” but knows that “the main game is the economy” and is “content to play mainstream gesture politics” (19). I am genuinely puzzled by this and imagine that my intelligence is being held in contempt once again. That the man of substance is given to populist gesturing is problematic enough; but that the Burke fan believes the state is about personal empowerment is just too much. Maybe Turnbull is a fan of Burke’s complex writings on the sublime and the beautiful—but no, Hewett avers, Turnbull is engaged by Burke’s “political philosophy”. So what is it in Burke that Turnbull finds to favour?Turnbull’s invocation of Edmund Burke is empty, gestural and contradictory. The comfortable notion that the state helps people to realise their potential is contravened by Burke’s view that the state functions so “the inclinations of men should frequently be thwarted, their will controlled, and their passions brought into subjection… by a power out of themselves” (151). Nor does Burke believe that anyone of humble origins could or should rise to the top of the social heap: “The occupation of an hair-dresser, or of a working tallow-chandler, cannot be a matter of honour to any person… the state suffers oppression, if such as they, either individually or collectively, are permitted to rule” (138).If Turnbull’s main game as a would-be statesman is the economy, Burke profoundly disagrees: “the state ought not to be considered as nothing better than a partnership agreement in a trade of pepper and coffee, callico or tobacco, or some other such low concern… It is a partnership in all science; a partnership in all art; a partnership in every virtue, and in all perfection”—a sublime entity, not an economic manager (194). Burke understands, long before Antonio Gramsci or Louis Althusser, that individuals or social fractions must be made admirably “obedient” to the state “by consent or force” (195). Burke has a verdict on mainstream gesture politics too: “When men of rank sacrifice all ideas of dignity to an ambition without a distinct object, and work with low instruments and for low ends, the whole composition [of the state] becomes low and base” (136).Is Malcolm Turnbull so contemptuous of the public that he assumes nobody will notice the gross discrepancies between his own ideals and what Burke stands for? His invocation of Burke is, indeed, “mainstream gesture politics”: on one level, “Burke” signifies nothing more than Turnbull’s performance of himself as a deep thinker. In this process, the real Edmund Burke is historically erased; reduced to the status of stage-prop in the theatrical production of Turnbull’s mass-mediated identity. “Edmund Burke” is re-invented as a term in an aesthetic repertoire.This transmutation of knowledge and history into mere cipher is the staple trick of culture-war discourse. Jennifer Hewett casts Turnbull as “no conservative culture warrior”, but he certainly shows a facility with culture-war rhetoric. And as much as Turnbull “confounds stereotypes” his verbal gesture to Edmund Burke entrenches a stereotype: at another level, the incantation “Edmund Burke” is implicitly meant to connect Turnbull with conservative tradition—in the exact way that John Howard regularly self-nominated as a “Burkean conservative”.This appeal to tradition effectively places “the people” in a power relation. Tradition has a sublimity that is bigger than us; it precedes us and will outlast us. Consequently, for a politician to claim that tradition has fashioned him, that he is welded to it or perhaps even owns it as part of his heritage, is to glibly imply an authority greater than that of “the many, many ordinary people”—Burke’s hair-dressers and tallow-chandlers—whose company he so briefly enjoys.In The Ideology of the Aesthetic, Terry Eagleton assesses one of Burke’s important legacies, placing him beside another eighteenth-century thinker so loved by the right—Adam Smith. Ideology of the Aesthetic is premised on the view that “Aesthetics is born as a discourse of the body”; that the aesthetic gives form to the “primitive materialism” of human passions and organises “the whole of our sensate life together… a society’s somatic, sensational life” (13). Reading Smith’s Theory of Moral Sentiments, Eagleton discerns that society appears as “an immense machine, whose regular and harmonious movements produce a thousand agreeable effects”, like “any production of human art”. In Smith’s work, the “whole of social life is aestheticized” and people inhabit “a social order so spontaneously cohesive that its members no longer need to think about it.” In Burke, Eagleton discovers that the aesthetics of “manners” can be understood in terms of Gramscian hegemony: “in the aesthetics of social conduct, or ‘culture’ as it would later be called, the law is always with us, as the very unconscious structure of our life”, and as a result conformity to a dominant ideological order is deeply felt as pleasurable and beautiful (37, 42). When this conservative aesthetic enters the realm of politics, Eagleton contends, the “right turn, from Burke” onwards follows a dark trajectory: “forget about theoretical analysis… view society as a self-grounding organism, all of whose parts miraculously interpenetrate without conflict and require no rational justification. Think with the blood and the body. Remember that tradition is always wiser and richer than one’s own poor, pitiable ego. It is this line of descent, in one of its tributaries, which will lead to the Third Reich” (368–9).2. Jean Baudrillard, the Nazis and Public MemoryIn 1937, during the Spanish Civil War, the Third Reich’s Condor Legion of the Luftwaffe was on loan to Franco’s forces. On 26 April that year, the Condor Legion bombed the market-town of Guernica: the first deliberate attempt to obliterate an entire town from the air and the first experiment in what became known as “terror bombing”—the targeting of civilians. A legacy of this violence was Pablo Picasso’s monumental canvas Guernica – the best-known anti-war painting in art history.When US Secretary of State Colin Powell addressed the United Nations on 5 February 2003 to make the case for war on Iraq, he stopped to face the press in the UN building’s lobby. The doorstop was globally televised, packaged as a moment of incredible significance: history in the making. It was also theatre: a moment in which history was staged as “event” and the real traces of history were carefully erased. Millions of viewers world-wide were undoubtedly unaware that the blue backdrop before which Powell stood was specifically designed to cover the full-scale tapestry copy of Picasso’s Guernica. This one-act, agitprop drama was a splendid example of politics as aesthetic action: a “performance” of history in the making which required the loss of actual historical memory enshrined in Guernica. Powell’s performance took its cues from the culture wars, which require the ceaseless erasure of history and public memory—on this occasion enacted on a breathtaking global, rather than national, scale.Inside the UN chamber, Powell’s performance was equally staged-crafted. As he brandished vials of ersatz anthrax, the power-point behind him (the theatrical set) showed artists’ impressions of imaginary mobile chemical weapons laboratories. Powell was playing lead role in a kind of populist, hyperreal production. It was Jean Baudrillard’s postmodernism, no less, as the media space in which Powell acted out the drama was not a secondary representation of reality but a reality of its own; the overheads of mobile weapons labs were simulacra, “models of a real without origins or reality”, pictures referring to nothing but themselves (2). In short, Powell’s performance was anchored in a “semiurgic” aesthetic; and it was a dreadful real-life enactment of Walter Benjamin’s maxim that “All efforts to render politics aesthetic culminate in one thing: war” (241).For Benjamin, “Fascism attempts to organize the newly created proletarian masses without affecting the property structure which the masses strive to eliminate.” Fascism gave “these masses not their right, but instead a chance to express themselves.” In turn, this required “the introduction of aesthetics into politics”, the objective of which was “the production of ritual values” (241). Under Adolf Hitler’s Reich, people were able to express themselves but only via the rehearsal of officially produced ritual values: by their participation in the disquisition on what Germany meant and what it meant to be German, by the aesthetic regulation of their passions. As Frederic Spotts’ fine study Hitler and the Power of Aesthetics reveals, this passionate disquisition permeated public and private life, through the artfully constructed total field of national narratives, myths, symbols and iconographies. And the ritualistic reiteration of national values in Nazi Germany hinged on two things: contempt and memory loss.By April 1945, as Berlin fell, Hitler’s contempt for the German people was at its apogee. Hitler ordered a scorched earth operation: the destruction of everything from factories to farms to food stores. The Russians would get nothing, the German people would perish. Albert Speer refused to implement the plan and remembered that “Until then… Germany and Hitler had been synonymous in my mind. But now I saw two entities opposed… A passionate love of one’s country… a leader who seemed to hate his people” (Sereny 472). But Hitler’s contempt for the German people was betrayed in the blusterous pages of Mein Kampf years earlier: “The receptivity of the great masses is very limited, their intelligence is small, but their power of forgetting is enormous” (165). On the back of this belief, Hitler launched what today would be called a culture war, with its Jewish folk devils, loathsome Marxist intellectuals, incitement of popular passions, invented traditions, historical erasures and constant iteration of values.When Theodor Adorno and Max Horkheimer fled Fascism, landing in the United States, their view of capitalist democracy borrowed from Benjamin and anticipated both Baudrillard and Guy Debord. In their well-know essay on “The Culture Industry”, in Dialectic of Enlightenment, they applied Benjamin’s insight on mass self-expression and the maintenance of property relations and ritual values to American popular culture: “All are free to dance and enjoy themselves”, but the freedom to choose how to do so “proves to be the freedom to choose what is always the same”, manufactured by monopoly capital (161–162). Anticipating Baudrillard, they found a society in which “only the copy appears: in the movie theatre, the photograph; on the radio, the recording” (143). And anticipating Debord’s “perfected denial of man” they found a society where work and leisure were structured by the repetition-compulsion principles of capitalism: where people became consumers who appeared “s statistics on research organization charts” (123). “Culture” came to do people’s thinking for them: “Pleasure always means not to think about anything, to forget suffering even where it is shown” (144).In this mass-mediated environment, a culture of repetitions, simulacra, billboards and flickering screens, Adorno and Horkheimer concluded that language lost its historical anchorages: “Innumerable people use words and expressions which they have either ceased to understand or employ only because they trigger off conditioned reflexes” in precisely the same way that the illusory “free” expression of passions in Germany operated, where words were “debased by the Fascist pseudo-folk community” (166).I know that the turf of the culture wars, the US and Australia, are not Fascist states; and I know that “the first one to mention the Nazis loses the argument”. I know, too, that there are obvious shortcomings in Adorno and Horkheimer’s reactions to popular culture and these have been widely criticised. However, I would suggest that there is a great deal of value still in Frankfurt School analyses of what we might call the “authoritarian popular” which can be applied to the conservative prosecution of populist culture wars today. Think, for example, how the concept of a “pseudo folk community” might well describe the earthy, common-sense public constructed and interpellated by right-wing culture warriors: America’s Joe Six-Pack, John Howard’s battlers or Kevin Rudd’s working families.In fact, Adorno and Horkheimer’s observations on language go to the heart of a contemporary culture war strategy. Words lose their history, becoming ciphers and “triggers” in a politicised lexicon. Later, Roland Barthes would write that this is a form of myth-making: “myth is constituted by the loss of the historical quality of things.” Barthes reasoned further that “Bourgeois ideology continuously transforms the products of history into essential types”, generating a “cultural logic” and an ideological re-ordering of the world (142). Types such as “neo-Marxist”, “postmodernist” and “Burkean conservative”.Surely, Benjamin’s assessment that Fascism gives “the people” the occasion to express itself, but only through “values”, describes the right’s pernicious incitement of the mythic “dispossessed mainstream” to reclaim its voice: to shout down the noisy minorities—the gays, greenies, blacks, feminists, multiculturalists and neo-Marxist postmodernists—who’ve apparently been running the show. Even more telling, Benjamin’s insight that the incitement to self-expression is connected to the maintenance of property relations, to economic power, is crucial to understanding the contemptuous conduct of culture wars.3. Jesus Dunked in Urine from Kansas to CronullaAmerican commentator Thomas Frank bases his study What’s the Matter with Kansas? on this very point. Subtitled How Conservatives Won the Heart of America, Frank’s book is a striking analysis of the indexation of Chicago School free-market reform and the mobilisation of “explosive social issues—summoning public outrage over everything from busing to un-Christian art—which it then marries to pro-business policies”; but it is the “economic achievements” of free-market capitalism, “not the forgettable skirmishes of the never-ending culture wars” that are conservatism’s “greatest monuments.” Nevertheless, the culture wars are necessary as Chicago School economic thinking consigns American communities to the rust belt. The promise of “free-market miracles” fails ordinary Americans, Frank reasons, leaving them in “backlash” mode: angry, bewildered and broke. And in this context, culture wars are a convenient form of anger management: “Because some artist decides to shock the hicks by dunking Jesus in urine, the entire planet must remake itself along the lines preferred” by nationalist, populist moralism and free-market fundamentalism (5).When John Howard received the neo-conservative American Enterprise Institute’s Irving Kristol Award, on 6 March 2008, he gave a speech in Washington titled “Sharing Our Common Values”. The nub of the speech was Howard’s revelation that he understood the index of neo-liberal economics and culture wars precisely as Thomas Frank does. Howard told the AEI audience that under his prime ministership Australia had “pursued reform and further modernisation of our economy” and that this inevitably meant “dislocation for communities”. This “reform-dislocation” package needed the palliative of a culture war, with his government preaching the “consistency and reassurance” of “our nation’s traditional values… pride in her history”; his government “became assertive about the intrinsic worth of our national identity. In the process we ended the seemingly endless seminar about that identity which had been in progress for some years.” Howard’s boast that his government ended the “seminar” on national identity insinuates an important point. “Seminar” is a culture-war cipher for intellection, just as “pride” is code for passion; so Howard’s self-proclaimed achievement, in Terry Eagleton’s terms, was to valorise “the blood and the body” over “theoretical analysis”. This speaks stratospheric contempt: ordinary people have their identity fashioned for them; they need not think about it, only feel it deeply and passionately according to “ritual values”. Undoubtedly this paved the way to Cronulla.The rubric of Howard’s speech—“Sharing Our Common Values”—was both a homage to international neo-conservatism and a reminder that culture wars are a trans-national phenomenon. In his address, Howard said that in all his “years in politics” he had not heard a “more evocative political slogan” than Ronald Reagan’s “Morning in America”—the rhetorical catch-cry for moral re-awakening that launched the culture wars. According to Lawrence Grossberg, America’s culture wars were predicated on the perception that the nation was afflicted by “a crisis of our lack of passion, of not caring enough about the values we hold… a crisis of nihilism which, while not restructuring our ideological beliefs, has undermined our ability to organise effective action on their behalf”; and this “New Right” alarmism “operates in the conjuncture of economics and popular culture” and “a popular struggle by which culture can lead politics” in the passionate pursuit of ritual values (31–2). When popular culture leads politics in this way we are in the zone of the image, myth and Adorno and Horkheimer’s “trigger words” that have lost their history. In this context, McKenzie Wark observes that “radical writers influenced by Marx will see the idea of culture as compensation for a fragmented and alienated life as a con. Guy Debord, perhaps the last of the great revolutionary thinkers of Europe, will call it “the spectacle”’ (20). Adorno and Horkheimer might well have called it “the authoritarian popular”. As Jonathan Charteris-Black’s work capably demonstrates, all politicians have their own idiolect: their personally coded language, preferred narratives and myths; their own vision of who “the people” might or should be that is conjured in their words. But the language of the culture wars is different. It is not a personal idiolect. It is a shared vocabulary, a networked vernacular, a pervasive trans-national aesthetic that pivots on the fact that words like “neo-Marxist”, “postmodern” and “Edmund Burke” have no historical or intellectual context or content: they exist as the ciphers of “values”. And the fact that culture warriors continually mouth them is a supreme act of contempt: it robs the public of its memory. And that’s why, as Lucy and Mickler’s War on Democracy so wittily argues, if there are any postmodernists left they’ll be on the right.Benjamin, Adorno, Horkheimer and, later, Debord and Grossberg understood how the political activation of the popular constitutes a hegemonic project. The result is nothing short of persuading “the people” to collaborate in its own oppression. The activation of the popular is perfectly geared to an age where the main stage of political life is the mainstream media; an age in which, Charteris-Black notes, political classes assume the general antipathy of publics to social change and act on the principle that the most effective political messages are sold to “the people” by an appeal “to familiar experiences”—market populism (10). In her substantial study The Persuaders, Sally Young cites an Australian Labor Party survey, conducted by pollster Rod Cameron in the late 1970s, in which the party’s message machine was finely tuned to this populist position. The survey also dripped with contempt for ordinary people: their “Interest in political philosophy… is very low… They are essentially the products (and supporters) of mass market commercialism”. Young observes that this view of “the people” was the foundation of a new order of political advertising and the conduct of politics on the mass-media stage. Cameron’s profile of “ordinary people” went on to assert that they are fatally attracted to “a moderate leader who is strong… but can understand and represent their value system” (47): a prescription for populist discourse which begs the question of whether the values a politician or party represent via the media are ever really those of “the people”. More likely, people are hegemonised into a value system which they take to be theirs. Writing of the media side of the equation, David Salter raises the point that when media “moguls thunder about ‘the public interest’ what they really mean is ‘what we think the public is interested in”, which is quite another matter… Why this self-serving deception is still so sheepishly accepted by the same public it is so often used to violate remains a mystery” (40).Sally Young’s Persuaders retails a story that she sees as “symbolic” of the new world of mass-mediated political life. The story concerns Mark Latham and his “revolutionary” journeys to regional Australia to meet the people. “When a political leader who holds a public meeting is dubbed a ‘revolutionary’”, Young rightly observes, “something has gone seriously wrong”. She notes how Latham’s “use of old-fashioned ‘meet-and-greet’campaigning methods was seen as a breath of fresh air because it was unlike the type of packaged, stage-managed and media-dependent politics that have become the norm in Australia.” Except that it wasn’t. “A media pack of thirty journalists trailed Latham in a bus”, meaning, that he was not meeting the people at all (6–7). He was traducing the people as participants in a media spectacle, as his “meet and greet” was designed to fill the image-banks of print and electronic media. Even meeting the people becomes a media pseudo-event in which the people impersonate the people for the camera’s benefit; a spectacle as artfully deceitful as Colin Powell’s UN performance on Iraq.If the success of this kind of “self-serving deception” is a mystery to David Salter, it would not be so to the Frankfurt School. For them, an understanding of the processes of mass-mediated politics sits somewhere near the core of their analysis of the culture industries in the “democratic” world. I think the Frankfurt school should be restored to a more important role in the project of cultural studies. Apart from an aversion to jazz and other supposedly “elitist” heresies, thinkers like Adorno, Benjamin, Horkheimer and their progeny Debord have a functional claim to provide the theory for us to expose the machinations of the politics of contempt and its aesthetic ruses.ReferencesAdorno, Theodor and Max Horkheimer. "The Culture Industry: Enlightenment as Mass Deception." Dialectic of Enlightenment. London: Verso, 1979. 120–167.Barthes Roland. “Myth Today.” Mythologies. Trans. Annette Lavers. St Albans: Paladin, 1972. 109–58.Baudrillard, Jean. Simulations. New York: Semiotext(e), 1983.Benjamin, Walter. “The Work of Art in the Age of Mechanical Reproduction.” Illuminations. Ed. Hannah Arendt. Trans. Harry Zorn. New York: Schocken Books, 1969. 217–251.Burke, Edmund. Reflections on the Revolution in France. Ed. Conor Cruise O’Brien. Harmondsworth: Penguin, 1969.Charteris-Black, Jonathan. Politicians and Rhetoric: The Persuasive Power of Metaphor. Houndmills: Palgrave Macmillan, 2006.Debord, Guy. The Society of the Spectacle. Trans. Donald Nicholson-Smith. New York: Zone Books, 1994.Eagleton, Terry. The Ideology of the Aesthetic. Oxford: Basil Blackwell, 1990.Frank, Thomas. What’s the Matter with Kansas?: How Conservatives Won the Heart of America. New York: Henry Holt and Company, 2004.Grossberg, Lawrence. “It’s a Sin: Politics, Post-Modernity and the Popular.” It’s a Sin: Essays on Postmodern Politics & Culture. Eds. Tony Fry, Ann Curthoys and Paul Patton. Sydney: Power Publications, 1988. 6–71.Hewett, Jennifer. “The Opportunist.” The Weekend Australian Magazine. 25–26 October 2008. 16–22.Hitler, Adolf. Mein Kampf. Trans. Ralph Manheim. London: Pimlico, 1993.Howard, John. “Sharing Our Common Values.” Washington: Irving Kristol Lecture, American Enterprise Institute. 5 March 2008. ‹http://www.theaustralian.news.com.au/story/0,25197,233328945-5014047,00html›.Lucy, Niall and Steve Mickler. The War on Democracy: Conservative Opinion in the Australian Press. Crawley: University of Western Australia Press, 2006.Pearson, Christopher. “Pray for Sense to Prevail.” The Weekend Australian. 25–26 October 2008. 30.Salter, David. The Media We Deserve: Underachievement in the Fourth Estate. Melbourne: Melbourne UP, 2007. Sereny, Gitta. Albert Speer: His Battle with Truth. London: Picador, 1996.Spotts, Frederic. Hitler and the Power of Aesthetics. London: Pimlico, 2003.Wark, McKenzie. The Virtual Republic: Australia’s Culture Wars of the 1990s. St Leonards: Allen & Unwin, 1997.Young, Sally. The Persuaders: Inside the Hidden Machine of Political Advertising. Melbourne: Pluto Press, 2004.
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Wallace, Derek. « 'Self' and the Problem of Consciousness ». M/C Journal 5, no 5 (1 octobre 2002). http://dx.doi.org/10.5204/mcj.1989.

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Whichever way you look at it, self is bound up with consciousness, so it seems useful to review some of the more significant existing conceptions of this relationship. A claim by Mikhail Bakhtin can serve as an anchoring point for this discussion. He firmly predicates the formation of self not just on the existence of an individual consciousness, but on what might be called a double or social (or dialogic) consciousness. Summarising his argument, Pam Morris writes: 'A single consciousness could not generate a sense of its self; only the awareness of another consciousness outside the self can produce that image.' She goes on to say that, 'Behind this notion is Bakhtin's very strong sense of the physical and spatial materiality of bodily being,' and quotes directly from Bakhtin's essay as follows: This other human being whom I am contemplating, I shall always see and know something that he, from his place outside and over against me, cannot see himself: parts of his body that are inaccessible to his own gaze (his head, his face and its expression), the world behind his back . . . are accessible to me but not to him. As we gaze at each other, two different worlds are reflected in the pupils of our eyes . . . to annihilate this difference completely, it would be necessary to merge into one, to become one and the same person. This ever--present excess of my seeing, knowing and possessing in relation to any other human being, is founded in the uniqueness and irreplaceability of my place in the world. (Bakhtin in Morris 6 Recent investigations in neuroscience and the philosophy of mind lay down a challenge to this social conception of the self. Notably, it is a challenge that does not involve the restoration of any variant of Cartesian rationalism; indeed, it arguably over--privileges rationalism's subjective or phenomenological opposite. 'Self' in this emerging view is a biologically generated but illusory construction, an effect of the operation of what are called 'neural correlates of consciousness' (NCC). Very briefly, an NCC refers to the distinct pattern of neurochemical activity, a 'neural representational system' -- to some extent observable by modern brain--imaging equipment – that corresponds to a particular configuration of sense--phenomena, or 'content of consciousness' (a visual image, a feeling, or indeed a sense of self). Because this science is still largely hypothetical, with many alternative terms and descriptions, it would be better in this limited space to focus on one particular account – one that is particularly well developed in the area of selfhood and one that resonates with other conceptions included in this discussion. Thomas Metzinger begins by postulating the existence within each person (or 'system' in his terms) of a 'self--model', a representation produced by neural activity -- what he calls a 'neural correlate of self--consciousness' -- that the individual takes to be the actual self, or what Metzinger calls the 'phenomenal self'. 'A self--model is important,' Metzinger says, 'in enabling a system to represent itself to itself as an agent' (293). The individual is able to maintain this illusion because 'the self--model is the only representational structure that is anchored in the brain by a continuous source of internally generated input' (297). In a manner partly reminiscent of Bakhtin, he continues: 'The body is always there, and although its relational properties in space and in movement constantly change, the body is the only coherent perceptual object that constantly generates input.' The reason why the individual is able to jump from the self--model to the phenomenal self in the first place is because: We are systems that are not able to recognise their subsymbolic self--model as a model. For this reason, we are permanently operating under the conditions of a 'naïve--realistic self--misunderstanding': We experience ourselves as being in direct and immediate epistemic contact with ourselves. What we have in the past simply called a 'self' is not a non--physical individual, but only the content of an ongoing dynamical process – the process of transparent self—modeling. (Metzinger 299) The question that nonetheless arises is why it should be concluded that this self--model emerges from subjective neural activity and not, say, from socialisation. Why should a self--model be needed in the first place? Metzinger's response is to say that there is good evidence 'for some kind of innate 'body prototype'' (298), and he refers to research that shows that even children born without limbs develop self--models which sometimes include limbs, or report phantom sensations in limbs that have never existed. To me, this still leaves open the possibility that such children are modelling their body image on strong identification with human others. But be that as it may, one of the things that remains unclear after this relatively rich account of contemporary or scientific phenomenology is the extent to which 'neural consciousness' is or can be supplemented by other kinds of consciousness, or indeed whether neural consciousness can be overridden by the 'self' acting on the basis of these other kinds of consciousness. The key stake in Metzinger's account is 'subjectivity'. The reason why the neural correlate of self--consciousness is so important to him is: 'Only if we find the neural and functional correlates of the phenomenal self will we be able to discover a more general theoretical framework into which all data can fit. Only then will we have a chance to understand what we are actually talking about when we say that phenomenal experience is a subjective phenomenon' (301). What other kinds of consciousness might there be? It is significant that, not only do NCC exponents have little to say about the interaction with other people, they rarely mention language, and they are unanimously and emphatically of the opinion that the thinking or processing that takes place in consciousness is not dependent on language, or indeed any signifying system that we know of (though conceivably, it occurs to me, the neural correlates may signify to, or 'call up', each other). And they show little 'consciousness' that a still influential body of opinion (informed latterly by post--structuralist thinking) has argued for the consciousness shaping effects of 'discourse' -- i.e. for socially and culturally generated patterns of language or other signification to order the processing of reality. We could usefully coin the term 'verbal correlates of consciousness' (VCC) to refer to these patterns of signification (words, proverbs, narratives, discourses). Again, however, the same sorts of questions apply, since few discourse theorists mention anything like neuroscience: To what extent is verbal consciousness supplemented by other forms of consciousness, including neural consciousness? These questions may never be fully answerable. However, it is interesting to work through the idea that NCC and VCC both exist and can be in some kind of relation even if the precise relationship is not measurable. This indeed is close to the case that Charles Shepherdson makes for psychoanalysis in attempting to retrieve it from the misunderstanding under which it suffers today: We are now familiar with debates between those who seek to demonstrate the biological foundations of consciousness and sexuality, and those who argue for the cultural construction of subjectivity, insisting that human life has no automatically natural form, but is always decisively shaped by contingent historical conditions. No theoretical alternative is more widely publicised than this, or more heavily invested today. And yet, this very debate, in which 'nature' and 'culture' are opposed to one another, amounts to a distortion of psychoanalysis, an interpretive framework that not only obscures its basic concepts, but erodes the very field of psychoanalysis as a theoretically distinct formation (2--3). There is not room here for an adequate account of Shepherdson's recuperation of psychoanalytic categories. A glimpse of the stakes involved is provided by Shepherdson's account, following Eugenie Lemoine--Luccione, of anorexia, which neither biomedical knowledge nor social constructionism can adequately explain. The further fact that anorexia is more common among women of the same family than in the general population, and among women rather than men, but in neither case exclusively so, thereby tending to rule out a genetic factor, allows Shepherdson to argue: [A]norexia can be understood in terms of the mother--daughter relation: it is thus a symbolic inheritance, a particular relation to the 'symbolic order', that is transmitted from one generation to another . . . we may add that this relation to the 'symbolic order' [which in psychoanalytic theory is not coextensive with language] is bound up with the symbolisation of sexual difference. One begins to see from this that the term 'sexual difference' is not used biologically, but also that it does not refer to general social representations of 'gender,' since it concerns a more particular formation of the 'subject' (12). An intriguing, and related, possibility, suggested by Foucault, is that NCC and VCC (or in Foucault's terms the 'visible' and the 'articulable'), operate independently of each other – that there is a 'disjunction' (Deleuze 64) or 'dislocation' (Shepherdson 166) between them that prevents any dialectical relation. Clearly, for Foucault, the lack of dialectical relation between the two modes does not mean that both are not at all times equally functional. But one can certainly speculate that, increasingly under postmodernity and media saturation, the verbal (i.e. the domain of signification in general) is influential. And if linguistic formations -- discourses, narratives, etc. -- can proliferate and feed on each other unconstrained by other aspects of reality, we get the sense of language 'running away with itself' and, at least for a time, becoming divorced from a more complete sense of reality. (This of course is basically the argument of Baudrillard.) The reverse may also be possible, in certain periods, although the idea that language could have no mediating effect at all on the production of reality (just inconsequential fluff on the surface of things) seems far--fetched in the wake of so much postmodern and media theory. However, the notion is consistent with the theories of hard--line materialists and genetic determinists. But we should at least consider the possibility that some sort of shaping interaction between NCC and VCC, without implicating the full conceptual apparatus of psychoanalysis, is continuously occurring. This possibility is, for me, best realised by Jacques Derrida when he writes of an irreducible interweaving of consciousness and language (the latter for Derrida being a cover term for any system of signification). This interweaving is such that the significatory superstructure 'reacts upon' the 'substratum of non--expressive acts and contents', and the name for this interweaving is 'text' (Mowitt 98). A further possibility is that provided by Pierre Bourdieu's notion of habitus -- the socially inherited schemes of perception and selection, imparted by language and example, which operate for the most part below the level of consciousness but are available to conscious reflection by any individual lucky enough to learn how to recognise that possibility. If the subjective representations of NCC exist, this habitus can be at best only partial; something denied by Bourdieu whose theory of individual agency is founded in what he has referred to as 'the relation between two states of the social' – i.e. 'between history objectified in things, in the form of institutions, and history incarnate in the body, in the form of that system of durable dispositions I call habitus' (190). At the same time, much of Bourdieu's thinking about the habitus seems as though it could be consistent with the kind of predictable representations that might be produced by NCC. For example, there are the simple oppositions that structure much perception in Bourdieu's account. These range from the obvious phenomenological ones (dark/light; bright/dull; male/female; hard/soft, etc.) through to the more abstract, often analogical or metaphorical ones, such as those produced by teachers when assessing their students (bright/dull again; elegant/clumsy, etc.). It seems possible that NCC could provide the mechanism or realisation for the representation, storage, and reactivation of impressions constituting a social model--self. However, an entirely different possibility remains to be considered – which perhaps Bourdieu is also getting at – involving a radical rejection of both NCC and VCC. Any correlational or representational theory of the relationship between a self and his/her environment -- which, according to Charles Altieri, includes the anti--logocentrism of Derrida -- assumes that the primary focus for any consciousness is the mapping and remapping of this relationship rather than the actions and purposes of the agent in question. Referring to the later philosophy of Wittgenstein, Altieri argues: 'Conciousness is essentially not a way of relating to objects but of relating to actions we learn to perform . . . We do not usually think about objects, but about the specific form of activity which involves us with these objects at this time' (233). Clearly, there is not yet any certainty in the arguments provided by neuroscience that neural activity performs a representational role. Is it not, then, possible that this activity, rather than being a 'correlate' of entities, is an accompaniment to, a registration of, action that the rest of the body is performing? In this view, self is an enactment, an expression (including but not restricted to language), and what self--consciousness is conscious of is this activity of the self, not the self as entity. In a way that again returns us towards Bakhtin, Altieri writes: '>From an analytical perspective, it seems likely that our normal ways of acting in the world provide all the criteria we need for a sense of identity. As Sidney Shoemaker has shown, the most important source of the sense of our identity is the way we use the spatio--temporal location of our body to make physical distinctions between here and there, in front and behind, and so on' (234). Reasonably consistent with the Wittgensteinian view -- in its focus on self--activity -- is that contemporary theorisation of the self that compares in influence with that posed by neuroscience. This is the self avowedly constructed by networked computer technology, as described by Mark Poster: [W]hat has occurred in the advanced industrial societies with increasing rapidity . . . is the dissemination of technologies of symbolisation, or language machines, a process that may be described as the electronic textualisation of daily life, and the concomitant transformations of agency, transformations of the constitution of individuals as fixed identities (autonomous, self--regulating, independent) into subjects that are multiple, diffuse, fragmentary. The old (modern) agent worked with machines on natural materials to form commodities, lived near other workers and kin in urban communities, walked to work or traveled by public transport, and read newspapers but engaged as a communicator mostly in face--to--face relations. The new (postmodern) agent works mostly on symbols using computers, lives in isolation from other workers and kin, travels to work by car, and receives news and entertainment from television. . . . Individuals who have this experience do not stand outside the world of objects, observing, exercising rational faculties and maintaining a stable character. The individuals constituted by the new modes of information are immersed and dispersed in textualised practices where grounds are less important than moves. (44--45) Interestingly, Metzinger's theorisation of the model--self lends itself to the self--mutability -- though not the diffusion -- favoured by postmodernists like Poster. [I]t is . . . well conceivable that a system generates a number of different self--models which are functionally incompatible, and therefore modularised. They nevertheless could be internally coherent, each endowed with its own characteristic phenomenal content and behavioral profile. . . this does not have to be a pathological situation. Operating under different self--models in different situational contexts may be biologically as well as socially adaptive. Don't we all to some extent use multiple personalities to cope efficiently with different parts of our lives? (295--6) Poster's proposition is consistent with that of many in the humanities and social sciences today, influenced variously by postmodernism and social constructionism. What I believe remains at issue about his account is that it exchanges one form of externally constituted self ('fixed identity') for another (that produced by the 'modes of information'), and therefore remains locked in a logic of deterministic constitution. (There is a parallel here with Altieri's point about Derrida's inability to escape representation.) Furthermore, theorists like Poster may be too quickly generalising from the experience of adults in 'textualised environments'. Until such time as human beings are born directly into virtual reality environments, each will, for a formative period of time, experience the world in the way described by Bakhtin – through 'a unified perception of bodily and personal being . . . characterised . . . as a loving gift mutually exchanged between self and other across the borderzone of their two consciousnesses' (cited in Morris 6). I suggest it is very unlikely that this emergent sense of being can ever be completely erased even when people subsequently encounter each other in electronic networked environments. It is clearly not the role of a brief survey like this to attempt any resolution of these matters. Indeed, my review has made all the more apparent how far from being settled the question of consciousness, and by extension the question of selfhood, remains. Even the classical notion of the homunculus (the 'little inner man' or the 'ghost in the machine') has been put back into play with Francis Crick and Christof Koch's (2000) neurobiological conception of the 'unconscious homunculus'. The balance of contemporary evidence and argument suggests that the best thing to do right now is to keep the questions open against any form of reductionism – whether social or biological. One way to do this is to explore the notions of self and consciousness as implicated in ongoing processes of complex co--adaptation between biology and culture -- or their individual level equivalents, brain and mind (Taylor Ch. 7). References Altieri, C. "Wittgenstein on Consciousness and Language: a Challenge to Derridean Literary Theory." Wittgenstein, Theory and the Arts. Ed. Richard Allen and Malcolm Turvey. New York: Routledge, 2001. Bourdieu, P. In Other Words: Essays Towards a Reflexive Sociology. Trans. Matthew Adamson. Stanford: Stanford University Press, 1990. Crick, F. and Koch, C. "The Unconscious Homunculus." Neural Correlates of Consciousness: Empirical and Conceptual Questions. Ed. Thomas Metzinger. Cambridge, Mass.: MIT Press, 2000. Deleuze, G. Foucault. Trans. Sean Hand. Minneapolis: University of Minnesota Press, 1988. Metzinger, T. "The Subjectivity of Subjective Experience: A Representationalist Analysis of the First-Person Perspective." Neural Correlates of Consciousness: Empirical and Conceptual Questions. Ed. Thomas Metzinger. Cambridge, Mass.: MIT Press, 2000. Morris, P. (ed.). The Bakhtin Reader: Selected Writings of Bakhtin, Medvedev, Voloshinov. London: Edward Arnold, 1994. Mowitt, J. Text: The Genealogy of an Interdisciplinary Object. Durham: Duke University Press, 1992. Poster, M. Cultural History and Modernity: Disciplinary Readings and Challenges. New York: Columbia University Press, 1997. Shepherdson, C. Vital Signs: Nature, Culture, Psychoanalysis. New York: Routledge, 2000. Taylor, M. C. The Moment of Complexity: Emerging Network Culture. Chicago: University of Chicago Press, 2001. Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Wallace, Derek. "'Self' and the Problem of Consciousness" M/C: A Journal of Media and Culture 5.5 (2002). [your date of access] < http://www.media-culture.org.au/mc/0210/Wallace.html &gt. Chicago Style Wallace, Derek, "'Self' and the Problem of Consciousness" M/C: A Journal of Media and Culture 5, no. 5 (2002), < http://www.media-culture.org.au/mc/0210/Wallace.html &gt ([your date of access]). APA Style Wallace, Derek. (2002) 'Self' and the Problem of Consciousness. M/C: A Journal of Media and Culture 5(5). < http://www.media-culture.org.au/mc/0210/Wallace.html &gt ([your date of access]).
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Cruikshank, Lauren. « Articulating Alternatives : Moving Past a Plug-and-Play Prosthetic Media Model ». M/C Journal 22, no 5 (9 octobre 2019). http://dx.doi.org/10.5204/mcj.1596.

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The first uncomfortable twinges started when I was a grad student, churning out my Master’s thesis on a laptop that I worked on at the library, in my bedroom, on the kitchen table, and at the coffee shop. By the last few months, typing was becoming uncomfortable for my arms, but as any thesis writer will tell you, your whole body is uncomfortable with the endless hours sitting, inputting, and revising. I didn’t think much of it until I moved on to a new city to start a PhD program. Now the burning that accompanied my essay-typing binges started to worry me more, especially since I noticed the twinges didn’t go away when I got up to chat with my roommate, or to go to bed. I finally mentioned the annoying arm to Sonja, a medical student friend of mine visiting me one afternoon. She asked me to pick up a chair in front of me, palms out. I did, and the attempt stabbed pain up my arm and through my elbow joint. The chair fell out of my hands. We looked at each other, eyebrows raised.Six months and much computer work later, I still hadn’t really addressed the issue. Who had time? Chasing mystery ailments around and more importantly, doing any less typing were not high on my likely list. But like the proverbial frog in slowly heated water, things had gotten much worse without my really acknowledging it. That is, until the day I got up from my laptop, stretched out and wandered into the kitchen to put some pasta on to boil. When the spaghetti was ready, I grabbed the pot to drain it and my right arm gave as if someone had just handed me a 200-pound weight. The pot, pasta and boiling water hit the floor with a scalding splash that nearly missed both me and the fleeing cat. Maybe there was a problem here.Both popular and critical understandings of the body have been in a great deal of flux over the past three or four decades as digital media technologies have become ever more pervasive and personal. Interfacing with the popular Internet, video games, mobile devices, wearable computing, and other new media technologies have prompted many to reflect on and reconsider what it means to be an embodied human being in an increasingly digitally determined era. As a result, the body, at various times in this recent history, has been theoretically disowned, disavowed, discarded, disdained, replaced, idealised, essentialised, hollowed out, re-occupied, dismembered, reconstituted, reclaimed and re-imagined in light of new media. Despite all of the angst over the relationships our embodied selves have had to digital media, of course, our embodied selves have endured. It remains true, that “even in the age of technosocial subjects, life is lived through bodies” (Stone 113).How we understand our embodiments and their entanglements with technologies matter deeply, moreover, for these understandings shape not only discourse around embodiment and media, but also the very bodies and media in question in very real ways. For example, a long-held tenet in both popular culture and academic work has been the notion that media technologies extend our bodies and our senses as technological prostheses. The idea here is that media technologies work like prostheses that extend the reach of our eyes, ears, voice, touch, and other bodily abilities through time and space, augmenting our abilities to experience and influence the world.Canadian media scholar Marshall McLuhan is one influential proponent of this notion, and claimed that, in fact, “the central purpose of all my work is to convey this message, that by understanding media as they extend man, we gain a measure of control over them” (McLuhan and Zingrone 265). Other more contemporary media scholars reflect on how “our prosthetic technological extensions enable us to amplify and extend ourselves in ways that profoundly affect the nature and scale of human communication” (Cleland 75), and suggest that a media technology such as one’s mobile device, can act “as a prosthesis that supports the individual in their interactions with the world” (Glitsos 161). Popular and commercial discourses also frequently make use of this idea, from the 1980’s AT&T ad campaign that nudged you to “Reach out and Touch Someone” via the telephone, to Texas Instruments’s claim in the 1990’s that their products were “Extending Your Reach”, to Nikon’s contemporary nudge to “See Much Further” with the prosthetic assistance of their cameras. The etymology of the term “prosthesis” reveals that the term evolves from Greek and Latin components that mean, roughly, “to add to”. The word was originally employed in the 16th century in a grammatical context to indicate “the addition of a letter or syllable to the beginning of a word”, and was adopted to describe “the replacement of defective or absent parts of the body by artificial substitutes” in the 1700’s. More recently the world “prosthesis” has come to be used to indicate more simply, “an artificial replacement for a part of the body” (OED Online). As we see in the use of the term over the past few decades, the meaning of the word continues to shift and is now often used to describe technological additions that don’t necessarily replace parts of the body, but augment and extend embodied capabilities in various ways. Technology as prosthesis is “a trope that has flourished in a recent and varied literature concerned with interrogating human-technology interfaces” (Jain 32), and now goes far beyond signifying the replacement of missing components. Although the prosthesis has “become somewhat of an all-purpose metaphor for interactions of body and technology” (Sun 16) and “a tempting theoretical gadget” (Jain 49), I contend that this metaphor is not often used particularly faithfully. Instead of invoking anything akin to the complex lived corporeal experiences and conundrums of prosthetic users, what we often get when it comes to metaphors of technology-as-prostheses is a fascination with the potential of technologies in seamlessly extending our bodies. This necessitates a fantasy version of both the body and its prostheses as interchangeable or extendable appendages to be unproblematically plugged and unplugged, modifying our capabilities and perceptions to our varying whims.Of course, a body seamlessly and infinitely extended by technological prostheses is really no body. This model forgoes actual lived bodies for a shiny but hollow amalgamation based on what I have termed the “disembodimyth” enabled by technological transcendence. By imagining our bodies as assemblages of optional appendages, it is not far of a leap to imagine opting out of our bodies altogether and using technological means to unfasten our consciousness from our corporeal parts. Alison Muri points out that this myth of imminent emancipation from our bodies via unity with technology is a view that has become “increasingly prominent in popular media and cultural studies” (74), despite or perhaps because of the fact that, due to global overpopulation and wasteful human environmental practices, “the human body has never before been so present, or so materially manifest at any time in the history of humanity”, rendering “contradictory, if not absurd, the extravagantly metaphorical claims over the past two decades of the human body’s disappearance or obsolescence due to technology” (75-76). In other words, it becomes increasingly difficult to speak seriously about the body being erased or escaped via technological prosthetics when those prosthetics, and our bodies themselves, continue to proliferate and contribute to the piling up of waste and pollution in the current Anthropocene. But whether they imply smooth couplings with alluring technologies, or uncoupling from the body altogether, these technology-as-prosthesis metaphors tell us very little about “prosthetic realities” (Sun 24). Actual prosthetic realities involve learning curves; pain, frustrations and triumphs; hard-earned remappings of mental models; and much experimentation and adaption on the part of both technology and user in order to function. In this vein, Vivian Sobchak has detailed the complex sensations and phenomenological effects that followed the amputation of her leg high above the knee, including the shifting presence of her “phantom limb” perceptions, the alignments, irritations, movements, and stabilities offered by her prosthetic leg, and her shifting senses of bodily integrity and body-image over time. An oversimplistic application of the prosthetic metaphor for our encounters with technology runs the risk of forgetting this wealth of experiences and instructive first-hand accounts from people who have been using therapeutic prosthetics as long as assistive devices have been conceived of, built, and used. Of course, prosthetics have long been employed not simply to aid function and mobility, but also to restore and prop up concepts of what a “whole,” “normal” body looks like, moves like, and includes as essential components. Prosthetics are employed, in many cases, to allow the user to “pass” as able-bodied in rendering their own technological presence invisible, in service of restoring an ableist notion of embodied normality. Scholars of Critical Disability Studies have pushed back against these ableist notions, in service of recognising the capacities of “the disabled body when it is understood not as a less than perfect form of the normative standard, but as figuring difference in a nonbinary sense” (Shildrick 14). Paralympian, actress, and model Aimee Mullins has lent her voice to this cause, publicly contesting the prioritisation of realistic, unobtrusive form in prosthetic design. In a TED talk entitled It’s Not Fair Having 12 Pairs of Legs, she showcases her collection of prosthetics, including “cheetah legs” designed for optimal running speed, transparent glass-like legs, ornately carved wooden legs, Barbie doll-inspired legs customised with high heel shoes, and beautiful, impractical jellyfish legs. In illustrating the functional, fashionable, and fantastical possibilities, she challenges prosthetic designers to embrace more poetry and whimsy, while urging us all to move “away from the need to replicate human-ness as the only aesthetic ideal” (Mullins). In this same light, Sarah S. Jain asks “how do body-prosthesis relays transform individual bodies as well as entire social notions about what a properly functioning physical body might be?” (39). In her exploration of how prostheses can be simultaneously wounding and enabling, Jain recounts Sigmund Freud’s struggle with his own palate replacement following surgery for throat cancer in 1923. His prosthesis allowed him to regain the ability to speak and eat, but also caused him significant pain. Nevertheless, his artificial palate had to be worn, or the tissue would shrink and necessitate additional painful procedures (Jain 31). Despite this fraught experience, Freud himself espoused the trope of technologically enhanced transcendence, pronouncing “Man has, as it were, become a prosthetic god. When he puts on all his auxiliary organs, he is truly magnificent.” However, he did add a qualification, perhaps reflective of his own experiences, by next noting, “but those organs have not grown on him and they still give him much trouble at times” (qtd. in Jain 31). This trouble is, I argue, important to remember and reclaim. It is also no less present in our interactions with our media prostheses. Many of our technological encounters with media come with unacknowledged discomforts, adjustments, lag, strain, ill-fitting defaults, and fatigue. From carpal tunnel syndrome to virtual reality vertigo, our interactions with media technologies are often marked by pain and “much trouble” in Freud’s sense. Computer Science and Cultural Studies scholar Phoebe Sengers opens a short piece titled Technological Prostheses: An Anecdote, by reflecting on how “we have reached the post-physical era. On the Internet, all that matters is our thoughts. The body is obsolete. At least, whoever designed my computer interface thought so.” She traces how concentrated interactions with computers during her graduate work led to intense tendonitis in her hands. Her doctor responded by handing her “a technological prosthesis, two black leather wrist braces” that allowed her to return to her keyboard to resume typing ten hours a day. Shortly after her assisted return to her computer, she developed severe tendonitis in her elbows and had to stop typing altogether. Her advisor also handed her a technological prosthesis, this time “a speech understanding system that would transcribe my words,” so that she could continue to work. Two days later she lost her voice. Ultimately she “learned that my body does not go away when I work. I learned to stop when it hurt […] and to refuse to behave as though my body was not there” (Sengers). My own experiences in grad school were similar in many ways to Sengers’s. Besides the pasta problem outlined above, my own computer interfacing injuries at that point in my career meant I could no longer turn keys in doors, use a screwdriver, lift weights, or play the guitar. I held a friend’s baby at Christmas that year and the pressure of the small body on my arm make me wince. My family doctor bent my arm around a little, then shrugging her shoulders, she signed me up for a nerve test. As a young neurologist proceeded to administer a series of electric shocks and stick pins into my arms in various places, I noticed she had an arm brace herself. She explained that she also had a repetitive strain injury aggravated by her work tasks. She pronounced mine an advanced repetitive strain injury involving both medial and lateral epicondylitis, and sent me home with recommendations for rest, ice and physiotherapy. Rest was a challenge: Like Sengers, I puzzled over how one might manage to be productive in academia without typing. I tried out some physiotherapy, with my arm connected to electrodes and currents coursing through my elbow until my arm contorted in bizarre ways involuntarily. I tried switching my mouse from my right side to my left, switching from typing to voice recognition software and switching from a laptop to a more ergonomic desktop setup. I tried herbal topical treatments, wearing an extremely ugly arm brace, doing yoga poses, and enduring chiropractic bone-cracking. I learned in talking with people around me at that time that repetitive strains of various kinds are surprisingly common conditions for academics and other computer-oriented occupations. I learned other things well worth learning in that painful process. In terms of my own writing and thinking about technology, I have even less tolerance for the idea of ephemeral, transcendent technological fusions between human and machine. Seductive slippages into a cyberspatial existence seem less sexy when bumping your body up against the very physical and unforgiving interface hurts more with each keystroke or mouse click. The experience has given me a chronic injury to manage carefully ever since, rationing my typing time and redoubling my commitment to practicing embodied theorising about technology, with attention to sensation, materiality, and the way joints (between bones or between computer and computant) can become points of inflammation. Although pain is rarely referenced in the myths of smooth human and technological incorporations, there is much to be learned in acknowledging and exploring the entry and exit wounds made when we interface with technology. The elbow, or wrist, or lower back, or mental health that gives out serves as an effective alarm, should it be ignored too long. If nothing else, like a crashed computer, a point of pain will break a flow of events typically taken for granted. Whether it is your screen or your pinky finger that unexpectedly freezes, a system collapse will prompt a step back to look with new perspective at the process you were engaged in. The lag, crash, break, gap, crack, or blister exposes the inherent imperfections in a system and offers up an invitation for reflection, critical engagement, and careful choice.One careful choice we could make would be a more critical engagement with technology-as-prosthesis by “re-membering” our jointedness with technologies. Of course, joints themselves are not distinct parts, but interesting articulated systems and relationships in the spaces in-between. Experiencing our jointedness with technologies involves recognising that this is not the smooth romantic union with technology that has so often been exalted. Instead, our technological articulations involve a range of pleasures and pain, flows and blockages, frictions and slippages, flexibilities and rigidities. I suggest that a new model for understanding technology and embodiment might employ “articulata” as a central figure, informed by the multiple meanings of articulation. At their simplest, articulata are hinged, jointed, plural beings, but they are also precarious things that move beyond a hollow collection of corporeal parts. The inspiration for an exploration of articulation as a metaphor in this way was planted by the work of Donna Haraway, and especially by her 1992 essay, “The Promises of Monsters: A Regenerative Politics for Inappropriate/d Others,” in which she touches briefly on articulation and its promise. Haraway suggests that “To articulate is to signify. It is to put things together, scary things, risky things, contingent things. I want to live in an articulate world. We articulate; therefore we are” (324). Following from Haraway’s work, this framework insists that bodies and technologies are not simply components cobbled together, but a set of relations that rework each other in complex and ongoing processes of articulation. The double-jointed meaning of articulation is particularly apt as inspiration for crafting a more nuanced understanding of embodiment, since articulation implies both physiology and communication. It is a term that can be used to explain physical jointedness and mobility, but also expressive specificities. We articulate a joint by exploring its range of motion and we articulate ideas by expressing them in words. In both senses we articulate and are articulated by our jointed nature. Instead of oversimplifying or idealising embodied relationships with prostheses and other technologies, we might conceive of them and experience them as part of a “joint project”, based on points of connexion that are not static, but dynamic, expressive, complex, contested, and sometimes uncomfortable. After all, as Shildrick reminds us, in addition to functioning as utilitarian material artifacts, “prostheses are rich in semiotic meaning and mark the site where the disordering ambiguity, and potential transgressions, of the interplay between the human, animal and machine cannot be occluded” (17). By encouraging the attentive embracing of these multiple meanings, disorderings, ambiguities, transgressions and interplays, my aim moving forward is to explore the ways in which we might all become more articulate about our articulations. After all, I too want to live in an articulate world.ReferencesAT&T. "AT&T Reach Out and Touch Someone Commercial – 1987." Advertisement. 13 Mar. 2014. YouTube. <http://www.youtube.com/watch?v=OapWdclVqEY>.Cleland, Kathy. "Prosthetic Bodies and Virtual Cyborgs." Second Nature 3 (2010): 74–101.Glitsos, Laura. "Screen as Skin: The Somatechnics of Touchscreen Music Media." Somatechnics 7.1 (2017): 142–165.Haraway, Donna. "Promises of Monsters: A Regenerative Politics for Inappropriate/d Others." Cultural Studies. Eds. Lawrence Grossberg, Cary Nelson and Paula A. Treichler. New York: Routledge, 1992. 295–337.Jain, Sarah S. "The Prosthetic Imagination: Enabling and Disabling the Prosthetic Trope." Science, Technology, & Human Values 31.54 (1999): 31–54.McLuhan, Eric, and Frank Zingrone, eds. Essential McLuhan. Concord: Anansi P, 1995.Mullins, Aimee. Aimee Mullins: It’s Not Fair Having 12 Pairs of Legs. TED, 2009. <http://www.ted.com/talks/aimee_mullins_prosthetic_aesthetics.html>.Muri, Allison. "Of Shit and the Soul: Tropes of Cybernetic Disembodiment in Contemporary Culture." Body & Society 9.3 (2003): 73–92.Nikon. "See Much Further! Nikon COOLPIX P1000." Advertisement. 1 Nov. 2018. YouTube. <http://www.youtube.com/watch?v=UtABWZX0U8w>.OED Online. "prosthesis, n." Oxford UP. June 2019. 1 Aug. 2019 <https://www-oed-com.proxy.hil.unb.ca/view/Entry/153069?redirectedFrom=prosthesis#eid>.Sengers, Phoebe. "Technological Prostheses: An Anecdote." ZKP-4 Net Criticism Reader. Eds. Geert Lovink and Pit Schultz. 1997.Shildrick, Margrit. "Why Should Our Bodies End at the Skin?: Embodiment, Boundaries, and Somatechnics." Hypatia 30.1 (2015): 13–29.Sobchak, Vivian. "Living a ‘Phantom Limb’: On the Phenomenology of Bodily Integrity." Body & Society 16.3 (2010): 51–67.Stone, Allucquere Roseanne. "Will the Real Body Please Stand Up? Boundary Stories about Virtual Cultures." Cyberspace: First Steps. Ed. Michael Benedikt. Cambridge: MIT P, 1991. 81–113.Sun, Hsiao-yu. "Prosthetic Configurations and Imagination: Dis/ability, Body and Technology." Concentric: Literacy and Cultural Studies 44.1 (2018): 13–39.Texas Instruments. "We Wrote the Book on Classroom Calculators." Advertisement. Teaching Children Mathematics 2.1 (1995): Back Matter. <http://www.jstor.org/stable/41196414>.
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Rossiter, Ned. « Creative Industries and the Limits of Critique from ». M/C Journal 6, no 3 (1 juin 2003). http://dx.doi.org/10.5204/mcj.2208.

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‘Every space has become ad space’. Steve Hayden, Wired Magazine, May 2003. Marshall McLuhan’s (1964) dictum that media technologies constitute a sensory extension of the body shares a conceptual affinity with Ernst Jünger’s notion of ‘“organic construction” [which] indicates [a] synergy between man and machine’ and Walter Benjamin’s exploration of the mimetic correspondence between the organic and the inorganic, between human and non-human forms (Bolz, 2002: 19). The logo or brand is co-extensive with various media of communication – billboards, TV advertisements, fashion labels, book spines, mobile phones, etc. Often the logo is interchangeable with the product itself or a way or life. Since all social relations are mediated, whether by communications technologies or architectonic forms ranging from corporate buildings to sporting grounds to family living rooms, it follows that there can be no outside for sociality. The social is and always has been in a mutually determining relationship with mediating forms. It is in this sense that there is no outside. Such an idea has become a refrain amongst various contemporary media theorists. Here’s a sample: There is no outside position anymore, nor is this perceived as something desirable. (Lovink, 2002a: 4) Both “us” and “them” (whoever we are, whoever they are) are all always situated in this same virtual geography. There’s no outside …. There is nothing outside the vector. (Wark, 2002: 316) There is no more outside. The critique of information is in the information itself. (Lash, 2002: 220) In declaring a universality for media culture and information flows, all of the above statements acknowledge the political and conceptual failure of assuming a critical position outside socio-technically constituted relations. Similarly, they recognise the problems inherent in the “ideology critique” of the Frankfurt School who, in their distinction between “truth” and “false-consciousness”, claimed a sort of absolute knowledge for the critic that transcended the field of ideology as it is produced by the culture industry. Althusser’s more complex conception of ideology, material practices and subject formation nevertheless also fell prey to the pretence of historical materialism as an autonomous “science” that is able to determine the totality, albeit fragmented, of lived social relations. One of the key failings of ideology critique, then, is its incapacity to account for the ways in which the critic, theorist or intellectual is implicated in the operations of ideology. That is, such approaches displace the reflexivity and power relationships between epistemology, ontology and their constitution as material practices within socio-political institutions and historical constellations, which in turn are the settings for the formation of ideology. Scott Lash abandons the term ideology altogether due to its conceptual legacies within German dialectics and French post-structuralist aporetics, both of which ‘are based in a fundamental dualism, a fundamental binary, of the two types of reason. One speaks of grounding and reconciliation, the other of unbridgeability …. Both presume a sphere of transcendence’ (Lash, 2002: 8). Such assertions can be made at a general level concerning these diverse and often conflicting approaches when they are reduced to categories for the purpose of a polemic. However, the work of “post-structuralists” such as Foucault, Deleuze and Guattari and the work of German systems theorist Niklas Luhmann is clearly amenable to the task of critique within information societies (see Rossiter, 2003). Indeed, Lash draws on such theorists in assembling his critical dispositif for the information age. More concretely, Lash (2002: 9) advances his case for a new mode of critique by noting the socio-technical and historical shift from ‘constitutive dualisms of the era of the national manufacturing society’ to global information cultures, whose constitutive form is immanent to informational networks and flows. Such a shift, according to Lash, needs to be met with a corresponding mode of critique: Ideologycritique [ideologiekritik] had to be somehow outside of ideology. With the disappearance of a constitutive outside, informationcritique must be inside of information. There is no outside any more. (2002: 10) Lash goes on to note, quite rightly, that ‘Informationcritique itself is branded, another object of intellectual property, machinically mediated’ (2002: 10). It is the political and conceptual tensions between information critique and its regulation via intellectual property regimes which condition critique as yet another brand or logo that I wish to explore in the rest of this essay. Further, I will question the supposed erasure of a “constitutive outside” to the field of socio-technical relations within network societies and informational economies. Lash is far too totalising in supposing a break between industrial modes of production and informational flows. Moreover, the assertion that there is no more outside to information too readily and simplistically assumes informational relations as universal and horizontally organised, and hence overlooks the significant structural, cultural and economic obstacles to participation within media vectors. That is, there certainly is an outside to information! Indeed, there are a plurality of outsides. These outsides are intertwined with the flows of capital and the imperial biopower of Empire, as Hardt and Negri (2000) have argued. As difficult as it may be to ascertain the boundaries of life in all its complexity, borders, however defined, nonetheless exist. Just ask the so-called “illegal immigrant”! This essay identifies three key modalities comprising a constitutive outside: material (uneven geographies of labour-power and the digital divide), symbolic (cultural capital), and strategic (figures of critique). My point of reference in developing this inquiry will pivot around an analysis of the importation in Australia of the British “Creative Industries” project and the problematic foundation such a project presents to the branding and commercialisation of intellectual labour. The creative industries movement – or Queensland Ideology, as I’ve discussed elsewhere with Danny Butt (2002) – holds further implications for the political and economic position of the university vis-à-vis the arts and humanities. Creative industries constructs itself as inside the culture of informationalism and its concomitant economies by the very fact that it is an exercise in branding. Such branding is evidenced in the discourses, rhetoric and policies of creative industries as adopted by university faculties, government departments and the cultural industries and service sectors seeking to reposition themselves in an institutional environment that is adjusting to ongoing structural reforms attributed to the demands by the “New Economy” for increased labour flexibility and specialisation, institutional and economic deregulation, product customisation and capital accumulation. Within the creative industries the content produced by labour-power is branded as copyrights and trademarks within the system of Intellectual Property Regimes (IPRs). However, as I will go on to show, a constitutive outside figures in material, symbolic and strategic ways that condition the possibility of creative industries. The creative industries project, as envisioned by the Blair government’s Department of Culture, Media and Sport (DCMS) responsible for the Creative Industry Task Force Mapping Documents of 1998 and 2001, is interested in enhancing the “creative” potential of cultural labour in order to extract a commercial value from cultural objects and services. Just as there is no outside for informationcritique, for proponents of the creative industries there is no culture that is worth its name if it is outside a market economy. That is, the commercialisation of “creativity” – or indeed commerce as a creative undertaking – acts as a legitimising function and hence plays a delimiting role for “culture” and, by association, sociality. And let us not forget, the institutional life of career academics is also at stake in this legitimating process. The DCMS cast its net wide when defining creative sectors and deploys a lexicon that is as vague and unquantifiable as the next mission statement by government and corporate bodies enmeshed within a neo-liberal paradigm. At least one of the key proponents of the creative industries in Australia is ready to acknowledge this (see Cunningham, 2003). The list of sectors identified as holding creative capacities in the CITF Mapping Document include: film, music, television and radio, publishing, software, interactive leisure software, design, designer fashion, architecture, performing arts, crafts, arts and antique markets, architecture and advertising. The Mapping Document seeks to demonstrate how these sectors consist of ‘... activities which have their origin in individual creativity, skill and talent and which have the potential for wealth and job creation through generation and exploitation of intellectual property’ (CITF: 1998/2001). The CITF’s identification of intellectual property as central to the creation of jobs and wealth firmly places the creative industries within informational and knowledge economies. Unlike material property, intellectual property such as artistic creations (films, music, books) and innovative technical processes (software, biotechnologies) are forms of knowledge that do not diminish when they are distributed. This is especially the case when information has been encoded in a digital form and distributed through technologies such as the internet. In such instances, information is often attributed an “immaterial” and nonrivalrous quality, although this can be highly misleading for both the conceptualisation of information and the politics of knowledge production. Intellectual property, as distinct from material property, operates as a scaling device in which the unit cost of labour is offset by the potential for substantial profit margins realised by distribution techniques availed by new information and communication technologies (ICTs) and their capacity to infinitely reproduce the digital commodity object as a property relation. Within the logic of intellectual property regimes, the use of content is based on the capacity of individuals and institutions to pay. The syndication of media content ensures that market saturation is optimal and competition is kept to a minimum. However, such a legal architecture and hegemonic media industry has run into conflict with other net cultures such as open source movements and peer-to-peer networks (Lovink, 2002b; Meikle, 2002), which is to say nothing of the digital piracy of software and digitally encoded cinematic forms. To this end, IPRs are an unstable architecture for extracting profit. The operation of Intellectual Property Regimes constitutes an outside within creative industries by alienating labour from its mode of information or form of expression. Lash is apposite on this point: ‘Intellectual property carries with it the right to exclude’ (Lash, 2002: 24). This principle of exclusion applies not only to those outside the informational economy and culture of networks as result of geographic, economic, infrastructural, and cultural constraints. The very practitioners within the creative industries are excluded from control over their creations. It is in this sense that a legal and material outside is established within an informational society. At the same time, this internal outside – to put it rather clumsily – operates in a constitutive manner in as much as the creative industries, by definition, depend upon the capacity to exploit the IP produced by its primary source of labour. For all the emphasis the Mapping Document places on exploiting intellectual property, it’s really quite remarkable how absent any elaboration or considered development of IP is from creative industries rhetoric. It’s even more astonishing that media and cultural studies academics have given at best passing attention to the issues of IPRs. Terry Flew (2002: 154-159) is one of the rare exceptions, though even here there is no attempt to identify the implications IPRs hold for those working in the creative industries sectors. Perhaps such oversights by academics associated with the creative industries can be accounted for by the fact that their own jobs rest within the modern, industrial institution of the university which continues to offer the security of a salary award system and continuing if not tenured employment despite the onslaught of neo-liberal reforms since the 1980s. Such an industrial system of traditional and organised labour, however, does not define the labour conditions for those working in the so-called creative industries. Within those sectors engaged more intensively in commercialising culture, labour practices closely resemble work characterised by the dotcom boom, which saw young people working excessively long hours without any of the sort of employment security and protection vis-à-vis salary, health benefits and pension schemes peculiar to traditional and organised labour (see McRobbie, 2002; Ross, 2003). During the dotcom mania of the mid to late 90s, stock options were frequently offered to people as an incentive for offsetting the often minimum or even deferred payment of wages (see Frank, 2000). It is understandable that the creative industries project holds an appeal for managerial intellectuals operating in arts and humanities disciplines in Australia, most particularly at Queensland University of Technology (QUT), which claims to have established the ‘world’s first’ Creative Industries faculty (http://www.creativeindustries.qut.com/). The creative industries provide a validating discourse for those suffering anxiety disorders over what Ruth Barcan (2003) has called the ‘usefulness’ of ‘idle’ intellectual pastimes. As a project that endeavours to articulate graduate skills with labour markets, the creative industries is a natural extension of the neo-liberal agenda within education as advocated by successive governments in Australia since the Dawkins reforms in the mid 1980s (see Marginson and Considine, 2000). Certainly there’s a constructive dimension to this: graduates, after all, need jobs and universities should display an awareness of market conditions; they also have a responsibility to do so. And on this count, I find it remarkable that so many university departments in my own field of communications and media studies are so bold and, let’s face it, stupid, as to make unwavering assertions about market demands and student needs on the basis of doing little more than sniffing the wind! Time for a bit of a reality check, I’d say. And this means becoming a little more serious about allocating funds and resources towards market research and analysis based on the combination of needs between students, staff, disciplinary values, university expectations, and the political economy of markets. However, the extent to which there should be a wholesale shift of the arts and humanities into a creative industries model is open to debate. The arts and humanities, after all, are a set of disciplinary practices and values that operate as a constitutive outside for creative industries. Indeed, in their creative industries manifesto, Stuart Cunningham and John Hartley (2002) loath the arts and humanities in such confused, paradoxical and hypocritical ways in order to establish the arts and humanities as a cultural and ideological outside. To this end, to subsume the arts and humanities into the creative industries, if not eradicate them altogether, is to spell the end of creative industries as it’s currently conceived at the institutional level within academe. Too much specialisation in one post-industrial sector, broad as it may be, ensures a situation of labour reserves that exceed market needs. One only needs to consider all those now unemployed web-designers that graduated from multi-media programs in the mid to late 90s. Further, it does not augur well for the inevitable shift from or collapse of a creative industries economy. Where is the standing reserve of labour shaped by university education and training in a post-creative industries economy? Diehard neo-liberals and true-believers in the capacity for perpetual institutional flexibility would say that this isn’t a problem. The university will just “organically” adapt to prevailing market conditions and shape their curriculum and staff composition accordingly. Perhaps. Arguably if the university is to maintain a modality of time that is distinct from the just-in-time mode of production characteristic of informational economies – and indeed, such a difference is a quality that defines the market value of the educational commodity – then limits have to be established between institutions of education and the corporate organisation or creative industry entity. The creative industries project is a reactionary model insofar as it reinforces the status quo of labour relations within a neo-liberal paradigm in which bids for industry contracts are based on a combination of rich technological infrastructures that have often been subsidised by the state (i.e. paid for by the public), high labour skills, a low currency exchange rate and the lowest possible labour costs. In this respect it is no wonder that literature on the creative industries omits discussion of the importance of unions within informational, networked economies. What is the place of unions in a labour force constituted as individualised units? The conditions of possibility for creative industries within Australia are at once its frailties. In many respects, the success of the creative industries sector depends upon the ongoing combination of cheap labour enabled by a low currency exchange rate and the capacity of students to access the skills and training offered by universities. Certainly in relation to matters such as these there is no outside for the creative industries. There’s a great need to explore alternative economic models to the content production one if wealth is to be successfully extracted and distributed from activities in the new media sectors. The suggestion that the creative industries project initiates a strategic response to the conditions of cultural production within network societies and informational economies is highly debateable. The now well documented history of digital piracy in the film and software industries and the difficulties associated with regulating violations to proprietors of IP in the form of copyright and trademarks is enough of a reason to look for alternative models of wealth extraction. And you can be sure this will occur irrespective of the endeavours of the creative industries. To conclude, I am suggesting that those working in the creative industries, be they content producers or educators, need to intervene in IPRs in such a way that: 1) ensures the alienation of their labour is minimised; 2) collectivising “creative” labour in the form of unions or what Wark (2001) has termed the “hacker class”, as distinct from the “vectoralist class”, may be one way of achieving this; and 3) the advocates of creative industries within the higher education sector in particular are made aware of the implications IPRs have for graduates entering the workforce and adjust their rhetoric, curriculum, and policy engagements accordingly. Works Cited Barcan, Ruth. ‘The Idleness of Academics: Reflections on the Usefulness of Cultural Studies’. Continuum: Journal of Media & Cultural Studies (forthcoming, 2003). Bolz, Norbert. ‘Rethinking Media Aesthetics’, in Geert Lovink, Uncanny Networks: Dialogues with the Virtual Intelligentsia. Cambridge, Mass.: MIT Press, 2002, 18-27. Butt, Danny and Rossiter, Ned. ‘Blowing Bubbles: Post-Crash Creative Industries and the Withering of Political Critique in Cultural Studies’. Paper presented at Ute Culture: The Utility of Culture and the Uses of Cultural Studies, Cultural Studies Association of Australia Conference, Melbourne, 5-7 December, 2002. Posted to fibreculture mailing list, 10 December, 2002, http://www.fibreculture.org/archives/index.html Creative Industry Task Force: Mapping Document, DCMS (Department of Culture, Media and Sport), London, 1998/2001. http://www.culture.gov.uk/creative/mapping.html Cunningham, Stuart. ‘The Evolving Creative Industries: From Original Assumptions to Contemporary Interpretations’. Seminar Paper, QUT, Brisbane, 9 May, 2003, http://www.creativeindustries.qut.com/research/cirac/documen... ...ts/THE_EVOLVING_CREATIVE_INDUSTRIES.pdf Cunningham, Stuart; Hearn, Gregory; Cox, Stephen; Ninan, Abraham and Keane, Michael. Brisbane’s Creative Industries 2003. Report delivered to Brisbane City Council, Community and Economic Development, Brisbane: CIRAC, 2003. http://www.creativeindustries.qut.com/research/cirac/documen... ...ts/bccreportonly.pdf Flew, Terry. New Media: An Introduction. Oxford: Oxford University Press, 2002. Frank, Thomas. One Market under God: Extreme Capitalism, Market Populism, and the End of Economic Democracy. New York: Anchor Books, 2000. Hartley, John and Cunningham, Stuart. ‘Creative Industries: from Blue Poles to fat pipes’, in Malcolm Gillies (ed.) The National Humanities and Social Sciences Summit: Position Papers. Canberra: DEST, 2002. Hayden, Steve. ‘Tastes Great, Less Filling: Ad Space – Will Advertisers Learn the Hard Lesson of Over-Development?’. Wired Magazine 11.06 (June, 2003), http://www.wired.com/wired/archive/11.06/ad_spc.html Hardt, Michael and Negri, Antonio. Empire. Cambridge, Mass.: Harvard University Press, 2000. Lash, Scott. Critique of Information. London: Sage, 2002. Lovink, Geert. Uncanny Networks: Dialogues with the Virtual Intelligentsia. Cambridge, Mass.: MIT Press, 2002a. Lovink, Geert. Dark Fiber: Tracking Critical Internet Culture. Cambridge, Mass.: MIT Press, 2002b. McLuhan, Marshall. Understanding Media: The Extensions of Man. London: Routledge and Kegan Paul, 1964. McRobbie, Angela. ‘Clubs to Companies: Notes on the Decline of Political Culture in Speeded up Creative Worlds’, Cultural Studies 16.4 (2002): 516-31. Marginson, Simon and Considine, Mark. The Enterprise University: Power, Governance and Reinvention in Australia. Cambridge: Cambridge University Press, 2000. Meikle, Graham. Future Active: Media Activism and the Internet. Sydney: Pluto Press, 2002. Ross, Andrew. No-Collar: The Humane Workplace and Its Hidden Costs. New York: Basic Books, 2003. Rossiter, Ned. ‘Processual Media Theory’, in Adrian Miles (ed.) Streaming Worlds: 5th International Digital Arts & Culture (DAC) Conference. 19-23 May. Melbourne: RMIT University, 2003, 173-184. http://hypertext.rmit.edu.au/dac/papers/Rossiter.pdf Sassen, Saskia. Losing Control? Sovereignty in an Age of Globalization. New York: Columbia University Press, 1996. Wark, McKenzie. ‘Abstraction’ and ‘Hack’, in Hugh Brown, Geert Lovink, Helen Merrick, Ned Rossiter, David Teh, Michele Willson (eds). Politics of a Digital Present: An Inventory of Australian Net Culture, Criticism and Theory. Melbourne: Fibreculture Publications, 2001, 3-7, 99-102. Wark, McKenzie. ‘The Power of Multiplicity and the Multiplicity of Power’, in Geert Lovink, Uncanny Networks: Dialogues with the Virtual Intelligentsia. Cambridge, Mass.: MIT Press, 2002, 314-325. Links http://hypertext.rmit.edu.au/dac/papers/Rossiter.pdf http://www.creativeindustries.qut.com/ http://www.creativeindustries.qut.com/research/cirac/documents/THE_EVOLVING_CREATIVE_INDUSTRIES.pdf http://www.creativeindustries.qut.com/research/cirac/documents/bccreportonly.pdf http://www.culture.gov.uk/creative/mapping.html http://www.fibreculture.org/archives/index.html http://www.wired.com/wired/archive/11.06/ad_spc.html Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Rossiter, Ned. "Creative Industries and the Limits of Critique from " M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0306/11-creativeindustries.php>. APA Style Rossiter, N. (2003, Jun 19). Creative Industries and the Limits of Critique from . M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0306/11-creativeindustries.php>
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Cham, Karen, et Jeffrey Johnson. « Complexity Theory ». M/C Journal 10, no 3 (1 juin 2007). http://dx.doi.org/10.5204/mcj.2672.

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Complex systems are an invention of the universe. It is not at all clear that science has an a priori primacy claim to the study of complex systems. (Galanter 5) Introduction In popular dialogues, describing a system as “complex” is often the point of resignation, inferring that the system cannot be sufficiently described, predicted nor managed. Transport networks, management infrastructure and supply chain logistics are all often described in this way. In socio-cultural terms “complex” is used to describe those humanistic systems that are “intricate, involved, complicated, dynamic, multi-dimensional, interconnected systems [such as] transnational citizenship, communities, identities, multiple belongings, overlapping geographies and competing histories” (Cahir & James). Academic dialogues have begun to explore the collective behaviors of complex systems to define a complex system specifically as an adaptive one; i.e. a system that demonstrates ‘self organising’ principles and ‘emergent’ properties. Based upon the key principles of interaction and emergence in relation to adaptive and self organising systems in cultural artifacts and processes, this paper will argue that complex systems are cultural systems. By introducing generic principles of complex systems, and looking at the exploration of such principles in art, design and media research, this paper argues that a science of cultural systems as part of complex systems theory is the post modern science for the digital age. Furthermore, that such a science was predicated by post structuralism and has been manifest in art, design and media practice since the late 1960s. Complex Systems Theory Complexity theory grew out of systems theory, an holistic approach to analysis that views whole systems based upon the links and interactions between the component parts and their relationship to each other and the environment within they exists. This stands in stark contrast to conventional science which is based upon Descartes’s reductionism, where the aim is to analyse systems by reducing something to its component parts (Wilson 3). As systems thinking is concerned with relationships more than elements, it proposes that in complex systems, small catalysts can cause large changes and that a change in one area of a system can adversely affect another area of the system. As is apparent, systems theory is a way of thinking rather than a specific set of rules, and similarly there is no single unified Theory of Complexity, but several different theories have arisen from the natural sciences, mathematics and computing. As such, the study of complex systems is very interdisciplinary and encompasses more than one theoretical framework. Whilst key ideas of complexity theory developed through artificial intelligence and robotics research, other important contributions came from thermodynamics, biology, sociology, physics, economics and law. In her volume for the Elsevier Advanced Management Series, “Complex Systems and Evolutionary Perspectives on Organisations”, Eve Mitleton-Kelly describes a comprehensive overview of this evolution as five main areas of research: complex adaptive systems dissipative structures autopoiesis (non-equilibrium) social systems chaos theory path dependence Here, Mitleton-Kelly points out that relatively little work has been done on developing a specific theory of complex social systems, despite much interest in complexity and its application to management (Mitleton-Kelly 4). To this end, she goes on to define the term “complex evolving system” as more appropriate to the field than ‘complex adaptive system’ and suggests that the term “complex behaviour” is thus more useful in social contexts (Mitleton-Kelly). For our purpose here, “complex systems” will be the general term used to describe those systems that are diverse and made up of multiple interdependent elements, that are often ‘adaptive’, in that they have the capacity to change and learn from events. This is in itself both ‘evolutionary’ and ‘behavioural’ and can be understood as emerging from the interaction of autonomous agents – especially people. Some generic principles of complex systems defined by Mitleton Kelly that are of concern here are: self-organisation emergence interdependence feedback space of possibilities co-evolving creation of new order Whilst the behaviours of complex systems clearly do not fall into our conventional top down perception of management and production, anticipating such behaviours is becoming more and more essential for products, processes and policies. For example, compare the traditional top down model of news generation, distribution and consumption to the “emerging media eco-system” (Bowman and Willis 14). Figure 1 (Bowman & Willis 10) Figure 2 (Bowman & Willis 12) To the traditional news organisations, such a “democratization of production” (McLuhan 230) has been a huge cause for concern. The agencies once solely responsible for the representation of reality are now lost in a global miasma of competing perspectives. Can we anticipate and account for complex behaviours? Eve Mitleton Kelly states that “if organisations are understood as complex evolving systems co-evolving as part of a social ‘ecosystem’, then that changed perspective changes ways of acting and relating which lead to a different way of working. Thus, management strategy changes, and our organizational design paradigms evolve as new types of relationships and ways of working provide the conditions for the emergence of new organisational forms” (Mitleton-Kelly 6). Complexity in Design It is thus through design practice and processes that discovering methods for anticipating complex systems behaviours seem most possible. The Embracing Complexity in Design (ECiD) research programme, is a contemporary interdisciplinary research cluster consisting of academics and designers from architectural engineering, robotics, geography, digital media, sustainable design, and computing aiming to explore the possibility of trans disciplinary principles of complexity in design. Over arching this work is the conviction that design can be seen as model for complex systems researchers motivated by applying complexity science in particular domains. Key areas in which design and complexity interact have been established by this research cluster. Most immediately, many designed products and systems are inherently complex to design in the ordinary sense. For example, when designing vehicles, architecture, microchips designers need to understand complex dynamic processes used to fabricate and manufacture products and systems. The social and economic context of design is also complex, from market economics and legal regulation to social trends and mass culture. The process of designing can also involve complex social dynamics, with many people processing and exchanging complex heterogeneous information over complex human and communication networks, in the context of many changing constraints. Current key research questions are: how can the methods of complex systems science inform designers? how can design inform research into complex systems? Whilst ECiD acknowledges that to answer such questions effectively the theoretical and methodological relations between complexity science and design need further exploration and enquiry, there are no reliable precedents for such an activity across the sciences and the arts in general. Indeed, even in areas where a convergence of humanities methodology with scientific practice might seem to be most pertinent, most examples are few and far between. In his paper “Post Structuralism, Hypertext & the World Wide Web”, Luke Tredennick states that “despite the concentration of post-structuralism on text and texts, the study of information has largely failed to exploit post-structuralist theory” (Tredennick 5). Yet it is surely in the convergence of art and design with computation and the media that a search for practical trans-metadisciplinary methodologies might be most fruitful. It is in design for interactive media, where algorithms meet graphics, where the user can interact, adapt and amend, that self-organisation, emergence, interdependence, feedback, the space of possibilities, co-evolution and the creation of new order are embraced on a day to day basis by designers. A digitally interactive environment such as the World Wide Web, clearly demonstrates all the key aspects of a complex system. Indeed, it has already been described as a ‘complexity machine’ (Qvortup 9). It is important to remember that this ‘complexity machine’ has been designed. It is an intentional facility. It may display all the characteristics of complexity but, whilst some of its attributes are most demonstrative of self organisation and emergence, the Internet itself has not emerged spontaneously. For example, Tredinnick details the evolution of the World Wide Web through the Memex machine of Vannevar Bush, through Ted Nelsons hypertext system Xanadu to Tim Berners-Lee’s Enquire (Tredennick 3). The Internet was engineered. So, whilst we may not be able to entirely predict complex behavior, we can, and do, quite clearly design for it. When designing digitally interactive artifacts we design parameters or co ordinates to define the space within which a conceptual process will take place. We can never begin to predict precisely what those processes might become through interaction, emergence and self organisation, but we can establish conceptual parameters that guide and delineate the space of possibilities. Indeed this fact is so transparently obvious that many commentators in the humanities have been pushed to remark that interaction is merely interpretation, and so called new media is not new at all; that one interacts with a book in much the same way as a digital artifact. After all, post-structuralist theory had established the “death of the author” in the 1970s – the a priori that all cultural artifacts are open to interpretation, where all meanings must be completed by the reader. The concept of the “open work” (Eco 6) has been an established post modern concept for over 30 years and is commonly recognised as a feature of surrealist montage, poetry, the writings of James Joyce, even advertising design, where a purposive space for engagement and interpretation of a message is designated, without which the communication does not “work”. However, this concept is also most successfully employed in relation to installation art and, more recently, interactive art as a reflection of the artist’s conscious decision to leave part of a work open to interpretation and/or interaction. Art & Complex Systems One of the key projects of Embracing Complexity in Design has been to look at the relationship between art and complex systems. There is a relatively well established history of exploring art objects as complex systems in themselves that finds its origins in the systems art movement of the 1970s. In his paper “Observing ‘Systems Art’ from a Systems-Theroretical Perspective”, Francis Halsall defines systems art as “emerging in the 1960s and 1970s as a new paradigm in artistic practice … displaying an interest in the aesthetics of networks, the exploitation of new technology and New Media, unstable or de-materialised physicality, the prioritising of non-visual aspects, and an engagement (often politicised) with the institutional systems of support (such as the gallery, discourse, or the market) within which it occurs” (Halsall 7). More contemporarily, “Open Systems: Rethinking Art c.1970”, at Tate Modern, London, focuses upon systems artists “rejection of art’s traditional focus on the object, to wide-ranging experiments al focus on the object, to wide-ranging experiments with media that included dance, performance and…film & video” (De Salvo 3). Artists include Andy Warhol, Richard Long, Gilbert & George, Sol Lewitt, Eva Hesse and Bruce Nauman. In 2002, the Samuel Dorsky Museum of Art, New York, held an international exhibition entitled “Complexity; Art & Complex Systems”, that was concerned with “art as a distinct discipline offer[ing] its own unique approache[s] and epistemic standards in the consideration of complexity” (Galanter and Levy 5), and the organisers go on to describe four ways in which artists engage the realm of complexity: presentations of natural complex phenomena that transcend conventional scientific visualisation descriptive systems which describe complex systems in an innovative and often idiosyncratic way commentary on complexity science itself technical applications of genetic algorithms, neural networks and a-life ECiD artist Julian Burton makes work that visualises how companies operate in specific relation to their approach to change and innovation. He is a strategic artist and facilitator who makes “pictures of problems to help people talk about them” (Burton). Clients include public and private sector organisations such as Barclays, Shell, Prudential, KPMG and the NHS. He is quoted as saying “Pictures are a powerful way to engage and focus a group’s attention on crucial issues and challenges, and enable them to grasp complex situations quickly. I try and create visual catalysts that capture the major themes of a workshop, meeting or strategy and re-present them in an engaging way to provoke lively conversations” (Burton). This is a simple and direct method of using art as a knowledge elicitation tool that falls into the first and second categories above. The third category is demonstrated by the ground breaking TechnoSphere, that was specifically inspired by complexity theory, landscape and artificial life. Launched in 1995 as an Arts Council funded online digital environment it was created by Jane Prophet and Gordon Selley. TechnoSphere is a virtual world, populated by artificial life forms created by users of the World Wide Web. The digital ecology of the 3D world, housed on a server, depends on the participation of an on-line public who accesses the world via the Internet. At the time of writing it has attracted over a 100,000 users who have created over a million creatures. The artistic exploration of technical applications is by default a key field for researching the convergence of trans-metadisciplinary methodologies. Troy Innocent’s lifeSigns evolves multiple digital media languages “expressed as a virtual world – through form, structure, colour, sound, motion, surface and behaviour” (Innocent). The work explores the idea of “emergent language through play – the idea that new meanings may be generated through interaction between human and digital agents”. Thus this artwork combines three areas of converging research – artificial life; computational semiotics and digital games. In his paper “What Is Generative Art? Complexity Theory as a Context for Art Theory”, Philip Galanter describes all art as generative on the basis that it is created from the application of rules. Yet, as demonstrated above, what is significantly different and important about digital interactivity, as opposed to its predecessor, interpretation, is its provision of a graphical user interface (GUI) to component parts of a text such as symbol, metaphor, narrative, etc for the multiple “authors” and the multiple “readers” in a digitally interactive space of possibility. This offers us tangible, instantaneous reproduction and dissemination of interpretations of an artwork. Conclusion: Digital Interactivity – A Complex Medium Digital interaction of any sort is thus a graphic model of the complex process of communication. Here, complexity does not need deconstructing, representing nor modelling, as the aesthetics (as in apprehended by the senses) of the graphical user interface conveniently come first. Design for digital interactive media is thus design for complex adaptive systems. The theoretical and methodological relations between complexity science and design can clearly be expounded especially well through post-structuralism. The work of Barthes, Derrida & Foucault offers us the notion of all cultural artefacts as texts or systems of signs, whose meanings are not fixed but rather sustained by networks of relationships. Implemented in a digital environment post-structuralist theory is tangible complexity. Strangely, whilst Philip Galanter states that science has no necessary over reaching claim to the study of complexity, he then argues conversely that “contemporary art theory rooted in skeptical continental philosophy [reduces] art to social construction [as] postmodernism, deconstruction and critical theory [are] notoriously elusive, slippery, and overlapping terms and ideas…that in fact [are] in the business of destabilising apparently clear and universal propositions” (4). This seems to imply that for Galanter, post modern rejections of grand narratives necessarily will exclude the “new scientific paradigm” of complexity, a paradigm that he himself is looking to be universal. Whilst he cites Lyotard (6) describing both political and linguistic reasons why postmodern art celebrates plurality, denying any progress towards singular totalising views, he fails to appreciate what happens if that singular totalising view incorporates interactivity? Surely complexity is pluralistic by its very nature? In the same vein, if language for Derrida is “an unfixed system of traces and differences … regardless of the intent of the authored texts … with multiple equally legitimate meanings” (Galanter 7) then I have heard no better description of the signifiers, signifieds, connotations and denotations of digital culture. Complexity in its entirety can also be conversely understood as the impact of digital interactivity upon culture per se which has a complex causal relation in itself; Qvortups notion of a “communications event” (9) such as the Danish publication of the Mohammed cartoons falls into this category. Yet a complex causality could be traced further into cultural processes enlightening media theory; from the relationship between advertising campaigns and brand development; to the exposure and trajectory of the celebrity; describing the evolution of visual language in media cultures and informing the relationship between exposure to representation and behaviour. In digital interaction the terms art, design and media converge into a process driven, performative event that demonstrates emergence through autopoietic processes within a designated space of possibility. By insisting that all artwork is generative Galanter, like many other writers, negates the medium entirely which allows him to insist that generative art is “ideologically neutral” (Galanter 10). Generative art, like all digitally interactive artifacts are not neutral but rather ideologically plural. Thus, if one integrates Qvortups (8) delineation of medium theory and complexity theory we may have what we need; a first theory of a complex medium. Through interactive media complexity theory is the first post modern science; the first science of culture. References Bowman, Shane, and Chris Willis. We Media. 21 Sep. 2003. 9 March 2007 http://www.hypergene.net/wemedia/weblog.php>. Burton, Julian. “Hedron People.” 9 March 2007 http://www.hedron.com/network/assoc.php4?associate_id=14>. Cahir, Jayde, and Sarah James. “Complex: Call for Papers.” M/C Journal 9 Sep. 2006. 7 March 2007 http://journal.media-culture.org.au/journal/upcoming.php>. De Salvo, Donna, ed. Open Systems: Rethinking Art c. 1970. London: Tate Gallery Press, 2005. Eco, Umberto. The Open Work. Cambridge, Mass.: Harvard UP, 1989. Galanter, Phillip, and Ellen K. Levy. Complexity: Art & Complex Systems. SDMA Gallery Guide, 2002. Galanter, Phillip. “Against Reductionism: Science, Complexity, Art & Complexity Studies.” 2003. 9 March 2007 http://isce.edu/ISCE_Group_Site/web-content/ISCE_Events/ Norwood_2002/Norwood_2002_Papers/Galanter.pdf>. Halsall, Francis. “Observing ‘Systems-Art’ from a Systems-Theoretical Perspective”. CHArt 2005. 9 March 2007 http://www.chart.ac.uk/chart2005/abstracts/halsall.htm>. Innocent, Troy. “Life Signs.” 9 March 2007 http://www.iconica.org/main.htm>. Johnson, Jeffrey. “Embracing Complexity in Design (ECiD).” 2007. 9 March 2007 http://www.complexityanddesign.net/>. Lyotard, Jean-Francois. The Postmodern Condition. Manchester: Manchester UP, 1984. McLuhan, Marshall. The Gutenberg Galaxy: The Making of Typographic Man. Toronto: U of Toronto P, 1962. Mitleton-Kelly, Eve, ed. Complex Systems and Evolutionary Perspectives on Organisations. Elsevier Advanced Management Series, 2003. Prophet, Jane. “Jane Prophet.” 9 March 2007 http://www.janeprophet.co.uk/>. Qvortup, Lars. “Understanding New Digital Media.” European Journal of Communication 21.3 (2006): 345-356. Tedinnick, Luke. “Post Structuralism, Hypertext & the World Wide Web.” Aslib 59.2 (2007): 169-186. Wilson, Edward Osborne. Consilience: The Unity of Knowledge. New York: A.A. Knoff, 1998. Citation reference for this article MLA Style Cham, Karen, and Jeffrey Johnson. "Complexity Theory: A Science of Cultural Systems?." M/C Journal 10.3 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0706/08-cham-johnson.php>. APA Style Cham, K., and J. Johnson. (Jun. 2007) "Complexity Theory: A Science of Cultural Systems?," M/C Journal, 10(3). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0706/08-cham-johnson.php>.
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Kincheloe, Pamela. « Do Androids Dream of Electric Speech ? The Construction of Cochlear Implant Identity on American Television and the “New Deaf Cyborg” ». M/C Journal 13, no 3 (30 juin 2010). http://dx.doi.org/10.5204/mcj.254.

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Cyborgs already walk among us. (“Cures to Come” 76) This essay was begun as a reaction to a Hallmark Hall of Fame television movie called Sweet Nothing in My Ear (2008), which follows the lives of two parents, Dan, who is hearing (played by Jeff Daniels), and Laura, who is deaf (Marlee Matlin), as they struggle to make a decision about whether or not to give their 11-year-old son, Adam (late-deafened), a cochlear implant. Dan and Laura represent different perspectives, hearing and deaf perspectives. The film dramatizes the parents’ conflict and negotiation, exposing audiences to both sides of the cochlear implant debate, albeit in a fairly simplistic way. Nevertheless, it represents the lives of deaf people and gives voice to debates about cochlear implants with more accuracy and detail than most film and television dramas. One of the central scenes in the film is what I call the “activation scene”, quite common to cochlear implant narratives. In the scene, the protagonists witness a child having his implant activated or turned on. The depiction is reminiscent of the WATER scene in the film about Helen Keller, The Miracle Worker, employing a sentimental visual rhetoric. First, the two parents are shown seated near the child, clasping their hands as if in prayer. The audiologist, wielder of technology and therefore clearly the authority figure in the scene, types away furiously on her laptop. At the moment of being “turned on,” the child suddenly “hears” his father calling “David! David!” He gazes angelically toward heaven as piano music plays plaintively in the background. The parents all but fall to their knees and the protagonist of the film, Dan, watching through a window, weeps. It is a scene of cure, of healing, of “miracle,” a hyper-sentimentalised portrait of what is in reality often a rather anti-climactic event. It was certainly anti-climactic in my son, Michael’s case. I was taken aback by how this scene was presented and dismayed overall at some of the inaccuracies, small though they were, in the portrayal of cochlear implants in this film. It was, after all, according to the Nielsen ratings, seen by 8 million people. I began to wonder what kinds of misconceptions my son was going to face when he met people whose only exposure to implants was through media representations. Spurred by this question, I started to research other recent portrayals of people with implants on U.S. television in the past ten years, to see how cochlear implant (hereafter referred to as CI) identity has been portrayed by American media. For most of American history, deaf people have been portrayed in print and visual media as exotic “others,” and have long been the subject of an almost morbid cultural fascination. Christopher Krentz suggests that, particularly in the nineteenth century, scenes pairing sentimentality and deafness repressed an innate, Kristevan “abject” revulsion towards deaf people. Those who are deaf highlight and define, through their ‘lack’, the “unmarked” body. The fact of their deafness, understood as lack, conjures up an ideal that it does not attain, the ideal of the so-called “normal” or “whole” body. In recent years, however, the figure of the “deaf as Other” in the media, has shifted from what might be termed the “traditionally” deaf character, to what Brenda Jo Brueggeman (in her recent book Deaf Subjects: Between Identities and Places), calls “the new deaf cyborg” or the deaf person with a cochlear implant (4). N. Katharine Hailes states that cyborgs are now “the stage on which are performed contestations about the body boundaries that have often marked class, ethnic, and cultural differences” (85). In this essay, I claim that the character with a CI, as portrayed in the media, is now not only a strange, “marked” “Other,” but is also a screen upon which viewers project anxieties about technology, demonstrating both fascination fear. In her book, Brueggeman issues a call to action, saying that Deaf Studies must now begin to examine what she calls “implanting rhetorics,” or “the rhetorical relationships between our technologies and our identity” and therefore needs to attend to the construction of “the new deaf cyborg” (18). This short study will serve, I hope, as both a response to that injunction and as a jumping-off point for more in-depth studies of the construction of the CI identity and the implications of these constructions. First, we should consider what a cochlear implant is and how it functions. The National Association of the Deaf in the United States defines the cochlear implant as a device used to help the user perceive sound, i.e., the sensation of sound that is transmitted past the damaged cochlea to the brain. In this strictly sensorineural manner, the implant works: the sensation of sound is delivered to the brain. The stated goal of the implant is for it to function as a tool to enable deaf children to develop language based on spoken communication. (“NAD Position”) The external portion of the implant consists of the following parts: a microphone, which picks up sound from the environment, which is contained in the behind-the-ear device that resembles the standard BTE hearing aid; in this “hearing aid” there is also a speech processor, which selects and arranges sounds picked up by the microphone. The processor transmits signals to the transmitter/receiver, which then converts them into electric impulses. Part of the transmitter sits on the skin and attaches to the inner portion of the transmitter by means of a magnet. The inner portion of the receiver/stimulator sends the impulses down into the electrode array that lies inside the cochlea, which in turn stimulates the auditory nerve, giving the brain the impression of sound (“Cochlear Implants”). According to manufacturer’s statistics, there are now approximately 188,000 people worldwide who have obtained cochlear implants, though the number of these that are in use is not known (Nussbaum). That is what a cochlear implant is. Before we can look at how people with implants are portrayed in the media, before we examine constructions of identity, perhaps we should first ask what constitutes a “real” CI identity? This is, of course, laughable; pinning down a homogeneous CI identity is no more likely than finding a blanket definition of “deaf identity.” For example, at this point in time, there isn’t even a word or term in American culture for someone with an implant. I struggle with how to phrase it in this essay - “implantee?” “recipient?” - there are no neat labels. In the USA you can call a person deaf, Deaf (the “D” representing a specific cultural and political identity), hearing impaired, hard of hearing, and each gradation implies, for better or worse, some kind of subject position. There are no such terms for a person who gets an implant. Are people with implants, as suggested above, just deaf? Deaf? Are they hard of hearing? There is even debate in the ASL community as to what sign should be used to indicate “someone who has a cochlear implant.” If a “CI identity” cannot be located, then perhaps the rhetoric that is used to describe it may be. Paddy Ladd, in Understanding Deaf Culture, does a brilliant job of exploring the various discourses that have surrounded deaf culture throughout history. Stuart Blume borrows heavily from Ladd in his “The Rhetoric and Counter-Rhetoric of a 'Bionic' Technology”, where he points out that an “essential and deliberate feature” of the history of the CI from the 60s onward, was that it was constructed in an overwhelmingly positive light by the mass media, using what Ladd calls the “medical” rhetorical model. That is, that the CI is a kind of medical miracle that promised to cure deafness. Within this model one may find also the sentimental, “missionary” rhetoric that Krentz discusses, what Ladd claims is a revival of the evangelism of the nineteenth-century Oralist movement in America. Indeed, newspaper articles in the 1980s and 90s hailed the implant as a “breakthrough”, a “miracle”; even a quick survey of headlines shows evidence of this: “Upton Boy Can Hear at Last!”, “Girl with a New Song in Her Heart”, “Children Head Queue for Bionic Ears” (Lane). As recently as January 2010, an issue of National Geographic featured on its cover the headline Merging Man and Machine: The Bionic Age. Sure enough, the second photograph in the story is of a child’s bilateral cochlear implant, with the caption “within months of the surgery (the child) spoke the words his hearing parents longed for: Mama and Dada.” “You’re looking at a real bionic kid,” says Johns Hopkins University surgeon John Niparko, proudly (37). To counter this medical/corporate rhetoric of cure, Ladd and Blume claim, the deaf community devised a counter-rhetoric, a discourse in which the CI is not cast in the language of miracle and life, but instead in terms of death, mutilation, and cultural oppression. Here, the implant is depicted as the last in a long line of sadistic experiments using the deaf as guinea pigs. Often the CI is framed in the language of Nazism and genocide as seen in the title of an article in the British Deaf News: “Cochlear Implants: Oralism’s Final Solution.” So, which of these two “implanting rhetorics” is most visible in the current construction of the CI in American television? Is the CI identity presented by rendering people with CIs impossibly positive, happy characters? Is it delineated using the metaphors of the sentimental, of cure, of miracle? Or is the CI identity constructed using the counter-rhetorical references to death, oppression and cultural genocide? One might hypothesize that television, like other media, cultivating as it does the values of the hearing hegemony, would err on the side of promulgating the medicalised, positivist rhetoric of the “cure” for deafness. In an effort to find out, I conducted a general survey of American television shows from 2000 to now that featured characters with CIs. I did not include news shows or documentaries in my survey. Interestingly, some of the earliest television portrayals of CIs appeared in that bastion of American sentimentality, the daytime soap opera. In 2006, on the show “The Young and the Restless”, a “troubled college student who contracted meningitis” received an implant, and in 2007 “All My Children” aired a story arc about a “toddler who becomes deaf after a car crash.” It is interesting to note that both characters were portrayed as “late-deafened”, or suddenly inflicted with the loss of a sense they previously possessed, thus avoiding any whiff of controversy about early implantation. But one expects a hyper-sentimentalised portrayal of just about everything in daytime dramas like this. What is interesting is that when people with CIs have appeared on several “reality” programs, which purport to offer “real,” unadulterated glimpses into people’s lives, the rhetoric is no less sentimentalized than the soaps (perhaps because these shows are no less fabricated). A good example of this is the widely watched and, I think, ironically named show “True Life” which appears on MTV. This is a series that claims to tell the “remarkable real-life stories of young people and the unusual subcultures they inhabit.” In episode 42, “ True Life: I’m Deaf”, part of the show follows a young man, Chris, born deaf and proud of it (his words), who decides to get a cochlear implant because he wants to be involved in the hearing world. Through an interpreter Chris explains that he wants an implant so he can communicate with his friends, talk with girls, and ultimately fulfill his dreams of having a job and getting married (one has to ask: are these things he can’t do without an implant?). The show’s promo asks “how do you go from living a life in total silence to fully understanding the spoken language?” This statement alone contains two elements common to the “miracle” rhetoric, first that the “tragic” deaf victim will emerge from a completely lonely, silent place (not true; most deaf people have some residual hearing, and if you watch the show you see Chris signing, “speaking” voluminously) to seamlessly, miraculously, “fully” joining and understanding the hearing world. Chris, it seems, will only come into full being when he is able to join the hearing world. In this case, the CI will cure what ails him. According to “True Life.” Aside from “soap opera” drama and so-called reality programming, by far the largest dissemination of media constructions of the CI in the past ten years occurred on top-slot prime-time television shows, which consist primarily of the immensely popular genre of the medical and police procedural drama. Most of these shows have at one time or another had a “deaf” episode, in which there is a deaf character or characters involved, but between 2005 and 2008, it is interesting to note that most, if not all of the most popular of these have aired episodes devoted to the CI controversy, or have featured deaf characters with CIs. The shows include: CSI (both Miami and New York), Cold Case, Law and Order (both SVU and Criminal Intent), Scrubs, Gideon’s Crossing, and Bones. Below is a snippet of dialogue from Bones: Zach: {Holding a necklace} He was wearing this.Angela: Catholic boy.Brennan: One by two forceps.Angela {as Brennan pulls a small disc out from behind the victim’s ear} What is that?Brennan: Cochlear implant. Looks like the birds were trying to get it.Angela: That would set a boy apart from the others, being deaf.(Bones, “A Boy in the Tree”, 1.3, 2005) In this scene, the forensics experts are able to describe significant points of this victim’s identity using the only two solid artifacts left in the remains, a crucifix and a cochlear implant. I cite this scene because it serves, I believe, as a neat metaphor for how these shows, and indeed television media in general, are, like the investigators, constantly engaged in the business of cobbling together identity: in this particular case, a cochlear implant identity. It also shows how an audience can cultivate or interpret these kinds of identity constructions, here, the implant as an object serves as a tangible sign of deafness, and from this sign, or clue, the “audience” (represented by the spectator, Angela) immediately infers that the victim was lonely and isolated, “set apart from the others.” Such wrongheaded inferences, frivolous as they may seem coming from the realm of popular culture, have, I believe, a profound influence on the perceptions of larger society. The use of the CI in Bones is quite interesting, because although at the beginning of the show the implant is a key piece of evidence, that which marks and identifies the dead/deaf body, the character’s CI identity proves almost completely irrelevant to the unfolding of the murder-mystery. The only times the CI character’s deafness is emphasized are when an effort is made to prove that the he committed suicide (i.e., if you’re deaf you are therefore “isolated,” and therefore you must be miserable enough to kill yourself). Zak, one of the forensics officers says, “I didn’t talk to anyone in high school and I didn’t kill myself” and another officer comments that the boy was “alienated by culture, by language, and by his handicap” (odd statements, since most deaf children with or without implants have remarkably good language ability). Also, in another strange moment, the victim’s ambassador/mother shows a video clip of the child’s CI activation and says “a person who lived through this miracle would never take his own life” (emphasis mine). A girlfriend, implicated in the murder (the boy is killed because he threatened to “talk”, revealing a blackmail scheme), says “people didn’t notice him because of the way he talked but I liked him…” So at least in this show, both types of “implanting rhetoric” are employed; a person with a CI, though the recipient of a “miracle,” is also perceived as “isolated” and “alienated” and unfortunately, ends up dead. This kind of rather negative portrayal of a person with a CI also appears in the CSI: New York episode ”Silent Night” which aired in 2006. One of two plot lines features Marlee Matlin as the mother of a deaf family. At the beginning of the episode, after feeling some strange vibrations, Matlin’s character, Gina, checks on her little granddaughter, Elizabeth, who is crying hysterically in her crib. She finds her daughter, Alison, dead on the floor. In the course of the show, it is found that a former boyfriend, Cole, who may have been the father of the infant, struggled with and shot Alison as he was trying to kidnap the baby. Apparently Cole “got his hearing back” with a cochlear implant, no longer considered himself Deaf, and wanted the child so that she wouldn’t be raised “Deaf.” At the end of the show, Cole tries to abduct both grandmother and baby at gunpoint. As he has lost his external transmitter, he is unable to understand what the police are trying to tell him and threatens to kill his hostages. He is arrested in the end. In this case, the CI recipient is depicted as a violent, out of control figure, calmed (in this case) only by Matlin’s presence and her ability to communicate with him in ASL. The implication is that in getting the CI, Cole is “killing off” his Deaf identity, and as a result, is mentally unstable. Talking to Matlin, whose character is a stand-in for Deaf culture, is the only way to bring him back to his senses. The October 2007 episode of CSI: Miami entitled “Inside-Out” is another example of the counter-rhetoric at work in the form of another implant corpse. A police officer, trying to prevent the escape of a criminal en route to prison, thinks he has accidentally shot an innocent bystander, a deaf woman. An exchange between the coroner and a CSI goes as follows: (Alexx Woods): “This is as innocent as a victim gets.”(Calleigh Duquesne): “How so?”AW: Check this out.”CD: “I don’t understand. Her head is magnetized? Steel plate?”AW: “It’s a cochlear implant. Helps deaf people to receive and process speech and sounds.”(CSI dramatization) AW VO: “It’s surgically implanted into the inner ear. Consists of a receiver that decodes and transmits to an electrode array sending a signal to the brain.”CD: “Wouldn’t there be an external component?”AW: “Oh, she must have lost it before she was shot.”CD: “Well, that explains why she didn’t get out of there. She had no idea what was going on.” (TWIZ) Based on the evidence, the “sign” of the implant, the investigators are able to identify the victim as deaf, and they infer therefore that she is innocent. It is only at the end of the program that we learn that the deaf “innocent” was really the girlfriend of the criminal, and was on the scene aiding in his escape. So she is at first “as innocent” as they come, and then at the end, she is the most insidious of the criminals in the episode. The writers at least provide a nice twist on the more common deaf-innocent stereotype. Cold Case showcased a CI in the 2008 episode “Andy in C Minor,” in which the case of a 17-year-old deaf boy is reopened. The boy, Andy, had disappeared from his high school. In the investigation it is revealed that his hearing girlfriend, Emma, convinced him to get an implant, because it would help him play the piano, which he wanted to do in order to bond with her. His parents, deaf, were against the idea, and had him promise to break up with Emma and never bring up the CI again. His body is found on the campus, with a cochlear device next to his remains. Apparently Emma had convinced him to get the implant and, in the end, Andy’s father had reluctantly consented to the surgery. It is finally revealed that his Deaf best friend, Carlos, killed him with a blow to the back of the head while he was playing the piano, because he was “afraid to be alone.” This show uses the counter-rhetoric of Deaf genocide in an interesting way. In this case it is not just the CI device alone that renders the CI character symbolically “dead” to his Deaf identity, but it leads directly to his being literally executed by, or in a sense, excommunicated from, Deaf Culture, as it is represented by the character of Carlos. The “House Divided” episode of House (2009) provides the most problematic (or I should say absurd) representation of the CI process and of a CI identity. In the show, a fourteen-year-old deaf wrestler comes into the hospital after experiencing terrible head pain and hearing “imaginary explosions.” Doctors Foreman and Thirteen dutifully serve as representatives of both sides of the “implant debate”: when discussing why House hasn’t mocked the patient for not having a CI, Thirteen says “The patient doesn’t have a CI because he’s comfortable with who he is. That’s admirable.” Foreman says, “He’s deaf. It’s not an identity, it’s a disability.” 13: “It’s also a culture.” F: “Anything I can simulate with $3 earplugs isn’t a culture.” Later, House, talking to himself, thinks “he’s going to go through life deaf. He has no idea what he’s missing.” So, as usual, without permission, he orders Chase to implant a CI in the patient while he is under anesthesia for another procedure (a brain biopsy). After the surgery the team asks House why he did it and he responds, “Why would I give someone their hearing? Ask God the same question you’d get the same answer.” The shows writers endow House’s character, as they usually do, with the stereotypical “God complex” of the medical establishment, but in doing also they play beautifully into the Ladd and Blume’s rhetoric of medical miracle and cure. Immediately after the implant (which the hospital just happened to have on hand) the incision has, miraculously, healed overnight. Chase (who just happens to be a skilled CI surgeon and audiologist) activates the external processor (normally a months-long process). The sound is overwhelming, the boy hears everything. The mother is upset. “Once my son is stable,” the mom says, “I want that THING out of his head.” The patient also demands that the “thing” be removed. Right after this scene, House puts a Bluetooth in his ear so he can talk to himself without people thinking he’s crazy (an interesting reference to how we all are becoming cyborgs, more and more “implanted” with technology). Later, mother and son have the usual touching sentimental scene, where she speaks his name, he hears her voice for the first time and says, “Is that my name? S-E-T-H?” Mom cries. Seth’s deaf girlfriend later tells him she wishes she could get a CI, “It’s a great thing. It will open up a whole new world for you,” an idea he rejects. He hears his girlfriend vocalize, and asks Thirteen if he “sounds like that.” This for some reason clinches his decision about not wanting his CI and, rather than simply take off the external magnet, he rips the entire device right out of his head, which sends him into shock and system failure. Ultimately the team solves the mystery of the boy’s initial ailment and diagnoses him with sarcoidosis. In a final scene, the mother tells her son that she is having them replace the implant. She says it’s “my call.” This show, with its confusing use of both the sentimental and the counter-rhetoric, as well as its outrageous inaccuracies, is the most egregious example of how the CI is currently being constructed on television, but it, along with my other examples, clearly shows the Ladd/Blume rhetoric and counter rhetoric at work. The CI character is on one hand portrayed as an innocent, infantilized, tragic, or passive figure that is the recipient of a medical miracle kindly urged upon them (or forced upon them, as in the case of House). On the other hand, the CI character is depicted in the language of the counter-rhetoric: as deeply flawed, crazed, disturbed or damaged somehow by the incursions onto their Deaf identity, or, in the worst case scenario, they are dead, exterminated. Granted, it is the very premise of the forensic/crime drama to have a victim, and a dead victim, and it is the nature of the police drama to have a “bad,” criminal character; there is nothing wrong with having both good and bad CI characters, but my question is, in the end, why is it an either-or proposition? Why is CI identity only being portrayed in essentialist terms on these types of shows? Why are there no realistic portrayals of people with CIs (and for that matter, deaf people) as the richly varied individuals that they are? These questions aside, if these two types of “implanting rhetoric”, the sentimentalised and the terminated, are all we have at the moment, what does it mean? As I mentioned early in this essay, deaf people, along with many “others,” have long helped to highlight and define the hegemonic “norm.” The apparent cultural need for a Foucauldian “marked body” explains not only the popularity of crime dramas, but it also could explain the oddly proliferant use of characters with cochlear implants in these particular shows. A person with an implant on the side of their head is definitely a more “marked” body than the deaf person with no hearing aid. The CI character is more controversial, more shocking; it’s trendier, “sexier”, and this boosts ratings. But CI characters are, unlike their deaf predecessors, now serving an additional cultural function. I believe they are, as I claim in the beginning of this essay, screens upon which our culture is now projecting repressed anxieties about emergent technology. The two essentialist rhetorics of the cochlear implant, the rhetoric of the sentimental, medical model, and the rhetoric of genocide, ultimately represent our technophilia and our technophobia. The CI character embodies what Debra Shaw terms a current, “ontological insecurity that attends the interface between the human body and the datasphere” (85). We are growing more nervous “as new technologies shape our experiences, they blur the lines between the corporeal and incorporeal, between physical space and virtual space” (Selfe). Technology either threatens the integrity of the self, “the coherence of the body” (we are either dead or damaged) or technology allows us to transcend the limitations of the body: we are converted, “transformed”, the recipient of a happy modern miracle. In the end, I found that representations of CI on television (in the United States) are overwhelmingly sentimental and therefore essentialist. It seems that the conflicting nineteenth century tendency of attraction and revulsion toward the deaf is still, in the twenty-first century, evident. We are still mired in the rhetoric of “cure” and “control,” despite an active Deaf counter discourse that employs the language of the holocaust, warning of the extermination of yet another cultural minority. We are also daily becoming daily more “embedded in cybernetic systems,” with our laptops, emails, GPSs, PDAs, cell phones, Bluetooths, and the likes. We are becoming increasingly engaged in a “necessary relationship with machines” (Shaw 91). We are gradually becoming no longer “other” to the machine, and so our culturally constructed perceptions of ourselves are being threatened. In the nineteenth century, divisions and hierarchies between a white male majority and the “other” (women, African Americans, immigrants, Native Americans) began to blur. Now, the divisions between human and machine, as represented by a person with a CI, are starting to blur, creating anxiety. Perhaps this anxiety is why we are trying, at least in the media, symbolically to ‘cure’ the marked body or kill off the cyborg. Future examinations of the discourse should, I believe, use these media constructions as a lens through which to continue to examine and illuminate the complex subject position of the CI identity, and therefore, perhaps, also explore what the subject position of the post/human identity will be. References "A Boy in a Tree." Patrick Norris (dir.), Hart Hanson (by), Emily Deschanel (perf.). Bones, Fox Network, 7 Sep. 2005. “Andy in C Minor.” Jeannete Szwarc (dir.), Gavin Harris (by), Kathryn Morris (perf.). Cold Case, CBS Network, 30 March 2008. Blume, Stuart. “The Rhetoric and Counter Rhetoric of a “Bionic” Technology.” Science, Technology and Human Values 22.1 (1997): 31-56. Brueggemann, Brenda Jo. Deaf Subjects: Between Identities and Places. New York: New York UP, 2009. “Cochlear Implant Statistics.” ASL-Cochlear Implant Community. Blog. Citing Laurent Le Clerc National Deaf Education Center. Gallaudet University, 18 Mar. 2008. 29 Apr. 2010 ‹http:/ /aslci.blogspot.com/2008/03/cochlear-implant-statistics.html›. “Cures to Come.” Discover Presents the Brain (Spring 2010): 76. Fischman, Josh. “Bionics.” National Geographic Magazine 217 (2010). “House Divided.” Greg Yaitanes (dir.), Matthew V. Lewis (by), Hugh Laurie (perf.). House, Fox Network, 22 Apr. 2009. “Inside-Out.” Gina Lamar (dir.), Anthony Zuiker (by), David Caruso (perf.). CSI: Miami, CBS Network, 8 Oct. 2007. Krentz, Christopher. Writing Deafness: The Hearing Line in Nineteenth-Century American Literature. Chapel Hill: UNC P, 2007. Ladd, Paddy. Understanding Deaf Culture: In Search of Deafhood. Clevedon, UK: Multilingual Matters Limited, 2002. Lane, Harlan. A Journey Into the Deaf-World. San Diego: DawnSignPress, 1996. “NAD Position Statement on the Cochlear Implant.” National Association of the Deaf. 6 Oct. 2000. 29 April 2010 ‹http://www.nad.org/issues/technology/assistive-listening/cochlear-implants›. Nussbaum, Debra. “Manufacturer Information.” Cochlear Implant Information Center. National Deaf Education Center. Gallaudet University. 29 Apr. 2010 < http://clerccenter.gallaudet.edu >. Shaw, Debra. Technoculture: The Key Concepts. Oxford: Berg, 2008. “Silent Night.” Rob Bailey (dir.), Anthony Zuiker (by), Gary Sinise (perf.). CSI: New York, CBS Network, 13 Dec. 2006. “Sweet Nothing in My Ear.” Joseph Sargent (dir.), Stephen Sachs (by), Jeff Daniels (perf.). Hallmark Hall of Fame Production, 20 Apr. 2008. TWIZ TV scripts. CSI: Miami, “Inside-Out.” “What Is the Surgery Like?” FAQ, University of Miami Cochlear Implant Center. 29 Apr. 2010 ‹http://cochlearimplants.med.miami.edu/faq/index.asp›.
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Probyn, Elspeth. « Indigestion of Identities ». M/C Journal 2, no 7 (1 octobre 1999). http://dx.doi.org/10.5204/mcj.1791.

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Do we eat what we are, or are we what we eat? Do we eat or are we eaten? In less cryptic terms, in eating, do we confirm our identities, or are our identities reforged, and refracted by what and how we eat? In posing these questions, I want to shift the terms of current debates about identity. I want to signal that the study of identity may take on new insights when we look at how we are or want to be in terms of what, how, and with whom we eat. If the analysis of identity has by and large been conducted through the optic of sex, it may well be that in western societies we are witnessing a shift away from sex as the sovereign signifier, or to put it more finely, the question of what we are is a constantly morphing one that mixes up bodies, appetites, classes, genders and ethnicities. It must be said that the question of identity and subjectivity has been so well trodden in the last several decades that the possibility of any virgin territory is slim. Bombarded by critiques of identity politics, any cultural critic still interested in why and how individuals fabricate themselves must either cringe before accusations of sociological do-gooding (and defend the importance of the categories of race, class, sex, gender and so forth), or face the endless clichés that seemingly support the investigation of identity. The momentum of my investigation is carried by a weak wager, by which I mean that the areas and examples I study cannot be overdetermined by a sole axis of investigation. My point of departure is basic: what if we were to think identities in another dimension, through the optic of eating and its associated qualities: hunger, greed, shame, disgust, pleasure, etc? While the connections suggested by eating are diverse and illuminating, interrogating identity through this angle brings its own load of assumptions and preconceptions. One of the more onerous aspects of 'writing about food' is the weight of previous studies. The field of food is a well traversed one, staked out by influential authors concerned with proper anthropological, historical and sociological questions. They are by and large attracted to food for its role in securing social categories and classifications. They have left a legacy of truisms, such as Lévi-Strauss's oft-stated maxim that food is good to think with1, or Brillat-Savarin's aphorism, 'tell me what you eat: I will tell you what you are' (13). In turn, scientific idioms meet up with the buzzing clichés that hover about food. These can be primarily grouped around the notion that food is fundamental, that we all eat, and so on. Indeed, buffeted by the winds of postmodernism that have permeated public debates, it seems that there is a popular acceptance of the fact that identities are henceforth difficult, fragmented, temporary, unhinged by massive changes to modes of employment and the economy, re-formations of family, and the changes in the gender and sexual order. Living with and through these changes on a daily basis, it is no wonder that food and eating has been popularly reclaimed as a 'fundamental' issue, as the last bastion of authenticity in our lives. To put it another way, and in the terms that guide me, eating is seen as immediate -- it is something we all have to do; and it is a powerful mode of mediation, of joining us with others. What, how, and where we eat has emerged as a site of considerable social concern: from the fact that most do not eat en famille, that we increasingly eat out and through drive-in fast food outlets (in the US, 50% of the food budget is spent on eating outside the home), to the worries about genetically altered food and horror food -- mad cows, sick chickens, square tomatoes. Eating performs different connections and disconnections. Increasingly the attention to what we eat is seen as immediately connecting us, our bodies, to large social questions. At a broad level, this can be as diffuse as the winds that some argue spread genetically modified seed stock from one region to another. Or it can be as individually focussed as the knowledge that others are starving as we eat. This connection has long haunted children told 'to eat up everything on your plate because little children are starving in Africa', and in more evolved terms has served as a staple of forms of vegetarianism and other ethical forms of eating. From the pictures of starving children staring from magazine pages, the spectre of hunger is now broadcast by the Internet, exemplified in the Hunger Site where 'users are met by a map of the world and every 3.6 seconds, a country flashes black signifying a death due to hunger'. Here eating is the subject of a double articulation: the recognition of hunger is presumed to be a fundamental capacity of individuals, and our feelings are then galvanised into painless action: each time a user clicks on the 'hunger' button one of the sponsors donates a cup and a half of food. As the site explains, 'our sponsors pay for the donations as a form of advertising and public relations'. Here, the logic is that hunger is visceral, that it is a basic human feeling, which is to say that it is understood as immediate, and that it connects us in a basic way to other humans. That advertising companies know that it can also be a profitable form of meditation, transforming 'humans' into consumers is but one example of how eating connects us in complex ways to other people, to products, to new formulations of identity, and in this case altruism (the site has been called 'the altruistic mouse')2. Eating continually interweaves individual needs, desires and aspirations within global economies of identities. Of course the interlocking of the global and the local has been the subject of much debate over the last decade. For instance, in his recent book on globalisation, John Tomlinson uses 'global food and local identity' as a site through which to problematise these terms. It is clear that changes in food processing and transportation technologies have altered our sense of connection to the near and the far away, allowing us to routinely find in our supermarkets and eat products that previously would have been the food stuff of the élite. These institutional and technological changes rework the connections individuals have to their local, to the regions and nations in which they live. As Tomlinson argues, 'globalisation, from its early impact, does clearly undermine a close material relationship between the provenance of food and locality' (123). As he further states, the effects have been good (availability and variety), and bad (disrupting 'the subtle connection between climate, season, locality and cultural practice'). In terms of what we can now eat, Tomlinson points out that 'the very cultural stereotypes that identify food with, say, national culture become weakened' (124). Defusing the whiff of moralism that accompanies so much writing about food, Tomlinson argues that these changes to how we eat are not 'typically experienced as simply cultural loss or estrangement but as a complex and ambiguous blend: of familiarity and difference, expansion of cultural horizons and increased perceptions of vulnerability, access to the "world out there" accompanied by penetration of our own private worlds, new opportunities and new risks' (128). For the sake of my own argument his attention to the increased sense of vulnerability is particularly important. To put it more strongly, I'd argue that eating is of interest for the ways in which it can be a mundane exposition of the visceral nature of our connectedness, or distance from each other, from ourselves, and our social environment: it throws into relief the heartfelt, the painful, playful or pleasurable articulations of identity. To put it more clearly, I want to use eating and its associations in order to think about how the most ordinary of activities can be used to help us reflect on how we are connected to others, and to large and small social issues. This is again to attend to the immediacy of eating, and the ways in which that immediacy is communicated, mediated and can be put to use in thinking about culture. The adjective 'visceral' comes to mind: 'of the viscera', the inner organs. Could something as ordinary as eating contain the seeds of an extraordinary reflection, a visceral reaction to who and what we are becoming? In mining eating and its qualities might we glimpse gut reactions to the histories and present of the cultures within which we live? As Emily Jenkins writes in her account of 'adventures in physical culture', what if we were to go 'into things tongue first. To see how they taste' (5). In this sense, I want to plunder the visceral, gut levels revealed by that most boring and fascinating of topics: food and eating. In turn, I want to think about what bodies are and do when they eat. To take up the terms with which I started, eating both confirms what and who we are, to ourselves and to others, and can reveal new ways of thinking about those relations. To take the most basic of facts: food goes in, and then broken down it comes out of the body, and every time this happens our bodies are affected. While in the usual course of things we may not dwell upon this process, that basic ingestion allows us to think of our bodies as complex assemblages connected to a wide range of other assemblages. In eating, the diverse nature of where and how different parts of ourselves attach to different aspects of the social becomes clear, just as it scrambles preconceptions about alimentary identities. Of course, we eat according to social rules, in fact we ingest them. 'Feed the man meat', the ads proclaim following the line of masculinity inwards; while others draw a line outwards from biology and femininity into 'Eat lean beef'. The body that eats has been theorised in ways that seek to draw out the sociological equations about who we are in terms of class and gender. But rather than taking the body as known, as already and always ordered in advance by what and how it eats, we can turn such hypotheses on their head. In the act of ingestion, strict divisions get blurred. The most basic fact of eating reveals some of the strangeness of the body's workings. Consequently it becomes harder to capture the body within categories, to order stable identities. This then forcefully reminds us that we still do not know what a body is capable of, to take up a refrain that has a long heritage (from Spinoza to Deleuze to feminist investigations of the body). As Moira Gatens and Genevieve Lloyd argue in terms of this idea, 'each body exists in relations of interdependence with other bodies and these relations form a "world" in which individuals of all kinds exchange their constitutive parts -- leading to the enrichment of some and the demise of others (e.g. eating involves the destruction of one body at the same time as it involves the enhancement of the other)' (101). I am particularly interested in how individuals replay equations between eating and identity. But that phrase sounds impossibly abstracted from the minute instances I have in mind. From the lofty heights, I follow the injunction to 'look down, look way down', to lead, as it were, with the stomach. In this vein, I begin to note petty details, like the fact of recently discovering breakfast. From a diet of coffee (now with a milk called 'Life') and cigarettes, I dutifully munch on fortified cereal that provides large amounts of folate should I be pregnant (and as I eat it I wonder am I, should I be?3). Spurred on by articles sprinkled with dire warnings about what happens to women in Western societies, I search out soy, linseed and other ingredients that will help me mimic the high phytoestrogen diet of Japanese women. Eating cereal, I am told, will stave off depression, especially with the addition of bananas. Washed down with yoghurt 'enhanced' with acidophilius and bifidus to give me 'friendly' bacteria that will fight against nasty heliobacter pylori, I am assured that I will even lose weight by eating breakfast. It's all a bit much first thing in the morning when the promise of a long life seems like a threat. The myriad of printed promises of the intricate world of alimentary programming serve as an interesting counterpoint to the straightforward statements on cigarette packages. 'Smoking kills' versus the weak promises that eating so much of such and such a cereal 'is a good source of soy phytoestrogenes (isolfavones) that are believed to be very beneficial'. Apart from the unpronounceable ingredients (do you really want to eat something that you can't say?), the terms of the contract between me and the cereal makers is thin: that such and such is 'believed to be beneficial'? While what in fact they may benefit is nebulous, it gets scarier when they specify that 'a diet rich in folate may reduce the risk of birth defects such as spina bifida'. The conditional tense wavers as I ponder the way spina bifida is produced as a real possibility. There is of course a long history to the web of nutritional messages that now surrounds us. In her potted teleology of food messages, Sue Thompson, a consultant dietitian, writes that in the 1960s, the slogan was 'you are what you eat'. Then in the 1970s and 1980s, the idea was that food was bad for you. In her words, 'it became a time of "Don't eat" and "bad foods". Now, happily, 'we are moving into a time of appreciating the health benefits of food' (Promotional release by the Dairy Farmers, 1997). As the new battle ground for extended enhanced life, eating takes on fortified meaning. Awed by the enthusiasm, I am also somewhat shocked by the intimacy of detail. I can handle descriptions of sex, but the idea of discussing the ways in which you 'are reducing the bacterial toxins produced from small bowel overgrowth' (Thompson), is just too much. Gut level intimacy indeed. However, eating is intimate. But strangely enough except for the effusive health gurus, and the gossip about the eating habits of celebrities, normally in terms of not-eating, we tend not to publicly air the fact that we all operate as 'mouth machines' (to take Noëlle Châtelet's term). To be blunt about it, 'to eat, is to connect ... the mouth and the anus' (Châtelet 34). We would, with good reason, rather not think about this; it is an area of conversation reserved for our intimates. For instance, in relationships the moment of broaching the subject of one's gut may mark the beginning of the end. So let us stay for the moment at the level of the mouth machine, and the ways it brings together the physical fact of what goes in, and the symbolic production of what comes out: meanings, statements, ideas. To sanitise it further, I want to think of the mouth machine as a metonym4 for the operations of a term that has been central to cultural studies: 'articulation'. Stuart Hall's now classic definition states that 'articulation refers to the complex set of historical practices by which we struggle to produce identity or structural unity out of, on top of, complexity, difference, contradiction' (qtd. in Grossberg, "History" 64). While the term has tended to be used rather indiscriminately -- theorists wildly 'articulate' this or that -- its precise terms are useful. Basically it refers to how individuals relate themselves to their social contexts and histories. While we are all in some sense the repositories of past practices, through our actions we 'articulate', bridge and connect ourselves to practices and contexts in ways that are new to us. In other terms, we continually shuttle between practices and meanings that are already constituted and 'the real conditions' in which we find ourselves. As Lawrence Grossberg argues, this offers 'a nonessentialist theory of agency ... a fragmented, decentered human agent, an agent who is both "subject-ed" by power and capable of acting against power' ("History" 65). Elsewhere Grossberg elaborates on the term, arguing that 'articulation is the production of identity on top of difference, of unities out of fragments, of structures across practices' (We Gotta Get Out 54). We are then 'articulated' subjects, the product of being integrated into past practices and structures, but we are also always 'articulating' subjects: through our enactment of practices we reforge new meanings, new identities for ourselves. This then reveals a view of the subject as a fluctuating entity, neither totally voluntaristic, nor overdetermined. In more down to earth terms, just because we are informed by practices not of our own making, 'that doesn't mean we swallow our lessons without protest' (Jenkins 5). The mouth machine takes in but it also spits out. In these actions the individual is constantly connecting, disconnecting and reconnecting. Grossberg joins the theory of articulation to Deleuze and Guattari's notion of rhizomes. In real and theoretical terms, a rhizome is a wonderful entity: it is a type of plant, such as a potato plant or an orchid, that instead of having tap roots spreads its shoots outwards, where new roots can sprout off old. Used as a figure to map out social relations, the rhizome allows us to think about other types of connection. Beyond the arboreal, tap root logic of, say, the family tree which ties me in lineage to my forefathers, the rhizome allows me to spread laterally and horizontally: as Deleuze puts it, the rhizome is antigenealogical, 'it always has multiple entryways' compelling us to think of how we are connected diversely, to obvious and sometimes not so obvious entities (35). For Grossberg the appeal of joining a theory of articulation with one inspired by rhizomes is that it combines the 'vertical complexity' of culture and context, with the 'wild realism' of the horizontal possibilities that connect us outward. To use another metaphor dear to Deleuze and Guattari, this is to think about the spread of rhizomatic roots, the 'lines of flight' that break open seemingly closed structures, including those we call ourselves: 'lines of flight disarticulate, open up the assemblage to its exterior, cutting across and dismantling unity, identity, centers and hierarchies' (qtd. in Grossberg, We Gotta Get Out 58). In this way, bodies can be seen as assemblages: bits of past and present practice, openings, attachments to parts of the social, closings and aversion to other parts. The tongue as it ventures out to taste something new may bring back fond memories, or it may cause us to recoil in disgust. As Jenkins writes, this produces a fascinating 'contradiction -- how the body is both a prison and a vehicle for adventure' (4). It highlights the fact that the 'body is not the same from day to day. Not even from minute to minute ... . Sometimes it seems like home, sometimes more like a cheap motel near Pittsburgh' (7). As we ingest we mutate, we expand and contract, we change, sometimes subtly, sometimes violently. The openings and closings of our bodies constantly rearranges our dealings with others, as Jenkins writes, the body's 'distortions, anxieties, ecstasies and discomforts all influence a person's interaction with the people who service it'. In more theoretical terms, this produces the body as 'an articulated plane whose organisation defines its own relations of power and sites of struggle', which 'points to the existence of another politics, a politics of feeling' (Grossberg, "History" 72). These theoretical considerations illuminate the interest and the complexity of bodies that eat. The mouth machine registers experiences, and then articulates them -- utters them. In eating, we may munch into whole chains of previously established connotations, just as we may disrupt them. For instance, an email arrives, leaving traces of its rhizomatic passage zapping from one part of the world to another, and then to me. Unsolicited, it sets out a statement from a Dr. Johannes Van Vugt in San Francisco who on October 11, 1999, National Coming Out Day in the US, began an ongoing 'Fast for Equal Rights for persons who are gay, lesbian and other sexual orientation minorities'. Yoking his fast with the teachings of Ghandi and Martin Luther King, Dr. Van Vugt says he is fasting to 'call on you to choose love, not fear, and to do something about it'. The statement also reveals that he previously fasted 'to raise awareness and funds for African famine relief for which he received a Congressional commendation'. While personally I don't give much for his chances of getting a second commendation, this is an example of how the mouth machine closed still operates to articulate identities and politics to wildly diverging sites. While there is something of an arboreal logic to fasting for awareness of famine, the connection between not eating and anti-homophobic politics is decidedly rhizomatic. Whether or not it succeeds in its aim, and one of the tenets of a rhizomatic logic is that the points of connection cannot be guaranteed in advance, it does join the mouth with sex with the mouth with homophobic statements that it utters. There is then a sort of 'wild realism' at work here that endeavours to set up new assemblages of bodies, mouths and politics. From fasting to writing, what of the body that writes of the body that eats? In Grossberg's argument, the move to a rhizomatic field of analysis promises to return cultural theory to a consideration of 'the real'. He argues that such a theory must be 'concerned with particular configurations of practices, how they produce effects and how such effects are organized and deployed' (We Gotta Get Out 45). However, it is crucial to remember that these practices do not exist in a pure state in culture, divorced from their representations or those of the body that analyses them. The type of 'wild realism' that Grossberg calls for, as in Deleuze's 'new empiricism' is both a way of seeing the world, and offers it anew, illuminates otherly its structures and individuals' interaction with them. Following the line of the rhizome means that we must 'forcibly work both on semiotic flows, material flows, and social flows', Guattari goes on to argue that 'there is no tripartition between a field of reality, the world, a field of representation, the book, and a field of subjectivity, the author. But an arrangement places in connection certain multiplicities taken from each of these orders' (qtd. in Grossberg, We Gotta Get Out 48). In terms of the possibilities offered by eating, these theoretical and conceptual arguments direct us to other ways of thinking about identity as both digestion and as indigestible. Bodies eat into culture. The mouth machine is central to the articulation of different orders, but so too is the tongue that sticks out, that draws in food, objects and people. Analysed along multiple alimentary lines of flight, in eating we constantly take in, chew up and spit out identities. Footnotes 1. As Barbara Santich has recently pointed out, Lévi-Strauss's point was made in relation to taboos on eating totem animals in traditional societies and wasn't a general comment on the connection between eating and thinking (4). 2. The sponsors of the Hunger Site include 0-0.com, a search engine, Proflowers.com, and an assortment of other examples of this new form of altruism (such as GreaterGood.com which advertises itself as a 'shop to benefit your favorite cause'), and 'World-Wide Recipes', which features a 'virtual restaurant'. 3. The pregnant body is of course one of the most policed entities in our culture, and pregnant friends report on the anxieties that are produced about what will go into the future child's body. 4. While Châtelet writes that thinking about the eating body 'throws her into full metaphor ... joining, for example the nutritional mouth and the lover's mouth' (8), I have tried to avoid the tug of metaphor. Of course, the seduction of metaphor is great, and there are copious examples of the metaphorisation of eating in regards to consumption, ingestion, reading and writing. However, as I've argued elsewhere (Probyn, Outside Belongings), I prefer to focus on the 'work' (or as Le Doeuff would say, 'le faire des images') that Deleuze and Guattari's terms accomplish as ways of modelling the social. This is a particularly crucial (if here underdeveloped) point in terms of my present project, where I seek to analyse the ways in which eating may reproduce an awareness of the visceral nature of social relations. That said, and as my valued colleague Melissa Hardie has often pointed out, my text is littered with metaphor. References Brillat-Savarin, Jean-Anthelme. The Physiology of Taste. Trans. Anne Drayton. Penguin, 1974. Châtelet, Noëlle. Le Corps a Corps Culinaire. Paris: Seuil, 1977. Deleuze, Gilles. "Rhizome versus Trees." The Deleuze Reader. Ed. Constantin V. Boundas. New York: Columbia UP, 1993. Foucault, Michel. The Order of Things: An Archaeology of the Human Sciences. New York: Vintage, 1973. Gatens, Moira, and Genevieve Lloyd. Collective Imaginings: Spinoza, Past and Present. New York and London: Routledge, 1999. Grossberg, Lawrence. "History, Politics and Postmodernism: Stuart Hall and Cultural Studies." Journal of Communication Inquiry 10.2 (1986): 61-77. ---. We Gotta Get Out of This Place: Popular Conservatism and Postmodern Culture. New York and London: Routledge,1992. Le Doeuff, Michèle. L'Étude et le Rouet. Paris: Seuil, 1989. Jenkins, Emily. Tongue First: Adventures in Physical Culture. London: Virago, 1999. Probyn, Elspeth. Outside Belongings. New York and London: Routledge, 1996. ---. Sexing the Self. Gendered Positions in Cultural Studies. New York and London: Routledge, 1993. Santich, Barbara. "Research Notes." The Centre for the History of Food and Drink Newsletter. The University of Adelaide, September 1999. Thompson, Sue. Promotional pamphlet for the Dairy Farmers' Association. 1997. Tomlinson, John. Globalization and Culture. Oxford: Polity Press, 1999. Citation reference for this article MLA style: Elspeth Probyn. "The Indigestion of Identities." M/C: A Journal of Media and Culture 2.7 (1999). [your date of access] <http://www.uq.edu.au/mc/9910/indigestion.php>. Chicago style: Elspeth Probyn, "The Indigestion of Identities," M/C: A Journal of Media and Culture 2, no. 7 (1999), <http://www.uq.edu.au/mc/9910/indigestion.php> ([your date of access]). APA style: Elspeth Probyn. (1999) The indigestion of identities. M/C: A Journal of Media and Culture 2(7). <http://www.uq.edu.au/mc/9910/indigestion.php> ([your date of access]).
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