Post-Cinema After Extinction

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The 2015 Annual C21 Conference (April 30 – May 2, 2015 at the Center for 21st Century Studies, University of Wisconsin-Milwaukee) will be devoted to the theme “After Extinction,” which can be thought from a variety of related perspectives. As the conference CFP put it:

C21’s conference After Extinction will pursue the question of what it means to come “after” extinction in three different but related senses.

1) In temporal terms, what comes after extinction, not only the event of extinction but also the concept? After we think extinction what comes next? Are there historical models or examples of what comes after? Can these past extinctions measure up to present day events, or do the possible scales on which extinction might operate today make such comparisons incompatible? Is extinction something that only happens belatedly, after there are already species or forms or practices in place, or does extinction work prior to the emergence of species, as generative of the evolution or emergence of any form of life or being? Is extinction terminal or can species return, a la Jurassic Park or European projects to restore the auroch or Przewalski’s horse?  Can dead or dying languages be revitalized?

2) In an epistemological sense, what does it mean for an image, graphic, text, video or film to “take after” the concept of extinction, to mediate it in such a way as to resemble or be mimetic of extinction. What is “after extinction” in the sense that a painting is “after O’Keeffe” or a child “takes after” its parent? In order to be recognized as coming after extinction an event or occasion must be seen as being related to extinction, to have been consequent or emergent from the event of extinction. Thus we mean to explore the premediation of future extinctions in a variety of formal and informal, print, audiovisual, and networked media.  What forms of knowledge emerge in such anticipatory pursuits?

3) In spatial terms, what will remain physically after extinction?  Extinction is not simply death or absence but a geophysical event that occurs in space.  What does it mean to pursue extinction, to go “after” it with technologies and scientific techniques of making extinction legible by premediating its possible occurrence through climate change modeling or pandemic forecasting?  How should one act “after extinction” in order to plan for, prevent, or preempt the end of crucial life forms, for example, by establishing seed banks or stockpiling DNA? How does the extinction of one species threaten the lifeblood of the entire biosphere (e.g., the impact of bee colony collapse on particular flora and fauna as well as on human practices like agriculture)?  Have new artifacts surfaced either as sentinels or fossils of extinction (e.g., animal carcasses washed up on shore filled with plastic, or mutant plants in irradiated nuclear test fields)? Even if extinction has always been thought of as impacting a larger ecology, has the scale of risk changed in light of the accelerated networks of the 21st century?

I am very happy to have the opportunity to return to Milwaukee this year in order to pursue these questions at what promises to be another great C21 event! My own paper, which was just accepted, will focus on questions of extinction in relation to the concept of post-cinema.

Here is my abstract:

Post-Cinema after Extinction

Shane Denson

In this presentation, I argue that contemporary, digital moving-image media – what some critics have come to see as properly “post-cinematic” media – are related materially, culturally, and conceptually to extinction as their experiential horizon. Materially and technologically, post-cinema emerges as a set of aesthetic responses to the real or imagined extinction of film qua celluloid or to the death of cinema qua institution of shared reception. Significantly, however, such animating visions of technocultural transformation in the wake of the demise of a formerly dominant media regime are linked in complex ways to another experience of extinction: that of the human. That is, post-cinema is involved centrally in the (pre-)mediation of an experience of the world without us – both thematically, e.g. in films about impending or actual extinction events, and formally, in terms of a general “discorrelation” of moving images from the norms of human embodiment that governed classical cinema. Such discorrelation is evidenced in violations of classical continuity principles, for example, but it is anchored more fundamentally in a disruption of phenomenological relations established by the analogue camera. Digital cameras and algorithmic image-processing technologies confront us with images that are no longer calibrated to our embodied senses, and that therefore must partially elude or remain invisible to the human. Anticipating and intimating the eradication of human perception, post-cinema is therefore “after extinction” even before extinction takes place: it envisions and transmits affective clues about a world without us, a world beyond “correlationism,” that arises at the other end of the Anthropocene – or that we inhabit already.

Bibliography:

Denson, Shane, and Julia Leyda, eds. Post-Cinema: Theorizing 21st-Century Film. Sussex: REFRAME Books, forthcoming.

Kara, Selmin. “Beasts of the Digital Wild: Primordigital Cinema and the Question of Origins.” Sequence 1.4 (2014).

Shaviro, Steven. Post-Cinematic Affect. Winchester: Zero Books, 2009.

Sobchack, Vivian. The Address of the Eye: A Phenomenology of Film Experience. Princeton: Princeton UP, 1992.

_____. “The Scene of the Screen: Envisioning Photographic, Cinematic, and Electronic Presence.” Carnal Thoughts: Embodiment and Moving Image Culture. Berkeley and Los Angeles: U of California P, 2004. 135-162.

Scholarship in Sound & Image

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I have long been interested in “videographic criticism” — that is, scholarly (interpretive, argumentative, and sometimes more poetic) work done in the medium of sound and moving images. Such work is especially relevant for engagements with film and video, television, and video games — i.e. for the critical analysis of media that themselves operate with sound and moving images of various sorts. Until now, I have only dabbled in videographic criticism, but I regard it as an important means of gaining insight and materially grappling with moving-image media; the process of planning and executing a video essay can be literally eye-opening to students who are just coming to terms with concepts and practices of cinematographic framing and continuity editing, for example, but the experience is no less powerful for seasoned scholars who are used to engaging with moving images through the more conventional channel of written text.

Over the past few years, as a result, I have made a commitment to myself to work towards more fully integrating videographic modes and methods into my pedagogical and scholarly practice. I have encouraged students to produce video essays as seminar coursework (e.g. in my 21st-century film course) — and I have plans to expand my incorporation of such assignments in future courses. In the meantime, a great number of people have been busy developing the form, exploring best practices for conducting this type of work, and even setting up peer-reviewed journals for videographic criticism — if you haven’t seen it yet, be sure to check out the awesome journal [in]TransitionIn other words, while this is still a relatively new field of scholarly publication (though it clearly draws on older forms of documentary and creative work), there is a growing community of people and a growing body of work and experimentation that can be drawn upon and learned from.

I am therefore very excited to be attending a workshop this summer, “Scholarship in Sound & Image” (June 14-27, 2015 at Middlebury College), where I look forward to meeting some of these people and learning from their experience. Co-directed by Christian Keathley and Jason Mittell, and with guest presentations by the incomparable Catherine Grant and Eric Faden, the workshop promises to be a once in a lifetime learning event.

In other words: Expect to see more moving-image experiments on this blog!

Mario Modding Madness

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In case you missed it: you can watch a split-screen video presentation of my digital humanities-oriented talk, “Visualizing Digital Seriality,” which I gave last Friday, January 30, 2015, at Duke University — here (or click the image above).

More about the project can be found here.

Manifest Data: Presentation Audio and Slides

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Click the image above to view the slides and hear the audio track recorded at our January 21, 2015 presentation of Manifest Data, a collaborative art/theory project by the Duke University S-1 Speculative Sensation Lab (directed by Mark B. N. Hansen and Mark Olson). This is an ongoing project, with further elaborations/iterations and presentations/exhibitions in the planning (more soon!).

The presentation took place at The Edge, the new digital and interactive learning space at Duke’s Bostock Library. The presenters (in the order of their appearance) were: Amanda Starling Gould, Luke Caldwell, Shane Denson (me), and David Rambo.

For more info about the project, see here and here — and stay tuned for more!.

Livestream: Visualizing Digital Seriality

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According to the Duke Visualization Friday Forum website, my talk this Friday — “Visualizing Digital Seriality: Correlating Code and Community in the Super Mario Modding Scene” — will be streamed live: here.

The talk will take place at 12:00 Eastern time, Jan. 30, 2015.

More about Manifest Data

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Above, another poster for the Manifest Data event on January 21, 2015, which I posted about a few days ago. Again, we’ll be presenting “a project that includes a 3D printed manifestation of personal Internet browsing data and an AR-enhanced data-based garden gnome” (as Amanda Starling Gould summed it up succinctly). If you’re in the Triangle area, do swing by! The event is free and open to all. (And if that’s not enough to entice you: as the poster says, “Light refreshments will be served!”)

See also the posts about the project on the HASTAC digital humanities network (here and here), as well the full list of events in the Duke Digital Scholarship Services series this semester (here).

Visualizing Digital Seriality / Duke Visualization Friday Forum

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On January 30, 2015 (12:00-1:00pm), I will be speaking about visualization techniques and game-related serialization processes at the Duke Visualization Friday Forum. Organized by Eric Monson and Angela Zoss, this is a very exciting and robustly interdisciplinary venue, as the long list of sponsors for the weekly forum indicates: Information Science + Information Studies, the Duke immersive Virtual Environment (or DiVE), Media Arts + Sciences, Data and Visualization Services, the Department of Computer Science, Research Computing at the Office of Information Technology, and Visualization & Interactive Systems.

As this list indicates, the Visualization Friday Forum has the potential to take just about anyone — but especially humanities-types like me — out of their comfort zone; but it does so in the most comfortable way possible: the informal setting of a lunchtime chat fosters a type of exchange that is interdisciplinary in the best sense. Artists, computer scientists, media scholars, digital humanists, historians, literary critics, mathematicians, and researchers in the natural sciences, among others, make a genuine effort to understand one another. And, to judge from the times I have been present or watched a live-stream of the Forum, this effort is usually quite successful.

So here’s hoping that my own effort at interdisciplinary dialogue will be as successful! In my talk, I will discuss an ongoing project, some preliminary findings of which I posted not too long ago. Here’s the abstract:

Visualizing Digital Seriality: Correlating Code and Community in the Super Mario Modding Scene

Shane Denson (DAAD Postdoctoral Fellow, Duke Literature)

Seriality is a common feature of game franchises, with their various sequels, spin-offs, and other forms of continuation; such serialization informs social processes of community-building among fans, while it also takes place at much lower levels in the repetition and variation that characterizes a series of game levels, for example, or in the modularized and recycled code of game engines. This presentation considers how tools and methods of digital humanities – including “distant reading” and visualization techniques – can shed light on serialization processes in digital games and gaming communities. The vibrant “modding” scene that has arisen around the classic Nintendo game Super Mario Bros. (1985) serves as a case study. Automated “reading” techniques allow us to survey a large collection of fan-based game modifications, while visualization software such as Tableau and Palladio help to bridge the gap between code and community, revealing otherwise invisible connections and patterns of seriality.

Karl Marx Garden Gnome at The Carrack Modern Art

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I have written before about Karin Denson’s crazy hand-crafted garden gnomes, based on figures from popular culture, philosophy, and modern art (see here for a piece I posted about them last year). Recently, Karin’s gnomes have taken on new dimensions — quite literally, in fact — as she has transformed personal data collected during Internet browsing sessions into a sort of “portrait” of the user, subsequently turning this image of the interface into a gnome’s “data face,” and then subjecting the poor creature to a strict (but playful) regimen of photogrammetry, AR enhancement, and 3D printing. These new aspects, developed as part of the collaborative Manifest Data project, have further expanded the gnome’s artistic questioning of popular and high-art cultural formations, material and immaterial labor processes, class consciousness, national identity, and the role of seriality in all of them.

It is only fitting, then, that as we prepare for next week’s presentation of Manifest Data, in which context Karin’s data gnomes mount a brave attempt to reverse the neo-cyber-Marxian dictum that “all that’s solid melts into zeroes and ones,” another of Karin’s gnomes is also currently on display: Karl Marx himself, or his gnomic Doppelgänger, is haunting the gallery, bringing things down to earth, and making them concrete (literally: solid concrete). This week only, the Karl Marx gnome can be seen at The Carrack Modern Art, where he’s participating in a community show featuring 100 local artists from the Triangle area of North Carolina. The show runs today through Friday, 12-6pm, and Saturday 2-5pm. Also, as part of “Third Friday Durham,” there will be a reception with food, wine, and music this Friday, January 16, 2015, from 7-10pm. If you’re in or around Durham, don’t miss it!