Patricia Pisters, “The Filmmaker as Metallurgist: Post-Cinema’s Commitment to Radical Contingency” #SCMS15

brain-scan

[UPDATE: Full video of the complete panel is now online: here.]

Here is the abstract for Patricia Pisters’s paper on the panel “Post-Cinema and/as Speculative Media Theory” at the 2015 SCMS conference in Montréal:

The Filmmaker as Metallurgist: Post-Cinema’s Commitment to Radical Contingency

Patricia Pisters (University of Amsterdam)

Contemporary film, television series, and visual arts have a particular temporal and narrative aesthetics that show how the future, always speculative and multiple, has become the dominant time for thinking. I propose calling this aesthetic mode of the digital age “the neuro-image” (Pisters 2012). Following Gilles Deleuze’s movement-images and time-images, neuro-images increasingly present us time as multiple feedback loops from possible futures, parallel worlds, and complex narrations where subtle differences can cause a world of (micropolitical) variations, different pasts for different futures.

This presentation will look at the ways in which contemporary artists and filmmakers are committed to the radical contingency of the audio-visual archive – committed to revealing hidden dimensions of history and/in our collective audio-visual archive, in order to revive new perspectives and reveal new versions of the past that seem necessary for the future of “a people to come.” In her project The Archival Fourth Dimension, for example, artist Sarah Pierce revisits newsreel archives and proposes to uncover “a different past” in Irish and colonial history. In his installation homage to Stuart Hall, The Unfinished Conversation (2012), John Akomfrah shows how personal and collective archival footage are in a perpetual dialogue where poetry and politics form an intractable bond and history becomes a speculative world of alternative histories. Silvia Kolbowski resurrects Ulrike Meinhoff in A Few Howls Again (2010) and speaks up for her corps, giving a voice to haunting questions of war, violence, and terrorism. And in Zandj Revolution (2013), filmmaker Tariq Teguia makes a journey from Algeria, to Lebanon, Palestine, Iraq, and Greece to find inspiration not only in a past revolution – the ninth-century revolution of the Zandj slaves in Iraq – but also in a rebellious and migratory cinematographic style that captures and foreshadows the spirit of the Arab revolution.

Looking at examples such as these, the presentation aims to show how filmmakers become “metallurgists” (Deleuze and Guattari 1994) following the matter-flows of the archive, bending it in concrete forms that can escape from the mnemonic depths and take on a new life, an afterlife. As a politics and a cinematic aesthetics, this undertaking becomes a never-ending story of “trying again, failing again, failing better” with a radical and speculative commitment to the contingencies of history.

Bibliography:

Deleuze, Gilles, and Felix Guatttari. A Thousand Plateaus. London: The Athlone Press, 1994.

Eisenstein, Sergei. The Film Sense. Trans. Jay Leyda. San Diego, New York & London: Harcourt Brace & Company, 1947.

Shaviro, Steven. Post Cinematic Affect. Winchester, UK: Zero Books, 2010.

Pisters, Patricia. The Neuro-Image: A Deleuzian Film-Philosophy for Digital Screen Culture. Stanford: Stanford University Press, 2012.

Author Bio:

Patricia Pisters is professor of film studies in the department of Media Studies at the University of Amsterdam. She is one of the founding editors of Necsus: European Journal of Media Studies. Publications include The Matrix of Visual Culture: Working with Deleuze in Film Theory (Stanford University Press, 2003) and The Neuro-Image: A Deleuzian Film-Philosophy of Digital Screen Culture (Stanford University Press, 2012).

Adrian Ivakhiv, “Speculative Ecologies of (Post-)Cinema” #SCMS15

nasa-environment

[UPDATE: Full video of the complete panel is now online: here.]

Here is the abstract for Adrian Ivakhiv’s paper on the panel “Post-Cinema and/as Speculative Media Theory” at the 2015 SCMS conference in Montréal:

Speculative Ecologies of (Post-)Cinema

Adrian Ivakhiv (University of Vermont)

Three sets of intellectual developments frame this paper: (1) debates over the “end of cinema” (and rise of “post-cinema”) in the wake of digital media; (2) recognition across diverse fields that global ecological change—especially, though not solely, impending climate change—is forcing a rearticulation of disciplinary goals and broad societal values; and (3) an upsurge in speculative philosophy, including film and media philosophy, that reconceptualizes sociality, materiality, and relationality in diverse and mutually imbricated ways.

This paper sets out to articulate these three developments together. The emergence of cinema as the “eye of the [twentieth] century” (Cassetti 2008) and its subsequent mutation into something different at the beginning of the twenty-first, and the emergence of ecology as a dominant way of understanding the human-Earth relationship, have not yet been brought and thought together in a sustained way. To do this, I propose a speculative model of cinema, technology, and reality—a process-relational, semiotic-machinic, and “morphogenetic” model rooted in Whitehead, Peirce, and Deleuze/Guattari—to make sense of the ways in which digital cinema reaffirms the lively, kinematic animacy of all things cinematic and extra-cinematic.

Articulating the connections between cinema, semiosis, and materiality makes it possible to conceive of cinema (including digital cinema) as a particular political-ecological articulation of carbon-based life (or biosemiosis). But life, or the semiotic (in Peirce’s terms), exceeds the living. It is machinic (in Deleuzo-Guattarian terms), networked (in Bruno Latour’s), morphogenetic and perpetually differentiating (Deleuze/DeLanda). In this light, I consider what a “post-carbon” cinematic materiality, a materiality beyond the era of petrochemicals—the Capitalocene—might look like, and how digitality, with its proliferation of new forms and its shift to technologies of “the cloud,” affects the possibilities for reclaiming a semiotic commons.

Bibliography:

Bozak, Nadia. The Cinematic Footprint: Lights, Camera, Natural Resources. New Brunswick, NJ: Rutgers University Press, 2011.

Cassetti, Francesco. Eye of the Century: Film, Experience, Modernity. Tr. E. Larkin with J Pranolo. New York: Columbia University Press, 2008.

Ivakhiv, Adrian, Ecologies of the Moving Image: Cinema, Affect, Nature. Waterloo, Ontario, Canada: Wilfrid Laurier University Press, 2013.

Mullarkey, John, Refractions of Reality: Philosophy and the Moving Image. Basingstoke, Hampshire: Palgrave Macmillan, 2009.

Shaviro, Steven, Post-Cinematic Affect. Winchester: Zero Books, 2010.

Author Bio:

Adrian Ivakhiv is Professor of Environmental Thought and Culture at the University of Vermont. His research focuses at the intersections between ecology, culture, media, affect, and identity. His books include Ecologies of the Moving Image: Cinema, Affect, Nature (2013) and the forthcoming Why Objects Fly Out the Window: An Eventology Manifesto, in the Whiff of its Passing. He blogs at Immanence: EcoCulture, GeoPhilosophy, MediaPolitics.

Mark B. N. Hansen, “Speculative Protention, or, Are 21st Century Media Agents of Futurity?” #SCMS15

feedback

[UPDATE: Full video of the complete panel is now online: here.]

Here is the abstract for Mark Hansen’s paper on the panel “Post Cinema and/as Speculative Media Theory” at the 2015 SCMS conference in Montréal:

Speculative Protention, or, Are 21st Century Media Agents of Futurity?

Mark B. N. Hansen (Duke University)

In his effort to develop a philosophical account of time-consciousness in the media age, Bernard Stiegler has invoked cinema (as a stand-in for global, realtime, audiovisual fluxes) as the media object par excellence, the technical temporal object that brokers, models, and operates as surrogate for the temporalization responsible for conscious life. Since the publication of the first volume of Stiegler’s Technics and Time, critics have responded to Stiegler’s project with a mix of enthusiasm and skepticism: enthusiasm for the reworking of seemingly moribund themes of deconstruction into a powerful engagement with contemporary media technologies; skepticism concerning the focus on consciousness and representation as the privileged agent and domain of media’s operationality. One particularly striking consequence of Stiegler’s focus on cinema as temporal technical object is a certain temporal bias toward the past, and a recapitulation of the impasse of protention that plagued Husserl’s account of time-consciousness. So long as protention (the “just-to-come’” futurity that is part of the sensory present on the Husserlian model) is taken to be symmetrical to, and indeed is modelled on or derived from retention (the “just-past” of the sensory present), it cannot but be restricted to something that (1) is already possible from the standpoint of the present, is a mode of possibility belonging to the present, and (2) is representational in the sense of being a “content” of consciousness.

The wide-ranging proliferation of so-called “new media” technologies (what I have called 21st century media in my recent work) affords the opportunity to expand the technical off-loading of time-consciousness that informs the core of Stiegler’s neo-Husserlian thought. Most crucially, 21st century media technologies break the correlation of media with conscious cognition, and thus expand the domain of conjunction to what I have called “worldly sensibility” (the meeting of embodied sensibility and worldly impressionality). In my paper, I shall explore two key aspects of this expansion that directly concern the operationality of “speculative media theory”: 1) how the shift from consciousness to sensibility liberates protentionality from its twin restrictions (possibility of the present and representation of consciousness); and 2) how this shift requires a speculative mode of theorization that is an immediate function of the uncertainty and unrepresentatibility of the future.

Bibliography:

Hansen, Mark B. N. Feed-Forward: On the Future of Twenty-First-Century Media. Chicago: U of Chicago P, 2014.

Stiegler, Bernard. Technics and Time, Vol. 3: Cinematic Time and the Question of Malaise. Stanford: Stanford UP, 2010.

Whitehead, Alfred North. Process and Reality: An Essay on Cosmology. New York: The Free Press, 1978.

Author Bio:

Mark Hansen teaches in the Literature Program and in Media Arts & Sciences at Duke University. He is author of Embodying Technesis: Technology Beyond Writing, New Philosophy for New Media, and Bodies in Code, and has co-edited The Cambridge Companion to Merleau-Ponty, Emergence and Embodiment: New Essays on Second-Order Systems Theory, and Critical Terms for Media Studies. His book Feed-Forward: the Future of 21st Century Media will be published by Chicago in Fall 2014.

“Digital Seriality” — Panel at #SCMS15 in Montreal

giphy-digital-seriality

At the upcoming conference of the Society for Cinema and Media Studies (March 25-29, 2015 in Montréal), I will be participating in a panel on “Digital Seriality,” co-chaired by Andreas Jahn-Sudmann and Scott Higgins, along with Dominik Maeder and Daniela Wentz.

Here is our panel description, along with links (below) to the abstracts for the various papers:

Digital Seriality

Seriality and the digital are key concepts for an understanding of many current forms, texts, and technologies of media, and they are implicated in much broader media-historical trajectories as well. Beyond the forms and functions of specific cultural artifacts, they are central to our global media ecology. Surprisingly, though, relatively few attempts have been made at thinking the digital and the serial together, as intimately connected perspectives on media. This is precisely the task of the present panel. On the one hand, the papers interrogate the serial conditions, forms, and effects of digital culture; on the other hand, they question the role of the digital as technocultural embodiment, determinant, or matrix for serialized media aesthetics and practices. The panel thus brings together heretofore isolated perspectives from studies of new media culture (cf. Manovich 2001, Jenkins 2006) and emerging scholarship on seriality (cf. Kelleter 2012, Allen and van den Berg 2014).

Seriality and digitality are understood here in terms not only of their narrative/representational manifestations but also their technical-operational impacts on our media environments. Accordingly, Shane Denson and Andreas Jahn-Sudmann’s paper looks to the case of the Xbox One in order to show how computational platforms affect the serial forms and practices emerging within, among, and around digital games (“intra-,” “inter-,” and “para-ludic” serialities; cf. Denson and Jahn-Sudmann 2013), but also how these platforms inscribe themselves – as a serialized factor in their own right – into the parameters of computational expression. Whereas video games serve here to highlight the differences between digital and pre-digital serial forms, Dominik Maeder approaches things from the opposite direction, arguing that the interfaces of Netflix, Hulu, and other digital streaming services embody a form of spatio-temporal serialization that, already anticipated by TV series, is closely related to (pre-digital) televisual seriality. As a complementary perspective, Daniela Wentz’s paper shows how certain TV series anticipate their own digital afterlives in the form of fan-made gifs and memes. Finally, Scott Higgins provides an “archeological” perspective, exploring the ludic dimensions of the operational aesthetic, which anticipates computer games in pre-digital forms, thus offering a fruitful case for rethinking digital seriality from a media-comparative perspective.

Bibliography

Allen, Robert, and Thijs van den Berg, eds. Serialization in Popular Culture. London: Routledge, 2014.

Denson, Shane, and Andreas Jahn-Sudmann. “Digital Seriality: On the Serial Aesthetics and Practice of Digital Games.” Eludamos: Journal for Computer Game Culture 7.1 (2013): 1-32.

Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006.

Kelleter, Frank, ed. Populäre Serialität: Narration – Evolution – Distinktion. Zum seriellen Erzählen seit dem 19. Jahrhundert. Bielefeld: Transcript, 2012.

Manovich, Lev. The Language of New Media. Cambridge, MIT, 2001.

Finally, here are links to the individual abstracts:

Shane Denson and Andreas Jahn-Sudmann, “The Xbox One as Serial Hardware: A Technocultural Approach to the Seriality of Computational Platforms”

Dominik Maeder, “Serial Interfaces: Publishing and Programming Television on Digital Platforms”

Daniela Wentz, “The Infinite Gesture: The Serial Culture of the Gif”

Scott Higgins, “Ludic Operations: Play and the Serial Action Sequence”

Shane Denson and Andreas Jahn-Sudmann, “The Xbox One as Serial Hardware: A Technocultural Approach to the Seriality of Computational Platforms” #SCMS15

giphy-xbox-one

Here is the abstract for Shane Denson and Andreas Jahn-Sudmann’s paper on the panel “Digital Seriality” at the 2015 SCMS conference in Montréal:

The Xbox One as Serial Hardware: A Technocultural Approach to the Seriality of Computational Platforms

Shane Denson (Duke University) and Andreas Jahn-Sudmann (Free University Berlin)

In order to fully understand the serial aesthetics and practices of digital game culture, seriality must be addressed not only on the level of software or gameplay, but also as a hardware phenomenon. The (un)official numbering of console generations serves to mark innovations serially (e.g. PlayStation, PS2, PS3, PS4), and this accords generally with the way in which the technical, aesthetic, and economic evolution of game software and hardware follows a serial logic of “one-upmanship” (cf. Jahn-Sudmann and Kelleter 2012). However, some systems like the new Xbox One ostensibly refuse the additive logic of innovation (the would-be “Xbox 720”) and perform a symbolic reboot instead (cf. Denson and Jahn-Sudmann 2013). Yet this revolutionary rhetoric, along with its connotation of exclusivity, seems hardly compatible with the serial remake-logic of game engines, for instance. These engines function not only to allow games to be run on various platforms (PC, consoles, etc.) with only minor changes to their source code, but also serve to make the reusability of core software components easier and faster, thus increasing the economic viability of game series. Already against this backdrop, the technical development of consoles has to be conceptualized, almost inevitably, as a process of media evolution rather than of media revolution.

In our paper, we seek to explore how game consoles like the Xbox One not only enable and constrain aesthetic forms and practices of ludic seriality, but also how these platforms themselves emerge as serial factors of technocultural expression. The presentation focuses particularly on two questions: First, and more generally, how can the theoretical and historical perspective of “platform studies” (as advocated by Montfort and Bogost 2009) contribute to the study of digital seriality? Second, in how far can we think of the game console as a computational platform that mediates different levels of ludic seriality (forms of serialization within the game, between games, and “outside” the game) while also shaping the cultural forms of what we call “collective serialization” (i.e. processes of community-formation in connection with the consumption of serialized media) and “serial interfacing” (i.e. the temporal-serial experiences that transpire at the interface between humans and digital technologies) (Denson and Jahn-Sudmann 2013)?

Bibliography

Denson, Shane, and Andreas Jahn-Sudmann. “Digital Seriality: On the Serial Aesthetics and Practices of Digital Games.” Eludamos: Journal for Computer Game Culture 7.1 (2013): 1-32.

Jahn-Sudmann, Andreas, and Frank Kelleter. “Die Dynamik serieller Überbietung: Amerikanische Fernsehserien und das Konzept des Quality TV.” Populäre Serialität: Narration-Evolution-Distinktion. Zum seriellen Erzählen seit dem 19. Jahrhundert. Ed. Frank Kelleter. Bielefeld: Transcript Verlag, 2012. 205-224.

Montfort, Nick, and Ian Bogost. Racing the Beam. The Atari Video Computer System. Cambridge; London: The MIT Press, 2009.

 

Author Bios:

Shane Denson is a DAAD postdoctoral fellow at Duke University and a member of the research unit “Popular Seriality—Aesthetics and Practice.” He is the author of Postnaturalism: Frankenstein, Film, and the Anthropotechnical Interface (Transcript 2014) and co-editor of several collections: Transnational Perspectives on Graphic Narratives (Bloomsbury, 2013), Digital Seriality (special issue of Eludamos, forthcoming), and Post-Cinema: Theorizing 21st Century Film (REFRAME, forthcoming).

Andreas Jahn-Sudmann is assistant professor at the John F. Kennedy Institute for North American Studies (Freie Universität Berlin) and a member of the research unit “Popular Seriality—Aesthetics and Practice,” in which he co-directs the project “Digital Seriality.” He is the author of a book on American independent film, Der Widerspenstigen Zähmung? (Transcript, 2006), and co-editor of several anthologies, among them: Computer Games as a Sociocultural Phenomenon (Palgrave, 2008).

Dominik Maeder, “Serial Interfaces: Publishing and Programming Television on Digital Platforms” #SCMS15

giphy-netflix

Here is the abstract for Dominik Maeder’s paper on the panel “Digital Seriality” at the 2015 SCMS conference in Montréal:

Serial Interfaces: Publishing and Programming Television on Digital Platforms

Dominik Maeder (University of Siegen)

Digital streaming platforms such as Netflix, Hulu, and Watchever are frequently dubbed “the future of television” due to their technical features of increased selectability, flexibility, and user-centred generation of programming flows. Few scholars, however, have actually analyzed and theorized the aesthetic forms through which these platforms arrange and organize their “content” or the operations that the websites’ interfaces enable with respect to well-established accounts of television programming.

In this paper I shall argue that digital streaming platforms not only host and influence the production processes and aesthetic forms of television series, but that these platforms themselves perform a specific kind of spatio-temporal seriality on the level of their interfaces. This seriality of interfaces can be described, following Manovich (2001), as a conceptual form that is located between narrative and database logics and that permits databases themselves to appear as potential narratives. In so far as the arrangement of content in digital platforms is also a screening of meta-data (cf. Chamberlain 2011), we may more specifically locate the interfaces’ seriality as a result of the automated observation and algorithmic organization of media consumption (cf. Adelmann 2012). This algorithmic automatization, as will be demonstrated with regard to Netflix’s House of Cards, lends itself to a phantasm of the non-human production of the “new” and thereby closely connects to a very modernistic conception of industrial seriality.

Bibliography:

Adelmann, Ralf. “‘There is no correct way to use the system.’ Das doppelte Subjekt in Datenbanklogiken.” Sortieren, Sammeln, Suchen, Spielen. Die Datenbank als mediale Praxis. Eds. Stefan Böhme, Rolf F. Nohr, and Serjoscha Wiemer. Münster: LIT, 2012. 253-268.

Chamberlain, Daniel. “Scripted Spaces: Television Interfaces and the Non-Places of Asynchronous Entertainment.” Television as Digital Media. Eds. James Bennett and Niki Strange. Durham and London: Duke University Press, 2011. 230-254.

Manovich, Lev. The Language of New Media. Cambridge: MIT, 2001.

 

Author Bio:

Dominik Maeder (M.A.) is a research assistant in Media Studies at the University of Siegen (Germany). He is writing a PhD thesis on Televisual Governmentality and has published several papers on the aesthetics of TV series, reality TV, and transmedia television.

Daniela Wentz, “The Infinite Gesture: The Serial Culture of the Gif” #SCMS15

giphy-brando

Here is the abstract for Daniela Wentz’s paper on the panel “Digital Seriality” at the 2015 SCMS conference in Montréal:

The Infinite Gesture: The Serial Culture of the Gif

Daniela Wentz (Bauhaus University)

The looping digital moving image format of the animated gif enjoys an extremely high level of popularity at present within (digital) media culture. Although gifs are one of the oldest image formats on the web, they have established themselves as a dominant part of the aesthetics and image practices of today’s networked media. At the same time, these images challenge the conceptual frameworks within which we understand moving images, demanding in particular that they be accounted for in terms of a robust and multifacted notion of seriality.

This paper addresses the multiple dimensions in which seriality is crucial for the logics and functions of animated gifs: firstly, their occurrence as loops, repeating the same gesture or facial expression ad infinitum; secondly, the part they play in the production and spread of memes, which circulate on social networks and other platforms; and thirdly, their assemblage into “supercut” videos, fan-produced compilation videos that strive to collect a comprehensive set of recurring actions, phrases, camera angles, or other elements into a single montage. Memes are themselves processes which are based in a thoroughly serial processuality, in processes of coupling, doubling, replication, repetition, imitation, and more or less independent distribution (Shifman 2014). Supercut videos, for their part, can be understood as analytical tools to reveal patterns and notorious clichés also far beyond the borders of Internet culture. Serial repetition thus represents the heart of the aesthetic and analytical potential of the animated gif, as well as the larger media ecology of which it is a part; accordingly, these mechanisms of serialization must be taken into account in any analysis of the basic characteristics of networked, digital media.

Bibliography:

Fuller, Matthew: Media Ecologies: Materialist Energies in Art and Technoculture. Cambridge, Mass. and London: The MIT Press, 2007.

Hagman, Hampus: “The Digital Gesture: Rediscovering Cinematic Movement through Gifs.” Refractory 21 (2012), Special Issue on “Digital Cartography: Screening Space”: http://refractory.unimelb.edu.au/2012/12/29/hagman/ 6/9, 2012.

Shifman, Limor: Memes in Digital Culture. Cambridge, Mass. and London: The MIT Press, 2014.

 

Author Bio:

Daniela Wentz is a researcher and lecturer at the “Internationales Kolleg für Kulturtechnikforschung und Medienphilosophie (IKKM), Bauhaus-University Weimar. Her main fields of research are media philosophy, seriality, diagrammatics, and television studies. She is the author of Bilderfolgen: Diagrammatologie der Fernsehserie (Fink, forthcoming 2015) and co-editor of a special issue of Zeitschrift für Medienwissenschaft on “The Series.”

Scott Higgins, “Ludic Operations: Play and the Serial Action Sequence” #SCMS15

giphy-train

Here is the abstract for Scott Higgins’s paper on the panel “Digital Seriality” at the 2015 SCMS conference in Montréal:

Ludic Operations: Play and the Serial Action Sequence

Scott Higgins (Wesleyan University)

In “Digital Seriality: On the Serial Aesthetics and Practice of Digital Games,” Shane Denson and Andreas Jahn-Sudmann call for “a serious consideration of both the specificities of game-based serialities and the common ground they share with other media-cultural practices and aesthetic forms.” This essay heeds that call, albeit in reverse. If the concept of play can illuminate serial qualities of digital games, then perhaps analog serial forms should be regarded in terms of their ludic potentials. In particular, the concept of operational aesthetics connects the Hollywood sound serial and the contemporary action film to the kind of spatial, physical, problem solving basic to many digital games.

Tom Gunning brought the concept of “operational aesthetics” to film studies from Neil Harris’ study of P.T. Barnum. For Gunning, the term describes an essential fascination with seeing systems at work, “visualizing cause and effect through the image of the machine.” While Gunning traces this pleasure to early gag films and slapstick comedy, which he sees as at odds with studio-era plotting, the sound serial’s weekly death traps and infernal machines give pride of place to similar processes. Cliffhangers are physical traps with clear procedural boundaries: story potential is embedded within concrete mechanisms. The best cliffhangers achieved such visual and spatial clarity that viewers might feel something like a gamers’ agency, tracing out potential outcomes. In their design of narrative space, and their obsession with physical process, cliffhangers prefigure the fully ludic architectures of digital games. Similarly, Lisa Purse proposes that the contemporary action genre enacts a “fantasy of spatial mastery,” an embodied experience of overcoming physical constraints and boundaries. From Bond to Raiders to the Marvel franchises, action films have inherited the serial’s operational logic, placing inhabitable characters in diagrammatically vivid problem spaces.

My paper explores the operational action sequence as a form of ludic narrative, drawing examples from Captain Midnight, Raiders of the Lost Ark, and Guardians of the Galaxy. As transmedial action properties, both serials and blockbusters maintain a direct connection to the culture of play via seriality’s interrupted continuity. Operational aesthetics forms a bridge between story and game. I hope this research will help embolden the field to pursue the ludology of film narrative.

Bibliography:

Denson Shane, and Andreas Jahn-Sudmann. “Digital Seriality: On the Serial Aesthetics and Practice of Digital Games.” Eludamos: Journal for Computer Game Culture 7.1 (2013): 1-32..

Gunning, Tom. “Crazy Machines in the Garden of Forking Paths.” Classical Hollywood Comedy. Eds. Kristine Brunovska Karnick and Henry Jenkins. New York: Routledge, 1995. 87-105.

Juul, Jesper. Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, MA: MIT Press, 2005.

Murray, Janet. “From Game-Story to Cyberdrama.” First Person: New Media as Story, Performance, and Game. Eds. Noah Wardrip-Fruin and Pat Harrigan. Cambridge MA: MIT Press, 2004. 2-11.

Purse, Lisa. Contemporary Action Cinema. Edinburgh: Edinburgh UP, 2011.

 

Author Bio:

Scott Higgins is associate professor and chair of film studies at Wesleyan University. His interests include genre, narrative theory, film aesthetics, and technology. His first book, entitled Harnessing the Technicolor Rainbow, is published by the University of Texas Press. His second is the edited volume Arnheim for Film and Media Studies, published by Routledge. He is working on a manuscript about sound serials of the 1930s-1950s.

Shane Carruth’s Whiteheadian Metaphysics of Post-Cinema #SLSA14

SLSA-2014-Stengers-Carruth-Upstream-Color.001

Above, the final slide from my presentation on “Metabolic Media,” which I delivered today at the Society for Literature, Science, and the Arts conference in Dallas. I post it here because it includes one of my favorite recent discoveries: a quotation from Isabelle Stengers’s book Thinking with Whitehead that, in a discussion of Whitehead’s attempts to avoid the “bifurcation of nature” into primary and secondary qualities (as the early moderns put it) or into scientific and manifest images (in Wilfrid Sellars’s terms from the 1960s), comes surprisingly close to naming independent filmmaker Shane Carruth’s 2013 film Upstream Color — thereby unexpectedly helping us to understand the strange, post-cinematic experience of this film, which in its own way seems to reject the clear separation of subjective viewing positions and perceptual objects. Who knows? Maybe Carruth even took the title for his film from Stengers’s book. I have no evidence for this whatsoever, of course, but the resonance between the Whiteheadian project and what I call the “metabolic images” of Carruth’s film is so compelling, in my opinion, that the discovery of this quote makes it fun to speculate (idly) about the possibility…

Nonhuman Media Theories and Their Human Relevance #Flow14

Photo-Synthesizers

As I wrote here recently, I will be taking part in a roundtable discussion on media theory at this year’s FLOW Conference at the University of Texas (September 11-13, 2014). My panel — which will take place on Friday, September 12 at 1:45-3:00 pm (the full conference schedule is now online here) — consists of Drew Ayers (Northeastern University), Hunter Hargraves (Brown University), Philip Scepanski (Vassar College), Ted Friedman (Georgia State University), and myself.

In preparation for the panel, which is organized as a roundtable discussion rather than a series of paper presentations, each of us is asked to formulate a short position paper outlining our answer to an overarching discussion question. Clearly, the positions put forward in such papers are not intended to be definitive answers but provocations for further discussion. Below, I am posting my position paper, and I would be happy to receive any feedback on it that readers of the blog might care to offer.

Nonhuman Media Theories and their Human Relevance

Response to the FLOW 2014 roundtable discussion question “Theory: How Can Media Studies Make ‘The T Word’ More User-Friendly?”

Shane Denson (Leibniz Universität Hannover, Germany / Duke University)

1. Theory Between the Human and the Nonhuman

Rejecting the excesses of deconstructive “high theory,” approaches like cultural studies promised to be more down-to-earth and “user-friendly.” While hardly non-theoretical, this was “theory with a human face”; against poststructuralism’s anti-humanistic tendencies, human interaction (direct or mediated) returned to the center of inquiry. Today, however, we are faced with (medial) realities that exceed or bypass human perspectives and interests: from the microtemporal scale of computation to the global scale of climate change, our world challenges us to think beyond the human and embrace the nonhuman as an irreducible element in our experience and agency. Without returning to the old high theory, it therefore behooves us to reconcile the human and the nonhuman. Actor-network theory, affect theory, media archaeology, “German media theory,” and ecological media theory all highlight the role of the nonhuman, while their political (and hence human) relevance asserts itself in the face of very palpable crises – e.g. ecological disaster, which makes our own extinction thinkable (and generates a great variety of media activity), but also the inhuman scale and scope of global surveillance apparatuses.

2. With Friends Like These…

The roundtable discussion question asks how theory can be made more “user-friendly”; but first we should ask what this term suggests for the study of media. Significantly, the term “user-friendly” itself originates in the context of media – specifically computer systems, interfaces, and software – as late as the 1970s or early 1980s. Its appearance in that context can be seen as a response to the rapidly increasing complexity of a type of media – digital computational media – that function algorithmically rather than indexically, in a register that, unlike cinema and other analogue media, is not tuned to the sense-ratios of human perception but is designed precisely to outstrip human faculties in terms of speed and efficiency. The idea of user-friendliness implies a layer of easy, ergonomic interface that would tame these burgeoning powers and put them in the user’s control, hence empowering rather than overwhelming. As consumers, we expect our media technologies to empower us thus: they should enable rather than obstruct our purposes. But should we expect this as students of media? Should we not instead question the ideology of transparency, and the disciplining of agency it involves? Hackers have long complained about the excesses of “user-obsequious” interfaces, about “menuitis” and the paradoxical disempowerment of users through the narrow bandwidth interfaces of WIMP systems (so-called because of their reliance on “windows, icons, menus/mice, pointers”). Such criticisms challenge us to rethink our role as users – both of media and of media theory – and to adopt a more experimental attitude towards media, which are capable of shaping as much as accommodating human interests.

3. Media as Mediators

The give and take between empowerment and disempowerment highlights the situational, relational, and ultimately transformational power of media. And while cultural studies countenanced such phenomena in terms of hegemony, subversion, and resistance, the very agency of the would-be “user” of media might be open to more radical destabilization – particularly against the background of media’s digital revision, which “discorrelates” media contents (images, sounds, etc.) from human perception and calls into question the validity of a stable human perspective. More generally, it makes sense to think about media in terms of agencies and affordances rather than mere channels between pre-existing subjects and objects – to see media, in Bruno Latour’s terms, not as mere “intermediaries” but as “mediators” that generate specific, historically contingent differences between subject and object, nature and culture, human and nonhuman. Recognizing this non-neutral, lively and unpredictable, dimension of media invites an experimental attitude that not only taps creative uses of contemporary media (as in media art) but also privileges a sort of hacktivist approach to media history as non-linear, non-teleological, and non-deterministic (as in media archaeology) – and that ultimately rethinks what media are.

4. Speculative Media Theory

By expanding the notion of mediation beyond the field of discrete media apparatuses, and beyond their communicative and representational functions, approaches like Latour’s actor-network theory gesture towards a nonhuman and ultimately speculative media theory concerned with an alterior realm, beyond the phenomenology of the human (as we know it). This sort of theory accords with the aims of speculative realism, a loose philosophical orientation defined primarily by its insistence on the need to break with “correlationism,” or the anthropocentric idea according to which being (or reality) is necessarily correlated with the categories of human thought, perception, and signification. Contemporary media in particular – including the machinic automatisms of facial recognition, acoustic fingerprinting, geotracking, and related systems, as well as the aesthetic deformations of what Steven Shaviro describes as “post-cinematic” moving images – similarly problematize the correlation of media with the forms (and norms) of human perception. More generally, a speculative and non-anthropocentric perspective equips us to think about the way in which media have always served not as neutral tools but, as Mark B. N. Hansen argues, as the very “environment for life” itself.

5. Media Theory for the End of the World

Perhaps most concretely, the appeal of this perspective lies in its appropriateness to an age of heightened awareness of ecological fragility. As we begin reimagining our era under the heading of the Anthropocene – as an age in which the large-scale environmental effects of human intervention are appallingly evident but in which the extinction of the human becomes thinkable as something more than a science-fiction fantasy – our media are caught up in a myriad of relations to the nonhuman world: they mediate between representational, metabolic, geological, and philosophical dimensions of an “environment for life” undergoing life-threatening climate change. Like never before, students of media are called upon to correlate content-level messages (such as representations of extinction events) with the material infrastructures of media (like their environmental situation and impact). The Anthropocene, in short, not only elicits but demands a nonhuman media theory.