Video: Animation as Theme and Medium — Frankenstein and Visual Culture

Above, you’ll find a video presentation of my talk, “Animation as Theme and Medium: Frankenstein and Visual Culture,” which I gave on April 20, 2013 at Dartmouth College — at the great Illustration, Comics, and Animation conference masterfully organized by Michael A. Chaney. Judging by the feedback I received at the time, my talk went over quite well — especially the visual presentation with which I illustrated my arguments (and particularly the “wall” of Frankenstein images you’ll see around 6:03, as well as the animated presentation of Marvel Comics’ Frankenstein series from about 12:52 onward).

(Note that a high-resolution video can be found by following the link to YouTube.)

Admittedly, the screencast video presentation is a weird medium. It tends to foreground things that, when presented live, serve as background images — images that are positioned above and behind a human speaker, talking and gesticulating, communicating (at least ideally) with an audience. In the screencast video, that speaker vanishes into the disembodied ether of a voiceover track, at times leaving images (like the title slide here) lingering on screen longer than might seem appropriate. Perhaps I haven’t yet mastered the medium and discovered a way to achieve the elegance we see in video essays, documentaries, and other related media; or perhaps the screencast video is simply doomed to be a forever awkward, weird, transitional, or incomplete medium.

In any case, the form is not everyone’s cup of tea, and an exemplar like this one is certainly pushing the limits at just over 18 minutes long. As a result, I have taken several steps to make sure that the video is as watchable and as useful as possible for anyone who might be interested in the arguments I make about Frankenstein, film, comics, animation, and visual culture. First, at the cosmetic level, I’ve added some music to deflect attention from my voice and to make the video a bit less “dry” than it otherwise might be (see below for music credits). Also, I have chosen to include the full text of the paper here, which you will find below; this way, you can skim, scan, and search, and “try before you buy” if you like, or decide what parts of the video you’d like to watch. Also, I offer a sort of “table of contents” to the video, with approximate times indicated for the various topics discussed:

0:00 — Introduction: Animation as Theme and Medium

1:30 — Animation as Framing Condition for Modern Visual Culture

4:28 — Frankenstein’s Monster as Iconic Emblem of Animation

5:30 — The Early Proliferation of the Monster’s Image

6:03 — The Plurimedial Explosion of Images and the Visual Serialization of the Monster (illustrated by the “wall” of images that many saw as the central visual attraction of the presentation itself)

7:40 — Frankenstein Films, Self-Reflexivity, and Animation

8:53 — Thomas Edison’s Frankenstein (1910)

12:52 — Marvel Comics’ Frankenstein (1973 – 1975)

17:25 — Conclusion

The presentation draws on several previous works, including Chapter 3 of my dissertation (on Edison’s Frankenstein) and an article called “Marvel Comics’ Frankenstein: A Case Study in the Media of Serial Figures” — so be sure to check those out if anything is of interest to you here.

Here is the text of the talk:

Animation as Theme and Medium: Frankenstein and Visual Culture

Shane Denson – Dartmouth College, April 20, 2013

Long marginalized in critical discourses, animation seems to occupy an unprecedented position in our popular and visual cultures today. It has been argued, for instance, that in the age of digital cinema all film becomes animated film as photographic images’ indexical relations to the world are severed by processes of digital rendering. And not only film: comics, too, seem to be caught in the tractor beam of animation – partly as a result of general convergence trajectories and partly as a result of specific transmedia franchising efforts that place ever more superheroes in sleek new CGI outfits. Simultaneously, comics proper migrate from paper to digital formats and devices, bringing with them animation processes as elements of images and of presentation formats (like the “guided view” function on iPhone apps, which animate the transition from panel to panel). But if it’s true that the boundaries between animation and other forms of visual media have become problematic in the digital age, I want to suggest that this is not entirely new. My aim is therefore to open up a sort of media archaeological perspective that will allow us to look at animation as both a theme and a medium that plays a significant if non-obvious role throughout the modern era. Drawing on retellings of Frankenstein in film and comics, I argue that the tale’s serial proliferation reveals a hidden backstory to our current situation, one in which animation can be seen as the very framing condition for much of our modern popular visual culture.

By emphasizing modernity and popularity, the visual culture I’m talking about is connected explicitly to industrialization, which coincided with the institution of a conceptual wedge between art and technology – i.e. between the fine arts and the applied arts – such that aesthetic experience was figured as “disinterested” and opposed to the realms of practical technology and commercial culture. And out of the industrial-era reorganizations within the broad realm of technē flow a variety of fears and fantasies of technical animation (embodied in automata like the Mechanical Turk, and in narratives such as E.T.A. Hoffmann’s “Der Sandmann” and Mary Shelley’s Frankenstein). Such thematic concerns with “animation” – or the giving of life to inanimate matter – would have a lasting impact on (popular/visual) culture as the arts became increasingly technical, industrial, reproducible, and (in more senses than one) serialized; from Metropolis to Blade Runner and beyond, the dream of artificial life has been a staple of science-fiction film. But beyond the thematic level, a medial aspect or determination of “animation” is also involved: not only was the technical infrastructure of steam-driven printing presses, automata, and pre-cinematic devices uncanny in its liveliness and activity; also, at the dawn of the industrial age, the fine arts were framed in such a way as to marginalize animation as a possible medium. Lessing’s famous division of temporal and spatial arts (with poetry, drama, and narrative on the one side, sculpture, painting, and image on the other) preemptively banished a range of popular forms from the domain of serious art. But against these injunctions of aesthetic purity, post-industrial visual culture is characterized by a preponderance of images that spring to life as they are set in motion and animated by mechanical means. Film and comics, most centrally, would blur the boundaries between the static image and the temporal flow of narration. Generally and conceptually speaking, if not narrowly and technically, “animation” names these media’s affront to the division of the arts – their violation both of the division between temporal and spatial arts and of their separation from the merely technical and commercial domain of modern popular culture. This is another way of saying that animation, broadly conceived, is a sort of framing condition for modern visual culture, which can be seen in constant struggle with the image granted life or set in motion, alternately advancing toward and retreating from the conceptual and technological threat of visual kinesis that aesthetics as such was born in order to contain.

Seen in this way, modern visual culture’s ambivalent relation to animation is not altogether different from Frankenstein’s initial fascination with and sudden repulsion by the creature he brought to life. And it is the creature, of course, who provides the iconic emblem of animation as a monstrous threat. I want to argue that this image embodies both the thematic and the medial aspects of animation that I’ve been discussing, and it self-reflexively probes animation’s role in a visual culture that is both technological and remarkably autonomous in its ability to multiply images across various channels or media. Exhibiting a promiscuous, plurimedial sort of seriality, the monster’s image – as an image of animation – presents a special case for thinking the dynamic intermedial networks that constitute our visual culture. Cinema gives us the “classic” version of the monster’s image, but the figure’s visual proliferation has a serial history that predates the cinema and lives on in other forms as well. At the center of visual interest is the creation scene, which Shelley’s novel of 1818 treats only in a very cursory manner, but which gives rise immediately to a growing number of theatrical adaptations. Shelley herself saw a performance of Richard Brinsley Peake’s 1823 play Presumption; or the Fate of Frankenstein, and thus witnessed her tale escaping her authorial control much as the story’s monster had escaped its creator’s, prompting her famously in the introduction to the 1831 edition of her book to “bid [her] hideous progeny go forth and prosper.” The image on the frontispiece of the 1831 edition thus entered into a stream of visual images proliferating on theater stages, in political cartoons, and later in film, comics, and other media. Taken together, these images are not, I suggest, just illustrations of a story but themselves enactments of a media-technical interrogation of modern processes of animation and the self-replicating action of our visual culture. Essential to this view is a conception of the monster not so much as a developed character but as a flat, serialized figure that has escaped the novel and acquired a life of its own. As such, the monster is marked materially by a form of seriality that is intimately tied to the serial production processes of industrial culture and, more specifically, to the sequentiality and reproducibility of images in modern visual media such as film and comics. Appearing again and again in various media, the monster becomes what I call a serial figure, existing not within a series but in fact as a series – as the expanding set of stagings or instantiations across media. The monster thus evolves not within a uniform diegetic space, but between or across such spaces of narration and visualization. As a serial figure, the monster leads a sort of surplus existence outside of any one given telling, thus placing it in a perfect position to reflect on the manner – and the media – of its repeated stagings. Specifically, it explores modern visual culture’s challenge to the inert spatial image, its tendency to transgress the injunction against animation. The familiar cry – “It’s alive!” – thus refers as much to the media of sequential and temporal images as it does to the creature they depict.

Let’s start with Frankenstein films. There’s a sense in which it’s tempting to see film itself as a sort of Frankensteinian technology. Like Frankenstein selecting parts from corpses and infusing life into a composite body, filmmakers utilize the technical means of film to (re)animate the “dead” (or photographically preserved) traces of living organisms (actors) into new visual narrative compositions. In his discussion of Frankenstein films, William Nestrick writes: “The film is the animation of the machine, a continuous life created by the persistence of vision in combination with a machine casting light through individual photographs flashed separately upon the screen. Since ‘life’ in film is movement, the word that bridges the worlds of film and man is ‘animation’ – the basic principle by which motion is imparted to the picture” (294-95). It will be objected, however, that this invitingly simple analogy is too general in its scope; it overlooks historically specific transformations in the way such “animation” has been staged. Luckily, the long history of Frankenstein adaptations amply documents such changes and makes up for the missing nuance.

Take, for instance, Thomas Edison’s Frankenstein from 1910, which stands between the early, image-technology oriented “cinema of attractions” and the coming narrative-oriented classical Hollywood style that would take shape around 1917. In 1910, the medium was in transition, torn between lowbrow technological spectacle and an uncertain reorientation along the lines of the respectable theater. Accordingly, advertising for the film emphasized both the “photographic marvel” of the creation sequence and the story’s origin in “Mrs. Shelley’s […] work of art.” The film aimed to be both visual and technological spectacle and narrative high culture. And this multiple address relates directly to the uncertain significance of “animation” at this historical juncture.

The creation sequence’s so-called “marvel” consists of footage of a burning mannequin projected in reverse – a bit of cinematic magic that, in the context of early film, served to exhibit cinematic technology by focusing attention on the filmic images themselves rather than the objects they depict. Frankenstein’s reactions here channel the scopophilic pleasure of a “primitive” viewer, for whom he stands in as a proxy. Importantly, “animation” here is a self-reflexive topos which links the monster’s creation with the term “animated photography,” still common in 1910 as a description of film in general.

However, the final showdown ambivalently signals a change of course towards narrative integration. The Edison Company claims that the scene communicates the story’s moral that love conquers all. But since the monster was identified with filmic technology in the creation sequence, Frankenstein’s battle with the monster is also with the medium of film as an animating technology, especially since trick effects are essential to the staging of the conflict. The film’s narrative closure is therefore mixed with a self-reflexive countercurrent. The mirror functions here like the projection surface of the cinema screen. The similarity is not merely abstract but in fact visually perceptible due to the scene’s technical means of production: the images in the mirror are themselves flickering filmic images. The result is a film within the film, and Frankenstein is again a film viewer. His battle with the monster is a battle with the images and especially with the “primitive” type of reception that he exemplified in the creation sequence. But this time he is reformed, and instead of staring at the medial surface, he now acquires the ability to look through rather than at the mirror. So Frankenstein is finally in a position to devote his attentions to the reality of his environment – which means, for us, to the world of the diegesis.

In the context of the cinema’s transitional phase, the film’s narrative development is linked to a larger, non-diegetic narrative of filmic development: Frankenstein’s psychological maturation, which is consummated in the mirror scene, allegorizes a historical-normative process of cinematic maturation and of spectatorial progress towards a proto-classical relation to film. And significantly, this transitional trajectory coincided with the historical differentiation of film, or “animated photography,” according to which animation in the narrower sense came to be distinguished from, and subordinated to, a more respectable form of live-action filmmaking that favored drama and characterization over novelty gags and trick-film effects. The monster, a literal product of animation, charts this differentiation at the same moment people like Winsor McCay were popularizing techniques of animation in its narrower sense. Thus, the monster embodies the technology of the animated spectacle, and his marginalization reflexively indicates the framing function of animation in film and visual culture more generally, reminding us that live-action cinema is animation too, but in a normalized or naturalized form.

Now I want to jump ahead to a comic-book appropriation that offers a somewhat different perspective on animation as theme and medium owing to its reflexive engagement with the formal properties of graphic narrative. Here the monster is recalibrated for an interrogation of the specific means by which comics animate their tales – that is, the means by which discrete images both remain discrete and are subject to combinatory reframings that bring a graphic story to life. Marvel’s series The Monster of Frankenstein (later retitled The Frankenstein Monster) ran for 18 issues from January 1973 to September 1975. The first four issues retell the tale of Shelley’s novel, and they reproduce its nested frame structure: the monster’s own tale is at the center, embedded in Frankenstein’s account of events, which he recounts to the Arctic explorer Captain Walton while aboard his ship; Walton, in turn, records everything and passes it along in the form of letters to his sister back home, and these letters make up the novel Frankenstein. Now the Marvel series, in its re-telling, ingeniously adds an additional frame: Walton IV, the great-grandson of the novel’s captain, narrates the outermost tale, set a full century after the novel, thus laying the ground for the story’s continuation into the twentieth century from issue #5 onward.

With an eye to the monster’s place in visual culture more generally, what interests me above all about this is the way that these various framings and reframings are navigated visually, and the role that the technically animated creature plays in the process. Issue #2 features several exemplary moments that I’d like to focus on. The monster’s tale is prefaced visually with a close-up of the monster’s face, which functions as a gateway or border between external and internal narrative frames (between the cave setting in which the monster relates his tale to Frankenstein and the innermost frame of the related tale) (6, panel 5). The creature tells how he came to his senses, how he observed a blind man and his family, learned their language, and was eventually driven from human society. Finally, his narrative closes with a close-up of the creature’s yellow eye in a wavy-bordered panel that exists liminally between one narrative frame and another (18, panel 3): Spatially attached both to the (self-narrated) monster persecuted by a mob of angry villagers and to the (narrating) monster in the mountain cave, the eye stands between and links the two temporal frames of narration. From this intermediate position, the monster’s eye mirrors the reader’s eye as well, the eye that moves from one graphic frame or panel to the next in the temporal process of reading. Emerging from the page in close-up and protruding from the narrated world to enter the space of the reader, this eye is medially self-reflexive in a strong sense: it directs attention towards the processes of medial construction at the same time that it serves a constructive medial purpose, viz. the transition from one visual and narrative frame to another. And something similar is staged several pages later. Having discovered the corpse of his friend Clerval, the traumatized Frankenstein is arrested for murder, and his face is foregrounded with a blank eye staring at—or through—the reader in a panel that transitions back to the outermost narrative frame, aboard Walton IV’s ship in 1898 (25, panel 4), which suddenly rams an iceberg and begins to sink, bringing issue #2 to a cliffhanger close.

At the outset of the next issue, sailors scramble into lifeboats in the belief that the monster, thrown overboard in the crash, is dead. But when the monster, whose hand juts ominously out of the water, boards their boat and begins wreaking havoc, one of the sailors exclaims, “God help us! It’s still alive!” (3)—an intensification of the standard line in Frankenstein films, fully self-aware of its seriality. Sparing the captain, his cabin-boy, and his guide, the monster rows them to firm ice. There, the monster insists: “The story, man! You must tell me the rest of the story!” (5). Then, with his back turned, Walton IV prepares to continue the narrative, while the monster’s face, set in profile, literally replaces the gutter between two panels and forms the border between two spatiotemporal frames as well: the “here and now” that he shares with Walton IV and the “there and then” of Walton’s story (6, panels 1 and 2). Once again, the monster’s face and eyes mediate the threshold between narrative frames, between temporal settings, and between the act and the content of mediation.

In conclusion, then, Frankenstein’s monster functions variously, as we have seen in these examples from film and comics, to envision the dynamic workings of modern visual culture. The creature doubles with the medium in order to envision visuality itself in its modern, highly kinetic forms. It gives visible form, in other words, to the invisible framing condition of animation, exposing the mechanisms by which static images routinely transgress their spatial borders and assert a temporal dimension, and exploring the role of mediating technologies in the serialized proliferations of images that animate the modern visual landscape.

Finally, here are the music credits for the video (all songs licensed with Creative Commons licenses and made available via dig.ccmixter.org):

1. Creative Commons License Constructions normales (Je ne suis pas un remix) by vo1k1 is licensed under a Noncommercial Sampling Plus (the song begins at 0:00 in the video);

2. Creative Commons License Sawmill by Gurdonark is licensed under a Attribution (3.0) (beginning ca. 4:04);

3.Creative Commons License pling by jaspertine is licensed under a Attribution Noncommercial (3.0) (beginning ca. 7:03);

4. Creative Commons License Yiourgh by DoKashiteru is licensed under a Sampling Plus (beginning ca. 12:18);

5. Creative Commons License Prism in the Ether by Fireproof_Babies is licensed under a Attribution Noncommercial (3.0) (beginning ca. 16:17).

Shane Denson, “Animation as Theme and Medium: Frankenstein and Visual Culture”

MonsterOfFrankenstein1

Here is the abstract for Shane Denson’s talk at the Illustration, Comics, and Animation Conference at Dartmouth College (April 19 – 21, 2013):

Animation as Theme and Medium: Frankenstein and Visual Culture

Shane Denson

Frankenstein and above all Frankenstein’s monster are emphatically plurimedial figures; already in the nineteenth century, they escaped the confines of Mary Shelley’s novel and proliferated on theater stages and in political cartoons before embarking, in the twentieth century, on a long career in film, radio, TV, comics, and video games. In the course of these developments, the monster in particular has become an unmistakable visual icon, the general contours of which were more or less fixed in our visual culture through Boris Karloff’s embodiment in the early 1930s. The image, however, remains flexible enough as to be instantly recognizable in cartoonish illustrations adorning cereal boxes. In this presentation, I contend that the monster’s image presents a special case for thinking the intermedial networks that constitute our visual culture, owing to the fact that this icon is linked inextricably with “animation” as both a thematic and media-technical topos. The act of animation, or bringing a creature composed of dead corpses to life—subject to only cursory treatment in the novel—becomes the main subject and visual attraction of the tale’s filmic iterations, where animation is motivated not solely by narrative but linked also to a self-reflexive probing of film as a medium. The first Frankenstein film, Thomas Edison’s Frankenstein (1910), used reverse motion and trick photography to animate its creature, and it linked into early discourses of cinema, according to which moving images in general (rather than, as later, a special class of films) were referred to as “animated film”—for the cinema brought “dead” photos (cf. 19th century memento mori) back to life, as attested in the names of early-film companies and apparatuses (Bioscope, Vitagraph, etc). James Whale’s Frankenstein (1931), too, probes animation as both theme and medium in the midst of change, reviving this nexus (and the monster) in the wake of the sound transition, with its foregrounding of uncanny figures “electrified” by technical sound, showcased all the more by a mute monster capable only of inarticulate moans. Besides the cinematic trajectory, moreover, there is also a rich Frankensteinian comics tradition—which includes fumetti film tie-ins, Dick Briefer’s Frankenstein series of the 1940s and 1950s, various serializations at Marvel and DC, and even crossovers with superheroes like Batman, Spiderman, or the X-Men—that similarly probes “animation” as the thematic/medial wellspring of modern visual culture. Both in film and comics, graphic/visual treatments of Frankenstein approach animation (asymptotically, perhaps) as an enabling frame or parergon and thus relive, again and again, an iconic Urszene of the birth of modern visual culture and its self-reflexive mediality.

Out Now: American Comic Books and Graphic Novels

American Comic Books and Graphic Novels is a special issue of Amerikastudien / American Studies (issue 56.4), edited by Daniel Stein and Christina Meyer (my co-editors on the forthcoming Transnational Perspectives on Graphic Narratives: Comics at the Crossroads), together with Micha Edlich from the University of Mainz. The special issue, which I just found in my mailbox, has turned out to be a very nice collection of essays, bringing together theorizations of comics and graphic narratives as a medium or medial form and close readings of specific case studies. Also included is an interview with David Mack, conducted by Henry Jenkins. Daniel Stein has posted the full table of contents at his academia.edu page (here).

My own contribution, “Marvel Comics’ Frankenstein: A Case Study in the Media of Serial Figures,” continues my recent explorations of the nexus of seriality and/as mediality. Here’s the abstract:

This essay argues that Marvel’s Frankenstein comics of the 1960s and 1970s offer a useful case study in the dynamics of serial narration, both as it pertains to comics in particular and to the larger plurimedial domain of popular culture in general. Distinguishing between linear and non-linear forms of narrative seriality—each of which correlates with two distinct types of series-inhabiting characters—I argue that Marvel’s staging of the Frankenstein monster mixes the two modes, resulting in a self-reflexive exploration and interrogation of the comics’ story- telling techniques. Furthermore, I contend that this process sheds light on the medial dynamics of serial figures—that is, characters such as the monster (but also superheroes like Batman and Superman or other figures like Tarzan and Sherlock Holmes) that are adapted again and again in a wide variety of forms, contexts, and media. Though narrative continuity may be lacking between the repeated stagings of serial figures, non-diegetic traces of previous incarnations accumulate on such characters, allowing them to move between and reflect upon medial forms, never wholly contained in a given diegetic world. Accordingly, Marvel’s depiction of the Frankenstein monster leads to a self-reflexive probing of comic books’ forms of narrative and visual mediality, ultimately problematizing the very building blocks of comics as a medium—the textual and graphic framings that, together, narrate comics’ serialized stories.

Kara: Digitally Rendered Frankenstein

Frankenstein films have always been as much about the technological animation of a monster as they are about the medium’s own ability to animate still images. In all of its renderings, Frankenstein also carries traces of the gendered struggles encoded by its first creator, the novel’s author Mary Shelley, who describes the creation of the famous monster — the visual centerpiece of every Frankenstein film — in far less detail than she devotes to the assembly and violent last-minute destruction of its would-be female companion. Films such as James Whale’s classic Bride of Frankenstein (1935), Terence Fisher’s Frankenstein Created Woman (1967), or Kenneth Branagh’s Mary Shelley’s Frankenstein  (1994) consummate this forbidden act of female creation — i.e. the creation of and not by a woman. They oscillate then between their represented storyworlds and a sort of “frenzy of the visible” (as Linda Williams puts it in her classic study of pornography), consisting in these cases of both a filmic objectification of the woman and a foregrounding of the extradiegetic, medial means of her animation.

Quantic Dream (the French game studio most famous for Heavy Rain) follows in this tradition with their recent demo video “Kara,” shown at the Game Developer’s Conference 2012 in San Francisco (March 5-9) and embedded here. The artificial woman’s body is the vehicle by which the technology itself of animation — the realtime rendering of audiovisual content on a PlayStation 3 — can be made the object of attention. The shifting figure/ground relations between diegetic and non-diegetic levels are made concrete in their correlations with the game of peek-a-boo played with the female android’s body: we see right through her, into the deepest recesses of her artificial anatomy, but a hint of clothing prevents any indecent sights once the envelope of her skin is complete.

The — unseen — engineer marvels, “My God!,” as he reflects on the implications of Kara’s unexpected development of sentience, and on the fact that, despite his better judgment, he refrains from dismantling her and allows her to live. Standing proxy for the spectator in front of the screen, the engineer’s exclamation is also centrally about directing our attention towards the visual surface of the screen — both towards the erotic attraction of Kara’s (supposedly) breathtakingly beautiful body, and towards the assemblage of machinery and code that is capable of bringing it to life.

According to Quantic Dream, the program code/video demonstrates the emotional depth that video games are capable of generating. Clearly, though, it is designed above all to demonstrate technological sophistication — and recalling that the spectacle is rendered in real time on a PS3, it is indeed quite impressive. But if emotional maturity and depth were really at stake here, would it be necessary to instrumentalize the female body in this way? Finally, though, we see here a further demonstration of the continued persistence of the Frankensteinian model — with all its problematic intertwinings of biological, technological, sexual, and media-oriented questions and themes — in shaping our fantasies and imaginations, both for better and for worse, with regard to our visions of the (near) future and the possibilities it holds for novel anthropotechnical relations: whether in the field of android-assisted living or in the space of our living rooms, where in the name of “playing games” we have rapidly grown accustomed to interacting with nonhuman agencies.

Happy Halloween, Or: Who’s Afraid of Media Theory?

What’s there to be afraid of anyway? The video above, which I repost here for Halloween, offers one sort of approach to this question by recontextualizing cinematic horror against a more diffuse sort of horror that emanates from a changing media environment.

The video is a screencast of a talk I gave at the 2010 annual meeting of the American Studies Association: “Media Crisis, Serial Chains, and the Mediation of Change: Frankenstein on Film.” Thematizing transitional phenomena of media change and transformation, the paper itself occupies a transitional place between my dissertation, Postnaturalism: Frankenstein, Film, and the Anthropotechnical Interface, and my current postdoctoral research on “Serial Figures and Media Change” (with Ruth Mayer, part of the DFG Research Unit “Popular Seriality–Aesthetics and Practice”).

The talk attempts to excavate a forgotten experiential dimension–an experience of crisis related to changes in the media landscape–that uncannily informs the iconic image of Frankenstein’s monster. The notion that media changes precipitate phenomenological crises, as I put forward here, is informed by Mark Hansen’s view that media define “the environment for life” (or, more generally, the environment for agency, as I propose in Postnaturalism). While media are embodied in discrete apparatic technologies, they are inseparable from the total milieu of agential capacities; media changes thus have both a local and a global dimension, and it is this global aspect (and the networked distribution of human and technical agencies that it signifies) that explains why media changes might occasion affective states of crisis, anxiety, the uncanny, or present themselves as just plain scary.

My talk is also informed by a variety of concerns that I share with people like Jussi Parikka, who along with Garnet Hertz has argued for a conception of “zombie media,” according to which media never simply die but continue to exert a haunting influence that can be appropriated for media-theoretical and artistic purposes. Their essay “Zombie Media: Circuit Bending Media Archaeology into an Art Method,” which Hertz and Parikka presented at the transmediale 2011 in Berlin, is introduced thus:

There is always a better camera, laptop, mobile phone on the horizon: new media always becomes old. We approach this phenomenon under the umbrella term of media archaeology and aim to extend the media archaeological interest of knowledge into an art methodology. Hence, media archaeology becomes not only a method for excavation of the repressed, the forgotten, the past, but extends itself into an artistic method close to Do-It-Yourself (DIY) culture, circuit bending, hardware hacking, and other exercises that are closely related to the political economy of information technology, as well as the environment. Media embodies memory, but not only human memory; memory of things, of objects, of chemicals, and circuits that are returned to nature, so to speak, after their cycle. But these can be resurrected. This embodiment of memory in things is what relates media archaeology to an ecosophic enterprise as well.

(Quoted from here at the transmediale website.) And here is a video of the complete talk:

In his “manifesto for digital spectrology,” Parikka expands on the ghostly side of all this, bringing the notion of hauntology into close connection with the materiality of media-technologies and the ecology of media evolution:

Digital Spectrology is that dirty work of a cultural theorist who wants to understand how power works in the age of circuitry. Power circulates not only in human spaces of cities, organic bodies or just plain things and objects. Increasingly, our archaeologies of the contemporary need to turn inside the machine, in order to illuminate what is the condition of existence of how we think, see, hear, remember and hallucinate in the age of software. This includes things discarded, abandoned, obsolete as much as the obscure object of desire still worthy of daylight. As such, digital archaeology deals with spectres too; but these ghosts are not only hallucinations of afterlife reached through the media of mediums, or telegraphics, signals from Mars, the screen as a window to the otherwordly; but in the electromagnetic sphere, dynamics of software, ubiquitous computing, clouds so transparent we are mistaken to think of them as soft. Media Archaeology shares a temporality of the dead and zombies with Hauntology. Dead media is never actually dead. So what is the method of a media archaeologist of technological ghosts? She opens up the hood, looks inside, figures out what are the processual technics of our politics and aesthetics: The Aesthetico-Technical.

– inspired by the work of MicroResearchlab – Berlin/London, the short text was written for Julian Konczak/Telenesia.

Finally, it should not be forgotten that the media-ecological horror of media change is always embedded in (and itself provides a material and affective context for) a political landscape in which technologies are harnessed for oppression, for the maintenance of unequal power distributions, and, of course, for profit. Here, then, are some real-life zombies from #OccupyWallStreet:

http://www.youtube.com/watch?v=RMsgN2WF0-M

Shane Denson: Interview zu Frankenstein & Film

Neulich wurde ich vom Fanzine Zauberspiegel zu meiner Dissertation Postnaturalism: Frankenstein, Film, and the Anthropotechnical Interface und verwandten Themen interviewt. Die Dissertation, deren Cover man hier sieht, wurde von Ruth Mayer (Leibniz Universität Hannover) und Mark Hansen (Duke University) betreut und 2010 bei der Philosophischen Fakultät der Universität Hannover eingereicht. (Während eine überarbeitete Fassung für die Publikation in einem geeigneten Verlag in Vorbereitung ist, ist die als Eigendruck produzierte Dissertation jetzt schon von der Universitätsbibliothek Hannover direkt oder durch den interuniversitären Dissertationentausch erhältlich. (Datensatz bei der Deutschen Nationalbibliothek hier, bei GetInfo hier und im Online-Katalog der Uni Hannover hier.))

Das Interview im Zauberspiegel, das einige allgemein verständliche Antworten auf die in der Dissertation eher technisch und philosophisch behandelte Fragen geben soll, findet man hier: “Shane Denson über Frankenstein, das Monster und ihre Beziehung in Film und Roman.”

Und hier, schliesslich, ist die deutsche Zusammenfassung der Dissertation, die ich der englischsprachigen Arbeit beigelegt habe:

In der vorliegenden Dissertation argumentiere ich, dass filmische Umsetzungen von Mary Shelleys gotischem Roman Frankenstein ein besonderes Licht auf die Historizität von Mensch/Technik-Schnittstellen werfen—zumindest dann, wenn man sich ihnen in einer konsequent historisierenden Weise annähert. Betrachtet man die verschiedenen Filme im Kontext der historischen Zusammenhänge, die zwischen ihren narrativen Inhalten, sozialen Umfeldern und begleitenden kulturellen Konflikten bestehen, setzt man sie in Relation zu medientechnischen Infrastrukturen, Innovationen und Transitionen und verortet man sie genau in den materiellen und lebensweltlichen Parametern des historisch situierten Zuschauererlebnisses—dann lassen die sogenannten Frankenstein-Filme spezifische Konfigurationen der Mensch/Technik-Interaktion erkennen: Muster, Tendenzen und Abweichungen, die die Momente einer von Umbrüchen geprägten Geschichte bilden, die zugleich eine Geschichte des Kinos, der Medien, der Technik und der affektiven Kanäle unserer eigenen Leiblichkeit ist.

Die Arbeit ist in drei Hauptteile gegliedert. Nachdem Kapitel 1 eine Einleitung in die Argumentation und die Begrifflichkeiten der Arbeit liefert, verortet der erste Hauptteil (bestehend aus Kapitel 2 und 3) eine Reihe experienziell-phänomenologischer Herausforderungen, die die Frankenstein-Filme darstellen. Dafür entwickelt Kapitel 2 eine „Technophänomenologie“ der dominanten Film/Zuschauer-Beziehungen unter den Paradigmen des frühen Kinos und des klassischen Hollywood Filmes; diese Perspektive findet dann in der Analyse zweier Frankenstein-Filme aus den jeweiligen filmgeschichtlichen Perioden Anwendung, wobei sich in beiden Fällen eine Destabilisierung zuschauerlicher Relationen zum Film zeigt, die auf einen unbeständigen Zwischenbereich hindeutet, der zwischen den phänomenologischen Regimes des frühen und des klassischen Kinos liegt. In Kapitel 3 verfolge ich diesen Hinweis in die Übergangsperiode des Kinos der 1910er hinein, insbesondere zu dem aus den Thomas-Edison-Studios stammenden Film Frankenstein aus dem Jahre 1910. Wie ich dort argumentiere, deuten die Dualitäten der Adressierung, die in diesem Film exemplifiziert werden, auf eine breiter gefasste Erfahrung der Transitionalität hin, die sich in Bewegung zwischen stabilen Situationen befindet und sich in negativer Weise zur phänomenologischen Subjektivität zeigt—in Form einer unbestimmten Kluft oder Lücke.

Die charakteristische Herausforderung der Frankenstein-Filme verorte ich in diesen Lücken der Transitionalität, und im zweiten Hauptteil der Arbeit versuche ich, ein theoretisches Rahmenwerk—nämlich den „Postnaturalismus“—zu formulieren, das den Provokationen der Filme eine Antwort liefern kann. Kapitel 4 kreist zunächst um die Lücken, die feministische Lesarten von Mary Shelleys Roman an den Tag gelegt haben, bevor ich in diese Lücken eintauche, um dort eine Theorie des prä-personellen und daher nicht diskursiven Kontaktes zwischen menschlichen Körpern und der technischen Materialität zu entdecken. Auf Basis dieses Kontaktes, so mein Argument, sind technische Revolutionen (wie die industrielle Revolution, in deren Gefolge Shelley ihren Roman schrieb) in der Lage, die menschliche Handlungsmacht radikal zu destabilisieren, so dass wir experienzielle Lücken erfahren und textuelle Lücken produzieren—die allerdings rasch aufgefüllt und vergessen werden, wenn wir uns an neue Techniken gewöhnen und sie so „naturalisieren.“ In Kapitel 5 widme ich mich diesen Prozessen im Kontext der Aneignung der Dampfmaschine durch die Thermodynamik, um damit die postnatürliche Historizität der naturwissenschaftlichen Natur selbst aufzudecken—also die Tatsache, die sich nicht auf ein epistemisches Phänomen der diskursiven Konstruktion oder Projektion reduzieren lässt, dass sich die materielle Natur in konstanter Bewegung befindet und dass—aufgrund der Rolle von Techniken in dieser Geschichte—die Natur noch nie „natürlich“ gewesen ist. Kapitel 6 übersetzt diese Ergebnisse in eine postnatürliche Medientheorie, die nicht bloß empirisch individuierte Apparate, sondern auch die Historizität des phänomenologischen Raums betrifft, wie er von menschlichen und nichtmenschlichen Akteuren zusammen artikuliert wird; als filmtheoretisches Korrelat schlage ich eine „kinematische Doppelvision“ vor, die zwischen einer von Merleau-Ponty inspirierten phänomenologischen Sichtweise und einer Bergsonschen Metaphysik pendelt, um die filmische Erfahrung als Produkt eines Wechselspiels zwischen menschlichen Situationen und technischen Verschiebungen zu zeigen.

Der dritte Hauptteil kehrt dann zu den Frankenstein-Filmen zurück, um die besonderen Beziehungen aufzuzeigen, die zwischen ihnen und der postnatürlichen Historizität der anthropotechnischen Schnittstelle bestehen, und eine Art Rapprochement zwischen den konfligierenden menschlichen und nichtmenschlichen Akteuren, die den Filmen innewohnen, zu bewirken. Kapitel 7 folgt diesem Ziel, indem es sich den paradigmatischen Frankenstein-Filmen—James Whales Frankenstein (1931) und Bride of Frankenstein (1935)—widmet und die menschlichen und nichtmenschlichen Perspektiven alternierend aufzeigt, deren Zusammenkunft die zentrale Kreatur der Filme animiert. In dieser Konfrontation—die unentwirrbar im historischen Moment und besonders im Kontext des Übergangs zum Tonfilm eingebettet ist—suche ich eine nicht-reduktive Weise, um die andersartige Kraft zu begreifen, die die durch Frankenstein-Filme provozierten Erfahrungslücken besetzt. Schließlich bietet Kapitel 8 eine synoptische Sichtweise der weiteren Entwicklung der Frankenstein-Filme; hier versuche ich, die aktive Rolle der kinematischen Techniken in der Produktion kurzlebiger Erfahrungen der Transitionalität aufzuzeigen, die unter dem Gewicht unserer habituellen und „natürlichen“ Beziehungen zu jenen Techniken begraben liegen. Das von mir anvisierte Rapprochement besteht also darin, eine Anerkennung der gegenseitigen Artikulation der Erfahrung durch menschliche und nichtmenschliche (technische) Akteure zu fördern, wodurch die affektive und leibliche Erfahrung einer anthropotechnischen Transitionalität nicht arretiert und der menschlichen Dominanz unterjocht wird, sondern experimentell als gemeinsame Produktion unserer postnatürlichen Zukunft angenähert wird. Dies ist die eigentliche Herausforderung der Frankenstein-Filme.