Post-Cinematic Control #scms16

Full text of my response to a panel at SCMS on “Post-Cinematic Control,” with papers by Lisa Åkervall and Gregg Flaxman:

Post-Cinematic Control: A Response

Shane Denson

It’s an honor and a pleasure to offer a response to this panel on “Post-Cinematic Control” and thus to set the stage for our discussion. Before I get started, I would like briefly to thank Lisa Åkervall for organizing the panel, and thanks to both Lisa and Gregg Flaxman for their excellent papers.

What I want to do is to think about the common base or context that unites these papers. I’d like to start by turning to the panel description that Lisa wrote as part of the proposal process, which I think neatly sums up the overarching questions and perspectives brought together here. She writes:

Today, scholars and critics often allude to a new technological, economic, and even epistemic age, but what is the medial logic that characterizes our brave new world and how has it transformed the very nature of audio-visuality? This panel is dedicated to analyzing the integral function of media in the emergence of the social form that has come to be called “control society”; in particular, the papers brought together here dwell on the “post-cinematic” cultures of image, sound, and affect in control societies. Where “disciplinary” power had previously worked to distribute, segregate, and organize bodies, “control” refers to a relatively fluid space of social relations. The dissolution of institutional milieus (home restriction, privatized HMOs, remote labor, home schooling) is inextricable from the emergence of a new post-disciplinary organization of power. We maintain that, far from concentrating power (in a sovereign) or consolidating it (in social institutions), control relies on post-cinematic media to disseminate power into the most private and unsuspecting of spaces, making its individuals knowable, calculable, and thus controllable.

Hence, this panel is concerned with understanding different dimensions of control by virtue of different aspect of post-cinematic media. More precisely, each paper examines aesthetic instances in which cinema persists as an echo rather than an actuality, whether this entails electronic voice modulation, instantaneous communication, or even the metamorphosizing nature of the cinema itself.

There are a number of things that can be said about this description, but I’d like to highlight and unpack just a few of them.

First of all, the panel is asking about the “medial logic” of our age, and this medial logic is credited with transforming “the very nature of audio-visuality.” Accordingly, this logic of post-cinematic media is seen to be located at an ontological level that is foundational with respect not only to media “contents,” but also to the processes of perception itself. If I am reading this correctly, that is, the transformation of “audio-visuality,” or stronger: the very nature of audio-visuality, cannot be reduced to a change in the objective forms of audio-visual media; it’s not just about new narratives, editing styles, or even image types – but it concerns rather a modulation of sight and sound as sensory channels, or perhaps even a transformation of phenomenality itself.

It is for this reason that the question of post-cinema’s medial logic is here given priority over questions of “a new technological, economic, [or] even epistemic age” – because any medial logic, or any force whatsoever that might be capable of such global modulations, cannot be reduced to the objective or subjective forms of causal processes, rules, rational choices, or knowledge formations. The medial logic at stake here concerns a level of reality that lies deeper than the subject, deeper than its objects, and deeper than any intentional relations between them. It concerns what I have termed the anthropotechnical interface itself: “a realm of diffuse materiality . . ., the relational substrate which underlies the socially, psychically, and otherwise subjectively or discursively organized relations that humans maintain with technologies” (Postnaturalism 26).

Seen thus, as I have written elsewhere, post-cinematic media

serve not as mere “intermediaries” that would relay images neutrally between relatively fixed subjects and objects but . . . act instead as transformative, transductive “mediators” of the subject-object relation itself. In other words, digital and post-cinematic media technologies do not just produce a new type of image; they establish entirely new configurations and parameters of perception and agency, placing spectators in an unprecedented relation to images and the infrastructure of their mediation.

The transformation at stake here pertains to a level of being that is therefore logically prior to perception, as it concerns the establishment of a new material basis upon which images are produced and made available to perception.

(“Crazy Cameras, Discorrelated Images, and the Post-Perceptual Mediation of Post-Cinematic Affect”)

Or, as Mark Hansen has added, upon which they are NOT made available to perception.

In fact, this addition is essential to the perspective being outlined here, which renders the study of post-cinematic media in many ways a speculative undertaking concerned more with ontology than with psychology, but this does not at all mean that it is doomed to being an apolitical perspective. For at stake in these investigations is precisely the material basis of what has been called subjectivation, the material and political process of becoming-subject, which requires for its control, steering, or modulation, the operationalization of forces that are by definition sub-personal or pre-subjective. Accordingly, with post-cinema we enter into

a fundamentally post-perceptual media regime. In an age of computational image production and networked distribution channels, media “contents” and our “perspectives” on them are rendered ancillary to algorithmic functions and become enmeshed in an expanded, indiscriminately articulated plenum of images that exceed capture in the form of photographic or perceptual “objects.” That is, post-cinematic images are thoroughly processual in nature, from their digital inception and delivery to their real-time processing in computational playback apparatuses; furthermore, and more importantly, this basic processuality explodes the image’s ontological status as a discrete packaged unit, and it insinuates itself . . . into our own microtemporal processing of perceptual information, thereby unsettling the relative fixity of the perceiving human subject. Post-cinema’s cameras thus mediate a radically nonhuman ontology of the image, where these images’ discorrelation from human perceptibility signals an expansion of the field of material affect: beyond the visual or even the perceptual, the images of post-cinematic media operate and impinge upon us at what [I have] called a “metabolic” level.

(“Crazy Cameras, Discorrelated Images, and the Post-Perceptual Mediation of Post-Cinematic Affect”)

These are issues that Maurizio Lazzarato has dealt with under the heading of a “video philosophy” – a philosophy of what he calls “machines to crystallize time.” These machines, which are exemplified in the video camera and further perfected in the digital processor, have a direct line on our becoming-in-time, as they operate at a speed that outstrips our cognitive processing and, on this basis, in fact modulate our perception itself.

The question of “control society” is thereby linked to these sub-phenomenal modulations, where the sub-phenomenal subtends and transforms the realm of the phenomenal by enabling new forms of audio-visuality in post-cinematic media.  On the one hand, these new audio-visual forms are imbricated in the mechanisms and networks of control, but on the other hand, they offer us sensory spectacles upon which basis we can inquire and speculate on the anthropotechnical and sociotechnical interfaces being mobilized in contemporary subjectivation processes. In other words, these new audio-visual forms might serve as something like what Whitehead calls a “lure for feeling”; we can look to them to discover, speculatively, the operational agencies at work in the constitution of contemporary agency itself.

There is a kind of displacement, a non-actuality, a lack of positivistic self-presence, or what Derrida might call a “spectral” logic implicit in this view of post-cinematic mediation. This is reflected in the panel description in terms of the echo-like relation posited between cinema and post-cinema: “cinema persists as an echo rather than an actuality.” To begin with, this statement militates against ideas of caesura, or the death of cinema, by designating the cinematic as a quasi-virtual moment, a kind of memory-image that supplements and explodes the confines of a punctual present or a concluded past. But the echo, as echo, itself resists confinement to past and present, it is always experienced as movement forward, into the future that it contains and anticipates in its reverberations. Accordingly, we need to supplement this perspective: post-cinema’s relation to cinema is not just one of retention but also protention. It implies what Mark Hansen has called a “feedforward” logic, which is very much the medial logic of control itself.

Again from the panel proposal: “control relies on post-cinematic media to disseminate power into the most private and unsuspecting of spaces, making its individuals knowable, calculable, and thus controllable.” I have claimed that post-cinema, with its microtemporal processing, produces essentially post-perceptual images; here, what Deleuze called the “dividuality” of formerly discrete subjects is enacted at the level of the perceptual object, which is no longer stamped as a discrete photographic entity but modulated as a variable and infinitesimally divisible quantity. The post-cinematic image is generated on the fly, by means of processes that are dependent upon codec settings, available processing power, bandwidth limitations, and buffering, so that the pixillated images we see on our digital devices are in a very real sense data visualizations. And all the while they generate a further stream of data or metadata that delivers information about our attention and perception to corporate interests like Google, Facebook, Microsoft, or Netflix. This metadata, it should be pointed out, is not “meta-” in any metaphysical sense of a detached second-order register; in many ways, it is the primary data, while our sense data is secondary or supplemental for the purposes not only of the money-making machine but also for the production of sense data to come. Futurity is implied in this equation in a way that explodes the simple feedback loop as we have known it. This is not about surveillance, but about control in a newer, non-deterministic and non-disciplinary sense. Wendy Chun reminds us: that “the English term control is based on the French contreroule—a copy of a roll of an account and so on, of the same quality and content as the original” (Control and Freedom 4). As a verb, to control enters into Middle English in the sense of to “to check or verify accounts,” in particular by referring to a duplicate register. But in post-cinematic media the idea of the register, the record, or the memorial function more generally of control shifts to a future-oriented, protentional one, whereby the subject of perception is actively anticipated or called into existence by means of microtemporal calibrations of data and sensory streams.

Portending the future, or better: protending it, these media synthesize time or becoming through the real-time generation of data that point backwards and forward at once. Perception itself is dispersed, along with the data of its generation, between here and there, now and then, between the two rolls or scripts, where the acts of reference and correlation between them explodes the static “now” of either one and enables the generation of new experiences and affects in real time (or, what amounts to the same, in a microtemporal duration that is outside the window of subjective perception).

This, indeed, is the temporal truth of Autotune, as it is explored in Lisa’s paper “The Truth of Autotune”: a real-time input (an audio signal) is analyzed and compared to a set of possibilities (the discrete notes or values inscribed on the contreroule or control script), subjected to modulation accordingly, and made to correspond to the acceptable values before the signal is even made available for perception. Past, present, and future are synthesized here, their discrete natures dissolved in the interplay of script and counter-script. Of course, it is possible to analyze the situation logically or algorithmically, and to study the exact path of the signal with the help of technical instruments, so that we might claim that it only appears that time is subject to transformation. But since it falls beneath the temporal threshold of perception and thus undercuts or bypasses appearance itself, this microtemporal processing does indeed revolutionize time for all intents and purposes – which is to say, for all human intentionalities and telic goals, which are structured in the molar temporal space of gross phenomenality.

And the microtemporal ping-pong that characterizes the Autotune process also conditions digital images in computational video playback, which is especially evident in processes like motion smoothing, where new images are generated on the fly and interpolated between a just-past image and one that is just-to-come, which means that both of them must be assessed and processed before any image is made available for perception.

But how do we get from these low-level processes and infrastructural materialities to the higher-order, sometimes global, and in any case narrative formations discussed by Gregg in his paper “Conspiracy in the Age of Control”? In fact, it’s not such a stretch, I suggest, as these stories of conspiracy and control place computational processes at the very heart of the struggles over political agency and resistance, and they invite us to reflect on the ways that these apparatuses serve as the fulcrum of subjectivation itself and the site of communication between micro-scale materialities and macroscopically narrativizable or cognitively mappable realities.

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Three Days of the Condor opens with images of a machine for “reading” books, enacting a sort of “distant reading,” as Franco Moretti calls it, by which thousands of books are processed and correlated with one another to reveal humanly inaccessible patterns. Soon we find out that this work is being done for the CIA, thus exposing avant la lettre what Richard Grusin has called “the dark side of digital humanities.” The protagonist, codename Condor, is both a hermeneut and an expert in communications technologies, and it is this combination that not only makes him a digital humanist, of sorts, but that equips him to negotiate between local subjectivities and global networks of conspiracy. His political agency, as Gregg emphasizes, hinges on his cryptographic skills, his ability “to render narrative what might otherwise be noise, coincidence, or nothing at all.” As such, the story is precisely about the media-technical linchpin between a material base or infrastructure of experience and the aesthetic forms it can assume. Confronting us allegorically, as Jameson says about conspiracy movies generally, with the sprawling architecture of the global system of transnational capital, Three Days of the Condor simultaneously confronts us with its computational media-technical underpinnings. The reading machine at the opening of the film is the infrastructural point of passage to the dispersal of agency described with the term “control society.”

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And it is in this respect as well that the Bourne movies can be seen, as Gregg has suggested, as an unwitting update of Three Days of the Condor: for not only are these movies about an intensified system of global, dispersed control, but they hinge the question of subjectivation processes on the infrastructure of computation, big data, and – crucially – a global network of cameras, screens, and images. At decisive moments, the film screen becomes, as Gregg puts it, a “data screen.” And here we see that Condor’s struggle (to render machinic information into narrative form) is in fact one of the defining struggles of post-cinema more generally: it is the problem of how to build narrative strands out of (and back into) sprawling transmedial digital networks. In other words, Condor’s reading machine and the reading practices it leverages (which confront mathematical communications technologies with the demands of a hermeneutic or narrative/representational interest) prefigures the network of computers and digital video surveillance cameras featured in Bourne. In many ways, these are self-reflexive spectacles, such that post-cinema figures its own enabling infrastructures and challenges us, in this way, to confront the political processes of subjectivation that inform life today and shape it from the media-technical ground up.

Post-Cinematic Affect, Collectivity, and Environmental Agency #scms16

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Full text of the talk I presented at the SCMS conference today:

Post-Cinematic Affect, Collectivity, and Environmental Agency

Shane Denson (Duke University)

The computational and broadly post-cinematic media at the heart of contemporary moving images are involved in a massive transformation of human agents’ phenomenological relations to the world. Digital imagery has long been held accountable for effacing the indexicality of cinema’s photographic base, while post-cinematic images more generally might be thought in terms of what I call their “discorrelation” from viewing subjects. However, there is a flip-side to these negative determinations that I want to highlight: if the microtemporal and subperceptual operations of post-cinematic media bypass and hence displace subjective perception, they also serve to expand the material domain and efficacy of sub- and supra-personal affect. What this amounts to, ultimately, is a radical empowerment of the nonhuman environment, the agency of which becomes tangible in sites and forms ranging from the Fitbit to “big data” and the computational modeling of climate change.

In this presentation, which is divided into three sections, I want to take this thought a step further. I want to show, ultimately, that new forms of collectivity may become thinkable and, hopefully, actionable in the spaces opened up by post-cinematic media.

Part 1: Irrational Cameras. Let me start by summarizing an argument I have made elsewhere about the transformation of the camera and its images in a post-cinematic media regime. Post-cinematic cameras – by which I mean a range of imaging apparatuses, both physical and virtual – seem not to know their place with respect to the separation of diegetic and nondiegetic planes of reality; these cameras therefore fail to situate viewers in a consistently and coherently designated spectating-position.

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Take the example of the digitally simulated lens flare, which a phenomenological analysis reveals to be riddled with perceptual paradoxes. On the one hand, the CGI lens flare encourages what philosopher of technology Don Ihde calls an “embodiment relation” to the virtual camera: by simulating the material interplay of a lens and a light source, the lens flare emphasizes the plastic reality of “pro-filmic” CGI objects; the virtual camera itself is to this extent grafted onto the subjective pole of the intentional relation, “embodied” in a sort of phenomenological symbiosis that channels perception towards the objects of our visual attention. On the other hand, however, the lens flare draws attention to itself and highlights the images’ artificiality by emulating (and foregrounding the emulation of) the material presence of a camera. To this extent, the camera is rendered quasi-objective, and it instantiates what Ihde calls a “hermeneutic relation”: we look at the camera rather than just through it, and we interpret it as a sign or token of “realisticness.”

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The paradox here, which consists in the realism-constituting and realism-problematizing undecidability of the virtual camera’s relation to the diegesis – where the “reality” of this realism is conceived as thoroughly mediated, the product of a simulated physical camera rather than defined as the hallmark of embodied perceptual immediacy – points to a more basic transformation of mediation itself in the post-cinematic era. That is, the undecidable place of the mediating apparatus, the camera’s apparently simultaneous occupation of both subjective and objective positions within the noetic relation that it enables between viewers and the film, is symptomatic of a more general destabilization of phenomenological subject- and object-positions in relation to the expanded affective realm of post-cinematic mediation. Computational, ergodic, and processual in nature, media in this mode operate on a level that is categorically beyond the purview of perception, perspective, or intentionality. Phenomenological analysis can therefore provide only a negative determination “from the outside”: it can help us to identify moments of dysfunction or disconnection, but it can offer no positive characterization of the “molecular” changes occasioning them. Thus, for example, CGI and digital cameras do not just sever the ties of indexicality that characterized analogue cinematography (an epistemological or phenomenological claim); they also render images themselves fundamentally processual, thus displacing the film-as-object-of-perception and uprooting the spectator-as-perceiving-subject – in effect, enveloping both in an epistemologically indeterminate but materially quite real and concrete field of affective relation. Mediation, I suggest, can no longer be situated neatly between the poles of subject and object, as it swells with processual affectivity to engulf both.

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Part 2: The dilation of affect. What I have been describing here is a decentering of human perception and an empowerment of the larger environment. In order to account for this transformation, it will be helpful here to invoke Mark Hansen’s notion of “atmospheric media,” a concept that Hansen develops to explain the experiential impact of computation, but which builds upon Maurizio Lazzarato’s theorization of an affective dimension of video technologies.

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According to Lazzarato, the video camera captures time itself, the splitting of time at every instant, hence opening the gap between perception and action where affect resides (in the metaphysics of Henri Bergson). Because it no longer merely traces objects mechanically and fixes them as discrete photographic entities, but instead generates its images directly out of the flux of sub-perceptual matter, which it processes on the fly in the space of a microtemporal duration, the video camera marks a revolutionary transformation in the technical organization of time. The mediating technology itself becomes an active locus of molecular change: a Bergsonian body qua center of indetermination, a gap of affectivity between passive receptivity and its passage into action. The camera imitates the process by which our own pre-personal bodies synthesize the passage from molecular to molar, replicating the very process by which signal patterns are selected from the flux and made to coalesce into determinate images that can be incorporated into an emergent subjectivity.

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This dilation of affect, which characterizes not only video but also computational processes like the rendering of digital images (which is always done on the fly), marks the basic condition of the post-cinematic camera, the positive underside of what presents itself externally as a discorrelating incommensurability with respect to molar perception. As Mark Hansen has argued, the microtemporal scale at which computational media operate enables them to modulate the temporal and affective flows of life and to affect us directly at the level of our pre-personal embodiment. In this respect, properly post-cinematic cameras, which include video and digital imaging devices of all sorts, have a direct line to our innermost processes of becoming-in-time, and they are therefore capable of informing the political life of the collective by flowing into the “general intellect” at the heart of immaterial or affective labor. Again, this is because the individual’s capacity to perceive is decentered, discorrelated from the perceptual object, and offloaded onto an environment of diffusely “atmospheric” media – including the many screens and cameras, but also the invisible networks and data streams, that surround us everywhere.

Part 3: Post-Cinematic Realism. Paradoxically, these arguments suggest that post-cinematic media – precisely those media widely credited with destroying the index and thus evacuating the political promise of realism – might in fact be credited with a newly intensified political relevance through their institution of a new, post-cinematic realism.

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Whereas Bazin privileged techniques like the long take and deep focus for their power to approximate our natural perception of time and space, Lazzarato and Hansen emphasize post-cinematic media’s ability to approximate the sub-perceptual processing of duration executed by our pre-personal bodies. The perceptual discorrelation of images gives way, in other words, to a more precise calibration of machinic and embodied temporalities; simultaneously, the perceptual richness of Bazin’s images becomes less important, while “poor images” (in Hito Steyerl’s term) communicate more directly the material and political realities of a post-cinematic environment.

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Consider the 2015 horror flick Unfriended, which is presented as the screen recording of one of the characters’ laptops. Reflecting what Francesco Casetti calls the “relocation” of cinema from the big screen to a variety of little ones, the movie’s sense of “realism” is especially heightened when you watch it on your own laptop. We witness everything on this single screen, through Skype conversations, Facebook chats, email, and web browsing. And it’s essential for the movie that it’s presented in “real-time.” This adds to the temporal urgency and speaks to the reality of our own online communications today, thereby establishing a sense of realism despite the fantastic/supernatural elements at play, and articulating this reality despite—or precisely through—the use of digital glitches. These might otherwise be taken to signal the interruption of realism by the intercession of digital processing that breaks the indexical continuity between image input and image output, but such glitches are a familiar reality of online communication (on platforms like Skype), and our involvement in the images is increased by their use; for example, we might wonder whether the glitches are diegetic, or whether they are produced on our own machine during playback, either due to the buffering processes of online streaming platforms, or because we downloaded a faulty torrent file from some dubious website. Realism here is constructed through an immediacy and direct exploration of the new media-technical conditions of life, to which we can all more or less relate. But in the process the glitches also expose the movie’s singular screen as, in fact, double: the site of playback, traditionally a passive “screening” surface, the screen is also revealed as a newly active site or space in which images are processed and generated before our very eyes. The glitches point up the perceptual paradoxes of post-cinematic cameras, as I’ve described them with respect to CGI lens flares, but they additionally implicate the post-cinematic screen, which becomes ontologically indistinguishable from the camera in its execution of the same material processes of microtemporal and subperceptual image generation.

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These glitches, and their relation to our contemporary media-technical realities, call attention to what Hito Steyerl has called the “poor images” that circulate in digital networks. Following Steyerl, these images provide an important context for thinking about the political realities of moving-image media today—and an important context for thinking about post-cinematic realism more generally. In Steyerl’s words: “The poor image is an illicit fifth-generation bastard of an original image. Its genealogy is dubious. Its file names are deliberately misspelled. It often defies patrimony, national culture, or indeed copyright. It is passed on as a lure, a decoy, an index, or as a reminder of its former visual self. It mocks the promises of digital technology. Not only is it often degraded to the point of being just a hurried blur, one even doubts whether it could be called an image at all. Only digital technology could produce such a dilapidated image in the first place.” These poor images are close in spirit to the “imperfect cinema” called for in the name of Third Cinema movements, in that they register social marginalization processes while also creating publics of their own. But they also outline the dark side of a “participatory culture,” whose democratic promise is compromised by the hierarchies of value that remain and by the exploitation of unpaid fan labor that is enlisted in the ongoing production-consumption circuits of networked images. Without extracting themselves from these conflicting political trajectories, according to Steyerl, poor images might nevertheless—or precisely for this reason—create what Dziga Vertov called “visual bonds” capable of subverting official and mainstream valuations by expressing what Steyerl terms a “link to the present.” In this way, degraded, glitched-out images might fulfill the political promise of realism precisely through their material connection to the post-indexical infrastructures of moving-image media. In Steyerl’s words: “The poor image is no longer about the real thing—the originary original. Instead, it is about its own real conditions of existence: about swarm circulation, digital dispersion, fractured and flexible temporalities. It is about defiance and appropriation just as it is about conformism and exploitation. In short: it is about reality.”

Like Steyerl, Lazzarato also refers to Vertov and his idea of the “visual bond,” which is seen as a materialist alternative to the critique of ideology, the expression of a practice that addresses the ontology of media directly and prior to the level of content. Essentially, by resisting reduction to human perception, the images of Vertov’s kino-eye are discorrelated from molar experience but thereby opened to the molecular processes by which duration is processed both biologically and technologically, thus getting to the heart of the process by which subjectivities and social collectives are produced. If Bazin described a cinematic realism that draws for its political power on an approximation to perceptual experience, then Vertov marks the path towards a post-cinematic realism that takes aim at the process by which the subject of that perceptual experience takes shape in the first place. It does this, according to Lazzarato, by means of the pre-personal affect that is marshaled and modulated by the increasingly fine-grained “time-crystallizing machines” of cinema, video, and digital processors. Accordingly, the video art of Nam June Paik is seen as a Vertovian answer to television, not because it counters the ideological content of TV but because it probes the machinic time itself of the apparatus, freeing it from the exclusive control of state and corporate interests. The latter, according to Lazzarato, contribute to the production and regulation of political subjects through their control of technical standards (like the PAL and NTSC standards that regulate image frequency, color spectrum, and aspect ratio); because the power to modulate the speeds and images dictated by such standards is “withdrawn from social praxis” (78), our affective powers are impoverished, and we are left with what Lazzarato calls a “‘poor’ perception” (78). The ontology of time-crystallizing machines thus gives way to an ethics or politics of the standards, codes, or protocols upon which images or perceptual objects are formed and synchronized with emergent subjects and social collectives. And because they expose the materiality of digital file formats, video codecs, and compression algorithms, today’s poor images harbor a significant political promise, a potential for resistance that can be deployed creatively against the impoverishment and standardization of perception.

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It is debatable, finally, whether a movie like Unfriended actually succeeds in this respect. Certainly, at the level of its narrative, it apparently fails to articulate anything like a model of social-political resistance; if anything, its teenage drama of betrayal, suicide, and revenge, all mediated by the networks and interfaces of social media, and leading to the death of the entire group of “friends,” serves as a critique of contemporary socialization processes – an ideological critique that takes aim not only at online bullying, for example, but that exposes an infrastructure of communication and of intersubjective relation that has rendered the term “friend” itself highly unstable in the age of Facebook. But beyond this more overt political critique of today’s highly mediated forms of collectivity, the movie’s use of glitches serves to focus attention, and to channel affect, at a deeper level, where subjectivity itself is being produced and modulated in an environment of microtemporally operating machines and protocols. Glitches serve at times like micro-cliffhangers, causing us to wait for the image to buffer or clear up so that we can see what’s going on. In this respect, the movie simulates the familiar and yet always disconcerting experience of network lag, e.g. in our own Skype conversations, when the temporal continuity of protentional-retentional experience is interrupted, giving rise to a feeling like that of a cartoon character who has gone over the edge of a cliff, but remains suspended, floating momentarily between the certainty of solid ground and a realization of the situation’s gravity. These micro-cliffhangers focus our attention on the material infrastructure of experience itself, causing us to see pixels as the components but also as material obstacles to vision, blocky screen objects that, despite ourselves, we try to look around to see what’s on the other side. And in this space of the screen, seemingly unitary but, as we have seen, doubled and in fact multiplied even further by the machinic and social networks in which it participates (both diegetically and materially), our vision is dispersed, divided. We are forced to scan the screen for relevant information; our gaze is not sutured, not directed, and to this extent we are hailed not as an integral subject, but as a bundle of affects engaged in a collective effort to perceive—an effort that is both enabled and hindered by the protocols and agencies of the media environment, out of which our subjectivities are wrought. Unfriended may or may not ultimately facilitate our efforts to take control of this experiential infrastructure, but perhaps it succeeds in gesturing towards the fact that this effort must be a collective one, aimed at constructing collectivity in the first place, and that it must be mounted around and in relation to the affective technologies of our post-cinematic environment.

Post-Cinema at SCMS 2016 #scms16

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At this year’s conference of the Society for Cinema and Media Studies (March 30-April 3, 2016), I will be involved in two post-cinema related panels.

First, on Saturday, April 2, 2016 09:00AM-10:45AM (panel N9), I will be giving a talk as part of a panel on affect, collectivity, and contemporary cinema:

N9: “Affect, Collectivity, Contemporary Cinema.”

Chair: Claudia Breger (Indiana University)

Shane Denson (Duke University), “Post-Cinematic Affect, Collectivity, and Environmental Agency”

Anders Bergstrom (Wilfrid Laurier University), “On Dissipation: The Loss of the Movie Theatre as Affective Site in “Goodbye, Dragon Inn””

Jecheol Park (National University of Singapore), “A Counter-neoliberal Collective to Come: Joshua Oppenheimer’s The Act of Killing”

Claudia Breger (Indiana University), “The Epic Aesthetics of Ruptured Collectivity in Fatih Akın’s “The Cut” (2014)”

Then, on Sunday, April 3, 2016 11:00AM-12:45PM, I will be responding to panel T19 on “post-cinematic control”:

T19: “Post-Cinematic Control”

Chair: Lisa Akervall (Bauhaus-University Weimar)

Respondent: Shane Denson (Duke University)

Lisa Akervall (Bauhaus-University Weimar), “The Truth of Auto-Tune: Voice Modulations in Post-Cinematic Media-Ecologies”

Viviana Lipuma (North Carolina State University), “Semiocapitalism: the production of signs as the production of desire in the media”

Gregory Flaxman (University of North Carolina, Chapel Hill), “Left of Conspiracy”

You can view the complete conference program here (opens as a PDF).

And here, finally, is the abstract for my paper:

Post-Cinematic Affect, Collectivity, and Environmental Agency

Shane Denson (Duke University)

The computational and broadly post-cinematic media at the heart of contemporary moving images are involved in a massive transformation of human agents’ phenomenological relations to the world. Digital imagery has long been held accountable for effacing the indexicality of cinema’s photographic base, while post-cinematic images more generally might be thought in terms of their “discorrelation” from viewing subjects. There is, however, a flip-side to these negative determinations: if the microtemporal and subperceptual operations of post-cinematic media bypass and hence displace subjective perception, they also serve to expand the domain and the material efficacy of sub- or supra-personal affect. What this amounts to, ultimately, is a radical empowerment of the nonhuman environment, the agency of which becomes tangible in sites and forms ranging from the Fitbit to “big data” and the computational modeling of climate change.

Drawing on Steven Shaviro’s account of post-cinematic affect, and supplementing it with Mark B. N. Hansen’s recent work on the “feed-forward” mechanisms by which biofeedback and environmental sensors serve to expand worldly agency, this presentation argues that new forms of collectivity may become thinkable in the spaces opened up by post-cinematic media. In the reconfiguration of agency, that is, by which digital media bypass the individual and transfer its powers to perceive and to act onto the nonhuman environment, the “dividuality” that Deleuze saw as a correlate of the control society may open onto a more positive conception of collective power. Maurizio Lazzarato’s provocative Bergsonist-Marxist “video philosophy” will serve as a catalyst for conceptualizing this new collectivity and its relation to moving-image media, while the work of independent filmmaker Shane Carruth (Primer [2004], Upstream Color [2013]) will help to focus the interplay among post-cinematic affect, environmental agency, and the mediation of collectivity in the micro- and macrotemporal intervals of contemporary media.

Bibliography:

Deleuze, Gilles. “Postscript on the Societies of Control.” October 59 (1992): 3-7.

Denson, Shane. “Crazy Cameras, Discorrelated Images, and the Post-Perceptual Mediation of Post-Cinematic Affect.” Post-Cinema: Theorizing 21st-Century Film. Eds. Shane Denson and Julia Leyda. Sussex: REFRAME Books, forthcoming 2015.

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

Lazzarato, Maurizio. Videophilosophie: Zeitwahrnehmung im Postfordismus. Berlin: b_books, 2002.

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

Coming Soon: after.video

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I just saw the official announcement for this exciting project, which I’m proud to be a part of (with a collaborative piece I made with Karin Denson).

after.video, Volume 1: Assemblages is a “video book” — a paperback book and video stored on a Raspberry Pi computer packaged in a VHS case. It will also be available as online video and book PDF download.

Edited by Oliver Lerone Schultz, Adnan Hadzi, Pablo de Soto, and Laila Shereen Sakr (VJ Um Amel), it will be published this year (2016) by Open Humanities Press.

The piece I developed with Karin is a theory/practice hybrid called “Scannable Images: Materialities of Post-Cinema after Video.” It involves digital video, databending/datamoshing, generative text, animated gifs, and augmented reality components, in addition to several paintings in acrylic (not included in the video book).

Here’s some more info about the book from the OpenMute Press site:

Theorising a World of Video

after.video realizes the world through moving images and reassembles theory after video. Extending the formats of ‘theory’, it reflects a new situation in which world and video have grown together.

This is an edited collection of assembled and annotated video essays living in two instantiations: an online version – located on the web at http://after.video/assemblages, and an offline version – stored on a server inside a VHS (Video Home System) case. This is both a digital and analog object: manifested, in a scholarly gesture, as a ‘video book’.

We hope that different tribes — from DIY hackercamps and medialabs, to unsatisfied academic visionaries, avantgarde-mesh-videographers and independent media collectives, even iTV and home-cinema addicted sofasurfers — will cherish this contribution to an ever more fragmented, ever more colorful spectrum of video-culture, consumption and appropriation…

Table of Contents

Control Societies 
Peter Woodbridge + Gary Hall + Clare Birchall
Scannable images: materialities of Post-Cinema after Video 
Karin + Shane Denson
Isistanbul 
Serhat Köksal
The Crying Selfie
Rózsa Zita Farkas
Guided Meditation 
Deborah Ligotrio
Contingent Feminist Tacticks for Working with Machines 
Lucia Egaña Rojas
Capturing the Ephemeral and Contestational 
Eric Kiuitenberg
Surveillance Assemblies 
Adnan Hadzi
You Spin me Round – Full Circle 
Andreas Treske

Editorial Collective

Oliver Lerone Schultz
Adnan Hadzi
Pablo de Soto
Laila Shereen Sakr (VJ Um Amel)

Tech Team

Jacob Friedman – Open Hypervideo Programmer
Anton Galanopoulos – Micro-Computer Programmer

Producers

Adnan Hadzi – OHP Managing Producer
Jacob Friedman – OHV Format Development & Interface Design
Joscha Jäger – OHV Format Development & Interface Design
Oliver Lerone Schultz – Coordination CDC, Video Vortex #9, OHP

Cover artwork and booklet design: Jacob Friedman
Copyright: the authors
Licence: after.video is dual licensed under the terms of the MIT license and the GPL3
http://www.gnu.org/licenses/gpl-3.0.html
Language: English
Assembly On-demand
OpenMute Press

Acknowledgements

Co-Initiated + Funded by

Art + Civic Media as part of Centre for Digital Cultures @ Leuphana University.
Art + Civic Media was funded through Innovation Incubator, a major EU project financed by the European Regional Development Fund (ERDF) and the federal state of Lower Saxony.

Thanks to

Joscha Jaeger – Open Hypervideo (and making this an open licensed capsule!)
Timon Beyes – Centre for Digital Cultures, Lüneburg
Mathias Fuchs – Centre for Digital Cultures, Lüneburg
Gary Hall – School of Art and Design, Coventry University
Simon Worthington – OpenMute

http://www.metamute.org/shop/openmute-press/after.video

On the ‘Parergodic’ Work of Seriality in Interactive Digital Environments

 

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Here is the full text of my talk from the 2015 conference of the Society for Literature, Science, and the Arts — part of the panel on Video Games’ Extra-Ludic Echoes (organized by David Rambo, and featuring talks by Patrick LeMieux and Stephanie Boluk, David Rambo, and myself).

On the “Parergodic” Work of Seriality in Interactive Digital Environments

Shane Denson (SLSA 2015, Houston, Nov. 15, 2015)

I want to suggest that popular serialized figures function as indexes of historical and media-technical changes, helping us to assess the material and cultural transformations that such figures chart in the process of their serial unfoldings. This function becomes especially pronounced when serial figures move between and among various media. By shifting from a medial “inside” to an “outside” or an in-between, serial figures come to function as higher-order media, turning first-order apparatic media like film and television inside out and exposing them as reversible frames. But with the rise of interactive, networked, and convergent digital media environments, this outside space is called into question, and the medial logic of serial figures is transformed in significant ways. This transformation, I suggest, is not unrelated to the blurring of relations between work and play, between paid labor and the incidental work culled from our entertainment practices. In the age of transmedia, serial figures move flexibly between media much like we move between projects and contexts of consumption and production. The dynamics of border-crossing that characterized earlier serial figures have now been re-functionalized in accordance with the ergodic work of navigating computational networks—in accordance, that is, with work and network forms that frame all aspects of contemporary life.

I will come back to this argument in a moment and elaborate with reference to Batman and his movement from comics to film and video games, but first let me say a few words about “the work of seriality.” In the nineteenth century, production work became increasingly serialized as it was fragmented and mechanized in factories, culminating in the assembly line, the paradigmatic site of serialized production, and eventually leading to digital automation and process control. Ultimately, of course, this trajectory was spearheaded by capitalism’s own seriality, or its structuration as an endless series of M-C-M’ progressions. At the same time, works of culture also fell under the spell of the series. The industrial steam press churned out penny dreadfuls and dime novels, before comic strips, film serials, radio and TV series took over. The simultaneous rise of serialized work practices and serial “works” of culture is too massive, I suggest, to be a sheer coincidence. And concomitant with these two was a third form of serialization: that of cultural identity or of subjective experience itself. As Benedict Anderson and Jean-Paul Sartre before him have argued, new forms of community, identity, and perception were based in the serial work of media, such that, for example, the serialization of daily papers, consumed more or less simultaneously by an entire nation, could produce the nation itself as an “imagined community” of serialized subjects. Anderson’s conception of the serialities of nationhood or the proletariat suggests a material connection between the minute level of concrete serial media practices and the broad level of discursive, cultural, or imagined realities—a connection that I want to pursue into the realm of digital media.

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I want to suggest that serialized media are able to leverage these shifts in the nature of work/works because they function according to the logic of the “parergon,” as described by Jacques Derrida. Etymologically, the term parergon is composed of the prefix “para-” (next to, or beside) and “ergon,” which derives from Greek for work. The parergon is thus literally “next to the work,” marginal or supplementary to it, as a frame is with respect to a painting (or an hors d’oeuvre with respect to the main course of a meal).

parergon

But the picture frame in particular demonstrates an essential reversibility: on the one hand, the frame serves as a background for the work, as a ground for the image it frames and selects or presents. On the other hand, the frame can also be absorbed into the figure when seen against the larger background of the wall, as when we take a broad view of a row of paintings on a museum wall before selecting one to observe more closely. The frame is therefore subject to repeated figure/ground reversals, and it’s the same with serialized media, which are constituted in the flickering interplay between an ongoing sequence and its articulation into discrete segments.

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A serial figure like Frankenstein’s monster embodies this interplay and mediates it as a higher-order reflection on media change. The monster is of course part of a film’s diegetic universe, for example, but it also exceeds that frame and partakes in a plurimedial series of instantiations. We never just see Frankenstein’s monster; we see an iteration of the monster that stands in extradiegetic relation to Karloff’s iconic portrayal and to a series of media and mediations of the figure. And we should not forget that Karloff’s mute monster, which contrasts sharply with the eloquent monster of Shelley’s novel, once served to foreground the transition from silent cinema to the talkies. Figure/ground reversibility is an essential precondition for plurimedial seriality as such, specifically enabling the foregrounding of mediality that allows the serial figure to serve as a figuration of media change.

But with the rise of digital media, the formerly discrete media across which serial figures were deployed come to mingle in much closer proximity. What Henry Jenkins calls our “convergence culture” responds by coming up with new ways to tell stories (and to sell commodities) that take advantage of the coming-together of media in the space of the digital. In Jenkins’s version, transmedia storytelling is inherently serial, but much less linear than a conventional television series might be, as it allows the reader/viewer/player/user to explore various facets of a story-world through movies, games, textual and other forms, allowing for a variable order of consumption that corresponds, we might say, to the database structures in which digital information is stored and (interactively) accessed. But transmedia storytelling often aims to smooth over the disjunctures between media installments; the parergonal logic of figure/ground reversals that sustained serial figures and allowed them to track and foreground media changes is thus transformed. A serial figure like Batman thrives in this new environment and traces this transformation in relation to computational mediation and the shift from a parergonal to what I call a parergodic logic.

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With the term parergodics, I want to link Derrida’s notion of the parergon with Espen Aarseth’s use of the term ergodics to describe processes and structures of digital interactivity. Ergodics combines the Greek ergon (work) and hodos (path), thus positing nontrivial labor as the aesthetic mode of players’ engagement with games. For Aarseth, the arduous or laborious path of ergodic interactivity marks a fundamental difference between digital media such as video games or electronic literature on the one hand and traditional literature and narrative media on the other. For whereas the path of a narrative is fixed for the reader of a novel or the spectator of a film, it must be generated in digital media through a cooperative effort between the user and the computational system. The signs composing the text of a video game—including textual strings, visual perspectives, narrative and audiovisual events—are not (completely) predetermined but generated on the fly, in real time, as the player makes his or her way through the game. Ergodics, the path of the work or the work of the path, therefore describes the nontrivial labor at the heart of gameplay. But to expand this beyond Aarseth’s narrower frame of reference, the concept of ergodics can also be seen to ground a wider variety of interactive and participatory potentials in contemporary culture, where computational networks are implicated virtually ubiquitously in entertainment, social life, and work. The borders between these realms are remarkably unclear (think of all the things people do on social networks and the virtual impossibility of distinguishing clearly between work activities and play), and it would seem that this has something to do with the indifference of computational media to the type of contents processed. This computational indifference to the phenomenological modalities of human experience – or to the differences between the analogue media that at least partly corresponded to those modalities – leads, as Mark Hansen argues, to a divergence between mediation in its classical, perceptually oriented form and a new form of mediation that channels human affect into the process-oriented project of establishing ever greater networks of pure connectivity. This is the larger significance, I propose, of what Steven Shaviro calls “post-cinematic affect”: in contrast to the cinema, which was constituted by the storage and reproduction of perceptual objects, ergodic mediation involves acts of affective interfacing with the fundamentally post-perceptual realm of computation, which is algorithmic, distributed, and nonlocal, in contrast to the phenomenological basis of human embodiment. Clicking on a Youtube video not only delivers perceptual content to your embodied eyes and ears, it also delivers computational content – information about affective, epistemic, and monetary valuations – to the routines of network-constitutive algorithms. In this environment, play activities not only involve the execution of nontrivial work, as Aarseth argues, but corporations and financial interests, among others, continually find clever ways to disguise work as play, to “gamify” our labor, both paid and unpaid, while mining the data generated in the process in order to profit from both dedicated and incidental work. In this environment, as Matteo Pasquinelli has argued, virtually any investment of attention or affect will also generate a surplus value for Google, Facebook, etc. – a value produced and accumulated parasitically, without regard for any significance we may attach to the contents of our digital interactions, by means of computational algorithms functioning on an altogether different level than the human concerns that feed them.

As a result, media “contents” become incidental or marginal to work, so that our so-called “participatory culture” might better be termed a “parergodic culture,” where cultural “contents” are reversibly supplemental to the nontrivial labor of interactive work. But the notion of “parergodic culture” suggests also that there might be para-ergodic margins from which to witness the shift, to take stock of it in the process of its occurrence. This is where the parergon meets ergodics, and it’s in this reversible margin of parergodicity, neither completely inside nor outside the realm of ergodics, that I’d like to situate the serial work of Batman from about the mid 1980s to the present.

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The starting point is the appearance of graphic novels such as The Dark Knight Returns (Frank Miller, 1986), Arkham Asylum: Serious House on Serious Earth (Grant Morrison, 1989), and The Killing Joke (Alan Moore, 1988), which re-envisioned Batman as a darker figure and laid the groundwork for the figure’s medial self-awareness.

In their wake, a key scene in Tim Burton’s 1989 film stages a parergonal reversal of medial spaces during Joker’s televised address to Batman and the people of Gotham. The medium takes on an unexpected materiality as the Joker shoves the mayor’s image off the screen, and a crucial reversal is visualized as a shot of several contiguous studio monitors gives way to the various screens united in Batman’s multimedia console. It is here, with a sudden freeze frame interaction, that Batman enacts a further parergonal reversal: while the film’s editing leads us to believe that Bruce Wayne, like all the citizens of Gotham, is viewing the Joker’s address live, he pauses the recording, in effect pausing the continuity of the film itself. And with this seemingly insignificant difference it introduces between live and recorded images, Batman’s pausing of the image announces, in effect, an entry into the interactive space of post-cinematic media. This is the first step towards the reconceptualization of images and visual media as purely processual, computational, and no longer tied to perception as its objects.

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Jump ahead twenty years. Computational technologies are implemented more broadly in the actual production of visual media, for example in post-cinematic blockbusters like Christopher Nolan’s Batman trilogy. Nolan’s second film, The Dark Knight, can be seen as a serial continuation not only of Batman Begins, the first film in Nolan’s trilogy, but also an updating of Burton’s early exploration of Batman’s ergodic mediality.

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Most centrally, Nolan’s film updates Batman’s console and places it in the middle of the caped crusader’s pursuits to restore order to Gotham. The film spends a considerable amount of time foregrounding this computational wonder machine, which alternates reversibly with the film itself and serves to foreground its CGI-based spectacles.

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Within the frame of the narrative, a new range of computational powers is demonstrated, including biometric facial recognition and computational forensics. Early in the film, Bruce Wayne’s tech guy Lucius Fox demonstrates to him a new technology, utilizing a cell phone to emit an inaudibly high frequency capable of mapping a remote location by means of digitally enhanced sonar. This sets the stage for the film’s climax, when the sonar program is spread, virus-like, to the cell phones of all of Gotham’s inhabitants. Through this network, which feeds into Bruce Wayne’s central console, now equipped with a giant wall of display devices, Batman is able to “see” the whole city.

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This is a disembodied or nonlocalized 3D computer-graphics vision generated through a distributed, nonhuman sensory form that substitutes computational process for perceptual object. Seeing through the eyes of a machinic network, Batman is able to find the bad guys just in time for the final showdown, but at a decisive moment Batman’s “vision” machine crashes.

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The event is presented to us in first-person perspective, crucially drawing attention to the mediation of our own vision through computational processes. Here the parergonal reversibility between diegetic and medial levels is thoroughly parergodic, as we are made witness to an event that challenges the perceptual frames delineating the narrative and our ability to engage or disengage with the medium.

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But the scene anticipates an even more intense experience of parergodic involvement in the video game Arkham Asylum. Here, a specifically parergonal exploration of spatialized boundaries between sanity and insanity that goes back to the graphic novel of the same title is translated into a narrative that weaves back and forth between “reality” and Scarecrow-induced hallucinations. The player, who has to act in order to stay alive, can never be sure when one of these hallucinatory states has begun, and he or she therefore gets drawn into such illusions until an abrupt awakening takes place in the wake of a victory (in a boss battle) or its deferral. Even more poignantly, though, there is a total break with all narrative, perceptual, and actional involvement at one point late in the game, when the images on the screen freeze and display digital artifacts and the soundtrack begins to skip like a scratched CD.

Suddenly, the screen goes black and the game literally reboots – at least, I could swear that my PlayStation restarted at this moment, while a feeling of panic gripped me. When the game restarts, we see images reminiscent of the game’s opening scenes – thus compounding a sense of fear that either my disk or my machine is broken, and that all my progress in the game, by this time some 10 or 20 hours, is lost and will have to be repeated from the beginning. But this time things are backwards: the Joker’s in the driver’s seat, escorting Batman into Arkham Asylum. The cutscene gives way to an interactive sequence where the player controls the Joker, thus instituting a weird sort of actional identification with the villain, who then turns and points a gun directly at the player, whose vision is suddenly realigned with the perspective of Batman. There’s no chance to avoid death, and we see this “Mission failed” screen with the tip, “Use the middle stick to avoid Joker’s gun fire.” Only, there is no middle stick on the PlayStation or Xbox controller. This whole sequence therefore emphasizes the point of interface as a reversible margin where computational or ergodic media converge as both the thematic/actional “content” and the material platform for play.

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And the quasi-glitch and simulated crash of the game channel this attention to reveal the significant work involved in ergodic play—the very real panic and extradiegetic fears activated here highlight the cognitive and physical labor invested by the player, the precariousness of the digital platform for the storage or accumulation of such work, over which we have little individual control, though our activities are sure to generate profit for the corporations holding ownership of intellectual properties (like Batman), of proprietary software and hardware (like the console we’re operating), or the algorithms that will mine our activities for surplus value. This, I suggest, is parergodic culture.

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Things to Think With

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As a late addition to the program, the Duke S-1 Speculative Sensation Lab will be participating in “Conversations in the Digital Humanities” this coming Friday, October 2, 2015, at the Franklin Humanities Institute at Duke. The event, which will consist of a series of brief “lightning talks” on a range of topics that run the gamut of current DH work, will take place from 2:00-6:00pm in the FHI Garage in Smith Warehouse, Bay 4. More info here: Conversations in the Digital Humanities.

Here is the abstract for the S-1 Lab’s presentation, which I will be participating in along with Lab co-director Mark Olson and our resident programmer Luke Caldwell:

“Things to Think With”: Weird DH, Data, and Experimental Media Theory

S-1 Speculative Sensation Lab

The S-1 Speculative Sensation Lab, co-directed by Mark Hansen and Mark Olson, experiments with biometric and environmental sensing technologies to expand our access to sensory experience beyond the five senses. Much of our work involves making “things to think with,” i.e. experimental “set-ups” designed to generate theoretical and aesthetic insight and to focus our mediated sensory apparatus on the conditions of mediation itself. Harnessing digital technologies for the work of media theory, this experimentation can rightly be classed, alongside such practices as “critical making,” in the broad space of the digital humanities. But due to their emphatically self-reflexive nature, these experiments challenge borders between theory and practice, scholarship and art, and must therefore be qualified, following Mark Sample, as decidedly “weird DH.”

In this presentation, we discuss a current project that utilizes consumer-grade EEG headsets, in conjunction with a custom Python script by lab member Luke Caldwell, to reflect on the contemporary shape of “attention,” as it is constructed and addressed in individual and networked forms across media ranging from early cinema to “post-cinema.”