Today is Zukunftstag (“Future Day” or “Day of the Future”) here in Germany. On this day, 5th graders go to a place of work (a corporation, a bank, a hospital, a factory, police department, etc.) instead of going to school. Today, my ten-year-old son (a.k.a. DrZombie999) came with me to the university to see what it’s like to work here. I showed him what kinds of things we do here everyday: you know, the usual things like playing video games, goofing around, and surfing YouTube…
But then we decided to get serious, and we put together the video above. Having built the world you see in the popular game Minecraft, DrZombie999 takes us on a little guided tour, which we then saved as a screencast video, edited with nonlinear editing software (where he learned how to add transitions, effects, music, etc.), posted to a brand new YouTube account, and blogged here to get the word out.
DrZombie999 promises that this is only the first in an ongoing series of videos, and he asks viewers to vote for what they’d like to see him build next (from the Lord of the Rings universe). Please leave a comment on his YouTube site if you’ve got an idea! He’ll only be taking votes for one month (until May 25, 2013)!
Over at the media commons site in media res, what promises to be a great theme week on “Conspiracies and Surveillance” has just gotten underway. All of the contributions sound exciting, and among them is one by our very own Felix Brinker, who’s up tomorrow (Tuesday, April 9) with a piece on the “logics of conspiracy” in American TV series. (And in case you missed it, make sure you check out the longer text on the topic that Felix allowed me to post here recently.)
Here’s the full lineup for the in media res theme week:
Monday, April 8, 2013 – Jason Derby (Georgia State University) presents: Scandalous Conspiracies: Making Sense of Popular Scandal Through Conspiracy
Tuesday, April 9, 2013 - Felix Brinker (Leibniz University of Hannover, Germany) presents: Contemporary American Prime-Time Television Serials and the Logics of Conspiracy
Wednesday, April 10, 2013 – Meagan Winkelman (University of Oregon) presents: Sexuality and Agency in Pop Star Conspiracy Theories
Thursday, April 11, 2013 - Perin Gurel (University of Notre Dame) presents: Transnational Conspiracy Theories and Vernacular Visual Cultures: Political Islam in Turkey and America
Friday, April 12, 2013 - Jack Bratich (Rutgers University) presents: Millions of Americans Believe Conspiracy Theories Exist
Each day’s contribution, consisting of a video clip of up to three minutes accompanied by a short essay of 300-350 words, is designed to serve as a conversation starter aimed at involving a broad audience in discussion of key topics relating to the topic of “Conspiracies and Surveillance.”
Please check out all the contributions as they go live here, and consider joining the discussion (to participate, you will need to register at in media res).
Below you’ll find the full text of the talk I just gave at the Society for Cinema and Media Studies conference in Chicago, as part of a panel on “Post-Cinematic Affect: Theorizing Digital Movies Now” along with Therese Grisham, Steven Shaviro, and Julia Leyda — all of whom I’d like to thank for their great contributions! As always, comments are more than welcome!
Crazy Cameras, Discorrelated Images, and the Post-Perceptual Mediation of Post-Cinematic Affect
Shane Denson
I’m going to talk about crazy cameras, discorrelated images, and post-perceptual mediation as three interlinked facets of the medial ontology of post-cinematic affect. I’ll connect my observations to empirical and phenomenological developments surrounding contemporary image production and reception, but my primary interest lies in a more basic determination of affect and its mediation today. Following Bergson, affect pertains to a domain of material and “spiritual” existence constituted precisely in a gap between empirically determinate actions and reactions (or, with some modification, between the production and reception of images); affect subsists, furthermore, below the threshold of conscious experience and the intentionalities of phenomenological subjects (including the producers and viewers of media images). It is my contention that the infrastructure of life in our properly post-cinematic era has been subject to radical transformations at this level of molecular or pre-personal affect, and following Steven Shaviro I suggest that something of the nature and the stakes of these transformations can be glimpsed in our contemporary visual media.
My argument revolves around what I’m calling the “crazy cameras” of post-cinematic media, following comments by Therese Grisham in our roundtable discussion in La Furia Umana: Seeking to account for the changed “function of cameras […] in the post-cinematic episteme,” Therese notes that whereas “in classical and post-classical cinema, the camera is subjective, objective, or functions to align us with a subjectivity which may lie outside the film,” there would seem to be “something altogether different” in recent movies. “For instance, it is established that in [District 9], a digital camera has shot footage broadcast as news reportage. A similar camera ‘appears’ intermittently in the film as a ‘character.’ In the scenes in which it appears, it is patently impossible in the diegesis for anyone to be there to shoot the footage. Yet, we see that camera by means of blood splattered on it, or we become aware of watching the action through a hand-held camera that intrudes suddenly without any rationale either diegetically or aesthetically. Similarly, but differently as well, in Melancholia, we suddenly begin to view the action through a ‘crazy’ hand-held camera, at once something other than just an intrusive exercise in belated Dogme 95 aesthetics and more than any character’s POV […].”
What it is, precisely, that makes these cameras “crazy,” or opaque to rational thought? My answer, in short, is that 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. More generally, they deviate from the perceptual norms established by human embodiment – the baseline physics engine, if you will, at the root of classical continuity principles, which in order to integrate or suture psychical subjectivities into diegetic/narrative constructs had to respect above all the spatial parameters of embodied orientation and locomotion (even if they did so in an abstract, normalizing form distinct from the real diversity of concrete body instantiations). Breaking with these norms results in what I call the discorrelation of post-cinematic images from human perception.
With the idea of discorrelation, I aim to describe an event that first announces itself negatively, as a phenomenological disconnect between viewing subjects and the object-images they view. In her now-classic phenomenology of filmic experience, The Address of the Eye, Vivian Sobchack theorized a correlation – or structural homology – between spectators’ embodied perceptual capacities and those of film’s own apparatic “body,” which engages viewers in a dialogical exploration of perceptual exchange; cinematic expression or communication, accordingly, was seen to be predicated on an analogical basis according to which the subject and object positions of film and viewer are dialectically transposable.
But, according to Sobchack, this basic perceptual correlation is endangered by new, or “postcinematic” media (as she was already calling them in 1992), which disrupt the commutative interchanges of perspective upon which filmic experience depends for its meaningfulness. With the tools Sobchack borrows from philosopher of technology Don Ihde, we can make a first approach to the “crazy” quality of post-cinematic cameras and the discorrelation of their images.
Take the example of the digitally simulated lens flare, featured ostentatiously in recent superhero films like Green Lantern or the Ghost Rider sequel directed by Neveldine and Taylor, who brag that their use of it breaks all the rules of what you can and can’t do in 3D. Beyond the stylistically questionable matter of this excess, a phenomenological analysis reveals significant paradoxes at the heart of the CGI lens flare. On the one hand, the lens flare encourages what 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.” The paradox here, which consists in the realism-constituting and -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 problem: namely, to a 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.
Compare, in this connection, film critic Jim Emerson’s statement in response to the debates over so-called “chaos cinema”: “It seems to me that these movies are attempting a kind of shortcut to the viewer’s autonomic nervous system, providing direct stimulus to generate excitement rather than simulate any comprehensible experience. In that sense, they’re more like drugs that (ostensibly) trigger the release of adrenaline or dopamine while bypassing the middleman, that part of the brain that interprets real or imagined situations and then generates appropriate emotional/physiological responses to them. The reason they don’t work for many of us is because, in reality, they give us nothing to respond to – just a blur of incomprehensible images and sounds, without spatial context or allowing for emotional investment.” Now, I want to distance myself from what appears to be a blanket disapproval of such stimulation, but I quote Emerson’s statement here because I think it neatly identifies the link between a direct affective appeal and the essentially post-phenomenological dissolution of perceptual objects. Taken seriously, though, this link marks the crux of a transformation in the ontology of media, the point of passage from cinematic to post-cinematic media. Whereas the former operate on the “molar” scale of perceptual intentionality, the latter operate on the “molecular” scale of sub-perceptual and pre-personal embodiment, potentially transforming the material basis of subjectivity in a way that’s unaccountable for in traditional phenomenological terms. But how do we account for this transformative power of post-cinematic media, short of simply reducing it (as it would appear Emerson tends to do) to a narrowly positivistic conception of physiological impact? It is helpful here to turn to Maurizio Lazzarato’s reflections on the affective dimension of video and to Mark Hansen’s expansions of these ideas with respect to computational and what he calls “atmospheric” media.
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 (in Bergson’s metaphysics) resides. 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. 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.
The Paranormal Activity series makes these claims palpable through its experimentation with various modes and dimensions of post-perceptual, affective mediation. After using hand-held video cameras in PA1 and closed-circuit home-surveillance cameras in PA2, and following a flashback by way of old VHS tapes in PA3, the latest installment intensifies its predecessors’ estrangement of the camera from cinematic and ultimately human perceptual norms by implementing computational imaging processes for its strategic manipulations of spectatorial affect. In particular, PA4 uses laptop- and smartphone-based video chat and the Xbox’s Kinect motion control system to mediate between diegetic and spectatorial shocks and to regulate the corporeal rhythms and intensities of suspenseful contraction and release that define the temporal/affective quality of the movie. Especially the Kinect technology, itself a crazy binocular camera that emits a matrix of infrared dots to map bodies and spaces and integrate them algorithmically into computational/ergodic game spaces, marks the discorrelation of computational from human perception: the dot matrix, which is featured extensively in the film, is invisible to the human eye; the effect is only made possible through a video camera’s night vision mode – part of the post-perceptual sensibility of the video camera that distinguishes it from the cinema camera. The film (and the series more generally) is thus a perfect illustration for the affective impact and bypassing of cognitive (and narrative) interest through video and computational imaging devices. In an interview, (co)director Henry Joost says the use of the Kinect, inspired by a YouTube video demonstrating the effect, was a logical choice for the series, commenting: “I think it’s very ‘Paranormal Activity’ because it’s like, there’s this stuff going on in the house that you can’t see.” Indeed, the effect highlights all the computational and video-sensory activity going on around us all the time, completely discorrelated from human perception, but very much involved in the temporal and affective vicissitudes of our daily lives through the many cameras and screens surrounding us and involved in every aspect of the progressively indistinct realms of our work and play. Ultimately, PA4 points toward the uncanny qualities of contemporary media, which following Mark Hansen have ceased to be contained in discrete apparatic packages and have become diffusely “atmospheric.”
This goes in particular for the post-cinematic camera, which has shed the perceptually commensurate “body” that ensured communication on Sobchack’s model and which, beyond video, is no longer even required to have a material lens. This does not mean the camera has become somehow immaterial, but today the conception of the camera should perhaps be expanded: consider how all processes of digital image rendering, whether in digital film production or simply in computer-based playback, are involved in the same on-the-fly molecular processes through which the video camera can be seen to trace the affective synthesis of images from flux. Unhinged from traditional conceptions and instantiations, post-cinematic cameras are defined precisely by the confusion or indistinction of recording, rendering, and screening devices or instances. In this respect, the “smart TV” becomes the exemplary post-cinematic camera (an uncanny domestic “room” composed of smooth, computational space): it executes microtemporal processes ranging from compression/decompression, artifact suppression, resolution upscaling, aspect-ratio transformation, motion-smoothing image interpolation, and on-the-fly 2D to 3D conversion. Marking a further expansion of the video camera’s artificial affect-gap, the smart TV and the computational processes of image modulation that it performs bring the perceptual and actional capacities of cinema – its receptive camera and projective screening apparatuses – back together in a post-cinematic counterpart to the early Cinématographe, equipped now with an affective density that uncannily parallels our own. We don’t usually think of our screens as cameras, but that’s precisely what smart TVs and computational display devices in fact are: each screening of a (digital or digitized) “film” becomes in fact a re-filming of it, as the smart TV generates millions of original images, more than the original film itself – images unanticipated by the filmmaker and not contained in the source material. To “render” the film computationally is in fact to offer an original rendition of it, never before performed, and hence to re-produce the film through a decidedly post-cinematic camera. This production of unanticipated and unanticipatable images renders such devices strangely vibrant, uncanny – very much in the sense exploited by Paranormal Activity. The dilation of affect, which introduces a temporal gap of hesitation or delay between perception (or recording) and action (or playback), amounts to a modeling or enactment of the indetermination of bodily affect through which time is generated, and by which (in Bergson’s system) life is defined. A negative view sees only the severing of the images’ indexical relations to world, hence turning all digital image production and screening into animation, not categorically different from the virtual lens flares discussed earlier. But in the end, the ubiquity of “animation” that is introduced through digital rendering processes should perhaps be taken literally, as the artificial creation of (something like) life, itself equivalent with the gap of affectivity, or the production of duration through the delay of causal-mechanical stimulus-response circuits; the interruption of photographic indexicality through digital processing is thus the introduction of duration = affect = life. Discorrelated images, in this respect, are autonomous, quasi-living images in Bergson’s sense, having transcended the mechanicity that previously kept them subservient to human perception. Like the unmotivated cameras of D9 and Melancholia, post-cinematic cameras generally have become “something altogether different,” as Therese put it: apparently crazy, because discorrelated from the molar perspectives of phenomenal subjects and objects, cameras now mediate post-perceptual flows and confront us everywhere with their own affective indeterminacy.
On the occasion of our “Chaos Cinema” film series, where the topic yesterday was Michael Bay’s Transformers (2007), I gave a short talk on the notion of “discorrelated images” — an idea that percolates (though is not named as such) in my dissertation, emerging through conversation with a number of thinkers, ideas, and images: Deleuze (and Guattari) on “affection images” and “faciality,” Henri Bergson on living (and other) “images,” Brian Massumi on affect and “passion,” Mark Hansen on the “digital facial image” and “the medium as environment for life,” and others, including Boris Karloff and the iconic image of Frankenstein’s monster. All of which are left out of the picture in yesterday’s talk — which was designed to set the stage for further thinking, to be suggestive rather than definitive, and thus serves more to raise questions than to answer them. In any case, I reproduce the text (and slides) here, in case anyone is interested:
Michael Bay’s 2007 film Transformers can be seen as an interesting case of transmedial serialization in the context of what Henry Jenkins calls our “convergence culture” — interesting because, reversing the typical order of merchandising processes, Bay’s film and its sequels are part of a franchise that originates with (rather than giving rise to) a line of toys. Unlike Star Wars action figures, for example, which are extracted from narrative contexts and made available for supplementary play, Transformers are toys first, and only subsequently (though promptly) narrativized. These toys, first marketed in the US by Hasbro in 1984, but based on older Japanese toylines going by other names, spawned several comic-book series, Saturday-morning cartoons, an animated film, novelizations, video games implemented across a wide range of platforms, and the trilogy of films directed by Michael Bay with backing from Steven Spielberg.
Despite such rampant adaptation and narrativization, however, we shouldn’t lose sight of the toys, which continue to be marketed to kids today, nearly thirty years after they were first marketed to me and my elementary school friends: the toys themselves offer only the barest of narrative parameters (good guys vs. bad guys) for the generation of storified play scenarios. Transformers, in opposition to Star Wars figures, which always exist in some relation to preexistent stories, are not primarily interesting from a narrative point of view at all: Autobots and Decepticons are basically just two teams, and the play they generate need not be any more narratively complex than a soccer or football match (where tales are told, to be sure, but as a supplement to the ground rules and the moves made on their basis).
Instead, the basic attraction of Transformers is, as the name says, the operation of transformation. Transformers are therefore mechanisms first, and the attraction for children (mostly boys) growing up in the early 80s was to see how they worked. Transformers, in other words, are the perfect embodiments of an “operational aesthetic” in the original sense of the term, first introduced by Neil Harris to describe the attraction of P.T. Barnum’s showmanship against the background of nineteenth century freak shows, magic shows, World Expos, and popular exhibitions of the latest technologies. More recently, Jason Mittell has usefully employed the concept to explain the attraction of “narratively complex television,” but the operationality at issue here (i.e. in the case of the Transformers) is of a stubbornly non-narrative sort. Thus, consonant with a general trait of science-fiction film (with its narratively gratuitous displays of special effects, which often interrupt the story to show off the state of the art in visualization technologies), narrativizations of Transformers are inherently involved in competitions of interest: story vs. mechanism, diegesis vs. medium. The Transformers themselves, who are more interesting as mechanisms than as characters, are the crux of these alternations.
(On this basis we might say, riffing on Niklas Luhmann, that they embody an “operative difference between substrate and form” and thus themselves constitute the “media” of a flickering cross-medial serial proliferation. Butthat’sanotherstory…)
Let me go back to the idea of convergence culture, which I’d like to connect with this operational mediality. It’s important to keep in mind that our convergence culture, in Jenkins’s terms, is enabled by a different type of convergence with which it remains in constant communication: viz. the specifically technological convergence of the digital. Is it stretching things to say that the original toys latched onto an early eight-bit era fascination with the way electronic machines could generate interactive play? In other words, they spoke to an interest in the way machines worked — as the basic object of interactive video games — and promoted fantasies of artificial intelligences and robotic agencies that would be a match for any human subject (or gamer).
In any case, Michael Bay’s Transformers, along with the film’s sequels, would not be possible without much more advanced digital technologies; the films know it, we know it, and the films know we know it, so the role of the digital is not hidden but foregrounded and positively flaunted in the films. Typically for a transitional era of media-technological change, which, it would seem, we are still going through with respect to the digitalization of cinema (and of life more broadly), there is a fascination with medial processes that the films hook into. The result is that attentions are split between diegesis and medium, story and spectacle. The Transformers serve as a convenient fulcrum point for such oscillations, thus capitalizing on the uncertain valencies of media change while connecting phenomenological dispersal with a story that in some ways speaks to a larger decentering of human perspectives and agencies in the face of convergence and computation processes — to a feeling of contingency about the human that is related in various ways to digital technologies.
For example, there’s a sense of powerlessness with respect to digitally automated finance, which employs robotically operating algorithms to expedite the process and efficiency of transactions, splitting major operations into distributed micro-scale packet transfers that occur faster than the blink of an eye, and at truly sublime scales — both infinitesimally smaller and faster than human sensory ratios and with the potential to produce cataclysmically large results. The entire realm of human action, which exists in between these scales, is marginal at best: the machines originally meant to serve the interests of (some) humans end up serving only the algorithms of a source code — with respect to which, we are perhaps only bugs in the system. It is easy to extrapolate sci-fi fantasies: for example, the emergence of Skynet — or is it Stuxnet?
But the decentering of the human perspective through digital technology is taking place in much less fantastic manners, and in ways that do not support any kind of humans-first narratives of heroic reassertion: global warming, which is revealed to us through digital modeling simulations, points not towards our roles as victims of a pernicious technology of automation, but shows us to be the culprits in a crime the scale of which we cannot even begin to imagine. Categorically: we cannot imagine the scale, and this fact challenges us to rethink our notions of morality in ways that would at least attempt to account for all the agencies and ways of being that fall outside of narrowly human sense ratios, discourses, cultural constructions, senses of right and wrong, the true and the beautiful, the false and the ugly…. Through digital technologies, we have found ourselves in an impossible position: our technologies seem to want to live and act without us, and our world itself, ecologically speaking, would apparently be far better off without us. We are forced, in short, to try to think the world without us.
“Without us” can mean both “in our absence” or “beyond us” — outside our specific concerns, attachments, and modes of engagement with the world. The attempt to think, in this sense, “the world without us” characterizes the goal of “speculative realism,” a recent tendency in philosophy defined by its opposition to what Quentin Meillassoux calls “correlationism,” or the idea that reality is exhausted by our means of access to it. Against this notion, which correlates human thought and being on a metaphysical level, the speculative realists challenge us to think the world apart from our narrow view of it, to renounce an essentialism of the human perspective, and to escape to the “Great Outdoors.”
What does this have to do with Transformers and so-called “chaos cinema”? I’m trying to suggest something about the affective state, the structure of feeling, that produces and is (re)produced in and by our media culture today — a structure of feeling that Steven Shaviro calls “post-cinematic affect.” This broader context is largely ignored in Matthias Stork’s conception of “chaos cinema,” which is defined narrowly and technically, in terms of a break with classical continuity. These breaks do occur, and Stork has demonstrated their existence quite powerfully in his video essays, but they are only symptomatic of larger shifts. Shaviro has put forward a seemingly related notion of “post-continuity,” but he is careful to point out that continuity is not what’s centrally at stake. Post-cinematic affect is not served or expressed solely by breaking with principles of continuity editing; rather, continuity is in many instances simply beside the point in relation to a visceral awareness and communication of the affective quality of our historical moment of indeterminacy, contingency, and radical revision. The larger significance of a break with principles of classical continuity editing — rather than just sloppy filmmaking, as Stork sometimes seems to suggest, or quasi avant-garde radicalism — has instead to do with the correlation of continuity principles with the scales and ratios of human perception. Suture and engrossment in classical Hollywood works because those films structure themselves largely in accordance with the ways that a human being sees the world. (It goes without saying that this perceptual model is one that has as its touchstone a normative model of human embodiment, neurotypical cognitive functioning, and relatively unmarked racial, class, and gender types.) And while it has long been clear to feminist critics, among others, that the normative model of (unqualified, unmarked) humanity to which classical film speaks was in need of problematization, I would argue that the human itself has become a problem for us, and that “our” films have registered this in a variety of ways. The momentary breaks with continuity that Stork singles out as the defining features of chaos cinema are just one of the ways.
More generally, I suggest, we witness the rise of the discorrelated image: an image that problematizes, if not altogether escaping, the correlation of human thought and being. The teaser trailer for Transformers (also integrated into the film itself) uses nonhuman subjective shots — images seen through the eyes of a robot, the Mars rover Beagle 2 — to promote its story about an intelligent race of machines. In a somewhat different vein, The Hurt Locker opens with images mediated through the camera-eyes of a robot employed for defusing bombs from a distance. The Paranormal Activity series employs a variety of robotic or automated camera systems. Wall-E, Cars, and a host of other digital animation films are all about the perceptions, feelings, and affects of nonhuman machines. Of course, there’s nothing new about such representations, and they are highly anthropomorphic besides. But what if these are just primers, symptomatic indicators, or gentle nudges, perhaps, towards something else? (Significantly, both Jane Bennett, in the context of her notion of “vibrant matter,” and Ian Bogost, with regard to his project of “alien phenomenology,” have argued for the necessity of a “strategic anthropomorphism” in the service of a nonhuman turn.) In fact, what we find here is that the representational level in such films is coupled with, and points toward, an extra-diegetic fact about the films’ medial mode of existence: digital-era films, heavy with CGI and other computational artifacts, are themselves the products of radically nonhuman machines — machines that, unlike the movie camera, do not even share the common ground of optics with our eyes. Accordingly, the supposed “chaos” of “chaos cinema” is not about a break with continuity; rather, it’s about a break with human perception that materially conditions the cinema (and visual culture more broadly) of the early 21st century. Again, in Transformers, the process of transformation is the crux, the site where discorrelation is most prominently at stake as the object of an operational aesthetic. The spectacle of a Transformer transforming splits our attention between the story and its (digital) execution, between the diegesis and the medial conditions of its staging, which are in turn folded back into the diegesis so as to enhance and distribute a more general feeling of fascination or awe.
What do we see when a Transformer transforms? What we don’t see, necessarily, is a break with the principles of continuity editing. Instead, we witness a discorrelation of the image by other means: we register the way in which our desire to trace the operation of the machine is categorically outstripped by the technology of digital compositing, which animates the transformation by means of algorithmic processes operating on the scale of a micro-temporality that is infinitesimally smaller and faster than any human subject’s ability to process or even imagine it. These images, I contend, are the raison d’etre of the film itself. But they are not “for us,” except in the sense that they challenge us to think our contingency, to intuit or feel that contingency on the basis of our sensory inadequacy to the technical conditions of our environments. A hopeful story, complete with adolescent love interest and other minor concerns, counters this vision of our own obsolescence. But the discorrelated image of transformation is the aesthetic crux of the film, quite possibly the only thing worth watching it for, and perhaps even the bearer of a (probably unintentional) ethical injunction, beyond the rather flimsy human-centered narrative (and the clearly conservative politics, militarism, and apparent misogynism): the discorrelated image, in which the process of transformation can only be suggested to our lagging sensory apparatuses, challenges us performatively, by confronting us with an image of our own discorrelation; viscerally, it asks us to attune ourselves to an environment that is broader than our visual capture of it, faster than our ability to register it, and more or less indifferent to our concernful perception of it. Materially, medially, and ontologically true to the 1980s tagline, the discorrelated images of Michael Bay’s Transformers are indeed “More than meets the eye!”
Recently, I asked the participants in the independent studies course on “Digital Media and Humanities Research” to experiment a bit with presentation software, including the freely available Prezi – which the students running the “Profanity TV” blog did with very impressive results: here is their elaborate presentation on Quality TV. (And in case you missed it, make sure you check out their introductory “trailer” video for the site, which explains what the blog, i.e. their project for the course, is all about.)
In chapter 6 of my dissertation, I ask: “what would it mean to think media beyond correlationism?” In the above video, a computer (or code) repeatedly asks another computer (or code): “What would it mean to think media non-correlationally?”
According to the (presumably human-generated) description of the video on YouTube, the famous “Eliza algorithm discusses about object oriented ontology with another code that selects sentences from a corpus of related material. Result is an object oriented (alien) version of Turing test.”
Interestingly, though not surprisingly, Eliza has no answer to the question of what it would mean to think media non-correlationally. She/it responds with other questions: “What comes to mind when you ask that?”, “Why do you ask?”, “Have you asked anyone else?”, or “Does that question interest you?” On the whole, fair questions, I suppose.
[Incidentally, I just googled the question as worded by the computer, i.e. "What would it mean to think media non-correlationally?", to see what corpus the code is drawing on. Interestingly, it seems that those were in fact my own words, which I posted in a comment on Jussi Parikka's blog Machinology back in December (his post here: "OOQ -- Object-Oriented-Questions"). I'm intrigued now to know who posted the video -- who the YouTube user TheTuib is, if in fact it's a human person...]
Above, “Crosseyed and Painless” by the Talking Heads: this is the video which set the stage for Timothy Morton’s energetic and thought-provoking talk at the Nonhuman Turn conference the other day (you can find a video of the complete talk here, and the slides are posted on Morton’s blog here). The music video itself is amazing enough to warrant posting it here separately, though, and I am quite sympathetic to Morton’s rereading of its so-called “postmodernism” in terms of an awareness of the nonhumans that are progressively reshaping our world (in the guises of capital and ecological disaster, for example, but also media changes). Enjoy!
Plenary talk by Mark Hansen, recorded May 5, 2012, at the “Nonhuman Turn” conference at the University of Wisconsin-Milwaukee’s Center for 21st Century Studies.
Plenary talk by Wendy Chun, recorded May 5, 2012, at the “Nonhuman Turn” conference at the University of Wisconsin-Milwaukee’s Center for 21st Century Studies.