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

brain-scan

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

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

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

Patricia Pisters (University of Amsterdam)

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

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

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

Bibliography:

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

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

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

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

Author Bio:

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

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

nasa-environment

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

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

Speculative Ecologies of (Post-)Cinema

Adrian Ivakhiv (University of Vermont)

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

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

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

Bibliography:

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

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

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

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

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

Author Bio:

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

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

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

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

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

Mark B. N. Hansen (Duke University)

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

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

Bibliography:

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

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

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

Author Bio:

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

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

giphy-xbox-one

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

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

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

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

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

Bibliography

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

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

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

 

Author Bios:

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

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

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

giphy-netflix

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

Serial Interfaces: Publishing and Programming Television on Digital Platforms

Dominik Maeder (University of Siegen)

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

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

Bibliography:

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

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

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

 

Author Bio:

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

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

giphy-brando

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

The Infinite Gesture: The Serial Culture of the Gif

Daniela Wentz (Bauhaus University)

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

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

Bibliography:

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

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

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

 

Author Bio:

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

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

giphy-train

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

Ludic Operations: Play and the Serial Action Sequence

Scott Higgins (Wesleyan University)

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

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

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

Bibliography:

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

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

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

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

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

 

Author Bio:

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

Comics as Mediator of the Print/Digital Divide

o-BEST-AMERICAN-COMICS-6-570

Over at Huffington Post, Bill Kartalopoulos has an interesting article on “Why Comics are More Important than Ever” (from whence the image above is taken). I highly recommend reading the piece in full, as it offers a clear, concise, and nicely illustrated exposition of some of the core medial properties of comics, along with an argument about comics’ liminal or transitional position between print and digital media.

The upshot of Kartalopoulos’s argument, which I find quite convincing, is that comics can (or do) serve us as mediators in negotiating some of the shifts and uncertainties we experience in a world that is still undergoing large-scale digitalization — but which is not destined to become digital-only. In other words, pre-digital forms are not going away; there is no “manifest destiny” of the digital, and so we must learn to navigate between medial forms that exhibit very different affordances and demands. Comics marry aspects of both forms, so that they might be seen as privileged mediators of the contemporary (and future) media landscape. As Kartalopoulos puts it:

For more than a century, comics have demonstrated a form of communication that marries the linear sequence of typography with the global perception of an internet-like matrix of simultaneous parts. […]. As we struggle within the cognitive tug of war of our new media landscape, comics offer a useful model for a new type of reading: one that might help resolve the tensions of the current media age to move us toward new productive modes of expression and understanding.

This resonates with an argument I have made regarding the serial properties of the medium — particularly with respect to what Thierry Groensteen calls the “restrained” and “general arthrology” of the comics form: the articulations or linkages that, respectively, work to unite elements in either a linear, sequential dynamics of panel-to-panel transitions or through nonlinear, networked relations between distant panels.

I have touched on these topics in “Framing, Unframing, Reframing,” my afterword to Transnational Perspectives on Graphic Narratives. What I don’t explore in that piece, but which I had in mind when writing it, was the transitional and mediating position between digital and print forms that Kartalopoulos ascribes to comics. In the hopes that it adds something useful to the discussion, and since I’ve never published it anywhere, I offer here the concluding paragraph of a talk, called “Multistable Frames: Notes Towards a (Post-)Phenomenological Approach to Comics,” which I gave in October 2011 at a conference in Bern, Switzerland:

So effectively, what I am proposing here, in the name of a phenomenological approach, is an expansion of the general arthrology developed by Groensteen, who notes that the narrative operations of comics take root in linear sequences of contiguous panels but give rise to braidings or translinear series that establish themselves between distant panels. By following these braided networks beyond the diegesis, beyond the work, and into a plurimedial field of connectivities and the lifeworld it structures, we can appreciate the truth of a remark that Groensteen makes in the conclusion of his book. There, he writes: “comics, which marries the visual and the verbal, demonstrates a discontinuity, a staggering, and the effects of networks, and finally constitutes a sort of image bank, appear to be situated not far from the turning point between the civilization of the book and that of multimedia” (160). We can say, then, that comics are transitional between old and new media due to the emergent seriality that proliferates as a result of comics’ nested multistabilites, a seriality that Groensteen describes as a “supplementary relation” that is “inscribed like an addition that the text secretes beyond its surface” (146-147). Always vacillating between the linear narrative sequence and the translinear network, comics define their seriality as a space of the in-between: between self-enclosed books on the one hand and the total network of hypertext and convergent digital media on the other. As this in-between space of serial proliferation, comics are not assimilable to the monomedial narration of the book, and they resist as well the higher-level closure of transmedial storytelling while upsetting the exhaustive cataloguing projects of digital databases and wikis. With their plurimedial seriality, comics remain squarely in-between. With their techniques of retcon and reboot, for example, and more generally the fact of multistable framing at every level, proliferating in an unruly seriality, comics can be said to have set the stage for a consideration of the experiential gaps between old and new media. As a truly transitional medium, comics inherently confound every attempt at closure or totalization—both the self-contained book and the encyclopedic database depend on discrete categories that are incapable of accommodating the ambiguity and plurality of the multistable frame. And so, despite appearances that they might settle down, let themselves be tamed according to book-centric categories of “respectable” literature—as graphic novels—or captured and rendered coherent and manageable in the convergent space of the digital, comics remain elusive, on the move, and productive of a self-serializing dynamics of the transition. In this respect, they may be useful for understanding the parameters of a rapidly changing visual culture.

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

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

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

Diagramming Media as the Environment for Life

WeHaveNeverBeenHuman

Both aesthetically and conceptually, the diagram above is imperfect in many ways. It is, necessarily, an oversimplification; I hope that it might nevertheless serve a positive purpose by giving visible form to an otherwise somewhat abstract argument. Developed for my talk at the upcoming “Philosophy After Nature” conference in Utrecht (you can find my abstract here), the diagram could also serve as an emblem for the argument I make in Chapter 6 of Postnaturalism. In that chapter, I look at (among other things) Mark Hansen’s concept of “the medium as an environment for life” (as introduced in his paper “Media Theory,” which appeared in Theory, Culture & Society); this concept, developed in conversation with Bernard Stiegler’s philosophy of technics, has been very important for my work, and grappling with it was central for me in the process of arguing that “we have never been natural.”

In the course of developing his concept, Hansen argues that there is an asymmetrical priority of human embodiment in the transductive relation between technics and the human. In Hansen’s engagement with Stiegler, this prerogative of embodiment is seen to be at odds, to a certain extent, with Stiegler’s argument about the synchronization or industrialization of experience through the action of recording technologies. The latter embody “tertiary retentions” of experience, beyond the primary and secondary retentions that Husserl theorized as the operations, respectively, of immediate temporal experience and of recollection or memory. According to Stiegler, in a complex argument that I will not try to summarize here, tertiary retention (technical recording) injects secondary retention (memory) into primary retention (the immediate experience of the “adherent present,” from which flows also the future) — effectively instituting a pre-formatted future on a mass scale (especially in the age of live television and real-time media).

Following an objection raised by Jean-Michel Salanskis, who sees a paradox or split in Husserl’s notion of primary retention — a split between the referential aspect that aligns primary retention with conscious experience, on the one hand, and a non-referential aspect that is wholly unconscious, on the other — Hansen argues that Stiegler’s argument diminishes the robust role of embodiment in the production of temporal experience. The synchronization envisioned by Stiegler is dependent, according to Hansen, on a bracketing of embodied agency; the “mnemotechnical constitution of time” prioritized by Stiegler is thus secondary to the “corporo-technical constitution of time” that Hansen identifies as an infra-empirical condition of experience. Hence the asymmetrical privileging of human embodiment in the medial transduction of human and technical agencies.

The diagram above summarizes my own intervention in the context of these debates. Rather than reinstituting the priority of the human within the anthropotechnical transduction, my suggestion is that we conceive tertiary retention (and media technics more generally) as similarly split between a referential (“mnemotechnical” or broadly representational) and a non-referential (materially embodied) aspect. With memory flanked on both sides by a non-discrete, smooth space of matter, cognitive life is then situated squarely in a realm staked out between robustly material agencies—between the subpersonal operation of the body, on the one hand, and the subphenomenal, infra-empirical material agency of technics on the other. As the diagram tries to indicate, a certain symmetry is restored in the anthropotechnical interface, which on this model describes the joint production of empirical reality — the distributed (human and nonhuman) agency by which the phenomenal realm is demarcated from out of the unmarked environment of material flux.