Presidential Politics and the Anthropotechnical Interface

Watching election night coverage last night, I was struck by how commonplace a variety of presentation, visualization, and interfacing technologies have become in comparison to the last election four years ago, when many of these things were introduced and foregrounded — often somewhat awkwardly, as the videos here demonstrate. The shift has a great deal to do with much broader processes of habitualization through which touchscreen devices such as smartphones and tablet computers have been domesticated, de-exoticized, and rendered unspectacular in the intervening years. Taken for granted now as so much furniture of the lifeworld, it’s easy to lose sight of how fast these processes transpire, and of how differently things looked just a few years ago. In the interest, then, of cultivating a sort of media-archaeological awareness of the inherent transitionality and instability of our experiential and affective relations to the media-technical infrastructure of our lives, I’m posting here some glimpses from another world — several relevant video clips from the last presidential election night, along with some observations I originally posted the day after, on November 5, 2008:

America’s biggest media events, the Superbowl and the presidential election, are not simply mediated events but, centrally, events of mediation: showcases for new media technologies. This is a wonderful example. If I didn’t have a dissertation to write [update 2012: glad I’m done with that!], I’d be writing an article about CNN’s Virtual View (which is self-consciously placed “in the tradition of Princess Leia”). Watch them navigate between an ostensible story and a heightened awareness of the state-of-the-art special-effects. This is sci-fi, and not just because the “hologram” looks like something from Star Wars or because it seems to “beam” the correspondent in the style of Star Trek. This is sci-fi in a richer sense, because it perfectly utilizes the sci-fi film’s basic self-reflexive appeal to the technologies used to mediate its highly conventionalized story about technology.

Of course, the appearance of CNN’s holograph is not an isolated phenomenon. It partakes of a larger science-fiction context. The report of astronauts voting is a good example. Not only is outer space the traditional setting, the astronaut an established character, and the spaceship a central iconographic element in sci-fi; more importantly, the report provokes the question, as I asked last evening, how exactly did they cast their votes? With what kind of apparatus, via what channel of communication, and with what security measures in place? These are the same questions that one can ask about one’s local voting station: how do these new voting machines work, how do they communicate with one another, and are they trustworthy? The astronauts casting their votes are not interesting in themselves. Instead, they are an invitation to regard the apparently more mundane situation of earthbound voting from a technophilic, science-fiction perspective.

Meanwhile, the other networks foregrounded gigantic touchscreens, double ticker text lines, made-for-HDTV special features, and parallel online supplements in their bids to captivate viewers (see here for more). Since I couldn’t stay awake for it, I’ll be loading Obama’s victory speech (and maybe McCain’s concession of defeat while I’m at it) onto my iPod. Watching it there will in some way consummate the message of the medium, and I anticipate that it will also speak to a level at which consummation is eternally deferred: Now if I only had an iPhone or an iPod touch to match the tactile response, if not the scale, of those giant touchscreens [update 2012: the iPad had not been released yet…]. Isn’t that what this election was all about?

Out Now: American Comic Books and Graphic Novels

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

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

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