Ancillary to Another Purpose

Michel Chion describes causal listening as a mode of attending to sounds in order to identify unique objects causing them; to identify classes of causes (e.g. human, mechanical, animal sources); or to at least ascribe to them a general etiological nature (e.g. “it sounds like something mechanical,” or “something digital,” etc.). “For lack of anything more specific, we identify indices, particularly temporal ones, that we try to draw upon to discern the nature of the cause” (Audio-Vision 27). Lacking any more concrete clues, we can, in this mode, trace the “causal history of a sound” even without knowing the sound’s cause.

As is already clear, there is a complex interplay between states of knowing and non-knowing in Chion’s description of listening modes, and this epistemological problematic is intimately tied to questions of visibility and invisibility. In other words, seeing images concomitant with sounds suggests to us causal relations, but these suggestions can be highly misleading – as they usually are in the case of the highly constructed soundscapes of filmic productions. This is why reduced listening – “the listening mode that focuses on the traits of the sound itself, independent of its cause and of its meaning” (29) – has often been associated with “acousmatic listening” (in which the putative causal relations are severed by listening blind, so to speak, i.e. without any accompanying images). As a form of phenomenological bracketing, acousmatic listening seeks to place us in a state of non-knowing with relation to causes and their visual cues, thus helping us to attend to “sound—verbal, played on an instrument, noises, or whatever—as itself the object […] instead of as a vehicle for something else” (29). In such a situation, we can focus on the sound’s “own qualities of timbre and texture, to its own personal vibration” (31) – or so it would seem.

Acousmatic listening is a path to reduced listening, perhaps, but only after an initial intensification of causal listening that occurs (that is, we try even harder to “see” the causes when we can’t simply look at them). In some respect, then, knowing the causes to begin with can actually help overcome this problem, allowing us to stop focusing on the question of causality so that we can more freely “explore what the sound is like in and of itself” (33).

I describe these complexities of Chion’s listening modes because they neatly summarize the complexities of my own experience of constructing, listening to, and experiencing a sound montage. This montage, which runs 2 minutes and 21 seconds in total, is constructed from found materials, all of which were collected on YouTube. The process of collection was guided by only very loose criteria – I was interested in finding sonic materials that are related in some way to changing human-technological relations. I thought of transitions from pre-industrial to industrial to digital environments and sought to find sounds that might evoke these (along with broader contrasts, real or imagined, between nature and culture, human and nonhuman, organic and technical).

The materials collected are: an amateur video of a “1953 VAC CASE tractor running a buzz saw” (http://youtu.be/wrGdgjoUJSg); an excerpt from the creation sequence in James Whale’s 1931 Frankenstein (http://youtu.be/8H3dFh6GA-A); “Sounds of the 90’s – old computer and printer starting up,” which shows a desktop computer ca. 1993 booting Windows 95 (http://youtu.be/JpSfgusep7s); a full-album pirating of Brian Eno’s classic album Ambient 1 – Music for Airports from 1978, set against a static image of the album cover (http://youtu.be/5KGMo9yOaSU); “1 Hour of Ambient Sound From Forbidden Planet: The Great Krell Machine (1956 Mono)” (http://youtu.be/0nt7q5Rw-R8); and “Leslie S5T-R train horn & Doran-Cunningham 6-B Ship horn,” an amateur demonstration of these two industrial horns, installed in a car and blasted in an empty canyon (http://youtu.be/cjyUfV3W5zk).

The fact that these sound materials were culled from a video-sharing site had implications for the epistemological/phenomenological situation of listening. In the case of the tractor, the old computer, and the industrial horns, the amateur nature of the video emphasized a direct causal link; presumably, a viewer of the video “knows” exactly what is causing the sounds. The situation is more complicated in the other three sources. The Eno album is the only specifically musical source selected; and while it is recognizably “musical,” in that musical instruments are identifiable as causes of sounds, the ambient nature of the music is itself designed to problematize causal listening and to open the very notion of the sound object to include the chance sounds that accompany its audition. Nevertheless, finding the object on YouTube, where it is attributed to Eno as an album, and where the still video track of the album cover objectifies the sound as an encapsulated and specifically musical product, reinforces a different level of causal indexing. Similarly, the ambient sounds from Forbidden Planet might be extremely difficult to identify without the attribution and the still video image on YouTube; with them, a very general causal relation (it sounds like the rumble of a space ship, for example) is established – despite the fact that the real sound sources, the production processes involved in the studio film’s soundtrack, are obscured. The sounds from Frankenstein, from which all dialogue has been omitted, seem even more causally determinate: the video shows us lightning flashes and technical apparatuses emitting sounds. Especially in this case, but to varying degrees in all of them, knowing where these sounds come from makes it hard to put aside putative causal knowledge, to reduce the sounds phenomenally to their sonic textures, and not to slide farther into a form of listening that would seek to move beyond the “added value” of the sound/image relation and to locate the “real” sources of the sounds (as sound effects).

In putting together the sound montage, I was therefore concerned to blend the materials in such a way that would not only obscure these sources for an imagined listener, but that would open them up to a different sort of listening – a reduced listening that severed the indexical links articulating what I thought I knew or didn’t know about the sounds’ causes – for myself. For the reasons listed above, this was no easy task. Shuffling around the sounds still seemed like shuffling around the tractor, the thunder, the horns, etc. It proved helpful to randomly silence various tracks, fading them out and back in at a given point without any specific reason, sonically, focusing instead on the relations between the visual patterns described by the sounds on my computer screen. Especially the ambient sounds (Frankenstein, Forbidden Planet) proved easy to obscure, and the fact of severing their indexical ties to films and the themes they involved allowed for alternate hearings of the other sonic elements (horns, Windows 95 startup sound, etc.), which still retained their character of foreground objects but could be imagined in different settings, etc. (i.e. I was still caught in a form of causal listening, but I had begun imaginatively varying what the causes might be). For example, by varying the volume levels of these tracks, so that they became less distinct from one another, a clicking sound produced by turning on the old computer could be reimagined as starting a tape deck, especially as it preceded the commencement of the Eno music.

Getting past this level of reimagining causal relations, and moving on to a reduced form of listening, was no easy task, and I doubt that it can ever be achieved fully or in purified form. In any case, I began to discover the truth of Chion’s remark, that a prior knowledge of causal relations can actually help liberate the listener from causal listening; thus, the complications described above, stemming from the fact that I found my materials on a video-sharing site, actually helped me to get past the hyper-causal listening that accompanies a purely blind, acousmatic audition. I began hearing low electrical hums rather than identifiable causes, for example, but it remained difficult to get beyond an objectifying and visualizing form of hearing with respect to the buzz saw. The latter instrument was, however, opened up to alternative scenes: perhaps it was a construction crew on a street, and the spaceship was actually a subway beneath that street. Inchoate scenes began to open up as soon as a texture was discovered behind a cause. A dreamy, perhaps hallucinatory, possibly arthouse-style but maybe more ironic or even humorous, visual landscape lay just outside this increasingly material sonic envelope. It remained, therefore, to be seen just what could be heard in these sounds, especially when they were combined with alternate visual materials.

In the process of assembling the found-footage video montage – which I did not begin doing until I had finalized the soundtrack – I discovered an agency or set of agencies in these sounds; they directed my placement of video clips, suggesting that I pull them to the left, nudge them back a bit to the right, shift them elsewhere, or cut them out completely. A sort of dance ensued between the images and the sounds, imbuing both of them with new color, new meaning, and transformed causal and material relations. The final result, which I have titled “Ancillary to Another Purpose,” still embodies many of the thematic elements that I thought it might when I began constructing the soundtrack, but not at all in the same form I anticipated.

Finally, however the results of my experiment might be judged, I highly recommend this exercise – which I undertook in the context of Shambhavi Kaul’s class on “Editing for Film and Video” at Duke University – to anyone interested in gaining a better, more practical, and more embodied understanding of sound/image relations.

Post-Cinema After Extinction

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The 2015 Annual C21 Conference (April 30 – May 2, 2015 at the Center for 21st Century Studies, University of Wisconsin-Milwaukee) will be devoted to the theme “After Extinction,” which can be thought from a variety of related perspectives. As the conference CFP put it:

C21’s conference After Extinction will pursue the question of what it means to come “after” extinction in three different but related senses.

1) In temporal terms, what comes after extinction, not only the event of extinction but also the concept? After we think extinction what comes next? Are there historical models or examples of what comes after? Can these past extinctions measure up to present day events, or do the possible scales on which extinction might operate today make such comparisons incompatible? Is extinction something that only happens belatedly, after there are already species or forms or practices in place, or does extinction work prior to the emergence of species, as generative of the evolution or emergence of any form of life or being? Is extinction terminal or can species return, a la Jurassic Park or European projects to restore the auroch or Przewalski’s horse?  Can dead or dying languages be revitalized?

2) In an epistemological sense, what does it mean for an image, graphic, text, video or film to “take after” the concept of extinction, to mediate it in such a way as to resemble or be mimetic of extinction. What is “after extinction” in the sense that a painting is “after O’Keeffe” or a child “takes after” its parent? In order to be recognized as coming after extinction an event or occasion must be seen as being related to extinction, to have been consequent or emergent from the event of extinction. Thus we mean to explore the premediation of future extinctions in a variety of formal and informal, print, audiovisual, and networked media.  What forms of knowledge emerge in such anticipatory pursuits?

3) In spatial terms, what will remain physically after extinction?  Extinction is not simply death or absence but a geophysical event that occurs in space.  What does it mean to pursue extinction, to go “after” it with technologies and scientific techniques of making extinction legible by premediating its possible occurrence through climate change modeling or pandemic forecasting?  How should one act “after extinction” in order to plan for, prevent, or preempt the end of crucial life forms, for example, by establishing seed banks or stockpiling DNA? How does the extinction of one species threaten the lifeblood of the entire biosphere (e.g., the impact of bee colony collapse on particular flora and fauna as well as on human practices like agriculture)?  Have new artifacts surfaced either as sentinels or fossils of extinction (e.g., animal carcasses washed up on shore filled with plastic, or mutant plants in irradiated nuclear test fields)? Even if extinction has always been thought of as impacting a larger ecology, has the scale of risk changed in light of the accelerated networks of the 21st century?

I am very happy to have the opportunity to return to Milwaukee this year in order to pursue these questions at what promises to be another great C21 event! My own paper, which was just accepted, will focus on questions of extinction in relation to the concept of post-cinema.

Here is my abstract:

Post-Cinema after Extinction

Shane Denson

In this presentation, I argue that contemporary, digital moving-image media – what some critics have come to see as properly “post-cinematic” media – are related materially, culturally, and conceptually to extinction as their experiential horizon. Materially and technologically, post-cinema emerges as a set of aesthetic responses to the real or imagined extinction of film qua celluloid or to the death of cinema qua institution of shared reception. Significantly, however, such animating visions of technocultural transformation in the wake of the demise of a formerly dominant media regime are linked in complex ways to another experience of extinction: that of the human. That is, post-cinema is involved centrally in the (pre-)mediation of an experience of the world without us – both thematically, e.g. in films about impending or actual extinction events, and formally, in terms of a general “discorrelation” of moving images from the norms of human embodiment that governed classical cinema. Such discorrelation is evidenced in violations of classical continuity principles, for example, but it is anchored more fundamentally in a disruption of phenomenological relations established by the analogue camera. Digital cameras and algorithmic image-processing technologies confront us with images that are no longer calibrated to our embodied senses, and that therefore must partially elude or remain invisible to the human. Anticipating and intimating the eradication of human perception, post-cinema is therefore “after extinction” even before extinction takes place: it envisions and transmits affective clues about a world without us, a world beyond “correlationism,” that arises at the other end of the Anthropocene – or that we inhabit already.

Bibliography:

Denson, Shane, and Julia Leyda, eds. Post-Cinema: Theorizing 21st-Century Film. Sussex: REFRAME Books, forthcoming.

Kara, Selmin. “Beasts of the Digital Wild: Primordigital Cinema and the Question of Origins.” Sequence 1.4 (2014).

Shaviro, Steven. Post-Cinematic Affect. Winchester: Zero Books, 2009.

Sobchack, Vivian. The Address of the Eye: A Phenomenology of Film Experience. Princeton: Princeton UP, 1992.

_____. “The Scene of the Screen: Envisioning Photographic, Cinematic, and Electronic Presence.” Carnal Thoughts: Embodiment and Moving Image Culture. Berkeley and Los Angeles: U of California P, 2004. 135-162.

Scholarship in Sound & Image

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I have long been interested in “videographic criticism” — that is, scholarly (interpretive, argumentative, and sometimes more poetic) work done in the medium of sound and moving images. Such work is especially relevant for engagements with film and video, television, and video games — i.e. for the critical analysis of media that themselves operate with sound and moving images of various sorts. Until now, I have only dabbled in videographic criticism, but I regard it as an important means of gaining insight and materially grappling with moving-image media; the process of planning and executing a video essay can be literally eye-opening to students who are just coming to terms with concepts and practices of cinematographic framing and continuity editing, for example, but the experience is no less powerful for seasoned scholars who are used to engaging with moving images through the more conventional channel of written text.

Over the past few years, as a result, I have made a commitment to myself to work towards more fully integrating videographic modes and methods into my pedagogical and scholarly practice. I have encouraged students to produce video essays as seminar coursework (e.g. in my 21st-century film course) — and I have plans to expand my incorporation of such assignments in future courses. In the meantime, a great number of people have been busy developing the form, exploring best practices for conducting this type of work, and even setting up peer-reviewed journals for videographic criticism — if you haven’t seen it yet, be sure to check out the awesome journal [in]TransitionIn other words, while this is still a relatively new field of scholarly publication (though it clearly draws on older forms of documentary and creative work), there is a growing community of people and a growing body of work and experimentation that can be drawn upon and learned from.

I am therefore very excited to be attending a workshop this summer, “Scholarship in Sound & Image” (June 14-27, 2015 at Middlebury College), where I look forward to meeting some of these people and learning from their experience. Co-directed by Christian Keathley and Jason Mittell, and with guest presentations by the incomparable Catherine Grant and Eric Faden, the workshop promises to be a once in a lifetime learning event.

In other words: Expect to see more moving-image experiments on this blog!

Mario Modding Madness

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In case you missed it: you can watch a split-screen video presentation of my digital humanities-oriented talk, “Visualizing Digital Seriality,” which I gave last Friday, January 30, 2015, at Duke University — here (or click the image above).

More about the project can be found here.

Manifest Data: Presentation Audio and Slides

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Click the image above to view the slides and hear the audio track recorded at our January 21, 2015 presentation of Manifest Data, a collaborative art/theory project by the Duke University S-1 Speculative Sensation Lab (directed by Mark B. N. Hansen and Mark Olson). This is an ongoing project, with further elaborations/iterations and presentations/exhibitions in the planning (more soon!).

The presentation took place at The Edge, the new digital and interactive learning space at Duke’s Bostock Library. The presenters (in the order of their appearance) were: Amanda Starling Gould, Luke Caldwell, Shane Denson (me), and David Rambo.

For more info about the project, see here and here — and stay tuned for more!.

Livestream: Visualizing Digital Seriality

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According to the Duke Visualization Friday Forum website, my talk this Friday — “Visualizing Digital Seriality: Correlating Code and Community in the Super Mario Modding Scene” — will be streamed live: here.

The talk will take place at 12:00 Eastern time, Jan. 30, 2015.

More about Manifest Data

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Above, another poster for the Manifest Data event on January 21, 2015, which I posted about a few days ago. Again, we’ll be presenting “a project that includes a 3D printed manifestation of personal Internet browsing data and an AR-enhanced data-based garden gnome” (as Amanda Starling Gould summed it up succinctly). If you’re in the Triangle area, do swing by! The event is free and open to all. (And if that’s not enough to entice you: as the poster says, “Light refreshments will be served!”)

See also the posts about the project on the HASTAC digital humanities network (here and here), as well the full list of events in the Duke Digital Scholarship Services series this semester (here).

Visualizing Digital Seriality / Duke Visualization Friday Forum

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On January 30, 2015 (12:00-1:00pm), I will be speaking about visualization techniques and game-related serialization processes at the Duke Visualization Friday Forum. Organized by Eric Monson and Angela Zoss, this is a very exciting and robustly interdisciplinary venue, as the long list of sponsors for the weekly forum indicates: Information Science + Information Studies, the Duke immersive Virtual Environment (or DiVE), Media Arts + Sciences, Data and Visualization Services, the Department of Computer Science, Research Computing at the Office of Information Technology, and Visualization & Interactive Systems.

As this list indicates, the Visualization Friday Forum has the potential to take just about anyone — but especially humanities-types like me — out of their comfort zone; but it does so in the most comfortable way possible: the informal setting of a lunchtime chat fosters a type of exchange that is interdisciplinary in the best sense. Artists, computer scientists, media scholars, digital humanists, historians, literary critics, mathematicians, and researchers in the natural sciences, among others, make a genuine effort to understand one another. And, to judge from the times I have been present or watched a live-stream of the Forum, this effort is usually quite successful.

So here’s hoping that my own effort at interdisciplinary dialogue will be as successful! In my talk, I will discuss an ongoing project, some preliminary findings of which I posted not too long ago. Here’s the abstract:

Visualizing Digital Seriality: Correlating Code and Community in the Super Mario Modding Scene

Shane Denson (DAAD Postdoctoral Fellow, Duke Literature)

Seriality is a common feature of game franchises, with their various sequels, spin-offs, and other forms of continuation; such serialization informs social processes of community-building among fans, while it also takes place at much lower levels in the repetition and variation that characterizes a series of game levels, for example, or in the modularized and recycled code of game engines. This presentation considers how tools and methods of digital humanities – including “distant reading” and visualization techniques – can shed light on serialization processes in digital games and gaming communities. The vibrant “modding” scene that has arisen around the classic Nintendo game Super Mario Bros. (1985) serves as a case study. Automated “reading” techniques allow us to survey a large collection of fan-based game modifications, while visualization software such as Tableau and Palladio help to bridge the gap between code and community, revealing otherwise invisible connections and patterns of seriality.