| Session 5a:
The Cyborg II: Politics and Representation
Chair: Dominic Williams
Terminal Perceptions: Visual Media, Post-Human Identity,
and the Paranoid Schizophrenic
Richard M. Benjamin
Thematically, recent American film and digital media
have fixated over how visual culture can transform and infiltrate the
human subject, a post-humanist theme that glorifies the media’s
power, yet also disdains the invasive and terrorizing effects of its reach.
Gone is the quaint notion of a “whole,” “autonomous,”
or “authentic” human subject. Contemporary American film has
collapsed the previously rigid boundary between the biological body and
the image. Network (Sidney Lumet, 1976), Videodrome (David Cronenberg,
1983), Natural Born Killers, The Cable Guy (Ben Stiller, 1996), The Truman
Show (Peter Weir, 1998), eXistenZ (David Cronenberg, 1999), The Matrix
series (Wachowski Brothers), and Fight Club (David Fincher, 1999) are
among a slew of dark films that present near-apocalyptic themes whereby
the characters’ lives are transformed by the commodification logic
of media culture.
Such films fictionalize media critic John Fiske’s proposition that
contemporary media no longer represent reality “second-hand,”
but create or affect the reality they once reported and mediated. In many
these films “life” is digital entertainment. They foreshadow
Amazon.com founder Jeff Bezo’s self-serving prophetic declaration,
“Real life is just another platform.” These unsettling scenarios
represent the evolution of the cybernetic media “self.” And
mainstream American men have fully internalized the “logic”—capitalist,
aesthetic, ontological, consumer—underpinning television, film,
and the cybernetic media self. Many live by the assumptions and protocols
of ubiquitous visual media. Thus their film spectatorship has been transformed
by the time-shifting, cognitively-parallel, reality-bending visual media
and venues of the past several decades: the multiplex cinema, the VCR,
the internet, video games, etc.
This presentation will analyze the “terminal perceptions”
of white American male film protagonists and their matrix of science fictive
media. This paranoid matrix of science fictive media implicates them as
a particularly media-defined, media-manipulated “endangered”
species. (“Terminal” perception refers both to screen subjectivity
and their perceived potential extinction.) Within the context of contemporary
national (American) events, the presentation will investigate the paranoid-flavored,
reality-dissolving tenor of recent media— film examples: eXistenZ
(David Cronenberg, 1999), The Bourne Identity (Doug Liman, 2002), and
The Matrix Reloaded (2003). These films depict a paranoid, dystopic vision
of the present and future, but also implicitly fetishize the commodity-logic
of media technologies, which permit/demand white American males to occupy
multiple identities. The presentation will also analyze how digital media
– namely video games and Internet sites – project these themes.
The presentation argues that these media induct the white male American
protagonist into a schizophrenic state that exhilarates, but threatens
to extinguish him. Such a “post-human” digital state (predictably)
inheres a dystopic/utopic double-edged significance. The presentation
also argues that these schizophrenic states are metonyms for white male
anxiety of several split concerns: “reality”/media, whiteness/otherness,
masculinity/femininity, and ecstasy/anomie.
The Cyborg Body Politic: Politics in the Post-Human
Age
Renata Koba
University of Tarragona, Spain
In another thousand years we'll be machines, or gods.
Afriel, from the science-fiction story Swarm.
The machine is us, our processes, the aspect of our embodiment.
Donna Haraway, A Cyborg Manifesto.
Are we living in a Cyborg Age?
In the post-human age the continuous proliferation of technological devises
or cybernetic machines makes the boundaries between the human and the
machine more blurred. Cybernetic systems are being integrated into our
lives, bodies. As Chris Hables Gray (1995), an American critic of technology
claims, there is no longer a partnership between humans and machines,
it is rather a symbiosis which is managed or controlled by cybernetics,
the language common to both organic and mechanical bodies. Thus one might
speak about the age of the vital machine, the fourth discontinuity¹
or the age of the transhuman that is the co-evolution of humans and machines.
That fusion with technology causes shifts in identity of individuals and
the resultant organism (cybernetic organism) is one that, although derived
from a human precursor, is no longer recognisable as naturally human.
The following text attempts to interpret the implications of the fourth
discontinuity. It shows how the language of technology redefines, rewrites
and re-establishes stories about identity, politics, gender, love and
death. It focuses on aspects or consequences of cyborgisation of societies
as well as human beings.
People are definitely changing their perspectives through the fusion with
technology and thus, just as Frankenstein’s monster, the good Terminator
or Spielberg’s mecha (mechanised organic) tried to speak as humans,
now humans seek to speak as cyborgs in order to give voice to new experiences.
Cyberculture reflected in the Internet, video games, drugs, music and
rave parties is spreading at a high speed. All these changes reflect new
telecommunication technologies. Since the bodies of people, business and
government are becoming more tied to technology they too become cyborgs.
And if humans accept their new status as a cyborg they might perceive
and confront new changes from a cyborgian point of view offering novel
and shocking perspectives or possibilities of living in the new world
order.
Cyborg Iconography: Constructing the Image of the
Cyborg
Carlos Arenas
University of Valencia, Spain
Before cyberpunk converted the cyborg into its icon par
excellence, this figure was already outlined by some artists and writers.
Fantastic art and science fiction developed this hybrid in different ways
in the realms of fantasy and imagination. The basic element in a cyborg
is the interpenetration of organic and inorganic in a human being, the
rupture of the body membrane and the coexistence of the body with the
machine, with the creation of a New human as a result. We can find some
examples of cyborgs in comics, arts and movies. All of these images helped
to create the image of the cyborg in advance, in a visionary way. That
term is sometimes mixed with others such as robots or androids, machines
that can be human in appearance, but there is no cyborg without the symbiosis,
without a truly human part belonging to it. The cyborg is a complex organism,
and has become a person that today exists, as a result of prosthetics
and implants in the fields of medicine and experimentation. Some authors
think that the influence of the media and the dependence on machines has
already created a cyborg in all of us. But in the original sense, a physical
connection is required in order to call someone a cyborg.
One of the pioneers of this imagery was the Swiss artist
H.R. Giger, who already in the 60s and in the 70s created a entire world
based on the union between flesh and metal, body and machine, in a peculiar
surrealistic way, inventing a futuristic style, called by Giger himself
biomechanics. His influence on modern fantastic art, science fiction film
and in the cyberculture has no limit. Since Giger, other creators have
added more images and elements to shape the visual aspect of the cyborg,
as rich as we know it today. Superheroes of the comic world, cyberpunk
characters, science fiction movies, body artists, digital creators. Every
artist has his own idea of what a cyborg looks like.
|