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Wednesday 30 October 2013

Become a Cyborg: Humans are outdated.


Image simulations or computer manipulation is suspect to the concept of “truth.” Simply framing a composition manipulates an image through the process of interpretation and authorship; cropping out surrounding imagery to anchor the semiotics. However, how has this manipulated our cultural understandings online? Furthermore, how do 'we' as a culture '[re-]invent' (Shaw, 2008, p.81) previous conceptions of embodiment in order to participate in an uprising online cultural development? Stiegler suggests that the 'human' (Stiegler, 1998, p.141) has re-appropriated social linguistics as he “invents himself in the technical by inventing the tool – by becoming exteriorised techno-logically.” (Stiegler, 1998, p.141) Contemporary culture is pivoted by upgrade; an unwearying perception of never becoming the 'ideal.' We continue to develop knowledge and understanding, continuously improving previous work; the 'previous work' of Shaw's influence being the body. In opposition to what is referred to as the 'docile' body; one of which is manipulated, shaped [and] trained' so that it 'obeys, responds, becomes skilful and increases forces', (Foucault, 1991 [1977], p.136) Western culture recognizes media as a cultural object - we don't want the physical exertion of repetitious work, instead we wish to work with computer based skills.

This brings forth a selection of epistemological questions: Is access to infinite amounts of information on the web instead of the 'human' mind (Stiegler, 1998, p.141) “dumbing down” culture? Is this perhaps artificial intelligence? Marx insists '[m]achinery is put to a wrong use, with the object of transforming the workman, from his very childhood, into part of a specialized machine', (Marx, 1990 [1867], p.547) however surely using online sourcing as an influence can be seen as less derivative with 'participatory culture'; (Jenkins, 2006, p.) 'increased levels of audience participation, creative involvement and democracy.' (Creeber, 2009, p.20) 'Bodies are obsolete.' (Shaw, 2008, p.87) Instead of enforcing outdated repression against New Media as a propitious 'tool', surely it would be more valuable as a cultural to embrace it as a 'virtual body'? (Shaw, 2008, p.86) Data needs a new discourse; new rules and new conventions.

'By observing people who suffered from varying forms of ataxia – a breakdown in this communication resulting in a loss of control over the simple actions necessary to respond to stimulus from immediate environment', (Shaw, 2008, p.89) Weiner observed how machinery can now mimic the 'characteristic activities' (Wiener, 1948, p.8) of the body. Images can become completely constructed from pixels with no truth, indexicality or authorship. This has developed from manipulation of an image to simulation of an image. Images become remodelled, rendered and structures according to no substantial origin; for example user avatars need no aesthetic source. There is no documentary evidence that is pure of source; and this can furthermore become enforced for the 'user', giving attributes to an online experience which may not be 'truth' or physically possible outside their 'virtual body.' (Shaw, 2008, p.86)

Bibliography:

Creeber, G. (2009) Digital Theory: Theorizing New Media & Cubitt, D. (2009) Case Study: Digital Aesthetics in Ed. Creeber, G. & Royston, M. (2009) 'Digital Cultures: Understanding New Media'; (Maidenstone: Open University Press)

Foucault, M. Burchell, G. Gordon, C. Miller, P. (1991) 'The Foucault Effect: Studies in Governmentality'; (University of Chicago Press)

Jenkins, H. 2006. 'Convergence Culture: Where Old and New Media Collide'; (New York University Press)


Marx, K. (1990) 'Capital: Volume 1: A Critique of Political Economy'; (Penguin Classics; Reprint edition)


Shaw, D. (2008) 'Technoculture: The Key Concepts'; (Oxford Berg Press)

Stiegler, B. (1998) 'Technics and Time, 1: The Fault of Epimetheus'; (Stanford: Stanford University Press).

Wiener, N. (1948) 'Cybernetics, Second Edition: or the Control and Communication in the Animal and the Machine'; (Cambridge: The MIT Press; second edition)


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This is a class blog for students enrolled on the History and Analysis of New Media Module at The University of Ulster. Please keep comments constructive to help students progress with the given text