Monday, 27 December 2010
Becoming our own intelligent designers? A consideration of our possible cosmic development
Monday, 29 June 2009
chilling out in the cities of the dead
Having read the piece I can now start to weave together thoughts about soundscapes in my mind. For example, let's imagine The Place Where the Black Stars Hang as a soundscape of space archaeology, and then relate these thoughts to the album's conditions of production and consumption. This essay allows me to hear Thomas Koner, Burzum, Lull et al in a new light. It's not as simple though as applying the insights of Roger Caillois, for example, given the dystopic inflection of these artists under review. Actually, allow me to rephrase that. I believe that the Caillois style reading of "play", "imagination" and "nature" is functionally equivalent to the interpretation of Myst in the book Digital Play, meaning that the de-centering [sic] of any signs of human labour in such instances follows on from the Doom-like entropic misanthropy of "isolationatism" evoked in dark ambient. Perhaps it's no coincidence then that artists in the latter genre are prone at times to abjuring rational planning and collaboration, substituting instead chaosmagik, [Nazi style] paganism, Deep Ecology etc. I'll hopefully get to say more about this later after refining my model thanks to an interesting essay by Michael Moorcock on the inherent limitations of libertarian and survivalist science fiction (i.e. there seem to be considerable crossovers between the latter, the virtual worlds featured in games, and dark ambient soundscapes).
But first, here's a representative sample from the mindblowing essay in question:
Perhaps one reading of the death of ambient is precisely in the failure to articulate an urban pastoral. The shift from an ambient music based on a pastoral idyll to an almost regressive pessimism could be attributed to a form of the pastoral which condemns the city, unable to sound within its steel canyons a harmonious ideal. However, this would not explain the pleasure produced by these dystopian soundscapes. One could argue that the New York art establishment only embraced ambient music in 1994 when this sort of dystopianism assumed declarations of avant-gardism.
Ambient music may bite the dust, nonetheless the ambiance of the city continues to surround us. If our cities are deceased and our ambiance DOA, then it is because spectacle culture purports to have raised the scene of social exchange to the plateaux of trans-national labor forces and global markets. In this environment, the interest owed on our musical enjoyment is in fact a global debt. A vital task for the composers of ambiance, then, would be to conduct a psychogeography of global space. One strategy for such a psychogeography of global space would involve an alliance of artists (ambient and otherwise) incorporating the culture of lawlessness and violence promoted by trade accords like the North American Free Trade Agreement and the World Trade Organization. By claiming a subjectivity out of NAFTA, artists could devise strategies of cooperation (the mystifying buzz word of free markets) based on an erotics of ambient sound. This strategic cooperation would empower local artists through international action which utilizes and undermines the same capitalist flows.
Something must be done, if only to rescue our enjoyment from the deceptions of "chance" sublimation. As Deleuze and Guattari suggest, the death enterprise serves only the designs of sublimation and capitalist appropriation.
In the world of popular music, it seems our entire culture preoccupies itself with the business of pronouncing death. From the subcultural death of ambient music and the mainstream embrace of electronica as a reaction to rock's demise, all the way through to the received wisdom that the Left is dead. Rather than properly asking from where this wisdom originates, we all too often devour these sound-bytes and spit out the logic of capital.
Sunday, 21 June 2009
Alien-ation/species being/Sim capital
I recommend viewing the video to help flesh out Cybermarx's words, but don't even think about wasting your time by not watching it in High Definition. Be sure to savour the unselfconscious commentary by the games developer, as he demonstrates the capital spectacle of "trophy kills", which consist of the evisceration of human victims by the Predators (due to its graphic nature, the clip requires age verification). Here then is the passage on "sim capital" that particularly grabbed my attention:
What is at stake in the development of "general intellect" is nothing less than the trajectory of species being. "Species being" is the term Marx uses refers to humanity's self-recognition as a natural species with the capacity to transform itself through conscious social activity. In the era of general intellect the application of social knowledge to production make this issue urgent and concrete; e.g. the Human Genome Project. Given this context, the recent revival of the concept of species being by authors such as David Harvey and Gayatri Spivak, rather than constituting a reversion to a much-reviled "Marxist humanism," marks a crucial consideration about the collective control and direction of a techno-scientific apparatus capable of operationalizing a whole series of post-human or sub-human conditions. Alienation takes on a whole new dimension when it reaches up to the creation of "alien" - non-naturally occurring - life forms, and when the cut and paste biology of gene splicing and xenotransplants makes the body itself tend toward the status of "digital cultural object."
Monday, 18 August 2008
"GIVE US YOUR OIL OR WE WILL KILL YOU..." (Militainment Inc.)
Aside from the compelling narrative of its protagonists emerging from their enormous underground shelters to forage and skirmish in the decimated urban environment, some would also be aware of the controversy following media claims its imagery of Washington D.C. had featured in terrorist propaganda. Note the parallels with the militainment clip with respect to the "hostage" [sic] video of the captured American combatant.
Anti-Terror Consultants Deny Report That They Classified Fallout 3 Screenshot as Al Qaeda Material
US Anti-Terror Consultants Deny Report That They Classified Fallout 3 Screenshot as Al Qaeda Material
May 30, 2008
UPDATE: The SITE Intelligence Group has issued a press release which says, categorically, that the article in the Telegraph (upon which this story is based) is wrong. From SITE:
On May 30, 2008, the Telegraph newspaper ran a misleading story... which incorrectly and falsely described analysis provided by the SITE Intelligence Group.
Discussing a computer-generated image of a destroyed Capitol Building in Washington that was posted to a jihadist forum, the Telegraph claimed, without any basis, "The SITE Intelligence Group said that the image, showing a ruined Capitol Building in Washington, was created by extremists as part of discussions about the feasibility of nuclear strikes against the US and Britain."
This claim is entirely false, as is the characterization that SITE is "embarrassed" or "red-faced." SITE rejects the claims by the Telegraph and stands fully behind the accuracy of its information and analysis. SITE at no time maintained that the image "was created by extremists."
(original story follows:)
A US defense contractor has mistakenly identified a screenshot from the upcoming Fallout 3 role-playing adventure as an al Qaeda-created graphic.
As reported by the Telegraph, the SITE Intelligence Group claimed that the image (seen at left) was created by terrorists as part of an al Qaeda investigation as to the feasibility of launching nuclear attacks against the US and UK.
From the newspaper report:
The images appeared in a video, called Nuclear Jihad: The Ultimate Terror, posted on two password-protected websites... believed to be affiliated with al-Qa’eda. SITE also released translated several chatroom threads... discussing the possibility of nuclear attacks on the West.
However, it has transpired that far from being a detailed simulation created by terrorist masterminds, the apocalyptic vision is in fact lifted from the computer game Fallout 3, by US game designers Bethesda Softworks.
The Rupert Murdoch-owned newspaper The Australian was among news outlets which ran the story including SITE's claim that the graphic was an Al Qaeda product.
This isn't the first time that video game graphics have shown up in US intelligence reports on Islamic terrorism. As GamePolitics reported in May, 2006, footage from EA's popular first-person shooter Battlefield 2 and even a voice-over from the film Team America: World Police were presented to the House Select Committe on Intelligence as al Qaeda propaganda.


And what of these uncanny parallels?:
August 13, 2008
A number of GamePolitics readers have suggested that Tom Clancy's Ghost Recon, a 2001 first-person shooter, foreshadowed the current hostilities between Russia and Georgia.
The Bulletin serves up a detailed analysis:
Sometimes life imitates art, rather than the other way around, and the 2001 video game "Tom Clancy's Ghost Recon" stands as a prime example. The game... accurately predicted the eruption of hostilities between an expansionist Russia and Georgia... the player takes on obstacles posed by South Ossetian rebels intent on creating a pretext for a Russian invasion.
The game's opening sequence features a Russian leadership intent on bringing the former Soviet republics back under its control. The narrator describes a Russian leader eerily similar to Vladimir Putin... As the game's intro opens, a lone 2008 flashes on the screen before the narrator reads the following words: "The year is 2008, and the world teeters on the brink of war. Radical ultranationalists have seized power in Moscow - their goal, the reestablishment of the old Soviet empire... The world holds its breath, and waits."
The Bulletin also points out that the National Review Online has noticed the eerie similarity between game and real-life events in McCain, Obama Respond to Scenario Out of First Level of 'Ghost Recon.
Friday, 27 June 2008
Transsubjectivity: Digital Futures

Roger Avary (Rules of Attraction)
Matthew Barney (The Cremaster Cycle)
Danny Boyle (28 Days Later)
Chris Cunningham (Flex, Windowlicker)
Mike Figgis (Hotel, Timecode)
Grant Gee (Meeting People is Easy)
Lars von Trier (Idioterne)
Peter Greenaway (The Tulse Luper Suitcases)
Hideo Kojima (Metal Gear Solid series)
David Lynch (Rabbits, The Third Place)
Koji Morimoto (Noiseman Sound Insect)
Hideo Nakata (Ringu)
Marc Evans (My Little Eye)
Ken Thain (Rebel Vs Thug)
Mark Neale (No Maps for these Territories)
Mamoru Oshii (Avalon)
Kinematic (9-11 Survivor)
Bill Viola (The Greeting, The Passions)
Kieran Evans & Paul Kelly (Finisterre)
C-Level (Endgames: Waco Resurrection)
Strange Company (Eschaton, Steelwight)
Richard Linklater (Waking Life)
Simon Pummell (Bodysong)
Fumita Ueda (Ico)
Shynola (Radiohead blips & music videos)
Kasuhisa Takenouchi (Interstella 5555)
Sabiston & Pallotta (Roadhead, Snack & Drink)
Janet Cardiff (The Telephone Call)
Andy & Larry Wachowski (Animatrix, The Matrix trilogy)
This choice is partly in order to avoid confusion with the Lacanian and Lyotardan understanding of intersubjectivity as a social phenomenon of communication and meaning-production, and partly to emphasise the transferable, borderless, and unstable nature of subjectivity amidst the technological and psychological distortions of mind-game films.
Identity is the key arena for all these distortions to be played out: like many mind-game films, A Scanner Darkly is riddled with doppelganger motifs, counter-identities, amnesia, and split personalities. Without entering the realm of cyborgs, the questioning, fragmentation, and splitting of identities in A Scanner Darkly establishes a similar discussion of human identity, consciousness, and subjectivity. Arctor finds his identity muddled not only by the surveillance of himself he is forced to process, but also by the dwindling of his mental faculties due to the drugs he has himself become addicted to during his undercover narcotics investigation. All these internal and external influences contaminate any clear-cut, coherent sense of self; Arctor perfectly illustrates the posthuman notion, here phrased by Slavoj Žižek, that:
At the level of material reality (inclusive of the psychological
reality of “inner experience”) there is in effect no Self: the Self
is not the “inner kernel” of an organism, but a surface-effect. A
“true” human Self functions, in a sense, like a computer screen:
“What does a scanner see?”
what is “behind” it is nothing but a network of “selfless”
neuronal machinery.
In a fitting scene, Arctor delivers a work speech in his scramble suit, but suffers extreme discomfort halfway. His perceptions of the audience are truly caught in the prism of filmic representation: before the blur of his scramble suit, we see the markings “Live” and “HQ” within what is supposedly Arctor’s vision. Arctor’s subjective perceptions appear filtered by the panoptical reign of his employer; our perceptions of the film are filtered by its logic of surveillance and mediation".
“What does a scanner see?”
Techno-fascination and unreliability in the mind-game film
Laura Schuster
Thursday, 26 June 2008
"Not tonight dear, I have to reboot": Predictions of Robot Intimacy

Tuesday, 1 January 2008
Sexual Robots and Plastic Humans

Legendary post-punk musician, artist, biomorphic horror technician and theoretician Philip Brophy offers a very interesting podcast here on representations of technology in anime. I must later archive some of Brophy's earlier music on this blog as well. Unfortunately, youtube is not carrying his short film "Salt Saliva Sperm and Sweat", which would have made an incredible companion piece. Derridata and I saw it on video in about 1990, which seems incredible now, as I was able to get it at the local store, and since then it has become difficult to find. I will also monitor his contributions to the "Cinesonic" seminar series.
Another thought occurs to me; was Phil an influence on Thug and, even further back, how much of a contemporary was he with Jim Foetus????
http://lamp.edu.au/2006/06/07/podcast-sexual-robots-and-plastic-humans/
Sunday, 2 December 2007
Bioshock




