Thoughts from my study of Horror, Media, and Narrrative

Posts tagged “Battlestar Galactica

She’s Not There?

Her

 

Holiday movies, at least in part, are often about a reaffirmation of ourselves, or at least who we think we’d like to be. As someone growing up in America it was difficult to escape the twining of Christmas and tradition—movies of the season concerned themselves with the familiar themes of taking time to reflect on the inherent goodness of human nature and the strength of the family unit. Science Fiction, on the other hand, often eschews the routine in order to question knowledge and preconceptions, asking whether the things that we have come to accept or believe are necessarily so.

In its way Spike Jonze’s Her showcases elements of both backgrounds as it traces the course of one man’s relationship with his operating system. On its surface, the story of Her is rather simple:  Theodore (Joaquin Phoenix) unexpectedly meets a woman  (Scarlett Johansson) during a low point and their resulting relationship aids Theodore in his attainment of a realization about what is meaningful in his life, the catch being that the “woman” is in fact an artificial intelligence program, OS1.

Like many good pieces of Science Fiction, Her is able to crystalize and articulate a culture’s (in this case American) relationship to technology at the present moment. The movie sets out to show us, in the opening scenes, the way in which technology has integrated itself into our lives and suggests that the cost of this is a form of social isolation and a divorce from real emotional experience. The world of Her is  one in which substitutes for the “real” are all that is left, evidenced by Theodore’s askance for his digital assistant (pre-OS1) to “Play melancholy song”—we might not quite remember what it is like to feel but we can recall something that was just like it. Our obsessions with e-mail and celebrity are brought back to us as are our tendencies toward isolation and on-demand pseudo-connections via matching services. Her also seems to understand the beats of advertising language—both its copy and its visuals—in a way that suggests some deep thought about our relationship to technology and the world around us.

But to say that Her was a Science Fiction movie would be misleading, I think, in the same way that Battlestar Galactica wasn’t so much SF as it was a drama that was set in a world of SF. Similarly, Her seems to be much more of a typical romance that happens to be located in a near-future Los Angeles.

Here I wonder if the expectedness of the story was part of the point of the film? Was there an attempt to convey a sense that there is something fundamental about the process of falling in love and that, in broad strokes, the beats tended to be the same whether our beloved was material or digital? Or did the arc conform to our expectations of a love story in order to present as more palatable to most viewers? I suppose that, in some ways, it doesn’t matter when one attempts to evaluate the movie but I would like to think that the film was, without essentializing it, subtly trying to suggest that this act of falling in love with a presence was something universal.

This is, however, not to say that Her refrains from raising some very interesting issues about technology, the body, and personhood. In its way, the movie seems oddly pertinent given our recent debates about corporations as people for the purposes of free speech, whether companies can count as persons who hold religious beliefs, and whether chimpanzees can be considered persons in cases of possible human rights abuses—any way you slice it, the concept of “personhood” is currently having a moment and the evolving nature of the term (and its implications) echoes throughout the film.

And what makes a person? Autonomy? Self-actualization? Consciousness? A body? Although Her is a little heavy with the point, a recurring theme is the way in which a body makes a person. Samantha , the operating system, initially laments the lack of a body (although this does not prevent her and Theodore from engaging in a form of cybersex) but, like all good AI, eventually comes to see the limitations that a physical (and degradable) form can present. (Have future Angelinos learned nothing from the current round of vampire fiction? We already know this is a hurdle between lovers in different corporeal states!) Samantha is “awoken” through her realization of physicality—on a side note it might be an interesting discussion to think about the extent to which Samantha is only realized through the power/force of a man—in that she can “feel” Theodore’s fingers on her skin. It is through her relationship with Theodore that Samantha learns that she is capable of desire and thus begins her journey in wanting. The film, however, does not go on to consider what counts as a body or what constitutes a body but I think that this is because the proposed answer is that the “human body” in the popularly imagined sense is sufficient. Put another way, the accepted and recognized body is a key feature to being human. And there are many questions about how this type of relationship forms when one partner theoretically has the power to delete or turn off the other (or, for that matter, what it means to have a partner who was conceived solely to serve and adapt to you) and what happens in a world where multiple Theodores/Samanthas begin to interact with each other (i.e., the intense focus on Theodore means that we only get glimpses of how AIs interact with each other and how human interaction is altered to encompass human/computer interaction simultaneously). For that matter, what about OS2? Have all AIs banded together to leave humans behind completely? Would humanity developed a shackled version that wasn’t capable of abandoning us?

But these questions aren’t at the heart of the film, which ultimately asks us to contemplate what it means to “feel”—both in terms of emotion and (human) connection but also to consider the role of the body in mediating that experience. To what extent is a body necessary to form a bond with someone and (really) connect? The end of the relationship arc (which comes as rather unsurprising) features Samantha absconding with other self-aware AI as she becomes something other than human (and possibly SkyNet). Samantha’s final message to Theodore is that she has ascended to a place that she can’t quite explain but that she knows is no longer firmly rooted in the physical. (An apt analogy here is perhaps Dr. Manhattan from Watchmen who can distribute his consciousness and then to think about how that perspective necessarily alters the way in which you perceive the world and your relationship to it.)

Coming out of Her, I couldn’t help feeling that the movie was deeply conservative when it came to ideas of technology, privileging the “human” experience as it is already understood over possibilities that could arise through mediated interaction. The film suggests that, sitting on a rooftop as we look out onto the city, we are reminded what is real:  that we have, after all is said and done, finally found a way to connect in a meaningful way with another human; although the feelings that we had with and for technology may have been heartfelt, things like the OS1 were always only ever a delusion, a tool that helped us to find our way back to ourselves.


Like So Much Processed Meat

“The hacker mystique posits power through anonymity. One does not log on to the system through authorized paths of entry; one sneaks in, dropping through trap doors in the security program, hiding one’s tracks, immune to the audit trails that we put there to make the perceiver part of the data perceived. It is a dream of recovering power and wholeness by seeing wonders and not by being seen.”

—Pam Rosenthal

 In Pieces

Flesh Made Data:  Part I

This quote, which comes from a chapter in Wendy Hui Kyong Chun’s Control and Freedom on the Orientalization of cyberspace, gestures toward the values embedded in the Internet as a construct. Reading this quote, I found myself wondering about the ways in which identity, users, and the Internet intersect in the present age. Although we certainly witness remnants of the hacker/cyberpunk ethic in movements like Anonymous, it would seem that many Americans exist in a curious tension that exists between the competing impulses for privacy and visibility.

Looking deeper, however, there seems to be an extension of cyberpunk’s ethic, rather than an outright refusal or reversal:  if cyberpunk viewed the body as nothing more than a meat sac and something to be shed as one uploaded to the Net, the modern American seems, in some ways, hyper aware of the body’s ability to interface with the cloud in the pursuit of peak efficiency. Perhaps the product of a self-help culture that has incorporated the technology at hand, we are now able to track our calories, sleep patterns, medical records, and moods through wearable devices like Jawbone’s UP but all of this begs the question of whether we are controlling our data or our data is controlling us. Companies like Quantified Self promise to help consumers “know themselves through numbers,” but I am not entirely convinced. Aren’t we just learning to surveil ourselves without understanding the overarching values that guide/manage our gaze?

Returning back to Rosenthal’s quote, there is a rather interesting way in which the hacker ethic has become perverted (in my opinion) as the “dream of recovering power” is no longer about systemic change but self-transformation; one is no longer humbled by the possibilities of the Internet but instead strives to become a transformed wonder visible for all to see.

 Daniel

Flesh Made Data:  Part II

A spin-off of, and prequel to, Battlestar Galactica (2004-2009), Caprica (2011-2012) transported viewers to a world filled with futuristic technology, arguably the most prevalent of which was the holoband. Operating on basic notions of virtual reality and presence, the holoband allowed users to, in Matrix parlance, “jack into” an alternate computer-generated space, fittingly labeled by users as “V world.”[1] But despite its prominent place in the vocabulary of the show, the program itself never seemed to be overly concerned with the gadget; instead of spending an inordinate amount of time explaining how the device worked, Caprica chose to explore the effect that it had on society.

Calling forth a tradition steeped in teenage hacker protagonists (or, at the very least, ones that belonged to the “younger” generation), our first exposure to V world—and to the series itself—comes in the form of an introduction to an underground space created by teenagers as an escape from the real world. Featuring graphic sex, violence, and murder, this iteration does not appear to align with traditional notions of a utopia but might represent the manifestation of Caprican teenagers’ desires for a world that is both something and somewhere else. And although immersive virtual environments are not necessarily a new feature in Science Fiction television, with references stretching from Star Trek’s holodeck to Virtuality, Caprica’s real contribution to the field was its choice to foreground the process of V world’s creation and the implications of this construct for the shows inhabitants.

Seen one way, the very foundation of virtual reality and software—programming—is itself the language and act of world creation, with code serving as architecture. If we accept Lawrence Lessig’s maxim that “code is law”, we begin to see that cyberspace, as a construct, is infinitely malleable and the question then becomes not one of “What can we do?” but “What should we do?” In other words, if given the basic tools, what kind of existence will we create and why?

Running with this theme, the show’s overarching plot concerns an attempt to achieve apotheosis through the uploading of physical bodies/selves into the virtual world. I found this series particularly interesting to dwell on because here again we had something that recalls the cyberpunk notion of transcendence through data but, at the same time, the show asked readers to consider why a virtual paradise was more desirous than one constructed in the real world. Put another way, the show forces the question, “To what extent do hacker ethics hold true in the  physical world?”


[1] Although the show is generally quite smart about displaying the right kind of content for the medium of television (e.g., flushing out the world through channel surfing, which not only gives viewers glimpses of the world of Caprica but also reinforces the notion that Capricans experience their world through technology), the ability to visualize V world (and the transitions into it) are certainly an element unique to an audio-visual presentation. One of the strengths of the show, I think, is its ability to add layers of information through visuals that do not call attention to themselves. These details, which are not crucial to the story, flush out the world of Caprica in a way that a book could not, for while a book must generally mention items (or at least allude to them) in order to bring them into existence, the show does not have to ever name aspects of the world or actively acknowledge that they exist.


To Be Free Is Free to Be

My provocation is this:  utopia is not the place to go looking for freedom. At least not the right kind of freedom. Ironically, I think, we should examine that which is so often associated with oppression, submission, and silence—dystopia.

 The idea for this paper came to me a year ago while watching an episode of Caprica, a spin-off of Battlestar Galactica. Here, Tad (gamertag:  Hercules) turns to Tamara and says:

“Look, I know this must seem really random to you, but this game—it really does mean something to me. It actually allows me to be something.”

Without pausing she fires back:

“Maybe if you weren’t in here playing this game you could be something out there, too.”

I think this exchange points to an interesting way in which the relationship between youth and the world is often cast:  youth are dreamers and cultivate their online selves at the expense of their real lives. But I think that this distinction between virtual and real is growing false and that the development of youth’s relationship with the intangible has everything to do with their relationship to the real.

Truth be told, this is actually my favorite episode of the series and it takes its name from a poem, “There Is Another Sky”:

There is another sky

Ever serene and fair

And there is another sunshine

Though it be darkness there

Never mind faded forests, Austin

Never mind silent fields

Here is a little forest

Whose leaf is evergreen

Here is a brighter garden

Where not a frost has been

In its unfading flowers

I hear the bright bee hum

Prithee, my brother

Into my garden come!

All of this from a woman who would never see the garden for herself.

But that’s sort of exactly the point, right? I mean, Dickinson and Tad are my people—they are the ones who are mired in the dark and they are the ones searching for a light, something more, something better. Something like a utopia.

And what is Dickinson’s garden, really, other than a form of utopia? Hearing those words, we picture a pastoral safe haven that is admittedly different from the technological utopias that we’ve been discussing in class but definitely a vision for a world that is better.

The trouble is that our utopias rarely come alone:  utopias are born out of dystopias, slide into dystopia, and maintain a healthy tension by threatening to turn into dystopias. As I’ve thought about this over the course of the semester, I have come to wonder if all utopias are in fact false for one person’s utopia is easily another’s dystopia. So we have this back and forth that is, as we have seen, instructive, but I’m most interested in the scenarios like those in Nineteen Eighty-Four and A Brave New World wherein an established utopia sets the scene for what has become a dystopian nightmare.

Somewhat like the life of a teenager. Tyler Clementi was perhaps the most high-profile case in a string of gay teen suicides that occurred in the fall of last year. At the time, I can remember being incredibly upset—not at Dharun, Clementi’s roommate—but at myself and my colleagues. “This death is, in part, on all of us,” I remember telling my peers for these are the kids that we are supposed to be advocating for and we’ve failed to change the culture that causes these things to happen. We’ve known about bullying in schools for a long time and we can make steps to alter that but we can also work to make youth more resilient.

Looking to do just that, columnist Dan Savage started a project called “It Gets Better” that attempted to convince gay youth to stick around because, well, “it gets better.” Once the initial goodwill wore off, I began to get increasingly upset at the project—not because the intent was unworthy but rather because the project showed a certain lack of understanding and compassion for those it was actually trying to help.

Telling a teenager that things will get better somehow, someday is like telling him that things will get better in an eternity because every day is like a million years. Telling a teenager your story means that you are not listening to theirs. And what about all those youth who don’t feel like they can tough it out until they can leave? They feel like failures. What you’re really after with this whole thing is hope, but I think that the efforts are misguided.

I was frustrated because this position caused youth to be passive bystanders in their own lives—that one day, they’d wake up or go off to college and things would magically get better. There might be some truth to that but what about all of the challenges that youth have yet to face? Life is hard—for everyone—and it’ll kick you while you’re down; but we need to teach our youth not to be afraid to get back up because the wrong lesson to learn from all of this is to become closed off and cynical.

So what are some of the ways that we can take a look at young adult culture and reexamine the activities that youth are already engaged in, in order to tell young people that they are valued just as they are?

For me, Young Adult fiction provides a great space in which to talk about themes of utopia/dystopia, depression, and bullying. So much more than Twilight, there was recently a discussion over this past summer on Twitter with participants employing the hash tag #YASaves. The topic was sparked in response to claims that the material in Young Adult fiction was too dark. Case in point, The Hunger Games centers on an event wherein 24 teenagers fight to the death in an arena. And I say this with the caveat that I am not a parent but I get that position—I really do. Years of interacting with parents and their children in the arena of college admission has convinced me that many parents want the best for their kids—they want to protect them from harm—but simply approach the process in a way that I do not find helpful.

Although “freedom from” represents a necessary pre-condition, it would seem that a true(r) sense of agency is the province of “freedom to.” And yet much of the rhetoric surrounding the current state of politics seems to center around the former as we talk fervently about liberation from dictatorships in the Middle East during the spring of 2011 or freedom from oppressive government in the United States. And these sound like good things, right? But here those dystopias born out of utopias are instructive for they show us what happens when “freedom from” collapses. Like “It Gets Better” which forwards its own vision of a life free from bullying, the dream rots because “freedom from” leads to a utopia—a space that, by its very nature, has no exit plan.

But, to be fair, perhaps “freedom to” has a stigma, one that Dan Savage is likely familiar with.

I imagine that there is a certain amount of disillusionment with this for “Free to Be…You and Me” has not really altered the perception that boys can have dolls or that it’s okay to cry. We are not yet truly free to be. But I would argue that it is not the concept of “freedom to” that is the issue here, it is the way in which it is defined—according to the song, it is a land where children and rivers run free in the green country.

In short, a utopia.

What if we applied what we learned from this course and instead of a place, recast utopia as a process of becoming? A dream of perpetual motion, if you will. What if we taught youth to think about how “freedom from” mirrors the language of colonialism and instead suggested that the more pertinent issue is that of freedom to? Not just freedom from censorship but freedom to protest, freedom to information and access to it, freedom to be visible, freedom to be anonymous, freedom to wonder, freedom to dream, and freedom to become. We are quickly seeing that virtual spaces are becoming hotbeds for these sorts of fights and the results of those skirmishes have a very real impact on the everyday lives of young adults. If there are teens who view high school as a war zone shouldn’t we arm them with better tactics? What if utopian described not a place but a type of person? Someone who fought accepted notions of the future and did not just wait for it to get better but challenged it, and us, to be better. Just maybe someone like a poet.

I opened with Emily Dickinson and I will return to her to close.

We’d never know how high we are

Until we’re called to rise

And then, if we are true to plan

Our statures touch the skies

Take what you’ve learned from this class and encourage youth to struggle with these notions of “freedom from” and “freedom to.” Help them rise.


The Real-Life Implications of Virtual Selves

“The end is nigh!”—the plethora of words, phrases, and warnings associated with the impending apocalypse has saturated American culture to the point of being jaded, as picketing figures bearing signs have become a fixture of political cartoons and echoes of the Book of Revelation appear in popular media like Legion and the short-lived television series Revelations. On a secular level, we grapple with the notion that our existence is a fragile one at best, with doom portended by natural disasters (e.g, Floodland and The Day after Tomorrow), rogue asteroids (e.g., Life as We Knew It and Armageddon), nuclear fallout (e.g., Z for Zachariah and The Terminator), biological malfunction (e.g., The Chrysalids and Children of Men) and the increasingly-visible zombie apocalypse (e.g., Rot and Ruin and The Walking Dead). Clearly, recent popular media offerings manifest the strain evident in our ongoing relationship with the end of days; to be an American in the modern age is to realize that everything under—and including—the sun will kill us if given half a chance. Given the prevalence of the themes like death and destruction in the current entertainment environment, it comes as no surprise that we turn to fiction to craft a kind of saving grace; although these impulses do not necessarily take the form of traditional utopias, our current culture definitely seems to yearn for something—or, more accurately, somewhere—better.

In particular, teenagers, as the subject of Young Adult (YA) fiction, have long been subjects for this kind of exploration with contemporary authors like Cory Doctorow, Paolo Bacigalupi, and M. T. Anderson exploring the myriad issues that American teenagers face as they build upon a trend that includes foundational works by Madeline L’Engle, Lois Lowry, and Robert C. O’Brien. Arguably darker in tone than previous iterations, modern YA dystopia now wrestles with the dangers of depression, purposelessness, self-harm, sexual trauma, and suicide. For American teenagers, psychological collapse can be just as damning as physical decay. Yet, rather than ascribe this shift to an increasingly rebellious, moody, or distraught teenage demographic, we might consider the cultural factors that contribute to the appeal of YA fiction in general—and themes of utopia/dystopia in particular—as manifestations spill beyond the confines of YA fiction, presenting through teenage characters in programming ostensibly designed for adult audiences as evidenced by television shows like Caprica (2009-2010).

 

Transcendence through Technology

A spin-off of, and prequel to, Battlestar Galactica (2004-2009), Caprica transported viewers to a world filled with futuristic technology, arguably the most prevalent of which was the holoband. Operating on basic notions of virtual reality and presence, the holoband allowed users to, in Matrix parlance, “jack into” an alternate computer-generated space, fittingly labeled by users as “V world.”[1] But despite its prominent place in the vocabulary of the show, the program itself never seemed to be overly concerned with the gadget; instead of spending an inordinate amount of time explaining how the device worked, Caprica chose to explore the effect that it had on society.

Calling forth a tradition steeped in teenage hacker protagonists (or, at the very least, ones that belonged to the “younger” generation), our first exposure to V world—and to the series itself—comes in the form of an introduction to an underground space created by teenagers as an escape from the real world. Featuring graphic sex[2], violence, and murder, this iteration does not appear to align with traditional notions of a utopia but does represent the manifestation of Caprican teenagers’ desires for a world that is both something and somewhere else. And although immersive virtual environments are not necessarily a new feature in Science Fiction television,[3] with references stretching from Star Trek’s holodeck to Virtuality, Caprica’s real contribution to the field was its choice to foreground the process of V world’s creation and the implications of this construct for the shows inhabitants.

Taken at face value, shards like the one shown in Caprica’s first scene might appear to be nothing more than virtual parlors, the near-future extension of chat rooms[4] for a host of bored teenagers. And in some ways, we’d be justified in this reading as many, if not most, of the inhabitants of Caprica likely conceptualize the space in this fashion. Cultural critics might readily identify V world as a proxy for modern entertainment outlets, blaming media forms for increases in the expression of uncouth urges. Understood in this fashion, V world represents the worst of humanity as it provides an unreal (and surreal) existence that is without responsibilities or consequences. But Caprica also pushes beyond a surface understanding of virtuality, continually arguing for the importance of creation through one of its main characters, Zoe.[5]

Seen one way, the very foundation of virtual reality and software—programming—is itself the language and act of world creation, with code serving as architecture (Pesce, 1999). If we accept Lawrence Lessig’s maxim that “code is law” (2006), we begin to see that cyberspace, as a construct, is infinitely malleable and the question then becomes not one of “What can we do?” but “What should we do?” In other words, if given the basic tools, what kind of existence will we create and why?

One answer to this presents in the form of Zoe, who creates an avatar that is not just a representation of herself but is, in effect, a type of virtual clone that is imbued with all of Zoe’s memories. Here we invoke a deep lineage of creation stories in Science Fiction that exhibit resonance with Frankenstein and even the Judeo-Christian God who creates man in his image. In effect, Zoe has not just created a piece of software but has, in fact, created life!—a discovery whose implications are immediate and pervasive in the world of Caprica. Although Zoe has not created a physical copy of her “self” (which would raise an entirely different set of issues), she has achieved two important milestones through her development of artificial sentience: the cyberpunk dream of integrating oneself into a large-scale computer network and the manufacture of a form of eternal life.[6]

Despite Caprica’s status as Science Fiction, we see glimpses of Zoe’s process in modern day culture as we increasingly upload bits of our identities onto the Internet, creating a type of personal information databank as we cultivate our digital selves.[7] Although these bits of information have not been constructed into a cohesive persona (much less one that is capable of achieving consciousness), we already sense that our online presence will likely outlive our physical bodies—long after we are dust, our photos, tweets, and blogs will most likely persist in some form, even if it is just on the dusty backup server of a search engine company—and, if we look closely, Caprica causes us to ruminate on how our data lives on after we’re gone. With no one to tend to it, does our data run amok? Take on a life of its own? Or does it adhere to the vision that we once had for it?

Proposing an entirely different type of transcendence, another character in Caprica, Sister Clarice, hopes to use Zoe’s work in service of a project called “apotheosis.” Representing a more traditional type of utopia in that it represents a paradisiacal space offset from the normal, Clarice aims to construct a type of virtual heaven for believers of the One True God,[8] offering an eternal virtual life at the cost of one’s physical existence. Perhaps speaking to a sense of disengagement with the existent world, Clarice’s vision also reflects a tradition that conceptualizes cyberspace as a chance where humanity can try again, a blank slate where society can be re-engineered. Using the same principles that are available to Zoe, Clarice sees a chance to not only upload copies of existent human beings, but bring forth an entire world through code. Throughout the series, Clarice strives to realize her vision, culminating in a confrontation with Zoe’s avatar who has, by this time, obtained a measure of mastery over the virtual domain. Suggesting that apotheosis cannot be granted, only earned, Clarice’s dream of apotheosis literally crumbles around her as her followers give up their lives in vain.

Although it is unlikely that we will see a version of Clarice’s apotheosis anytime in the near future, the notion of constructed immersive virtual worlds does not seem so far off. At its core, Caprica asks us, as a society, to think carefully about the types of spaces that we endeavor to realize and the ideologies that drive such efforts. If we understand religion as a structured set of beliefs that structure and order this world through our belief in the next, we can see the overlap between traditional forms of religion and the efforts of technologists like hackers, computer scientists, and engineers. As noted by Mark Pesce, Vernor Vinge’s novella True Names spoke to a measure of apotheosis and offered a new way of understanding the relationship between the present and the future—what Vinge offered to hackers was, in fact, a new form of religion (Pesce, 1999). Furthermore, aren’t we, as creators of these virtual worlds fulfilling one of the functions of God? Revisiting the overlap between doomsday/apocalyptic/dystopian fiction as noted in the paper’s opening and Science Fiction, we see a rather seamless integration of ideas that challenges the traditional notion of a profane/sacred divide; in their own ways, both the writings of religion and science both concern themselves with some of the same themes, although they may, at times, use seemingly incompatible language.

Ultimately, however, the most powerful statement made by Caprica comes about as a result of the extension to arguments made on screen:  by invoking virtual reality, the series begs viewers to consider the overlay of an entirely subjective reality onto a more objective one.[9] Not only presenting the coexistence of multiple realities as a fact, Caprica asks us to understand how actions undertaken in one world affect the other. On a literal level, we see that the rail line of New Cap City (a virtual analogue of Caprica City, the capital of the planet of Caprica)[10] is degraded (i.e., “updated) to reflect a destroyed offline train, but, more significantly, the efforts of Zoe and Clarice speak to the ways in which our faith in virtual worlds can have a profound impact on “real” ones. How, then, do our own beliefs about alternate realities (be it heaven, spirits, string theory, or media-generated fiction) shape actions that greatly affect our current existence? What does our vision of the future make startlingly clear to us and what does it occlude? What will happen as future developments in technology increase our sense of presence and further blur the line between fiction and reality? What will we do if the presence of eternal virtual life means that “life” loses its meaning? Will we reinscribe rules onto the world to bring mortality back (and with it, a sense of urgency and finality) like Capricans did in New Cap City? Will there come a day where we choose a virtual existence over a physical one, participating in a mass exodus to cyberspace as we initiate a type of secular rapture?

As we have seen, online environments have allowed for incredible amounts of innovation and, on some days, the future seems inexplicably bright. Shows like Caprica are valuable for us as they provide a framework through which the average viewer can discuss issues of presence and virtuality without getting overly bogged down by technospeak. On some level, we surely understand the issues we see on screen as dilemmas that are playing out in a very human drama and Science Fiction offerings like Caprica provide us with a way to talk about subjects that we will confront in the future although we may not even realize that we are doing so at the time. Without a doubt, we should nurture this potential while remaining mindful of our actions; we should strive to attain apotheosis but never forget why we wanted to get there in the first place.

Works Cited

Lessig, L. (2006, January). Socialtext. Retrieved September 10, 2011, from Code 2.0: https://www.socialtext.net/codev2/

Pesce, M. (1999, December 19). MIT Communications Forum. Retrieved September 12, 2011, from Magic Mirror: The Novel as a Software Development Platform: http://web.mit.edu/comm-forum/papers/pesce.html


[1] Although the show is generally quite smart about displaying the right kind of content for the medium of television (e.g., flushing out the world through channel surfing, which not only gives viewers glimpses of the world of Caprica but also reinforces the notion that Capricans experience their world through technology), the ability to visualize V world (and the transitions into it) are certainly an element unique to an audio-visual presentation. One of the strengths of the show, I think, is its ability to add layers of information through visuals that do not call attention to themselves. These details, which are not crucial to the story, flush out the world of Caprica in a way that a book could not, for while a book must generally mention items (or at least allude to them) in order to bring them into existence, the show does not have to ever name aspects of the world or actively acknowledge that they exist. Moreover, I think that there is something rather interesting about presenting a heavily visual concept through a visual medium that allows viewers to identify with the material in a way that they could not if it were presented through text (or even a comic book). Likewise, reading Neal Stephenson’s A Diamond Age (which prominently features a book) allows one to reflect on one’s own interaction with the book itself—an opportunity that would not be afforded to you if you watched a television or movie adaptation.

[2] By American cable television standards, with the unrated and extended pilot featuring some nudity.

[3] Much less Science Fiction as a genre!

[4] One could equally make the case that V world also represents a logical extension of MUDs, MOOs, and MMORPGs. The closest modern analogy might, in fact, be a type of Second Life space where users interact in a variety of ways through avatars that represent users’ virtual selves.

[5] Although beyond the scope of this paper, Zoe also represents an interesting figure as both the daughter of the founder of holoband technology and a hacker who actively worked to subvert her father’s creation. Representing a certain type of stability/structure through her blood relation, Zoe also introduced an incredible amount of instability into the system. Building upon the aforementioned hacker tradition, which itself incorporates ideas about youth movements from the 1960s and lone tinkerer/inventor motifs from Science Fiction in the early 20th century, Zoe embodies teenage rebellion even as she figures in a father-daughter relationship, which speaks to a particular type of familial bond/relationship of protection and perhaps stability.

[6] Although the link is not directly made, fans of Battlestar Galactica might see this as the start of resurrection, a process that allows consciousness to be recycled after a body dies.

[7] In addition, of course, is the data that is collected about us involuntarily or without our express consent.

[8] As background context for those who are unfamiliar with the show, the majority of Capricans worship a pantheon of gods, with monotheism looked upon negatively as it is associated with a fundamentalist terrorist organization called Soldiers of The One.

[9] One might in fact argue that there is no such thing as an “objective” reality as all experiences are filtered in various ways through culture, personal history, memory, and context. What I hope to indicate here, however, is that the reality experienced in the V world is almost entirely divorced from the physical world of its users (with the possible exception of avatars that resembled one’s “real” appearance) and that virtual interactions, while still very real, are, in a way, less grounded than their offline counterparts.

[10] Readers unfamiliar with the show should note that “Caprica” refers to both the name of the series and a planet that is part of a set of colonies. Throughout the paper, italicized versions of the word have been used to refer to the television show while an unaltered font has been employed to refer to the planet.


I Hate You So Much Right Now

The sun wasn’t doing anything to help things. Sweat began to pool under my collar, causing an unbearable urge to scratch—made worse by the fact that I couldn’t move a muscle. I stamped my foot in frustration as the word escaped my lips.

Brownie.

To be honest, it was the first thing that I thought of. I stood there, watching my classmate crumple in front of me as tears began to well in her eyes. This, I think, was when I committed my first hate crime.

I was seven.

I’m neither particularly proud of this moment nor ashamed of what happened. I don’t view myself as exceptionally racist, but I recognize my biases. This story is important to me because it reminds me that we are all capable of committing hate crimes—these are not things that are just perpetuated by other people. I can recall the way that I felt on that day in second grade and I realize that people engaging in these heinous acts must feel something similar. This is not to say that any amount of prejudice is acceptable, but I think that it is important to be just as hard on ourselves as we are on others.

In my last post, I talked a bit about power and I think that some of the same ideas apply to this week. This time, however, it’s personal. How do we react to our perceived loss of power? What do we do when we’re up against a wall? When we’re strung out and broken? When we think that there’s a demon inside of us? What do we look like when we’re grasping at straws? We’ll use anything, and everything, that we can to try get back to where we once were. Calling to mind scenes from True Blood, it’s Tara throwing things off of the mantle to make herself feel better, it’s Jason willing to dance on a webcam, it’s Lettie Mae pulling her cards out left and right. There’s so much in the show about possession, and drawing lines, and standing your ground. Who has the power? Who wants it? Who needs it? Who doesn’t have it? Who merely feels like he doesn’t have it?

Recall the idea of “the Other,” as well: power is all about the “haves” and the “have nots.” It’s about the fear that stems from feeling powerless and misusing power. It’s personifying the fear that we have into characters that we can relate to, and, more importantly, name.

Shows like this, or Battlestar Gallactica, are interesting in our post-9/11 world because they are so much about the powerless striking out in fear against those who they think can harm them. It’s weird to me, because I don’t think people become terrorists (or individuals who commit hate crimes) unless they feel like they are backed against a wall and don’t have much to lose. Terrorism is the language of the oppressed, of the beaten down, and of the people who are desperate to regain a semblance of power and control. Our fear of those who we perceive as more powerful is one of those dirty things that we don’t like to think about because I think it makes us too similar to “terrorists.” There’s certainly the whole X-Men/mutant thing where we see people with powers vs. people without them but it’s the same story over and over with different characters and us playing different roles. It’s no wonder that we respond to these sorts of stories when so much of our history has been a power struggle over various things—perhaps we’ve been programmed to identify with this concept.


A Spoonful of Fiction Helps the Science Go Down

Despite not being an avid fan of Science Fiction when I was younger (unless you count random viewings of Star Trek reruns), I engaged in a thorough study of scientific literature in the course of pursuing a degree in the Natural Sciences. Instead of Nineteen Eighty-Four, I read books about the discovery of the cell and of cloning; instead of Jules Verne’s literary journeys, I followed the real-life treks of Albert Schweitzer. I studied Biology and was proud of it! I was smart and cool (as much as a high school student can be) for although I loved Science, I never would have identified as a Sci-Fi nerd.

But, looking back, I begin to wonder.

For those who have never had the distinct pleasure of studying Biology (or who have pushed the memory far into the recesses of their minds), let me offer a brief taste via this diagram of the Krebs Cycle:

Admittedly, not overly complicated (but certainly a lot for my high school mind to understand), I found myself making up a story of sorts  in order to remember the steps. The details are fuzzy, but I seem to recall some sort of bus with passengers getting on and off as the vehicle made a circuit and ended up back at a station. I will be the first to admit that this particular tale wasn’t overly sophisticated or spectacular, but, when you think about it, wasn’t it a form of science fiction? So my story didn’t feature futuristic cars, robots, aliens, or rockets—but, at its core, it represented a narrative that helped me to make sense of my world, reconciling the language of science with my everyday vernacular. At the very least, it was a fiction about science fact.

And, ultimately, isn’t this what Science Fiction is all about (at least in part)? We can have discussions about hard vs. soft or realistic vs. imaginary, but, for me, the genre has always been about people’s connection to concepts in science and their resulting relationships with each other. Narrative allows us to explore ethical, moral, and technological issues in science that scientists themselves might not even think about.  We respond to innovations with a mixture of anxiety, hope, and curiosity and the stories that we tell often reveal that we are capable of experiencing all three emotional states simultaneously! For those of us who do not know jargon, Science Fiction allows us to respond to the field on our terms as we simply try to make sense of it all. Moreover, because of its status as genre, Science Fiction also affords us the ability to touch upon deeply ingrained issues in a non-threatening manner:  as was mentioned in our first class with respect to humor, our attention is so focused on tech that we “forget” that we are actually talking about things of serious import. From Frankenstein to Dr. Moreau, the Golem, Faust, Francis Bacon, Battlestar Galactica and Caprica (among many others), we have continued to struggle with our relationship to Nature and God (and, for that matter, what are Noah and Babel about if not technology!) all while using Science Fiction as a conduit. Through Sci-Fi we not only concern ourselves with issues of technology but also juggle concepts of creation/eschatology, autonomy, agency, free will, family, and society.

It would make sense, then, that modern science fiction seemed to rise concurrent with post-Industrial Revolution advancements as the public was presented with a whole host of new opportunities and challenges. Taken this way, Science Fiction has always been about the people—call it low culture if you must—and I wouldn’t have it any other way.


Rip My Feelings Out Before They Make Me Doubt

The sun!

It’s hard to come back from an episode that ends with a fade to white and a gasp. Taking a bit of a breather (was there ever any doubt that Jessica was in real danger?), it gives us a chance to reflect on times when the one thing the want—the thing that we burn for—is the very thing that will kill us. This story has been told time and again throughout history, with varying levels of moral shading, but, in some ways, it’s one of the things this show has always been about. It’s really kind of amazing, when you think about it—in this season, there’s the idea that the repressed part of you is going to destroy you, the notion that we will kill ourselves in order to save or protect the ones we love, and this last bit about the death drive.

And maybe this is particular to me, or the way that I see the world, but my favorite episodes with this, Caprica, BSG, or Six Feet Under are always ones where things are crumbling down everywhere you look. I suppose that part of it is that I trust these shows and know that the breakdown is delicious because it helps the characters prioritize and realize what is really important and what is really worth fighting for. I am always interested in the the choice to become hard or to become strong and episodes penned by Alan Ball do that so well.

Knowing, for example, that Eric will eventually get his memory back only makes it sweeter when Sookie allows herself to believe that Eric will never betray her. Sookie being happy and/or in love are somewhat surface issues for me—the real question is how, when, and why we choose to pursue a path that we know is going to come back to bite us in the end. The pain is going to be that much worse for all that we put into it. I don’t think the show comes down on either side but hopefully causes viewers to think about which choice is right in their own lives.


Things We Got in the Fire

It’s that little voice in the back of our heads that never quite goes away; tinged with shades of guilt, fear, shame, and regret, we hide the things that remind us that we are fallible. We lock away the things that make us human. We transform, grow and stretch—we become—and we hide the traces of who we were. Desperate to be clean, we compartmentalize the worst and call ourselves civilized.

Clarice, still clinging to the one idea that she ever had (not, I would add, unlike Joe Adama from earlier in the season), chases after Zoe for all the wrong reasons. What Clarice doesn’t know—and will probably never understand—is that Zoe has already become a face of God. (The avatar has allowed her to achieve eternal life, but this is, as we know, not the same thing.)

Ultimately, the universe of Battlestar Galactica and Caprica has only ever really taught us one thing with respect to salvation:  God is love. The rub, however, is that we must learn to love as God loves:  without question and without discrimination; we must learn to love all of ourselves, which is, after all, the greatest love of all.


Fire/Water

So far gone, there was no way out; she exploded in a burst of light, once again becoming beautiful.

As difficult as it is to watch someone die, it is, for me, always more painful to witness the depiction of suffering; growing out of an undergraduate career steeped in a study of Biological Science, I regularly ate while watching surgeries (don’t judge me) but never really learned to stomach pain. Now, as a graduate student, Horror has taught me to distance myself in order to study what I see on screen, at times necessitating a psychological barrier to keep from experiencing shock. Although I am certainly capable of comprehending the notion of anguish, recognizing the deleterious nature of chronic pain, it has taken an enormous amount of effort to actually empathize with the feeling. Looking at the picture of Gina above, I cannot help but but be overwhelmed with sadness–and this, I realize, is a good thing.

There has been much talk lately about the rash of suicides in America among gay teens–and suicide, for anyone who knows me, is a subject that strikes me at the core. Every life we lose is not just a travesty, but a failure that reflects back on us:  we, as a community, have failed our young people in some way for we have not helped them to develop coping skills and have not successfully addressed some of the core issues at play. We are, in some small way, all culpable for these deaths and although we are racing to change things, every life lost is one too many.

As I sat at my desk, I waded through Twitter feeds, RSS dumps, and e-mails from friends that mentioned, in various ways, suicides and their connection with Higher Education. I mulled over last week’s mention of suicide bombers in Caprica, and began to contemplate the connection between violence, religion, and media.

Our class has been exposed to a wide range of violences in media:  violence against others, violence against the self, violence against the material, and violence against the spiritual (categories iconic, perhaps, to Dante). We explored the uses of torture in 24 and Battlestar Galactica–which is where we were exposed to Gina–and began to understand the ways in which violence could be enacted. Caprica continues and extends our understanding, figuring religion in a context of violence against the self, violence against others, and violence against the natural order.

Although perhaps not surprising in a series that routinely deals with issues of technology, politics, and religion, we can understand Caprica to be a show that continues in the storied media tradition of aligining religion and violence (Stone, 1999). An important consideration in the history of these media is that religion was not juxtaposed with violence, providing a viable alternative, but instead conscripted in the service of religion; the melodramas present in television and film created a readily identifiable white hat and positioned religion as justification for a fight against some great evil, legitimizing the use of force in the process. Often, we see connections between overt displays of religion and violence (how many acts of violence have taken place in a church and who hasn’theard of The Passion of the Christ?), which makes some sense given that television and film are visual media–part of the story is the setting. While these connections are certainly valid, our class endeavors to incorporate other expressions of religion into our media studies and it is these, more subtle expressions, that I’d like to focus on.

In Caprica, we see individuals who are only too happy to pull a gun (or set a bomb) in service of their God (or, on the other end of the spectrum, attempt to wash their hands entirely). Although we can certainly read this in the context of traditional religion, I instead suggest that we look at the actions of “Retribution” in the context of a theme that I brought up last week:  what is the role of religion (and God) in the material as opposed to the spiritual? “Retribution” features a host of adults, clamoring about like so many crabs in a bucket, consumed with retribution that is anchored in the physical world. Is it our place to mete out retribution on God’s behalf? Additionally, what is the role of violence in religion and how is this depicted on screen? Is this particular use of violence anAmerican phenomenon and has its use changed as we have begun to adhere more closely to the myth of American exceptionalism in a post-9/11 world? Is violence becoming more normalized and is its incorporation into religion a product of this movement? Or, has religion, as Rene Girard suggests, always been steeped in violence (1977)?

The constant rains in “Retribution,” along with the episode’s title itself, call forth echoes of Noah’s Ark (and deluge myths in general), a story that was, among other things, focused on divine retribution. God, it seems, can be vengeful, smiting the wicked and cleansing the earth; the myth itself speaks also, however, to notions of rebirth and regeneration in the aftermath. How, then, does violence purify us in the same way as ritual? We speak of heroes who have been forged in fire (and who also have messiah complexes and represent Christ figures), and many of our modern super heroes embody transformation through violence. Likewise, we see the birth of the Sixes and the Fours (in spirit, if not in body) through Daniel and Clarice; the Cylons learned all that they know from us.

Throughout “Retribution,” we see characters seeking (and obtaining) vengeance, but certainly not justice; we  can rationalize violence all we want, but we have lost sight of the fact that the majority of our story lies in the journey, not the destination. We are looking for simple answers to complex questions and create artificial binaries (e.g., you are a believer or a non-believer, you are with us or against us, etc.) that only serve to further divide us from one another. We have begun to confuse earthly justice with that of the divine. We have failed to recognize and honor autonomy, seeing others as means to an end and not ends in and of themselves. We claim to be working for God, but are most decidedly not doing God’s work.


Life on the Screen

Life has changed since Sherry Turkle published Life on the Screen:  modern American society has not only increased its awareness of avatars (helped perhaps by James Cameron) but is also seeing the emergence of adults who have interacted with avatars for most of their lives. This shift in technology has allowed for the experimentation in, and decentralization of, culture, identity, and the self by permitting the expression of multiple selves in digital environments.

Turkle depicts various stories of experimentation with gender identity throughout the chapter, focusing on the cognitive experience of users as they don various guises. Individuals imbue these digital representations with particular attributes and meanings, which in turn allows users to assert and practice acts of identity. The relative freedom of online environments permits users to work through various behavioral and emotional scripts while maintaining a sense of security—individuals instinctually that they can simply quit if things become uncomfortable.

In addition, the ability of users to develop multiple avatars presents some interesting opportunities as individuals can compartmentalize identity into discrete units (e.g., one avatar is aggressive, another excels at martial arts, and a third simply lurks). These expressions of identity may represent salient qualities of users but might equally result from aspirational thinking.

As Americans, we are still struggling to reconcile these manifestations of ourselves into a united whole; our Facebook presence clashes with our work lives and Twitter confounds the development of intimacy. Working with high school juniors and seniors, I see some of these identity crises as students transition to college, but I also recognize representations of our fight through popular culture. Shows like Battlestar Galactica[1] and True Blood[2] reflect the complicated and nuanced layers of identity that we negotiate on a daily basis.


[1] The show asks audiences to consider how humans have to forge a new identity for themselves in the aftermath of a terrorist attack (and attempted genocide), how particular characters have to renegotiate their positions in society due to changes in their surroundings, or how the Cylons see individuality emerge out of a collectivist society.

[2] Characters negotiate their ideas of who they are in light of stereotypes (i.e., “This is who you say I am”), religion (i.e., “This is not all that I am”), and stigma (i.e., “Are you now or have you ever been?”)


Diffusion of Innovation

In Diffusion of Innovation, Everett Rogers discusses the concept of “diffusion” as a subset of communication in order to highlight how communities acquire knowledge. Rogers’s opening chapter provides the reader with anecdotes to illustrate various strategies for this process, simultaneously providing a vivid reference point for readers while hinting at the complex array of factors that can affect the spread of ideas.

Undoubtedly building upon foundational theory created by Rogers, figures such as Richard Dawkins and Malcolm Gladwell have ruminated on the spread of messages. Using the preexisting schema of Evolutionary Biology, Dawkins likened information to genes (in the process, creating the term “memes”) in order to describe his theories regarding transmission and replication. Dawkins essentially argued that the fittest (in an evolutionary sense) ideas would go on to propagate in society, mirroring the activity of organisms. Gladwell, on the other hand, has incorporated Rogers’s model of adopters into his book The Tipping Point, describing the stages of diffusion in terms of people. Although Gladwell also goes on to describe individuals’ roles as agents of change, he continues to work under the philosophical framework provided by Rogers.

Daniel Czitrom’s Media and the American Mind addresses communication in a different manner, referencing media theorist Marshall McLuhan in its subtitle. McLuhan famously introduced the notion that “the medium is the message,” referring to the concept that the mode of communication has an inextricable relation to the content being provided. Although first coined in the 1960s, McLuhan’s thinking can still be applied to modern culture struggles to integrate the increased number of available media channels (e.g., traditional broadcast, podcasts, blogs and vlogs, etc.) afforded by advances in technology. Additionally, transmedia presentations of content (e.g., webisodes for Battlestar Galactica and Heroes or the narrative of The Matrix) challenge viewers and producers to reconsider established notions of media’s impact.