“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.”
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.
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.” 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?”
 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.
Although I admittedly worked backward from The Matrix, slowly discovering Blade Runner and Snow Crash as I delved deeper into Science Fiction. In retrospect, I realize that the genre of Science Fiction is much broader than the theme of cyberpunk, but, as a child growing up in the 90s, the mainstream Science Fiction that I encountered seemed to belong to this subgenre. I suspect that I, like many others, was drawn in by the aesthetic more than the content per se (I was not heavily into technobabble much less willing to identify in any way as a computer geek), but I also wonder if the genre spoke to me on another level as well.
Going back over the works now, I find myself struck by the concept of embodiment present throughout much of the fiction. Incorporating the creation of computer technologies like the Internet and virtual reality into their work, many authors seemed to speculate on the eventual cultural impacts on the traditional mind/body duality as technological societies progressed into the future (e.g., Don Riggs’ “disembodied” and “trans-embodied”). Looking over the works of cyberpunk, there seem to be many interesting thought experiments regarding the nature of the body, what constituted it, and how our brain worked with/against our bodies. The question that I am left with is: What happened to all of that discussion?
Although I have not done an extensive study of modern Science Fiction, it seems like much of the issue appears to be settled. In recent memory, Surrogates comes to mind as an example of body swapping (albeit between live and mechanical bodies) but doesn’t seem to explore the impact of bodies’ interactions with the world around them and how this sensation also serves to constitute the construction of the body (i.e., the body is not merely bounded by skin). The logic of the movie seems to indicate that one can readily swap bodies (with a slight sense of disorientation as one moves from one body to the next) but never really addresses the issue that it is entirely possible that these bodies exist in two slightly different worlds because they react to their environments in different ways.
I struggle with this because I wonder if we have, in a way, given up on our bodies as things that are fallible and subject to decay. We feel betrayed by our bodies when auto-immune diseases manifest and are all too aware that our bodies will wither with age (if we don’t get cancer first). For me, the major impulse in Cyberpunk seemed to be a desire to figure out a way to upload one’s mind to a distributed network, becoming one with the machine in consciousness, if not in body. And yet, in recent years, the focus seems to have swung toward the other end of the continuum (if one can indeed place such things on a linear scale) as we seek to incorporate increasingly advanced biomechanical parts in our bodies. Despite the flourishing of artificial limbs and synthetic organs, we seem to have ceased discussion on what this means for how we conceptualize and define a body. Perhaps the quiet has resulted from our culture coming to a conclusion about how the body is constituted? I think, however, that we have, in a fashion, forgotten about our bodies and how they are not merely containers for our brains. Rather, they are part of a system, with our minds accruing knowledge by virtue of experiencing things through the filter of our body as our bodies, in turn, provide a way for our minds to interact with the physical world around us.
“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.” 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 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, 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 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.
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.
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. 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, 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. 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) 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.
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
 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.
 By American cable television standards, with the unrated and extended pilot featuring some nudity.
 Much less Science Fiction as a genre!
 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.
 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.
 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.
 In addition, of course, is the data that is collected about us involuntarily or without our express consent.
 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.
 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.
 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.
This week, our class continued to explore ideas of gender in the world of Caprica. Focusing primarily on the women, students began to contemplate the ways in which sexuality and gender intersect. Although I study this particular overlap extensively in respect to Horror, our class evidenced some interesting ideas in this arena and I will leave it to them to carry on the discussion.
Before proceeding, I should take a quick second to differentiate the terms “sex” and “gender”: I use “sex” in reference to a biological classification while I see “gender” as socially constructed. Although patriarchal/heteronormative stances have traditionally aligned the two concepts, positioning them along a static binary, scholarship in fields such as Gender Studies and Sociology has effectively demonstrated that the interaction between sex and gender is much more fluid and dynamic (Rowley, 2007). For example, in our current culture, we have metrosexuals coexisting alongside retrosexuals and movements to redefine female beauty (the Dove “Real Beauty” ads were mentioned in class and their relative merits–or lack thereof—deserve a much deeper treatment than I can provide here).
Although a number of students in our class focused on the sexuality ofAmanda Graystone, Diane Winston poignantly noted that the character of Amanda also invoked the complex web of associations between motherhood, women, and gender. Motherhood, I would argue, plays an important part in the definition of female identity in America; our construction of the “female” continually assigns meaning to women’s lives based on their status as, or desire to be, mothers. (Again, drawing upon my history with gender and violence, I suggest that we can partially understand the pervasive nature of this concept by considering how society variously views murderers, female murderers, and mothers who murder their children.) In line with this idea, we see that almost every female featured in the episode was directly connected to motherhood in some fashion (with Evelyn perhaps being the weakest manifestation, although we know that she has just started down the path that will lead her into becoming the mother of young Willie).
Amanda, the easiest depiction to deconstruct, voices a struggle of modern career women as she feels the pressure to “have it all.” Although Amanda tells Mar-Beth that she suffered from Post-Partum Depression, and explains her general inability to connect with her daughter as a newborn (the ramifications of which we have already seen played out over the course of the series thus far), she later informs Agent Durham that she circumvented Mar-Beth’s suspicions by lying (we assume that she was referring to the aforementioned interaction, but this is not specified). For me, this moment was significant in that it made Amanda instantly more relatable—something that I have struggled with for a while now—as a woman who may have, in fact, tried desperately to connect with her daughter but simply could not.
Both Daniel and Amanda, it seems, had trouble fully understanding their daughter Zoe. While Amanda’s struggles play out on an emotional level, Daniel labors to decipher the secret behind Zoe’s resurrection program (a term charged with religious significance and also resonance within the world ofBattlestar Galactica). Here we see a parallel to the female notion of motherhood–Daniel, in his own way, is giving birth to a new life (he hopes). Yet, as the title alludes to, Daniel experiences a false labor: his baby is not quite ready to be let loose in the world. Moreover, like his wife, Daniel attempts to force something that should occur naturally, resulting in a less-than-desired outcome.
For Daniel, this product is a virtual Amanda, who was discussed by some of our class as they pointed out stark differences in sexuality and sexualization. Although the contrast between the real and virtual versions of Amanda holds mild interest, the larger question becomes one of the intrinsic value of “realness.” Despite Daniel’s best attempts, he continues to berate the virtual Amanda for not being real, much to her dismay as she, through no fault of her own, cannot understand that she is fundamentally broken. Although not necessarily appropriate for this course, we can think about the issues raised by virtual reality, identities, and reputations along with our constant drive for “authenticity” in a world forever affected by mediated representations. Popular culture has depicted dystopian scenarios like The Matrix that argue against our infatuation with the veneer—underneath a shiny exterior, some would argue, we are rotting. Images, according to critics like Daniel Boorstin and Walter Benjamin, leave something to be desired.
Sub-par copies also appear in Graystone Industries’ newest advertisement for “Grace,” the commercial deployment of Daniel’s efforts, along with a contestation over image. Daniel quibbles about his virtual image (which is admittedly similar to the one that Joe Adama saw the first time that he entered V world) but doesn’t balk at selling the bigger lie of reunification. (Exploring this, I think, tells us a lot about Daniel and his perception of the world.)
On one level, what Daniel offers is a sort of profane/perverted Grace that is situated firmly in the realm of the material; although it addresses notions of the afterlife and death, it attempts to exert control over them through science. Drawing again from my background in Horror and Science Fiction, we can see that while Daniel’s promise is appealing, we can come back “wrong” (Buffy) or degrade as we continue to be recycled (Aeon Flux). Media warnings aside, I would argue that the allure of Daniel’s Grace is the promise of eternal life but would ultimately be undermined by the program’s fulfillment. In a similar fashion, religion, I think, holds meaning for us because it offers a glimpse of the world beyond but does not force us to contemplate what it would actually be like to live forever without any hope of escaping the mundanity of our lives (Horror, on the other hand, firmly places us in the void of infinity and explores what happens to us once we’ve crossed over to the other side).
Perhaps more importantly, however, the reunited parties in the commercial for Grace reconstitute a family: after panning over a torch bearing two triangles (which, if we ascribe to Dan Brown’s symbology lessons, could represent male/female), we see a husband returned to his wife and children. Needless to say, the similarities between the situation portrayed and Daniel’s own are obvious. On one level, the commercial has a certain poignancy when juxtaposed with Daniel’s low-grade avatar but also subtly reinforces the deeper narrative thread of the family within the episode.
Picking up on a different representation of the family, classmates also wrote about the contrasting depictions of motherhood as embodied in Mar-Beth andClarice. Although some students focused on the connections between genderroles and parenting, others commented on the divergent views of Mar-Beth and Clarice concerning God and family. One student even mentioned parallels between Clarice and Abraham in order to explore the relationship between the self, the family, and God. Culminating in a post that considers the role of mothers and females in the structure of the family, this succession of blog entries examines family dynamics from the interpersonal level to the metaphysical.
Although we each inevitably respond to different things in these episodes, I believe that there is much to gain by looking at “False Birth” through the lens of the family. For example, what if we look back at a relatively minor (if creepy) scene where Ruth effectively tells Evelyn to sleep with her son? Much like Clarice (and arguably Mar-Beth) is/are the matriarchs of their house, Ruth rules over the Adamas. Since we are exploring gender, let’s contrast these examples with that of the Guatrau, who holds sway over a different type of family—how does Clarice compare with Ruth? Ruth with the Guatrau? How does the organizational structure of the family in each case work with (or against) religion? We often talk about the ability of religion (organized or lived) to provide meaning, to tell us who/what we are, and to develop community—and yet these are also functions of family.
Hinted at by the inclusion of Atreus, whose story is firmly situated in family in a fashion that would give any modern soap opera a run for its money, we begin to see a pattern as the writers continually reinforce the connections between family and the divine. The short version of this saga is that Atreus’ grandfather cooked and served his son Pelops as a test to the gods (and you thought Clarice was ruthless) and incurs wrath and a curse. After Pelops causes the death of his father-in-law, Atreus and his brother Thyestes murder their step-brother and are banished. In their new home, Atreus becomes king and Thyestes wrests the throne away from Atreus (after previously starting an affair with his wife). In revenge Atreus kills and cooks Thyestes’ son (and taunts him with parts of the body!) and Thyestes eventually has sex with his daughter (Pelopia) in order to produce a son (Aegisthus) who is fated to kill Atreus. Before Atreus dies, however, he fathers Agamemnon and Menelaus, two brothers with their own sordid history that includes marrying sisters (one of whom is the famous Helen). As most of you know, the Trojan war then ensues and Agamemnon sacrifices his daughter Iphigenia; although Iphigenia is happy to die for the war, her mother, Clytemnestra, holds a grudge and sleeps with Aegisthus (remember him?) and eventually kills Agamemnon out of anger. The son of Clytemnestra and Agamemnon, Orestes, kills his mother in order to avenge his father and, in so doing, becomes one of the first tragic heroes who has to choose between two evils. If we want to take this a step further, we can also examine the resonance between Orestes and Mal from Firefly, to bring it back full circle.
The name of Mar-Beth may be an allusion to MacBeth (although it is entirely possible that I am reading too much into this), which is also a story about power, kings, and family. Although I am most familiar with Lady MacBeth and her OCD (obsessed with her guilt, she is compelled to wash invisible blood off of her hands), I would also suggest that Lady MacBeth overlaps with Clarice and the relationship between the MacBeths is similar to that of the Clarice and her husbands.
As much as our class does not focus on institutional religion, a background in the Christian concept of Grace provides some interesting insight into Daniel’s project. Although I am not an expert in the subject—I very much defer to Diane—I think that we could make a strong argument for the role of Grace in Christianity and its links to salvation as thematic elements in “False Labor.” Building off of my reaction post, we might think about the role that Grace plays in Daniel’s life and how Joe’s words to Daniel on the landing of the Graystone building speak to exactly this concept.
There seems to be an interesting distinction developing between notions of the earth/soil and the air/sky. The Taurons/Halatha, as we have seen before and continue to see in this episode, evidence a strong spiritual connection with the soil (and are also called “Dirteaters”) as Sam utters a prayer before he is about to be executed. We also see the Halatha grumble when the figure of Phaulkon on a television screen, whose name can be associated with flying and the sky. Moreover, in their ways, Daniel and Joe embody this duality as they both show concern for their families but attempt to resolve their issues in different ways–Joe, as is his want, concentrates on the material while Daniel looks toward the intangible.
Lawrence Lessig’s words continue to haunt me. An avid fan of The Matrix, Lessig’s thoughts on the manipulation of code caused me to flash back to a particular moment near the end of the movie. For the majority of the film, Neo, the protagonist, has progressed in his training but is constrained by the fact that the Matrix is based on rules that can be bent, but seldom broken. However, after a resurrection—conferred by true love’s kiss!—Neo performs a physically impossible feat demonstrating a newfound mastery over his world. Fittingly, our first look at the world through Neo’s eyes after this event displays the virtual environment as code; to Neo, the world is nothing more than a string of symbols. One might argue that Neo’s rebirth has enabled him to see things as they really are (a sort of ultimate payoff of the red pill) and it is his understanding of the Matrix’s governing processes that affords him his powers. For a particular generation, The Matrix provides a highly visible example of Lessig’s position that code dictates law. Neo’s epiphany, visually laid out for audiences, allows observers to grasp Lessig’s theories—even if they might not be able to articulate what they have witnessed.
The implications of code have not change since the movie’s release. No longer the stuff of science fiction, code is affecting our real lives through seemingly mundane conduits like traffic signal regulation and the (perhaps) more surprising selling of online real estate; I still remember being fascinated by news of code from Ultima Online being auctioned in a live marketplace—here were parties that were willing to trade resources for (arguably useless) bits!
Currently, we continue to grapple with the navigation of these virtual spaces, made difficult by the notion that many do not understand the rules that govern our spaces. Augmented reality will further complicate this process as additional layers of code are overlaid upon our physical reality; wearable computing might change the ways that we deal with access, permission, and restrictions as we attempt to balance code and natural laws.
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.
I began walking toward my car anxious to escape the cool air and the crowds. Turning to Kim, I asked, “So, we almost joined a cult, right?”
This was, to be sure, not where I had ever pictured myself on a Sunday morning.
Scott had been trying to get me to attend a spiritual movement called Agape for about a year or so and I finally caved with the stipulation that Kim came along. Perhaps it was my skepticism, or perhaps it was my nature, but I began to question my surroundings as words rained down around me. I didn’t go in with the mindset that I wanted to disprove or discredit anything, but I did want to figure out if this made sense for me.
A part of that morning’s discussion focused on the “Big I” (a representation of the true self) and the “Little I” as an amalgamation of external influences. The “Little I” is the summation of being told what we should think instead of thinking for ourselves. I didn’t disagree with the duality, but I did struggle with the concept that the two selves were mutually exclusive.
In my mind, gender is one of the arguments against the distinctiveness between the “Big I” and “Little I.” The conception of male and female is integral to our fundamental nature but is also something that we learn. (I should take a moment to differentiate gender as a societal creation reacting to the biological sex of a person and not the actual physical sex of a person.) I understand the tendency to confuse the two types of “I”—the difficulty arises when we are unable to see the influences that these exterior constructions have on us. In a sense, we are like the Bluepills in “The Matrix”: it is impossible to see the fabricated world around us until we step outside of it.
Traditional gender roles and heterosexuality are no exception to this idea as they represent, for many people, the “normal” way of thinking and are, as such, frequently invisible. The notion of heterosexuality is pervasive and ideas of gender are constructed in the schema of heterosexuality. Others’ normative heterosexual perceptions continually affect who we think we are, and our identity is often built in reaction to the world around us, for we do not develop in a void. Yet, heterosexuality also depends on our ability to create, identify, and define gender—how can you conceptualize “straight” without first defining “man” and “woman”? Our general inability to escape heterosexual standards (not necessarily a bad thing) means that our sense of self is continually tied to gender and, thusly, our “Little I.”
Although we may not have always consciously debated the issue, we have been continually exposed to the constructed nature of the self. Take Superman, Anya from Buffy, or Cylons—these figures in popular culture mirror the process of learning to become human (and/or people!) and all of their processes necessitated a struggle with what it meant to be male or female in a society. The archetypes of gender that these outsiders have come up with are both incredibly false but undeniably true.
Even if the “Little I” were always bad, some followers of Kant would argue that there is nothing wrong in maintaining one’s inclusion in an ultimately detrimental system if one had made an informed choice to participate. So, rather than eschew the “Little I,” we should strive to understand how we assemble our self-images. The real danger lies in those times when we only define ourselves by external criteria or our “Little I.” Although I might disagree with Agape’s execution, I do believe that it is cautioning us against this perilous tendency, telling its followers, like every other religion, that “this is not all that we are.”