"Think
about it. What did you really see?
It's all special effects . . . like in the movies."
Christine to Nicholas Van Orton, The Game
Computerized special effects are becoming the
norm in contemporary Hollywood cinema. These effects are most
notable when most spectacular, for example, the running Gallimimus
dinosaurs in Jurassic Park, the anthropomorphic expressions
on ants, caterpillars, and roaches in Antz, the menacing
shadows over Washington D.C. in Independence Day, and the
insertion of Jabba the Hutt in the 1997 rerelease of Star Wars.
Computer graphic images (CGIs) are also used for more mundane
purposes such as generating crowds in Forest Gump, eliminating
wires supporting stunt actors in Cliffhanger or a flying
Robin Williams in Hook, and erasing unwanted scratches,
shadows, telegraph poles, and sound booms from shots in other
myriad films. As the director, James Cameron, comments on the
subject of computerized special effects, "We're on the threshold
of a moment in cinematic history that is unparalleled." [1]
This
paper focuses on spectators' experience of immersion in technological
film spectacles associated with some of these computer generated
special effects and more generally, on the implications of immersion
as a cultural logic of consumption in various contemporary media
forms and leisure practices. My discussion draws on Peter Lunenfeld's
argument for a "digital dialectic" in media theory,
one that acknowledges the hybrid character of new media forms
and that takes account of technological as well as cultural
issues. Lunenfeld's suggestive characterization of the operating
paradigm of virtual reality as one of "immersion in (synthetic)
experience," in particular, is the starting point for this
paper. [2]
Computer
graphic images (CGIs) in films are the most direct inheritors
of Lunenfeld's sense of the hybrid and paradoxical status of
virtual reality as effecting a real but synthetic experience.
For a number of media theorists including Lev Malovich and Stephen
Prince, hybridity is a constitutive feature of computer generated
film images, which are photographically realistic but unlike
photographs, are not connected in a causal or existential way
to their original object. This debate acknowledges the indexical
character of the photographic sign, which bears the physical
trace of its referent through a causal relationship such as
the wind in the case of a weathervane or a person in the case
of a fingerprint. Photographs are indexical signs in the sense
that the film stock with its light sensitive emulsion coating
registers the presence of real objects or people who
were once literally in the scene and who blocked sections of
light going into the camera lens thereby producing negative
images that are later developed into positive images. Digital
computer images, by contrast, are symbolic signs whose relationship
to their referents is conventional not causal involving the
numerical language of a binary code based on the symbols or
digits of 0 and 1. Computer images as a digital medium, moreover,
also involve a numerical translation or conversion of information
stored as "formal relationships in abstract structures"
as opposed to the analogue medium of photography,
which involves a transcription of information from one physical
arrangement of material to another analogous arrangement. [3]
The resulting conceptual dilemma for computer film images is,
as Malovich comments, that they have "perfect photographic
credibility, although . . .[they were] never actually filmed."
Prince similarly identifies a paradox in such images which are
"referentially unreal" but "perceptually realistic."
[4]
Immersion
As a Spectatorial Logic
While
immersion in the synthetic reality of computer graphic images
in films carries the precise implication of a curious--or hybrid--ontology,
an issue to which I will return later in the paper, immersion
in a synthetic real also characterizes spectator/consumers'
relationships to simulated experiences generally. The "'sense
of immersion'" resulting from the "'tight linkage
between visual, kinesthetic and auditory modalities" [5]
in virtual reality discussed by Brenda Laurel extends beyond
virtual reality as well as computer graphic images to include
a wide range of cultural technologies such as computer games,
motion simulator theme park rides, and "movie ride"
films, which are films containing scenes approximating the experience
of theme park rides.
Immersion
is also often a trope for contemporary spectatorship per se
and for the logic of consumption in a world in which everyday
life is mediated through computers. In 1995, the cover of a
special issue of Time magazine entitled "Welcome to Cyberspace"
featured a receding image of several blue circuit boards cut
open like picture frames. On the left hand side of each of the
frames, the repeated words "Enter here" enjoin the
viewer to "enter" the images, whose rectangular shapes
produce a vanishing point marked by a bright white circular
image. This planetary image coupled with white dots like distant
stars against the blue background of the boards invests immersion
with the sense of infinity in the association of cyberspace
with outer space. More recently, in channel identification spots
for Fox Kid's TV and CBS's Kidshow, children's
relationship to television is represented as one of being immersed
in animated scenes. In television ads such as one for Intel
pentium processors, viewers are positioned in a way that mimics
movement into the shot through a tunnel of blue spirals and
rectangles until the slogan "inside pentium processor"
is reached. On The Tonight Show, which aired on September
30, 1999 on NBC, Jay Leno took a trip inside his computer. While
sitting in front of his home computer he was sucked into the
screen, transformed into an animated caricature of himself,
and then downloaded by Richard Simmons who was sitting in front
of his computer. Erkki Huhtamo is right to argue that immersion
has become a "cultural topos." [6]
Immersion
characterizes a particular kind of investment in computer technologies,
one mode of contemporary film spectating, and a general tendency
in mass cultural consumption. To be sure, there are important
differences between immersive experiences, which include varying
degrees of sensory intensity and varying levels of imbrication
of real spaces with virtual spaces. Contemporary film spectating,
for example, involves neither the actual effects of motion on
a physical body in theme park rides nor the physical interactivity
of the user's body in virtual reality, [7]
and while the use of head-mounted displays in virtual reality
attempts to elide the distinction between
real space and virtual space, film viewing retains a sense of
the real place of spectating in a seat in a cinema theater or
on a sofa in a domestic setting. Mainstream contemporary films,
moreover, do not involve an interactive and literal intervention
in the development of the story line, which is the case in various
projects associated with the Movies of he
Future research project at the Media Laboratory at MIT. [8]
While the increasing popularity of the new trend of reinvigorated
3-D films may change the implication of immersion as a dominant
practice in years to come through a more intense perceptual
transformation of the spectator's literal position, [9]
the dominant immersion-effect in mainstream film now works through
an imaginary emplacement of the spectator in the world of the
film achieved through textual strategies such as the placement
of the camera in the physical position of a character (a point
of view shot) or his or her placement in the spot where a character
might be as well as special effects zoom shots created with
the use of an optical printer and/or involving computer graphic
images suggesting movement inward into the image.
While there are specific ways to characterize immersion as it
is associated with different cultural practices, the general
presence of immersion across disparate practices supports an
argument made by Henry Jenkins at the "Media-in-Transition"
conference held at MIT in October 1999 that new technologies
require models of cultural consumption that take account of
a convergence of media forms as distinct from earlier models
that foregrounded the specificity of particular mediums. Both
Jenkins and Malovich see this convergence or hybridity as a
shift away from a modernist aesthetic which is concerned with
the specificity of a particular medium, an approach that was
important in establishing film as an object in contemporary
semiotic and psychoanalytic film theories. The hybrid nature
of digital films images, the borrowing of technologies across
different media, and an increasing intertextuality between films,
films on video, video games, and computer games based on films
support the notion of convergence as a dominant media strategy.
The
"movie ride" film is the most literal film example
of immersive strategies and is also the most explicit example
of a convergence between films and theme parks rides in which
rides borrow not only film themes, images, and characters but
also draw on special effects technologies developed for films
and employ personnel working on those effects. [10]
As Variety notes, in the "movie ride" film
"imperatives of pure sensation" leave "audiences
stagger[ing] back into daylight like passengers unsteadily exiting
Coney Island's famous Cyclone." [11]
While a version of this kind of film can be traced back to early
cinema when cameras were mounted on the fronts of railroad engines,
Star Wars (Lucas, 1977) is often cited as the originating
moment of the movie-ride film, especially the penultimate scene
in which Luke Skywalker navigates his aircraft through a narrow
trench in the Empire's battle station of Death Star before blowing
it up. [12] This is a scene to which Independence
Day pays homage and which is endlessly mimicked in children's
television programs and advertisements. Jurassic Park
also contains a number of movie ride scenes including the initial
T rex attack on a barely escaping jeep containing Ellie Sattler,
Ian Malcolm, and Robert Muldoon in which shots of the dinosaur
in the jeep's rear view mirror also bear the warning "objects
may be closer than you think" producing an ironic and self-referential
nod to the spectator; the stampede of Gallimimus dinosaurs in
which Alan Grant, Lex and Tim find themselves in the middle
of a group of these dinosaurs who are running away from a T
rex; and Lex's near fall into the gaping mouth of a Velociraptor
at the end of the film. In these examples, spectators are offered
a place in the fictional world of the film through various textual
strategies that produce a kinesthetic effect similar to the
visceral sense of an amusement park ride.
An imaginary
immersion in the movie-ride film is, in effect, the plot of
The Game, a psychological thriller which involves an
elision between real life and a fantasy experience tailored
to the psychological profiles of client/participants. Physical
thrill is imbricated in psychic rehearsal for the main character,
Nicholas Van Orton, who replays his father's suicide, which
took place on the father's 48th birthday, by seeming to commit
suicide himself. In the film's penultimate thrill, Van Orton
jumps from the top of a skyscraper through a glass roof only
to find that he has unwittingly participated in a special effect
in his game, replete with an inflated cushion to soften his
fall. He is still alive after the fall, and this last move in
this game enables Van Orton to make a spectacular entry into
his own 48th birthday party reversing the fate of his father.
In this scene and throughout the film, the spectator's knowledge
is restricted to that of Van Orton, who can't see what is coming
next. This narrational strategy effects surprises for the spectator
like those the main character experiences, and in both cases,
restricted knowledge is produced by the fact that the marks
of the game are erased.
Van
Orton's ride is also the spectator's ride through the literal
conflation of his point of view with the spectator's view in
a movie ride scene in which Van Orton, who is a passenger in
an out of control taxi, careens down a hill and plunges into
the San Francisco Bay. The opening section of the credit sequence
in the film economically captures the logic of immersion that
characterizes the spectator's relationship to the film generally.
In this opening section, a series of infinitely receding puzzle
pieces break apart and come out toward the spectator while (what
appears to be) a digital zoom pulls the spectator's look further
into the space of the shot. This assaultive strategy is emphasized
by the sound of breaking glass, and the spectator's restricted
knowledge throughout the film is matched by the blankness of
the puzzle pieces as they tumble outward toward the spectator.
[13]
While The
Game links film immersion with a psychological theme park
ride blurring the distinction between everyday life and simulated
reality, Hackers (Softley, 1995) ties the movie-ride
film to the experience of being a computer hacker. Joey, one
of the students in a Manhattan high school, tries to demonstrate
his proficiency by hacking a Gibson in order to gain entry into
the "Elites," a group of hackers at his school. Joey's
success in hacking a computer at Ellinson Mineral Corporation
from the computer in his bedroom is represented through a series
of optical and digital zoom shots that propel the spectator
into the computer, along a Manhattan city street, past surveillance
cameras in a lobby, down a hallway, past a control panel in
the lobby of Ellinson Mineral Corporation, and into the mainframe
Joey was able to invade. Shots inside the mainframe literalize
the logic of simulation as an elision of physical reality and
virtual worlds by representing computer hardware as a cityscape.
While this
scene reproduces the logic of immersion in a synthetic real
for the spectator, the film also represents the enthusiastic
relationship between hacker and computer as immersive. Despite
the fact that Joey gets a shock when he kisses Lucy, his computer,
suggesting the inappropriateness of treating the computer as
if it were a real person, a subsequent shot in which a phantasmagoria
of algorithms is superimposed on Joey's face as he looks into
the computer literalizes his own immersed investment. In Hackers,
moreover, immersion stands in for spectating
generally. In a subsequent scene toward the end of this sequence,
a character named The Plague, who is the Ellinson Corporation's
computer expert (and also a conspirator in a scam to defraud
the corporation of large sums of money) and a co-worker sit
in front of a large screen image of the company mainframe which
resembles a cityscape as they prepare to trace the hacker. These
shots are followed by ones inside the mainframe as the camera
careens up and down rectangular shapes that look like skyscrapers
and moves along horizontal paths that look like streets. In
this scene, immersion in the technological spectacle of the
virtual world of computers is a trope for spectatorship generally.
[14]
The Cultural Logic of Immersion
Why is the
phenomenon of immersion interesting? What does it say about
contemporary culture? Beyond the anodyne argument that assessing
the cultural significance of immersion involves broader theoretical
assumptions about culture, it is important, from the perspective
of this study, to foreground one problematic assumption that
often figures as an unquestioned logic in discussions of the
significance of computer technologies. Technological determinism
presumes an inherent and inevitable logic by assuming that the
uses of technologies are a consequence of their physical characteristics
and that technologies evolve in a teleological manner toward
the fulfillment of an essential nature. By contrast, the assumption
in this paper is that the meanings of technologies are produced
through cultural practices whose social significance and political
consequences are negotiated in public debates. Another way of
saying this is that technologies are embedded in a range of
discourses and the meanings of technologies are largely produced
by those discourses.
It matters,
too, how the consumers of technologies are put into discourse.
In the case of immersion, for example, the consumer of immersive
cultural practices enters into public debates about the status
of interactivity in VR and about the nonlinear and associative
pattern of information retrieval associated with hypertext and
with the internet. Two key issues characterize the terms of
this debate. On one hand, a user's ability to shape experience
in VR or his/her access to a vastly expanded base of information
on the internet is viewed as having a democratizing potential.
On the other hand, the interactivity associated with such practices
is characterized as a disguised form of hegemony in which choices
that appear to be freely made are already circumscribed in ideological
and political ways. While a utopianism associated with the former
position is problematic for underestimating the relations of
power that invest computer practices, a determinism associated
with the later position underestimates the capacity of individuals
to use information for their own purposes. Both are insufficient
positions, and they obscure more strategic functions for criticism
that would avoid both boosterism, on the one hand, and doomism,
on the other hand.
Simulation
in the Public Sphere
Before I
pursue one such strategic line of argument that hopefully eschews
both pitfalls, I would like to problematize another key way
that the spectator/consumer of immersive strategies enters into
public discourse, namely, through the back door of a debate
about the meaning of simulated forms of leisure and knowledge.
Urban theorists and architecture critics focus on the negative
implications of contemporary mass cultural consumption, especially
simulated environments throughout the social fabric epitomized
by the theme park. These places are viewed as symptomatic of
a decline in the quality of public life. More precisely, the
issue of consumers' investments in simulation is linked to a
de facto and problematic view of immersion as a lack of critical
distance, an approach that misconstrues the proximity involved
in immersion with the impossibility of critical self-reflection.
In
The Unreal America: Architecture and Illusion, Louise
Huxtable, former architecture critic for The New York Times,
assesses the phenomenon of themed environments in which real
places are reproduced as simulated versions of themselves, for
example, in the reproduction of the original Las Vegas strip,
Fremont Street, and in "New York, New York," a hotel
and casino complex comprised of a pastiche of famous New York
buildings. For Huxtable, "surrogate experience and synthetic
settings have become the preferred American way of life."
[15] As a consequence, there is a loss of
the connoisseurship of original works of art and an erosion
of authentic experience. In this argument, the popularity of
simulated spaces involves a diminished capacity for critical
judgement and a lack of concern to distinguish between simulated
and real spaces. An example cited by Huxtable is the equal popularity
of the imposing Alamo building made for a film and the smaller
and less impressive original Alamo building nearby. To counteract
this predisposition toward simulation, Huxtable suggests a return
to former cultural logics in which the hierarchy between the
original and the reproduction is maintained. She argues, furthermore,
that high culture institutions should return to their traditional
role as "defenders and keepers of authenticity"
in contrast to the masses and to misguided academics who prefer
simulation. By contrast, for Walter Benjamin writing in the
1930s, the technologies of mechanical reproduction such as photography,
the phonograph, and cinema embraced by the masses and producing
proximity by "enabl[ing] the original to meet the beholder
halfway" have a positive effect of shattering the authenticity
of the original work of art based on its unique existence (that
is, in Benjamin's well known formulation, "that which withers
in the age of mechanical reproduction is the aura of the work
of art"). [16] While I am not suggesting
that Benjamin's analysis of the implications of proximity is
appropriate for technologies of simulation and immersion seventy
years later, his essay, which invokes similar terms to those
used by Huxtable, is a de facto critique of Huxtable's presumption
that the project of cultural critique is necessarily a defense
of the aura of original works of art and of critical distance
as the desired mode of consumption.
The
more precise question of the logic of spatial relations in simulated
environments is taken up by Edward Soja and by Michael Sorkin
in their essays in Variations on a Theme Park. For Soja,
the problem with various simulations in the public spaces of
the contemporary exopolis--or city without a center--is that
"the disappearance of the real is no longer revealingly
concealed." [17] Examples include the
University of California campus at Irvine, the city of Costa
Mesa and other "scenes from Orange County," the subtitle
of his article "Inside Exopolis." The exopolis is
opposed to the metropolis, which is an image
of the city associated with modernity, and as Sorkin further
suggests, an arrangement of geography that involved a clarity
of spatial relations, one that also made social relations legible.
[18] The social purchase of such arrangements
for Sorkin lies in the connection between the spatial centeredness
of traditional cities such as agoras, piazzas and downtowns
and the capacity for public debate engendered by such physical
arrangements. Traditional spaces are contrasted to the departicularized
contemporary city with its absence of a center city or its fragmentation
associated with suburbanization involving a lack of a sense
of place epitomized in the image of theme park. For Sorkin,
such a spatial arrangement mitigates against a democratic public
realm. [19]
For these
critics, immersion associated with simulation has an unremittingly
derogatory connotation. For Huxtable, consumption should involve
proper training in matters of taste and discrimination, and
the problem with the contemporary consumer epitomized in a logic
of immersion is a lack of critical judgement. The analyses of
Huxtable, Soja, and Sorkin, moreover, assume that the spectator/consumer
is phenomenologically naive. For this consumer, the absence
of clear spatial markers between the real and the simulated
in themed places, and the lack of clarity in the spatial organization
of contemporary cities generally produce a confusion over the
nature of real experience.
Literate Consumers and the Synthetic Real
These assessments
produce a critical bind. On the one hand, high cultural modes
of distinction valorizing critical distance (Huxtable) and critical
approaches presuming a clarity with regard to social relations
in previous historical periods (Sorkin) keep cultural criticism
tied to a past moment by which the commercialism and simulation
of the present day will always be wanting. On the other hand,
it is inadequate to defend the commercialism and simulation
of cultural artifacts and practices because they are popular
as if their popularity is in itself a mark of their democratizing
potential. Another way of approaching the implications of immersion
as a cultural logic is to acknowledge something like a literacy
on the part of consumers and spectators when they participate
in immersive and simulated environments. In the case of films,
one site of literacy is the intertextual reception context that
is now part of the way films circulate more broadly in the culture.
Manovich, for example, points to a "new minigenre"
of programs and videos about how special effects are created,
namely, "'The Making of . . .' videos and books.'"
[20]
These programs
contribute to the expanding availability of information on the
production of special effects for consumers who know how simulated
environments were made. Consumer literacy can also be extended
to include the general issue of subcultural knowledges of contemporary
popular forms. For example, Jurassic Park's status as a "synthetic
reality" is enhanced by the dense network of secondary
texts that include the details of how special effects were achieved
in popular news magazines such as Newsweek and Time;
periodicals such as Cinefantastique geared to specialist
film interest groups; a television programs such as the Making
of Jurassic Park for PBS; references to the film
in talk shows and cable channels; museum displays that linked
the making of the film with educational projects; promotional
publicity directly related to the film; a best selling book
about the making of the film; access to information about the
film on the internet as well as chat rooms and subcultural interest
groups. While cinephilia in the 1960s was associated with auteur
criticism and New York literati, an important strand in contemporary
cinephilia is the amateur's interest in technical detail, and
especially the film officiandos gaze at special effects technologies.
To be sure, an increased access to such information reinforces
the specialized market niching (or segmenting of highly differentiated
market groups) that characterizes contemporary consumption in
a capitalist post-Fordist economy. But it also makes it hard
to be a naive spectator.
A
second sense of literacy relates to the question of the curious
status of the digital image on film. As I have already noted,
digital images have a different ontological status than photographic
images and a different status as signs. Another way of saying
this is that digital images do not have an obligation to reality
in the manner of a photograph. An extreme example of this difference
is the new phenomenon of "synthespians," which is
a term copyrighted by the Kleiser-Walczak Co. referring to computer
generated characters that replicate dead film and television
actors. [21] While most special effects
are apparent as special effects, that is, as spectacular images
that are the product of technical effects rather than a purported
capturing of real events, in the case of the synthespian, which
involves a moving image of a known to be dead actor, the explicit
absence of an authenticating original foregrounds the status
of the image as a technical effect.
The same
is true of the moving dinosaurs in Jurassic Park and
of the combination of 20th century people with moving dinosaurs
in many of the computer graphic images in the film. In the Gallimimus
scene in Jurassic Park, for example, Alan Grant, Lex,
and Tim are making their way back to the Visitor's Center in
the open spaces of the park when they find themselves in the
midst of a stampede of Gallimimus dinosaurs. In this scene,
film characters are conjoined in the same shots with computer
graphic images of running dinosaurs, a technical achievement
for CGIs due to solving the problem of realistically reproducing
blurred motion. Grant, in particular, looks over his shoulder
a number of times at the dinosaurs which surround him. After
Lex, Tim, and Grant leave one of these shots from the left foreground,
the camera remains in the middle foreground of the shot in the
midst of the scene with Gallimimus dinosaurs running out the
frame to the right and left of the camera position and past
the spectator's position via the camera position. This strategy
produces a de facto position of immersion for the spectator,
one that also includes a kinesthetic effect of dinosaurs hurtling
toward this position. In the case of Jurassic Park, moving images
of dinosaurs invite spectators to take up a position of immersion
in a represented real that is clearly marked as an illusion.
As I noted
earlier, theorizing the implications of a spectator's investment
in immersion presents a challenge to theories of signification.
At the same time, the literacy associated with computer images
that foreground their illusory status also presents a problem
for influential theories of spectatorship in film studies. Christian
Metz in "The Imaginary Signifier" identifies a tension
in the cinematic image involving its status as presence that
is also an absence. While the theoretical implications of this
formulation involve a Lacanian psychoanalytic understanding
of the imaginary phase, Metz also outlines
a more literal sense of this presence/absence, namely, the full
perceptual presence of the film image that employs various sensory
registers and the absent quality of the represented real implicit
in recorded image. For Metz, one experiences this paradox through
a psychoanalytic disavowal, and Metz refers to Octave Mannoni's
definition of disavowal in relation to castration and the concomitant
fetishism of the women's body because of the lack of a penis
as "'I know very well . . . .but all the same.'" [22]
In relation to the presence/absence of the cinematic signifier,
disavowal can be rephrased as I know very well that the film
image is absent but all the same, I experience it as if it were
real. The digital image in film is not precisely characterizable
by the this logic of disavowal because that logic depends in
part on the possibility that the image was once real, that is,
that the recorded image bears the trace of the real in the manner
of the indexical sign.
More generally,
in media theory the problem of the status of the digital image
often gets posed as an ontological problem: what is the nature
of the digital image? As a way of extending the notion of consumer
literacy to digital images that foreground their status as unreally
real, I would like to shift the question away from ontology
toward history: what is at stake in its logic of immersion?
Or more precisely, why does immersion as an aesthetic strategy
associated with the use of digital imagery in film and as a
trope for spectatorship and mass consumption appear in the present
historical moment?
This reformulation
of the question also points to the inadequacy of simply rehearsing
a high culture prejudice against immersion as a mass cultural
strategy. Critiques like the one by Huxtable effect a homology
between proximity as an aesthetic strategy and naivete as a
spectatorial mode. I have been suggesting, however, that digital
images foreground their status as illusion, which militates
against the presumption of "naivete" of various kinds,
whether a lack of critical judgement or the more psychologically
nuanced suspension of the linear logic of mutually exclusive
beliefs through embracing the both/and sensibility of a disavowal
that holds together contradictory beliefs.
Or
more bluntly, spatial dislocations in cultural forms are not
necessarily equatable with an inability to comprehend those
forms. To be sure immersion, especially in the movie ride sequences
in films, produces a spatial and temporal dislocation, one associated
with their kinesthetic effects. In the essay on the contemporary
exopolis discussed earlier, Soja argues that is necessary to
formulate "new postmodern modes of criticism and confrontation"
and he has consistently argued throughout his work that we need
to look to the "spatiality" of social life for the
hidden consequences of relations of power. [23]
For the purposes of this paper, one can turn Soja's critique
of simulated environment in a more useful direction by pursuing
his suggestion about the importance of space in relation to
the issue of immersion. More precisely, I will do so by locating
the dislocation of space associated with immersion effects in
relation to an argument about relations of production in the
contemporary period. This involves a different way of theorizing
consumption, especially looking to the mass cultural forms as
symptomatic of relations in the sphere of production.
Workers
Subjectivity and the Contemporary Mass Ornament
In "The
Mass Ornament," Kracauer analyzes the phenomenon of the
Tiller Girls, a synchronized dancing troupe in Berlin during
the 1920s resembling the Rockettes in Radio City Music Hall
in the United States. Kracauer is particularly interested in
the regularity of the movement of the womens' bodies, which
he likens to working on an assembly line, and especially the
standardization of bodily movements associated with the efficiency
discourses of Taylorism. In addition, the mechanical and geometric
pattern produced by the mass of dancers is symptomatic of the
abstract rationality of the capitalist economic system in which,
for example, the worth of workers in measured by the wage. For
Kracauer, the phenomenon of the Tiller Girls is a "surface
manifestation" of real underlying social conditions, and
his approach to social critique focuses
on the way this surface manifestation functions as a "sign"
of the "prevailing economic system" within which it
exists. Or more precisely, the mass form bears the marks of
the productive realm as "an aesthetic reflex of the rationality
aspired to by the prevailing economic system." [24]
Intellectuals who "dismiss" the mass ornament of the
Tiller Girls and who continue "to edify themselves at fine
arts events" are less in touch with the real conditions
of society than the masses "who so
spontaneously took to the pattern." [25]
For Kracauer, these intellectuals take the view that "whatever
amuses the masses . . . [is judged as] a diversion of the masses."
By contrast to this view, Kracauer argues that for the masses:
the aesthetic
pleasure gained from the ornamental mass movements is legitimate.
. . .The masses which are arranged in them are taken from
offices and factories. The structural principle upon which
they are modeled determines in reality as well. . . .No matter
how low one rates the value of the mass ornament, its level
of reality is still above that of artistic productions which
cultivate obsolete noble sentiments in withered forms. . .
. [26]
The
popularity of the Tiller Girls troupe is a "legitimate"
pleasure because it makes visible in the aesthetic realm the circumstances
of work life experienced by the spectating masses. In the mass
ornament, spectators recognize the conditions of their reality.
Kracauer is not arguing that the Tiller Girls is therefore a progressive
phenomenon; rather, he develops a nuanced assessment of the terms
of the investments of a mass audience linking their experience
as workers with their experience as consumers. [27]
Kracauer
assesses the meaning of mass culture in relation to broader
determinations in the economic organization of society in a
way that avoids an economistic understanding of culture in which
culture simply reproduces the relations of production and a
the same time, he refrains from a mass culture boosterism in
which cultural forms are valorized because they are popular.
His orientation toward the Tiller Girls can be used to assess
the cultural implications of immersion. To
be sure, Kracauer is writing in a very particular historical
period and about Fordism, which is the prevailing economic system
associated with mass production and mass consumption to which
Kracauer alludes. In this last part of my paper, however, I
will suggest a more contemporary homology along the lines of
Kracauer's analysis. " [28] A number
of theorists have characterized the present time as post-Fordist
or neo-Fordist. [29] In contrast to Fordism,
a term derived from Henry Ford and the moving assembly line
for making Model T cars introduced to the Dearborn, Michigan
factory in 1913, economic and industrial developments since
the early 1970s have been referred to as post-Fordism or neo-Fordism,
which designates a move in western economies toward flexible
patterns of production (flexible specialization), economies
of scope (small batch production of a wide variety of products
and retailing organized around integrated product ranges), service
and knowledge industries in which computerization figures as
a major development, and a new priority to consumption that,
as noted earlier, targets highly differentiated groups (market
niching).
More
precisely, for Eric Alliez and Michel Feher writing in Zone,
neo-Fordism involves a mode of incorporation in which workers
and capital are more intimately bound up with capitalists' interests.
Rather than asking workers to be "reasonable," which
was a Fordist strategy involving trade union wage bargaining
and the arbitration of the Keynesian nation state, workers [in
neo-Fordism] are "led to feel 'responsible' since the profitability
of the business . . .is considered to be in the interests of
both owners and wage earners alike." [30]
Various factors contribute to this change including the decline
of trade unionism. A key factor is the emergence of data processing
in which, according to Alliez and Feher, workers and machines
are like equal relays in electronic circuits of information.
Computers, moreover, contribute to a temporal and spatial decentralization
of work that involves the overflow of the workday beyond delimited
time periods and the diffusion of the workplace beyond the factory
and offices.
Unlike work
in a Fordist regime, work in the post-Fordist era fills all
time and previously non work spaces. It is bounded neither by
the factory gate with its clear spatial boundaries between factory
and home nor by the factory whistle and its sharp temporal distinction
between work and leisure.
The destabilization
of spatial relations in the films discussed above, especially
in relation to their movie ride scenes, is a trace at the level
of culture of the broader structural shifts in space and time
discussed by Alliez and Feher. The equivalence between worker
and machine is expressed in Hackers in Joey's relationship to
the Lucy, his computer. And the logic of capital as a spectacle
in the scene in Hackers in which The Plague and his co-worker
watch the spectacle of technological immersion.
More precisely,
the popularity of immersion in virtual spaces that I have been
describing is understandable as a contemporary reworking of
Kracauer's mass ornament. The prevailing contemporary economic
system involves an incorporative mode of subjectivity, one that
finds its trace in the realm of leisure as an aesthetic of immersion
in contemporary films and as the representation of immersion
as a trope for contemporary spectatorship. One way to speculate
on the meaning of technologies of immersion is that their popularity
is partly a consequence of an oblique recognition on the part
of the contemporary mass audience of the real conditions of
work associated with computer technologies as they are implicated
in post-Fordist social relations of production. Characterizing
spectator/consumer's investments in this way extends the notion
of literacy discussed earlier in the direction of broader cultural
meanings of technologies, and it suggests a particular view
of the realm of consumption as offering a refracted visibility
to consumers of the realm of production and their position as
workers. The next step in the argument and in the practices
of critical media discourses is to politicize that sense of
recognition in the direction of a critique of the underlying
shifts in these social relations. And the space for doing this
is a public debate about the implications of technologies--the
space in which the meanings of technologies are produced.
Footnotes
[1] Cameron is quoted in Paula Parisi, "The
New Hollywood Silicon Star" Wired (December 1995): 144.
Paul Karon in Variety echoes a similarly apocalyptic
view: "The digital effects revolution is the most profound change
to hit the film industry since the movie camera: it's a completely
new way of getting images onto celluloid." See Paul Karon, "H'wood
Dreads Tech Wreck: Summer Pix Stalled by F/X Costs, Glitches,"
Variety (April 6-12, 1998): On computer generated insects,
see Ellen Wolff, "Insect Armies lead Global Animation Revolution,"
Kemps (Supplement to Variety) (December 21-27, 1998):
16-17; On the effects in Independence Day, see Ron Magrid,
"The End of the World As We Know It: Traditional Models and
Miniatures Are Mixed with Digital Wizardry to Tell Independence
Day's Tale of Alien Aggression," Variety 77.7 (July 1996):
43-49 and Rex Weiner, "'ID4' F/X hit the road: Mobile 'Mother
Ship' Runs Independence Day Post-Production," Variety
(June 17-23, 1996): 48. On the remaking of Star Wars,
see Edward Rothstein, "'Star Wars' Salutes a Brave Old World,"
New York Times (1/31/97): B1, B16 and Mike Snider, "Director
Says Film Is Now 'As Good As I Can Make It," USA Today
(1/31/1997): D1, 2. On digital film repair work, see Bob Fisher,
"Digital Cinematography:" A Phrase of the Future?" American
Cinematographer 74.4 (April 1993): 50-53 and Bob Fisher,
"Digital Cinematography: A Phrase of the Future?" American
Cinematographer 74.5 (May 1993): 31-32. On the ways in which
computer generated images are replacing special effects techniques
associated with optical processes, matte paintings and miniatures,
see Ron Magid, "CGI Spearheads Brave New World of Special Effects:
Okay, CGI Leads the Revolution. Where Will It Lead?" American
Cinematographer (December 1993): 26-27,28,30,32. Other useful
articles on computer special effects in films include Christopher
Probst, "Future Shock: Director James Cameron and Director of
Photography Russell Carpenter, ASC Are Joined by a team of Experts
to Tap the Third Dimension in Terminator 2 3-D," American
Cinematographer 77.8 (August 1996): n.p.; Ron Magid, "Digitizing
the Third Dimension: Digital Domain Assaults Audiences with
an Array of 3-D Effects Methods," American Cinematographer
77.8 (August 1996): n.p.; and Bob Fisher, "Meteor Man Gest His
Digital Wings: Digital Special Effects Take Another Step Towards
Fulfilling Their Vast Potential, in Service of a Goofy Superhero
with a Message," American Cinematographer 74.4 (April
1993): 42-44, 46. return
[2]
Peter Lunenfeld, "Digital Dialectics: A Hybrid Theory of Computer
Media," Afterimage (November 1993): 5. In this essay,
Lunenfeld identifies two key paradigms of the new computer media,
namely, immersion associated with virtual reality and extraction
associated with hypertext. Also see Peter Lunenfeld, Introduction,
"Screen Grabs: the Digital Dialectic and New Media Theory,"
in The Digital Dialectic: New Essays on New Media, ed.
Peter Lunenfeld (Cambridge, Mass.: MIT Press) xiv-xxi. In this
introduction, Lunenfeld stresses the implication of a digital
dialectic in the fact that "it ground the insights of theory
in the constraints of practice" (xix). return
[3] Timothy Binkley, "Refiguring Culture,"
in Philip Hayward and Tana Wollen, eds., Future Visions:
New Technologies of the Screen (London: British Film Institute,
1993) 96. Also see Tony Feldman, Introduction to Digital
Media (London: Routledge, 1997). return
[4] Lev Manovich, "What Is Digital Cinema?"
in Peter Lunenfeld, ed., The Digital Dialectic: New Essays
on New Media (Cambridge, Massachusetts: MIT Press, 1999)
175 and Stephen Prince, "True Lies: Perceptual Realism, Digital
Images, and Film Theory," Film Quarterly 49.3 (Spring
1996): 35. Also see, Lev Manovich, "The Paradoxes of Digital
Photography" in Hubertus v. Amelunxen, Stefan Iglhaut, Florian
Rotzer in collaboration with Alexis Cassel and Hikolaus G. Schneider,
Photography After Photography: Memory and Representation
in the Digital Age (Overseas Publishers Association: Amsterdam
and Munich, 1996). return
[5] Brenda Laurel is quoted by Lunenfeld in
"Digital Dialectics," 6. return
[6] Erkki Huhtamo, "Encapsulated Bodies in
Motion: Simulators and the Quest for Total Immersion," in Simon
Penny, ed., Critical Issues in Electronic Media (Albany:
State University of New York, 1995) 160. Also see Time
145:12 (Special Issue, Spring 1995). return
[7] Of course there is a history of experiments
with more visceral forms of spectating including 3 D films during
the 1950s and their reincarnation in the contemporary period.
return
[8] See the work being done at the Media Lab
at MIT, see Frank Beacham, "Digital Artists: Reinventing Electronic
Media: MIT Media Lab Symposium Looks to the Future of Entertainment
and Expression," American Cinematographer 76.3 (March
1995): 59-61 and Frank Beacham, "Movies of the Future: Storytelling
with Computers," American Cinematographer LXXVI.4 (April
1995): 36-44, 46, 47-48. return
[9] The New York Times heralds 3-D
films as the latest major development in filmmaking. See Matthew
Gurewitsch, "The Next Wave? 3-D Could Bring on a Sea Change,"
The New York Times (January 2, 2000): 11, 28. return
[10] There was a planned theme park in Osaka
using the animated T Rex from the film and "Jurassic Park: The
Ride" opened at Universal Studios, Hollywood, a water ride that
takes a raft through a jungle filled with dinosaurs and ends
with the raft going down a steep eight story slide. "Jurassic
Park: The Ride" is one of several film based rides at Universal.
There are others at Disneyland, Universal Studios in Florida,
and Six Flags America. These rides point to a general shift
in the theme park industry from "real-estate intensive rides"
to "electronic or special-effects intensive entertainment,"
which means that rides also now draw more directly on movie-ride
sequences in films. See Ray Bennett, "Theme Parks Fix on F/X
from Pix," Variety (June 14, 1993): 10. return
[11] Bruce Handy, "Hold on to Your Popcorn,"
Vogue (June 1993): 76. return
[12] For a discussion of these early "phantom
ride" films see Huhtamo, 168-171. While Huhtamo draws a long
historical trajectory from the phantom rides film to Cinerama
and Imax, I am more reluctant to construe them as having an
analogous function in terms of spectatorship since the early
period works on a different logic explicitly structured around
spectacle. On the visceral thrills and attractions of early
cinema and its implications for spectatorship in the context
of modernity, see Tom Gunning, "An Aesthetic of Astonishment:
Early Film and the (In)credulous Spectator," Art and Text
34 (1989): 31-45; and Tom Gunning, "The Cinema of Attraction:
Early Film, Its Spectator and the Avant-Garde," Wide Angle
8,3/4 (1986): 63-70. On the importance of Star Wars as
the first instance of the movie ride film, see Handy, "Hold
on to Your Popcorn." return
[13] Huhtamo's description of a trend of
such shots in films nicely describes this opening credit scene
in The Game: namely, there is a "proliferation of 'subjective'
steady-cam shots, computer-generated 'virtual zooms' and 'ride'
sequences along the depth axis of the image--often combined
with their 'counter-tropes,' objects 'flying towards the spectator
a sensation of plunging straight through the screen into the
diegetic world of the film" (160). On this point Huhtamo draws
on and quotes from a conference paper delivered my Margaret
Morse entitled "Television Graphics and the Body: Words on the
Move," (Society for Cinema Studies, Montreal, 1987) in which
she characterizes a new language of cinema that is similarly
appropriate to The Game, namely, "' The spectator is
out of balance, grabbing his/her fellow spectator in fear. The
camera has to absorb him/her all the time. This is a novelty'"
(160). return
[14] The scene also refigures Guy Debord's
image of the society of the spectacle of images in the direction
of spectatorship as immersion in technological spectacle. See
Guy Debord, Society of the Spectacle (Detroit: Black
and Red, 1983). return
[15] Ada Louise Huxtable, "Living with the
Fake, and Liking It," The New York Times (March 30, 1997),
sec. 2, p. 1; Sorkin, "Introduction," xiiii; and Soja, "Inside
Exopolis," 122. Huxtable's article is an excerpted chapter from
her book, The Unreal America: Architecture and Illusion
(New York: The New Press, 1997). return
[16] Walter Benjamin, "The Work of Art in
the Age of Mechanical Reproduction," in Illuminations: Essays
and Reflections, ed. Hannah Arendt, trans. Harry Zohn (New
York: Schocken Books, 1969) 220, 221. return
[17] Edward Soja, "Inside Exopolis: Scenes
from Orange County," in Michael Sorkin, ed., Variations on
a Theme Park: The New American City and the End of Public Space
(New York: The Noonday Press, 1992) 121. return
[18] The film, Metropolis, in which
there is an underground city of workers who provide the infrastructure
for the above the ground city of the bourgeoisie, is an example
of the spatial clarity Sorkin describes. return
[19] Soja, 122; and Michael Sorkin, "Introduction:
Variations on a Theme Park," in Variations on a Theme Park:
The New American City and the End of Public Space (New York:
The Noonday Press, 1992), xv. As both Deutsche and Nancy Fraser
suggest, however, nostalgic constructions of past public spheres
are problematic because they mask the exclusions of social groups,
including women, in those spheres. See Deutsche in "Agoraphobia,"
in Evictions: Art and Spatial Politics (Cambridge, Mass.,
1996) 269-327; and Nancy Fraser in "Rethinking the Public Sphere:
A Contribution to the Critique of Actually Existing Democracy,"
in Bruce Robbins, ed., for the Social Text Collective, The
Phantom Public Sphere (Minneapolis: University of Minnesota,
1993) 1-32. return
[20] Manovich, "What Is Digital Cinema,"
178. return
[21] See Katherine Stalter, "Mirage Making
Magic: Firm's Synthespians Searching for a Niche in L.A.," Variety
(January 20-26, 1997): 43; Katherine Stalter and Ted Johnson,
"H'wood Cyber Dweebs Are Raising the Dead," Variety (November
4-10, 1996): 1, 103; Chris Jones, "Who Owns Your Face?" Sight
and Sound 6.3 (March 1996): 33; and Kirby Carmichael, "Beyond
Jurassic Park," Popular Mechanics (March 1994):
35-37. There are interesting legal and insurance issues regarding
ownership of such images. As of 1996, there were various lawsuits
over the necessity of obtaining permission from the estates
of deceased stars. Statler and Johnson also speculate on whether
film insurance companies will make performers have themselves
digitally scanned in the event of their death during the filming
of a project, an issues raised by the death of Brandon Lee in
the case of the film The Crow. return
[22] Christian Metz, "The Imaginary Signifier,"
(excerpt) Screen 16.2 (Summer 1975): 74.
return
[23] Soja 122. return
[24] Siegfried Kracauer, "The Mass Ornament,"
New German Critique 5 (Spring 1975): 70. return
[25] Kracauer, "The Mass Ornament," 75. return
[26] Kracauer, "The Mass Ornament," 70. return
[27] A number of Kracauer's cultural analyses
are compiled in Siegfried Kracauer, The Mass Ornament: Weimar
Essays, trans. and ed. Thomas Y. Levin (Cambridge, Mass.:
Harvard University Press, 1995). For a useful discussion of
the importance of Kracauer's view of cultural forms for film
studies, see Patrice Petro, "Modernity and Mass Culture in Weimar:
Contours of a Discourse on Sexuality in Early Theories of Perception
and Representation," New German Critique 40 (Winter 1987):
115-146 and Patrice Petro, Joyless Streets: Women and Melodramatic
Representation in Weimar Germany (Princeton: Princeton University
Press, 1989). For an equally useful general assessment of Kracauer's
writings, see David Frisby, Fragments of Modernity: Theories
of Modernity in the Work of Simmel, Kracauer and Benjamin
(Cambridge, Mass.: MIT Press, 1986). return
[28] See my article entitled "Jurassic Post-Fordism:
Tall Tales of Economics in the Theme Park," forthcoming in Screen
(Spring, 2000) for an elaboration of some of these points in
the context of an analysis of Jurassic Park. return
[29] David Harvey, for example, uses the
term "flexible accumulation" rather than post-Fordism to characterize
a new "regime of accumulation" and modes of social regulation
since 1973, ones that also exhibit continuities with Fordism.
For Alliez and Feher, who use the term "neo-Fordism," the contemporary
period is marked by a rupture with Fordism and differences in
the representation of capital, organization of space and time,
and logic of workers' investment in capital. Later in this paper,
I analyze the film in relation to these points by Alliez and
Feher and use the term post-Fordism to foreground these characteristics
as different. While I agree with Rosalind Deutsche's critique
of Harvey, which I discuss below, both Harvey's and Alliez and
Feher's studies are very useful accounts of the contemporary
economy. See David Harvey, The Condition of Postmodernity
(Cambridge, Mass.: Blackwell Publishers, 1990), Eric Alliez
and Michel Feher, "The Luster of Capital," trans. Alyson Waters,
Zone 1 and 2 (1987): 315-359. Also see Robin Murray, "Life After
Henry (Ford)," Marxism Today (October 1988) for a useful
discussion of post-Fordism and especially of market niching
as a strategy of consumption, and for the way the debate has
been conducted on the left in the U.K., see Stuart Hall and
Martin Jacques, eds., New Times: The Changing Face of Politics
in the 1990s (London: Verso, 1990). For a problematic conservative
U.S. assessment of contemporary developments that conflates
developments associated with post-Fordism with an argument that
capitalism has now been superseded, see Peter F. Drucker, Post-Capitalist
Society (New York: Harper Business, 1994). return
[30] Alliez and Feher, "The Luster of Capital,"
347, 339. return

|