MachineMachine /stream - search for superman https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[The Marvelization of Cinema]]> https://www.youtube.com/watch?v=5tmxfVWDgMM

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About this video essay: We've all felt it: the movies have changed. But how so exactly, and why? And what can be done about it? In this extensive critique, I try to capture the decline of modern cinema in one unifying theory.

00:00 The Marvelization of Cinema 01:52 What is Storytelling Entropy? 06:26 Hollow Franchises 11:15 Meta-References to Nowhere 17:40 Corporate Passion 25:23 Breaking the Cycle 33:08 Meaningful Engagement

Further Reading: Like Stories of Old – The Complete Reading List: https://kit.co/likestoriesofold/reading-list 10 Books that changed my life: https://kit.co/likestoriesofold/10-books-that-changed-my-life 10 More books that inspired my thinking: https://kit.co/likestoriesofold/10-more-books-that-inspired-my-thinking

My Camera Gear: https://kit.co/likestoriesofold/my-travel-camera-gear

Media included: 12 Angry Men; 2001 A Space Odyssey; A Good Day to Die Hard; A Hidden Life; Aftersun; Ahsoka; Alien; Alien vs. Predator; Aliens; Ant-Man and the Wasp Quantumania; Asteroid City; Avengers Age of Ultron; Avengers Endgame; Avengers Infinity War; Babylon; Barbie; Batman Begins; Batman v Superman; Blade Runner 2049; Captain America Civil War; Captain America The First Avenger; Captain America The Winter Soldier; Citadel; Deadpool; Decision to Leave; Die Hard; Doctor Strange in the Multiverse of Madness; Dune; Dungeons and Dragons; Eternals; Foundation; Fast X; Free Guy; Game of Thrones; Ghostbusters Afterlife; Ghosted; Gladiator; Godzilla; Godzilla vs Kong; Goodfellas; Inception; Indiana Jones and the Dial of Destiny; Invasion of the Body Snatchers; Iron Man 3; Iron Man; John Wick Chapter 3 & 4; Jurassic Park; Jurassic World; Jurassic World Dominion; Lawrence of Arabia; Loki; Mission Impossible 1, 2, Fallout, Rogue Nation & Dead Reckoning; Moon Knight, Obi-Wan Kenobi; Ocean's Eleven; Once Upon a Time in Hollywood; Past Lives; Predator 1 & 2; Red Notice; Secret Invasion; Seven Samurai; Shang-Chi; She-Hulk; Spiderman 1 & 2; Spider-Man No Way Home; Star Wars A New Hope, The Empire Strikes Back, Return of the Jedi, The Phantom Menace, The Revenge of the Sith, The Force Awakens, The Last Jedi & the Rise of Skywalker; Synecdoche New York; Terminator 1, 2 & Dark Fate; The Dark Knight, The Amazing Spider-Man 2; The Avengers; The Fabelmans; The Falcon and the Winter Soldier; The Flash; The Godfather 1 & 2; The Gray Man; The Hobbit Trilogy; The Lord of the Rings Trilogy; The Rings of Power; The Matrix 1 & 4; The Mummy; The Prestige; The Thing; The Witcher; Thor Love and Thunder; Thor Ragnarok; Thor The Dark World; Top Gun; Top Gun Maverick; Transformers Rise of the Beasts; Uncharted

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Music: Dexter Britain - Hoursglass Jo Blankenburg - Dirt Dexter Britain - Your Own World Alaskan Tapes - Swimming and Dancing and Floating in Circles Dexter Britain - Headspace Cultus - Between Mountains Dexter Britain - Air Dexter Britain - Raising

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Tue, 07 Nov 2023 07:35:31 -0800 https://www.youtube.com/watch?v=5tmxfVWDgMM
<![CDATA[“Please don’t call me uncanny”: Cécile B. Evans at Seventeen Gallery]]> https://rhizome.org/editorial/2014/dec/4/please-dont-call-me-uncanny-hyperlinks-seventeen-g/#new_tab

A review of Cécile B. Evans’ show Hyperlinks, at Seventeen Gallery, London 15th Oct – 6th Dec 2014. With lots of editing and writerly support from Anton Haugen and Michael Conner.

Cécile B. Evans, Hyperlinks or it didn’t happen (2014). Still frame from HD video. Courtesy of Seventeen. Media saturation in the internet’s “cut & paste” ecology has become so naturalized that contemporary film’s collaged aspects are not readily considered. Who are the subjects in, for example, a Ryan Trecartin and Lizzie Fitch film? And for whom do they perform? When I show these films in my class, my students switch tabs in their browsers, Snapchat each other, like photos, fav tweets—often on multiple screens at once—then state that this “work is about strange fake-tanned kids’ search for a toilet.” What has made this answer stay in my mind pertains to the word “about.” When used for these works, the banal statement “this work is about…” registers as a crisis of categorical closure that the simultaneous existence of disparate, accumulated content on a single screen constantly thwarts. Central to Cécile B. Evans’ show Hyperlinks at Seventeen Gallery in London is the video-essay, Hyperlinks or it didn’t happen, displayed on a high-resolution TV with headphone cords installed at a comfortable cartoon-watching height in a corner of the space. Entering at the opposite corner, I navigate the gallery space, attempting to link the objects together—a prosthetic leg atop an upturned Eames chair replica near a rubber plant that counterbalances a plexiglass structure supporting 3D-printed arms (One Foot In The Grave, 2014), another Eames replica sitting in one corner (just a chair), various prints on the floor and walls—before sitting down, cross-legged, on a thick-pile rug strewn with postcard-sized images. The film begins with a super high-resolution render of actor Philip Seymour Hoffman’s head floating over the shimmering image of a jellyfish. “I’m not magic, and please don’t call me uncanny,” says a synthetically-augmented human voice. “I’m just a bad copy made too perfectly, too soon.” The video lingers on Hoffman’s face. His lips do not move — at least, not in sync with the voice claiming to be the bad copy. “Fuck. Fuck FUCKING FUCK! I am full of him.” An audience laughter track plays. The bad copy’s hair flutters as his head bobs. The follicles on his nose look like they’d be the perfect environment for a blackhead to take up residence. The subject floating on the screen does not symbolize Hoffman, rather, it is an improper metaphor for the actor’s “untimely death’; for anything that transcends description, yet is saturated with meaning nonetheless. Hyperlinks is so full of meaning that, as the voice suggests, it is set to burst.

Evans wants us to feel uncomfortable at the absence of an uncanny feeling, and by referring to this lack directly in the monologue of the simulated voice, she sets up a relation the viewer and this, a highly stylized, digital avatar. Hoffman, the image-thing, is not really a metaphor, nor is he really a copy, a simulation, or even a simulacrum of a more-real body. Hoffman, the image-thing, is literal and actual, perhaps more so to the viewer than Phillip Seymour Hoffman, the flesh-and-blood human or his “untimely death” was/will/could ever be. In her 2010 essay A Thing Like You and Me, Hito Steyerl defines the image as a thing whose “immortality… originates… from its ability to be xeroxed, recycled, and reincarnated.” [1] Like the postcards strewn throughout Hyperlinks, the floating, self-referential Hoffman points out a literal truth: Hoffman’s head is an “improper metaphor” [2] for the image that it actually is. Catachresis, a term we can employ for such “improper metaphors,” is a forced extension of meaning employed when “when no proper, or literal, term is available.” [3] According to Vivian Sobchack, “catachresis is differentiated from proper metaphor insofar as it forces us to confront” [4] the deficiency and failure of language. In linking across the gap between figural and literal meaning, catachresis marks the precise moment “where living expression states living existence.” [5] The image-things of Evans’ film are similarly analogically hyperlinked to the metaphors they supposedly express. In several sequences, an invisible, green-screened woman wanders a beach with a man who we are told is her partner: the nameless protagonist of Ralph Ellison’s 1952 novel, The Invisible Man. For a few seconds, we are confronted with Marlon Brando’s floating head, isolated from scenes deleted from Superman II (1980) to be digitally repurposed for the 2006 film Superman Returns, so the actor could reprise his role as Superman’s father two years after his death. The vocaloid pop-star Hatsune Miku serenades us with the song “Forever Young,” referencing her own immortality in the server banks and USB sticks that confer her identity. We then see, rolling onto a stage in Canada, Edward Snowden gives a TED talk on taking back the web, through a “Telepresence Robot” (an object that looks like a flat-panel screen attached to a Segway). As in a collage, the film splices and dices contiguous space and time, producing a unique configuration of catachretic associations, rather than a continuous narrative about something. Fictions are interwoven with facts, gestures with statements, figures with subjects. Moving about the gallery, the viewer hovers about the strewn postcard-sized images of a counterfeit Kermit the Frog, the render of Philip Seymour Hoffman, and the “hologram” of Michael Jackson. The image-things in Evans’ work seem to exist beyond subject/object distinctions, outside of sense, above their own measure of themselves —selves that they, nonetheless, frequently seem to be measuring and re-measuring. The exhibition comes with its own printed glossary of terms listing references the video makes. The first term in the glossary is “Hyperlink”: A reference to external data that a reader can open either by clicking or by hovering over a point of origin. From Greek hyper (prep. And adv.) “over, beyond, overmuch, above measure.” Here again the figural and literal are called into question. In relation to what can one say the “external” or “beyond” of a hyperlink resides? Why is the etymology for “link” not also given? Though at first, the glossary seems to map the associations, the links, of the disparate imagery presented in the show, it is suggestive of the total-work, presenting an almost anarchistic circulation of imagery as a coherent system. The glossary’s reification of associations gestures towards also the internet’s systemic interpellation of our networked subjecthood; as well as in the film title’s reference to the phrase “Pics, or it didn’t happen,” the show’s contrast between a body’s lifespan and a circulating digital image seems to also echo of our status as “poor copies” of our digital semblances. The image-things in “Hyperlinks” serve – to hijack the words of Scott Bukatman – “as the partial and fragmented representations that they are.” [6] . Through the works’ superfluity of associations and meanings, I found myself considering the impossibility of categorical closure. If totalization means incorporating all disparate things, an ultimate difference erupts: a moment that also signals the deficiency and failure of systemization itself. What makes Evans work successful is this endless calling up of the specter of the beyond, the outside, the everything else, from within the perceived totality of the internet. With the glossary, the totality of the show almost feels performative, gesturing towards the systemic totalizing we confer onto art objects in a gallery space before, after, and, especially, during their imaging. But image-things are considerably more liberated than either objects or subjects. They are more real, precisely because we recognize them as images.

 

[1] Hito Steyerl, “A Thing Like You and Me,” in The Wretched of the Screen, e-flux Journal (Sternberg Press, 2012), 46–59.

[2] Vivian Carol Sobchack, Carnal Thoughts Embodiment and Moving Image Culture (Berkeley: University of California Press, 2004), 81.

[3] Richard Shiff, “Cezanne’s Physicality: The Politics of Touch,” in The Language of Art History, ed. Salim Kemal and Ivan Gaskell (Cambridge University Press, 1991), 150.

[4] Sobchack, Carnal Thoughts Embodiment and Moving Image Culture, 81.

[5] Paul Ricoeur, The Rule of Metaphor: The Creation of Meaning in Language (Routledge, 2004), 72.

[6] Scott Bukatman, Terminal Identity: The Virtual Subject in Postmodern Science Fiction (Durham: Duke University Press, 1993), 40.

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Thu, 04 Dec 2014 13:17:45 -0800 https://rhizome.org/editorial/2014/dec/4/please-dont-call-me-uncanny-hyperlinks-seventeen-g/#new_tab
<![CDATA["Please don't call me uncanny": Cécile B. Evans at Seventeen Gallery]]> http://rhizome.org/editorial/2014/dec/4/please-dont-call-me-uncanny-hyperlinks-seventeen-g

Cécile B. Evans, Hyperlinks or it didn't happen (2014). Still frame from HD video. Courtesy of Seventeen. Media saturation in the internet's "cut & paste" ecology has become so naturalized that contemporary film's collaged aspects are not readily considered. Who are the subjects in, for example, a Ryan Trecartin and Lizzie Fitch film? And for whom do they perform? When I show these films in my class, my students switch tabs in their browsers, Snapchat each other, like photos, fav tweets—often on multiple screens at once—then state that this "work is about strange fake-tanned kids' search for a toilet." What has made this answer stay in my mind pertains to the word "about." When used for these works, the banal statement "this work is about…" registers as a crisis of categorical closure that the simultaneous existence of disparate, accumulated content on a single screen constantly thwarts. Central to Cécile B. Evans' show Hyperlinks at Seventeen Gallery in London is the video-essay, Hyperlinks or it didn't happen, displayed on a high-resolution TV with headphone cords installed at a comfortable cartoon-watching height in a corner of the space. Entering at the opposite corner, I navigate the gallery space, attempting to link the objects together—a prosthetic leg atop an upturned Eames chair replica near a rubber plant that counterbalances a plexiglass structure supporting 3D-printed arms (One Foot In The Grave, 2014), another Eames replica sitting in one corner (just a chair), various prints on the floor and walls—before sitting down, cross-legged, on a thick-pile rug strewn with postcard-sized images.  

Cécile B. Evans, "Hyperlinks," Installation view. Courtesy of Seventeen. The film begins with a super high-resolution render of actor Philip Seymour Hoffman's head floating over the shimmering image of a jellyfish. "I'm not magic, and please don't call me uncanny," says a synthetically-augmented human voice. "I'm just a bad copy made too perfectly, too soon." The video lingers on Hoffman's face. His lips do not move — at least, not in sync with the voice claiming to be the bad copy. "Fuck. Fuck FUCKING FUCK! I am full of him." An audience laughter track plays. The bad copy's hair flutters as his head bobs. The follicles on his nose look like they'd be the perfect environment for a blackhead to take up residence. The subject floating on the screen does not symbolize Hoffman, rather, it is an improper metaphor for the actor's "untimely death'; for anything that transcends description, yet is saturated with meaning nonetheless. Hyperlinks is so full of meaning that, as the voice suggests, it is set to burst. Evans wants us to feel uncomfortable at the absence of an uncanny feeling, and by referring to this lack directly in the monologue of the simulated voice, she sets up a relation the viewer and this, a highly stylized, digital avatar. Hoffman, the image-thing, is not really a metaphor, nor is he really a copy, a simulation, or even a simulacrum of a more-real body. Hoffman, the image-thing, is literal and actual, perhaps more so to the viewer than Phillip Seymour Hoffman, the flesh-and-blood human or his "untimely death" was/will/could ever be. In her 2010 essay A Thing Like You and Me, Hito Steyerl defines the image as a thing whose "immortality… originates… from its ability to be xeroxed, recycled, and reincarnated." [1] Like the postcards strewn throughout Hyperlinks, the floating, self-referential Hoffman points out a literal truth: Hoffman's head is an "improper metaphor" [2] for the image that it actually is.  Catachresis, a term we can employ for such "improper metaphors," is a forced extension of meaning employed when "when no proper, or literal, term is available." [3] According to Vivian Sobchack, "catachresis is differentiated from proper metaphor insofar as it forces us to confront" [4] the deficiency and failure of language. In linking across the gap between figural and literal meaning, catachresis marks the precise moment "where living expression states living existence." [5] The image-things of Evans' film are similarly analogically hyperlinked to the metaphors they supposedly express. In several sequences, an invisible, green-screened woman wanders a beach with a man who we are told is her partner: the nameless protagonist of Ralph Ellison's 1952 novel, The Invisible Man. For a few seconds, we are confronted with Marlon Brando's floating head, isolated from scenes deleted from Superman II (1980) to be digitally repurposed for the 2006 film Superman Returns, so the actor could reprise his role as Superman's father two years after his death.

The vocaloid pop-star Hatsune Miku serenades us with the song "Forever Young," referencing her own immortality in the server banks and USB sticks that confer her identity. We then see, rolling onto a stage in Canada, Edward Snowden gives a TED talk on taking back the web, through a "Telepresence Robot" (an object that looks like a flat-panel screen attached to a Segway). As in a collage, the film splices and dices contiguous space and time, producing a unique configuration of catachretic associations, rather than a continuous narrative about something. Fictions are interwoven with facts, gestures with statements, figures with subjects. Moving about the gallery, the viewer hovers about the strewn postcard-sized images of a counterfeit Kermit the Frog, the render of Philip Seymour Hoffman, and the "hologram" of Michael Jackson. The image-things in Evans' work seem to exist beyond subject/object distinctions, outside of sense, above their own measure of themselves —selves that they, nonetheless, frequently seem to be measuring and re-measuring. The exhibition comes with its own printed glossary of terms listing references the video makes. The first term in the glossary is "Hyperlink":               A reference to external data that a reader can open either by clicking or by hovering over a point of origin. From Greek hyper (prep. And adv.) "over, beyond, overmuch, above measure." Here again the figural and literal are called into question. In relation to what can one say the "external" or "beyond" of a hyperlink resides? Why is the etymology for "link" not also given? Though at first, the glossary seems to map the associations, the links, of the disparate imagery presented in the show, it is suggestive of the total-work, presenting an almost anarchistic circulation of imagery as a coherent system. The glossary's reification of associations gestures towards also the internet's systemic interpellation of our networked subjecthood; as well as in the film title's reference to the phrase "Pics, or it didn't happen," the show's contrast between a body's lifespan and a circulating digital image seems to also echo of our status as "poor copies" of our digital semblances. The image-things in "Hyperlinks" serve – to hijack the words of Scott Bukatman - "as the partial and fragmented representations that they are." [6] . Through the works' superfluity of associations and meanings, I found myself considering the impossibility of categorical closure. If totalization means incorporating all disparate things, an ultimate difference erupts: a moment that also signals the deficiency and failure of systemization itself. What makes Evans work successful is this endless calling up of the specter of the beyond, the outside, the everything else, from within the perceived totality of the internet. With the glossary, the totality of the show almost feels performative, gesturing towards the systemic totalizing we confer onto art objects in a gallery space before, after, and, especially, during their imaging. But image-things are considerably more liberated than either objects or subjects. They are more real, precisely because we recognize them as images.

[1] Hito Steyerl, “A Thing Like You and Me,” in The Wretched of the Screen, e-flux Journal (Sternberg Press, 2012), 46–59.

[2] Vivian Carol Sobchack, Carnal Thoughts Embodiment and Moving Image Culture (Berkeley: University of California Press, 2004), 81.

[3] Richard Shiff, “Cezanne’s Physicality: The Politics of Touch,” in The Language of Art History, ed. Salim Kemal and Ivan Gaskell (Cambridge University Press, 1991), 150.

[4] Sobchack, Carnal Thoughts Embodiment and Moving Image Culture, 81.

[5] Paul Ricoeur, The Rule of Metaphor: The Creation of Meaning in Language (Routledge, 2004), 72.

[6] Scott Bukatman, Terminal Identity: The Virtual Subject in Postmodern Science Fiction (Durham: Duke University Press, 1993), 40.

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Thu, 04 Dec 2014 12:17:45 -0800 http://rhizome.org/editorial/2014/dec/4/please-dont-call-me-uncanny-hyperlinks-seventeen-g
<![CDATA[That Time The United Nations Condemned Superman (In Real Life)]]> http://io9.com/that-time-the-united-nations-condemned-superman-1592310861?utm_campaign=socialflow_io9_facebook&utm_source=io9_facebook&utm_medium=socialflow

In 1952, the UN issued an urgent report warning that American comic books and their sadistic superhero characters had become a threat to world peace: "By undermining or warping the traditional values of each country, the Superman myth is becoming ...

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Sat, 12 Jul 2014 02:38:31 -0700 http://io9.com/that-time-the-united-nations-condemned-superman-1592310861?utm_campaign=socialflow_io9_facebook&utm_source=io9_facebook&utm_medium=socialflow
<![CDATA[That Time The United Nations Condemned Superman (In Real Life)]]> http://io9.com/that-time-the-united-nations-condemned-superman-1592310861?utm_campaign=socialflow_io9_facebook&utm_source=io9_facebook&utm_medium=socialflow

In 1952, the UN issued an urgent report warning that American comic books and their sadistic superhero characters had become a threat to world peace: "By undermining or warping the traditional values of each country, the Superman myth is becoming a kind of international monster.

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Fri, 20 Jun 2014 07:13:39 -0700 http://io9.com/that-time-the-united-nations-condemned-superman-1592310861?utm_campaign=socialflow_io9_facebook&utm_source=io9_facebook&utm_medium=socialflow
<![CDATA[Twitter / sidbranca: This @therourke talk on Superman ...]]> https://twitter.com/sidbranca/status/434405984836919298/photo/1

This @therourke talk on Superman & the Phantom Zone is everything 2 me right now #caa2014 #kneelbeforethedigitalimage http://t.co/oeHUbfthP7 – Sid Branca (sidbranca) http://twitter.com/sidbranca/status/434405984836919298

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Fri, 14 Feb 2014 12:20:43 -0800 https://twitter.com/sidbranca/status/434405984836919298/photo/1
<![CDATA[Umberto Eco and why we still dream of utopia]]> http://www.newstatesman.com/culture/2013/11/no-place-home

Places that have never existed except in the human imagination may find an incongruous afterlife in the everyday world. Umberto Eco tells of how an attempt to commemorate the brownstone New York home of Nero Wolfe, Rex Stout’s orchid-loving fictional detective, runs up against the resistance of fact. Wolfe’s house cannot be identified because Stout “always talked of a brownstone at a certain number on West 35th Street, but in the course of his novels he mentioned at least ten different street numbers – and what is more, there are no brownstones on 35th Street”. Using Eco’s typology, a fiction has been transmuted into a legend: “Legendary lands and places are of various kinds and have only one characteristic in common: whether they depend on ancient legends whose origins are lost in the mists of time or whether they are in effect a modern invention, they have created flows of belief.”

Because they involve the belief that they existed, exist or can be made to exist – whether in the past, the future or somewhere off the map – legendary places are illusions rather than fictions. The distinction may sometimes be blurry, as the example of Nero Wolfe’s house shows; but the difference is fundamental to this enriching and playfully erudite exploration of the fabulous lands that human beings have invented.

Fictions we know to be neither true nor false and paradoxically this gives them a kind of absolute veracity that historical facts can never have: “The credulous believe that El Dorado and Lemuria exist or existed somewhere or other, but we all know that it is undeniably certain that Superman is Clark Kent and that Dr Watson was never Nero Wolfe’s right-hand man ... All the rest is open to debate.” Unfortunately, humans have an invincible need to believe in their fictions. So they turn them into legends, which they anxiously defend from doubt – even to the point of attacking and killing those who do not share them.

Eco thinks it is not too difficult to explain why humankind is so drawn to legendary places: “It seems that every culture – because the world of everyday reality is cruel and hard to live in – dreams of a happy land to which men once belonged, and may one day return.” Nowadays everyone believes that the ability to envision alternate worlds is one of humankind’s most precious gifts, a view Eco seems to endorse when, at the end of his journey through legendary lands, he describes these visions as “a truthful part of the reality of our imagination”. Yet Eco highlights a darker side of these visions when he describes how the Nazis drew inspiration from legends of ancient peoples, variously situated in ultima Thule (“a land of fire and ice where the sun never set”), Atlantis and the polar regions, who spoke languages that were “racially pure”. Himmler was obsessed with ancient Nordic runes, while in an interview after the war the commander of the SS in Rome claimed that when Hitler ordered him to kidnap Pope Pius XII so he could be interned in Germany, he also ordered the Pope to take from the Vatican library “certain runic manuscripts that evidently had esoteric value for him”.

The Nazi adoption of the swastika began with the Thule Society, a secret racist organisation founded in 1918. Legends of lost lands fed the ideology of Aryan supremacy. In 1907, Jörg Lanz founded the Order of the New Temple, preaching that “inferior races” should be subjected to castration, sterilisation, deportation to Madagascar and incineration – ideas, Eco notes, that “were later to be applied by the Nazis”. Legendary lands are idylls from which minorities, outsiders and other disturbing elements have been banished. When these fantasies of harmony enter politics, a process of exclusion is set in motion whose end point is mass murder and genocide.

A metamorphosis of fiction into legend occurred when some Nazis took seriously a picture of the world presented by the Victorian novelist Edward Bulwer-Lytton. In his novel The Coming Race (1871), Bulwer-Lytton tells of the “Vril-ya”, survivors from the destruction of Atlantis who possessed amazing powers as a result of being imbued with Vril, a type of cosmic energy, living in the hollow interior of earth. He intended the book as an exercise in fantasy literature but the founder of the Thule Society, who also founded a Vril Society, seems to have taken it more literally. Occultists in several countries read Bulwer-Lytton’s novel as a fictional rendition of events that may actually have happened and the legend was mixed in the stew of mad and bad ideas we now call Nazism.

The process at work was something like that described in Jorge Luis Borges’s story “Tlön, Uqbar, Orbis Tertius”, in which an encyclopaedia of an imaginary world subverts and disrupts the world that has hitherto been real. The difference is that in Borges’s incomparable fable the secret society that devised the encyclopaedia knew it to be fiction, while 19th-century occultists and some 20th-century Nazis accepted Bulwer-Lytton’s fiction as a version of fact. Among the marks that Bulwer-Lytton’s Vril-ya left in the real world, the most lasting was reassuringly prosaic: the name given to Bovril, the meat extract invented in the 1870s.

Among the legendary places human beings have dreamed up, those that Eco calls “the islands of utopia” have exercised a particular fascination in recent times. As he reminds us, “Etymologically speaking, utopia means non-place” – ou-topos, or no place. Thomas More, who coined the term in his book Utopia (composed in Latin and only translated in 1551 after More had been executed for treason in 1535), plays on an ambiguity in which the word also means a good or excellent place. Using a non-existent country to present an ideal model of government, More established a new literary genre, which included Étienne Cabet’s A Journey to Icaria (1840), in which a proto-communist society is envisioned, Samuel Butler’s Erewhon (1872, an anagram of “nowhere”) and William Morris’s News from Nowhere (1890).

Visions of ideal societies have recurred throughout history but such societies were nearly always placed in an irretrievable past. The paradise of milk and honey of which human beings dreamed – a land of perpetual peace and abundance – belonged in religion and mythology rather than history or science. Yet by the end of the 19th century, the fiction of an ideal society had been turned into a realisable human condition. Already in the second half of the 18th century, Rousseau was writing of an egalitarian society as if something of the kind had once existed – a move repeated by Marx and Engels in their theory of primitive communism, which they believed could be recreated at a higher level. More’s non-existent land was given a veneer of science and situated in a non-existent future. Having been a literary genre, utopia became a political legend.

The Book of Legendary Lands covers a vast range of non-places, including a flat and a hollow earth, the Antipodes, the lands of Homer and the many versions of Cockaigne (where honey and bread fall from the sky and no one is rich or poor). A fascinating chapter deals with the far more recent invention of Rennes-le-Château, a French village near Carcassonne that has been hailed as a site of immense treasure and of a priory established by descendants of Jesus, who supposedly did not die on the cross but fled to France and began the Merovingian dynasty.

Presented by Eco in light and witty prose, these legendary places are made more vivid by many well-chosen illustrations and historic texts. Yet this is far from being another coffee table book, however beautiful. As in much of his work, Eco’s theme is the slippage from fiction to illusion in the human mind. Rightly he sees this as a perennial tendency but it is one that has gathered momentum in modern times. So-called primitive cultures understood that history runs in cycles, with civilisations rising and falling much as the seasons come and go – a view of things echoed in Aristotle and the Roman historians. The rise of monotheism changed the picture, so that history came to be seen as an unfolding drama – a story with a beginning, an end and a redemptive meaning. Either way, no one believed that history could be governed by human will. It was fate, God or mere chaos that ruled human events.

Legendary lands began to multiply when human beings started to believe they could shape the future. Non-places envisioned by writers in the past were turned into utopian projects. At the same time, literature became increasingly filled with visions of hellish lands. As Eco puts it, “Sometimes utopia has taken the form of dystopia, accounts of negative societies.”

What counts as a dystopia, however, is partly a matter of taste. Aldous Huxley may have meant Brave New World (1932) as a warning but I suspect many people would find the kind of world he describes – genetically engineered and drug-medicated but also without violence, poverty or acute unhappiness – quite an attractive prospect. If the nightmarish society Huxley imagines is fortunately impossible, it is because it is supposed to be capable of renewing itself endlessly – a feature of utopias and one of the clearest signs of their unreality.

Whether you think a vision of the future is utopian or not depends on how you view society at the present time. Given the ghastly record of utopian politics in the 20th century, bien-pensants of all stripes never tire of declaring that all they want is improvement. They assume that the advances of the past are now permanent and new ones can simply be added on. But if you think society today is like all others have been – deeply flawed and highly fragile – you will understand that improvement can’t be inherited in this way. Sooner or later, past advances are sure to be lost, as the societies that have inherited them decline and fail. As everyone understood until just a few hundred years ago, this is the normal course of history.

No bien-pensant will admit this to be so. Indeed, many find the very idea of such a reversal difficult to comprehend. How could the advances that have produced the current level of civilisation – including themselves – be only a passing moment in the history of the species? Without realising the fact, these believers in improvement inhabit a legendary land – a place where what has been achieved in the past can be handed on into an indefinite future. The human impulse to dream up imaginary places and then believe them to be real, which Eco explores in this enchanting book, is as strong as it has ever been.

John Gray is the lead book reviewer of the NS. His latest book, “The Silence of Animals: On Progress and Other Modern Myths”, is published by Allen Lane (£18.99)

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Wed, 11 Dec 2013 15:42:42 -0800 http://www.newstatesman.com/culture/2013/11/no-place-home
<![CDATA[MeFi: The Phantom Zone]]> http://www.metafilter.com/131861/The-Phantom-Zone

"In comic books, as in the moving image, the frame is the constituent element of narrative. Each page of a comic book is a frame which itself frames a series of frames, so that by altering each panel's size, bleed or aesthetic variety, time and space can be made elastic. Weisinger and Boring's Phantom Zone took this mechanism further, behaving like a weaponized frame free to roam within the comic book world. Rather than manipulating three-dimensional space or the fourth dimension of time, as the comic book frame does, The Phantom Zone opened out onto the existence of other dimensions. It was a comic book device that bled beyond the edge of the page, out into a world in which comic book narratives were experienced not in isolation, but in parallel with the onscreen narratives of the cinema and the television. As such, the device heralded televisual modes of attention." - Daniel Rourke on Superman's Phantom Zone (well, kinda...)

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Wed, 11 Sep 2013 22:51:58 -0700 http://www.metafilter.com/131861/The-Phantom-Zone
<![CDATA[The Phantom Zone]]> http://rhizome.org/editorial/2013/sep/10/phantom-zone

The boundary between science fiction and social reality is an optical illusion.

Donna Haraway, A Cyborg Manifesto (1991) [1]

This is no fantasy... no careless product of wild imagination. No, my good friends.

The opening lines of Richard Donner's Superman (1978) [2] In a 1950 film serial entitled Atom Man vs Superman [3] television executive and evil genius Lex Luthor sends Superman into a ghostly limbo he calls "The Empty Doom." Trapped in this phantom void, Superman's infinite powers are rendered useless, for although he can still see and hear the "real" world his ability to interact with it has all but disappeared. Over the following decades this paraspace [4]—to use Samuel Delany's term for a fictional space, accessed via technology, that is neither within nor entirely separate from the 'real' world—would reappear in the Superman mythos in various forms, beginning in 1961. Eventually dubbed "The Phantom Zone," its back story was reworked substantially, until by the mid 60s it had become a parallel dimension discovered by Superman's father, Jor El. Once used to incarcerate Krypton's most unsavory characters, The Phantom Zone had outlasted its doomed home world and eventually burst at the seams, sending legions of super-evil denizens raining down onto Earth. Beginning its life as an empty doom, The Phantom Zone was soon filled with terrors prolific enough to make even The Man of Steel fear its existence.

Overseen by story editor Mortimer Weisinger, and the unfortunately named artist Wayne Boring, the late 50s and early 60s were a strange time in the Superman universe. The comics suddenly became filled with mutated variants of kryptonite that gave Superman the head of an ant or the ability to read thoughts; with miniature Supermen arriving seconds before their namesake to save the day and steal his thunder; with vast universes of time caught fast in single comic book panels. It was an era of narrative excess wrapped by a tighter, more meticulous and, many would say, repressed aesthetic:

Centuries of epic time could pass in a single caption. Synasties fell between balloons, and the sun could grow old and die on the turn of a page. It was a toy world, too, observed through the wrong end of a telescope. Boring made eternity tiny, capable of being held in two small hands. He reduced the infinite to fit in a cameo... [5]

The Phantom Zone is one of the least bizarre narrative concepts from what is now known as the Silver Age of D.C. Comics (following on from the more widely celebrated Golden Age). It could be readily understood on a narrative level, and it had a metaphorical dimension as well, one that made conceivable the depths contained in Superman's vast, but ultimately manipulable universe. The Phantom Zone was usually portrayed on a television screen kept safe in one of the many rooms of the League of Justice headquarters. It could also be used as a weapon and fired from a portable projection device—the cold, harsh infinity of the Empty Doom blazing into Superman's world long enough to ensnare any character foolish enough to stand in its rays. Whether glimpsed on screen or via projection, then, The Phantom Zone could be interpreted as a metaphor for the moving image. 

In comic books, as in the moving image, the frame is the constituent element of narrative. Each page of a comic book is a frame which itself frames a series of frames, so that by altering each panel's size, bleed or aesthetic variety, time and space can be made elastic. Weisinger and Boring's Phantom Zone took this mechanism further, behaving like a weaponized frame free to roam within the comic book world. Rather than manipulating three-dimensional space or the fourth dimension of time, as the comic book frame does, The Phantom Zone opened out onto the existence of other dimensions. It was a comic book device that bled beyond the edge of the page, out into a world in which comic book narratives were experienced not in isolation, but in parallel with the onscreen narratives of the cinema and the television. As such, the device heralded televisual modes of attention.

For his 1978 big-budget movie version of Superman, [6] director Richard Donner cunningly translated The Phantom Zone into something resembling the cinema screen itself. In the film's opening sequence, a crystal surface swoops down from the immense backdrop of space, rendering the despicable General Zod and his cronies two-dimensional as it imprisons them. In the documentary The Magic Behind the Cape, [7] bundled with the DVD release of Superman in 2001, we are given an insight into the technical prowess behind Donner's The Phantom Zone. The actors are made to simulate existential terror against the black void of the studio, pressed up against translucent, flesh-like membranes and physically rotated out of sync with the gaze of the camera. Rendering the faux two-dimensional surface of Donner's Phantom Zone believable required all manner of human dimensions to be framed out of the final production. The actors react to causes generated beyond the studio space, the director's commands, or the camera's gaze. They twist and recoil from transformations still to occur in post-production. In a sense, the actors behave as bodies that are already images. With its reliance on post-produced visual effects, the Phantom Zone sequence represents an intermediary stage in the gradual removal of sets, locations, and any 'actual' spatial depths from the film production process. Today, actors must address their humanity to green voids post-produced with CGI, and the indexical relationship between the film image and the events unfolding in front of the lens have been almost entirely shattered. In this Phantom cinema produced after the event, ever-deeper layers of special effects seal actors into a cinematic paraspace. Just as The Phantom Zone of the comic book heralded televisual modes of attention, The Phantom Zone of the 1970s marked a perceptual regime in which the cinematic image was increasingly sealed off from reality by synthetic visual effects.

   For Walter Benjamin, writing during cinema's first “Golden Era,", the ability of the cinema screen to frame discontinuous times and spaces represented its most profound "truth." Delivered by cinema, Benjamin argued, mechanically disseminated images were actually fracturing the limits of our perceptions, training "human beings in the apperceptions and reactions needed to deal with a vast apparatus whose role in their lives is expanding almost daily." [8]  The cinema screen offered audiences who were confined to finite bodies that had never before experienced such juxtapositions an apparently shared experience of illuminated consciousness. Far from inventing this new mode of perception through the "shock-character" of montage, Benjamin believed that cinema spoke of the 'truths' which awaited us beneath the mirage of proletarian experience. Truths which would guide us—with utopian fervor—towards an awareness, and eventual control, of what Benjamin called the "new nature":

Not just industrial technology, but the entire world of matter (including human beings) as it has been transformed by that technology. [9]

In short, cinema was less a technology than a new and evolving mode of machinic thought, both generated by and generating the post-industrial subject. Observing the relation between representation and visibility, Jens Andermann notes:

Truth, the truth of representation, crucially depends on the clear-cut separation between the visible and the invisible, the non-objectness of the latter. Truth is the effect of what we could call the catachretic nature of visuality, the way in which the world of visual objects can point to the invisible domain of pure being only by obsessively pointing to itself. [10]

As from the Greek root aisthanesthai – "to perceive"—the aesthetic conditions through which The Phantom Zone have been translated frame far more than a supposed fictional void. Called upon to indicate an absolute outside — the unfathomable infinity of another, ghostly, parallel universe — The Phantom Zone instead reiterates the medium of its delivery, whether comic book, television, or cinema, with mirror-like insistency. Such is the power of new technical modes of thought, that very often, they cause us to rethink the outmoded media that we are so used to as to be unaware. The Phantom Zone hides the cinematographic image in plain view. Its reappearance and reimagining over the last 60 odd years, in ever newer forms and aesthetic modes, can be read paradigmatically, that is, as a figure that stands in place of, and points towards, shifts, mutations and absolute overturnings in our perceptual apparatus. Its most recent iteration is in the 2013 Superman reboot, Man of Steel, [11] and in particular in a 'viral' trailer distributed on YouTube a few weeks before the film was released. [12] Coming towards us soars a new mode of machinic thought; a Phantom Zone of unparalleled depth and aesthetic complexity that opens onto a new new - digital - nature.

The General Zod trailer for Man of Steel begins with a static rift that breaks into a visual and audial disarrangement of the phrase, “You are not alone". General Zod's masked face materializes, blended with the digital miasma: a painterly 3D effect that highlights the inherent ‘otherness' of where his message originates. The aesthetic is unsettling in as much as it is recognizable. We have no doubt as viewers of this 'viral' dispatch as to the narrative meaning of what we are witnessing, namely, a datastream compressed and distributed from a paraspace by an entity very much unlike us. The uncanny significance of the trailer stems more from how very normal the digital miasma feels; from how apprehensible this barrage of noise is to us. Indeed, it is ‘other', but its otherness is also somehow routine, foreseeable. The pathogen here is not Zod's message, it is digital technology itself. The glitched aesthetic of the trailer has become so habitual as to herald the passing of digital materiality into the background of awareness. Its mode of dissemination, via the Trojan Horse of YouTube, just as unvisible to us during the regular shifts we make between online/offline modes of communication. The surface of this Phantom Zone very much interfaces with our material world, even if the message it impresses upon us aches to be composed of an alien substance.   Digital video does the work of representation via a series of very clever algorithms called codecs that compress the amount of information needed to produce a moving image. Rather than the individual frames of film, each as visually rich and total as the last, in a codec only the difference between frames need be encoded, making each frame “more like a set of movement instructions than an image." [13] The painterly technique used in the General Zod trailer is normally derived from a collapse between key (image) and reference (difference) frames at the status of encoding. The process is called ‘datamoshing', and has its origins in glitch art, a form of media manipulation predicated on those minute moments when the surface of an image or sound cracks open to reveal some aspect of the process that produced it. By a method of cutting, repeating or glitching of key and reference frames visual representations are made to blend into one another, space becomes difference and time becomes image. The General Zod trailer homages/copies/steals the datamoshing technique, marking digital video's final move from convenient means of dissemination, to palpable aesthetic and cultural influence.  In the actual movie, Man of Steel (2013), Zod's video message is transposed in its entirety to the fictional Planet Earth. The viral component of its movement around the web is entirely absent: its apparent digitality, therefore, remains somewhat intact, but only as a mere surface appearance. This time around the message shattering through The Phantom Zone is completely devoid of affective power: it frames nothing but its existence as a narrative device. The filmmakers rely on a series of “taking over the world" tropes to set the stage for General Zod's Earth-shaking proclamation. TV sets in stereotypical, exotic, locales flicker into life, all broadcasting the same thing. Electronic billboards light up, loudspeakers blare, mobile phones rumble in pockets, indeed, all imaging technologies suddenly take on the role of prostheses for a single, datamoshed, stream. In one—particularly sincere—moment of the montage a faceless character clutches a Nokia brand smartphone in the centre of shot and exclaims, “It's coming through the RSS feeds!" This surface, this Phantom Zone, frames an apparatus far vaster than a datamoshed image codec: an apparatus apparently impossible to represent through the medium of cinema. The surface appearance of the original viral trailer is only a small component of what constitutes the image it conveys, and thus, of the image it frames of our time. Digital materiality shows itself via poorly compressed video clips arriving through streams of overburdened bandwidth. Our understanding of what constitutes a digital image must then, according to Mark Hansen, “be extended to encompass the entire process by which information is made perceivable." [14]

In its cinematic and comic book guises, The Phantom Zone was depicted as “a kind of membrane dividing yet connecting two worlds that are alien to and also dependent upon each other".[15] The success of the datamoshed trailer comes from the way it broke through that interface, its visual surface bubbling with a new kind of viral, digital, potential that encompasses and exposes the material engaged in its delivery. As cinematographic subjects we have an integral understanding of the materiality of film. Although we know that the frames of cinema are separate we crave the illusion of movement, and the image of time, they create. The ‘viral' datamoshed message corrupts this separation between image and movement, the viewer and the viewed. Not only does General Zod seem to push out, from inside the numerical image, it is as if we, the viewing subject enraptured by the digital event, have been consumed by its flow. The datamoshed Phantom Zone trailer takes the one last, brave, step beyond the apparatus of image production. Not only is the studio, the actor, and even the slick appeal of CGI framed out of its mode of delivery, arriving through a network that holds us complicit, this Phantom Zone frames the 'real' world in its entirety, making even the fictional world it appeals to devoid of affective impact. To take liberty with the words of Jean Baudrillard:

[Jorge Luis] Borges wrote: they are slaves to resemblance and representation; a day will come when they will try to stop resembling. They will go to the other side of the mirror and destroy the empire. But here, you cannot come back from the other side. The empire is on both sides. [16]

Once again, The Phantom Zone highlights the material mode of its delivery with uncanny exactness. We are now surrounded by images that supersede mere visual appearance: they generate and are generated by everything the digital touches, including we, the most important component of General Zod's 'viral' diffusion. The digital Phantom Zone extends to both sides of the flickering screen.   References

[1] Donna Haraway, Simians, Cyborgs and Women : The Reinvention of Nature. (London: Free Association Books Ltd, 1991), 149–181.

[2] Richard Donner, Superman, Action, Adventure, Sci-Fi, 1978.

[3] Spencer Gordon Bennet, Atom Man Vs. Superman, Sci-Fi, 1950.

[4] Scott Bukatman, Terminal Identity: The Virtual Subject in Postmodern Science Fiction (Durham: Duke University Press, 1993), 164.

[5] Grant Morrison, Supergods: Our World in the Age of the Superhero (London: Vintage Books, 2012), 62.

[6] Donner, Superman.

[7] Michael Thau, The Magic Behind the Cape, Documentary, Short, 2001. See : http://www.youtube.com/watch?v=bYXbzVJ6NzA&feature=youtu.be&t=4m12s

[8] Walter Benjamin, “The Work of Art in the Age of Its Technological Reproducibility," in The Work of Art in the Age of Its Technological Reproducibility, and Other Writings on Media (Cambridge  Mass.: Belknap Press of Harvard University Press, 2008), 26.

[9] Susan Buck-Morss, The Dialectics of Seeing: Walter Benjamin and the Arcades Project (MIT Press, 1991), 70.

[10] Jens Andermann, The Optic of the State: Visuality and Power in Argentina and Brazil (University of Pittsburgh Pre, 2007), 5.

[11] Zack Snyder, Man of Steel, Action, Adventure, Fantasy, Sci-Fi, 2013.

[12] Man of Steel Viral - General Zod's Warning (2013) Superman Movie HD, 2013, http://www.youtube.com/watch?v=5QkfmqsDTgY.

[13] BackStarCreativeMedia, “Datamoshing—the Beauty of Glitch," April 9, 2009, http://backstar.com/blog/2009/04/09/datamoshing-the-beauty-of-glitch/.

[14] Mark B. Hansen, “Cinema Beyond Cybernetics, or How to Frame the Digital Image," Configurations 10, no. 1 (2002): 54, doi:10.1353/con.2003.0005.

[15] Mark Poster, The Second Media Age (Wiley, 1995), 20.

[16] Jean Baudrillard, “The Murder of the Sign," in Consumption in an Age of Information, ed. Sande Cohen and R. L. Rutsky (Berg, 2005), 11.  

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Tue, 10 Sep 2013 08:00:00 -0700 http://rhizome.org/editorial/2013/sep/10/phantom-zone
<![CDATA[Representations of 'The Phantom Zone' (in the original Superman films)]]> http://ask.metafilter.com/mefi/242159

In the original Superman films General Zod and his accomplices are trapped in The Phantom Zone, which in the films is represented as a 2D 'crystal' prison sent spinning through space. I am looking for any writings/insights into how the visual effects for this were created, and exactly by whom. Any other insights, from comic book lore, about how the Phantom Zone was represented - especially visually - would also be appreciated. I know about the Richard Donner controversy (Superman was directed by Richard Donner in 1978, and after he was 'fired' from the project Superman II was taken over by Richard Lester, 1980). That's for another discussion.

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Mon, 03 Jun 2013 09:24:38 -0700 http://ask.metafilter.com/mefi/242159
<![CDATA[Man of Steel Viral - General Zod's Warning (2013) Superman Movie HD]]> http://www.youtube.com/watch?v=5QkfmqsDTgY&feature=youtube_gdata

Watch the MAN OF STEEL ALIEN INVASION: http://goo.gl/7458e Watch our Trailer Review: http://goo.gl/y78FW Subscribe to TRAILERS: http://bit.ly/sxaw6h Subscribe to COMING SOON: http://bit.ly/H2vZUn Like us on FACEBOOK: http://goo.gl/dHs73 Man of Steel Viral Video

From the official Man of Steel facebook page.

A child sent to Earth from a dying planet is adopted by a couple in rural Kansas. Posing as a journalist, he uses his extraordinary powers to protect his new home from an insidious evil.

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In addition to hot new trailers, the Movieclips Trailers page gives you original content like Ultimate Trailers, Instant Trailer Reviews, Monthly Mashups, and Meg's Movie News and more to keep you up-to-date on what's out this week and what you should be watching. "Zack Snyder" "Henry Cavill" "Russell Crowe" "Amy Adams" "David S. Goyer" "Kevin Costner" "Diane Lane" "Michael Shannon" "Christopher Meloni" "Laurence Fishburne" "Ayelet Zurer" "Christopher nolan" "superman movie" superman "man of steel movie" "man of steel trailer" "man of steel teaser" "man of steel HD" HD 2013 "DC comics" Metropolis Movieclips movie clips movieclipstrailers movieclipscomingsoon ahegele viral "general zod"

The Phantom Zone

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Tue, 21 May 2013 19:44:03 -0700 http://www.youtube.com/watch?v=5QkfmqsDTgY&feature=youtube_gdata
<![CDATA[Datamoshing the Land of Ooo: An Interview with David OReilly]]> https://rhizome.org/editorial/2013/apr/25/datamoshing-land-ooo-conversation-david-oreilly/#new_tab

Screenshot of work in progress, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time.

David OReilly is a 3D animator’s 3D animator. Embracing a stripped-back aesthetic that foregrounds the very processes of animation, OReilly—whose past short films include award-winning titles “The External World” (2011) and “Please Say Something” (2009)—is recognized as much for his astute grasp of dark, abstract comedy as for his unique approach to visual design. Drawing on glitch aesthetics, underground Japanese Manga and the most parasitic of Internet memes, OReilly forges original compositions from the debris of contemporary culture. On April 1, Cartoon Network aired an episode of primetime television series Adventure Time that was written and directed by OReilly. Entitled “A Glitch is a Glitch,”[1] the episode tells the story of a villain who creates a computer virus to delete all of the other characters in the show, with the exception of his love interest. The other characters must weed out and destroy this glitch in the system. “A Glitch is a Glitch” arrived a couple of weeks before a new ‘viral’ trailer for Superman reboot Man of Steel, which also used glitchy datamoshing techniques to deliver its message. It seems significant that as glitch aesthetics take root in the Hollywood mainstream, a young animator, who has creatively embraced glitches for years, would make a television cartoon devoted to weeding them out.

Screenshot of work in progress, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: How did you become involved with Adventure Time? DO: Pen (the creator of the show) was a fan of my short films and got in touch in early 2010. At the time I was making The External World and wasn’t able to jump ship, so it was put on hold. About a year later I had moved to LA and we ran into each other a few times and started talking about it again. DR: At what stage did the music producer Flying Lotus (Steven Ellison) become involved with the project?  DO: Steve is a friend and knew I was doing this early on. We were originally planning on doing a completely different intro that he would score, so he sent over some tracks during production. In the end we didn’t have time or money to do that intro, so the end credits sequence was born. DR: Were there any restrictions and/or stipulations on what you could do with the show? DO: Creatively, Pen really wanted me to do my own thing. The writers on the show are really good, and I would have been happy to animate one of their storyboards—but he really wanted me to do all that stuff myself. I can’t think of a precedent for that. It may be the only animated show in history to let a total outsider write and direct an episode. As far as restrictions, there were a few because ultimately it’s for children’s TV. A few jokes were cut or toned down, which was frustrating at the time, but I’m proud of what made it to air.  

In-progress footage from David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: A Glitch is a Glitch features a clip from another work of yours where a grey, doll-like woman swallows her own hair. In Adventure Time, the clip arrives through the window on a floppy disc taped to a brick. Jake and Finn watch the clip, which then seems to bring the glitch into being. There’s a couple of references here to the Japanese film, Ring (1998), in which a VHS tape must be watched, copied and passed on in order that the “original” viewer not die. Your doll woman in particular echoes and subverts a memorable motif from the Ring franchise, having the long-haired spectral figure literally eat herself like an ouroboros. DO: I think that was misinterpreted by the fans. That clip isn’t an earlier work—I made it alongside the episode and released it a week before. For that scene I was kind of thinking about those shock sites you see when you’re younger. Back in my day it was tubgirl or goatse; they were passed around and became these enigmatic things you had to see. Kids now are way more exposed to that stuff—and probably at a far younger age. A lot of people complained that scene was too extreme for kids’ TV, but I think people don’t give them credit for what they can tolerate. If they have the Internet they’re pretty much exposed to the open mouth of hell at all times. 

Process images, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: The shock value of your work is often emphasised by your allegiance to cute—kawaii—figures. Adventure Time feels like a good fit for that contradiction to play out. Do you have any major influences when it comes to addressing this balance? Other than Goatse, of course.  DO: I should say the scene of the girl eating her hair wasn’t about shocking the audience, it was about getting Finn & Jake to feel sick. Only a few seconds of it appears in the actual episode. In general I never think about shock value in any project because it implies there’s no meaning behind the images. Surprise might be a better word; I’m interested in using animation for ideas that it isn’t typically used for. Of course, some people were shocked, but that’s mainly because they expected a regular 2D episode—and the story existed outside of the show’s canon. DR: In your essay Basic Animation Aesthetics, you talk about bringing consistency and coherence to the 3D worlds you create. At a few points in the Adventure Time episode, as the glitch tears through the Land of Ooo, things get stripped back to their elements, which in this case appears to be the software interface itself . I wondered whether you could talk about restrictions in relation to 3D animation. How did you force yourself to “think outside the box” with this project?  DO: In general I try to find ideas which justify being in 3D animation. On this project, I wanted to focus on glitch as a narrative device. I had been doing that stuff a fairly long time ago, but my interests shifted to story, so I abandoned it for a while. This was a chance to really use both these interests in one project. It’s a back and forth between what works for the story and what’s interesting visually; you can’t structure a narrative around a bunch of interesting visual ideas and vice versa. The world being deleted allowed for a lot of visual corruption of things so that seemed to fit.

Still image from “Treehouse of Horror VI” (1995), segment entitled “Homer3. Episode of The Simpsons. DR: I was reminded of the 1995 episode of The Simpsons, “Treehouse of Horror VI,” which featured a segment titled “Homer3.” I couldn’t resist this reference I found on Wikipedia: “One of the key shots in Homer3 was where Homer steps into the 3D world and his design transitions into 3D. Bill Oakley considers the shot the ‘money shot’ and had a difficult time communicating his idea to the animators.” I wondered whether you could think of an equivalent, troublesome “money shot“ in your AT episode?  DO: There were a lot of technical hurdles. In general, doing stylistic glitch is easy compared to doing good character animation. Mixing the two gets very tricky though. One of the hardest things was corrupting the scene near the end of the entire broadcast so that the earlier clip is superimposed over Finn & Jake to give them an idea (i.e., using glitch as a kind of thought bubble). It was easy to storyboard that idea, but making it work properly took a lot of grind. DR: How much of the “stylistic” glitching came directly from “real” glitches? In other words, what processes did you use to introduce random, glitchy elements into the design process? Did you have to cheat to get the “stylistic” results you wanted? DO: It was all generated from “real” glitches—but since everything is run through compositing software and sort of controlled you could also say it was all fake. The glitches needed to begin locally—inside objects—then spread out until they became part of the scene itself. The local stuff was done by generating a ton of sprites that had random pixels move outwardly to create the colorful flourishes we associate with video compression. These had a decent amount of control—a blob of glitchy stuff could move around a scene, for example. Once the scenes were fully animated and rendered the global full-frame glitches were done. There was some jpeg corruption added on top of the battle scene at the end.

Screenshot from design process, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time.

Screenshot of work in progress, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: Some of the behind-the-scenes images you sent me are overlaid with interface elements that appear as part of the glitches that engulf Jake and Finn. This made me think again about the hand-drawn corrections made at the design stage (the scribbles repositioning Jake’s thumb, for instance). Your work merges and disguises the layers that exist between design, interface, 3D environment, characters and story. All of them are blurred via post-produced digital effects that seem to mimic the story itself (with characters having to literally swallow themselves in order reboot the glitchy world of Ooo). I wondered if you could say something about all these story arcs, design self-references and post-produced “mistakes”? DO: In every case with design, it has to be intentional. Even if there are chaotic elements, it still has to be intentional or controlled in some way—otherwise you’re just showing off the tools and probably not communicating an idea. Some people might disagree but that’s my feeling about it. There’s a kind of back and forth between software and idea that goes on when I work in 3D, because to me it’s weird NOT to acknowledge that everything is fake and animation is basically an optical illusion – but it’s still ultimately a medium to get ideas across. I don’t want style or design to be center stage—it’s just something that happens in the translation process from brain to screen. DR: To my eye some of these effects look painterly, like video codecs corrupted on purpose, or what is commonly referred to as “datamoshing.” Could you let us into some of the processes you used to make that painterly aesthetic?  DO: There was a few layers of stuff going on. Some effects were applied as part of the 3D scene and others as a post-process. The painterly aspect of compression comes from the codec trying and use motion data over a static image, so that image is pushed and smudged around leaving these colorful trails and blotches. I also generated a lot of moiré patterns for the “time tunnel” sequence. I’ve wanted to use moiré effects for a while, they’re another example of the computer generating seemingly organic results from limited input. They’re also really damn pretty. DR: You’ve talked in the past about viewers becoming used to 3D aesthetics over time, meaning that a technical approach “that once would stun an audience with its realism now barely has any effect.” [2] I wonder whether you think glitch can become more than just another addition to the “rapidly expanding aesthetic library”? [3] DO: Glitch in its current incarnation will date like everything else. It’s a motif associated with jpeg and DivX compression, and we won’t be using those formats forever. In the 80s & 90s, there were a lot of analog errors being explored, and the errors in the 2020s will probably look a lot different.

Screenshot of work in progress, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: A lot of your distinctive visual style stems from the way you strip back the clutter of 3D design. Was there ever a chance you might have stuck with the 2D look of Adventure Time?  DO: I don’t think so. As much as I loved getting to know those characters and trying to write for them, I also really love 3D. I still feel it’s at its earliest stage and I get excited about doing ideas that only work in that medium.  DR: I’d like to move on to the question of how your work circulates on the Internet and feeds into a culture of artistic re-use. You recently released all 65 character rigs from your project The External World, allowing anyone to modify and re-use them in their own (non-commercial) projects. Have there been any surprising results from doing this?  DO: It’s still early days with those, I haven’t seen more than a few tests done with them. One animator has decided to use them for 51 animation exercises. I’d like to see them do interactive stuff, but that may take a while. DR: A few months ago you collated some of your creative influences for a Russian design magazine. Who inspires you at the moment? DO: The Adventure Time storyboard writers are awesome (literally all of them). In 3D I like the work of Andrew Benson and Robert Seidel. In comics I can’t get enough of Chris Ware and Jason. About 100 other people. I can’t list them all off because I’d think of another 100. 

David OReilly, “Mindsploitation Timelapse” (2013). Single-channel video with sound. DR: You recently shared a video showing the design process behind your cover for Mindsploitation, a book by Vernon Chatman. What are you working on next? DO: I had been working on that book for about a year. As with every project, I never talk about it. As much as possible I try to maintain the lowest expectations from people.  DR: And finally, do you have any advice for young, aspiring visual designers? The next generation of glitchers and creators! DO: It’s hard to not use clichés for questions about advice. Most people say the same thing over and over, which 99% of the time is a way to dodge it. Here is some random crap I would tell my 15 year old self: get off social networks, finish every project even if you think it’s bad, be happy to have free time and use the hell out of it, do more drugs, keep a diary. This conversation between Daniel Rourke and David OReilly took place between April 10 and 24, 2013, on Google Drive.    References:

[1] The Glitch is a Glitch is not available on YouTube or Vimeo – here instead is an unofficial, unendorsed link to the episode from the darkest recesses of the web [2] David OReilly, “Basic Animation Aesthetics,” 2009, 7. 

[3] Ibid.  

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Thu, 25 Apr 2013 05:00:00 -0700 https://rhizome.org/editorial/2013/apr/25/datamoshing-land-ooo-conversation-david-oreilly/#new_tab
<![CDATA[Datamoshing the Land of Ooo]]> http://rhizome.org/editorial/2013/apr/25/datamoshing-land-ooo-conversation-david-oreilly

Screenshot of work in progress, David OReilly, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time. David OReilly is a 3D animator’s 3D animator. Embracing a stripped-back aesthetic that foregrounds the very processes of animation, OReilly—whose past short films include award-winning titles "The External World" (2011) and "Please Say Something" (2009)—is recognized as much for his astute grasp of dark, abstract comedy as for his unique approach to visual design. Drawing on glitch aesthetics, underground Japanese Manga and the most parasitic of Internet memes, OReilly forges original compositions from the debris of contemporary culture. On April 1, Cartoon Network aired an episode of primetime television series Adventure Time that was written and directed by OReilly. Entitled “A Glitch is a Glitch,”[1] the episode tells the story of a villain who creates a computer virus to delete all of the other characters in the show, with the exception of his love interest. The other characters must weed out and destroy this glitch in the system. “A Glitch is a Glitch” arrived a couple of weeks before a new ‘viral’ trailer for Superman reboot Man of Steel, which also used glitchy datamoshing techniques to deliver its message. It seems significant that as glitch aesthetics take root in the Hollywood mainstream, a young animator, who has creatively embraced glitches for years, would make a television cartoon devoted to weeding them out.

Screenshot of work in progress, David OReilly, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time. DR: How did you become involved with Adventure Time? DO: Pen (the creator of the show) was a fan of my short films and got in touch in early 2010. At the time I was making The External World and wasn't able to jump ship, so it was put on hold. About a year later I had moved to LA and we ran into each other a few times and started talking about it again. DR: At what stage did the music producer Flying Lotus (Steven Ellison) become involved with the project?  DO: Steve is a friend and knew I was doing this early on. We were originally planning on doing a completely different intro that he would score, so he sent over some tracks during production. In the end we didn’t have time or money to do that intro, so the end credits sequence was born. DR: Were there any restrictions and/or stipulations on what you could do with the show? DO: Creatively, Pen really wanted me to do my own thing. The writers on the show are really good, and I would have been happy to animate one of their storyboards—but he really wanted me to do all that stuff myself. I can't think of a precedent for that. It may be the only animated show in history to let a total outsider write and direct an episode. As far as restrictions, there were a few because ultimately it's for children's TV. A few jokes were cut or toned down, which was frustrating at the time, but I'm proud of what made it to air.  

In-progress footage from David OReilly, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time. DR: A Glitch is a Glitch features a clip from another work of yours where a grey, doll-like woman swallows her own hair. In Adventure Time, the clip arrives through the window on a floppy disc taped to a brick. Jake and Finn watch the clip, which then seems to bring the glitch into being. There’s a couple of references here to the Japanese film, Ring (1998), in which a VHS tape must be watched, copied and passed on in order that the "original" viewer not die. Your doll woman in particular echoes and subverts a memorable motif from the Ring franchise, having the long-haired spectral figure literally eat herself like an ouroboros. DO: I think that was misinterpreted by the fans. That clip isn't an earlier work—I made it alongside the episode and released it a week before. For that scene I was kind of thinking about those shock sites you see when you're younger. Back in my day it was tubgirl or goatse; they were passed around and became these enigmatic things you had to see. Kids now are way more exposed to that stuff—and probably at a far younger age. A lot of people complained that scene was too extreme for kids' TV, but I think people don't give them credit for what they can tolerate. If they have the Internet they're pretty much exposed to the open mouth of hell at all times. 

Process images, David OReilly, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time. DR: The shock value of your work is often emphasised by your allegiance to cute—kawaii—figures. Adventure Time feels like a good fit for that contradiction to play out. Do you have any major influences when it comes to addressing this balance? Other than Goatse, of course.  DO: I should say the scene of the girl eating her hair wasn't about shocking the audience, it was about getting Finn & Jake to feel sick. Only a few seconds of it appears in the actual episode. In general I never think about shock value in any project because it implies there’s no meaning behind the images. Surprise might be a better word; I'm interested in using animation for ideas that it isn't typically used for. Of course, some people were shocked, but that’s mainly because they expected a regular 2D episode—and the story existed outside of the show's canon. DR: In your essay Basic Animation Aesthetics, you talk about bringing consistency and coherence to the 3D worlds you create. At a few points in the Adventure Time episode, as the glitch tears through the Land of Ooo, things get stripped back to their elements, which in this case appears to be the software interface itself . I wondered whether you could talk about restrictions in relation to 3D animation. How did you force yourself to “think outside the box” with this project?  DO: In general I try to find ideas which justify being in 3D animation. On this project, I wanted to focus on glitch as a narrative device. I had been doing that stuff a fairly long time ago, but my interests shifted to story, so I abandoned it for a while. This was a chance to really use both these interests in one project. It’s a back and forth between what works for the story and what's interesting visually; you can't structure a narrative around a bunch of interesting visual ideas and vice versa. The world being deleted allowed for a lot of visual corruption of things so that seemed to fit.

Still image from "Treehouse of Horror VI" (1995), segment entitled "Homer3. Episode of The Simpsons. DR: I was reminded of the 1995 episode of The Simpsons, "Treehouse of Horror VI," which featured a segment titled "Homer3." I couldn’t resist this reference I found on Wikipedia: "One of the key shots in Homer3 was where Homer steps into the 3D world and his design transitions into 3D. Bill Oakley considers the shot the 'money shot' and had a difficult time communicating his idea to the animators." I wondered whether you could think of an equivalent, troublesome "money shot" in your AT episode?  DO: There were a lot of technical hurdles. In general, doing stylistic glitch is easy compared to doing good character animation. Mixing the two gets very tricky though. One of the hardest things was corrupting the scene near the end of the entire broadcast so that the earlier clip is superimposed over Finn & Jake to give them an idea (i.e., using glitch as a kind of thought bubble). It was easy to storyboard that idea, but making it work properly took a lot of grind. DR: How much of the "stylistic" glitching came directly from "real" glitches? In other words, what processes did you use to introduce random, glitchy elements into the design process? Did you have to cheat to get the "stylistic" results you wanted? DO: It was all generated from "real" glitches—but since everything is run through compositing software and sort of controlled you could also say it was all fake. The glitches needed to begin locally—inside objects—then spread out until they became part of the scene itself. The local stuff was done by generating a ton of sprites that had random pixels move outwardly to create the colorful flourishes we associate with video compression. These had a decent amount of control—a blob of glitchy stuff could move around a scene, for example. Once the scenes were fully animated and rendered the global full-frame glitches were done. There was some jpeg corruption added on top of the battle scene at the end.

Screenshot from design process, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time.

Screenshot of work in progress, David OReilly, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time. DR: Some of the behind-the-scenes images you sent me are overlaid with interface elements that appear as part of the glitches that engulf Jake and Finn. This made me think again about the hand-drawn corrections made at the design stage (the scribbles repositioning Jake’s thumb, for instance). Your work merges and disguises the layers that exist between design, interface, 3D environment, characters and story. All of them are blurred via post-produced digital effects that seem to mimic the story itself (with characters having to literally swallow themselves in order reboot the glitchy world of Ooo). I wondered if you could say something about all these story arcs, design self-references and post-produced "mistakes"? DO: In every case with design, it has to be intentional. Even if there are chaotic elements, it still has to be intentional or controlled in some way—otherwise you're just showing off the tools and probably not communicating an idea. Some people might disagree but that's my feeling about it. There's a kind of back and forth between software and idea that goes on when I work in 3D, because to me it’s weird NOT to acknowledge that everything is fake and animation is basically an optical illusion - but it’s still ultimately a medium to get ideas across. I don't want style or design to be center stage—it’s just something that happens in the translation process from brain to screen. DR: To my eye some of these effects look painterly, like video codecs corrupted on purpose, or what is commonly referred to as "datamoshing." Could you let us into some of the processes you used to make that painterly aesthetic?  DO: There was a few layers of stuff going on. Some effects were applied as part of the 3D scene and others as a post-process. The painterly aspect of compression comes from the codec trying and use motion data over a static image, so that image is pushed and smudged around leaving these colorful trails and blotches. I also generated a lot of moiré patterns for the "time tunnel" sequence. I’ve wanted to use moiré effects for a while, they’re another example of the computer generating seemingly organic results from limited input. They're also really damn pretty. DR: You’ve talked in the past about viewers becoming used to 3D aesthetics over time, meaning that a technical approach "that once would stun an audience with its realism now barely has any effect." [2] I wonder whether you think glitch can become more than just another addition to the "rapidly expanding aesthetic library"? [3] DO: Glitch in its current incarnation will date like everything else. It’s a motif associated with jpeg and DivX compression, and we won’t be using those formats forever. In the 80s & 90s, there were a lot of analog errors being explored, and the errors in the 2020s will probably look a lot different.

Screenshot of work in progress, David OReilly, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time. DR: A lot of your distinctive visual style stems from the way you strip back the clutter of 3D design. Was there ever a chance you might have stuck with the 2D look of Adventure Time?  DO: I don't think so. As much as I loved getting to know those characters and trying to write for them, I also really love 3D. I still feel it's at its earliest stage and I get excited about doing ideas that only work in that medium.  DR: I'd like to move on to the question of how your work circulates on the Internet and feeds into a culture of artistic re-use. You recently released all 65 character rigs from your project The External World, allowing anyone to modify and re-use them in their own (non-commercial) projects. Have there been any surprising results from doing this?  DO: It's still early days with those, I haven't seen more than a few tests done with them. One animator has decided to use them for 51 animation exercises. I’d like to see them do interactive stuff, but that may take a while. DR: A few months ago you collated some of your creative influences for a Russian design magazine. Who inspires you at the moment? DO: The Adventure Time storyboard writers are awesome (literally all of them). In 3D I like the work of Andrew Benson and Robert Seidel. In comics I can’t get enough of Chris Ware and Jason. About 100 other people. I can't list them all off because I'd think of another 100. 

David OReilly, "Mindsploitation Timelapse" (2013). Single-channel video with sound. DR: You recently shared a video showing the design process behind your cover for Mindsploitation, a book by Vernon Chatman. What are you working on next? DO: I had been working on that book for about a year. As with every project, I never talk about it. As much as possible I try to maintain the lowest expectations from people.  DR: And finally, do you have any advice for young, aspiring visual designers? The next generation of glitchers and creators! DO: It's hard to not use clichés for questions about advice. Most people say the same thing over and over, which 99% of the time is a way to dodge it. Here is some random crap I would tell my 15 year old self: get off social networks, finish every project even if you think it's bad, be happy to have free time and use the hell out of it, do more drugs, keep a diary. This conversation between Daniel Rourke and David OReilly took place between April 10 and 24, 2013, on Google Drive.    References:

[1] The Glitch is a Glitch is not available on YouTube or Vimeo – here instead is an unofficial, unendorsed link to the episode from the darkest recesses of the web [2] David OReilly, “Basic Animation Aesthetics,” 2009, 7. 

[3] Ibid.  

]]>
Thu, 25 Apr 2013 04:00:00 -0700 http://rhizome.org/editorial/2013/apr/25/datamoshing-land-ooo-conversation-david-oreilly
<![CDATA[And Another ‘Thing’ : Sci-Fi Truths and Nature's Errors]]> http://www.3quarksdaily.com/3quarksdaily/2010/09/and-another-thing-sci-fi-truths-and-natures-errors.html

In my last 3quarksdaily article I considered the ability of science-fiction – and the impossible objects it contains – to highlight the gap between us and ‘The Thing Itself’ (the fundamental reality underlying all phenomena). In this follow-up I ask whether the way these fictional ‘Things’ determine their continued existence – by copying, cloning or imitation – can teach us about our conception of nature.

Seth Brundle: What's there to take? The disease has just revealed its purpose. We don't have to worry about contagion anymore... I know what the disease wants.

Ronnie: What does the disease want?

Seth Brundle: It wants to... turn me into something else. That's not too terrible is it? Most people would give anything to be turned into something else.

Ronnie: Turned into what?

Seth Brundle: Whaddaya think? A fly. Am I becoming a hundred-and-eighty-five-pound fly? No, I'm becoming something that never existed before. I'm becoming... Brundlefly. Don't you think that's worth a Nobel Prize or two?

The Fly, 1986

In David Cronenberg’s movie The Fly (1986) we watch through slotted fingers as the body of Seth Brundle is horrifically transformed. Piece by piece Seth becomes Brundlefly: a genetic monster, fused together in a teleportation experiment gone awry. In one tele-pod steps Seth, accompanied by an unwelcome house-fly; from the other pod emerges a single Thing born of their two genetic identities. The computer algorithm designed to deconstruct and reconstruct biology as pure matter cannot distinguish between one entity and another. The parable, as Cronenberg draws it, is simple: if all the world is code then ‘all the world’ is all there is.

Vincent Price in 'The Fly', 1958Science fiction is full of liminal beings. Creatures caught in the phase between animal and human, between alien and Earthly, between the material and the spirit. Flowing directly from the patterns of myth Brundlefly is a modern day Minotaur: a manifestation of our deep yearning to coalesce with natural forces we can’t understand. The searing passions of the bull, its towering stature, are fused in the figure of the Minotaur with those of man. The resultant creature is too fearsome for this world, too Earthly to exist in the other, and so is forced to wander through a labyrinth hovering impossibly between the two. Perhaps Brundlefly’s labyrinth is the computer algorithm winding its path through his genetic code. As a liminal being, Brundlefly is capable of understanding both worlds from a sacred position, between realities. His goal is reached, but at a cost too great for an Earthly being to understand. Seth the scientist sacrifices himself and there is no Ariadne’s thread to lead him back.

In her book on monsters, aliens and Others Elaine L. Graham reminds us of the thresholds these ‘Things’ linger on:

“[H]uman imagination, by giving birth to fantastic, monstrous and alien figures, has… always eschewed the fiction of fixed species. Hybrids and monsters are the vehicles through which it is possible to understand the fabricated character of all things, by virtue of the boundaries they cross and the limits they unsettle.”

Elaine L. Graham, Representations of the Post/Human

Hybrids such as the Minotaur or Brundlefly are meeting points for disparate categories of representation. They symbolise the tragic limits of human perception. Unable to grasp the world in and of Itself (nature) we colonise it with ever more fabricated representations and imitations (culture) which only result in distancing us yet further from The Thing Itself. One such category of fabrication, a favourite in science fiction, is ‘code’. Brundlefly is a Thing caught on the threshold between, what in geek-terminology we might call, wetware and software. Cronenberg’s parable plays into the hands of every techno-fearing luddite: a monster born from our desire to reduce nature to science; to simplify lumpy, oozing, unpredictable flesh in the patterns of an efficient genetic code.

Jeff Goldblum in 'The Fly', 1986We are all the tragic Brundefly because whilst we see beauty and endless creative potential in the natural world around us, we find it impossible to quantify those same categories in the reductive models we have devised to describe them. To describe nature, whether genetic codes unwinding or bees busying around their nest, we gasp at its “creativity”, ascribing its endless variation a human-like attention to detail. But as Richard Dawkins alludes to below, the most creative force in nature is the absolute opposite of perfection: it is in fact error. The world that science has modelled for us is a world riddled with mistakes, failures and run away coding errors. In order to ‘create’ nature must, as Alexander Pope said of the human, err:

“Think about the two qualities that a virus, or any sort of parasitic replicator, demands of a friendly medium, the two qualities that make cellular machinery so friendly towards parasitic DNA, and that make computers so friendly towards computer viruses. These qualities are, firstly, a readiness to replicate information accurately, perhaps with some mistakes that are subsequently reproduced accurately; and, secondly, a readiness to obey instructions encoded in the information so replicated.”

Richard Dawkins, Viruses of the Mind

It is beneficial for life that errors exist and are propagated by biological systems. Too many copying errors and all biological processes would be cancerous, mutating towards oblivion. Too much error management (redundancy) and biological change, and thus evolution, could never occur.

Simply put, exchange within and between natural systems has no value unless change, and thus error, is possible within the system. What science fiction allows us to do is peek into a world where nature’s love for error is switched off, or allowed to run rampant. What would be the consequence of a truly ‘perfect’ natural process, devoid of error? In John Carpenter’s The Thing we see the result of such a process: a nature perfect by our standards, but terrible in its consequences.

Blair: You see, what we're talking about here, is an organism that imitates other life forms, and it imitates them perfectly. When this thing attacked our dogs, it tried to digest them, absorb them, and in the process shape its own cells to imitate them. This, for instance...That's not dog, it's imitation. We got to it before it had time to finish.

Norris: Finish what?

Blair: Finish imitating these dogs.

The Thing, 1982

John Carpenter's 'The Thing', 1982John Carpenter's The Thing (1982) is a claustrophobic sci-fi masterpiece, containing all the hallmarks of a great horror film. As in The Fly, the film depicts a sinister turn for the body, where the chaos of the replicating, cancerous cell is expanded to the human scale and beyond. In The Thing we watch as an alien force terrorises an isolated Antarctic outpost. The creature exhibits the awesome ability to imitate its host, devouring any creature (or human) it comes across before giving birth to an exact copy in a burst of blood and protoplasm. The Thing copies cell by cell and its process is so perfect - at every level of replication - that the resultant simulacrum speaks, acts and even thinks like the original. The Thing is so relentless, its copies so perfect, that the outpost's Doctor is sent mad at the implications:

Blair: If a cell gets out it could imitate everything on the face of the earth... and it's not gonna stop!!!

In The Thing it is we, the human race, who are trapped between realities. A twist in the truth that highlights our own liminal nature. If, as Dawkins suggests, evolution is about the imperfect copy, then, like the tragic Brundlefly, or the towering figure of the Minotaur, the characters in The Thing are torn between two equally horrifying worlds. In one, the alien Thing aims for perfection, cloning its hosts cell by cell until, like The Ship of Argo, an entirely new, but identical world remains. In the other, the beauty of nature, in all its intricacy, is the result of a billion years of ugly mutation. 

Which process is closest to the truth? Which result is more hideous? I have not the authority to say. In science fiction every improbable event is balanced by the existence of an equally improbable reality. The Thing Itself, the world beneath phenomenon, and the Things that inhabit it, have always been impossible to comprehend. Where science fiction takes us, kicking and screaming, is right back to the real world, our knuckles a little whiter from the journey.

by Daniel Rourke


If you enjoyed this essay, you may also like:

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Sun, 05 Sep 2010 21:20:00 -0700 http://www.3quarksdaily.com/3quarksdaily/2010/09/and-another-thing-sci-fi-truths-and-natures-errors.html
<![CDATA[Special Man]]> http://www.flickr.com/photos/huge-entity/4266878512/

Mr. Daniel

digg.com/odd_stuff/Superman_s_challenged_half_brother_pic

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Mon, 11 Jan 2010 10:59:00 -0800 http://www.flickr.com/photos/huge-entity/4266878512/
<![CDATA[Speaking about Ants, Superman and Centaurs]]> http://machinemachine.net/text/out-loud/speaking-about-ants-superman-and-centaurs

This text was read out loud on the 21st November, as part of the Volatile Dispersal: Festival of Art-Writing, held at The Whitechapel Gallery Thanks must go to Maria Fusco and Francesco Pedraglio for asking me to take part…

In one of the most uncanny revelations in science fiction, the protagonist of H.G. Wells’ The Time Machine awakes from his anthropic slumber: the museum is filled with artefacts not from his past, but from his future. Like the Time Traveller it is easy to forget, that however hard we try to walk beyond a given path, we will always tend to inscribe another in our wake. ——– I discovered the ants trailing like gunpowder across my kitchen floor. Before I had time to think I had vacuumed up a thousand. Yet they kept coming, tending to resurge where last I had punished them; coursing like a rainless cloud on the exact same trajectory each time. ——–

The French tourist attraction Lascaux II is like the 1980 family movie Superman II because: 1. It’s a translation of archetypes, a kind of ode to idealism. 2. Some people claim that it is better than the original. 3. The special effects are dated, but they still pack a punch. 4. It cost millions to produce. 5. All it is is editing. In 1963 Lascaux cave, a network of subterranean tunnels scrawled with some of the earliest known Upper Palaeolithic human art, was closed to public scrutiny. Since its discovery in 1940 around a thousand visitors had trampled through the site per day, bringing with them a toxic mix of exhaled CO2 and greasy, groping fingers. In 1983 the Lascaux II replica was opened to the public. The tourist attraction contains a faithful recreation of the textured surface of the original cave upon which 75% of the precious art has been meticulously copied. In the late 1970s Richard Donner, a talented director best known for his earlier film The Omen, was fired by the producers of the Superman franchise. Donner’s attempt to craft and create two Superman movies back to back had become hampered by production disagreements. A new director, Richard Lester, was drafted in to piece together the unfinished second film from remnants that Richard Donner had left scattered on the cutting-room floor. Lester’s Superman II was released in 1980. Richard Donner’s name was absent from the credits. The original Lascaux cave rests in darkness again now, killing the time its simulation has reclaimed from toxic breath and greasy, groping fingers. The addition of a ‘state-of-the-art’ air conditioning system to the Lascaux complex is thought to be responsible for a virulent, black fungus now invading the site. Experts are looking for a solution to the new problem they helped introduce. Richard Donner finally released a ‘faithful’ version of Superman II in late 2006, a version for which Richard Lester received no credit. The two films contain around 75% of the same material, in vaguely different orders. ——– Somewhere unseen to me a billowing sack of protoplasm with the head of a Queen was giving birth to its hundredth clone of the day. But unlike its brethren this clone would never grow towards the daylight. A dark shroud of worker ants would drag poison into its womb: a deadly meal upon which the nest would feast. ——–

Most fire ant bait is an insecticide and an attractive ant food combination made up of processed corn grits coated with soybean oil. Baits are taken into the colony by ants searching for food. The bait is distributed to other members of the colony through the exchange of food known as trophallaxis. Although several fire ant baits are available, there are two main types: insect growth regulators and actual toxins. Hydramethylnon bait is a toxin that disrupts the ant’s ability to convert food to energy. Spinosad bait is a biorational toxin derived through the fermentation of a soil dwelling bacteria. Abamectin, the toxin in Raid® Fire Ant Bait is also the result of the fermentation of soil dwelling bacteria. Fipronil bait disrupts the insect’s nervous system through contact and stomach action. Fenoxycarb, or methoprene, and pyriproxyfen are all insect growth regulators that prevent queens from producing new workers. One key to the efficiency of baits is that the insecticide gets to the queen. 1 ——– In my local supermarket was an aisle devoted to domestic murder. Sticky traps infused with cockroach friendly aromas; circular baiting baths filled with a saccharine mosquito-drowning dew. Tablets for prevention, sprays for elimination and piles of bug-nets, bug-bats, bug-bombs and bug-poisons. ——–

In a central scene from the 1991 film, Terminator II, Sarah Conner attempts escape from the high-security asylum in which she has been incarcerated. For a patient, deemed to be dangerously unstable, an asylum is a rigid tangle of limits, barriers, locked-doors and screeching alarms. Sarah Conner’s escape is notable because of its affirmation of the paths of the asylum. Far from moving beyond it, Conner uses the rigidity of the system to aid her movement through the building. From the very beginning of the scene Conner’s dancing feet, her balletic violence, inscribe into the constraints of the asylum a pattern of the purest desire. A paper-clip, a broom and a container of bleach – all systematic of order and closure – become in turn a lock-pick, a weapon and a kidnapping ploy. A key, usually a symbol of access and movement between limits, is snapped in its lock and instantly becomes a barrier. Only upon the arrival of The Terminator and her son, John, does Sarah’s freedom over the asylum finally ebb back towards the traditional limits of fear and isolation.

——– I bought a box of Raid ant bait. The compound eyes and hideous mandibles of a cartoon ant stared back at me from the package. This caricature, designed to demonise the ants, instead expressed their human-like determination. A determination that I would use against them. A determination bound up and offered to them like a spoonful of Trojan horses. ——–

Though the radiation from kryptonite is detrimental to all life, it is especially harmful to Kryptonians such as Superman. Kryptonite is the ore of kryptonium, and usually has a green hue. Although, in its red form, kryptonite is perhaps at its most unpredictable. Red kryptonite turned Superman into a powerless giant and a dwarf. Turned him into a terrifying Kryptonian dragon. Red kryptonite drove Superman insane for a period of forty-eight hours. Made Superman unable to see anything green; grow incredibly long hair, nails, and beard. Grow fat; gain the ability to read thoughts; grow a third eye in the back of his head. Lose his invulnerability along the left side of his body. Split into an evil Superman and a good Clark Kent. Become apathetic. Be rendered unable to speak or write anything but Kryptonese. Grow an extra set of arms. Become clumsy. Swap bodies with the person nearest him. Transfer his powers. Rapidly age. Go through multiple personality changes. And have his skin rendered transparent overloading him with solar power. Red kryptonite made flames shoot out of Superman’s mouth and endowed him with the power to make his wishes come true. Red kryptonite transformed Superman into an infant with the mind of an adult. Robbed Superman of his super powers and afflicted him with total amnesia. Red kryptonite once endowed Superman with the head and antennae of a giant ant.2

——– I set down the bait, causing the trail of ants to divert and invert. After a few moments of disorder the nest plotted a new trajectory: the black cloud bleeding into yellow poison. Ants never anticipate. They only creep onwards, solving each problem as it comes to them. Surviving because survival is what ants do. ——–

It is written that when the Maya people of The New World were first set upon by the Spanish cavalry it was spiritual confusion that hastened their demise. To their eyes the seething onslaught of man and horse was made of but one, new and terrifying, species of creature. In the West we might call these creatures Centaurs: liminal entities fused of two distinct species. To the Maya the border between God and beast was breached by the Spanish invaders, truly alien beings who in all but one generation would subsume the Maya under a wave of technology, disease and colonial ascent. At the time these stories first made their way across the Atlantic ocean the Mayan Centaurs would have been seen as examples of a primitive world view. Today we tend to believe we have a clearer conception of history, one not marred by colonial aspirations or archaic stereotypes. And yet, like Edwin Hubble, staring out at an ever expanding universe, the more we examine these events the more they seem to accelerate away from us. Like the Maya we are constrained by our perceiving eye, by the cultural reservoir within which our imaginations swim. It is as though the very fidelity of reality is determined at its point of viewing, that in some sense we will always see Centaurs where really there sit men on their horses. ——– By morning the upturned plastic mushroom was empty of its poison, as piece by piece the ant bait had been dragged, carried and manoeuvred into the nest. In places a fine yellow dust now stained the kitchen’s cracked linoleum. A dust composed of corn grits soaked with delicious, deadly poison.

1 Extracted from University of Arkansas web archive: http://tinyurl.com/6xzob2

2 Dialogue text compiled from online sources: wiki.superman.nu/wiki/index.php/Red_Kryptonite, en.wikipedia.org/wiki/Kryptonite & supermanhomepage.com/comics/comics.php?topic=comics-sfaq#Q34

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Mon, 23 Nov 2009 08:29:00 -0800 http://machinemachine.net/text/out-loud/speaking-about-ants-superman-and-centaurs
<![CDATA[I discovered the ants]]> http://www.3quarksdaily.com/3quarksdaily/2009/06/i-discovered-the-ants.html

by Daniel Rourke I discovered the ants trailing like gunpowder across my kitchen floor. Before I had time to think I had vacuumed up a thousand. Yet they kept coming, tending to resurge where last I had punished them; coursing like a rainless cloud on the exact same trajectory each time. Somewhere unseen to me a billowing sack of protoplasm with the head of a Queen was giving birth to its hundredth clone of the day. But unlike its brethren this clone would never grow towards the daylight. A dark shroud of worker ants would drag poison into its womb: a deadly meal upon which the nest would feast. In my local supermarket was an aisle devoted to domestic murder. Sticky traps infused with cockroach friendly aromas; circular baiting baths filled with a saccharine mosquito-drowning dew. Tablets for prevention, sprays for elimination and piles upon piles of bug-nets, bug-bats, bug-bombs and bug-poisons. I bought a box of Raid ant bait. The compound eyes and hideous mandibles of a cartoon ant stared back at me from the package. This caricature, designed to demonise the ants, instead expressed their human-like determination. A determination that I would use against them. A determination bound up and offered to them like a spoonful of Trojan horses. The French tourist attraction Lascaux II is like the 1980 family movie Superman II because: It’s a translation of archetypes, a kind of ode to idealism. Some people claim that it is better than the original. The special effects are dated, but they still pack a punch. It cost millions to re-produce. All it is is editing. In 1963 Lascaux cave, a network of subterranean tunnels scrawled with some of the earliest known Upper Palaeolithic human art, was closed to public scrutiny. Since its discovery in 1940 around a thousand visitors had trampled through the site per day, bringing with them a toxic mix of exhaled CO2 and greasy, groping fingers. In 1983 the Lascaux II replica was opened to the public. The tourist attraction contains a faithful recreation of the textured surface of the original cave upon which 75% of the precious art has been meticulously copied. In the late 1970s Richard Donner, a talented director best known for his earlier film The Omen, was fired by the producers of the Superman franchise. Donner’s attempt to craft and create two Superman movies back to back had become hampered by production disagreements. A new director, Richard Lester, was drafted in to piece together the unfinished second film from remnants that Richard Donner had left scattered on the cutting-room floor. Lester’s Superman II was released in 1980. Richard Donner’s name was absent from the credits. The original Lascaux cave rests in darkness again now, killing the time its simulation has reclaimed from toxic breath and greasy, groping fingers. The addition of a ‘state-of-the-art’ air conditioning system to the Lascaux complex is thought to be responsible for a virulent, black fungus now invading the site. Experts are looking for a solution to the new problem they helped introduce. Richard Donner finally released a ‘faithful’ version of Superman II in late 2006, a version for which Richard Lester received no credit. The two films contain around 75% of the same material, in vaguely different orders. Most fire ant bait is an insecticide and an attractive ant food (generally processed corn grits coated with soybean oil) combination. Baits are taken into the colony by ants searching for food. The bait is distributed to other members of the colony through the exchange of food known as trophallaxis. Although several fire ant baits are available, there are two main types: insect growth regulators and actual toxins. Hydramethylnon bait (Amdro®, Siege® and Maxforce®) is a toxin (slow acting stomach poison) that disrupts the ant’s ability to convert food to energy. Spinosad bait (Eliminator® Justice™) is a slow acting biorational toxin derived through the fermentation of a soil dwelling bacteria. Abamectin, the toxin in Raid® Fire Ant Bait is also the result of the fermentation of soil dwelling bacteria. Fipronil bait (Chipco® Firestar™) is a slow acting toxin that disrupts the insect’s nervous system through contact and stomach action. Fenoxycarb (Award™ and Logic®), or methoprene, (Extinguish™) and pyriproxyfen (Distance® and Spectracide®) are all insect growth regulators that prevent queens from producing new workers. Abamectin (Clinch™, Varsity™, Ascend™ and Raid®) bait acts both as an insect growth regulator and a toxin. One key to the efficiency of baits is that the insecticide gets to the queen. [i] (The stage is very dark. The sound of breathing can be heard, and then the scrape of a foot against something solid. The darkness holds in this state for a few more moments. The breathing dwindles to a spoken whisper, low and indistinct. These noises echo from within a narrow space. They grow closer as they repeat. The audience waits. A flicker of light erupts from below stage right. It swells and diminishes like a heart-beat. The stage is modelled on the inside of a cavern. Its edges fill all angles of the stage except the obligatory missing section. It is through this absence that the audience watches. Two men clamber up from a tiny recess in the simulated stone. An older man carries a flame set upon a gnarled tree root. The dank odour of tar drifts out from the flame as the men catch their breath. There is only an iota of light. The audience waits.) Older man: Though the radiation from kryptonite is detrimental to all life, it is especially harmful to Kryptonians such as Superman. Man: Kryptonite is the ore of kryptonium, and usually has a green hue. Older man: Although in its red form, kryptonite is perhaps at its most unpredictable. Man: Red kryptonite is especially volatile. (pauses, looking at his companion) No two chunks of red kryptonite have the same effect on Superman. (The two men drift. The older man's lantern casts the only light in the theatre. A series of hand outlines, shaped in ochre powder, are met by the men's gaze. In turn they each press an outstretched hand to one of these, muttering under their breath. After this ceremony they find seating spaces and buckle into crossed legs. As well as his flame the older man carries a small, leather pouch over one shoulder which he now sets down. The men are dishevelled and dirty with tar smoke.) Older man: Red kryptonite turned Superman into a powerless giant and a dwarf. Man: (thinking at first) Turned him into a terrifying Kryptonian dragon. Older man: Red kryptonite drove Superman insane for a period of forty-eight hours. Man: Made Superman unable to see anything green; grow incredibly long hair, nails, and beard. Older man: Grow fat; gain the ability to read thoughts; grow a third eye in the back of his head. Man: Lose his invulnerability along the left side of his body. Older man: Split into an evil Superman and a good Clark Kent. Man: Become apathetic. Older man: Be rendered unable to speak or write anything but Kryptonese. (The older man opens his pouch, passing his companion the lantern. He pulls out handfuls of twigs, moss and dried fungal remnants and begins to build a fire.) Man: Grow an extra set of arms. Older man: Become clumsy. Man: Swap bodies with the person nearest him. Older man: Transfer his powers. Man: Rapidly age. Older man: Go through multiple personality changes. Man: And have his skin rendered transparent... Older man: ...overloading him with solar power. (By now the fire has been built. The younger man lights the fire. As it begins to burn the light of the stage naturally increases. The cave walls are covered with ancient depictions of horses, reindeer, mammoth and bears, as well as the outlined hand-prints.) Man: (thinking again) Red kryptonite made flames shoot out of Superman’s mouth and endowed him with the power to make his wishes come true. Older man: (weary) Transformed Superman into an infant with the mind of an adult. Man: Robbed Superman of his super powers and afflicted him with total amnesia. (From the fire the older man now draws a length of charred wood. He stubs the stick into the ground, and pinches at its end, blowing away the cinders until only a charcoal tip remains. The older man attempts to stand, eventually requiring his companion’s assistance. He walks the length of the cave, touching his fingers against the animal depictions. Coming upon the naive likeness of a human amongst the animals he taps it in recognition, and begins to mark the figure with his charcoal tool. His marks are simple strokes, but they highlight the human form until it is transformed into something quite different. His companion speaks as he continues to draw.) Man: Is that everything? (The older man continues transforming the painting. From its head he draws a set of antennae. Its torso he elongates into a tear-shaped thorax, adding new limbs onto the extended body. He finishes, stepping back. The human now resembles a giant ant, defined in charcoal against the surface of rock.) Older man: Red kryptonite once endowed Superman with the head and antennae of a giant ant.[ii] Ants! Giant fucking ants! Millions of them, with spiny knees and quivering mandibles trickling with deathly secretions. They advanced upon Earth, taking Tokyo at first, seeming to rise up as one black monolith and wash across the terrified metropolis below. They came from the moon - or perhaps from outer space - although tales of cracks in the Earth opening to an ant-shaped hell beneath could not be founded on rumour alone. From Asia they advanced West, pulling behind them the glistening entrails of human civilisation in one terrific globule. To cross the Himalayas they congregated along its flank in layers, cemented one upon the other with human gunk, until a sheer wall of arthropod crept like a heavenly bridge, up and over the mountain peaks. By the time they reached Iraq they had crushed five hundred armies beneath their scurrying limbs. The viscous mass of human dead they trailed behind them now teemed with the remains of fighter jets, gun turrets and ten thousand war tanks - all minced together in the goo. On a dusty plain, not far from the city of Baghdad, the horde began to gather. Within hours a vast swathe of earth and human cement had been erected into a cone-shaped tower of Babel. The human armies kept their distance defending what little remained of the terrified populous; cursing their inevitable slip from the top of the food-chain; peering back into the evolutionary quagmire from whence they had risen. From the entrance of their Biblical tower the insects extended, like a waiting procession, along the walls of Babylon. With their antennae pushed up high and their thoraxes lowered onto the hot desert ground it was then that their Queen appeared in the sky. In her tree-trunk sized jaws she carried a great, green meteorite, which she set down at the gates of her new ant city. The rock emanated from within a pulse of fire which seemed to re-energise the ant millions; causing their many limbs to chatter against one another; causing the whole of Earth to tremble in anticipation. There are many contradictory tales of what happened next. Some say that the green rock cracked, tearing apart the Earth with its power. Others claim that the Queen ant shed an outer skin, revealing beneath a pair of golden wings. The most accepted story though, and the one to which I subscribe, is that slowly the Queen rolled the green rock in through the gates of the tower, her army following behind her, until the entire swarm had disappeared into the awesome nest. Today the new Babel tower glints in the sun, its upper-most pinnacle piercing through the thin desert clouds. It is said that one day, when the ants have waited out their restful sleep, our waking nightmare will drive them from the tower once again. But I don't believe that, knowing that in time all monuments must crumble to the earth which bore them. Instead I listen carefully for the pulse of the Queen's cargo. Turning my ear to the trembling sky. Waiting for it to speak of the journeys on which it has travelled. Hoping that somewhere, out in the depths of outer space, the ant Queen is revered as the saviour of her alien race. By morning the upturned plastic mushroom was empty of its poison, as piece by piece the ant bait had been dragged, carried and manoeuvred into the nest. In places a fine yellow dust now stained the kitchen's cracked linoleum. A dust composed of corn grits soaked with delicious, deadly poison.END [i] Extracted from University of Arkansas web archive.[ii] Dialogue text compiled from online sources: Superman wiki, Wikipedia& SupermanHomePage. by Daniel Rourke

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Sun, 14 Jun 2009 23:22:00 -0700 http://www.3quarksdaily.com/3quarksdaily/2009/06/i-discovered-the-ants.html