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| Jordan Crandall on Tue, 11 Jan 2005 11:31:29 +0100 (CET) |
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| <nettime> Operational Media |
OPERATIONAL MEDIA
Jordan Crandall
Over the past several decades, in computationally-driven cultures, we hav
e witnessed the emergence of increasingly networked and automated
apparatuses of engagement that are used for security, combat, and
navigation. These are strategic applications that facilitate distributed
fields of intelligence and agency. We might recognize them at work when
we see calculations and computer graphical overlays on screen-based
representations of events, or luminous portable information scrims that
hover between viewer and world.
Integrated into all manner of strategic informational displays -- whether
used for entertainment, communication, or locationing, by the military,
policing, or civilian sectors -- these media have in turn been integrated
into a contemporary regime of spectacle. They are visible everywhere as
part of a machine-aided process of disciplinary attentiveness, embodied i
n practice, that is bound up within the demands of a new production and
security regime.
The enabling premises of such "operational media" can be found in the 194
0s WWII wartime sciences of operations research, game theory, and
cybernetics. The ground was laid for its emergence in the 1950s, when the
development of computing became allied with the communication, command,
simulation, and control imperatives of the Cold War. Its two primary
forms -- the real time tracking interface and the distributed interactive
simulation -- were shaped by technological demands and the
symbolic-communicative practices of wartime production. At the same time,
such media has helped shape new economies of organization, optimization,
and vigilance.
As a conceptual and material apparatus of engagement, operational mediati
on has always been about the detection and strategic codification of
movement, and the development of maneuvers of strategic positionality.
Against many of the orientations of virtual discourses over the last
decade, which have often situated virtuality in terms of delocalization
and disembodiment, its tradition is one of precise locational and temporal
specificity. In this sense, operational media can be thought to serve as a
*reaffirmation* of positionality and place. It plays an important role in
the resurgence of temporal and locational specificity witnessed in new
surveillance and location-aware navigational technologies.
Historically, operational mediation has always been dependent on the form
al modeling of closed systems and the development of highly sophisticated
scenario planning techniques, which are privileged at the expense of
situated, experiential knowledge. It has always been oriented toward an
ideal of integrated control and panoptic oversight, where external realit
y is seen as manageable through the application of abstracted calculations
and strategies. In this sense it is inherently protective and agonistic,
coalescing against a field of potential threat, whether scripted in terms
of danger or inefficiency.
Yet, at the same time, the operational assemblage is fundamentally about
*acquisition.* Propelled by a libidinous, suspicious, and supervisory ga
ze, its objects are those which are to be managed or owned. It is fueled
by the demands of efficiency and vigilance, moving toward real time
engagements and continuous, heightened states of alertness and
preparedness, whether for protection or libidinous consumption. It is not
only driven by security and productivity, but of convenient access to
desired objects. As a technological-semiotic support, it blends combat
and commodity, functioning as a link between war and consumerism.
This essay is about a unique modality of the spectacle that has emerged in
this era of new security machines and mobile apparatuses of engagement.
Orientations of Integration and Control[1]
Out of his studies in feedback mechanisms, communication technology, and
nonlinear processes, Norbert Weiner coined cybernetics in 1947 to designa
te a new science of control mechanisms that relied on the exchange of
information. These were fundamentally mechanisms of control rather than
simply those of exploration: for Weiner, power and control were absolute
ly central to the very foundation of the practice. However, this was not
a centralized form of control, nor a static one. Objects were seen as
flexible, self-regulating control-communication systems that were able to
correct, in the course of their functioning, both their performance and t
he rules governing their performance. The object regulated and controlled
itself based on feedback from the system. It was a machine that could
learn.
Weiner's anti-aircraft predictor was an example of such a device. It was
developed to determine, several seconds in advance, where an enemy aircra
ft would be and to use that information to direct artillery fire.
Today's self-regulating weapon is its descendant.
In cybernetics, both ally and enemy were so merged with their technology
that the distinctions between human and machine were blurred. Soldier,
airplane, calculator, and firepower were merged into a single integrated
system. However, ally and enemy were not part of the same system but wer
e fundamentally two different feedback mechanisms in opposition. In this
sense cybernetics (as well as operations analysis) was always dealing wit
h a world of confrontations and oppositional tactics. The enemy was a
probabilistic system that could be countered using cybernetic tools and
methods, which involved statistical methods and fast, mechanized computin
g methods to solve these statistical problems. It was a fundamentally
agonistic calculus of tactical moves and countermoves.[2]
This agonistic calculus involved the construction of strategies, systems,
and weapons that tie humans and technologies together through flows of
information and issues of symbolic processing, positioning the body and m
ind in terms of an integrated, information processing system. It gradually
became the prototype for a new understanding of the human-machine relatio
n. Within the context of industrial wartime, it was elevated into a
general philosophy of human action.
Cybernetics was a circuit-reductionist model where behavior was always
understood as purposeful and intentional. Both ally and enemy were
fundamentally rational and calculating entities that played on a mechaniz
ed battlefield, well-versed in strategy, tactics, and maneuver. Humans and
objects could only be known in terms of their observable functions.
Under the gaze of such inquiry, human intentionality was the same as the
self-regulation of machines.[3] That which was exhibited in the human
realm but was not observable or operationally useful in science (such as
non-purposeful behavior) was neglected. In this "black-box" conception o
f human nature, where behavior is defined in terms of broad classes of
actions based on input and output, there is no way of dealing with the
full depth and complexity of human interaction. Human behavior is reduced
to moves of pursuit, escape, and deception. An abstract level of pattern
is emphasized over a uniquely embodied particularity.
As clusters of tools, procedures, and metaphors, technologies configure a
platform for discourse and ideology. Such a technical-discursive ensembl
e is modifiable through politics, yet it has political orientations built
into its system. It is not only the technology and its use, in other
words, but the assumptions and orientations that come bundled with it.[4]
To what extent is this essential confrontational and agonist nature of
cybernetics and its circuit-reductionist models of behavior, "hardwired"
into its descendants today? In cybernetic control theory, control systems
beget other control systems. As Katherine Hayles points out, "envisioning
different kinds of exchanges demanded different kinds of control
mechanisms, and constructing new control mechanisms facilitated the
construction of more exchanges in that mode."[5] To what extent have its
enabling premises replicated?
One could ask the same questions of computing in general. Cybernetics an
d its companion wartime sciences were themselves driven by the systematic,
logical rules of computing, where it is understood that everything --=20
warfare, ground realities, markets -- can be formalized, modeled, and
managed. Reality is figured as mathematical and "capturable" through a
formal programming logic. It can be thought to have contributed to an
experience of the world as a predictable, manipulable entity, leading to a
sense of dominance over the future.[6]
One could suggest three intersecting areas, descending from cybernetics a
nd its companion wartime sciences, that are bundled into operational media
from the start. First, the perpetuation of an idealist orientation where
humans have no access to unmediated reality and the world is actively
constructed in terms of relational information systems. Here the world is
scripted as inherently controllable, filtered through a scrim of
information that modifies both system and materiality. Second, following
from the first, is an emphasis on data patterns over essence: an
ever-greater abstraction of persons, bodies, and things, and an emphasis
on statistical patterns of behavior, where the populace is pictured as a
calculus of probability distributions and manageable functions. Third, a
fundamentally agonistic orientation, deriving from a world built on
confrontation and oppositional tactics, of tactical moves and
countermoves.
Such pathways are dimensions of media development, whether militaristic or
not. They flow into the worlds of science, marketing, and videogaming,
for example. A sense of mastery is generated through the contemporary
popular media, where the spectator is infused with an artificial sense of
control over the machine and an exterior world represented on the screen.
Within the perfect world of the operational system, reality is subsumed
within the dictates of the interface. An unruly or unproductive situation
is dominated, over and through the technology, and a de facto power
relation is established between observer and observed.
This tradition has been motivated by, and participated in the construction
of, an imagined enclosure of global panoptic oversight -- a "full spectrum
dominance."[7] In 1997, the Chief of Staff of the US Air Force predicted
that by the year 2000, "we shall be capable of finding, tracking, and
targeting virtually in real time any significant element moving on the
face of the earth."[8] The operational impulse is about acquiring a
position of mastery through an omniscient distribution of the gaze: a
controlling gaze that is everywhere yet nowhere, and which acquires power
solely because of this amorphousness.
Moving through a world of information and communications technology,
information is increasingly seen as more essential that than which it
represents. Pattern is privileged over presence.[9]
The Real Time Tracking Interface
The twentieth century was driven by the race to eliminate time delays of
all sorts -- between actions and displayed results; between the time of
traveling between distant points; between sent messages and received
responses; between observation and engagement. One could see the entire
history of both military development and industrial production as having
been driven, in one way or another, by the need for advance detection and
knowledge-action-time. It was driven by the sense that only advanced
technological systems are capable of dealing accurately and consistently
with the calculations and extremely complex demands of battle situations
--=20 particularly within potentially devastating warfare scenarios, when
there is thought to be no time for human intervention and error.
The real time interface coalesced out of the demands of war and
production. As Lev Manovich points out, it was radar that offered the mass
employment of this fundamentally new type of screen -- the screen of "real
time" -- which will gradually come to dominate modern visual culture.[10]
Radar was the first real time tracking technology. Much of its
development occurred in the early 1940s during the War, due to its rapid
abilities at gathering volumes of information. It generated so much
information that crews had to reorganize and accelerate their way of
working in order to keep up with its pace. The real time interface, then,
brought with it demands for its acclimation, generating new patterns of
organization, attentivity, and action.
The first large-scale, computerized command, control, and communications
system was SAGE, established in the mid-1950s. It was created to link
together radar installations around the perimeter of the U.S., analyze and
interpret their signals, and direct intercepting jets toward incoming
objects. As Paul Edwards shows, SAGE unleashed a wave of command-control
projects from the late 1950s onwards, which eventually formed the core of
a worldwide satellite, sensor, and communications web geared for global
oversight and instantaneous military response.[11] It is within this web
that the forms and ideologies of tracking arose -- as well as working
methodologies and rhythms, forms of interface and engagement. It is
within this "total system," intertwined with the cybernetic tradition of
integration, that operational media began to coalesce, along with the
forms of organization and attention that were appropriate to it. It was
coincident with, and driven by, logics of production, self-optimization,
and vigilance.
Consider a contemporary example. A soldier on the ground in Iraq
calculates coordinates for a strike using laser binoculars and a GPS
device. He transmits them via satellite to the Joint Operations Center in
Qatar. Command personnel in Qatar check the information against digital
maps made from satellite photographs, determine the coordinates for the
strike, and then relay the coordinates via communications satellite to the
pilot of a B-2, into whose missile guidance system they are fed. The
launched missile is corrected in flight by a GPS satellite.
Plans are currently underway for the development of a "Global Information
Grid" -- a secure, wireless network that will fuse US military and
intelligence services into one unified system, making volumes of
information available instantly to all military and intelligence actors.
Proponents say that it will become the most lethal weapon in the US
arsenal and change the military and warfare the way that the Internet
changed business and culture. The consortium established to build the "war
net" includes a who's who of military contractors and technology
innovators: Boeing, Cisco Systems, General Dynamics, Hewlett-Packard,
Honeywell, IBM, Lockheed Martin, Microsoft, Northrup Grumman, Oracle,
Raytheon, and Sun Microsystems. According to the chief executive of
Lockheed Martin, this system will allow every member of the military to
have "a God's eye view" of the battlefield.[12]
According to Virilio, the real time interface has replaced the interval
that once constituted and organized the history and geography of human
societies. Problems of spatial distance have been supplanted with problems
of the time remaining.[13] One could say, then, that operational media is
motored by the need for an instantaneity of action, where time delays,
spatial distances, and "middlemen" are reduced through computational
systems that facilitate the sharing of human and machinic functions. One
can see the emergence of "unmanned" vehicles in this light, especially
those that are armed: they are constructs that are shaped, in system and
in material form, by the drive to collapse the distance between sensor,
analyst, and shooter, through various systemic adjustments and
relocations.
A new form of agency emerges within this coordination and command network,
spanning spatial distance and merging information from multiple sources.
A combinatory field of perception arises within a distributed field of
shared functions.
This intertwining of human and machinic capacity, in the generation of a
combinatory field of perception, is part of the historical development of
media itself. In cinema, the spectator and the cinematic apparatus are
mutually dependent in the act of conducting representation. One must be
trained to behave and see in accordance with the conditions of the device.
The viewer is immobilized and sensitized to a language of movement through
which an extensive world is understood. The human becomes reliant upon
the apparatus that populates its field of vision, adjusting to the
rhythmic codes of its conveyance, as the apparatus is reliant upon the
sensorium of the viewer for its actualization. A perceptual capacity and
a signifying apparatus emerge through an integration of human and
machine.[14]
We can say that, in a spectatorial situation, a subject is "distributed"
within a field of engagement determined through technological systems of
communication, storage, sorting, and retrieval, contoured under the social
and institutional construction of knowledge. A viewing subject is linked
or inserted into larger networks of seeing and linguistic meaning, and a
decentered or multi-nodal self emerges. It is accompanied by experiences
of disembodiment and incipient presence; experiences of mobility and
translocality; experiences of prosthetic extension and liberation through
machines. One can regard the history of popular media in terms of such
technologized perception and presence.
As Ryan Bishop and John Phillips write, the integrative history of
military technology -- a history of prosthetic extension, especially that
of sight -- has been paralleled by the rise of mass media and its
manipulation of vision to create illusions of simultaneity, movement, and
depth. Each has produced instruments designed to collapse distance and
time, aiming to close the gap between the perceiving subject and the
visible world. The "problem" proposed by the gap of perception is solved
by a return to a mythologized time of unproblematic perception.[15] But
the fundamental problem remains.
These histories are intertwined with that of automation, but they connect
to a still larger migration of cognition. By the 1960s, for example,
television was already on its way to becoming, as it has today, a machine
for the automation of thinking. Reflecting the viewer's own thought
process, it develops its own conventions of simulated deliberation,
absolving the viewer of the labor of decision-making [16] -- as when a
laugh track allows one to maintain a relaxed composure while the machine
assumes the labor of chuckling. At the extreme end is the figure of the
"couch potato", whose body is hollowed out by the apparatus as the
televisual "smart image" assumes control.
Consider a recent news broadcast. A pilot is flying an aircraft during a
combat situation in Iraq. It is flown jointly, by an operator in the
cockpit as well as by operators on the ground. We are watching the scene
as if through the cockpit window. Computer calculations are arrayed on
the image-field. We see through the pilot's eye, but we also see through
the viewpoint of the larger command network in which the pilot is
embedded. The pilot is one actor within a distributed agency that
combines humans and machines. Our viewpoint is momentary converged with
that of the piloting agency. The clip ends, and a zoom out frames the
image within a newsroom stage. A news anchor appears. She meets our gaze
and addresses us in terms of a collective "we." We are placed in
position, momentarily aligned with this combinatory operator, sharing its
perspective, hailed as subjects within its operational world.
For both the military and the civilian observer, there is no "time" for
reflection. In the military realm, reflection adds time and space in
which the target might slip away. It expands, not lessens, the gap
between detecting and intervening, sensing and shooting. In the popular
realm, slowness -- the stuff of reflection and deliberation -- is to be
avoided, instantaneity prized. American media culture is one of
impatience and immediacy. Reflection is distributed and automated -- or
as some would say, evacuated. We are however talking about a symbiotic
relationship: both subject and object are mutually intertwined within the
combinatory human-machinic realm.
The Distributed Interactive Simulation[17]
Already in the 1950s, researchers were using the technology developed for
SAGE to create computer graphics programs that allowed direct input by
touching the screen. The most famous of these was "Sketchpad," designed
in 1962 by Ivan Sutherland. It was at this point that the real time
screen became interactive.[18] Simulated three-dimensional worlds were
subsequently developed in which users could "virtually" embody themselves,
whether via a stationary screen or a movable head-mounted display.
Sutherland founded the first computer science program to focus on graphics
and graphical interfaces in 1965. There were three standards that he set
for this work. First, the display screen was to be considered a window,
through which the user looks into a computer-modeled universe. This
virtual world was to become so realistic that it would eventually become
indistinguishable from a real world. Second, other sensory modalities
should be included so that users find themselves fully present in a
virtual world through sound, touch, and realistic sensations of embodied
movement. Third, abstract representations should be able to be
superimposed on an object, as in cartography, where information overlays a
realistic depiction.[19]
Right from the beginning, industry played a large role in the development
of interactive computer graphics. The entertainment industry, along with
the military, has been a major stimulus to its development. If there is a
"military-industrial-entertainment" complex to be theorized, it was
already at work in the 1960s. The desire for realism in computer
graphical effects comes from a variety of sources, no less film,
television, and fiction. It is no secret that developers of both
videogames and military flight simulators have been influenced by films
like The Terminator and novels like Snow Crash. It has been said that
military funding has driven technological development, but it could also
be said that it is the entertainment world that drives them both. Or,
more accurately, they are both driven by a cultural imaginary, which is a
composite of multiple narratives whether fact or fiction.
Abstract strategy games were always necessary in the history of warfare,
providing important tools for testing operations and tactics. During the
Cold War, increasingly powerful modeling and prediction technologies were
needed in order to reach into the future and anticipate events. They were
of vital importance since actual outcomes were too catastrophic to
consider. Simulation was actively used in contrast to actual weapon
technology that could not be used.
The 3-D simulation technologies developed before the 1980s were understood
as stand-alone systems. Since the advent of large-scale information and
communications networks, interactive computer graphics have increasingly
been integrated into networked "distributed interactive simulations."
DARPA funding has been a major player in this work. One of the largest
distributed interactive simulations was the DARPA-sponsored SIMNET, which
began to be developed in 1983 and went operational in 1990. With such
distributed battle-engagement simulations, virtual theaters of war are
created that link multiple actors in real time. With the rapid
development of this technology during the 1990s, content and compelling
narrative development have accelerated in their importance, leading to an
emphasis on "back-story" and the development of databases of historically-
and geographically-accurate data.
This drive for realism, compelling content, and back-story has come from
both imagined and actual warfare scenarios. In the summer of 1990, for
example, a computer-based war game called Operation Internal Look was used
by General Norman Schwarzkopf and his staff at the U.S. Central Military
Command to run through scenarios of potential conflict in Iraq.
Immediately after the invasion of Kuwait, the function of Internal Look
changed from virtual to actual: it was now used to run variations of the
real combat scenario. Lessons from Internal Look subsequently shaped the
defensive plan for Operation Desert Shield. Schwarzkopf wrote in his
memoirs that "the movements of Iraq's real-world ground and air forces
eerily paralleled the imaginary scenario of the game."[20] Actual
intelligence reports were so similar to game dispatches that the fictional
reports had to be stamped with a prominent disclaimer: "Exercise Only."
The flow between simulation and actuality also moves in the other
direction. In the drive for realism, back-story, and historical accuracy,
actual battle scenarios are subsequently virtualized -- in other words,
they are recreated for use in simulations. A case in point is the "Battle
of 73 Easting" between the U.S. and Iraqi forces, which took place in the
Iraqi desert on 26 February 1991, just three days into the ground war.
On month after the battle, work on gathering data for the simulation had
already begun. The battle was essentially re-staged: troops (many of
whom fought in the actual battle) reconstructed the action
moment-by-moment, vehicle-by-vehicle. Diaries, written logs, and personal
tape recordings were used to introduce subjective experiences -- the fears
and emotions of the soldiers as well as their actions. Tracks in the sand
gave precise traces of movement.[21]
Flowing back and forth across imagined and actual warfare scenarios, the
drive for compelling narrative development in simulations influences
popular news and entertainment programming. In terms of ideas, personnel,
and products, there is already a continuous flow back and forth across the
military and news-entertainment realms. Military planners now work
closely with industrial partners in team fashion, and in the process,
military contracting units have become business organizations. Through
increasing alliances with the entertainment industry, research work for
high-end military products can be seamlessly integrated with systems in
the commercial sector.[22]
The Department of Defense has been the major source of long-term funding
for high-end computer graphics, visualization technologies, and network
infrastructure for over 30 years. Yet since the early 1990s, following
the end of the Cold War, the DOD has increased its reliance upon the
acquisition of commercially-available items and components, many of which
have already been developed in the videogame industry. Since then a
deeper collaboration has set in among the military, commercial designers,
the entertainment industry, and academic researchers. The mandate of
STRICOM (Simulation Training and Instrumentation Command) -- the
organization that was founded in order to manage and direct the military's
simulation efforts -- is to leverage non-military industry resources.
The military now develops its own commercial games designed as recruitment
devices. A new gaming genre called "serious games" has arisen to fill the
gap between entertainment, training, and public relations. Including such
games as America's Army: Operations, released in 2002, and USAF: Air
Dominance, in 2004[23], so-called serious games are government-funded
promotional products, developed in the commercial sector, that are
intended to be used as promotional vehicles, recruitment tools, and
educational experiences.
Military simulations are adapted to the commercial game market as
commercial videogames are adapted for military purposes -- as the
videogame industry on the whole is in ascendance. It is now the commercial
videogame market that drives the development of graphics and processor
hardware. The game industry is reaching (or has already reached) the
level of film and television in its importance as a popular entertainment
medium in much of the developed world. One could suggest that film and
television are fast on their way to becoming special cases of a much
larger simulative field.[24] It is urgent, then, to understand the extent
to which the content of news media is driven by the demands of simulation.
Since 1980, the two-cycle (AM/PM) basis for news delivery has been
gradually replaced by a relentless 24-hour news delivery cycle that seldom
looks back. It is a profit center that demands new and constant dangers
for reportage and commodification. It fuels a constant battle for
attention-space, where the whole of reality is transformed into a dramatic
stage for alluring catastrophe. Here there is no time to remember,
because the next crisis -- always imminent -- demands our full vigilance.
Battle simulations, television shows, and interactive games inhabit a
mutually-reinforcing system of marketable threats and protections. There
is nothing outside of this system, and especially as it is increasingly
able to tap into the affective dimension, where danger is eroticized.
As simulations flow back and forth across the commercial sector, in
various combinations of serious use, entertainment, recruitment,
promotion, and proprietary engagement, perhaps "simulation" is becoming
less a modality of representation than a mechanism of translation -- or at
least, a form of incipience or potentiality, moving across various stages
of enaction. In new training scenarios, live units are connected to
simulation units, allowing a switching back and forth between virtual and
real situations -- a process that will have analogues in the civilian
realm. We are here in t= he territory of what John Armitage, after
Virilio, calls the "logistics of perception management"[25] -- the realm
of spin and "reality control," where facts, interpretations, and events
are mutually shaped to conform to strategic doctrines; where reality is
positioned as something that is inherently pliable; and where the public
becomes a surface for the production of effects.
The issue is not simulation per se, but the larger historical
transformation of the spectacle, in which the processes and forms of
simulation have played a role.
A Mobilized and Vigilant Perception
The logics and forms of the real time tracking interface and the
distributed interactive simulation -- as these are shaped under the
demands of warfare and production -- have been integrated into all manner
of graphic displays, whether used for entertainment, communication, or
locationing, by the military, policing, and civilian sectors. They have
been integrated into new regimes of entertainment and spectacle.
Fundamental contradictions remain. Brian Holmes embodies these
contradictions in his figure of the "flexible personality": the
contemporary individual embedded in a network culture that is a synthesis
of, on the one hand, a communicative opportunism, bringing labor and
leisure together in a dream of disalienation that stretches back to the
1960s; and on the other hand, an underlying architecture of surveillance
and control, made possible by the spread of new technologies.[26] With the
seemingly boundless opportunity, safety, and convenience that comes with
these new technologies, their user is increasingly able to targeted and
managed within new control regimes -- a mobile focal point of a
distributed Panopticon.
As Foucault[27] and others have shown, we internalize the condition of
surveillance. It enters into the logic of perception, directed at
ourselves or at others. We are both origin and object: the one who tracks
and who keeps track. These conduits are not particular to the domain of
policing, for they not only compel a watchfulness of the state, but a
civilian watchfulness, where a suspicious or concerned eye is cast upon
one's self and one's fellow citizens.
Think of the way that one is compelled to assume a position of extreme
vigilance -- to "track" or scan rather than simply see -- in the reporting
of "suspicious activity" at an airport. Looking for such "suspicious
activity," I suddenly realize the most insidious part of the drill: What
about *me*? With this realization, I am transformed. I am the person at
Sartre's keyhole, caught in the act, who knows that he is seen at the
moment that he sees. I have now become an object for the gaze of another.
Looked at, I look at myself. Concerned that I could be "suspect," I
modify my actions accordingly.
In media-saturated societies, surveillance has gradually been made
"friendly" and transformed into spectacle, to the extent that it is no
longer a condition to be feared. Rather, it is a condition to be courted:
witness the phenomena of reality television, blogs, and webcams, and the
rise of the media mise-en-scene as the primary form of social
authentication.[28] In recent cyber discourses, this "friendly" control is
often regarded as self-regulating: we are integral part of systems that
self-adjust through market dynamics or adaptive behaviors, allowing for
the emergence of new forms of maneuver and masquerade. Within new
ecologies of mind[29], we benefit from machine-human interactions all
around us, a pervasive web of shared resources that offers boundless
opportunity for identity refashioning. Further: in a database-driven
culture of accounting, one needs to appear on the matrices of registration
in order to "count." To be accounted for is to exist.
Perhaps nowhere have the contradictions of communicative
opportunism/surveillant precision made more palpable than in new portable
wireless devices, especially those that are increasingly "location-aware."
These technologies, along with their semiotics and uses, are serving to
weave together degrees of temporal and spatial specificity, against the
grain of much of the "delocalized" orientation of virtual discourses
during the last decade -- but perhaps more true to the strategic origins
of the cybernetic tradition, which was, after all, concerned with the
precise calculation of position.
"Locative" technologies rely on connection to the global positioning
system (GPS), launched by the U.S. Department of Defense in 1994. A
constellation of 24 satellites that circle the globe, the system works
through radio signals sent from satellite transmitters to ground-based
receivers, through which precise positions on the earth are determined.
The system is continually fine-tuned by US Air Force monitoring stations
across the world. GPS capability can now be integrated into a device as
small as a wristwatch. When your navigational device has access to a
geographic information system (GIS), content items that respond to your
location can be retrieved. Such technologies blend the tradition of
interactive computer graphics, tracking interfaces, and handheld
communications devices. The technology is already visible in new on-board
automobile navigation systems such as ATX and OnStar, who can even operate
some of your car's functions remotely (including turning on the speaker
phone to eavesdrop). Currently about a quarter of all vehicles at U.S.
car rental agencies use some form of GPS technology. And of course, it is
already beginning to sweep through the mobile phone market: By the end of
the year, the FCC is requiring all U.S. mobile phone providers to be able
to pinpoint the exact location of all customers who call 911, and most of
these companies are already beginning to roll out GPS-equipped phones in
order to be the first to offer new positioning features.[30] In the
tradition of heads-up displays, various kinds of visual and sensory
augmentation will also be possible through new devices that overlay
information and graphics on objects and spaces directly in the user's line
of vision.
Tiny transponders or RFID (radio frequency identification) tags -- which
can be embedded in just about anything, including humans -- allow precise
locationing of objects within flexible production and distribution
systems. They are what allow customers to precisely track the trajectory
of their Federal Express package. Gillette has already embedded them in
cheap disposable razors, and retailers such as Wal-Mart are requiring all
of their suppliers to embed these RF tags in their shipments for decoding.
A recent ad for IBM On Demand Business reads: "Tens of thousands of parts,
all perfectly choreographed. Every single day, an integrated wireless
tracking system helps Audi plants respond in real time to shifts in global
demand." [31] The military was of course an early pioneer of RFID.
The potential of GPS-enabled devices, ubiquitous transponders, and other
locationing technologies present a world where every object and human is
tagged with information specifications including history and position -- a
world of information overlays that is no longer virtual but wedded to
objects, places, and positions, and no longer fully simulative since it
facilitates an active trafficking between model and reality. Such
location-specific technology combines information, movement, and precise
positioning -- knowing "where" as well as "what."
These technologies and their discourses aim to increase productivity,
agility, and awareness, yet they vastly increase the tracking capabilities
of marketing and management regimes. You are able to get what you want
faster, but your behavior is tracked and analyzed by marketers who also
can provide this information to police and military sources, who
increasingly depend upon the business sector for a large part of their
intelligence. (After the carnage of the Civil War, the U.S. military was
prohibited from future interventions into the domestic realm. Since most
of the spy satellites are owned by the military, the military "outsources"
some of its domestic intelligence needs to commercial satellite providers,
while relying on data gathered through the private sector on a number of
fronts, especially to meet the sudden growth in intelligence demands after
9/11.) Information from buying habits, travel locations, and audience
demographics can be integrated into one comprehensive system, which aims
to target consumers at the one-to-one level, offering
individually-tailored enticements. Tracked, the user becomes a target
within the operational interfaces of the marketing worlds, into whose
technologies state surveillance is outsourced.
The paradigm is already in place in new regimes of production, which aim
to narrow the intervals between conception, manufacturing, distribution,
and consumption. Aiming toward instantaneity in shopping and
media-entertainment development, they shrink the delays between detecting
an audience pattern and formatting a new enticement that can address it.
Such technologies arise out of, and facilitate, maneuvers of strategic
positionality -- maneuvers that derive from the tradition of operational
media. With such impulses, one needs to account for a moving self or
object in the most precise terms as to assert control over it, to manage
it, lest it become unruly, unproductive, unsafe, or inconvenient. It is
to assert power, whether over ourselves or others: it is to endeavor to
know more than the other; to put the other in a position of subservience;
to have the "edge" over the other or the self (self-discipline).
Propelled by a libidinous, suspicious, and supervisory gaze, the object is
that which is to be managed or owned. It involves escalating time
pressures contoured under an economy of desire and vigilance, moving
toward a reduction of the intervals between detection and engagement, or
desire and its attainment.
This form of operationally-driven form of mobilized and vigilant
perception -- which we can refer to as *tracking* -- reifies what Virilio
calls the "being of the path." It is a pathway that is wholly identified
with the subject and the object in motion.[32] However, unlike Virilio's
emphasis on its lack of referentiality, this tracking-path is filled with
signification: it serves to invest movement with meaning, as both a
surface of action-inscription and an activity of action-inscription. It
offers a semiotics that engages with continuity, understanding a moving
object not as fixed but in formation --an "inform" on its way to
coalescing as a determinate thing, and which exists in a dynamic between
passage and construction.[33]
Yet at the same time that tracking is occupied with movement and its
quantification, it is occupied with precise categorical location -- a
precise positionality on a geo-temporal-identificatory grid. The
viewer-consumer is targeted within a demographic or marketing database.
The tracked object is placed on a geographical grid, a temporal grid, or
an identity matrix -- one or another classification scheme or
database-driven identity assessment. Following Foucault, these logics
coalesce into regulatory mechanisms. They carry with them a way of
modulating and constructing discourses that define a field of objects and
a subject adequate to know them. They help form a model for thought and
identification and provide a source of new concepts and metaphors. They
constitute a form of self-reference, or self-medialization, which is
defined in response to a desired and feared Other. Internalizing such
logics of classification, the tracking/tracked subject replaces a
subjective evaluation with an economic or threat index, for example, or
reifies positionality in order to conform to access demands. It is a
calculus of ontological division.
While tracking is fundamentally about the detection and strategic
codification of movement, then, it at the same time serves as a
reaffirmation of positionality and place. It is about a semiotics of
mobility, yet is also a fundamental reassertion of temporal and locational
specificity.
Tracking leads to the "arrest" of its object in a matrix of signification
-- a process we know in terms of *targeting.* Through the
post-perspectival guidelines of the operational interface, the suspicious
and acquisitive gaze fixes its sights on its object-target, toward the
goal of its elimination or consumption.
Such a process involves three fundamental needs: security, productivity,
and convenient access to commodity. In this way surveillance, efficacy,
and consumerism are blended. Networks of pleasure and paranoia are
harnessed in order to produce an awareness of *endangered enticement* and
move a subject to action - that is, to consume material, virtual, or
discursive objects, whether positioned in terms of security or libidinous
satisfaction. In the relatively wealthy regions of the world, citizens
are compelled to believe in a cause (democracy) and dedicate themselves to
a "way of life" (shopping). The expression "defending our way of life"
embodies the twin engines of desire and fear, attraction and protection.
This means defending the right to acquire as the very means of "freedom of
mobility." It means defending the right to own and circulate objects, and
to constitute oneself as an object to be marketed. Through an
interlocking mechanism of selling and consuming, looking and buying, one
grazes along endless arrays of enticements offered up for the desirous and
acquiring eye -- enticements that are aimed at the replication of desire
in the eyes of others. Such a mechanism becomes the very condition of
mobility. It is a process of defining the self in terms of an unbounded
menagerie of attractions, which leaves it forever lacking.
We can say that whenever there is surveillance, there is shopping, and
vice-versa: the consumer polices and the policer desires.
Conquer/consume/protect, desire/fire: the operational gaze is a complex
of offensive and defensive contradictions. Mon desir est la sur quoi je
tire.[34]
In the end, the workings of operational mediation -- borne of a formal
programming logic, of the primacy of pattern over presence, and of the
agonistic calculus of tactics and maneuver -- cannot be understood by
formal linguistic meanings alone. It calls for us to recognize a
dimension of *affect*: an axis of intensity that underlies the symbolic
register, continually confounding politics of representation. To attempt
to accommodate this dimension is to enter the domain of contradictions,
where violence can be both horrific and pleasurable, and where
surveillance can be voyeurism. It is the realm where one secretly thrills
to the potential spectacle of crime, and where danger is not only avoided
but also secretly courted. It is the realm of the disaster imaginary and
the criminal unconscious, played out in the "adventure factor" in military
recruitment advertisements, immersive games, and extreme sports. It is
the "morbid curiosity" we feel when, present in the aftermath of a violent
act, we have to look, but we don't want to see. It requires the
acknowledgement of danger as a constitutive element of attraction: the
unpredictable, dangerous web of intrigue that pulls us into the narrative
world.
At the extreme case, we are in the dimension of the Lacanian Real: the
hidden fantasmatic underside of our sense of reality, which cannot be
assimilated into the symbolic order of language or into the domain of
shared images. It provides the fundamental support of reality, yet it
cannot be incorporated into it. It is the jouissance felt in the
catastrophe and in the construction of the sublime object, or the
impossible-real object of desire.[35]
In addition to the meaning of a phenomenon, one must endeavor to account
for its *motivating power.* Meaning is often pressed into service of an
even more fundamental intensity of belief. Intensities will always trump
semantics -- they will mold meanings to their own ends. Although this
dimension of intensity and affective engagement is not representational,
it is, following Deleuze, "gradated" by representation. The challenge is
to develop a cultural vocabulary specific to it.[36]
Contoured under the aegis of impending danger and inefficiency, we are
talking about a form of perception and codification that arises in the
contemporary demand for increased vigilance -- but in such a way as to
produce the vigilant perceiver as a site for the production of desire. It
situates the body as a receptive site for new fears and attractions.
Such "positioning" and simulation impulses are visible everywhere, as part
of a machine-aided process of discliplinary attentiveness, embodied in
practice, that is bound up within the demands of a new production and
security regime.[37]
The challenge is not only to endeavor to understand this operational
constru ct, but to understand the forms of opposition to it that are
emerging in the globalized world. For the operational is only one
"window" onto reality. There are other orientations that counter it, and
for which, by its very nature, it is unable to account. It is powerless
to envision terms of engagement that do not operate according to its
logics. It can only assign them to the realm of the barbaric or
irrational: that which lies outside of its license on reason.[38]
The eruption of violence is one result of the lack of political process
within which these alternative constructs can be heard.
***
This text is based on a paper delivered at the workshop "The City as
Target" at the National University of Singapore in August of 2004. I
would like to thank my colleagues to whom this research is indebted:
John Armitage, Ryan Bishop, Manuel De Landa, Paul N. Edwards, Peter
Galison, N. Katherine Hayles, Thomas Y. Levin, Lev Manovich, Brian
Massumi, and Peter Weibel. Special thanks to Arthur and Marilouise Kroker
and the anonymous reviewers of my earlier draft.
Originally published on CTHEORY, Vol. 28, Nos. 1-2
Notes
1. My discussion of cybernetics owes a large debt to N. Katherine Hayles
and Peter Galison, whose work is essential on the subject. See N.
Katherine Hayles, How We Became Posthuman: Virtual Bodies in Cybernetics,
Literature, and Informatics (University of Chicago Press, 1999), pp.
84-112, and Peter Galison, "The Ontology of the Enemy: Norbert Weiner and
the Cybernetic Vision," Critical Inquiry 21:1, Autumn 1994, pp. 228-266.
See also Peter Galison, "War Against the Center," Grey Room 04, Summer
2001, pp. 6-33.
2. Galison, "The Ontology of the Enemy," p. 233.
3. Ibid, p. 246.
4. I owe many of these insights to Paul N. Edwards and his brilliant
study of the role that computing has played in the "closed world"
orientation of the Cold War era and its aftermath. Paul N. Edwards, The
Closed World: Computers and the Politics of Discourse in Cold War America.
(MIT Press, 1996).
5. Hayles, p. 91. Hayles points to James R. Beniger, in The Control
Revolution: Technological and Economic Origins of the Information Society
(Harvard University Press, 1986), who shows how technologies of speed and
communication precipated a "crisis of control" that, once solved,
initiated a new cycle of crisis.
6. Edwards, p. 1-15.
7. "Full Spectrum Dominance" is the key term in Joint Vision 2020, the
blueprint the United States Department of Defense. See
http://www.defenselink.mil.
8. General Fogelman, speaking to the House of Representatives, cited by
Paul Virilio in Strategy of Deception (Verso, 2000), pp. 17-18, from an
article by F. Filloux entitled "Le Pentagone la tete dans les etoiles" in
Liberation, 20 April 1999.
9. Hayles, p. 19.
10. Lev Manovich, The Language of New Media (MIT Press, 2001), pp. 95-101.
11. Edwards, pp. 75-111.
12. 15. "A Network of Warfighters to Do Battle in 21st Century
Conflicts," New York (AFP) Nov 13, 2004, from SpaceDaily.com, 15 Nov 2004.
Thanks to Irving Goh for this forward.
13. Paul Virilio, Open Sky, trans. Julie Rose (Verso, 1997), pp. 10, 19,
30.
14. Sean Cubitt, The Cinema Effect (MIT Press, 2004).
15. Ryan Bishop and John Phillips, "Sighted Weapons and Modernist Opacity:
Aesthetics, Poetics, Prosthetics," Boundary 2, 29:2, 2002, p. 158-9.
16. Eliane Scarry "Watching and Authorizing the Gulf War" in Media
Spectacles, Marjorie Garber, Jann Matlock, and Rebecca L. Walkowitz, eds.
(Routledge, 1993), 57-73, as cited in Margaret Morse, Virtualities:
Television, Media Art, and Cyberculture (Indiana University Press, 1998),
36-67.
17. I owe a large debt to the extensive research of Tim Lenoir and Henry
Lowood on the history of simulation technology and war gaming and the
contemporary synergies between the military and the entertainment
industry. Tim Lenoir, "All But War is Simulation: The
Military-Entertainment Complex," Configurations, Fall 2000. Tim Lenoir
and Henry Lowood, "Theaters of War: The Military-Entertainment Complex" in
Kunstkammer, Laboratorium, B=FChne--Schaupl=E4tze des Wissens im 17.
Jahrhundert, eds. Jan Lazardzig, Helmar Schramm, and Ludger Schwarte.
(Berlin: Walter de Gruyter Publishers, 2003): 432-64. An earlier, more
expansive version of this essay is available at
http://www.stanford.edu/dept/HPST/TimLenoir/Publications/Lenoir-Lowood_TheatersOfWar.pdf.
18. Manovich, pp. 101-102.
19. Lenoir and Lowood, op. cit.
20. General H. Norman Schwarzkopf, It Doesn't Take a Hero (Bantham, 1992).
21. F. Clifton Berry, Jr., "Re-creating History: The Battle of 73
Easting," National Defense, Nov. 1991, also discussed in Bruce Sterling,
"War is Virtual Hell," Wired Vol. 1 No. 1, January 1993 and in Kevin
Kelly, "God Games: Memorex Warfare," Out of Control (Addison Wesley,
1994). Cited in Tim Lenoir and Henry Lowood, "Theaters of War: The
Military-Entertainment Complex," in Kunstkammer, Laboratorium,
B=FChne--Schaupl=E4tze des Wissens im 17. Jahrhundert, eds. Jan Lazardzig,
Helmar Schramm, and Ludger Schwarte. (Berlin: Walter de Gruyter
Publishers, 2003): 432-64. Also at
http://www.stanford.edu/dept/HPST/TimLenoir/Publications/Lenoir-Lowood_TheatersOfWar.pdf.
22. See DOD Directives 5000.1 and 5000.2, as cited by Lenoir and Lowood.
23. "Critical Mass Completes 'USAF: Air Dominance' Military Action Flight
Simulator," Austin TX (SPX) Nov 12, 2004, from Space War Express, 12 Nov
2004. Thanks to Irving Goh for this forward.
24. This statement makes reference to Lev Manovich's statement that "Born
from animation, cinema pushed animation to its periphery, only in the end
to become a particular case of animation." Manovich, p. 302.
25. John Armitage, "Beyond Postmodernism? Paul Virilio's Hypermodern
Cultural Theory," in Arthur and Marilouise Kroker, eds., Life in the
Wires: The CTHEORY Reader (CTHEORY Books, 2004), pp. 354-368. Paul
Virilio, War and Cinema: The Logistics of Perception, trans. Patrick
Camiller (Verso, 1989).
26. Brian Holmes, "Drifting Through the Grid: Psychogeography and
Imperialist Infrastructure," Springerin 3/04, www.springerin.at. See his
writing on "The Flexible Personality" in Brian Holmes, Hieroglyphs of the
Future (Arkzin, 2002), pp. 106-145.
27. Michel Foucault, Discipline and Punish, trans. Alan Sheridan
(Penguin, 1977), pp. 195-228.
28. See Peter Weibel, "Pleasure and the Panoptic Principle," and Ursula
Frohne, "Screen Tests: Media Narcissism, Theatricality, and the
Internalized Observer" in [CTRL]SPACE: Rhetorics of Surveillance from
Bentham to Big Brother, Thomas Levin, Ursula Frohne, and Peter Weibel,
eds. (MIT Press, 2002), pp. 215-219; 253-77.
29. See Gregory Bateson, Steps to an Ecology of Mind, University of
Chicago Press, 2000), p. 466.
30. See William J. Mitchell, Me++: The Cyborg Self and the Networked City
(MIT Press, 2003), pp. 113-127, and Matthew Brzezinski, Fortress America
(Bantam, 2004), p. 62-64.
31. As reproduced in Wired, Dec 2004, p. 43. For explanations of RFID,
see Mitchell, Me++, pp. 113-127, and Brzezinski, Fortress America (Bantam,
2004), p. 78-81. Applied Digital Solutions experiments with RF tags for
humans and they are already injected into humans and animals.
32. Virilio, Open Sky, p. 130.
33. Reading through Bergson and Deleuze, Brian Massumi offers important
new theoretical tools for thinking movement today, at the intersection of
cultural studies and science studies. My thinking on tracking, as well as
on the role of affect, owes a great debt to his work. See Brian Massumi,
Parables for the Virtual (Duke University Press, 2002).
34. "My desire is where I'm firing at." Guillaume Appollinaire, from
"Desir" in "Lueurs des Tirs," Calligrammes, Paris, 1918, as quoted in
Virilio, War and Cinema, p. 14-15.
35. Jacques Lacan, The Four Fundamental Concepts of Psychoanalysis, trans.
Alan Sheridan (W. W. Norton, 1978). Slavoj Zizek, Welcome to the Desert
of the Real, (Verso, 2002).
36. For an important call for a vocabulary of affect in cultural studies,
see Brian Massumi, op. cit. The work of Manuel DeLanda has also been
exemplary in this regard. See Under Fire.1: The Organization and
Representation of Violence, ed. Jordan Crandall (Witte de With, 2004), p.
68-73.
37. For considerations of disciplinary attentiveness in Modernity, the
seminal work is Jonathan Crary, Suspensions of Perception: Attention,
Spectacle, and Modern Culture (MIT Press, 1999).
38. See Edward Said, Orientalism (Pantheon: 1978).
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