Showing posts with label Postmodernism. Show all posts
Showing posts with label Postmodernism. Show all posts

Tuesday, 12 March 2013

Masking Reality: Baudrillard and the Simulacrum



Having read Jean Baudrillard's  philosophical work, Simulacra and Simulation for a recent MA class, I have come to the conclusion that it is a difficult task to navigate the literary minefield of postmodernist theory, no matter how well you think that you understand it. The following post will attempt to shed some light upon Baudrillard's philosophical musings in this complicated work.

The simulacrum is advocated as a mask or representation which conceals the lack of truth within reality. The word simulacrum is derived from the Latin  which translates to 'likeness or similarity'. Baudrillard presents the simulacrum to be the only truth in this world of falsities. His theory proposes that there is no original, there are only copies of things, which the simulacrum exposes. This ability to expose the truth of falsity represents the simulacrums threat to society.

The key examples which Baudrillard uses to support his argument are that of Disneyland and the Watergate Scandal. These examples are analysed as false distinctions and they are the key to his idea of the "hyper-reality" (Baudrillard, 5). This is said to give us the sense that we can tell the difference between what is true and what is false; what is real and what is imagined; when really it is all just apart of the facade.

From a linguistic perspective it is important to focus upon Baudrillard's use of language; his use of Latin in this case. The very fact that the word Simulacrum is in a different language reinforces his argument upon masks. It evokes the word simulation also. He argues that "to simulate is to feign to have what one hasn't" (2). Baudrillard is questioning whether we have gained meaning from language at all or whether it has been lost in translation and in communication. One language masks another, which exemplifies the fact that there is no end to language in this hyper-reality. The 'word' provides meaning to that which is meaningless. In relation to language, this hyper-reality is endless, as language never ends. What I gathered from this insinuation of linguistics is that there is a cyclical nature evident in language, which effects representation, and how we view reality. What Baudrillard is examining through this idea is the nature of repetitiveness, and its lack of depth.

Nostalgia is strikingly apparent in this piece. Specifically a nostalgia for the real and for meaning. The identity of meaning within concepts of reality is striven for, yet Baudrillard considers it to be irretrievable in a postmodern world. An example of this theoretical application in modern society is the use of media, and its function as a distorter of reality. The image in media and advertising is often heavily embellished to evoke a sense of perfection and to make the consumer want to consume whatever product is being advertised.
Media theorists, especially Jean Baudrillard, have been intensely concerned with the concept of the simulation in lieu of its interaction with our notion of the real and the original, revealing in this preoccupation media's identity not as a means of communication, but as a means of representation (the work of art as a reflection of something fundamentally "real") (Devin Sandoz). 
 In other words, the meaning has been distorted or lost through the misinformation of media. The medium of the messages of the past have been miscommunicated in an effort to save representation. Therefore the aesthetic of truth has been preserved in favour of the actual truth of reality.

Graham Coulter-Smith has analysed Baudrillard's arguments in the following light:
"Baudrillard stands out almost by default as one of the few theorists to address the new postmodern technologies. However, his interpretation of these technologies appears unremittingly bleak and of limited value to contemporary visual artists. . ." (Jean Baudrillard, Art and Artefact, 91). This bleakness effects the message within his work, even going so far as to mask its own simplistic meaning.

Whether there is actually a crisis of identity happening in meaning is yet to be seen. Whilst Baudrillard's work is dramatic and provocative in effect, he fails to explore the nature of preservation which is happening in society, in reaction to the advancements of areas within technology and within new cultures. His opinions are very forceful, but they lack enough evidence. The example of Disneyland in particular does not explore the cultural connections which this theme park has to modern society or how the theme park works to preserve this cultural impact in a similar fashion to a museum. One could argue that the very elements which Baudrillard has discussed work in opposition to his ideas, in that they try to relate back to history and to act as reminders of our cultural journey.

Works Cited

Baudrillard, Jean. Mark Poster ed. Jean Baudrillard, Selected Writings. Stanford: Stanford UP, 1988. Print.

Web.

Zurbrugg, Nicholas, ed. Jean Baudrillard, Art and Artefact. London: Sage, 1997. Print.


Saturday, 1 December 2012

Reality Stretched: Identity versus the Digital World

This post is a response to reading the chapter 'Collaborative Selves, Collaborative Worlds: Identity in the Information Age' by Sherry Turkle, taken from the book Electronic Collaboration in the Humanities.

This chapter blends discussions of psychoanalytics, with which I am familiar from Modernist and Postmodernist debates, and role-playing virtual games. It simultaneously handles the debates concerning surface and depth of identities in an online world. One could also refer to these in 'techy' terms as front end and back end identities.


An area which caused me some concern was the apparent lack of discussion in this chapter on actual collaboration. All of the examples given, concerning both 'Case' and 'Shakespeare' lacked an apparent group element. Therefore the chapter became slightly confused in linking its discussions of identity back to the many, other than the multiplicity of identities theory. I felt that Turkle got slightly lost in conveying the ideas of the MUD and telling the story of Case, letting the main focus of collaborative work fall flat. While I understood that this chapter is probably an introductory, 'setting the scene', piece of writing, I did not think that its message jelled fully with the overarching themes of this book.

I found the metaphor for Windows to be of great use in visualising the multiple self that Turkle was arguing for. The notion that every window open on our desktop conveys a separate identity rang quite true to me and I'm sure for many. For example, on numerous occasions, I will have various academic windows open, speaking in my scholarly voice, while at the same time I will have my personal Facebook open to speak to my friends, in my 'casual' voice. The fusion of technology and identity is at the core of what Digital Humanities if trying to assemble. Julia Fraser conceives that:
 Digital humanities as a whole has revealed precisely how interwoven and mutually consequential 'technical' and 'disciplinary' standards often are (Collaborative Research in the Digital Humanities, 68).
This piece reminded me of the struggle within DH, to merge the identity of the humanities, with the imposing egos of both technology and the regulation of scholarship.

The emotional connection of Case to his MUD character Mairead is something which I can identify with, although on a smaller scale than gender dynamics. As I have mentioned in a previous post, my last foray into gaming was playing the Sims 1,2 and 3. These were probably the only games that I played thoroughly enough to comment on. I agreed with Turkle's example because I did have slight emotional reactions to my own gaming experiences. The Sims has a similar concept in that you can play as a completely different persona to your true self. I felt proud when my Sim got a promotion in their job, or had a child, mainly because I had progressed in my gaming abilities.

Arguably, these types of gaming can act as a method of escapism, in the sense that the player usually acts out   something which they are unable or unwilling to attain in their own life at that moment.
This conjures the question of whether digital identity is in danger of becoming miskewed?
It also begs the question of whether digital identity can be taken as seriously as our own identity,which is proven on our passports?

The Digital Multiplicity of Personas serves to fuel the debate on facing up to reality.

Works Cited

Deegan, Marilyn, Willard McCarty. Collaborative Research in the Digital Humanities: A Volume in Honour of Harold Short. Surrey: Ashgate Publishing Ltd, 2012. Print.


Friday, 12 October 2012

Dabbling in Digital Humanities



This blog post will discuss the challenges which face us when we attempt to both define Digital Humanities, and dabble in this emerging field.
The inspiration for this stems from the first class of my MA in Digital Arts and Humanities, in which we discussed The Digital Humanities Manifesto 2.0, among other works.

Although this Manifesto of sorts was quite spliced together and lacking a central focus, it was interesting to observe the many different voices which can create such a work. There is an obvious element of resistance and controversy evident in the labeling and defining of the field of Digital Humanities. Even in this Manifesto, the meaning of 'DH' becomes quite skewed due to the reluctance of many aspects of its construction to properly define its mission. As a novice within this area, I find it quite strange that there is such a compelling resistance to explaining the nature of what Digital Humanities stands for and wishes to achieve.

In terms of its layout, the Manifesto appears to be quite archaic in its use of images scattered incoherently throughout the text. However, it does provide a fusion between visionary and textual elements, which is an area that Digital Humanities is heavily associated with. In this sense the piece stays true to the merging of worlds using digital means, however they could have put more effort into sourcing better images. It struck me as a very reflective piece of literature. Every time I read it I was reminded of the various Modernist and Postmodernist Manifesto's which emerged in the twentieth century. For example Ezra Pound's Imagism Manifesto,  A Few Dont's by an Imagiste, which strikes me as just as vague and incoherent as this piece. Pound describes the image as "that which presents an intellectual and emotional complex in an instant of time" (Manifesto, 356). His work assembles the same sort of definition without defining at the start of the Manifesto, which aids no one.

A piece within the Manifesto which I found 'perspective changing' was the arguments made about Wikipedia. The authors provides an interesting take on Wikipedia, which sees it advocated as "the most siginificant Web 2.0 creation to harness a mass audience in knowledge production and dissemination"(The Digital Humanities Manifesto 2.0, 6). This was quite a different take upon a database which throughout my time in University has been demonized. However, it highlighted the fact that Wikipedia is in fact an important community of reference, which is managed by everyone for everyone. Regardless of the fact that this site can oftentimes harbor factually inaccurate information, it is none the less a significant example of the power of contribution and co-ordination which Digital Humanities strives for.

Looking at some of the other pieces we discussed in class, I found Pedro Hernandez-Ramos's debates upon private and public spaces for blogging to be quite a beneficial analogy for the difficult task of extracting useful information from a mass of useless overtly personal blog spaces on the internet. "A complementary goal was to encourage students to see both blogs and discussion forums as valid and effective tools for professional development and lifelong learning" (Ramos, 3).  It is my opinion that the blog is lacking validation as an important arena for up to date research. Ramos's context makes clear that work that appears to be in a private spectrum, such as the blog, can be just as valuable for research purposes and other professional usage. This piece adds to the call for the validation of the blog as a legitimate tool for research, which can provide peer review and critique at a fast pace.

The article by Paula M. Krebs entitled Next TimeFail Better was something that I could really relate to as a former Masters student in the English literature faculty. Krebs's article addresses the taboo within the Humanities of the negative connotations of failure. This is very much frowned upon amongst peers, whereas in faculties such as Computer Science and Science in general, failure is a normal part of the process of learning. I think I will try to adopt Krebs's approach this year to some degree throughout this MA in Digital Arts and Humanities. This piece also discussed the notion of "workshopping as a pedagogy" which I thought fit quite aptly into the concept of the digital sphere (Krebs). Take for instance the comments which are attached to this piece. This in itself is a workshop, in which the 'Fail better' piece is assessed and new items are contributed by both strangers, and I'm sure, peers of Krebs. The internet can be shown from this piece to be opening up into its very own tool for teaching and learning within every field.






I'll end this piece with a quote from Jerome McGann, which argues that we need "to reform the text through computer assistance to provide new insights" (A Companion to Digital Humanities, np). This is what I strive to do as I begin to dabble in digital humanities. I hope that my knowledge of the space of the text, which I have gathered through my studies of English and History, can be transformed into new progressive models through the use of digital tools.I am particularly interested in the transformation of the solid archive of the library into a digital archive, which can be accessed all over the world, without the issue of trawling through limited archival catalogues contained within the physical library to gain limited resources for research. Rather, research needs to expand, by making information available in a direct and speedy manner.



So this video is slightly cheesy and quite brief, however kitkatkale makes some useful arguments as a fellow dabbler in digital humanities.


Works Cited

Caws, Mary Ann. Manifesto: A Century of Isms. Lincoln: University of Nebraska Press, 2001. Print. 

Schriebman, Susan, et al. A Companion to Digital Humanities. Oxford: Blackwell, 2007. Print.