Posthuman
Development In the Age of Pancapitalism
Critical Art Ensemble
- VIPER Lecture
For
the first time in history there is one globally dominant political-economy,
that of capitalism. Under this regime, individuals of various
social groups and classes will be forced to submit their bodies
for reconfiguration so they can function more efficiently under
the obsessively rational imperatives of pancapitalism (production,
consumption, and order). One means of reconfiguration is the blending
of the organic and electro-mechanical. Potentially, this process
could produce a new living entity distinct from its predecessors.
This process, now termed posthuman development, is in its experimental
stages, which in turn has lead to speculations and theories on
what form this new being will take and on its probable functions.
The two entities of posthuman existence most commonly postulated
are the cyborg and downloaded virtual consciousness. While robots,
androids, and artificially intelligent machines are also generally
considered part of the posthuman family, they do not emerge directly
out of human organics, and hence constitute a different line of
development. Cyborgs and virtual consciousness, on the other hand,
are dependent upon human individuals who desire or are condemned
to interface with the machine. The cyborg is a being which typically
has an organic platform integrated with a complex technological
superstructure; virtual consciousness is the transference of being
into digitized form so that it may exist in immersive informational
landscapes.
The posthuman
condition is still only a potential, since fully integrated, first-order
cyborgs (the organic platform and technological superstructure
are completely interdependent) are still on the cultural horizon,
and virtual consciousness is at best an entertaining speculation.
Yet, both of these posthuman possibilities are already having
a dramatic social impact. While virtual consciousness acts as
a mythic validation of the Age of Reason, second-order cyborgs
(organic infrastructures with removable, integrated technological
systems) are a common actuality. This situation often leads to
the conjecture that the cyborg will be the step inbetween organic
life and virtual life. However, when posthuman manifestations
are taken out of the context of sci-fi speculation, and placed
within the specific social and economic context of pancapitalism,
a much different scenario emerges. While cyborg research is moving
at top velocity, research into virtual reality (VR) is moving
very slowly by comparison, and the research that is being done
does not aim to develop a posthuman environment, nor to create
a posthuman entity; rather, this work is to fortify the pancapitalist
dynasty in physical space by serving both spectacular and military
apparatuses. The current functions of VR, as well as the limited
research into its varied potentials, are indications that virtual
consciousness is not a desirable posthuman condition from the
perspective of primary power vectors of the current political
economy.
The
Dual Function of Immersive Technology
VR as a liberating
future habitat for humanity seems quite unlikely. In fact, VR
seems to be used for every imaging purpose except as a liberating
habitat. Its use in the spectacle is minimal, as no investing
agency seems able to conceive of a useful (instrumental) application
for it. Currently, VR takes a very secondary position to older
nonimmersive screenal systems. While the World Wide Web, the Internet,
and cable television seem to be exploding with new possibilities
(both compelling and loathsome), VR is beginning to stagnate.
Its position is limited to arcade entertainment and to secondary-display
technology that can help boost consumption. One example of this
latter variety of application is the use of VR in some department
and furniture stores in Japan. A shopper can enter a virtual environment
and (within the limits of the product line) render a desired domestic
environment to see if it meets with he/r expectations before purchasing
the needed merchandise. If he/r virtual vision does not meet he/r
expectations, s/he can redesign the space until it does. The buyer
is thus given extra assurance that s/he will get what s/he wants.
Obviously, a system like this functions only when there is a variety
of purchasing options, when the object of consumption cannot be
physically displayed, and when the purchase is costly. Hence this
application has very limited spectacular use. Further, this application
is only one small step beyond the use of X-ray machines in shoe
stores back in the 30s and 40s. The shopper could X-ray he/r foot
to make sure the shoes about to be purchased were a perfect fit.
In terms of the spectacle of consumption, the real problem for
VR is that there are very few occasions when the institutions
selling the products want to give even the smallest amount of
authentic choice to the consumer.
The infinite
choice and total control promised by VR are precisely the type
of options that investment institutions want to avoid, and hence,
they are not going to pursue VR technology with any vigor until
someone is able to negate its liberating logic. This is also why
investment capital is flowing overwhelmingly in the direction
of screenal technology, such as the World Wide Web. (The rocketing
prices of shares of companies like Netscape and Yahoo when they
went public clearly indicate the flow of capital). On the Web,
the producer of the page controls the rendering process. While
this element of Web production seems to favor the cyber-individual,
and accounts for much of the celebration of the Web, corporate
institutions are aware that those with the greatest amount of
capital can use the latest software and state-of-the-art trained
labor to achieve maximum novelty and aesthetic seduction, can
overwhelm competitors for visibility by additional advertising
of the page on the Web and in other media, and can offer additional
incentives (usually chances at prizes or free merchandise) for
using the page. If the lure is carefully constructed, the professional
advertisers can expect to monopolize a Web consumer's time. Interactivity
in this case means the ability of the consumer to view a product,
purchase it, and/or move onto other purchasing opportunities in
the given product line. This is the kind of spectacular technology
that pancapitalism will support, not just with investment, but
also with legislative and regulatory support. Technologies which
truly offer emergent choice and devalue centralized economic control
are not worth an investment. Currently, the posthuman has no place
in VR, and VR has a very small place in the spectacle.
VR's primary
value to spectacle is not as a technology at all, but as a myth.
VR functions as a technology that is out on the horizon, promising
that one day members of the public will be empowered by rendering
capabilities which will allow them to create multisensual experiences
to satisfy their own particular desires. The uncanny aura constructed
around this technology associates it with the exotic, the erotic,
and potentially, with the mystical. By perpetuating the myth of
a wish machine that is always about to arrive, pancapitalism builds
in the population a desire to be close to complex technology,
to own it. Unfortunately, most technology is being designed for
a purpose precisely the opposite of a wish machine, that is, to
make possible better control of the material world and its populations.
This combination of myth and hardware is setting the foundation
for the material posthuman world of the cyborg.
Pancapitalist
institutions of violence are proceeding along a different route.
All the potentials of VR are being used to create more accurate
simulators. However, the core of this immersive technology is
based on recording, and not rendering as in the spectacle. Usually,
the technological environment which the VR system is designed
to simulate has already been built, or, at the very least, is
under construction. In this case, the virtual image has a very
clear material referent. For example, a fighter jet simulator
attempts to replicate the interior technological environment as
accurately as possible. The quality of the replication is judged
practically by how well a pilot trained in a simulator does in
the actual cockpit. The exterior virtual environment in which
the simulated technology functions makes use of both recording
and rendering. However, recording is still dominant, as the trainers
attempt to place the trainees in specific rather than in general
environments. Returning to the example of the jet fighter simulator,
the pilot is placed in an environment closely resembling the one
in which s/he will be flying. The ground, anti-aircraft batteries,
and enemy planes are rendered as accurately and as specifically
as possible based on recorded photographic images, whereas more
random variables, such as atmospheric conditions, will be rendered
in accordance with generalized configurations.
As with the
imaging systems used for spectacular production, the goal is not
to prepare a person for life in the virtual, but to specify, regulate,
and habituate he/r role in the material world. Virtuality in no
way has an independent primary function in the production of violence;
rather, it has a dependent secondary support function. What is
really odd about this situation is that the mythic gift of VR--complete
control of the image--is negated. The virtual images are completely
overdetermined by specific configurations in the material world.
The limited evidence available to the public indicates that no
preparations are being made for immersive virtual information
warfare. This possibility seems limited to the screenal economy
of cyberspace. However, since these activities are classified,
plenty of room exists for conspiracy theorists to speculate. At
the same time, given current trends in investment, research and
development, combined with the very clear imperatives of pancapitalism,
such speculations have only a very modest amount of credibility.
Preparing
for Posthumanity
If the habitat
of VR and the virtual entity are eliminated as practical categories
of the posthuman, the only possibility left is the cyborg. In
terms of social perception in technologically saturated economic
systems, being a first-order cyborg covers a broad range of possibilities,
ranging from a desirable empowering condition to an undesirable,
dehumanizing one. However, there is plenty of time for spectacle
to sort out differing perceptions of the first-order cyborg. Cyborg
development is moving at a pace which allows adequate time for
adjustment to the techno-human synthesis. Currently, the process
is in very different stages in specific institutions. For example,
the military has advanced furthest, and has developed a fully
integrated second-order cyborg, while corporate and bureaucratic
institutions are meeting with reasonable success in their attempts
to convince workers of the need to meld body and technology.
Within many
civilian social institutions, cyborg development is progressing
cautiously enough that members have a difficult time knowing what
a cyborg is, perceiving one, or realizing that they could be being
transformed into one. Is a cyborg any person who has a technological
body part? Does having an artificial limb or even contact lenses
place one in the category of cyborg? In a sense, the answer is
yes, as these pieces of technology are integrated with the body,
and the individual is relatively dependent upon them. However,
in terms of posthuman discourse, the answer is probably no, as
there is little or no engineered interface between the technological
and the organic. The posthuman model that seems to be developing
is McLuhanesque--that is, the techno-organic interface should
enhance the body from the fluctuating degree zero of everyday
normalization. What is spoken about in the case of artificial
limbs or contact lenses is the means to make the body conform,
to the greatest extent possible, to "accepted" social
standards. What is interesting about precyborgian technological
additions to the body is that one key ideological imperative having
a direct affect on posthuman development begins to show itself--body-tech
is valued as means to better integrate oneself into the social.
Another common
question is whether radical technological body intervention, such
as gender reassignment, makes one a cyborg. Obviously, since such
procedures are primarily organic recombinations void of technology,
they fail to create a cyborg class being. However, these interventions
do play a role in cyborg development, because they continue to
prepare specific publics to perceive these operations as normal
and even desirable. This is particularly true of medical interventions
done solely for aesthetic purposes. The social "abnormality"
of organic decay acts as an ideological sign that channels people
toward the consumption of services for body reconfiguration, to
enable them to best fulfill the social imperatives of body presentation
in pancapitalist society. What is truly important about this development
is that technological intervention disconnected from issues of
sickness and/or death is being normalized. Extreme body invasion
as a socially accepted practice is a key step in cyborg development.
Military
and Civilian Cyborgs
There is no
need to dwell on the development of a second-order military cyborg.
The only surprise here is that took so long to happen. From the
common grunt to the heroic jet fighter pilot, the military conversion
of humans to cyborgs has become a necessity. The Hughes Corporation
has successfully developed a custom-fitted techno-organic interface
for the infantry which offers an integrated system of vision,
communication, and firepower. Soldiers are no longer soldiers;
as the military says, now they are "weapons systems."
The posthuman has announced itself in a happy moment of military
efficiency. However, the "weapons system," while actual
and functioning, is a minor interface when compared to the developing
"Pilot's Associate" (McDonnell-Douglas). In addition
to having a state-of-the-art interdependent pilot/machine interface
(unless the machine thinks that the organics are failing, and
it must take over the mission), the "Pilot's Associate"
offers AI support analysis in mission planning, tactics, system
status, and situation assessment. Here we find a clear indication
of what body "enhancement" is going to mean in the age
of the posthuman. Body enhancement will be specific to goal-oriented
tasks. These tasks will be dictated by the pancapitalist division
of labor, and technology for body modification will only allow
for the more efficient service of a particular institution.
Unfortunately
for the multinationals, the development of the civilian cyborg
has not moved along as quickly. Since the civilian sector does
not have the advantage of telling its forces that being-as-cyborg
will prolong one's life in the field, corporate power vectors
are still deploying ideological campaigns to convince civilians
of the bureaucratic and technocratic classes that they want to
be cyborgs. The spectacle of the civilian cyborg moves in two
opposing directions. The first is the utopian spectacle. The usual
promises of convenience, access to knowledge and free speech,
entertainment, and communication are being trotted about the usual
media systems with varying degrees of success; but anyone who
has paid attention to strategies of manufacturing desire for new
technologies can read right through the surface of these codes.
Convenience is supposed to mean that work becomes easier, and
is accomplished faster; in turn this means that individuals work
less and have more free time because they work more efficiently.
What this code actually means is that the workload can be intensified
because the worker is producing more efficiently. Entertainment
and information access are codes of seduction that really mean
that individuals will have greater access to consumer markets
of manufactured desire. Better communication is supposed to mean
greater access to those with whom an individual wants to communicate.
The actuality is that agencies of production and consumption have
greater surveillance power over the individual.
In contrast
to utopian spectacle is the spectacle of anxiety. The gist of
this campaign is to threaten individuals with the claim that if
a person falls behind in the technological revolution, s/he will
be trampled under the feet of those who use the advantages of
technology. This campaign recalls the social-economic bloodbath
of the ideology of Social Darwinism. The consumer must either
adapt or die. From the perspective of pancapitalism, this campaign
system is quite brilliant, because unlike the military (where
the soldier is supplied with technology to transform he/rself
into a weapons system), the civilian force will buy the technology
of their enslavement, thereby underwriting a healthy portion of
the cost of cyborg development as well as the cost of its spectacularization.
The current
spectacle of technology is having an effect on the civilian population
of the appropriate classes. Cyborg development here is a little
more subtle than in the military. Most people have seen the first
phases of the civilian cyborg, which is typically an information
cyborg. They are usually equipped with lap-top computers and cellular
phones. Everywhere they go, their technology goes with them. They
are always prepared to work, and even in their leisure hours they
can be activated for duty. Basically, these beings are intelligent,
autonomous workstations that are on call 24 hours a day, 365 days
a year, and at the same time can be transformed into electronic
consumers, whenever necessary.
In this phase
of posthuman development, the will to purity, explicit in the
spectacle of anxiety, manifests itself in two significant forms:
First is the purification of the pancapitalist cycle of waking
everyday life. Cyborgs are reduced to acting out rational, pragmatic,
instrumental behaviors, and in so doing, the cycles of production
(work) and consumption (leisure) are purified of those elements
deemed nonrational and useless (by the pancapitalist system).
It seems reasonable to expect that attempts will be made to reduce
or eliminate regenerative, nonproductive processes like sleeping
through the use of both technological and biological enhancement.
The second is a manifestation of ideological purity in which the
cyborg is persuaded to overwhelmingly value that which perpetuates
and maintains the system, and to act accordingly. The prime disrupter
of this manifestation of purity is the body itself with its endless
disruptive physical functions, and the libidinal motivations inherent
in the body's psychological structure. Hence technological advancement
alone will not create the best posthuman; it must be supported
by developments in rationalized body design.
Final
Preparations for Posthumanity
The military
has long understood that the body must be trained to meet the
demands of its technology. Consequently, it puts its organic units
through very rigorous mental and physical training, but in the
end, it is clear that this training is not enough. Training can
only take a body to the limits of its predisposition. Pancapitalism
has realized that the body must be designed for specific, goal-oriented
tasks that better complement its interface with technology in
the space of production. Human characteristics must also be rationally
designed and engineered in order to eliminate body functions and
psychological characteristics that refuse ideological inscription.
To accomplish this goal, a heavily funded complex of institutions
has emerged with knowledge specializations in genetics, cell biology,
biochemistry, embryology, neurology, pharmacology, and so on.
Together they form what CAE calls the "flesh machine."
Its mandate is a complete invasion of the flesh, with vision and
mapping technologies that will begin the process of total body
control from its wholistic, exterior configuration to its microscopic
constellations, as well as development of the new market frontier
of flesh products and services.
The mature
appearance of the flesh machine is perhaps the greatest indication
that the magical data dump of consciousness into VR is not being
seriously considered. If it were, why invest so heavily in body
products and services? In addition, why should capital refuse
an opportunity that appears to be the greatest market bonanza
since colonization? Digital flesh is significant in mapping the
body, but its value depends upon the practical applications that
are derived from it; these in turn, can be looped back into the
material world. The body is here to stay. Unfortunately, the body
of the future will not be the liquid, free-forming body which
yields to individual desire; rather, it will be a solid entity
whose behaviors are fortified by task-oriented technological armor
interfacing with ideologically engineered flesh. Little evidence
is available to indicate that liquescence will be different in
postmodernity from what it was in modernity--the privilege of
capital-saturated power vectors.
-- * distributed
via nettime-l : no commercial use without permission * is a closed
moderated mailinglist for net criticism, * collaborative text
filtering and cultural politics of the nets *
majordomo@is.in-berlin.de
nettime-owner@is.in-berlin.de.
|