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Dan Strutt
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Contents
Acknowledgements 7
Bibliography 227
Index 241
Acknowledgements
This text has been a labour of love for many years spent in research and
study at Goldsmiths and thus I have several people to thank: those who
have carried me through a process which can, at times, be very isolating;
and those who have directly influenced the development of the ideas that
I present. First of all I need to thank Rachel Moore and Pasi Väliaho, the
former who championed me through the AHRC funding process some 10
years ago, and both of whom gave early shape and focus to my intellectual
ambitions through their careful supervision and encouragement. I’ll also be
eternally grateful to Angela McRobbie, who has been my patron and advocate
for some 15 years now, and who has always had my back both intellectually
and professionally. I’d like to give credit also to Patricia Pisters and Luciana
Parisi, who bewildered me with their critique back in 2013, and yet who
ultimately helped me realise the strength of my own work. More recently,
Sean Cubitt and James Burton have generously given valuable feedback
toward writing this final version, offering support which has buoyed me to
the finishing line. Finally, I’d like to thank Lisa Blackman, who has looked
out for me as a friend as well as a mentor, and who has ensured my stability
at Goldsmiths in a way that has been absolutely invaluable throughout the
writing process.
1. Cinema’s Foundational Frissons
Dan Strutt
Abstract
This introduction lays out the coordinates of the book’s main philosophical
contention – that the world is perceived and felt to be different under a
general condition of digitality as a form of ‘digi-thinking’. It establish a
synergy between digital visual media and theoretical physics and suggest
that current screen culture, rather than being only orientated to spectacle,
actually equips us with new skills in perception for a world of experience
which is increasingly virtualised. The chapter refers to a set of embodied ef-
fects specific to the digital image; of flying, floating, swarming, morphing,
and glitching, within the context of recent cinematic content such as
Interstellar (2014) to set the scene of a contemporary digital imaginary.
The transition from the diegesis of the film to the social realm of the multiplex,
even the emergence from video or DVD viewing to the familial space of the living
room, is not without a certain frisson. The border state too has its significance,
especially in the diminution of intensity coupled with a heightened alertness to
whatever quirky events might occur outside the theatre. An aura of wholeness
persists, fading, as you make your way home. (Cubitt, 2005, p. 269)
As many accounts would have it, the first screening of the Lumière broth-
ers’ film L’a rrivée d’un train en gare de La Ciotat in 1895 had quite
the impact on the audience. Indeed, it has been called cinema’s founding
myth, that the audience, overwhelmed by the apparent reality of a full-size
Strutt, D., The Digital Image and Reality. Affect, Metaphysics, and Post-Cinema, Amsterdam
University Press, 2019
doi 10.5117/9789462987135_ch01
10 The Digital Image and Realit y
train rolling towards them, screamed and ran to the back of the room.1 In
many ways, one can easily imagine this naïve group of ordinary people,
whose prior knowledge of reality could only be accounted for by natural
perception, suddenly confronted by a large image which they simply could
not appropriate into their understanding of the way the world works. This
‘virtual’ reality of cinema, apparently indiscernible from the real, thus
induced shock, astonishment, and panic as they scrambled to get away from
the massive moving object that would surely crush them. We can see that
their reality, in this moment, was fundamentally challenged and changed.
Leaving the screening that day, they had to live in a new world in which
such images exist; in which both the nature of images, and the nature of
reality, are transformed, such that new skills in cognition/perception must
be adopted to discern the difference. In some small way, their consciousness
had evolved.
Of course, as has been well established, the above story is apocryphal,
the original mythology – perhaps marketing strategy – of the transcend-
ent power of cinema (it is possible that this film was not even part of the
Lumières’s first screening, and was not in fact shown until 1896). Indeed,
contrary to the image conjured of a train accelerating directly toward the
audience as if about to enter the room, the train glides off to the left of the
screen before calmly pulling to a halt (without anything like the direct
audience confrontationalism of, for instance, James Williamson’s The
Big Swallow from 1901). However, whether true or not, this event’s myth
status does not mean that it does not resonate with a more fundamental
truth about media. There is no doubt that some novel kind of conscious
experience occurs when confronted by a new media form. However, this
need not be the outright shock or astonishment of an earth-shattering,
terror-inducing tectonic shift in cognisance, but something more like, as
Sean Cubitt puts it in the opening quotation of this book, ‘a certain frisson’.
Even so, such moments make a difference. As intensity fades, and as we
leave the screen space and return to the more familiar environment of the
streets and our homes, we quietly and unconsciously adjust our realities
to what we have experienced.
The train here becomes an apt metaphor for the challenge to conscious-
ness that emergent media technologies present. First, the train is cinema
1 Both Tom Gunning (1990) and Stephen Bottomore (2000) examine various reports of audi-
ence reactions to early film in an attempt to document what Gunning calls a ‘myth of origin’,
also known as the ‘train effect’, after the alleged shock reaction of viewers to the Lumières’s
film.
Cinema’s Foundational Frissons 11
itself; later, it is cinematic sound; then, it is colour; and, even later, it is 3D. The
train is then digital – literally in the opening scene of Martin Scorcese’s Hugo
(in Digital 3D), as both an homage to, and cinematic in-joke about, this myth
of origin (see Elsaesser, 2013). As Timothy Scott Barker describes in Time and
the Digital (2012), the arrival of the actual locomotive technology in industrial
society (not yet as metaphor, nor as image) habitually altered notions of
time and space. Not only did it collapse travel distance and duration, but
also perceptually framed, through the train window, a new spatio-temporal
understanding – a kind of incipient proto-cinema. For Barker, the train
is a ‘technological event’ like the telephone, television, digital networks,
and digital image production – a technology which fundamentally alters
human experience by restructuring communication, and which ‘not only
makes the unseen seen, but adds another sensory object to our experience
of the world, changing the way we think about our visual reality and also
about movement and time’ (ibid, p. 8).2 These events do not distance us
from reality, but rather reconfigure our metaphysical consciousness such
that reality is ‘mediated’ differently.
This ‘event’ – the cinematic image of a train arriving at a station, albeit
apocryphally, brought a new perceptual experience to the modern age, of
an object moving through perspectival space, yet one that is not actually
physically present. In the moments afterwards, the spectator must have
become aware, not only of the primary non-presence of train, but also of the
presence and functionality of the screen and projector which yielded this
illusory effect. The cinematic apparatus here presented its own spatial and
temporal reality which had to be immediately incorporated into habitual
modes of perception and understanding. This may not have occurred as a
traumatic shock to the system, but rather a kind of droll surprise – a sharp
intake of breath, a raised eyebrow.
Sueng Hoon Jeong, in his Cinematic Interfaces, reflects on this event as
the origin, not only of a virtual reality, but also of a fundamental tension of
embodiment at the interface of the screen. He notes: ‘Lumière’s first train
film suggests that cinema might have come into being through a kind of
intercourse between the self-destructive and self-defensive power of the
screen’ (2013, p. 91). He suggests that the cinematic image is originally about
this flickering tension between our embodied sense of the reality within
the screen (a suturing effect), our awareness of the illusory apparatus (de-
suturing), and, at the same time, the birth of a primal fantasy, or perverse
2 The event for Barker is understood via Badiou – defined as a cluster of circumstances resulting
in a ‘rupture in Being’ and a subsequent re-centring of our subjective relation to truth (2012).
12 The Digital Image and Realit y
desire, for penetration ‘into and through’ this interface. This is an ontologi-
cal tension – one that plays along the boundary of our consciousness of
the different domains of reality which we experience. As with the other
examples of this interface-breach that Jeong gives – of Sadako climbing
through the TV screen in the horrif ic climax to Ringu (Hideo Nakata,
1998), or the slicing of the eyeball as a de-suturing slash through the screen/
retina in Un Chien Andalou (Dali and Buñuel, 1929) – the feeling that
the train might burst through the screen forms an original ontological
sublime, both pleasurable and disturbing in equal measure, and which
continues to this day to stimulate thought about objective and subjective
metaphysical realities.
From the origins of cinema we then move to the object of this book – to
the post-cinematic image (a complex of notions of contemporary images
that are both continuous and discontinuous with 20th-century film theory)
and to a set of images more specifically brought about by the digital – by
digital processes, on digital screens, and with digital themes. These are
images which institute new ontological tensions and pleasures, while
perhaps leaving the original ones intact, or alternatively re-versioning or
‘re-launching’ them (as we see in the conclusion to Chapter Two). In the
films which I have explored in the writing of this book, such as Source
Code (dir. Duncan Jones, 2011), Avatar (dir. James Cameron, 2009), and
Interstellar (dir. Christopher Nolan, 2014), as well as in digital imagery
beyond narrative film form and outside the media mainstream, we have
‘events’ that stand for the emergence of a different technological apparatus
(and interface), and thus a new technological condition that, like the train
arriving at the station, synthesises a distinct mode of ‘being-in-the-world’ (a
Heideggerian holistic mode of thinking, seeing, and feeling ourselves within
a tangible reality). This ‘synthesis’ does not necessarily occur in a moment
of bodily violence, terror, or erotic arousal (potentially horrific for Žižek
[1989]; potentially an ecstatic, masochistic ‘passionate abandonment’ to the
machinic body/interface meld for Jeong [2013, p. 94]). Rather, it proceeds
through an accumulation of seemingly disconnected images, of cinematic
moments as fragments or frissons, of pleasurable or uncanny affects; images
which indeed fade from consciousness as we make our way home from the
multiplex (or even from the living room to the kitchen), but that also take
root in our psyche. This book is thus to be read as a series of trains arriving
at a station – a collection of metaphysical shifts arriving at the platforms
of our collective consciousness.
Cinema’s Foundational Frissons 13
3 This phrase is used in Steven Shaviro’s sense in his book Post-Cinematic Affect in which
he states: ‘I am therefore concerned, in what follows, with effects more than causes, and with
evocations rather than explanations. That is to say, I am not looking at Foucauldian genealogies
so much as at something like what Raymond Williams called “structures of feeling” (though I
am not using this term quite in the manner that Williams intended). I am interested in the ways
that recent film and video works are expressive: that is to say, in the ways that they give voice (or
better, give sounds and images) to a kind of ambient, free-floating sensibility that permeates our
society today, although it cannot be attributed to any subject in particular’ (Shaviro, 2010, p. 2)
4 For reflection on the role of military technology in our contemporary entertainment culture,
see Lenoir and Lowood’s ‘Theaters of War: The Military-Entertainment Complex’ (2003).
14 The Digital Image and Realit y
film often seen by the latter as dragging culture down: ‘digital Hollywood
denegates culture’ (Cubitt, 2005, p. 270). More ostentatiously social or
philosophical content, however, seems to fulfil an idealised ethical role,
challenging audiences towards contemplation and attending to the ‘spiritual’
growth of society (in a secular sense). However, throughout this project,
in analyses of the ontological problematics and new spatio-temporal and
metaphysical dynamics of new popular digital screen content, there is an
attitude that these things do make a lasting and profound ethical difference
no matter what taste cultures surround them.
In this way, I ask people to look again at the familiar ‘low’ culture and
popular genre works within a digital culture – with their clichéd narratives,
predictable crescendos, and overly neat closures – to see what else emerges
‘passively’ from these images. We are still, as a culture, accustomed to reading
and critiquing popular media in a conventional, narrative way, such that
we often brush aside the affective tonalities of the action set-pieces, shot-
composition, and synergies of sound and movement as mere trinkets. The
true ‘meaning’ of a film often seems so obviously based within the narrative
and its characters. From this point of view, the film ceases to be seen as a fu-
sion of many logical and affective elements as polysemous levels of meaning
(rather like saying the meaning of a song is only in the lyrics rather than in
the musical composition). Digital effects as ‘superficial’ elements feel like
affective lures and illusion through distraction, which deludes weak minds
into thinking that they’ve had a worthwhile experience. However, there
is a developing academic critique that instead sees these digital effects as
valuable non-narrative experiments in sensation/perception. In the concepts
of theorists such as Scott Bukatman (the kaleidoscopic image, 2003), Scott
Richmond (the proprioceptive aesthetic, 2016), Aylish Wood (the digital
encounter, 2007), Kristin Whissel (digital effects emblems, 2014), and Angela
Ndalianis (the digital neo-baroque, 2005), we have a focus on effects which
are supra-narrative, and yet meaningful in alternative modes of sensory
engagement.5 Within this critique, I also see these ‘free-floating intensities’
not as tricks,6 but as nodes within a rhizomatic structure of affects and
5 Also of interest are Stephen Prince’s Digital Visual Effects in Cinema: The Seduction of Reality
(2011), Michele Pierson’s Special Effects: Still in Search of Wonder (2002), Lisa Purse’s Digital
Imaging in Popular Cinema (2013), Stephen Keane’s Disaster Movies: The Cinema of Catastrophe
(2006), Nicholas Rombes’s Cinema in the Digital Age (2017), and Lisa Bode’s Making Believe: Screen
Performance and Special Effects in Popular Cinema (2017).
6 Here I reclaim Jameson’s apparently damning description of the meaningless affections
of ‘the newer cultural experience’ as ‘a whole new type of emotional ground tone – what I will
call intensities […] free-floating and impersonal […] dominated by a peculiar kind of euphoria’,
Cinema’s Foundational Frissons 15
and instead deploy it as a positive description of original and novel moments untethered to
recognisable structures of thought. This is a sentiment also pursued by Pansy Duncan in her
The Emotional Life of Postmodern Film: Affect Theory’s Other (2015), who cites Shaviro in also
‘earmarking Jameson approvingly as one of affect theory’s unexpected allies’ (p. 42).
7 Grammatisation, from Bernard Stiegler, is a major concept for this analysis and will be later
explored in depth, but in brief can be described as the process of formalising symbolic fluxes
and flows into discrete letters, words, and codes such that they can be reproduced and shared.
16 The Digital Image and Realit y
The stated purpose of McDowell’s project is not just to devise new technolo-
gies to capitalise upon, but also to construct ethical future visions: ‘solving
real-world problems, ranging from creating future scenarios for Fortune
100 companies to envisioning possible solutions to the refugee crisis and
environmental catastrophes’ (worldbuilding.usc.edu).
This futurist methodology can take on a more directly political nuance
in films such as Black Panther (2018), which, according to its director
Ryan Coogler, offers a brand of technological afro-futurism to the cinematic
mainstream (Loughrey, The Independent, 2018). Cultural critic Mark Dery
first recognised and named this aesthetic of afro-futurism in 1994, in his
article ‘Black to the Future’:
Can a community whose past has been deliberately rubbed out, and whose
energies have subsequently been consumed by the search for legible traces
of its history, imagine possible futures? […] Furthermore, isn’t the unreal
estate of the future already owned by the technocrats, futurologists,
Cinema’s Foundational Frissons 17
The solutions offered here are alternate realities as utopian fantasies, but
nonetheless, as aesthetic images, they represent an empowered resistance to
hegemonic forces that represent Western superiority in no less of a fantastic
(but racist) mode. This does not, perhaps, as the critical Frieze magazine
recently pointed out, produce direct social and economic change, due to
the fact that serialised diegetic fictions such as Black Panther always
have to retreat and reset to a believable objective reality in each subsequent
installation, forestalling their potential radicalism (Canavan, 2018). However,
in the ‘undeniable power of a utopian vision of transcendent Afrofuturism’,
imaginative images can disrupt historical narratives in rich metaphorical
modes that enrich a present sense of future potential (ibid). An example of
this is in the widely blogged metaphor ‘vibranium is melanin’, where the
symbolism of Black Panther’s fantasy metal that is both an incredibly hard
material and limitless energy source carries a metaphorical resonance of the
potency of black skin colour. Here, for many of these online commentators,
a futurist image creates a real-world sense of empowerment for young black
people, who can (metaphorically) intuit their blackness as a superpower.
Cautiously, we can start to think that the futurist fantasy fiction that is
observed in this analysis provides rich metaphorical activity which addresses
actual political and philosophical problematics – a pragmatic methodology
for working through real historically engineered limits to thought.
The second Futurism I address is with a big F. This is the avant-garde
aesthetic and philosophical movement founded by Filippo Tommaso Mari-
netti in 1909. In his own words: ‘the enthusiastic glorification of scientific
discoveries and of the modern mechanism’ (Marinetti, 1914, p. 150). This
movement advocated the technological development of society towards
extreme measures, celebrating the modern, the fast, and the machinic,
and condemning the old and traditional through a violent and destructive
aesthetic which was often powerfully anti-humanist. Cinematic form, for the
Futurists, was in many ways a symbol of what the broader movement stood
for – dynamic, energetic, and ‘authentically modern’ (Lista, 2017, p. 20). It
was also profoundly post-human, or post-anthropocentric, looking towards
a future in which objects and machines took aesthetic and ideological
prominence. In the Futurist cinemas of both Italy and Russia, images of
the urban landscape as a complex animated organism featured alongside
ordinary objects rendered as aesthetic and animate – beautiful robots, or
everyday objects come to life – a ‘cinema of machines’ (ibid, p. 24).
18 The Digital Image and Realit y
For Marinetti, the only object of cinema is cinema itself because the
de-realization of the image, neutralizing ‘the laws of intelligence’, means
the liberation of time and space, that is to say, of the categories a priori
that, according to Kant, determine human experience. In other words, only
cinema can fully realize the eighth principle of Manifesto di Fondazione
del Futurismo: ´Time and Space died yesterday. We are already living in
the absolute, since we have already created eternal, omnipresent speed´.
(ibid, p. 27)
8 As we will see, this is also profoundly Deleuzian, as through his ‘logic of sense’ and of
nonsense there develops a futurist poetics which is described by Helen Palmer in her Deleuze
and Futurism: A Manifesto for Nonsense (2014).
Cinema’s Foundational Frissons 19
10 See, for instance, Deleuze and World Cinemas (Martin-Jones, 2011) which identifies various
‘non-continuous’ image types put forth in early cinema, including time-images and ‘attraction-
images’, and further criticises the narrow European focus of Deleuze’s study to focus on a more
global context of multiple political crises and upheavals which affected other national cinemas.
11 This issue around Deleuze is also addressed by Damian Sutton in his Photography Cinema
Memory: The Crystal Image of Time in which he states that the mainstream Hollywood and
European avant-garde exist as a spiralling interdependence, like the genetic material or DNA of
cinema (2009, p. 40), and by David Deamer in Deleuze’s Cinema Books: Three Introductions to the
Taxonomy of Images in which the two regimes of the cinematic image make up a ‘heterogeneous
complexity’ (2016, p. 70).
Cinema’s Foundational Frissons 21
aspects within the image are meaningless without a mind to engage with
them, to actualise them, and a body to tense and release in the processes
of affection and emotion, perception and cognition. I thus identify, in
concordance with the work of other theorists, a set or taxonomy of visual
effects which are fully articulated through a set of embodied affects, that
are distinctive of the post-indexical, post-cinematic image, and which can
be roughly summarised as: simulations of spatial information of depth and
expanse; modulations of time in loops, phases, and parallels; maximalist
complexities of form and movement at the limit of comprehension in, for
example, swarm and machine effects; breaches of physical form such as
morphing and glitching; and recognisably corporeal sensations of flying and
floating in and through space. These are aspects of, no doubt, a spectacular
cinema of attractions with all its associated thrills and frissons, but also of
a cinema that is grounded in a mode of de-naturalising natural (human)
perception. They are special effects, but contextualised by a specialness
which offers a dynamic, holistic, and richly metaphorical vision of possible
futures, and which can be ethical and political at the same time as being
aesthetic.
heart of this project’s work on the image itself – the ‘audiovisual material’,
and the altered modes of engagement with that material. Instead, I aim
for an aesthetic, ethical, and ontological mode of analysis, and, as we will
see, this cannot help but end up also being political, albeit in perhaps a
more abstract sense than that of Shaviro’s political economy. Indeed, many
would say, ever since the foundation of academic film theory, that you
simply cannot consider screen content without a broader sociocultural or
economic framework. While this enquiry does not neglect these concerns, it
approaches them from the materiality of the image itself, rather than seeing
the image as fixed within the amber of political superstructure.
The changes to consciousness and experience instigated by the digital
shift can be seen negatively as the effect of powerful machiavellian forces
working through media channels and technologies. This view can lead
to a pessimistic attitude towards the affections specif ic to the digital,
denigrating them as, at best, shallow and apolitical, and, at worst, a form
of insidious brainwashing. By instead seeing the new technological forms
of visual mediation as an emergent automatism driven by the material
qualities of the hardware and software itself, we start to appreciate that,
alongside processes of control, there are also some unpredictable outcomes.
By following this direction of thought, we could surmise that technology
itself was imposing its will upon us (a technological determinism), but this
does not accurately reflect a field of non-human activity in which there
is no clear intentionality. The technological forms of mediation function
automatically and ambivalently as a filter or refractor for immanent thought,
imagination and insight. It is still us, the human entity, that thinks, feels,
and imagines, but now more than ever before through a prism of digital
representation, casting new images of thought, and creating new systems
of affective resonance.
Inevitably, some theorists and critics brush the change to one side and
see it as an unbroken continuation with the cinematic, exhibiting a habitual
continuity with the indexical processes of film such as focal depth, framing,
and composition. Lev Manovich, for instance, defines digital cinema thus:
‘We can f inally answer the question “What is digital cinema?” Digital
cinema is a particular case of animation that uses live-action footage as
one of its many elements’ (2016, p. 29). He here understands that cinema
has come full circle in a history which began with animation and special
effects, and he sees no decisive break with past photographic image forms.
Others also dismiss the special effects and bodily affects of post-cinema
as remediations of the same image types which have been there from the
Lumières onwards, but this can often seem to be too simple a dismissal of
Cinema’s Foundational Frissons 23
No one knew exactly what a black hole would look like until they actually
built one. Light, temporarily trapped around the black hole, produced an
unexpectedly complex fingerprint pattern near the black hole’s shadow.
And the glowing accretion disk appeared above the black hole, below the
black hole, and in front of it […] I never expected that […] Eugénie just
did the simulations and said, ´Hey, this is what I got.´ It was just amazing.
(Kip Thorne, in interview with Rogers, Wired, 2014)
24 The Digital Image and Realit y
Figure 1. Black hole Gargantua in Nolan’s Interstellar (Paramount/Warner Bros, 2014). Allstar Picture
Library / Alamy Stock Photo.
These exciting and highly affective images of the black hole (Figure 1) thus
represent a certain amount of technological advancement, in which, for
the first time, graphic simulations were generated according to complex
mathematical algorithms as a form of computational physics research.
However, despite the simulation being created in a programme called
Mathematica, it was then sent to visual effects studio Double Negative
where it was coloured, enhanced, and rescaled in clearly creative digital
processes. Thorne explains: ‘The computer code was just the beginning.
Oliver handed it over to an artistic team who added the accretion disk and
created the background galaxy that Gargantua would lens’ (2014). This kind
of mixed methodology leads Scientific American’s Lee Billings to critically
note: ‘not all of the science is treated equally in the film’ although he permits
that in Thorne’s book ‘[He] is even-handed in his treatment of the film’s
science, admitting where artistic license was substantial and where it was
used barely at all’ (Billings, 2014).
There is thus both a complexity and an inconsistency in the ontological
dynamic that Nolan establishes in Interstellar, of analogue authenticity
and ‘natural’ science versus digital visual ‘wild speculation’. He presents
the viewer with a diegetic digital technological future rendered through
the digital synthesis of aesthetic imagery, in which we literally leave the
Cinema’s Foundational Frissons 25
wider social and cultural change. Within contemporary patterns and trends
of representation, I will trace a regime of sensibility beyond Cartesian
rationality, which creates a probabilistic space for original perception/
affection/action, and which ultimately constitutes a digital ontology. This is
to be an affective ontology of the digital, both an individual and communal
non-conscious apperception of metaphysics within our contemporary
technological epoch.12
But is it Art?
12 Metaphysics as understood here no longer is the realm of gods and creation myths, but
rather of physical forces, materiality, quantum states, dimensions, intentionality and causality.
Cinema’s Foundational Frissons 27
Figure 2. Andy Warhol’s front cover of Amiga World’s ‘Creative Issue’ from January 1986 (IDG
Publishing) © 2019 The Andy Warhol Foundation for the Visual Arts, Inc. / Licensed by DACS,
London
13 This critique is most aptly epitomised by that of Fredric Jameson in ‘Postmodernism, or,
The Cultural Logic of Late Capitalism’ published in New Left Review in 1984, in which it was
described how, under the conditions of postmodernity, all discourse has been merged into an
undifferentiated whole, and difference itself has been commodified.
28 The Digital Image and Realit y
14 This view of the theorists of postmodernity filtered down into popular culture through
iconic images provided by literature and f ilms along the line of the character and milieu of
Patrick Bateman in American Psycho by Bret Easton Ellis (1991).
15 Respected video artists from the 1980s such as Bill Viola, Tony Oursler, and Pippilotti Rist
quickly moved into digital media. Digital fine art has been relatively slow to take off, though
some artists such as London’s Gilbert and George have now moved into a completely digital
form (Bayliss, 2012).
16 Cinema 1: The Movement Image was f irst published in 1983 and was translated in 1986;
Cinema 2: The Time-image followed in 1989. Amongst authors reflecting on these books were
David Rodowick (1997) and Greg Flaxman et al. (2000).
17 Bordwell’s firmly empirical approach seeks to measure cognitive responsivity to media texts
to discern their psychological impact, and harbours a disdain for the larger social, cultural, and
metaphysical analyses that largely interest European theorists (Plantinga 2002).
Cinema’s Foundational Frissons 29
18 In the films of Harryhausen and Cecil B. Demille, and later in 3D films of the 1950s and 1960s
such as Creature from the Black Lagoon and The Stewardesses, and then again in the 1980s with
Jaws 3D and others. Epic special effects ‘event’ films of the 1990s included disaster movies Deep
Impact, Armageddon, Independence Day; historical epics such as Saving Private Ryan, Titanic,
and Braveheart; and sci-fi fantasy including Jurassic Park, Terminator 2: Judgment Day, and the
reboot of the Star Wars series.
19 On the effects of home video on cinema, see, for instance, Barry R. Litman and Linda S.
Kohl (1989).
30 The Digital Image and Realit y
and repetition, in this book, I aim to emphasise how the digital media forms
repeat and change images in ‘plastic’ modes of modulation and mutation
which are often beyond human intent. Our accelerated digital culture is then
re-inscribed as being focused towards future possibility and unbounded
creativity, with positive ethical attributes. In Chapter Two, I show how
digital processes of repetition and distortion are put to work aesthetically in
a very Deleuzian manner in Gaspar Noé’s Enter the Void, and, in Chapter
Five, through the work of Gianni Vattimo, I elaborate the ethical side of this
‘digital nihilism’ by stating that, despite efforts to control and brand virtual
diversity, it still proliferates out of control in original and transgressive ways.
Throughout this project, I attempt to develop an eye for objects of a
digital screen culture that are not partitioned off from the popular realm of
consumption, and which proliferate and multiply in heterogeneous spaces.
These images are not only in multiplex cinemas, but also enter our homes on
multiple screens in our living rooms, bedrooms, and kitchens, and further ap-
pear on buildings throughout our cities in the form of public projections and
advertising screens. These images fold themselves around material objects
and are inset into corners, walls, and floors, perceptually distorting the
contours and edges of our familiar spaces. Together, they form a constantly
present other dimension, just next to us, looming above us, or around the
corner, where consistency and predictability break down, like another
world pressing against our own, trying to lure us in. Is this an invasion,
as many see it to be? Or is it really the projection of our own imagination
in ever closer proximity to reality, both nightmarish and heavenly, which
threatens, or perhaps promises to rupture the boundaries between worlds?
Cahiers du Cinema in 1986): ‘the brain is the screen’. This does not necessarily
deny an objective reality, but posits that we are essentially image receivers,
an actualised image amongst others, but a ‘special kind of image’ capable of
making innovative ‘virtual’ connections between images (Flaxman, 2000,
p. 35).22 Though we may not mentally create reality per se (as is the view
of a pure transcendental phenomenology), we do almost certainly craft
‘aesthetic’ images out of it.
Deleuze’s notion of a ‘camera consciousness’, which emerges in the
Movement-Image to explain the relation between our metaphysical
awareness and the mediated images we consume, aligns well with Walter
Benjamin’s notion in The Work of Art in the Age of Technological Reproduction
of a distracted mass whose apperception is moulded through the historically
and technologically located media they consume. This is the process of an
non-conscious absorption of ‘abilities’ to tackle what Benjamin calls ‘the
tasks which face the human apparatus of perception at the turning points of
history’ (1999), abilities that Deleuze might put in more metaphysical terms
as our spatio-temporal, sensory-motor perceptual schema. These perceptive
abilities as inhabited, embodied ways of seeing and feeling the world are,
to Benjamin, appropriated in an ‘absent minded’ way in an age of moving
images, as opposed to the engaged, contemplative engagement demanded
by the static artwork; thus, the authority of, and reverence paid to, the
organisation of human sense perception in the auratic work is disrupted.
However, Deleuze in his Cinema books goes further than this to suggest that
film does not just influence our metaphysical understanding of reality in
our specific historical technological location, but stands in as a model for
the whole of Western thought on the relationship between philosophy and
time, and, by implication, power (Flaxman, 2000, p. 4).
In this model, as re-examined by Gregory Flaxman in the introduction
to his edited volume The Brain is the Screen, time is initially subjugated to
space in the cinematic movement-image and thus can only be understood
through a spatial metaphor, and this amounts to a normative regulation of
thought. In the time-image, however, cinema fulfils its inherent potential
for Benjamin’s dismantling of auratic authority, and time is freed from its
imprisonment by spatial relations. For Flaxman, the movement-image
is directly traceable back to ancient Greek philosophical thought which
expressed time as existing actually and externally as divine space. The
22 Flaxman succinctly states: ‘In the Movement-Image, Deleuze says that the brain is a very
special kind of image, one that opens up an interval in the modulations and variations of the
universe. This interval propels what we call thinking’ (2000).
Cinema’s Foundational Frissons 33
time-image then relates to the shift in thought started with Kant’s Critique of
Pure Reason by which time becomes seen for the first time as phenomenal,
interior, and durational, as an ‘a priori form of intuition’, and not as existing
externally (ibid, p. 4). Flaxman elaborates how this morally charged shift
in Western thought was then reflected by the cinematic shift:
This rupture in the moral regime of images, for Deleuze, becomes manifest
in the cinema of the post-Second World War period, which exhibits a crisis of
faith in rational, causal containment or order through showing discontinu-
ous spaces, times, and narratives. The clear, consistent, and predictable
perception of reality and causality given by the movement-image was, at
this time, seen by filmmakers to be expressive of the type of fascist moral
certainty that had led to the Holocaust.23 In the 1950s, a new morality, a new
philosophy, and thus a new cinematic image, was needed.
Deleuze states that with the time-image’s disruption: ‘Camera-
consciousness raises itself to a determination which is no longer formal
or material, but genetic and differential. We have moved from a real to a
genetic definition of perception’ (1986, p. 85). This genetic and differential
mode (a significant phrase which I repeat throughout this project) pushes
us (a determination) into new realms of consciousness, rather than merely
reflecting and representing ‘common sense’ perception. The time-image
ceases to be simply a recapitulation of the rational/moral dynamic in Western
thought, as the technological apparatus of cinema now takes an active and
determining role in sculpting a transformation. To Deleuze, as to Mullarkey
(2009), cinema can become in itself a practice of philosophy, which not only
represents abstract thought, but manifests a potential to be its own distinct
language of philosophical thought that proceeds through visual and aural
intensive affectivity. Camera-consciousness, through images, thus raises
23 As discussed by Deleuze in his conclusion to The Time-Image, and by Peter Canning in ‘The
Imagination of Immanence’ in Flaxman’s The Brain is the Screen (2000).
34 The Digital Image and Realit y
24 This concept of a ‘naïve view’ of reality as a ‘direct realism’ is developed by David Gamez
in his What We Can Never Know: Blindspots in Philosophy and Science (2007, pp. 33-35).
Cinema’s Foundational Frissons 35
25 Neuroscience now has become one of the most influential recent developments in social
and philosophical theory, the findings of which are investigated through many scientific, social
science, and humanities texts. See, for instance, Maurizio Meloni’s ‘Philosophical implications
of neuroscience: The space for a critique’ (2011).
36 The Digital Image and Realit y
distance from the way we were before. However, as both Derrida and Stiegler
point out (in a revision of Heidegger), this is not some process of us growing
farther and farther away from some originary and ideal natural state, as
each technology, despite being in one way limiting, also opens up new
conditions for action, thought, and expression. ‘Nature’ is thought of not
as the beginning point of a linear progression, but instead as an underlying
immanent and virtual flux, a field of potentiality from which actualised
modes of being are continually drawn from within certain technological
parameters. Each technology, as pharmakon, is thus an enabling framework
as much as it is also a limiting structure.
Within this view, digital processes are the latest technological condition
of humanity which frame our world view, from our individual capacity to
imagine potential futures as fictional (cinematic) images, to actual tangible
scientific progress. Faith, science, and art can thus all be seen as co-defining;
aesthetic fabulations going hand-in-hand with empirical discovery, both
consequences of the given technological condition. Seeing things this way, it
ceases to be any mystery why a digital post-cinema experiments with images
which twist time, space, force, and materiality at the same time as physicists
reached to discover the Higgs Boson ‘god’ particle that gives mass to the
‘immanent flux’ or ‘pea soup’ of the other elemental atomic particles.26 Both
processes fundamentally dwell on the same ontological futurist problematic.
The dynamics of influence between artistic imagination and scientific
discovery can be described in different ways – as anticipating or inspiring
each other – but, by tracing both back to the same technological condition
the philosophical division between them is, to a certain extent, collapsed.27
In subsequent chapters, I address the issues outlined above, through
reference to specific films and practices within a contemporary digital visual
26 In July 2012, at the Large Hadron Collider at CERN, Switzerland, the discovery of the Higgs
Boson was announced. In much of the press around the announcement, the particle was referred
to in the context of the Higgs Field – an invisible force that explains how the universe moved from
a nascent ‘intergalactic atomic pea-soup’ state to one composed of stars, life, and planets. This
provides an interesting analogy for the philosophical concept of immanence.
27 There is an idea that much scientific discovery is anticipated in works of science fiction. See,
for instance, ‘The Science Fiction Effect’ by Laura H. Kahn (2012). In the concept of fabulation
(deployed philosophically by Bergson, extended by Deleuze and, more recently, John Mullarkey)
inexplicable facts (of the senses) are made sense of through the imagination. This concept is
held to explain early forms of theism in the invention of an intentional force behind natural
processes, but also explains artistic creativity. Furthermore, holding to a Bergsonian concept
of intuition as inspiration following the inhabitation of facts – rather that the intellectual and
rational examination of facts – fabulation could be seen to be the true process of scientif ic
discovery as creative problem solving (Bergson, 1977, orig. 1935).
Cinema’s Foundational Frissons 37
culture. I stress that my objects are not cherry-picked for purpose, nor are
they random, but rather have emerged during the writing of this text, since
2010, as conspicuous tangents or events within digital visual culture (with
the exception of the 1982 film Tron, though this explicitly relates to its
2010 update in Tron: Legacy). Out of these images, I have drawn dynamic
links between content, affect, and technological circumstance to make
observations about what I can describe as the digital, affective syntheses
of metaphysical reality in contemporary media. These links fall into three
areas which I address in three separate chapters: the dynamics of digital
virtuality, the structural dynamics of digital images, and the dynamics of
consciousness.
Before tackling these dynamics through image analysis, in Chapter
Two, ‘The Affective Synthesis of Reality by Digital Image’, I expand on the
issues and theorists laid out in this first chapter, which fall into four broad
areas: the philosophy of technology, processes of affection and cognition,
theoretical approaches to the digital image, and ethics and aesthetics. I
expand on three philosophical concepts that prove useful in understanding
how our consciousness of metaphysical qualities develops and is maintained
within the mind/body, and the technological condition for their affective
synthesis: these are Stiegler’s ‘grammatisation’, Hume and Husserl’s ‘passive
synthesis’, and Deleuze’s ‘spiritual automaton’. It is these concepts, framed
by Deleuze’s notions of cinematic aesthetics/ethics and Heidegger’s technics,
that largely structure this work, and it is through these notions that I add
complexity and nuance to an often vague, multidisciplinary conception
of ‘affect’.
In Chapter Three, ‘A Digital Frontier to Reshape the Human Condition’,
I begin analysis by looking at the films Tron (1982), Tron: Legacy (2010),
and Enter the Void (2010). Identifying the challenge to metaphysical
consciousness posed by digitality as an ontological problematic, I ask how
these films engage aesthetically with digital systems and processes to sculpt
anthropomorphic metaphors for this problematic. In this process, I identify
two approaches to the challenge of digital virtuality roughly represented by
each film: one in which an idea of the emotional and tactile body is restored
to the impersonal domain of the digital, and another in which the body is
discarded and abjected as consciousness enters an immaterial dimension.
What emerges as similar, however, is the affective tone of the represented
middle space between worlds, the boundary or frontier space in which
metaphysics are suspended in an immanent flux. I ask what these digital
images, reflecting on the material conditions of their own creation, express
about the way we can position ourselves within a digitally connected world.
38 The Digital Image and Realit y
ascertain an ethics of the digital image. I address the concerns of Deleuze and
Stiegler about the potential for insidious affective conditioning of desires,
alongside their stated need for creative thought, political engagement, and
new industrial practices within a condition of neoliberal cultural capitalism.
I suggest that the digital in fact breeds a cognitively active consumer who
capably negotiates affective lures, and creatively and playfully (though
not necessarily intentionally) synthesises new metaphysical awarenesses
as ontological truths. While both see an indirect form of activism through
the resistance and transgression of images, for Rancière (2006), this issue is
‘meta’-political and, for Pisters (2012), it is a form of ‘micro’-politics. These
ideas comes together through my use of Vattimo’s concept of a ‘mellow
nihilism’, which dispels rigid metaphysical notions for a new ‘weak’ ontology
which is open and plastic, strategic rather than complacent. I move to
establish a clear notion of an ontological plasticity within contemporary
digital image culture.
2. The Affective Synthesis of Reality by
Digital Images
Dan Strutt
Abstract
This chapter expands on the issues and theories previously introduced,
categorising them into four broad areas: philosophy of technology;
processes of affection and cognition; existing digital image theory; and
ethics/aesthetics. It clearly articulates Heidegger and Stiegler’s theory
of technology and make direct links to contemporary visual culture.
The affective turn in image theory is then discussed (largely indebted
to the influence of Gilles Deleuze) and explicitly connected to parallel
transformations in digital image production and distribution. The chapter
finishes by integrating contemporary aesthetic theory with social and
ethical issues, to suggest that an advanced digital visual culture has real
and tangible benefits for our shared metaphysical awareness of the world.
It was no longer a question of knowing where the centre was, the sun or the
earth, because the primary question became ´Is there a centre or not at all?´ All
the centres, of gravity, equilibrium, force, revolution, in short, of configuration,
were collapsing. It was at that point that a restoration of centres undoubtedly
occurred, but at the price of a profound change, of a great evolution of the
sciences and the arts. (Deleuze, 1989, p. 143)
Strutt, D., The Digital Image and Reality. Affect, Metaphysics, and Post-Cinema, Amsterdam
University Press, 2019
doi 10.5117/9789462987135_ch02
42 The Digital Image and Realit y
A Great Evolution
1 For recent introduction and explanation of Deleuze’s cinematic taxonomies, see David
Deamer’s Deleuze’s Cinema Books: Three Introductions to the Taxonomy of Images (2016) and
Richard Rushton’s Cinema After Deleuze (2012).
The Affective Synthesis of Realit y by Digital Images 43
2 These issues of the technological automatism and determinism of media were addressed
as early as 1974 by Raymond Williams in Television, Technology and Cultural Forms.
44 The Digital Image and Realit y
In The Virtual Life of Film, David Rodowick describes the shift from analogue
to digital in terms of a loss of analogy and indexicality, and how this now
gives us a decisively different, but ‘difficult’ ontology of film. He articulates
how digital images ‘confront’ us with something like Deleuze’s powers of
the false:
moving beyond ‘the cinematographic ideal’ to ask about the new effects
of the post-cinematic image as structures formed by immaterial code,
and rethinking the core terms of analysis which might correlate with
analogical procedures of image creation. Rodowick clearly points to a
profound difference that cannot be captured by existing concepts, and
that is yet to be properly understood.
Cinematic ‘Realism’ becomes denaturalised by Rodowick as just a set
of habituated aesthetic standards or norms stemming from analogue
processes, which are now being subtly conditioned and altered in digital
image culture by the automatisms of a new technological medium. Alongside
the ontological perplexity or ambiguity within digital photo-realism, there
is also an apparently automatic drift away from Realism itself toward the
fantastic, as:
The key point of reference now will be to mental events – not physical
reality moulded to the imaginary, but the free reign of the imaginary in
the creation of images ex nihilo that can simulate effects of the physical
world (gravity, friction, causation) while also overcoming them. (ibid,
p. 104)
The modern fact is that we no longer believe in this world. We do not even
believe in the events which happen to us, love, death, as if they only half
concerned us. It is not we who make cinema; it is the world which looks
to us like a bad film […] Cinema must film, not the world, but belief in
this world, our only link. (1989, p. 171)
there was a collapse of the distinction between actual and virtual in the
hyper-mediatisation of the terrorist attacks. However, it does in many ways
seem problematic to separate these images/events (or rather the assembled
processes and circumstances to which they refer) so clearly from the global
and digital technological conditions in which they are both steeped, that
of the uncertainty, plurality, and instability of perception which Rodowick
notes as the ontological features, or perplexities, of the non-indexical digital
image.
In dialogue with Pisters and Deleuze, and in an attempt to stake a claim
that technological change itself is indeed deeply implicated in determining
contemporary aesthetic and ontological changes, I would suggest that
there is a technical condition, conceived of as an ‘essence’ of any given
technology, that lies immanent or latent within the actual technological
forms and processes (of hardware and software in the case of the digital)
until it reveals itself to our consciousness through error or experimenta-
tion. What the technology starts out to be, as imagined in advanced of its
creation (usually in an instrumental mode – for instance, seeing cinema
within a Realist teleology) then mutates and evolves into something new
and unanticipated in our consciousness of it. In other words, we do not
know what a technology does, or is capable of, until it has already taken
a turn in its evolution, and only when it has already exerted its affective
draw upon us can we reflect upon the change that was made. Deleuze
states this himself:
seamless visual and aural realism (Bazin’s total cinema), and only later are
we able to realise that they have in some way transformed perception and
the very notion of the real by offering up a different mode of representing
and experiencing it – a ‘new art’. While Deleuze clearly states that the
aesthetic of the time-image comes ontologically prior to any technological
advancement which might permit the efficient creation of such images, he
simultaneously and apparently contradictorily endows these technologies
with the automatistic power to ‘relaunch’ the time-image, to remake or
reinvent them in original ways in a ‘genetic and differential’ mode (1986,
p. 85).
If cultural crises and historicised ontological conditions are the causal
factors in any given aesthetic shift, then these are merely facilitated by
the available expressive technologies. On the other hand, we can see that
whatever aesthetic uses these technologies serve, they also synthesise
their own vital affectivity in emergent ways. Deleuze, despite dismissing
the notion that the technological forms themselves could determine either
aesthetics or consciousness, also apparently recognised the potential for
emergence through the machinic automatism of the media apparatus, that
might confront us with a disruptive image that we must assimilate into a
new and original image of thought. This automatism of the cinematic and
digital apparatus can be thought of as its technological ‘essence’ in that it
calls forth a certain mode of being; it ‘reveals’ the world in a certain way,
and changes us (our culture and our belief in the world) in the process.
If we accept that screen images do not simply reflect human thought and
culture, but also impact upon it in mutational ways, we have to ask: How
exactly do we theorise about images as events, ‘entities’, or automata which
affect us? The broad remit of academic film theory since the 1970s was
to answer this question by focusing on the sociocultural resonance of
the representative image on the screen, and on how we psychologically
identify with its characters and narratives. This approach endures today
in a culturally broad way with both media and armchair critics alike
predominantly thinking about cinematic objects as texts to be used and
read in an instrumental mode – as entertainment or education. However,
to consider the mode in which either film or digital images impact us in
ways that might generate new metaphysical thought, we need to lay down
some fundamental notions of how our conscious mind engages with media
The Affective Synthesis of Realit y by Digital Images 49
3 As Daniel Stern refers to a dynamic, affective, and holistic experience as a Gestalt, body
theorist Lisa Blackman refers instead, in her book Immaterial Bodies: Affect, Embodiment,
Mediation, to ‘brain-body-world entanglements’ (2012, p. 1).
The Affective Synthesis of Realit y by Digital Images 51
However, in the view of new media theorist Mark Hansen, Deleuze made
a fundamental error while dealing with the concept of affection in his
Cinema books. Hansen states:
With his Cinema books, Gilles Deleuze surprised many by offering his
own idiosyncratic film theory and analytic strategy (Rodowick, 1997, p.
52 The Digital Image and Realit y
x). In these two texts, he did not attack or refute political f ilm theory,
but instead crafted a more philosophically grounded and metaphysical
formal analysis and typology of film images. Deleuze’s drawing together
of Bergson, Spinoza, and Peirce’s writings in A Thousand Plateaus (with
Felix Guattari, 1987) continued into the Cinema books, with a broad reach
extending from perception and consciousness to metaphysical concepts.
However, in the Movement-Image and the Time-Image, these ideas were
attached specifically to media, and to cinema’s unique relationship with
processes of consciousness. Deleuze’s concepts of ‘passive synthesis’ and the
‘spiritual automaton’, applied in the cinematic context, prove invaluable for
the expansion of understanding of affective processes and how they feature
in the ontological shift to digital media.
In thinking about how media technologies generate a distinct meta-
physical regime of what is visible, of what is understandable, and of what
is expressible, we must understand that this process functions below a
level of fully conscious awareness. This is to say that it is so peripheral to
our core consciousness that it is ingrained and habitual, permeating the
relationships between objects in the world and our own bodily senses, both
inwardly and outwardly directed. These processes are so encompassing
in our day-to-day interactions with the world that they move from the
social or cultural milieu in which they are sustained into our very personal
procedural and semantic memory, and act as the neurological foundation
to all activity and subsequent reflection on our actions. This foundation is
subconscious and automatic, positioned in the brain somewhere between
the primal motor automation of the ancient ‘reptilian’ brain and the higher
cognitive function of the cerebral cortex. The concept of ‘passive synthesis’
becomes useful for this project in thinking phenomenologically about how
technologies of expression synthesise a metaphysical model of reality – an
affective dimension of automatic responsivity which sculpts perception
and cognition at every level.
Passive synthesis, a concept from Hume and Husserl via Deleuze, an-
ticipates contemporary discourses of affection. Media, as a technological
system, gives us the rule by which we synthesise reality, but this process
occurs passively and automatically outside of our conscious awareness or
control. We inhabit the moving image in a distracted way, and, as such,
we absorb knowledge about the world in the form of intuitive skills and
aptitudes in perception. 4 If the active mind is intellectual, logical, and
4 This point about the non-conscious ‘distracted’ absorption of skills is also developed in
Benjamin’s ‘The Work of Art in the Age of Mechanical Reproduction’ (1999).
The Affective Synthesis of Realit y by Digital Images 53
5 Though it is noted that Husserl developed his phenomenological notion from Hume’s earlier
psychological use (Ansell-Pearson, 2002, p. 227)
54 The Digital Image and Realit y
mind, the passive experience of the object before it has been constituted
by an active mind.
6 This is a point developed more fully later through Catherine Malabou’s work on neural
plasticity.
56 The Digital Image and Realit y
What cinema advances is not the power of thought but its impower,
and thought has never had any other problem. It is precisely this which
is much more important than the dream: this difficulty of being, this
powerlessness at the heart of thought. What the enemies of cinema
criticized it for (like George Duhamel, ´I can no longer think what I
want, the moving images are substituted for my own thoughts´) is just
exactly what Artaud makes into the dark glory and profundity of cinema.
(Deleuze, 1989, p. 166)
7 This is also addressed by Rodowick, who draws on Cavell’s The World Viewed, to note that:
‘A medium in this sense is not a passive or recalcitrant substance subject to artistic will. It is
itself expressive as potentiae, or powers, of thought, action, or creation. But these powers are
variable and conditional. In exploring their potential we discover the conditions of possibility
of a medium; in exceeding or exhausting them we may in fact create a new medium, and new
powers of thought and creation.’ (2007, p. 45)
The Affective Synthesis of Realit y by Digital Images 57
thus has a vital automatism which ‘has its own logic’ and ‘constructs its
own objects’ (ibid, p. 262).
8 This idea also forms the basis of Bergson’s attack on ‘intellectualism’ as the scientific mode
of rationalising the world as logical and predictable. This, he insists, is a ‘misuse of mind’. Of
interest is the 1922 text The Misuse of Mind: A Study of Bergson’s Attack on Intellectualism by Karin
Stephen, in which it is stated: ‘The business of philosophy is not to explain reality but to know
it. For this a different kind of mental effort is required. Analysis and classification, instead of
increasing our direct knowledge, tend rather to diminish it […] The better we explain, the less,
in the end, we know’ (2000). This sentiment seems well in line with Heidegger’s incitement to
examine the ‘essence’ of technology.
The Affective Synthesis of Realit y by Digital Images 63
theory but also in the philosophy of technology generally), and which also
relieves the crude dialectic of art and rationalism which is otherwise present
in the essay (and which can seem hopelessly outdated in advanced cultural
capitalism). He states:
The Saving Power: Whether art can be granted this highest possibility
of its essence in the midst of extreme danger, no one can tell. Yet we
can be astounded. Before what? Before this other possibility: that the
frenziedness of technology may entrench itself everywhere to such an
extent that someday, throughout everything technological, the essence
of technology may come to presence in the coming to pass of truth.
(Heidegger 1977, p. 35)
Here, Heidegger suggests that that art as dialectical force may not be the
only final hope for humanity, but rather that technology could become
so ubiquitous that it would in some way spontaneously contribute to the
revealing of its own essence. This possibility seems more adapted to a world
in which digital technology is truly entrenched in every field of human
activity, and in which the level of technological mediation has indeed become
so ‘frenzied’ that it might indeed be said to reflect upon and question its
own ontological essence.
Heidegger gives us a way of thinking about technologies as not physical
entities, devices, or instruments, but rather as modes of relating to the
world which put us into a particular habit of perception, representation,
and action with regard to reality. In subtle ways, industrial technologies
draw us into a state of being which spreads beyond our direct relation to
the technologies themselves and permeates our general mode of relating to
the world, to others, and to ourselves. They can obscure the world from us,
and even actively silence or obscure alternative modes of understanding,
awareness, and engagement. Only by being observant to this technological
process can we come to think differently.
We have to ask then, following Deleuze’s lead, if cinema is not the
preeminent technological form which not only represents reality in an
instrumental mode (an industrial, commercial, representational mode),
but also has the aesthetic potential to elevate itself to a type of reflexive
revealing which exposes our modes of enframing the world in Heidegger’s
ethical sense. Is cinema Heidegger’s ‘other possibility’, and is this not
perhaps what Deleuze suggests in the Time-Image? Or, is it in fact digital
technology, specifically the craft of the post-cinematic image, undeniably
frenzied and everywhere entrenched, that actually now holds the promise
64 The Digital Image and Realit y
9 This notion of cinematic revealing is explored by Vivian Sobchack through slow motion,
in her chapter ‘Cutting to the Quick: Techne, Physis and Poiesis and the Attractions of Slow
Motion’, in The Cinema of Attractions Reloaded (2006), ed.Wanda Strauven. I conduct my own
analysis of digital slow motion in Chapter Three.
The Affective Synthesis of Realit y by Digital Images 65
this film seems to break down and complexify any clear boundary between
art (imagination) and science fact in terms of representing metaphysical
forces, and thus seems to offer an original image type.
This film’s creators have clearly reflected deeply on the ontological status
of their images, and have generated complex mathematical simulations
which reflect a level of scientific truth, rather than wild speculation or
vivid imagination. Director Nolan places ‘real’ values even on his fully
computer-generated representations – not analogue, not pro-filmic, but with
an apparently similar set of moral values put in place by the involvement of
theoretical physicists and scientific visualisation labs in the visual design
of the film. As a director, he has valued a kind of analogue authenticity as
the internal logic of many of his films, and in his public profile, he actively
campaigns for the continued use of traditional film formats in the face
of their digital usurpers. He has, in the past, explicitly distanced himself
from the use of digital effects – rejecting digital illusionism within fiction
and insisting upon capturing the actual pro-filmic event; for instance,
the infamous truck-flip in Batman: The Dark Knight (2008). He also
consciously rejected Digital 3D, despite its popularity, with Interstellar,
and privileged film formats in presentation of the film by controversially
penalising digital-only venues by allowing the film to open one day early
in analogue film theatres (McClintock, 2014).
However, Interstellar’s scientifically qualified data visualisations of the
black hole Gargantua are aesthetically rendered in digital post-production,
opening them up to a level of access and appreciation which the much dryer
scientific simulation imagery could never have achieved (Thorne, 2014).
Thus, we have to ask what status reality actually has within the ontology
to which Nolan seems to ascribe, which distances itself from the ‘fake’
digital, and reifies the ‘authentic’ analogue. Is there greater authenticity
here, greater naturalism, or is Nolan just creating a (rather disingenuous)
narrative about scientific authenticity in science fiction (which he himself
cannot even deliver on)? Within a discourse of scientific truth versus a
fanciful sci-fi inauthenticity, we must ask if this is science-driven cinematic
art, or rather cinema-driven scientific visualisation? Is the real science a
mere supplement here for a fairly standard cinematic image which predates
the digital (or even just a marketing strategy), or is it really the driving force
of a new digital imaginative strategy of image creation?
One could argue that the digitally advanced images of Interstellar
attain a new level of digital ‘revealing’ which marks a significant turning
point in the historical development of moving images. When scientific data
visualisation becomes truly aesthetic and cinematic as in Interstellar, do we
66 The Digital Image and Realit y
10 Past analogue representations of theoretical objects include, for example, The Black Hole
(dir. Gary Nelson, 1979), 2001 (dir. Stanley Kubrick, 1968 – notable for its slit-screen animation
effects), and more recent organic effects have selectively been used in in The Tree of Life (dir.
Terence Malick, 2011) and The Fountain (dir. Darren Aronofsky, 2007), in which purely digital
effects could otherwise have been used.
The Affective Synthesis of Realit y by Digital Images 67
Granting this ‘saving power’ to the digital image is perhaps still a little
premature despite these interesting advances in visualisation. Critical
theorists including Bernard Stiegler and Sean Cubitt still strongly emphasise
the tendency of digital media to function in exactly the mode of ordering
and standardisation of the world, which is nothing other than an ‘enframing’
mode, and especially while even the creator of these images actively disavows
their revealing power by placing his trust in the analogue. Stiegler is a key
theorist who here extends and develops Heidegger’s ‘extreme danger’ sce-
nario into the realm of digital media, believing that our current technological
regime provides almost crippling odds against the redemption of humanity.
transcendent ‘real’ state away from which technology draws us (and certainly
no mysterious or exalted Godhead). Rather, all ways of thinking, feeling,
and representing (communicating) are originally technical and impure. This
means that where Heidegger posits the ‘ultimate danger’ to humanity is that
everything we think and feel would become completely enframed by our
technological circumstance (such that we forget our original selves), Stiegler
takes this enframing as a fundamental given of the human condition. He
states that there is no original relation of man to nature (physis), and no
essence or truth of human experience beyond the tools which we create
to interact with and describe the world. As such, Stiegler is instantly more
ambivalent about the nature of thought within any given technological
state, since there is no natural state outside of technology to which we could
escape. On this distinction between Heidegger and Stiegler, philosopher
Stephen Barker succinctly states:
Stiegler asserts that the human is the product, not the ´cause´ of technical
evolution, an evolution whose grounding concept is ´technics.´ […] For
Stiegler, the world is not ´to hand,´ as it is in Heidegger; rather, ´the hand
learns from the tool´. This idea of technics is diametrically opposed to
Plato’s anti-technical worldview and to Heidegger’s phenomenological
one, acting as both a deconstruction and a critique of both. (Barker, 2009)
Digital technologies thus offer only the most recent enframing process of
many in a sequence, processes from which we learn how to be human in
a foundational sense.
Rather than ‘enframing’, Stiegler refers instead to a neutral process of
‘grammatisation’ – a concept succinctly defined by his translator Daniel
Ross as ‘the process by which fluxes are reduced to discrete, formal, sym-
bolic and reproducible elements’ (2009).11 As speech is a grammatisation
or formalisation of movements of the jaw, tongue, and larynx, writing
is a grammatisation of speech through largely abstract gestural figures.
Photography and cinema follow, as formalisations and actualisations of
movement, time and expression which can be shared as communication.
Each successive grammatisation is a relatively passive process of connection
and systematisation of a flux of vital and dynamic affections of movement,
sound, or light into a new matrix of meaningful gestures. These gestures,
structured like a language but also beyond language, can be thought of as
11 Daniel Ross is also co-director/producer of the BBC film The Ister (2004), which reflects on
Heidegger’s theory of technics and which features Bernard Stiegler himself.
The Affective Synthesis of Realit y by Digital Images 69
generative of reality as such, in that they mould the way we think, or are
able to express thought about our existence. For Stiegler, a grammatisa-
tion is the ‘technical’ context for the production and transformation of
human nature. There is, in fact, no human nature before technics, as we
are technical beings, conceived, perceived, affected, and affecting through
technological, grammatical systems. They are technologies of expression
which together completely and utterly encompass what is perceived and
understood. Grammatisation thus proves to be a productive way to approach
how digital technologies, in their distinctiveness from prior media forms,
generate an original set of dynamic relations which structure understanding
and awareness of ‘everyday’ reality.
Grammatisations synthesise reality as we are able to grasp it, and indi-
vidual consciousness is formed by and through it, though each individual
brain is ‘but one apparatus within a circuit of apparatuses through which the
psychic connects with the social’ (Barker, 2009). Aspects of our individual
consciousness are shared culturally as a form of collective memory which
Stiegler calls ‘tertiary retention’. This tertiary retention is over and above
the primary and secondary retentions of, respectively, core-consciousness
memory – which we employ when we read a book and manage to remember
the beginning of the sentence by the end – and individual memory – the
stored personal experience that we conventionally think of as memory.
Collective memory and knowledge that is shared technically through
‘hypomnemata’ (the actual material forms of mediation, from writing to
cinema) ultimately produce us as subjects.12 ‘Experience’, for Stiegler, is
already, as it is occurring, a matter of technics, since even the most personal
memories we hold are structured grammatically, shaped by their associative
links with the social in processes of individuation.
This makes intuitive sense if we think about how much of our inner
experience – personal and private memories, dreams and fantasies, inhabited
notions of body, time, and space – are, to a great extent (and despite what we
may hope for), arranged generically, shaped by shared cultural narratives
and by the media we consume, be it literary, televisual, cinematic, or digital.
As such, sane and socially engaged citizens share archetypal dreams and
fantasies and share common perceptions which will always nonetheless feel
deeply personal. This is not only about language and how we put words to
12 The forms of hypomnemata as tertiary retention are the primary subject of Stiegler’s third
volume of Technics and Time, namely Cinematic Time and the Question of Malaise (1998) which
focuses on the mnemo-technical conditions by which knowledge and ways of life are passed
down from generation to generation.
70 The Digital Image and Realit y
our own experiences, but also about all subjective, passive, and automatic
mental processes of image creation and sharing, conditioned by the social,
technological means by which memory is recorded exterior to the body.
The recording process is an exterior process of grammatisation by which
personal, social, and cultural memory is technically inscribed in the forms
available (hypomnemata). Not just ‘the media’, but all available forms of
communication, mediation, and relationality ultimately mould what it is
to be and feel human, from oral and written transmission of experience
through language, to affective and representational image constructions
in art, photography, TV, and cinema.
The ‘cinematic’ technologies (in their most broad sense, including televi-
sion) have proven to be the dominant form of grammatisation of the 20th
Century, and indeed they still dominate (even if, as discussed at the beginning
of the chapter, only in habituated forms despite alternate possibilities).
The conventional cinematic inscription of movement, gesture, and affect
which now amounts to much of Western culture and cultural memory has
synthesised an experience of humanity and existence constituted in time
and space. Distinct from the expressive form of literature before it, cinema
is a particularly adaptive expression of human attention and awareness
in that it mimics, or seems well synchronised with, our own processes of
consciousness as the capacity to filter, organise, and cognise visual and
auditory sensory data in both direct experience and in memory (Stiegler, 2010,
p. 28). The direct mimesis of cognitive processes and the ubiquity of screens
and images in our everyday lives means that this mode of expression, this
grammatisation, penetrates every level of our psyche, including our collective
social psyche, such that we now think, dream, and interact ‘cinematically’.
Stiegler, reminiscent of Deleuze’s notion that ‘the brain is the screen’, thus
conceives of consciousness as analogous to a cinematic post-production suite:
a specific form of aesthetic, and thus a specific form of politics’ which may
extend to the ‘hyper-synchronisation of consciousness’ (Ross, 2007). For
Stiegler, the industrialisation of consciousness, which he calls ‘industrial
populism’, reaches its zenith in a digital grammatisation, amounting to a
didacticism regarding the available modes of cognition always directed
towards profit gain. The digital ‘psychotechnologies’ of a late-capitalist
culture are dedicated to the almost perfect conditioning of perception and
desire such that we have reverted to basic programmable drives. We are
moulded as consumers according to the needs of programming industries
who control the ‘mnemotechnical’ systems of media.
Despite this bleak analysis, Stiegler attempts to believe in, and to act
upon, the principle that a seed of ethical renewal exists. In more recent
work, he aspires to a transformation of contemporary capitalism and a
‘psychopolitical’ awakening, which we must at all cost assume is possible
(Stiegler, 2014). He bases his hope for the ‘re-enchantment of the world’ upon
the idea that any given technological system is a pharmakon – essentially
ambivalent, and potentially both poison and remedy. He elaborates:
This politics of care for the world is to be achieved through the restoration of
‘spirit’ and what Stiegler calls an ‘industrial politics of technologies of spirit’.
While the concept of spirit could here seem a little abstract or mystical, he
clarifies its meaning as a kind of ‘motive of life’, and as a restoration of reason
and orientation which is lost in a contemporary culture of programmable
desires and drives. His translator further clarifies the complexity in the
French use of spirit, used to mean not only the conventional sense of an
immaterial substance ‘as such affiliated with the intellectual, religious and
moral faculties of man’, but also:
[…] a synthesis of the psychic and the social, as well as the intellectual
and historical life of man, being tied up in the vicissitudes of processes
of individuation in which one becomes who he is, and in processes of
transindividuation whereby we become who we are. (2014, p. viii, transla-
tor Trevor Arthur’s foreword)
She proposes a kind of secular Spinozan monism, seeing all matter and
thought defined by a quality of plasticity and a process of plastic formation
and re-formation (rather than by Spinoza’s God/Nature as infinite substance).
Though cinema is not Malabou’s primary focus, in her brief dealings with
it, through Deleuze and Resnais’s cinematic brain landscapes in her What
Should We Do with Our Brain, she describes how she sees cinema as a kind
of productive metaphor for the plasticity at the heart of subjectivity. She
notes our initial ignorance to this: ‘We are perhaps always and necessarily
blind, at first, to our own cinema’ (2008, p. 39), but proposes that the very
form of cinema can be a powerful tool in bringing plasticity to our conscious
mind, empowering us to modify our lives.13 Plasticity becomes a particularly
apt concept through which to reflect on the plastic ontology presented to
us through a digital post-cinema and by simulated realities (reducable
themselves to a single substance of binary code), and to relate these directly
13 In a 2015 Vimeo interview clip ‘Catherine Malabou on Cinema’ in association with the film
Love in the Post by Joanna Callaghan (Heraclitus Pictures), she does reflect on cinema’s centrality
in a certain tangent of thought about consciousness, citing Deleuze to note how it ‘deconstructs’
consciousness through affects, in the same way as philosophy might do through writing.
The Affective Synthesis of Realit y by Digital Images 75
Perhaps, against the odds, the multiple and heterogeneous screens that
surround us with schizoid franticness, instead of removing us further from
reality, may come to our salvation. […] This book endeavours to see how
art, science and philosophy can come together to turn our contemporary
madness into metaphysics and into micro-political forms of resistance
that are the basis of any change. (Pisters, 2012, pp. 32-33)
In an ethico-political vein, Pisters’s work places the brain and its neurons
as a central condition for a new image ontology which can be resistant and
potentially redemptive within its ‘schizoid franticness’. However, Malabou
expresses the plastic ‘arrangement of being’ not as a state of schizophrenic
disorder or madness (what she calls a ‘schizology’) but rather contrastingly
as new order and organisation: ‘the unity of our time’ (2010, p. 7). Thus, while
Pisters provides a clear and purposeful move away from psychoanalytic and
Marxist film theory of neurosis towards an ethical Deleuzian schizoanalysis,
in doing this, she selects the brain as ‘the most striking example’ of a new
plastic arrangement of the real and uses it as her model. However, this is
perhaps only one (neural) pathway which can take us through the looking
glass of a fully ontological plasticity. As Malabou states:
14 Pisters addresses Malabou’s theory in a 2011 blog response to What Should We Do with Our
Brain? at www.patriciapisters.com/, in which she can ‘see parallels between the concept of
plasticity and the neuro-image in that both attempt to address the challenges of our contemporary
brain-world’.
The Affective Synthesis of Realit y by Digital Images 77
dose of Stieglerian cynicism. What I must examine then, going forward, is the
promising ethical effect of the new dynamics of consciousness given through
digital images, where this promise demands clear activity, participation,
and learning so that we might become more conscious of the cinema of
our own reality.
3. ‘A Digital Frontier to Reshape the
Human Condition’:1 Virtual Border
Spaces and Affective Embodiment in
Tron and Enter the Void
Dan Strutt
Abstract
By looking at the films Tron, Tron Legacy, and Enter the Void, this
chapter identifies the challenges to metaphysical consciousness that are
posed by the digital. I ask how these films engage aesthetically and imagi-
natively with digital systems and processes and identify two approaches
to the ontological problematic of digital virtuality: one in which an idea
of the feeling body is restored to the impersonal and immaterial digital
dimension, and another in which the body is discarded or abjected. It is
asked what these digital images, reflecting on the conditions of their own
creation, express about the way we can position ourselves within a digitally
connected world, and conclude that we experience an intuitive ontological
breakdown between ideas of ‘data’ and of ‘matter’ within a digital liminality.
1 The ‘plug line’ written for the book of the same name in Tron: Legacy. Textual excerpts
from the script for Walt Disney Pictures’s motion picture Tron: Legacy used by permission
from Disney Enterprises, Inc. © Disney.
2 Kevin Flynn’s opening voice-over from Tron: Legacy. Textual excerpts from the script for
Walt Disney Pictures’s motion picture Tron: Legacy used by permission from Disney Enterprises,
Inc. © Disney.
Strutt, D., The Digital Image and Reality. Affect, Metaphysics, and Post-Cinema, Amsterdam
University Press, 2019
doi 10.5117/9789462987135_ch01
80 The Digital Image and Realit y
These are the opening lines of the Disney-produced film Tron: Legacy
(dir. Joseph Kosinski, 2010). ‘The Digital Frontier’ is the name of the book
written by the character Kevin Flynn after his experiences in the digital
game dimension of the original 1982 Tron movie (dir. Steven Lisberger).
While this phrase might sound similar to ‘Space: the final frontier’ – the
tagline of the Star Trek TV and movie series – space, it seems, can no longer
be seen as the final limit to our knowledge in the 21st century. In the Tron
movies and within popular scientific discourse in general, we have moved
beyond spatial or geographical frontiers, and even, I would suggest, beyond
the temporal and mental frontiers of the subconscious mind and memory
that defined the psychoanalytically informed discourses of the 20th century,
towards more purely ontological frontiers concerned primarily with the
underlying nature of reality. It seems that, in our contemporary pop-cultural
absorption in contemporary theoretical physics, there are, in fact, frontiers
everywhere around us, not in our perception of objective reality, but rather
actual dimensional boundaries which lie behind or next to our own (in brane
cosmology and theories of quantum probability), in the ‘dark matter’ which
lies between our galaxies and perhaps our atoms (Nexus Theory), or between
two-, three-, four-, and five-dimensionality within a ‘holographic universe’
which posits space, volume, and time as illusory (Talbot, 1991). These new
ontological limits to understanding increasingly preoccupy the mood and
aesthetic of our current sci-fi and fantasy TV and film culture, no longer
simply about aliens, time travel, and apocalyptic events (as toward the end of
the 20th century), but rather about wormholes, alternate timelines, parallel
dimensions, and genetic superpowers to manipulate time and space.3 This
chapter primarily suggests that this thematic preoccupation is not simply
reflected in the content of digital images, but may actually be instigated by
the technological changes in image production, such that the ontological
frontiers of our time are in fact generated and determined by our digital
capacity to express them.
In this chapter, I explore, through two digitally inflected films which
emerged together in 2010 – Enter the Void (dir. Gaspar Noé) and Tron:
Legacy (dir. Joseph Kosinski) – the link between the new conceptual chal-
lenges brought about by the peculiar affectivity of digital imagery and our
contemporary cultural imagination of trans-dimensionality and plastic
3 There are only a few 20th century forerunners to our current fixation on alternate realities.
Notably, on TV, in Quantum Leap, Twin Peaks, and Buffy the Vampire Slayer, though the
real aesthetic shift seems to occur around 1998-1999, with Sliding Doors (dir. Peter Howitt),
Run Lola Run (dir. Tom Twyker), and, of course, The Matrix.
‘A Digital Frontier to Reshape the Human Condition’ 81
these processes as similar to real world objects, or does the inherent (im)
materiality of data allow us to think beyond these very temporally and
spatially recognisable entities towards more ambiguous forms? By the end
of this chapter, I suggest that we in fact now think and intuit in the opposite
metaphorical direction – that the ships, motorcycles, and freeways of the
real world increasingly come to feel digital in as much as they seem likely
to glitch, be corrupted, or hacked in a liminal space between actuality and
virtuality.
Somewhere within this metaphorical interchange, is a new ontology
born? In as much as, according to psychologists Lakoff and Johnson (1980),
metaphor is actually the only way to phenomenologically experience
external reality, we move via the work of Bernard Stiegler towards a techni-
cal media theory that suggests that our epochal forms of expression (as
mnemo-technologies) fix and share metaphorical relationships, shaping our
knowledge, our ways of learning, and thus of living. We can then, perhaps,
reach an understanding of a functional and dynamic digital ontology that is
affectively embodied, acting upon our consciousness though the technical
work of visual expression within a digital medium.
I posit a working definition of a ‘digital ontology’ as the categories and
relations of Being as they are inflected by digital communication and image
production in both its representative and non-representative elements. These
digitally inflected image relations affect and are affected by concepts from
theoretical physics in a synergistic fashion, such that what is here called
post-cinematic and what is scientific fuse in our collective metaphysical
consciousness (for Stiegler as a tertiary retention). While I do not doubt that
there are special persons for whom the abstract language of mathematics
serves perfectly well as a visualisation tool, increasingly -- at CERN’s Large
Hadron Collider in Switzerland, on the Curiosity Rover which rides through
the Mars landscape, from the Rosetta spacecraft which rode Comet 67P/
Churyumov-Gerasimenko, in other scientific visualisation practices, and, as
I have argued, in Christopher Nolan’s film Interstellar – we are struck by
scientific images which are becoming more purely cinematic, constituting
both qualified positivistic research and aesthetic originality. I suggest that,
under the new image regime of the digital, art and science are ontologically
conflated, and what emerges is a specifically digital understanding of the
fundamental metaphysical state of the universe – a digital ontology.
But this understanding is not only a digital metaphor for the constitution
of the universe (though it is that as well), rather it is a suggestion that, in our
experience, the universe is digital in the same Deleuzian cinematic sense
that we perceive a direct image of time when it is not contained within a
‘A Digital Frontier to Reshape the Human Condition’ 83
The key digital effects in such a comparison […with reality suture through
formal continuity strategies] would be the impression of hyper-reality,
which would lead to an impression not of movement but of metamor-
phosis; that is, not only in the form of morphing and shape-shifting,
but also as a constitutive instability of scale, mobility of point of view,
and inherent ´liquidity´ of the (visual) representation (Elsaesser, 2014,
p. 33 – my addition).
Elsaesser suggests that our imagined presence and sense of reality in the
digital image is not wholly spatial, or even temporal, but exists in a kind of
floating presence from an unreliable perspective and within a fluid space
-- a distinctive departure from the conventional cinematic rules of suture
through linear and casual movement. The digital ability to overcome the
linear determination of space is noted also by Markos Hadjioannou in From
Light to Byte (2012), stating:
variety of the interrelated forces, the digital is equipped with the potential
to overcome its determining codification. This is what is expressed in the
transformative expression of the morph, the incongruous simultaneity of
compositing, and the incalculable variations of interactivity. (Hadjioan-
nou, 2012, p. 214)
Digital Emergence
However, it is not entirely right to say that a digital image such as Dr. Strange
is ontologically virtual in the same way that we could describe a quantum
state, as it is indisputably fully actualised, discrete, and rule-governed by
86 The Digital Image and Realit y
Despite this numerical basis for the digital image, I would argue that there
is evidence for exactly these bursts of change and emergence, and that
potential for astonishment is not so simply confined. There is a metaphorical
resonance between the ‘quantum state’ as ‘liquid’ (flux) and the material
state of the digital – a state in which data and algorithms are indeed wholly
discrete and controllable, but also in which contingency can play a major
role – both in the code itself and within our mental engagement with code-
as-image. Rather than being truly fixed and unchangeable, factors of noise,
inefficiency, and digital plasticity mean that we can experience image
mutation, evolution, and emergence, generating original affective states
within the encounter, which can indeed be astonishing. 4
Like Hadjiannnou above, Sean Cubitt, referencing Stiegler, in the preface
to his The Practice of Light, begins a bleak analysis of the potential for digital
emergence:
4 gacym; tThat there is an organic evolution within the software and an emergent intelligence
of unforeseen and incomprehensible complexity is a main narrative theme of the 2010 Tron:
Legacy film.
‘A Digital Frontier to Reshape the Human Condition’ 87
This theme of emergence as the ‘genuinely new’ also develops in the work of
media theorist Aylish Wood on software and user interface in her Software,
Animation and the Moving Image (2015). She describes a distribution of agency
between user and software, a ‘complex entanglement’ that is simultane-
ously limiting and enabling. While the animation software offers certain
parameters for free creation, much of the actual work of the animation is
conducted by automatic algorithmic activity which the animator simply
monitors to remove the obvious traces of its automatic nature (ibid, p. 56).
At first, this seems restrictive to creativity, but she goes on to describe
-- through theoretical discourse with Ian Bogost, Lev Manovich, and William
Brown -- how the agency of the software, with both logically designed and
relatively contingent elements, intrudes upon the aesthetic of the image
(ibid, pp. 79-80). She quotes animator Liz Skaggs: ‘You are not creating these
images in your mind, you are using some other tool set, a graph or box or
squares or controllers, different things’ (ibid, p. 56). These tool-sets as the
technical materiality of the software, involving modular structures and
algorithmic automation, start to affect the image in unintended ways – a
‘distinct type of movement’ that Wood refers to as digital contours, unique
to the digital image and ultimately beyond the creative intention of the
animator (ibid, p. 84). This complex entanglement can be seen as a kind
of co-creation that problematises any simple notion of authorial agency,
and thus can create the conditions for the emergence of a new image type.
For Wood’s analysis these digital contours come to constitute a kind of
post-human vision, what might otherwise be seen as a hyper-realism but,
drawing on William Brown, is instead described as ‘an unexpected level of
realism when viewed from the perspective of contemporary physics’(Brown,
quoted in Wood, 2015, p. 92). Through developing the metaphorical equiva-
lence of the digital with quantum physics through a non-human, or ‘more-
than-human’ perspective, Brown articulate a kind of ‘object-orientated’ and
non-anthropocentric digital realism that he dubs Supercinema (Brown,
2013). Wood’s digital contours, then, are the automatic manifestations of a
post-human technicity, exceeding the limits of intentional human creation,
and potentially offering something ‘genuinely new’ as a kind of supra-realism
that, in turn, exceeds human perception.
88 The Digital Image and Realit y
5 See, for instance, Erik Olsen, ‘Where Cinema and Biology Meet’, The New York Times (15 No-
vember 2010) and Clay Dillow, ‘How the World’s Most Powerful Visualization Lab Turns Hard
Data into Scientific Cinema’, Popular Science (21 January 2011).
‘A Digital Frontier to Reshape the Human Condition’ 89
Tron: Legacy
6 In interview with Den of Geek magazine, the producers of Tron: Legacy, Justin Springer
and Steven Lisberger, discuss this irony:
‘Justin Springer: In Tron there’s a famous scene of Jeff Bridges being digitised and put inside a
computer. And when we began working on Tron: Legacy, and we started to create Clu, we put
Jeff in front of a laser and basically digitising him to go inside the system. [laughs]
Steven Lisberger: […] and I’d made that up! That was a pain in the ass 28 years ago!
JS: Jeff was like, “This is wild, man!”
‘A Digital Frontier to Reshape the Human Condition’ 93
SL: And then the technicians that were doing the scanning didn’t appreciate the irony. I said,
“Don’t you realise I just made that up all those years ago!” and they said “You made it up, so of
course it came true this way.”‘ (Den of Geek)
7 Tron: Legacy director Joe Kosinski: ‘From the beginning we kind of didn’t wanna do that,
cause it was done so well in the first one. I wanted this experience to be different, so I liked the
idea that you kind of experience it with Sam and it’s a quick thing.’ (collider.com)
94 The Digital Image and Realit y
Man (dir. Brett Leonard, 1992), and Ghost in the Machine (dir. Rachel
Talalay, 1993) in which data assumes human form in the digital dimension.
Our ‘inclusion in the image’ is achieved through simulating digital spaces
and empathising with these characters through their real presence and
their emphatically tactile interactions with each other and with the spaces
they inhabit.
Some may find Enter the Void detestable and objectionable, though if
they affect to find it ‘boring’ I will not believe them. For all its hysterical
excess, this beautiful, delirious, shocking film is the one offering us that
lightning bolt of terror or inspiration that we hope for at the cinema.
(Bradshaw, 2010)
The film is also interesting since, despite not making the digital its explicit
theme, according to the director every single scene was digitally altered,
rendering it distinctively unreal or ‘virtual’, though often not in any clear,
discernible way. Noé says two thirds of the film was post-production: ‘It’s
the most CGI-intensive specialty film I’ve ever seen’ (Harris, 2010).
The spaces of the film are of the real world and, despite some wildly
hallucinogenic scenarios fascinatingly seen from the mind’s eye as if traced
onto the back of the eyelids, the spaces are initially recognisable and seen
from the first-person subjective perspective of the protagonist. However, this
subjective point of view is dramatically altered when he is shot in the chest
by drug enforcers in a toilet stall, and, as the flickering images of his dying
eyes slow and fade out, he leaves his embodied first-person perspective, and
‘A Digital Frontier to Reshape the Human Condition’ 95
Figure 5: Poster for Gaspar Noé’s Enter the Void (Fidélité Films/Wild Bunch, 2010).
8 In a curious coincidence, Tron is cited as a stylistic influence not because of the digital
imagery, but rather, as Noé states in Wired: ‘Everything seems like it’s made out of neon lights.
When people smoke DMT, they say, “Oh I thought I was in the movie Tron”. Everything is made
out of bright lines’ (Hart, 2010).
‘A Digital Frontier to Reshape the Human Condition’ 97
define the feel of the film.9 The brushstrokes of digital manipulation and
modulation are in every shot, and the aesthetics of the digital here permit
the powerful rendering of a transition into an altered state of consciousness
between living and death in a heightened affective form.
What both of these films – Tron: Legacy and Enter the Void – present us
with is an image of an imagined virtual reality as a liminal state of being.
What interests me is not so much the ontological implications of the state
itself within the diegesis, be it dream, death, drugs, or psychosis, but instead
the digitally influenced aesthetic forms used to generate this sense of an
altered dimension at the threshold of intelligibility.
In Tron, we have a representation of an immersive virtual environment
where space and materiality are initially questioned and dissolved, but then
ultimately reconstituted as social relations of desire, power, and resistance,
and always played out against the materiality of the human body. Inversely,
in Enter the Void, time and space, as well as desire and power are folded
towards a dissolution of purposeful action in a disembodied, drifting, and
aimless hypnagogic state in some disorienting non-space. These are both
expressions of a threshold consciousness which are affectively constituted
through digital imagery. They are aesthetic responses to the digital onto-
logical problematic presented by digital technicity itself, and these two
expressions offer different answers to this problem.
This is not to say that the boundaries between actual and virtual were
not explored in analogue cinema, though in the aesthetic conventions of
classical Hollywood cinema, as also in ‘art’ or avant-garde cinema, they
are usually fairly clearly demarcated.10 This was done by use of represen-
tational devices such as the fracture or cracking of the ‘looking glass’ (in,
for example, Jean Cocteau’s Orphée, 1950) or by falling into some kind of
‘rabbit hole’ or vortex as gateway or portal, along with aesthetic devices
such as the graded-film look of the flashback or the shift into technicolour
9 For William Brown, these transition shots are facets of the films ‘anti-humanism’ (2013,
p. 65).
10 There are, of course, a couple of striking exceptions to these conventions from 20th-century
film, for example, Powell and Pressburger’s The Red Shoes (1948), in which a large portion of
the film is of unclear virtual or real status. However, even in this film, there is an inconspicuous
moment (when she steps through the paper silhouette of a man) that does seem to mark the
division between fantasy and reality.
98 The Digital Image and Realit y
as cues (as in Victor Fleming’s The Wizard of Oz, 1939, and Powell and
Pressburger’s A Matter of Life and Death, 1946). The boundary can
also be rendered through jarring and complex graphic analogue effects,
achieved with animation and superimposition (for instance, the dream
sequence in Hitchcock’s Vertigo, 1958) or simply through eccentric montage
(e.g. David Lynch’s descent into the radiator in Eraserhead, 1977). These
devices and effects clearly point to the different temporal or virtual status
of the images as we become immediately aware that we are entering into an
alternate universe or altered state of consciousness, be that a dream world,
psychosis, drug-induced hallucination, or death. They were sometimes fairly
clumsy, sometimes magical, but were always limited by the technological
constraints of the necessity of having a pro-filmic actual event or filmic
chemical process (such as colour-grading).
While it can be seen that these are essentially proto-digital aesthetic
styles (and this is the position taken in Pisters´s analysis of the work of
Alain Resnais in The Neuro-Image), I suggest that, in reaching something
like its ideal form in digital media (sustained for some 160 minutes in Enter
the Void), this leads to a profoundly different framing of the underlying
problematic – the boundary zone – which is specifically digital. While CGI
effects can simply and quickly mimic all of these analogue effects, in the
digital’s automatic and emergent qualities, we see an exponential growth
of modulations and mutations in the creation of ever more clearly realised,
yet in many ways unrecognisable, alternate worlds. While digital imagery
affectively heightens these transitional moments between dimensions as
we see in Enter the Void and in Tron, even more than this, they have the
capacity to blur the boundary as if the two are merging and blending. Thus,
we have the real world, the recognisable and conventional cinematic milieu
of reality, becoming changed and twisted; or, indeed, we have the alternate
world breaking through into our own. The boundary zone becomes not
merely a transitional space, but swells to become the ontological whole. The
tension at the threshold between worlds becomes one of the main dynamics
in contemporary digital cinema and television as a thematic and aesthetic
preoccupation. Instead of well-contained moments within the sort of surreal
or hallucinogenic dream sequences that serve as a disruptive break in the
linear narrative in the classical Hollywood image, the digital permits the
entire film world to become a twisting and changing maze in which there
is no clearly defined reality external to the images. With the breakdown of
any clearly marked boundaries between the ontological domains of the film,
we must affectively negotiate and inhabit these images before attempting
to draw out any explicit conscious meaning.
‘A Digital Frontier to Reshape the Human Condition’ 99
Figure 6. Lucy. Director Luc Besson. (Europacorp, 2014). Entertainment Pictures / Alamy Stock Photo.
Figure 7. Poster for Ari Folman’s The Congress (Brigit Folman Film Gang, 2013).
world to find that the animated virtual dimension has caused its total atrophy,
as most people have chosen to live in other bodies in the virtual dimension.
In all of these 2014 film examples, real spaces and real forms dissolve
into pixels and bits. This is not some alternate dimension manufactured
to explore aesthetically a digital liminality, but rather our everyday world
portrayed to be in flux, where real spaces and objects themselves become
virtualised via the metaphor of the digital. It is no coincidence that in the
UK distribution posters for all three of these films, we can see matter (a
face, a word) dematerialising and breaking into pixels and code (Figure
7). The metaphorical transference is that reality itself becomes a digitally
rendered boundary space – perhaps a digital simulation, or maybe just
materially unstable. It often seems that, in contemporary digital post-
cinema, there is a practical obsession with enhanced superpowers to
manipulate physics within and between this and other dimensions. 11
11 Marvel Studios, now owned by Walt Disney Studios, is the highest-grossing film studio in
Hollywood, leading to a spate of articles in 2018 asking ‘Is Marvel Killing the Movies?’ (Heer,
Shephard, and Livingstone, 2018).
‘A Digital Frontier to Reshape the Human Condition’ 101
these powers and this life. Between these two wills lies the deepest ethical
problem: the problem of choosing a mode of existence defined by the
possibility of choice. (Rodowick, 2010, p. 103)
Thus, the cinematic image, to be ethical, must challenge us, shatter our sense
of power over the meaning of the image, and then offer up a possibility for
creative choice – for re-creation. We must experience our own powerlessness
and find a way out of it without ever attempting to reclaim total control,
and this is an ongoing process of becoming.
Considering Stiegler and Cubitt’s questioning of the potential of the
digital to offer us a truly new and transformative image, we have to ask
the ways in which the digital image – its thematic preoccupations and
problematics, and the specific forms of experimentation and questioning
that arise within it – might qualify as ethical. Specifically, does the image
of the digital frontier/ontological border zone engage with a form of ethical
philosophy as becoming, and as engaging with immanence and creative
evolution? To explore this, I need to look closer at Deleuze’s image typology
in his Time-Image to ascertain how we can better position and classify the
digital image within his Nietzschean cinematic ethics.
Deleuze noted a distinction between the first time-image, the recollection-
image or dream-image, and the second image of time, the crystal-image
(1989, p. 98). In the recollection-image, we have an image out of time, though
well contained and contextualised by an overarching coherent construction
of linear time. In this image, we are made aware (not necessarily within
the moment but certainly later to the ‘attentive’ viewer) that we are leaving
linear time and that time has ‘forked’. As Deleuze describes:
As noted previously, digital imagery seems ever more suited to this blur-
ring of parallel presents in a kind of dimensional complexity. While these
dimensional zones can be purely temporal as Deleuze imagines them, the
post-cinematic image actually seems to dwell less on its temporal status as
past, present, or future, and instead delves further into a type of multidi-
mensionality of worlds within worlds and parallel timelines. Deleuze does
himself actually speculate on a shift away from the primacy of the temporal
dimension in stating: ‘Perhaps there is a way to go beyond this split in the
large circuit, through states of reverie, of waking dream, of strangeness or
enchantment’ (ibid, p. 59). Are we then now at least closer to this reverie
state in the sustained digitally rendered border zone?
It is not that Deleuze was completely silent on the issue of the digital,
referring instead to an ‘electronic’ or ‘numerical’ image which was, during
the writing of the Time-Image (before 1985) only just ‘coming into being’.
The electronic image, that is, the tele and video image, the numerical
image coming into being, either had to transform cinema or to replace
it, to mark its death […] The new images no longer have any outside (out-
of-field), any more than they are internalized in a whole; rather, they
have a right side and a reverse, reversible and non-superimposable, like
104 The Digital Image and Realit y
But we are all the time circling the question: cerebral creation or deficiency
of the cerebellum? The new automatism is worthless in itself if it is not
put to the service of a powerful, obscure, condensed will to art […] I am
afraid that the new methods may invalidate all will to art, or make it into
a business, a pornography, a Hitlerism. (ibid, p. 266)
Deleuze’s concern is that the new digital techniques which open such
aesthetic possibilities must be strenuously retained for art’s oppositional
work, not becoming subject to the types of commercial standardisation
and rationalisation by which Stiegler and Cubitt indict digital media. Here,
there persists an ethical insolubility between the goals of commercial
entertainment and art, with standardisation and rationalisation on one
side, and an elevated and obscure sublime on the other. I have suggested
that there is a way to move beyond this divide, to restore an ethical image
even within mainstream and normative digital post-cinematic content.
‘A Digital Frontier to Reshape the Human Condition’ 105
Digital images can qualify as ‘signs of art’ in that they offer up something
new, maybe uncanny, occasionally traumatic, sometimes absurd. However,
in terms of the ethical dissolution of the continuous, causal, spatio-temporal
relations of the movement-image, what we are actually presented with
in Tron and Tron: Legacy is a fairly consistent world of causality and
intentionality, riddled with extended representational metaphors for the
freedoms, faiths, and anxieties of conventional morality. This is, in truth,
more the territory of the sensori-motor-schema of Deleuze’s action-image,
and seems hardly radical in its organisation, with clear markers as to where
the boundary between the actual and virtual worlds of the film lie and
are traversed. Yet, despite this representational coherence, on an affective
level, we become for a moment, especially in the digital transition between
worlds, dissolved in an immateriality which resonates metaphorically
with our abstract knowledges of atomic fields and virtual digital worlds.
The films offer the repetition of conventional constructions of space as
clear markers of realism, and yet, in this repetition, there is the distortion,
mutation, and displacement characteristic of Deleuze’s third synthesis of
time which hampers any dismissive or simple recognition. Within these
simulated realities, we negotiate an imaginary relation with our bodies; we
project our virtual bodies across boundaries and through portals into the
strange and curious new environments to see how it feels, and, consequently,
we feel different. The digital image brings in an original automatism in
its structural and affective relations, which are more about simulation,
modulation, distortion, and ‘elastic reality’ (Rodowick, 2007, p. 170).
Enter the Void then appears comparatively to be a digital time-image
tour de force. It seems to be exactly what Deleuze tantalisingly refers to as
the ‘electronic-image’, with its folding, drifting, and aimless repetition; we
have layer upon layer of points of view, from the hallucinatory, to the godlike,
to the intimately and emotionally implicated. We feel as if all the events of
these characters’ short lives are spread out like a screen database in front
of us, and that we are negotiating hyperlinks between desires and traumas,
dragged this way and that by temptations and the harsh interjections of
memories in the psyche of the protagonist as his life; past, present, and future
(leading up to his reincarnation or rebirth) all co-exist in the moment of
his death. These diegetic events, negotiated by the hyperlinks of impossible
camera movement and digital effects, come to seem exactly like Deleuze’s
description of the electronic screen, as ‘an opaque surface on which are
inscribed “data”, information replacing nature, and the brain-city, the third
106 The Digital Image and Realit y
12 The film was described by The Village Voice reviewer as: ‘A lame fusion of stoner lifestyle,
sexual fetish, and philosophical inquiry […] A mash-up of the sacred, the profane, and the
brain-dead’ (Longworth, 2010).
‘A Digital Frontier to Reshape the Human Condition’ 107
Conclusion
Border-zone images like those of Tron and Enter the Void, in the history of
cinema, have always posed an affective metaphor for the different ontologi-
cal landscapes of memory, psychosis, hallucination, or near-death experience
at the limits of intelligible human experience – and this metaphysically
liminal category is now inclusive of the digital. These affective metaphors
of liminality act as a tangible and visceral starting point for any higher-level
imaginative contemplation – a passive synthesis of metaphysical notions.
This could mean that the boundary dimension of matter, time, space, and
110 The Digital Image and Realit y
touch it, interact with it, and inhabit it. It creates an uncanny embodied
metaphorical transference that the real world around us – visible reality,
linear temporality, and materiality – is actually itself in flux, and this is in
turn reflected in our contemporary collective cultural imagination in an
ongoing cycle. In this way, the digital ontological problematic, the digital
frontier, ceases to be simply about the digital itself and becomes a form of
reflexivity on ontological consciousness itself – our own ability to reflect on
our awareness of the ontologically real. As humans, we discourse on these
spiritual problematics in the only way we know how, through the fabulation
of simulated virtual realities, and, through this fabulation process, we
might discover new ways to think differently, affectively and analytically,
corporeally and mentally, creatively and scientifically. The digital elaborates
a new frontier to this thought.
4. Dynamic Digital Spaces, Bodies, and
Forces
Dan Strutt
Abstract
This chapter focuses on affective tonalities within recent digital systems
of image capture, creation, and presentation. It looks to examples of dance
in Digital 3D and the epic battle scene, as images in which structural
relations of space and kinesis are heightened and stretched. This analysis
is grounded within a genealogy of technical advances (from the f irst
‘moving’ images, through to VR digital simulation) and within theory of
how fundamental our proprioceptive sense of the world is to our sense of
grounded physical presence. What is identified is a digital experimental
aesthetic and a new spatiotemporal image regime (seen in the neobaroque
folding of objects and spaces, in glitches and morphs), expressed through
plastic structural and formal relations within the image.
1 See Kristen Whissel’s Spectacular Digital Effects (2014) for an interesting analysis of how digital
effects can operate semiotically as emblematic of the broader narrative metaphysical concerns.
Strutt, D., The Digital Image and Reality. Affect, Metaphysics, and Post-Cinema, Amsterdam
University Press, 2019
doi 10.5117/9789462987135_ch04
114 The Digital Image and Realit y
2 The discourse of a progressive teleology of media posits cinema as the convergence of all
previous aesthetic forms towards an ideal form of realist representation, with digitalisation
as a continuation and honing of this process. It further posits 3D stereographic imagery as the
next technological breakthrough after moving images, colour images, and cinematic sound on
a trajectory to mimic perfectly natural perception (critiqued by Thomas Elsaesser in his 2012
article ‘The Return of 3-D: Logics and Genealogies of the Image in the 21 st Century’, which I
discuss below). The realist narrative is boldly critiqued by Jean Louis Comolli in Machines of
the Visible, wherein he points out that technological advancement towards realism is not purely
technical but is instigated by ideological notions of what constitutes the real, an ‘ideology of
resemblance’. He states: ‘What is at stake in the historicity of the technique are the codes and
modes of production of ¨realism¨, the transmission renewal or transformation of the ideological
systems of recognition, specularity truth-to-lifeness’ (Comolli, 1980, p. 133).
3 Cinema theorists such as Tom Gunning (2006) and Scott Bukatman (2003) have analysed
the social context of cinema at its birth, asking who ‘used’ it and for what social purposes. Pasi
Valiaho (2010) also examines how early moving images expressed new scientific and medical
discourses of the body of the time, re-articulating bodily rhythms and durations, and thus also
shifting corporeally rooted thought about reality.
116 The Digital Image and Realit y
4 For example, in the historical work of theorists such as Ian Christie (2011), Stephen Prince
(2011), and Andrew Darley (2000), true novelty and originality is consistently de-emphasised since
it was essentially foreshadowed by something similar in the past. This playing-down of novelty
is also an approach taken when dismissing new technological progresses in special effects and
in presentation platforms: a ‘we’ve seen it all before’ attitude. Roger Ebert, for instance, stated in
Newsweek (2010): ‘Whenever Hollywood has felt threatened, it has turned to technology: sound,
color, widescreen, Cinerama, 3-D, stereophonic sound, and now 3-D again.’
5 Both mythologies here circulate around the audience´s struggle to discern reality from
screen content. ‘Avatar syndrome’ is discussed in the following chapter.
Dynamic Digital Spaces, Bodies, and Forces 117
7 A contentious issue, with many claiming to have ‘invented’ the moving image, when in
truth the invention was the product of several working in the field. For background, see The
Man who Stopped Time (Clegg, 2007) or Marta Braun’s Picturing Time (1992).
Dynamic Digital Spaces, Bodies, and Forces 119
Similar perceptual animation effects had been achieved with the zoetrope
(using illustrated rather than photographic images) for over a thousand years
in the East, while in the West it had only emerged in its modern form in the
1830s. However, in the 1870s, Muybridge’s zoopraxiscope proved to be the
first projected image of movement which could be used for public display
rather than only for the individual user.
Simultaneously, in France, Étienne-Jules Marey had embarked on similar
research to capture the movement of humans and animals by capturing
multiple successive images of a body in motion, using his chronophoto-
graphic gun, which took 12 images per second within a single frame. Though
these images could not be animated in the same way as Muybridge’s, they
nonetheless conveyed a vivid impression of motion, force, and temporality
(Braun, 1992, pp. 43-47). The images that resulted from these two early
pioneers of the ‘moving’ image were the first to capture real movement
in an indexical fashion using photographic technology. It is clear that,
previous to this, human perception was incapable of grasping the minutiae
of movement, unable to know the motion of the insect’s wings, of invisible
air flows, or of a horse’s hooves. As such, this was initially solely a project
of empirical scientific research, but it quickly developed into an object of
public fascination, opening the minds of the public to previously hidden
complexities of biological and physical realities. It had an aesthetic appeal
in its new formal expression of a short moment, expanding time, stretching
an infinitesimal duration into a form which could be studied or explored
at leisure. In this way, a new visual technology managed to impact upon
the common perception of time and force in a way which took the viewer
into the immanent heart of movement through an aesthetically pleasing
affection of real motion (Braun, 1992, p. 254).
While Marey’s impetus was always the scientif ic documentation of
movement and force within disciplines of anatomy and physics, Muybridge
tended towards a more aesthetic goal. For Marey, the technology served only
to increase our positivistic knowledge of the world, and he had no interest
in the inherently illusory nature of perception (Figure 8). Perception was a
faulty and unreliable process which held us back from adequate objective
knowledge of the world, and the chronophotographic technology he devised
was intended to ‘supplant the insufficiency of our senses’ and to surpass the
limitations of the eye (ibid, p. 255). Muybridge, within a pseudo-scientific
auspice, tended to the more theatrical, and crafted images which were often
narrative, titillating, or impressionistic, rather than carefully documented
research (Figure 9). He engaged in the swapping out of individual shots in a
sequence to conceal gaps or inconsistencies and to give a better impression
120 The Digital Image and Realit y
Figure 8. Jules Ettienne Marey’s pictures ‘for the analysis of motion’ (National Science and Media
Museum/Science and Society Picture Library)
Dynamic Digital Spaces, Bodies, and Forces 121
Figure 9. Eadweard Muybridge’s ‘Animal Locomotion’ (National Science and Media Museum/
Science and Society Picture Library)
of smooth motion, and his aim was always to create a more pleasing and
aesthetically acceptable final result (ibid, p. 238). As Marta Braun states
about Muybridge: ‘He saw himself, and always referred to himself as an
artist’ (ibid, p. 54).
Between the divergent goals of Marey and Muybridge, we can clearly
see an aesthetic dualism which actually develops with each and every
new technological means of visual expression since the development of
photographic media. The first tendency being towards a greater exposition
of an underlying reality underwritten by a rationalist fervour to understand
and document. The second tendency was directed towards reflecting on
and experimenting with perception and expression itself, heightening
or exaggerating normal perception for a stimulating and/or entertaining
effect. The same dualism developed in early cinematic work, between the
long-shot everyday naturalism of the Lumière brothers, and the magical
illusionism of Georges Méliès. These impulses can now be seen as clear
separate trends within digital media: between the intense high-definition
and slow-motion detail of, for instance, BBC wildlife documentaries, and
122 The Digital Image and Realit y
the exaggerated special effects of sci-fi and fantasy. However, though the
first tendency towards a perfect and transparent actuality may hold as its
true goal a positivistic or naturalistic expression of the world, it also has
an distinctive aesthetic stylisation to it, albeit of a different order to the
second tendency, whose explicit goal is to challenge perception for ‘artistic’
purposes. Both, however, present us with a version of reality: one based on
detail – a truth of science; the other based on ensemble – a truth of art (this
distinction is made by Sizaranne, referenced by Braun, 1992, p. 275). Both
truth tendencies must therefore experiment with technological possibility
to give us an expressive re-presentation of the world as we have not seen
it before, and thus they both offer us something new for consciousness as
an aesthetic effect.
However, digital visual technologies present a new and complexified
dynamic between these two aesthetic impulses. What the digital rear-
rangement of pixels permits in a way that simply was not possible before is
a naturalistic precision, an indiscernible or seamless consistency to images
that otherwise might expressionistically juxtapose perceptual realism. This
seems to fold the distance between the two ‘truth’ tendencies, as we can see
the same affective intensity harnessed by both fact and fiction. Increasingly,
there is an ontological indiscernibility of the scientific document from
the image which deliberately exaggerates to toy with perception. Digital
processes twist and blend the complex detail of reality into dissonant hyper-
realities which have an uncanny effect in their proximity to the real. This
is very different from the convenient ‘artistic’ distortions of Muybridge’s
photographs, which served an impressionistic or subjective truth; and it is
also distinct from Méliès´s work, which served to titillate and surprise with
its boldly stated illusionism and physical impossibility. Instead, the digital
generates an uneasy discordant naturalism which synthesises new affects
of the real – a truth fused of both scientific detail and artistic ensemble.
Within conventional understandings of cinematic history, mainstream
entertainment cinema grew to be more preoccupied with telling stories in a
narrative literary tradition rather than with creating innovative expressions
of space, movement, and temporality, and this tendency was more explicitly
pursued as a goal in and of itself in avant-garde and experimental film
practice.8 While this mainstream/avant-garde dualism does not do justice
to the subtle and complex intersections and cross-pollinations between the
two practices, it seems, that in the late 20th century and early 21st century,
8 For a survey of this tendency of traditional film theory between ‘normative and polemical
classifications’, see Elsaesser and Hagener (2010, pp. 2-4).
Dynamic Digital Spaces, Bodies, and Forces 123
given the new tools that make it possible, digital screen media shows us a
direct re-orientation towards an experimental approach to exploration of
movement and temporality. This observation becomes particularly clear
when we consider that the revelatory and germinal digital temporal effect
of ‘bullet time’ in The Matrix – which freezes and slows time almost to a
halt as we swing around the action 360º in the time it takes for a bullet to
cross the room – is in fact a direct digital update of Muybridge’s nineteenth-
century multi-camera technique, augmented and smoothed by digital image
interpolation software.
However, while this might seem like a simple return to or recurrence of
a previous image regime, the relation posed towards time and movement
within digital media becomes noticeably different when we consider that
these effects do not pertain to document or index details of an external
reality, but instead aim to play with our sensibility about what is, in fact,
natural or real – not just within our perception (as may have been the focus of
avant-garde image movements influenced by 20th-century theories of mind),
but also interrogating objective physical reality (influenced by contemporary
theoretical physics and existential philosophy). The emphasis under the new
digital image regime becomes the modulation, mutation, and distortion
of space, form, movement, and time to expose different sensations of the
real; to push and challenge any stability of ‘continuous aspect’ perception.9
This then becomes the real departure for digital visual technology from the
analogue, a near perfectly lucid mimesis of reality, but without the claim
to objective truth, an image oxymoron of naturalistic abstraction. We see
the world not revealed in greater detail, but through a looking glass which
challenges recognition without rendering unrecognisable.
9 In the Wittgenstein sense, the stable ‘aspect’ of the cognition of things is continuous in that
physical reality generally conforms to expectation (Mulhall, 1990).
124 The Digital Image and Realit y
10 Such perceptually realistic effects of disruption of form could be achieved in analogue media
by superimposition, cross-cutting, or even in animation, though I wish to make a point about
the seamlessly detailed and uncanny photo-realism of these same effects in digital media.
11 As Rodowick discusses in The Virtual Life of Film (2007, p. 103), lacking a direct indexical
relation to reality, the digital image primarily synthesises spatial effects as ‘reality markers’
to strive for a perceptual realism: ‘They [digital images] strive to be more spatially similar and
more replete with spatial information than photography itself.’
12 This is perhaps a similar ‘survey’ mission to that conducted by Andrew Darley in Visual
Digital Culture: Surface play and spectacle in new media genres (2000) and Stephen Prince in
Digital Visual Effects in Cinema: The Seduction of Reality (2011), but to very different ends.
Dynamic Digital Spaces, Bodies, and Forces 125
13 Scott C. Richmond in his Cinema’s Bodily Illusions: Flying, Floating and Hallucinating also
focuses on exactly this set of phenomenal sensations and how they are rendered digitally to
modulate proprioception (2016).
14 The seemingly impossible analogue ‘spider-cam’ effect for Spiderman (2002) was produced
by John Dykstra (who was also the special photographic effects supervisor on Star Wars) and
earned him an Oscar nomination. He notes that it was effective within the hybrid media forms
within the movie: ‘We used a cable-mounted camera called a Spider-Cam to photograph the real
world. […] The camera went about 4,000 feet from 22 stories high down to a foot off the ground
and back up again. That was a pretty amazing feat. But that was the way we captured some of
the images that represented New York without having to make them all digitally’ (Wolff, 2004)
126 The Digital Image and Realit y
that, from the very first mainstream use of CG effects, created by technicians
previously employed in avant-garde film, an innovative affection of space
and movement was generated that was recognisable yet distinctively digital.
These early spatial simulations set the standard and showed the strength of
the technology in generating these intensive sensations and, as such, they
have become a familiar and generic image currency in CG-animated imagery.
While the CG-simulated spaces in these films have a direct referent in a
recognisable space (a landscape or cityscape), another use of early graphic
effects generated a truly novel sensation of movement. This was the creation
of non-spaces or immaterial spaces more similar to the abstract shapes and
flowing forms of the aforementioned experimental CG animation of John and
James Whitney. In the opening sequence of the Disney film The Black Hole
(dir. Gary Nelson, 1980), we saw again a digital raster wire-frame model of an
object, but this time as a virtual representation of flat two-dimensional space,
punctured into a third dimension by the eponymous black hole. To the sound
of a haunting John Barry waltz, the disembodied perspective very slowly drifts
around the rim of the hole before falling into the darkness within. While this
is a very simple and slow effect, it is dramatically affective in its synthesis
of movement, space, and sound. Two years later, in Tron, we were given a
similar affective tone in the transition between the two worlds of the film
as Flynn’s digitised consciousness travels through a digital ‘worm-hole’ and
floats through an abstract non-space before arriving in the game world. It is
this early impetus to create imagined virtual spaces without a clear physical
referent that also emerges as a trend in digital screen media and was developed
through films such as Lawnmower Man (dir. Brett Leonard, 1992), Stargate
(dir. Roland Emmerich, 1994), and Contact (dir. Robert Zemeckis, 1997),
contextualised by a character being placed in immaterial digital space within
a virtual dimension, or through space and time travel. What this provides is a
perceptually realistic affection of presence and motion within a virtual space
without recognisable landscape contours other than a tunnel or tube which
twist and turns, or free-floating ‘objects’ which fly past to signify movement
through space. Foreshadowed in analogue media by the astounding slit-scan
‘stargate’ sequence in 2001: A Space Odyssey (dir. Stanley Kubrick, 1968), this
rabbit hole, vortex, or wormhole effect continues to be a strong and persistent
affective chord typical of digital visual effect, that of kaleidoscopic journey
through ill-defined space, usually as a transition between other more spatially
recognisable worlds. This affective chord becomes even further enhanced
in 3D, in movies such as Thor (dir. Kenneth Branagh, 2011) and The Green
Lantern (dir. Martin Campbell, 2011), in which travel between galaxies is
rendered in even more immersive and kinetic detail in astounding vortex shots.
Dynamic Digital Spaces, Bodies, and Forces 127
Figure 10. Glitch distortions of ‘technical boy’ in Starz´s American Gods (2017).
These digital effects were and are technically impressive, viscerally felt,
and cognitively astounding in a way that is surely comparable to the dawn
of photographic illusions of movement in 1895. However, they have achieved
such a greater level of uncanny photo-realism that their affective impact no
longer plays on our perceptual weaknesses to create illusions (predicated
in the aesthetic tendencies of Muybridge and Méliès), but rather is based
in a near perfect and detailed mimesis of nature, that nonetheless cannot
help but to surpass and distort natural perception. There is a smoothness
and glossiness to these effects, which, while being proximate to the real,
maintain a hyper, uncanny, or exaggerated relationship towards it. They
are undeniably immersive and intensive in a way that qualitatively differs
from what has preceded them in analogue media, and they push at the
boundaries of the recognisable, and of everyday consciousness.
What I suggest is that these new mass-mediated affections of space,
time, energy, and materiality engender a qualitative shift in our embodied
intuition of these metaphysical notions, in the same way as photographic
moving images did in their own time, both reflective and generative of
the experience and discourse of existence as they amalgamate within a
certain historical moment. At a time when there is talk of the immanent
death of the analogue image, and as we become increasingly corporeally
and mentally immersed within a total ubiquity of the digital image, I
propose that we passively become habituated to a sense of digital pos-
sibility.15 While in the next chapter, I directly tackle how we are affected
at a fundamental level of mental awareness by these mediated images,
I first wish to assess how the kinetic dynamics of the body in space are
foundational to a metaphysical sense of position and presence in the
world, and how this might be affected by shifts in the digital expression
of these dynamics.
15 This view of the analogue image’s demise is reflected on in the work of artist Tacita Dean (
Higgins, 2011), as well as discussed through the press – for example ‘Hollywood Says Goodbye
to Celluloid’ in The Telegraph (Allen, 2011), in which the author remarks: ‘Celluloid will become
a curiosity in art house cinemas determined to keep traditional film going.’
132 The Digital Image and Realit y
16 This concept of humanity’s cyborg evolution is captured by the work of technological futurist
and inventor Ray Kurzweil (2005), who suggests that, with technology growing exponentially
by 2020, we will have computers powerful enough to simulate the human brain, and that, by
2029, they will surpass our intelligence.
134 The Digital Image and Realit y
The body and the movement of muscles and limbs are here perceived as the
first medium, our first technology of expression of the way it feels to be in
the world. This is a mode of expression of experience that is universal, even
pan-species, that starts in a very personal way in the body with childhood
play, but which develops into an aesthetic semantics at a relational and at a
culturally mediated level. These kinetic semantics are dynamic movement
patterns which are shared by species or groups, and used to express the ‘the
ineffable qualia of life’ – aesthetic expressions of the affection of forms and
structures, physical and meta-physical (ibid, p. 324). In digital media, the
form of communal sharing of these expressions is changed, vital forms and
gestures are modified, and new affection of ‘spatio-temporal-energic’ force
is generated, in a fashion not dissimilar to the work of Marey and Muybridge
in their own times.
Cultural theorist Erin Manning, in her book Relationscapes (2009),
extends this idea of relational movement and the relation between
movement and thought more explicitly beyond the expressivity of the
human body and into purely aesthetic experience. The expression of
vitality forms here become paint, celluloid, and glass, which capture
bodily sensations of motion metaphorically, and work within a semantics
of kinesis even if they are in the form of static media. Through analysis of
‘kinetic images’ by Australian aboriginal painters, sculptor David Spriggs,
animator Norman Mclaren, and f ilmmaker Leni Reifenstahl, Manning
asks what sense of movement is contained within the works and what
sense of motion the observer gets from them. She emphasises the haptic
address of these analogue artworks, looking at the expressed dynamics
Dynamic Digital Spaces, Bodies, and Forces 135
Wim Wenders states in the Guardian article ‘The Great Leap Forward’:
‘I can safely say that 3D and dance are made for each other’ (Mackrell.
2010). In making his Pina: dance, dance otherwise we are lost (2011),
he confessed that he had struggled to f ind a visual vocabulary to con-
ceive of a mode to produce the film he had envisioned for some 25 years,
primarily being unable to recreate the element of space with which to
bring Pina Bausch’s dances to life on screen. He elaborates: ‘Space is the
dancers very own medium. With every gesture, with every step, they
conquer space – and cinema has never been able to give us access to that’
Dynamic Digital Spaces, Bodies, and Forces 137
(Wenders, in Mackrell, 2010). It was not until 2007, when Wenders saw his
first modern-era digital 3D (D3D) film, that he managed to visualise how
the film could be made:
‘With 3D, I was finally convinced we could enter the dancers’ very own
realm […] As a spectator, you’re involved like never before: you feel the
essence of movement – motion and emotion’. (Wenders, in Mackrell,
2010)
The central thrust of this article by Guardian dance journalist Judith Mack-
rell is that, for the choreographer and the filmmaker, before D3D, dance
has never worked well on screen. She states: ‘However artfully filmed, the
dancers always look diminished in two dimensions, like specimens trapped
behind glass, and it’s all but impossible to capture the emotional and physical
impact of live performance’ (2010). This ‘diminishment’ of dance on film is
seen as a consequence of the screen’s flattening of the stage space and the
necessary wide-angle camera distance from the dancers.
This generalisation does, perhaps, come with a few conspicuous excep-
tions – notably Powell and Pressburger’s 1948 film The Red Shoes. As an
exception, The Red Shoes works so effectively in 2D due to the exaggerated
sense of space conjured by a stark contrast of emphatic depths on the screen.
The dance starts with a paper-flat, two-dimensional, shallow stage space
through which the character Vicky Page dances, but, as she goes emotionally
deeper into the dance, her reality starts to fragment, the stage space becomes
dramatically deeper and more extensive. Three-dimensional spatial effects
of extended perspective clearly breach the stage space, and finally even the
film studio space is ruptured when we see waves crashing into the stage, and
the sea stretching off to the horizon in a cleverly composited image. This
depth effect is achieved with elaborate cinematic set-building, backdrops,
and composited film effects, something generally not achievable when
trying to capture stage-choreographed performance. These are aesthetic,
melodramatic enhancements of cinematic space with a magical and uncanny
quality which strengthen the emotional and physical impact of the dance.
However, with digital 3D (D3D), stage space is rendered with an increased
spatial depth without cinematic artifice, endowing the same sublime and
dramatic impact to captured live dance performance. As choreographer
Wayne Eagling states in the same Guardian article:
‘Ballet has never worked for me on screen; it always looks so flat. I wanted
to see if it could look any better, and this (3D) is promising […] It’s good,
138 The Digital Image and Realit y
very lifelike, almost as if you are watching from the front of the stage.’
(Mackrell, 2010)
This lifelike sense of proximity, detail, and depth nonetheless creates its
own uncanny affectivity in its spatial immersiveness, as if we ourselves
are within the dance.
Added to this augmented spatial depth, the dancers’ bodies themselves
also seem less flat in 3D, as Mackrell poetically notes about Eagling’s piece
Men y Men:
The dancers’ bodies jump into gilded high definition, the flesh on their
bare chests and arms looking solid and bright. Their movements acquire
sculptural volume, pirouettes no longer appear like flat pinwheels, but
revolve with a deep spiralling expansiveness. Best of all, there is an illusion
of air around each body, restoring the dancers to their proper element;
space. (Mackrell, 2010)
This observation rings especially true with Wenders’s film Pina. There is an
energetic and muscular tonality to the dancers as they move to and from
the camera, and rarely a distant, static camera shot, which would flatten
the image. Instead, the camera moves around, towards and through the
dancers in intimate choreographed moves of its own (Figures 11 and 12).
The viewer´s closeness and corporeal presence within the dance in Pina
is most obviously comparable to the highly visceral dance scenes in Dar-
ren Aronofsky’s recent (2D yet highly digitally inflected) film Black Swan
(2011, the films released only three months apart). Black Swan, which
visually and thematically references The Red Shoes, plays out an intense
psychodrama through its dances, primarily expressed through an intensity
of facial expression and the fragmentation of the dancer’s body. While
there is plenty of movement from handheld camera shots, there is little
spatial or sculptural depth here, with a shallow depth of field blurring out
the background stage space, and only rare wide shots of the full body of
the dancer. The mid-shot and close-up cinematographic choice of Black
Swan serves principally to highlight the inner mental environment of the
character expressionistically rather than the actual movement of her body.17
While this might seem similar in tone to The Red Shoes, the expressionistic
17 This choice of camera shot may also have been used out of necessity, to conceal the relatively
untrained movements of the actress, Natalie Portman. The wide shots are at such a distance as
to conceal the fact that a trained double was used (with a suggestion that Portman’s face was
Dynamic Digital Spaces, Bodies, and Forces 139
digitally grafted onto another dancer’s body), and the dance scenes are predominantly mid-shots
of Portman’s upper half (Markovitz, 2011).
18 There is one intense and famous face close-up in The Red Shoes, signalling the transition
from the real world into mental space. It is not, however, a feature of the whole film as is the
case with Black Swan.
19 This results in, what is called by dance theorist Marc Boucher, a ‘kinetic synaesthesia’, a
complex sensation of being in motion ourselves due to diverse elements and dynamic tension
within the ‘gestalt’ of the experience (2004).
140 The Digital Image and Realit y
Figures 11 and 12. The dynamic figure-ground relations of Wim Wenders’s Pina: dance, dance,
otherwise we are lost. Dancers Fabien Prioville and Azusa Seyama, photograph by Donata Wenders
(Neue Road Movies, 2011),
Dynamic Digital Spaces, Bodies, and Forces 141
Figure 13. The emphatic spatial depth of Wim Wenders’s Pina: dance, dance, otherwise we are lost.
Dancer Cristiana Morganti, photograph by Donata Wenders (Neue Road Movies, 2011).
20 On 3D dance and specifically Step Up 3D, see Miriam Ross’s ‘Spectacular Dimensions: 3D
Dance Films’ (2011).
142 The Digital Image and Realit y
21 This sentiment is echoed in Vivian Sobchack’s ‘Cutting to the Quick: Techne, Physis and
Poiesis and the Attractions of Slow Motion’ (2006), in which she states ‘The operations and
effects of slow-motion visibly and sensually interrogate those accelerations [of quotidian time]
in what seems a “revelation” – not of immobility or stillness, but of the “essential” movement of
movement itself’ (p. 342).
Dynamic Digital Spaces, Bodies, and Forces 143
Figure 14. The large, intensely slow-motion figures of Michalek’s Slow Dancing at Trafalgar square in
London (2010).
This is an image with no centre, no focal point (a body) […] the surface of
the shot is conceived on a hundred different planes […] the tensions and
dynamisms of the image can effect a bodily agitation. I am thrown into
another dimension, my viewing body fragmented, dispersed, disoriented. I
experience a shot in my stomach, as if my stomach turns over. (Rutherford,
2003)
22 The two mediums of cave painting and f ilm are affectively brought together in Werner
Herzog’s recent 3D film Cave of Forgotten Dreams (2011).
Dynamic Digital Spaces, Bodies, and Forces 145
in mainstream media that I described above to the present day. These are
novel syntheses of action and scene, figure and ground, sound and light,
from a microscopic to an epic scale that would simply not be achievable
in analogue media due to labour and production cost, or indeed purely
material constraints. They exhibit kinetic dynamics which are entirely
specific to the digital, and though these types of cinematic sequences may
have been foreshadowed in analogue media, they seem now to be defined
by the digital effects used to render them. While some generic standards
of analogue action are merely revised, updated, and transformed by digital
processes into infinitely more complex kinetic sequences, such as the chase
scene (e.g. the Thanator chase in 3D in Avatar) and the flight scene (e.g. the
kaleidoscopic affects of the wormhole sequence in Zemeckis’s Contact), a
particularly novel and original kinetic image in contemporary digital media
is the epic battle scene. The epic battle scene seems to be the digital spatio-
temporal-energic image tour de force and, as such, it proliferates in narrative
digital-effects cinema. While there are many critical discourses about the
ideological effect of the fusion of military imagery and entertainment in
video games and movies, and the subsequent normalisation of extreme
screen violence, it can be seen that the battle scene simply presents filmmak-
ers with the best context to showcase highly kinetic and complexified digital
effects, where, exactly as in dance, there are multiple or multitudinous bodies
and objects moving at speed within dynamic spaces.23 It has thus become one
of the the best diegetic devices to experiment with grandstanding digitally
rendered affections of motion, space, and temporality. If, as Sheets-Johnstone
suggests, dance is the most straightforward and primal mode of expression
of our relational sense of space and potential movement, the digital battle
scene takes this and multiplies it thousand-fold, as multiple bodily forms
flow against one another in an intricate choreography of camera movement,
rhythmic action, and bloodletting.
In landmark digital films such as Avatar, Tron, and the Matrix, but
also in every recent ‘blockbuster’ digital-effects film -- the Transformers
series, supernatural narratives such as Immortals, every superhero movie
(recently, Guardians of the Galaxy, Thor: Ragnarok, Justice League),
and even increasingly in most epic ‘period’ movies such as Hero, Gladiator,
or Nolan’s Dunkirk -- the battle scene is pivotal not only (or not at all) for
23 Kristen Whissel (2014) dedicates a whole chapter to the ‘digital multitude’ within her analysis
of ‘digital effects emblems’, describing these effects as emblematic metaphors for apocalyptic
anxiety. She shows how they thus serve a narrative purpose, affectively symbolising the central
narrative themes evoked by the film.
146 The Digital Image and Realit y
the narrative, but for the expectation of an audience who, in this analysis,
come to the cinema to be astounded and exhilarated not primarily by the
violence, but rather to engage with the highly affective kinetic ‘action’
afforded by digital technology. In many such films, the digital effects are
all but invisible, though the elaborate choreography of movement is often
completely produced by computer-controlled camera movement and digital
post-production. While the dramatic centrality of the fight scene has always
been the case in the mainstream genre film – with swashbuckling adventure
yarns and martial arts movies – in the digital age of entertainment, we have
a far more heightened dynamic of space, time, and force, on a much larger
and more immersive scale, entirely due to digital effects. The digital battle
sequence also seems to become, at least in part, less about the tense narrative
dynamics of winning and losing, where we might directly identify with a
protagonist’s will to victory, and instead is regarded more aesthetically as the
source of impressive effects of scale, technical skill, and impossible detail.
These effects are temporal, with the speeding up and slowing down of
objects and bodies spinning and flying through the air; spatial, with 3D
effects and epic computer-generated sets; and amplify force and energy, as
gravity-defying stunts are performed and objects are projected impossibly
through the air. For example, in The Lord of the Rings: The Two Towers,
we see digital hordes of warriors swarming over the elaborate bridges and
embattlements, the gravity defying motions of Legolas as he jumps onto
one of the mammoth creatures, or the movement of the catapults and their
projectiles, all of which present a certain heightened and intense rhythm
and fluidity of motion within an extensive space.24 The corporeal tensing
and arousal in watching these scenes is arguably not simply to do with our
will (through identification processes) for a specific character to emerge
victoriously, but rather because we feel sensually incorporated into the
force and flow of the movements. In another example, in Michael Bay’s
Transformers series, we have some of the most disorienting battle scenes
ever seen, with pivoting camera angles and a visual density, maximalism,
and complexity of detail in the moving machine parts that boggle the mind.
Within this kaleidoscopic disorientation, we seem unable to follow which
character is battling which; instead, it is the immersive 3D kinesis of form,
24 These complex crowd effects were generated by a computer programme MASSIVE (Multiple
Agent Simulation System in Virtual Environment) developed by the filmmakers themselves,
which generated crowds of ‘artificially intelligent’ individuals who make their own decisions
based on behaviour patterns (McCarthy, 2006)
Dynamic Digital Spaces, Bodies, and Forces 147
flow, detail, and rhythm, allied with the booming sonic landscapes, that
provides the visceral exhilaration.
The visceral effects of this kind of action are necessarily of a flux between
corporeal tension and anxiety – the viewers’ muscles twitching and their
bodies turning to the direction of the screen action – and then almost
simultaneously, an aesthetic wonder at the fluidity, speed, and scale of
the action. We switch between complete immersion, and then, at one step
back, a sense of wonder at the technical mastery expressed in the shot.25
This affective flux is often managed through digitally stylised and phased
slow-motion effect, wherein the viewer has a momentary respite from the
kinetic hyperactivity of the scene to savour the composition of a shot – usu-
ally a body flying gracefully through the air in some dance-like spin – before
we are flung back into the high-speed action at less of an ‘optical’ distance.
For many, this kind of tension and anxiety is not a pleasurable experience,
though for others the exhilaration, disorientation, and intensity are the
primary sensations to be savoured and are worth the ticket price alone.26
These exaggerated images demonstrate an impulse forever to amp up
the pace and complexity of digital effects, placing total emphasis on af-
fective intensity and immersiveness, occasionally at the cost of emotional
empathy or within politically dubious representation, and often leaving the
audience cold.27 However, used as well-placed and appropriately qualified
set-pieces, they add a new affective dimension to the spatio-temporal-
energic coordinates of narrative and genre screen media which opens up
a new metaphysical horizon within our available modes of expression.
They bypass the distanced analytical gaze for a visceral intensity which
can intoxicate, breaching stable notions of presence, and, as described by
Rutherford above, creating a fully embodied reaction – ‘a bodily agitation’.
What emerges is a clear aesthetic impetus to push the technology to an
ever increasing novelty and spectacle, to generate increasing breaches of
expectation and suspensions of physical/biological possibility. This impulse
25 This effect is analysed by Jay Bolter and Richard Grusin (2000) as being the flux between
immediacy and hypermediacy.
26 Scott Bukatman highlights the escapist pleasures of a kaleidoscopic loss of orientation within
the hyper-rationalisation of space-time which typifies the modernist experience (Bukatman,
2003).
27 For an example of highly stylised action at the cost of political correctness, see Zach Snyder’s
Sucker-Punch (2011), which was generally criticised for its offensive faux-feminism: ‘These
so-called heroines are inherently weak characters who fail themselves and each other as sisters,
friends and confidants. Even in their fantasies of revolt they bow down to the male gaze, stripped
of both agency and voice’ (Bartyzel, 2011).
148 The Digital Image and Realit y
towards fixating on technological form and detail within media, and on the
increasing immersiveness and interactivity with the screen image within
a peculiar spatial and formal logic has come to be known as the digital
‘neo-baroque’. I now ask how a baroque aesthetic has come to be associated
with recent digital developments, and what this means in terms of a decisive
shift towards a new regime within digital image culture.
The baroque aesthetic’s first priority since the seventeenth century, ac-
cording to cultural theorist Angela Ndalianis, has been that of exhibition,
virtuosity, spectacle, and active audience engagement (2005). It is the pleasing
element of illusion, complexity, and the consequent sense of wonder which
has always been intimately linked to the possibilities afforded by new
technologies, whether in art, architecture, music, furniture, or film. The
baroque style has also consistently been called upon by philosophers as
much as art historians in narratives of the disruption, reinvention, and
rebirth of more rigid and inflexible hegemonic regimes of representation,
and therefore also of thought: from Walter Benjamin, Heinrich Wölfflin, and
Eugenio d’Ors in the early years of the 20th century, to Deleuze, Christine
Buci-Gluckman, and José Antonio Maravall in the later 20th century (see
Deleuze, 1993). In the 21st century, the baroque aesthetic has again become
prominent specifically in reference to digital images through the work of
Ndalianis, Cubitt (2005), and Timothy Murray (2008).
As Ndalianis describes, the baroque ocular regime was and is ‘an order
that calls upon systems of classical or Renaissance perspective in order to
overturn, investigate, or complicate their rational, self-contained visual and
narrative spaces’ (Ndalianis, 1999). Classical representational systems such
as the Renaissance invention of or rediscovery of perspectival depth were
characterised by a static, centred, and passive viewer position, whereas the
baroque fractures this closed system, delighting in toying with habitual
expectations of centre and order. As Ndalianis explains further:
The baroque has at many times been used as a derogatory term by those
who valued the clarity and transparency of the Renaissance style, and was
criticised for its excessive ornamentation, redundancy, over-complexity,
or obscurantism. However, in the neo-baroque, these exact tendencies
are ethically contrasted with the perceived Modernist artistic elitisms
of detached rationalism and simplicity based on purity and function. In
celebrating exuberance, theatrical melodramatics, and heightened sensory
stimulation, it thus has always been seen as more direct and accessible – a
less esoteric and more populist form (Jay, 1988, p. 16).
The term thus seems apt to critique a contemporary visual culture that
emphasises the possibilities of new digital technology to create viscerally
affective architectures of space-time while revelling in its own technical
mastery. The perceived baroque stylings of many digital effects-driven
narrative films and their associated computer games and theme-park rides
are, for Ndalianis, all primarily oriented towards a complete spatial im-
mersion and interaction, extolling visceral affect and excess without elitist
pretension. For Sean Cubitt in The Cinema Effect, technological neo-baroque
films are less like linear narratives than formal puzzle spaces. He describes:
‘Spatialisation takes over from narrative the job of managing the film’s
dynamics. Movement here is sculptural, architectural, or geographical rather
than temporal, and space itself is malleable’ (2005, p. 224), noting further
that: ‘The film world seeks an audience that will realize it by uncovering
its secret algorithm’ (ibid, p. 242). Narrative here is merely ‘decorative’, and
what we are instead given in films like Nolan’s inception, Duncan Jones’s
Source Code (2011), Interstellar, and The Butterfly Effect (dir. Eric
Bress and J. Mackye Gruber, 2004) is multiple folded space-times posed as
a formal problem for the logical mind to square off. The aesthetic pleasure
here is in discovery and exploration of the film’s affective tricks and illusions,
revelling in an Escheresque distortion of conventional Euclidean modes of
representation of space and time. For Cubitt, however, the artificial coher-
ence of these film spaces is ultimately unsatisfying, particularly in the use
of clichéd closure delivered by the weak narrative devices of coincidence
or destiny. However, their continuing popularity testifies to their appeal
as an invitation to play, with an emphasis on formal affects rather than in
the quality of the narrative, characters, or denouement.
150 The Digital Image and Realit y
Figure 15. Example of digital projection-mapping’s distortion of physical space and shape. 555
Kubik (2009), Galerie der Gegenwart, Hamburg by Urbanscreen.
Beyond narrative cinema, but very much still in the ‘Escheresque’ tradi-
tion, a current neo-baroque trend in digital visual culture worth noting is
projection-mapping. This is a relatively new digital projection technique
(emerging around 2007) that can turn almost any three-dimensional object
into a screen. Software packages such as Madmapper, VVVV, Resolume, and
many others are used to warp and wrap projected images to make them fit
perfectly on multiple irregularly shaped screens – the multiple surfaces of a
three-dimensional object, or on immersive multi-screen set-ups which wrap
and surround an audience. The result is a projection installation that can
make it seem as if a solid inanimate object is moving, flexing, throbbing,
glowing, crumbling, or even exploding. The screen-object can be anything,
from the very small (a training shoe used in an advertisement for the brand
New Balance) to the very large (a whole tower block at London’s Millbank for
brand Nokia, and the disused Battersea power station for Bombay Sapphire).28
The best uses of this technology have been mainly restricted to marketing
purposes and for large-scale live music and club visuals (for example, in the
stage shows of dance-music acts Amon Tobin and Etiénne de Crecy) due to
28 These images and their like can be readily found on YouTube and similar video-sharing
sites, indeed their marketing efficacy often depends on the images being virally distributed
and shared though these platforms.
Dynamic Digital Spaces, Bodies, and Forces 151
Rather than reflecting a classical concern for the static, closed and
centralised, the neo-baroque system is dependent upon dynamic forces
that expand, and often rupture borders. Differentiation, polycentrism and
rhythm are central to neo-baroque storytelling strategies and, as with
examples of seventeenth century baroque, neo-baroque entertainment
media of the late twentieth century introduce ´a taste for elliptical form
provided with real centres and multiple potentials’. (Ndalianis, 1999)
30 For Martin Jay, the monocular regime entails an emotionally distant, dispassionate, and
domineering gaze, and, in analysis of Buci-Glucksmann, he writes: ‘She emphasises [the Baroque’s]
rejection of the monocular geometricalisation of the Cartesian tradition, with its illusion of
homogeneous three-dimensional space seen with a god’s-eye-view from afar. […] the Baroque
self-consciously revels in the contradictions between surface and depth, disparaging as a result
any attempt to reduce the multiplicity of visual spaces into any one coherent essence’ (1988,
pp. 16-17).
Dynamic Digital Spaces, Bodies, and Forces 153
While Scorsese still ultimately falls into the Realist system of believing that
the new image regime of D3D bridges a gap between real perception and
screen representation, he also sees that, rather than merely replicating natural
perception, something new here is added, a new aesthetic effect which has
the effect of heightening and altering our sensation. He likens it to the Cubist
rendering of a ‘cinematic’ temporal dimension, saying: ‘a painting can’t turn
[…] if you look closely at some of the portraits from cubism at the time, you’ll
find a portrait of a woman that is actually a projector’ – meaning that the im-
age rotates around the subject, ‘projecting’ a sense of the cameras movement
(ibid). Like Duchamp’s experiments in stereoscopy,32 and Marinetti’s Futurist
cinematic experiments in anamorphic deformation in Vita Futurista (Lista,
2018, p. 28), we see that these images, while evoking a third spatial and a
fourth temporal dimension, are far from perceptually naturalistic, giving
instead quite a distorted view of reality (Marinetti described his cinema as
a ‘drama of lines to obtain emotions of new extrahuman logic’, ibid).
While perhaps not as confrontational as Cubist or Futurist experiments
in vision, we can see, through a ‘new wave’ of auteur digital 3D films, that
31 In genres where an immersive corporeal affectivity has perhaps always been the primary goal
-- dance, horror, porn, and gaming -- the qualified use of 3D seems strongest. See articles: ‘China
Goes Wild for 3D Porn Films’ (Child, 2011) and ‘Caligula Director hints at 3D Porn Remake’ (Brooks,
2010). The 2011 release of the Nintendo 3DS saw the first widely distributed autostereoscopic (no
glasses required) screen media, which, according to reviews, sees a perfect and un-gimmicky
integration of the technology into heightened game play (Cowen, Super Mario 3D Land review,
2011).
32 The various dimensions of which are documented by Shearer (2005), Richmond (2016), and
Adams (2015).
154 The Digital Image and Realit y
Conclusion
I have argued, using examples from the very first digital spatial, temporal,
and material impingements into the moving image, through different dy-
namics of movement in screen space – in dance, in immaterial spaces, and
in the epic battle scene – through baroque architectures of space and the 3D
technology used to render them, and through the flexion and distortions of
real-world form with projection-mapping, that we now have a well-evolved
and qualitatively different image regime from that which came before. The
new digital screen technologies synthesise original sensations of space and
time, materiality, force and rhythm, generating new dynamic landscapes
which comes to feel like a very real part of our world. Furthermore, I have
tried to establish, through the work of Sheets-Johnstone and Erin Manning,
that this technological shift in spatial and kinetic expression could have a
real impact on evolutionary phenomenology, from corporeal proprioception
and other anthropomorphic kinaesthetic dynamics, to abstract thought
about metaphysical properties – for Scott Richmond, a ‘technics of the
flesh’ (2016).
At first, these technological shifts compensate for the deficiencies of
the human perception, in the work of Marey and Muybridge through to
Michalek’s Slow Dancing and BBC wildlife’s complex digital time-lapse
tracking shots, opening new micro-sensations of existence (at the same
time, creating uncanny perceptual experiences), but then these sensations
surpass human perception altogether, become simple lines of force and
flight in maximalist hyper-baroque architectures of space. As previously
described, for William Brown (2013), this amounts to anti-humanist and
33 In 2016, Film Forum cinema in New York ran a 3D Auteurs film festival, screening 3D films
from cinematic history (Hitchcock’s Dial M for Murder alongside more schlock horror)
alongside the new films considered exemplary from the last ten years, such as Gravity (dir.
Alfonso Cuarón, 2013) and Mad Max: Fury Road (George Miller, 2015), as well as those by Ang
Lee, Ridley Scott, Scorcese, Wenders, and Herzog et al.
Dynamic Digital Spaces, Bodies, and Forces 155
non-anthropocentric cinema, but we can see through the above analysis that
we are always still dealing with a human proprioceptive phenomenology,
only one that moves metaphorically and emblematically into Malabou’s
plastic ontology, Bogost’s alien phenomenology, or Marinetti’s ‘extrahuman’
logics.
As a final point, and to support the argument that we are here involved
in a real technical evolution of corporeal consciousness, I would like to
call on a couple of empirical studies to demonstrate how malleable our
sense of the real actually is within the new immersive technologies,
studies that suggest that what we often think are fixed, consistent, and
unchanging physical qualities of the world are actually relatively fluid
within our metaphysical consciousness. The first of these studies tested
the ability of participants to project objects intuitively into a fourth
dimension through their immersion in a virtual reality simulation. The
researchers state:
The researchers aimed then to prove that our ability to conceive of, and to
intuit, fairly complex higher dimensional space can be dramatically and
quickly expanded by quite minimal exposure to three-dimensional virtual
(VR) simulation. They describe:
and time. They note that, while this was previously hypothesised, it was
not possible to test until virtual reality created the possibility of inserting
test subjects into a spatially coherent ‘other dimension’.
In the second empirical study, again using virtual reality, researchers
claim to have altered embodied thought and behaviour by ‘transferring
men’s minds into a woman’s body’ (Sample, 2010). In a VR simulation, men
could look down and see a woman’s body beneath them in place of their
own. During one experiment, virtual embodiment was strengthened when
a second (simulated) female approached and touched the participant’s
arm in VR – a virtual image reinforced by actual physical sensation when
a researcher in the lab simultaneously touched the participant in the same
spot. Later, the participant flinched and their heart rate jumped when
being struck by the virtual character in the simulation. The researchers
stated:
If you can temporarily give people the illusion that their bodies are dif-
ferent, then the evidence suggests it also affects their behaviour and the
way they think. They can have new experiences: a person who is thin
can know what it’s like to be fat. A man can have experience of what it’s
like to be a woman. (ibid)
HD, digital slow motion, morphing, glitching, and deep-dream software, and
with new emerging technologies – we have an immersivity and intensity
of physical detail which can afford us emergent and original sensations of
abstract bodies within abstract spaces and the energic force with which they
move. This is best perceived as a playful, interactive learning process, even
though it often proceeds through experimentation which can occasionally
seem bizarre, redundant, superficial, or gimmicky. However, there can be
no doubt that these effects amount collectively to a new image regime, and
the impact of this new image regime on a generation that was born into a
digital era is only beginning to be understood.
5. Reality Sutures, Simulation, and
Digital Realism
Dan Strutt
Abstract
This chapter begins by first complexifying the psychoanalytic concept of
‘suture’ as a theory of how we aesthetically and affectively interface with
images, asking how we police the boundary between actual and virtual
in our experience of the world. By working through notions of mirror
neurons, the simulation theory of the mind, the metaphoric structure of
memory, and mimetic capacity, it establishes that we are influenced and
conditioned by the images we consume to inhabit certain fields of im-
manent possibility intuitively and corporeally. Within digital images, this
field of possibility is rendered plastic, subject to reformation, modulation
and regeneration and it is argued that this foments a more plastic mind
in which actuality and virtuality fuse.
A psychologically tested belief of our time is that the central nervous system,
which feeds its impulses directly to the brain, the conscious and subconscious,
is unable to discern between the real, and the vividly imagined experience – if
there is a difference, and most of us believe there is. Am I being clear? For to
examine these concepts requires tremendous energy and discipline. To allow
the unknown to occur… and to occur… requires clarity [sic]. And where there is
clarity there is no choice. And where there is choice, there is misery.
(The Swami in The Monkees’s 1968 film Head, dir. Bob Rafelson)
Everything is backwards now, like out there is the true world, and in here is the
dream. (Jake Sully [Sam Worthington], in Avatar, 2009, dir. James Cameron)
Strutt, D., The Digital Image and Reality. Affect, Metaphysics, and Post-Cinema, Amsterdam
University Press, 2019
doi 10.5117/9789462987135_ch05
160 The Digital Image and Realit y
In Avatar, we are presented with a direct analogy for the suturing of our
mind into a digital screen ‘virtual’ reality. The main character Jake Sully’s
consciousness is projected into the body of his avatar, and his experience
of reality is mediated through his conscious connection to an alternate
body in an alternate world. As we enjoy the pleasures of 3D immersion and
identification within a fantastic alien world from our cinema seat, Sully is
similarly transported from his disabled body restrained within a capsule
into an enhanced and empowered blue body in which he can perform
amazing physical feats.
Sully’s projection of consciousness proves to be an apt metaphor for the
process by which we mentally invest in and virtually inhabit the images we
see on the screen. We see characters in situations performing impossible
tasks, in situations we can never hope to be in, and we experience these
scenarios in some vicarious way, our bodies tensing and releasing, laughing
and crying, even jumping and turning in our seats as the bodies and objects
move on screen. The difference is that, while the character Sully knows the
simulation is real and deadly serious, we as mature spectators maintain a
conscious knowledge that it is just an imaginary projection presented for
our pleasure.1 What this means is that we can engage in metaphorical
‘imaginary’ relations with the images on the screen; a playful creative
engagement through which multiple simulation and mirroring cognitive
processes are mobilised without serious mental risk. This is acknowledged
by modern film theorists such as Jean-Louis Comolli, who ascertains in
his ‘Machines of the Visible’ essay (1980) that we are not imbecilic passive
consumers; we willingly ‘play the game’ and fool ourselves for the pleasure.
We are accomplices in the illusion. While children seem less able to police the
boundary between virtual and real in terms of the suggestive metaphorical
power of the screen image, shrinking in real horror or gurgling with delight,
adults have entered more firmly into a symbolic order detachment from
the imaginary screen reality. We are told that these illusory images cannot
really affect us, and we feel that our engagement with them is an intentional
act within which we maintain our own agency at all times.
However, we have all, I imagine, experienced the odd unsettling cinematic
moment when our firm grip on ‘exterior’ reality is shaken in such a way
1 This actual/virtual safe cognitive distance is acknowledged and toyed with in many films
involving the transposition of consciousness into virtual realms. For instance, in Brainstorm
(dir. Douglas Trumbull, 1983), Tron, and Total Recall (dir. Paul Verhoeven, 1990), through
expository dialogue the audience is informed that ‘virtual’ death within the simulation equals
brain death in reality.
Realit y Sutures, Simul ation, and Digital Realism 161
that, even as we leave the cinema, we feel the screen reality impinging on
our own – a threatening shadow, a seemingly unnatural sparkle of light,
or a ‘glitch in the matrix’ sensation of déjà vu. Can we then really say that
we have complete conscious control over the images we consume, and
exert that control to police the boundary between the virtual and the real
perfectly? Anyone who has had a particularly vivid dream which references
the mood, tone, or embodied experience of watching a movie, or indeed a
dream in which we actually enter into the film diegesis, can attest to the
fact that, however we consciously position the experience of spectatorship,
some of it gets ‘under our skin’ and bleeds into our subconscious mental
processes. Going even further than this, I move towards an understanding
that the virtual screen image is not a thin reproduction of reality which
causes occasional interference in our ‘natural’ perception, but is actually
in a sense more real (in its harmonic and ordered rendering of reality) than
the chaos of actual experience. The screen image is a register of our ways of
seeing, the image of our actualising processes of mind that extract meaning
and model from the multiplicity of sensory input. Thinking this, we can
start to understand that, perhaps it is not the screen reality that impinges
on our own reality, but rather that it is external reality that is checked for
validity against the virtual, simulated image.
This chapter aims to address how images come to enter into our conscious-
ness, at what level(s) of consciousness they enter, and what alterations they
passively make when they take up residence in the neural substrate of our
memory. In our exposure to these images as spectators and consumers, I
ask in what ways we process them as part of our systems of recognition,
cognition, and patterns of abstract thought about reality. Not only in youthful
developmental processes but also throughout our adult life, there is a plastic
structuring and restructuring of associational, procedural, and semantic
memories of ‘virtual’ media experience as much as of ‘real’ experience,
cemented in the synaptic connections of the brain. To a large extent, we
perceive the world through our understanding and awareness of the content
of, and connections between, mediated images. This means that the chang-
ing technological forms of mediation of reality, from the novel, to fine art
painting, to cinema and television, will each generate a habituated mode of
recognising and processing sensory input and relating it to other experiences
within various intuited ontological dimensions. I move towards seeing
digital post-cinematic images as synthesising a distinctive relational mode
of thought about reality; a reality in which there is an uncertainty about
reality itself, and an intuition that our sensory experience of the world and
its objects is not the whole story. Digital media seem to tell a different story
162 The Digital Image and Realit y
about the subtle vitality of matter and space which lies just beyond normal
‘real’ perception, but which can nonetheless be tangibly and corporeally felt.
While the major discourse of mind of the 20th century was that of the
unconscious network of meanings connected through symbolism and
signification (for Lacan, ‘like a language’), in the 21st century, we move to a
neurological understanding of the modular structure of mental processes in
which cerebral meanings and embodied affections are subtly co-triggered.2
Neural synapses form through our early development, but, as has been
noted in recent research, further re-form and develop in new ways as our
experience broadens and accumulates (Malabou, 2010). By offering up an
unstable image of a reality in flux, digital screen media seem to reflect this
greater self-transformative power of the brain, as much as of the world and
matter itself. New understandings of neurology, as also of physical reality
through quantum physics and cosmology, intertwine with the capacities
of the new technologies of representation to create synergistically a new
complex and heterogeneous ontological model of metaphysical properties
of time, space, force and matter. In this chapter, I suggest that our mind (as
a holistic, embodied, and distributed central nervous system inclusive of
the brain) adapts and changes to account for the symbiosis between these
new contemporary knowledges and digital technologies, re-orientating the
senses to see and feel differently.3
2 Sigmund Freud in fact began his career as a neurologist, but evolved towards theoretical
neurology and psychology before founding psychoanalysis as a therapeutic practice. It was
his turn to psychology which instigated the 20th-century preoccupation with the unconscious
mind. Now the current ‘turn to neurology’ in humanities and social science in the last 20 years
seems to come on the tail of new technologies of brain-imaging and measurement (the digital
scanning techniques of MRI, CT, EEG, etc), but also arrives as a fashionable critique of social
and cultural theory influenced by psychoanalysis. This ‘neuro-hype’ does, however, threaten
to overwhelm more politically informed analysis – leading to recent conferences in Berlin
and London to discuss the opportunities and pitfalls presented by the new prominence of
neuroscience: Neuro-Reality Check: Scrutinizing the ‘neuro-turn’ in the humanities and natural
sciences. Workshop at the Max Planck Institute for the History of Science, Berlin. December
2011; also, The Neurological Turn, at The Future of Medical History Conference, Hosted by The
Wellcome Trust Centre for the History of Medicine at UCL, July 2010.
3 This is a theme that Katherine Hayles develops in her work, in which she identifies a new
transformed cognition in digital culture: ‘There is a mounting body of evidence to suggest that
different media wire the brain in different ways […] The neurological re-wiring takes place
quickest when small repetitive tasks are repeated over and over, reinforcing synaptic pathways
and encouraging the associated neural nets to grow — as, for example, clicking a mouse, scanning
a web page, etc’ (Hayles, 2010).
Realit y Sutures, Simul ation, and Digital Realism 163
4 In Pudovkin’s 1926 film The Mechanics of the Brain, we see documentary footage filmed
in Pavlov’s laboratory of experimentation on animals and small children to prove physiological
and behavioural conditioning. More recently, we have seen much contested, but popularly
known, research conducted on physiological desensitisation to violence as a form of conditioning,
specifically after exposure to violent media in the form of video games or films. See, for instance:
‘The effect of video game violence on physiological desensitization to real-life violence’ (Carnagey
et al., 2007).
164 The Digital Image and Realit y
exist a priori, not objectively real, but rather ‘ideal’ – as mental schema
to coordinate the information gleaned from our senses (2012, p. 5). Then,
from Einstein’s neo-Kantian position, we understand that time and space
are relative and unfixed qualities subject to the position and speed of an
‘observer’. By these principles, as synthetic mental structures, intuitions of
time and space are constantly tested against sensory experience, and they are
subject to modification within changing environmental factors. You could
perhaps say that this is evidenced by the cultural existential shifts in the
experience and understanding of time and space from industrial modernism
to globalisation that have been scrutinised by writers of modernism and
postmodernism, from Georg Simmel and Virginia Woolf to Fredric Jameson
and David Harvey.5 What is shown through these various theoretical and
cultural relativisms is that space and time are really merely an adaptable
(human) phenomenological model of understanding existence, rather
than of things that exist objectively. ‘Ontological Realist’ Markus Gabriel
summarises this viewpoint:
Gabriel asks us to step away even from Kant’s transcendent idealism and
Einstein’s relativism, as blinkered views on what ‘exists’ that stem from the
tradition that it is humans who can exclusively access existence. Bogost
implores us, in no uncertain terms, to flee from the ‘dank halls’ of the mind’s
prison ‘that seeps from the rot of Kant’ (2012, p. 4). From a speculative realist
position, we should not rely on any abstract model that tells us what Being
is through any universal a priori categories.
If we accept this, we can move towards asking how different paradigmatic
technological media forms affect us; our metaphysical sense, our memories,
conditioned and colonised by the images by which we are surrounded. Does
media representation of the fundamental forces of the world – time, space,
energy, and materiality – subtly alter our perception of these qualities in
a lasting and deeply ingrained way? In our phenomenal experience of the
world, do we really manage to police a clear boundary between ‘real’ and
6 The Psychoanalytic theory of Christian Metz and Jean-Louis Baudry held that film spectator-
ship was egoistic, useful to us in feeding our fantasies, even though this was perceived to be
driven by unconscious motivation. Elihu Katz’s ‘Uses and Gratifications’ theory later focused
on more consciously active and intentional uses of media for individual social and psychological
requirements. Both, however, engaged primarily in analyses of processes of identification and
representation through narrative and character devices as if we were ‘reading’, rather than
simply ‘experiencing’ film, and the pleasures and uses they described seem more cerebral than
corporeal (Katz, Blumler, and Gurevitch, 1974).
Realit y Sutures, Simul ation, and Digital Realism 167
Rethinking Suture
The ultimate gap that gives rise to suture is ontological, a crack that cuts
through reality itself: the whole of reality cannot be perceived/accepted
as reality, so the price we have to pay for ‘normally’ situating ourselves
within reality is that something should be foreclosed from it: this void
of primordial repression has to be filled in – ´sutured´ – by the spectral
fantasy. (Žižek, 2001, p. 71)
conscious mind at any one time without experiencing the kind of jarring or
traumatic break which Žižek suggests.7 This can be (and I would say usually
is) an almost playful process of willing engagement and disengagement with
metaphorical and sensory material from the image.
In light of this, we need to rethink the use of the term suture to explain
the more complex and deeply implicated way that we manage the boundary
between real and virtual experience, in the consumption of media, but also
between reality and dream/fantasy. Instead of thinking in terms of shot
constructions and montage as syntactical ‘tricks’, we can talk about affective
immersion within the image where the frame disappears and we experience
the reality within the image as ‘virtually’ real. This roughly follows Stephen
Heath’s early rethinking of suture in Questions of Cinema (1985) beyond
the more rigid ideological framings and restrictive or dogmatic uses of the
term. Heath insists that there is a complexity to cinematic images which
cannot be confined to just one form of structural analysis, instead positing
a connotative plurality or fluidity of meaning through analogy and symbol,
and through many other structural and stylistic techniques not limited to
the classical ‘suture’ two-shot structure (Magrini, 2006).
It could be said that there is a strong imperative to do this work of the
rethinking of suture as mental interface specifically within the context of
digital screen media. Due to the heightened immersion in digital effects
and digital presentation systems such as IMAX and D3D, and a specific
type of image which reflexively dwells on fantasy and virtuality at the cost
of indexicality, it seems that screen reality is at once more immediate and
yet more self-conscious about its ontological status. Within these highly
constructed images, it seems that the ‘real world’ symbolic order outside is
drawn into question in increasingly complex yet playful ways, and the levels
of metaphor become even more heterogeneous as the virtuality of reality
becomes of central thematic and aesthetic importance. We find ourselves
wholly investing in increasingly unrealistic and unbelievable images, moving
freely between the symbolic and imaginary in complex ways which seem to
do away with the notion that we require any sort of stable and safe subject
position. Suture thus becomes an issue not of concealing or patching an
inherent lack, but rather of managing our mental and corporeal investment
and immersion in hyper-real and hyper-immersive affective images.
7 For Bolter and Grusin (2000), this dissonance is conceived of as a flickering between im-
mediacy and hypermediacy – between transparent immersion and awareness of the constructed
nature of the image – not as conflicting but rather as coinciding perceptions which permit a
sensory investment in the image while maintaining a safe cognitive distance.
170 The Digital Image and Realit y
8 In Chapter Two, I described emphatic spatiality within a set of ‘reality cues’ as markers of
photo-realism, and yet which often supercede perceptual realism in uncanny hyper-real ways.
Realit y Sutures, Simul ation, and Digital Realism 171
film, VR, AR, or in game formats) in which new narratives can emerge in
an autopoietic mode?
While Cassetti offers a discursive, ‘grammatised’ style of suture within
narrative film which moves beyond the purely ideological and formal sense,
Seung-Hoon Jeong, in his book Cinematic Interfaces, goes further to radically
rethink and re-conceptualise suture through the digital metaphor of the
interface, creatively appropriating a concept of ‘interfaciality’ to retrofit it
through traditional film concepts that pertain to the modern concept of
suture, such as apparatus, gaze, signification, and embodiment. He states:
‘[…] Suture is no longer a suspicious ideological mechanism, but a produc-
tive agency for renewing film theory’ (Jeong, 2014, p. 15). Interface here
becomes an extremely fluid but productive concept for thinking about
image engagement beyond spectatorship and consumption, and towards
a real fusion of inner and outer worlds, virtual and actual, subjective and
objective, human and inhuman.
As Jeong reiterates, suture is traditionally seen as a tool of a stable diegesis
achieved through the erasure of the ‘enunciative’ mechanism or apparatus
such that cinema becomes ‘the ventriloquist of ideology’ (ibid, p. 33). But,
he notes, de-suturing moments (such as those described by Žižek’s ‘real
tears’ – freeze frames, close-ups, etc.) do not break suture, rather they
‘effectively insinuate the dominant mechanism of human consciousness
without destroying it in avant-garde ways’ – to ‘acknowledge a subjectivity
in the act of reception’ (ibid, p. 37). Suture is seen as essentially unstable (as
it is also for Žižek), and yet this is not traumatic, but rather a productive
interface where we creatively negotiate our own subjectivity within virtual
realities. The interface is a space of continual suture and de-suture within
fluctuating realities:
[It is] the ability to link disparate perceptual, affective and conceptual
domains. These include the perceptual domains of movement, colour
and shape; cross modal or ´synaesthetic´ ability to perceive likeness in
different sensory modalities; a rudimentary physiognomic experience
(the attribution of affective properties to visually perceived objects)
[…] The capacity to link the psychological and physical domains, and to
compare the abstract properties of two different things lacking in physical
resemblance. (ibid, p. 374)
9 These issues are explored in depth in a series of essays in the book Embodied Cognition
and Cinema (2015), edited by Maarten Coegnaerts and Peter Kravanja; of particular relevance
is María J. Ortiz´s chapter ‘Film and Embodied Metaphors of Emotion’ (pp. 203-220).
Realit y Sutures, Simul ation, and Digital Realism 177
10 He refers to empirical research by Zoe Kourtzi, Nancy Kanwisher (at MIT), and by neuro-
scientist Jennifer Stevens et al. (1999), which monitored brain activity in the watching of still
images of actions, and in the juxtaposition of two still images of differing body positions in
which movement between them is imagined.
11 This cognitive observation also seems to provide a neural basis for Deleuze’s discussion of
‘the interval’ in his Cinema books. Classical Hollywood seems to bank on our brains ‘filling in
the gaps’ to achieve a seamless flow through time and space.
Realit y Sutures, Simul ation, and Digital Realism 179
Starting from corporeal motor action and the sharing of simulated models
of bodily presence, Gallese and Guerra also develop an understanding of
the mirroring of the emotions and beliefs of others at a neural level within
a broader set of ‘shared behaviours’ which are needed to engage fully with
the film diegesis. They note that ‘When a movie gives up its goal-orientation
or its action potential, as in the case of 1960s new waves, we have to share
other attitudes, wondering about director’s hidden intentions and feeling a
bit excluded from its environment’ (ibid, p. 199). Later, they state: ‘The refusal
of the POV shot and the absence of any reverse angle shot (in Antonioni)
impair the viewer’s ability to project herself on the movie, to share attitudes
and behaviours with the characters, to empathize with the environment’
(ibid). The implication here is that the mirroring of attitudes or emotions is
12 This connects to Antonio Damasio’s idea that consciousness itself cannot exist and evolve
without a physical body, or at least a simulation of a physical body which is integrated into the
environment; there is no disembodied consciousness (Damasio, 2008).
180 The Digital Image and Realit y
13 Nicholas Rombes’s Cinema in the Digital Age (2017) interestingly explores how digital film
in particular explores the aesthetics of imperfect images that disturb easy recognition, marked
by blurry or pixelated images, shaky camera work, and other elements. He articulates this as a
‘secret desire’ for disorder within the otherwise perfect digital image.
182 The Digital Image and Realit y
than the pricks of two points of a compass placed too close together.
(Epstein, 1921, in Liebman, 1980, p. 121)
The face of the world may seem changed since we, the fifteen hundred
million who inhabit it, can see through eyes equally intoxicated by alcohol,
love, joy, and woe, through lenses of all tempers, hate and tenderness;
since we can see the clear thread of thoughts and dreams, what might or
should have been, what was, what never was or could have been, feelings
in their secret guise, the startling face of love and beauty, in a word, the
soul. (Epstein, 1988, p. 318)
memory and imbued with hazily felt meaning; her example is the image of a
cliff, which not only has meaning as a ‘falling off place’ but might also have
associations with other models of ‘dangerous’ or ‘fearsome’ places (2003).
Emotional resonances form part of our embodied synaesthetic perception
as pre-conscious simulation before they converge on a higher perceptual
and conscious level – if, indeed, they ever manage to do so. This model of
perception posits an indivisible, non-dichotomous inhabited bodily state as a
gestalt, and mirroring processes as simulation activity are thus a multi-modal
synaesthetic mimesis, a primitive urge to ‘become’ other in both a corporeal
motor-sensory mode and an intimate emotional empathetic involvement.
It would be tempting, especially when talking about the heightened
emotional evocation of cinematic images, to think that we are talking only
about experience which is potentially sublime in its emotional charge, such
as the aforementioned cliff which will give rise to an emotional experience
of wonder, awe, and fear. However, we can see that even the mundane
aspects of ecological perception have an affective metaphorical resonance
which can be simply aspects of dimensionality, verticality, horizontality,
or rhythms, forces, or dimensions that we become aware of in the spaces
around our body as synaesthetic intensities with an emotional dimension.
We can see then that all images are inflected with emotional meaning,
but initially, at our first cognitive contact with them, without sentiment.
Massumi, in the Autonomy of Affect (1995), defined affects as pre-emotional,
not yet qualified as emotions (through the work of intellectual association),
but here and for Massumi, emotion simply describes intensity as part of a
synaesthetic haze; the cliff instils a sensation of an embodied emotional
force rising within the gut, but this is not yet analysed as the recognisable,
‘qualified’ human sentiment of ‘fear’. For Arnold Modell, more in line with
Epstein than Massumi, the higher-level cognition of ‘sentiment’ is what he
calls ‘feeling’, as contrasted to the baser, more bodily cognition of emotion
which he considers to be essentially unconscious (Modell, 2003, p. 134).
Anne Rutherford adds nuance to the division between emotion as af-
fective synaesthetic resonance and emotion as sentiment by making an
interesting distinction about Brechtian distanciation. She explains that
Brecht’s estrangement effect is normally understood as forcing an emotional
distance between the subject and the text, denying the kind of empathetic
emotional identification that is encouraged by the ideological and soporific
‘suturing’ effect of the conventional Hollywood media (perhaps equivalent
to Gallese and Guerra’s ‘impaired’ embodied simulation in Antonioni) (2003).
Instead, she reinterprets this process as repositioning immersion to be
based on affectivity rather than sentiment. By denying emotional empathy
184 The Digital Image and Realit y
A child not only plays at being a grocer or a teacher, but also at being a
windmill or a train. The question which matters, however, is the follow-
ing: What does a human being actually gain by the training in mimetic
attitudes?’ (Benjamin, Doctrine of the Similar, 1933)
14 In a letter to The Daily Telegraph, 110 teachers, psychologists, children’s authors, and other
experts call on the government to act to prevent the ‘death of childhood’, stating: ‘Since children’s
brains are still developing, they cannot adjust to the effects of ever more rapid technological
and cultural change’ (Fenton, 2006).
186 The Digital Image and Realit y
15 Without wishing to cite specific scientific studies in a way that implies that I might un-
derstand them fully, there is much current empirical work on neurogenesis and the relative
neuroplasticity of the aging brain, and how effective modes of training and conditioning are
in staving off dementia and other age-related neurological disorders. See Futurism magazine’s
article ‘New Study Suggests Adult Brains Might Grow New Neurons: Research breathes new life
into a decades-old scientific debate’ (Robitzski, 2019).
Realit y Sutures, Simul ation, and Digital Realism 187
Digital media theorist Pat Power argues in his essay, Animated Expressions:
Expressive Style in 3D Computer Graphic Narrative Animation, that there is
a flawed aesthetic logic in digital animation’s drive for ever greater photo-
realistic verisimilitude (2009, p. 109). He describes a Realist teleology of
technological innovation which holds that every new animation technique
should be seen as drawing ever closer to a ‘common goal’ of the perfect
recreation of an external reality – with single-point perspective, naturalism
of movement through motion capture, and realistic water, ocean, cloud,
and gaseous effects coalescing into what he calls a ‘naturalistic agenda’.
To critique this agenda, he points out that Aristotle’s original conception
of mimesis comprised an element of stylisation or exaggeration, which
plays with the nature of mind and perception to invite cognitive aesthetic
interactivity. This observation is given a neuro-aesthetic dimension by Power
as he describes research by Ramachandran (2004) and Zeki (1999) which
shows that expressive and stylised imagery (that does not just aim for an
unproblematic naturalism) gives heightened multi-modal neural stimula-
tion. Unlike simple recognition, this invites active engagement through
problem-solving and metaphor, which expands the viewer’s imagination
and activates areas in the limbic system associated with emotional reward
(ibid, p. 115). Power gives as positive examples the animation styles of Richard
Linklater’s Waking Life (2001) and Ari Folman’s Waltz with Bashir (2008),
which, through impressionistic and expressionistic animation techniques,
create a poetic psychorealism that emphasises emotional resonance over
the straight mimicking of ‘natural’ perception in a seamless fusion of live
and computer-generated imagery (ibid, p. 118). This, he explains, involves
the activation of multi-level neural systems associated with aesthetic ap-
preciation, rather than just primitive and lower-level recognition systems.
Power highlights that the striving in mainstream animation culture for
an aesthetic of naturalistic completeness actually denies a kind of expres-
sionist interactivity with the image, and therefore a creative reaction. He
then positions stereoscopic digital 3D, specifically in the case of Avatar,
as the fruition of the naturalistic agenda in which a seamless hybridised
synthesis of live-action and computer animation is achieved (ibid, p. 123).
Beyond pioneering digital 3D capture, Avatar’s innovations also involved
Realit y Sutures, Simul ation, and Digital Realism 189
16 Lisa Bode, in her Making Believe: Screen Performance and Special Effects in Popular Cinema
(2017), considers the nuances of actors’ screen performances in light of digital effects and
alterations. She describes how the digital augmentation of facial expressions often seems to
disrupt authentic performance, hence the perceived need and subsequent drive for greater
realism. However, she notes that, in f ilms such as Avatar and Beowolf, the naturalism of
the actors’ performances is, for this reason, massively overstated, to create a discursive value
of authenticity, where, in reality, the CGI completely dominates the performance (Bode, 2017,
p. 19).
190 The Digital Image and Realit y
17 Here, Epstein poetically describes the rapture of detail in the close-up: ‘Muscular preambles
ripple beneath the skin. Shadows shift, tremble, hesitate. Something is being decided. A breeze of
emotion underlines the mouth with clouds. The orography of the face vacillates. Seismic shocks
begin. Capillary wrinkles try to split the fault. A wave carries them away. Crescendo. A muscle
bridles. The lip is laced with tics like a theater curtain. Everything is movement, imbalance, crisis.
Crack. The mouth gives way, like a ripe fruit splitting open. As if slit by a scalpel, a keyboard-like
smile cuts laterally into the corner of the lips’ (1977).
Realit y Sutures, Simul ation, and Digital Realism 191
18 For discussion of this definition of montrage, see Deleuze’s Time-Image, where he states:
‘Sometimes montage occurs in the depth of the image, sometimes it becomes flat: it no longer
asks how images are linked, but “What does the image show?” This identity of montage with
the image itself can appear only in conditions of the direct time-image’ (1989, p. 41).
19 Deepfake, a portmanteau of ‘deep learning’ and ‘fake’, is a machine-learning (AI) human-
image synthesis technique that seamlessly and in real-time superimposes images of recognisable
faces onto source video. It has been effective in both pornography and with political figures,
such that it has been banned from the website Pornhub due to its use in revenge porn. In April
192 The Digital Image and Realit y
analogue-style realist modalities of long take and depth of focus, along with
motion-blur, lens-flare, and handheld camera movement are recognisable
features of photographic image-capture that suture us into a recognisable
cinematic experience even though their material nature has essentially
changed. In a strictly technical sense, we feel at ease at the interface with
the representative reality of Avatar because these photo-realistic markers
are given to us, even though the experience of blue people on an alien planet
in 3D could otherwise be quite cognitively jarring. However, it is perhaps
interesting to conceive of the possibility of a film like Avatar being made
in a way that discharges these habituated photo-realist pretensions with
a focus on digital technical automatisms and experimental possibilities.
Would it be intelligible?
Whereas photographic analogue media exerted a claim to objectivity
in their recording and documentation of the world, the digital has never
previously made such a claim. In the past two decades, CG fantasy films
have largely focused on the alien, extraordinary, and unreal exactly because
truly photo-realistic simulation has simply been too difficult to render
accurately through purely digital means. However, through motion-capture
and 3D technological innovation, Avatar brings a new moment of realistic
technical simulation of human emotional expression and movement by
twisting photo-realistic aesthetics, certainly a technological ‘event’ as
much as the previously discussed Interstellar and even L’a rrivée d’un
train en gare de La Ciotat. In Avatar’s mimesis of reality, we have
images that are manipulated in real time to enhance and complexify any
real or pro-filmic referent in such a way that a psychorealistic boundary
of embodied simulation is perhaps crossed. Despite the heavily critiqued
naïve sentimentality, pseudo-ecological politics, and dubious racial ste-
reotyping of the film’s narrative, we have to look at its affective aspects to
ask why its interfaciality is so rich. Given Patrick Power’s critique above, I
wonder whether it provokes a strong neuro-aesthetic response, stimulating
multi-modal synaesthetic stimulation? Or perhaps, in a more philosophical
analysis, it generates an anti-intellectual affective ‘cinema of immanence’
from which new perceptions, concepts, and connections can arise?
While obviously Avatar is, to an extent, merely an escapist fantasy
film, and elements are clearly supposed to be imaginatively realised, the
hybrid visual effects of a digital naturalism here are intended to be ‘better
2018, director Jordan Peele and Buzzfeed creator Jonah Peretti created a deepfake using Barack
Obama, as a public service announcement about the danger of deepfakes in fake news and in
wider political culture.
Realit y Sutures, Simul ation, and Digital Realism 193
In Duncan Jones’s Source Code (2011), we are again, as in Avatar (and also
Tron), presented with a disembodied consciousness projected digitally
into a different body in another world. In this case, the other world is an
alternate dimension or quantum reality existing ostensibly only as data
within a computer programme. This data, the titular ‘source code’, has
been extracted from the mind of a man at the moment of his death, and
contains an eight-minute captured simulation of the spaces and characters
surrounding this man leading up to the terrorist attack in which he dies. This
simulation is run over and over again between the programme and the brain
of our protagonist Captain Colter Stevens (Jake Gyllenhaal), with the source
code permitting him to take on the mission of discovering who planted the
bomb such that a further terrorist attack might be averted. However, within
this simulation, and despite being told that the events that occur within
have no bearing on the ‘real’ world, our hero starts to believe that he can
actively alter the course of events. The simulation is so real, and his ability
to act within it so decisive, that he refuses to believe that he has no real
agency or power to influence events. On his last upload to the source-code
programme, he requests that his ‘real’ body – which we discover to be only
an intact brain stem on life-support in a lab – be terminated, in the hope
194 The Digital Image and Realit y
Figure 16: Source Code’s digital rendering of a reality simulation (Summit Entertainment, 2011) ©
2011 Studiocanal S.A. SCL.
that this alternate simulated reality proves to be real. This hope proves to
be well founded, and he later has the opportunity to tell his ‘operator’ in
the lab that the source-code programme does something that they never
would have expected; it creates an alternate quantum reality.
The most digital effects-driven set-pieces in the film, other than the bomb
explosion which engulfs our characters in flame and tears them apart, are
the transitions between ‘bodies’ that Captain Stevens experiences. In these
shots (and in the movie poster – Figure 16), we see a splintering of Stevens
into geometric shards and lines spreading across the screen like the contours
of a digital-model rendering of a landscape. Later in the film, we see these
effects mixed with distorted and distended shots of a scene at the end of
the movie in the ‘alternate’ future, and images from Stevens’s memory of
the accident which maimed him in Afghanistan. This is accompanied by
similarly digitally distorted sounds and voices. The effect is one of Stevens’s
body being stripped of its flesh, exposing the digital framework underneath,
as if he himself is a digital simulation. In a further transition back to ‘reality’
mid-way through the film, he is looking at his female companion and seems
torn between realities; her face flashes and becomes digitally distorted into
the familiar ‘shard’ geometric vertices of a virtual skeleton, as a voice calls
Realit y Sutures, Simul ation, and Digital Realism 195
to him from the real world in the lab. The clear implication is that Stevens
and the alternate dimension exist only as code within a digital flux, but that
‘reality’ is intruding upon the virtual. Later in the film, this relation flips,
such that the virtual starts to interrupt and break down what we originally
thought was real. Though this is not a fully CG-animated film as Avatar
is, the digital effects here allow expression of, and are emblematic of, the
single major underlying conceit of the film, the ontological underpinnings
which imbue the film with a distinctive affective tone.20
The radical sceptical philosophy toyed with in this narrative, and
expressed through the digital effects used, is that the universe/reality
might exist purely as simulation within a brain or computer. It is not made
clear in the denouement which of these substrates reality actually resides
in – whether the programme continues running in the computer, in the
brain of the now not-killed brain-body he inhabits in the source code, or
indeed elsewhere. As in Avatar, our protagonist’s real body ultimately
dies, and his consciousness is transposed into another body, such that
consciousness here is seen as embodied, but extractable and movable as
data, information or electrical activity. Going further down this road though
than Avatar, reality in Source Code is truly understood as how we imagine
it to be – consciousness creates reality. This is reinforced in the plot when
Captain Stevens initially perceives himself to be trapped in some kind of
escape pod in the real world, before he learns that this environment is
merely a projection of his imagination. The body, and embodiment itself,
here is really posited to be as much a part of the simulated hallucination as
the environment in which he understands his body to be. Matter, here, is
in fact illusory, projected outwards from a disembodied mind. We are then
also given a sense that time itself is an illusion; during Steven’s transitions
in between brain and source-code programme, and in the boundary zone
between, we see flashing images of not only his past, but also of his future
within the new reality, in a confusion of memory, present, and future.
The implication is that all Being is illusion/simulation, and that the past,
present, and future of all quantum possibilities exist within a metaphysi-
cal flux. Being digitally transported between alternate realities, Stevens
exists for a moment within this immanent plane. The film seems to move
20 I think this is the case with many such films which are maybe not so ostentatiously ‘digital’;
for instance, Black Swan, Donnie Darko, and The Curious Case of Benjamin Button. These
films pivot on their digitally inflected ‘emblematic’ key moments, not only on the effects within
the image, but by their reflection on an ontology which could be said to be instigated by a shift
to the digital.
196 The Digital Image and Realit y
21 This implication tethers to a long tradition of thought about ‘Indirect Realism’ supported
by Bertrand Russell, Thomas Metzinger, Gregory Mulhauser, Steve Lehar, and Richard Dawkins,
amongst others (Gamez, 2007, p. 34).
Realit y Sutures, Simul ation, and Digital Realism 197
This mirrors insights from both Deleuze (the brain-screen) and Stiegler
(consciousness as a post-production centre) that I described in Chapter
Two. Reality here is created by observation, and we observe what we are
conditioned to recognise by the grammatised forms of tertiary memory
by which knowledge is stored and shared. What then interests me is how
Source Code introduces these concepts and uses digital processes of
computation and algorithmic programming to stand as a metaphor for
neural activity. It moves between the idea of consciousness as disembod-
ied data within the machine, and as embodied in the flesh, as if they are
equivalent or non-contradictory within a digital ontology. This is a film not
only informed by digital themes, but also constructed by digital processes,
and thus generates a very plastic idea of an ontologically grounded subject.
As both Pisters (2012) and Rodowick (2007) note, the digital image, cut
adrift from any analogical relation to physical reality, turns to mental
landscapes and reflections of cognitive schema. In a further twist, the
digital itself comes to stand for the material of consciousness – not simply
an analogy of computer to brain as in discourses of artificial intelligence, but
rather of all physical reality, including corporeality, being pure information
processed as simulation within a ‘quantum mind’.22 This is a move away from
a conventional materialistic view of reality towards a pure metaphysical
consciousness which is completely immaterial, and this move seems to be
paralleled, reflected, and even generated by the digital images’ ontological
shift away from any material or direct connection to physical reality. In
a complex symbiosis, the digital image spins its own quantum realities
like ‘source codes’, and these increasingly seem to fuse with and become
indiscernible from the ‘real’ world.
22 The ‘quantum mind’ as concept came about as a reflection on the mind/body dualism
caused by observation interference in early quantum experiments (Walker, 2000).
198 The Digital Image and Realit y
The problem with indirect realism is that although we are forced into it
(by logical conclusion), it is also an extremely counter-intuitive claim.
Although it is easy to say that the world is a virtual reality generated by
the brain, it is almost impossible for us to really see everything around
us, everything that we take to be the natural world, as a virtual reality
model. Someone who could sustain this terrifying vision would be on the
brink of madness […] Supporters of the brain hypothesis are doomed to
oscillate between naïve and indirect realism. (Gamez, 2007, p. 35)
And this is why the feeling fades as we must inevitably return to our naïve
realism. However, we have still had this virtual experience, and our em-
bodied reality, our plastic brain, has been subtly changed by it.
6. A Digital Nihilism: Ethical Reflections
Dan Strutt
Abstract
In conclusion, this chapter moves to more pragmatic political concerns,
asking whether there could be positive social outcomes for the digital
shift in image culture. The ethical concerns of Deleuze and Stiegler
about the logic of late capitalism and the potential for insidious affective
conditioning of desire are addressed, alongside their stated imperative
for creative thought, political engagement, and new industrial practices.
It is suggested that the digital actually generates a cognitively active
subject that negotiates affective lures creatively, and who playfully
synthesises new metaphysical awareness. Finally, the chapter brings
together Vattimo’s ‘mellow nihilism’ with Malabou’s ontological plastic-
ity, to dispel rigid metaphysical notions for instead a ‘weak’ ethical
ontology which is both open and plastic, but strategic rather than
complacent.
Strutt, D., The Digital Image and Reality. Affect, Metaphysics, and Post-Cinema, Amsterdam
University Press, 2019
doi 10.5117/9789462987135_ch06
200 The Digital Image and Realit y
1 Here, I refer to my use of Catherine Malabou and Patricia Pisters in the last chapter, through
which I aligned a digital metaphysical plasticity with the quality of neural plasticity to suggest
that, at a neural level, we (humans) are re-formed by the media we consume, and re-conditioned
to acknowledge fundamentally that the world and our brains are indeed plastic.
A Digital Nihilism: Ethical Reflections 201
2 The excellent new book by Josephine Berry, Art and (Bare) Life (2018), explores this question
through concepts of biopolitical power and individualised creativity. She notes, in conclusion:
‘Standing as we are at the brink of art’s total integration and hence total meaninglessness, it’s
hard to see any way ahead that doesn’t look to renew the avant-garde demand to realize art as
a praxis of life and thereby abolish its separateness. Yet if we are to renew this cry, it can only
be on condition that the life referred to be understood in its broadest, most sociogenic and
biogenic senses; where folding and errancy, intention and mutation, are able to range widely,
without systematically precluding and always renewing one another’ (Berry. 2018. p. 321).
A Digital Nihilism: Ethical Reflections 203
However, this diagnosis of the death of art focuses too much on a singu-
lar idea of utopia, crafted through the imagination of a dialectic relation
between commercial culture and the autonomous, political avant-garde (in
the Marx-inflected aesthetic theory of Adorno, and later, that of Lyotard).
Walter Benjamin, in his own time, seemed a solitary voice standing against
this resistance to a rigid superstructural thinking in refusing to indict the
new mass images as part of advanced capitalist ideology, instead seeing
a new democratised popular image form, and a new secular and political
function of art in society.3 More contemporarily, the prerequisite opposition
of art to commercial culture for any possible ethical future has been again
challenged by Jacques Rancière and Gianni Vattimo. For these philosophers,
as I describe below, the dialectic is not so clearly delineated, and a com-
mercialised cultural logic does not simply spell the end of creativity or of
the political artwork.
In the objects of a contemporary design culture, both Rancière and
Vattimo see a profitable yet artistic field of cultural production, which,
like architecture, carries both a use value and an aesthetic value. These
art objects are not held at optical distance and appreciated as beautiful
but essentially useless, but are instead blended into everyday life, forming
part of a new politico-aesthetic regime which does not require shock effects
or provocative confrontationalsim, and yet which does not simply equal a
bland homogeneity. As Vattimo states:
3 This is the general theme of ‘The Work of Art in the Age of Mechanical Reproduction’ essay,
that a popular form of art within a context of commercial production can still have the value
of a revolutionary weapon. In the preface to the essay, Benjamin insists that we must address
our actual art culture optimistically, rather than only thinking about an idealised form of art
in an imagined better situation. He suggests that, by focusing on positive theses, rather than
on criticism, about the developmental tendencies of the specific objects of contemporary art
culture, there is a revolutionary potential (Benjamin, 1999, pp. 217-218).
204 The Digital Image and Realit y
and for the same reasons, namely the explosion of systematicity and the
unintelligibility of unilinear history. (Vattimo, 1992, p. 67 – my emphasis)
Contra Bernard Stiegler et al., and rather than standardisation and hyper-
synchronisation, for Vattimo, we have a relative ‘heterotopic’ explosion of
heterogeneity and diversity, wherein heterotopia defines both a plural,
diverse utopia, and also a liminal space outside of (but not in opposition
to) hegemonic control. Aesthetics here becomes redefined as an immanent
field of multiplicity, of many different ways of perceiving beauty and sublim-
ity, rather than as a transcendent, autonomous, or auratic sphere beyond
understanding, and, as such, it becomes radically open:
Utopia has disappeared, even from aesthetics, with the advent of a certain
´universality´ in the channels different models of value and recognition
have found to express themselves. […] A mass aesthetic experience has
taken shape in the combined voices raised by communitarian systems of
recognition and communities that show, express and recognize themselves
in different myths and formal models. (ibid, p. 68)
What Rancière fails to think is that aesthetics, that is, sensibility and feel-
ing, has become the very means by which every aspect of life is calculated
and controlled, through the invention of aesthetic and affective technolo-
gies configured toward synchronising experience, and therefore desire,
and therefore behaviour, to the point of becoming ´counter-productive,´
that is, to the point of threatening the destruction of desire itself, and
therefore politics, if not indeed economics. (Ross, 2009)
Indeed, Rancière has been accused (by Alain Badiou) of having a merely
symbolic commitment to politics, offering not reflections on real political
situations, but merely ‘motifs’ for an escapist ‘meta’-politics, or for ‘lazy
posturing of the “my art is my activism” kind’ (Davis, 2006). Thus, the issue
of the political reality of contemporary digital technologies, a crucial ques-
tion for both Stiegler (and Benjamin in his own time), seems inadequately
theorised by both Rancière and Vattimo. Though Vattimo celebrates new
global communities and communication – which could have a technological
reading – neither he nor Rancière seem to move beyond pure and broad
concepts toward a pragmatic political and ethical reading of modern digital
objects of commercial culture.
To then frame the technological question of this project within this context of
utopian/heterotopic vision, we must ask whether the specific machinations
of a digital visual culture are or are not political, inasmuch as they may
have social or political consequences. And, if they are political, are these
consequences in any way independent or resistant to the hegemonic logic
of advanced ‘informational’ capitalism? This is to work towards asking if
there can truly be said to be any ethical outcome for recent developments in
digital media. To examine this, I look at the ethical discourse of technology
through the theorists who specifically target it, before moving to look at
examples of specific technologies, and finally returning a reading of Rancière
and Vattimo through a more specifically technological lens.
It is Deleuze that set this enquiry in motion, by giving an impression of
a technological medium of expression which, in its structural elements, at
first expresses existing modes of perception and of metaphysical intuition,
206 The Digital Image and Realit y
and then later comes to expand and alter them in an ethically and socially
productive way: ‘[…] a determination at first formal and material, and then
later genetic and differential’ (1986, p. 85). First, it reflects the trajectory
of Western thought in form and materiality, then, as spiritual automaton,
it comes to determine or refract this mode of thought – thought and
technological means of expression co-defining each other in a synergistic
process of becoming (this draws close to Heidegger’s concept of Gestell
or ‘enframing’ in The Question Concerning Technology). The movement-
image, for Deleuze, is based on a closed moral system founded on a singular
teleology of progress – the outcome of a Western metaphysical legacy
culminating in Cartesian rationalism. Through mythical narrative function
and action/reaction sensory-motor-schema, it generates symbolic threats
as alien, enemy, or other to an established moral order, and deals with
them through clear causal actions to provide closure as a return to moral
order. The time-image, then, is an open and ethical entity. It synthesises
a fracture within the Western tradition of transcendent continuous time,
opening us up to an experience of pure duration – a direct image of time.
What this presents us with is instead a ‘radical ethics of multiplicity […]
affirming and exploring the ruination of the sensory-motor-schema of
the heroic-communal relational action-image’ (Canning, 2000, p. 350). By
this strategy, any closed model of truth, any moral dualism is abandoned
for experimentation with image relations and thus with affection and
perception. For Deleuze, only the cinematic technology, the moving image
as a temporal medium, can represent and then further instigate this shift
by achieving its own spiritual automatism.
Deleuze then, in his conclusion to the Time-Image, states that the aesthetic
principle of the ‘electronic image’ pre-exists the digital technology which
brings it to its ideal form (1989, p. 266). He identifies this as an impetus
expressed in the time-image, an aesthetic of ‘superimposed layers, with
variable outcrops, retroactive relations, heavings, sinkings, collapsings’,
with a ‘right side and a reverse, reversible and superimposable, with the
power to turn back on themselves, perpetual reorganisation […] in omni-
directional space’ (ibid). Nonetheless, he expresses a strong concern that
this impulse should, within the digital, form part of a new will-to-art, a
‘cerebral creation’ and a new aspect of the time-image – not being made into
‘a business, a pornography, a Hitlerism’ and thereby becoming ‘a deficiency
of the cerebellum’ (ibid). The pure time-image, he states, calls into existence
an original regime of images which liberates time from its subservience to
movement, and while the ‘new methods’ of electronic media offers potential
for a will-to-art, he foresees that it will either be invalidated through being
A Digital Nihilism: Ethical Reflections 207
The prerequisite for this relaunch of a will-to-art is, for Deleuze, the emer-
gence of a ‘pure speech act’, a ‘creative storytelling which is as it were the
obverse side of the dominant myths, of current words and their supporters,
an act capable of creating the myth instead of drawing profit or business from
it’ (ibid, p. 270 -- my emphasis). Only by a dissolution and destruction of any
existing moral rational order can we bring about this relaunch ‘emerging
from the debris of the end of the world’ (ibid). Here, Deleuze reveals his
Marxist dialectical and utopian politics of aesthetics. Only through ‘art
beyond knowledge, creation beyond information’ can a ‘redemption’ be
achieved (ibid). He explicitly equates the interests of profit and business
with a rationalism and ‘Hitlerism’ which is so deadly to creativity that it
must be completely obliterated. For Deleuze, pure time, pure immanence,
and pure difference is the force of negation to spatialisation, transcendence,
and identity. Only through the annihilation of the latter can one achieve
the former.
However, the revolution never came, and instead we have had, since
the time of Deleuze’s writing, a cultural evolution which comes to fruition
under a digital and informational capitalist regime. This evolution is the
near complete fusion of art and commerce in postmodern digital culture in
which the consumer is increasingly an active, skilled, and informed reader
and decipherer of complex images and objects, which are tangible, useful,
and entertaining and yet which play along the boundaries of rational com-
prehension due to their own automatism. In this work, I have endeavoured
to discover images which are either an extension of the aesthetic principle
of the time-image (in Enter the Void’s any-space-whatevers, Inception’s
dream-images, or Pina’s durational dances) or indeed which innovate in
original ways that could be constitutive of its relaunch (in Avatar or Source
Code’s digital rendering of images of metaphysical flux and neural plasticity,
Interstellar’s perfect scientific/cinematic simulation aesthetics, and in
the baroque mutability of form and matter in glitching, morphing, and
projection-mapping practices). These images achieve ethical effects in ways
that may slip through the gap in Deleuze’s closing of the door on creativity,
208 The Digital Image and Realit y
As Benjamin noted in 1936: ‘The tasks which face the human apparatus of
perception at the turning points of history cannot be solved by optical means,
that is, by contemplation alone’ (1999, p. 240). Instead, these tasks must be
lived through, inhabited as part of everyday experience, and the necessary
skills in perception are thus received and learned in a distracted state,
requiring little direct attention. For Benjamin, cinema was the principal
medium by which the modern subject tackled these tasks, but we can take
his analysis beyond cinema to cover other artefacts of mainstream culture,
such that art is reinstated as a democratic public exercise with which we
engage without aura, ceremony, or ritual. So where does this form of aesthet-
ics exist in contemporary commercial culture, if not cut adrift from it as a
transcendent and unresolvable sublime realm of avant-garde expression?
Can we say that our contemporary entertainment culture equips us with
the skills in perception that we need at this given point in our history?
Rancière sees that, in industrial production, through design, we are given
objects – as much as in the exclusive art sphere – which ‘are committed
to doing something else than what they do—to create not only objects
but a sensorium, a new partition of the perceptible’ (2002, p. 140). In these
everyday objects, we have a form of ‘applied art’ through which we see a
mode of ‘collective education’ in a symbolic economy of common life. He
states:
the gap between the everyday and dialectic utopianism (1992, p. 64).4 Thus,
Vattimo, like Benjamin and Rancière, sees that, in a modern economy of
commercial industrial design, in the playful generation of the novel and
new, we have a form of will-to-art which is meta-political in a way that is
deeply integrated and implicated in our day-to-day lives.
But can screen media be said to be such a design object in this meta-
political sense? From Benjamin, we seem to get an idea of the film as a
practical entertainment object with complex higher functions, comparable
to architecture’s simple value of shelter while simultaneously also being one
of most ancient and nuanced forms of aesthetic expression (1999, p. 240). It
is indeed hard not to see how architecture is inherently political, especially
when the significance of a building is often manifested in an exterior facade
which can ostentatiously command attention and respect by announcing
the gravity of the human activity which goes on within (e.g. in churches,
justice courts, town halls). Yet this significance is not noted only in an
‘optical’ mode of the observation of exterior appearance, but rather by the
formation of particular habits through tactile appropriation and corporeal
apperception by moving within the building’s spaces in quotidian use. The
same quality could then be claimed for the objects of a more ordinary media
culture, within ‘a symbolic economy which would display a collective justice
or magnificence, a celebration of the human abode replacing the forlorn
ceremonies of throne and religion’ (Rancière 2002, p. 140 – my emphasis).
For Rancière, this is no less political for being more everyday, mainstream,
and imbricated with our less reverential tasks of perception and cognition.
Thus, we can start to see post-cinematic media as having a dual nature; a
sociocultural use-value as an entertainment form, and yet as also an aesthetic
object which we inhabit, and which, in Rancière’s analysis, generates its own
‘partition of the perceptible’. Certainly the moving-image today, diffused into
multiple formats and platforms, and convergent again into a notion of a digital
image, still fulfils this purpose and function. As an industry, it is engaged in the
cyclical production of entertainment media, images through which we absorb
knowledge about the tasks that currently face perception and cognition. It is
also an industry of artists: scenic artists, production designers, photographers,
actors, and post-production artists. These workers and technicians do think of
themselves as artists working within a creative industry, even while producing
objects which are the disposable forms of a cultural economy which plans
obsolescence so that the new and novel can be constantly regenerated. Through
4 Vattimo’s example of Bauhaus architectural style shows how an ideology of design became
equated with revolutionary Marxism.
210 The Digital Image and Realit y
Aesthetic theory has yet to do justice to the mass media and the possibili-
ties they offer. It is as if it were always a matter of ´saving´ some essence
of art from the menace the new existential state of mass society presents
not only to art, but also to the very essence of man. Reproducibility is
thought to be irreconcilable with the seemingly indispensable demands
for creativity in art. This is due only in part to the fact that the rapid
diffusion of information tends to render every message instantly banal.
Above all, it is because the reaction to this depletion of symbols is the
invention of novelties that like those of fashion, that have none of the
radicality seemingly necessary to the work of art. (Vattimo 1992, p. 57)
5 Sean Cubitt explores the tangible environmental effects of digital technologies, which can
be glossed over in discussions of the immateriality of digital media, in his excellent Finite Media:
Environmental Implications of Digital Technologies (2016).
A Digital Nihilism: Ethical Reflections 211
6 This is the subject of Stiegler’s Taking Care of Youth and the Generations (2010b) in which he
analyses how marketing technologies have affected the youth and family relations.
7 While this describes the more tangible manual activity of humanity, the same could be
applied to processes of cognition. Spinoza and Bergson both describe how we are compelled
to organise primary affects into recognisable patterns. For Spinoza, the activity of mind is to
contain affects to create positive emotions. For Bergson, almost all of our mental capacity is
focused on recognition rather than a pure experience of the now.
212 The Digital Image and Realit y
We must take up the question of what new potentials arise from the
new processes of grammatisation elaborating themselves today, and ask
whether these potentials can be harnessed toward the cultivation of new
practices under a new industrial model with the goal of re-aestheticising
politics (but in the best sense, such that this is not at the expense of politi-
cal reason, but rather forms the very motive of reason itself). (Ross, 2009)
‘A Chaotic Scribble’
As Thomas Elsaesser points out in his article ‘The Return of 3-D: Logics
and Genealogies of the Image in the 21st Century’, in an ironic turn, the
stereoscopic media technology that has historically existed as a critique of
monocular and bourgeois visual regimes (including the complex viewing
positions of the original sixteenth-century Baroque art style as well as 20th-
century Dada and Cubist art movements) becomes the new normative image
regime in the digital era, and this carries certain ethical risks. In becoming
ubiquitous, the current 3D technology potentially becomes simply the new
default mode of mass-media commercialism, and, as such, becomes party
to the ideological cultural flows associated with that. On a further, more
worrying note, as immersive affectivity is ever heightened in new digital
technologies, it seems that what is lost is exactly the sense of cognitive
distance from the image content that would allow an analytical/political
mode of reception. The haptic closeness to the image which originally
stood as critique of a rationalist and Realist optical regime is here seen as
having been appropriated by commercial interests as an insidious form of
influence. Affective media here is portrayed as a neurological bypassing
of our rational-critical faculties and this potentially allows us to become
overly influenced (Elsaesser, 2013).
While this sounds like the familiar paranoid fears of mass hypnosis
and subliminal messages which have circulated since mass media first
came about, this takes a more sinister turn when we consider, as Erin
Manning does in Relationscapes, the powerfully immersive and affective
tone of explicitly political propaganda. In Manning’s analysis, she uses the
example of Leni Reifenstahl’s work for the Nazis, specifically Olympia,
identifying the powerful suture of the ‘biogrammatic’ images of the human
form stemming from the emotional and relational connections cultivated
by the rhythmic and intensive imagery. She notes that the pre-conscious
impact of these politically charged, highly affective images of perfect bodies
moving in perfect motion can be considered even more powerful than the
content-driven semiotically charged propaganda with which we might be
more familiar (Manning, 2009). The explicit goal of the Nazi propaganda
machine to conquer hearts and minds through affective media extended
somewhat logically into experiments in 3D with films So Real you can
Touch It and Six Girls Roll into Weekend. The technology and aesthetic
of stereography, which only a few years earlier had formed part of an avant-
garde critical art movement, was thus appropriated as a potential propaganda
tool of the Nazi aesthetic cultural movement (Child, 2011).
While the new affective and immersive digital imagery can be quite easily
critically positioned either as a revolutionary critique of closed inflexible
216 The Digital Image and Realit y
9 While Ebert and Kermode both dress their critique up with scientific concerns about picture
brightness, nausea, and headaches, the real thrust of their argument is about the perceived quality
of such films in which they hark back to ‘golden age’ narrative cinema (Ebert 2010). Kermode
states: ‘The thing these movies have in common is that they are essentially trash – sleazy, crass
and exploitative and owing more to the carnival sideshow tradition than to any history of
narrative cinema. As such, they are perfectly suited to the phoney-baloney gimmickry of 3D,
in the same way that Polyester suited Odorama and The Tingler needed the hidden seat
buzzers of Percepto to put a spark into its audiences’ collective arses’ (Kermode, 2010).
A Digital Nihilism: Ethical Reflections 217
Here, like Stiegler, Cubitt asserts that our technological circuits of atten-
tion have been hot-wired by commercial influences to take any desire for
ontological analysis and understanding and give it a false satisfaction, a
quickly fading sensation of wholeness. It ‘addresses only the present instant,
doomed by its dependence on the cutting-edge to radical obsolescence’ (ibid,
p. 271). He accuses mainstream cinema of duping its audience: ‘Despite the
narrative’s attempt to make the corporate state the villain of the piece, The
Abyss mesmerizes its subject into descending into the depths from which
the magic arises’ (ibid, p. 256). While the ‘pre- or alinguistic nature of the
digital sublime’ promises an escape from ideology, it results only in a denial
of ideology, a willful blindness (ibid, p. 269).
For Cubitt, the enlivening affects supplied by cinematic digital screen
media, while thrilling, fade quickly into nothing since they are essentially
meaningless. He dismisses any enduring individual or cultural effects
of engagement with the digital image, saying instead that we are merely
218 The Digital Image and Realit y
10 For the epitome of this type of analysis, see Sontag’s essay The Decay of Cinema, 2002,
pp. 117-122.
A Digital Nihilism: Ethical Reflections 219
The central ethical issue as developed in this chapter becomes one of activ-
ity or passivity, whether the spectator within a commercial digital visual
culture is an active, interactive, and educated consumer who acts on a
playful impulse to step out of the rational ordinary, or a disengaged dupe, a
gullible individual whose desires have been conditioned towards base drives
requiring instant gratification, and whose consumption is automatic and
without fulfilment. Entering into this argument, Mark Hansen establishes
that the subject in digital culture is more active than ever. He summarises:
Without space and time as given transcendent qualities in new media in the
form of linear timelines and continuous spaces, Hansen describes how the
human body (by which he also means the brain) must actualise durational
space-time through a negotiation with the profusion of data into which we
are immersed (ibid, p. 253). Hansen therefore articulates how, in a digital age,
rather than our minds becoming ‘soft’, our embodied processes of cognition
are achieved through increased and complexified activity.
Cultural theorists Luciana Parisi and Steve Goodman, however, go further
than this in criticising the anthropocentrism of this concept of ‘activity’,
wherein the human mind/body is positioned as nexus for all potential
actualisation. They prefer to construct an ecological model in which the
activity of the human is only a part of an autopoetic system. Their article,
‘Rhythmic Nexus: The Felt Togetherness of Movement and Thought’ (2008),
posits the idea of technology synthesising its own fluid and immanent
dynamic as an ‘extensive continuum’, or quantum flux, into which we as
humans fit. This idea integrates well with both Stiegler’s grammatisation,
Deleuze’s spiritual automaton, and Bogost’s alien phenomenology, moving
the emphasis away from the human, and onto an immanent flux of pos-
sibilities for expression framed by digital hardware and software.
As we, as a digital culture, move towards a synthetic but autopoietic
continuum of creation, we see the emergence of a new aesthetic entailing
ethical experimentation with virtuality, alongside the generation and
multiplication of metaphysical anomalies (Parisi and Goodman, 2008).
We can see this aesthetic tendency in many of the objects of post-cinematic
220 The Digital Image and Realit y
digital culture that I have examined in this work, where space and time are
distorted into liminal zones and other worlds. It can seem like artists and
filmmakers, in honing technical skills of hardware and software operation
and manipulation, have a well-developed sense of the spiritual automatism
of the digital, engaging in a work of revealing rather than of intentionally
sculpting new forms. In this work, it can often feel as if there is indeed a
different dimension or quantum flux which is proximate, surrounding
us, or on the other side of some portal waiting to be explored rather than
created. There seems an ethico-aesthetic imperative to experience this
immanent flux and to speculate on our potential human interaction with it.
As a culture, we ask: What are the possibilities for post-humanity emerging
from this digital ether?
Parisi and Goodman point out that, in the logic of late capitalism, com-
mercial interests have inevitably taken note of this aesthetic shift towards
indetermination, and try to pre-empt or guide the future potential desires
to secure and future-proof capital – efforts towards containing, controlling,
and predicting desires in what they call an affective ‘ecology of allure’:
They state that attempts at control and pre-emption actually feed the multi-
plicity, causing it to grow rather than controlling outcomes as intended. The
A Digital Nihilism: Ethical Reflections 221
The postmodern digital age thus finally puts the last nail in God’s coffin,
and what we are left with is a nihilistic fluidity and immanent plurality.
The digital ontology that we move towards becomes analogous with a
liberal, tolerant, and democratic society, and a digital nihilism entails
wholeheartedly embracing the moral ‘crises’ of postmodernism.
Vattimo suggests that this kind of nihilism is not some acceptance of
relativism leading inexorably to political apathy, but instead that it can
be strategic, eroding the foundations of metaphysical presumption. Here,
digital images can be seen to have a clear strategic role in devising, reproduc-
ing, and disseminating a new ethics; in the glitch’s uncanny affects of the
fracturing of reality, in superpowers, in multiple dimensions and the border
spaces between them. In the representation of the ‘relaxation’ or dissolution
of metaphysics, all fundamentals of the physical world are drawn into
doubt, twisted and folded. Everything becomes unfixed, unfounded: from
physical structures, spaces, and objects; personality, memory, and mental
processes; to reality, physical laws, and possibility (and various combinations
thereof). The liminal impossible, the uncanny and the fabulous are no
longer the material of biblical miracles and the holy sublime, but are now
the secularised content of digital distortions and modulations. The death
of god and metaphysics in crisis thereby becomes inextricably linked to a
new digital aesthetic regime and a new regime of the sensible – entailing the
death of ‘art’. This typifies the digital aesthetic that I have here identified,
an aesthetic that dynamically reveals a world rather than just representing
it. Vattimo also makes this connection:
Conclusion
the German word ‘Wesen’. The translator states that: ‘it does not simply
mean what something is’, but also ‘the way something pursues its course’,
‘comes to presence’, or ‘endures as presence’ (1977, p. 3). This essence is seen
as digital screen media’s spiritual automatism, which draws us into a mode
of conscious thought and awareness distinct from that given to us through
analogue media. Digi-thinking is thus to be conceptualised as a mode of
metaphysical consciousness that is affectively synthesised through the
automatisms of digital visual technologies, and which permeates thought,
perception, and activity.
From Stiegler, via Derrida, we understand that technologies act as a
pharmakon, with an enabling potential to simulate new realities, but also
a harmful potential to limit and stultify thought. For the technology of
film, in Deleuze’s analysis, the spiritual automatism of the screen image
took these two clear directions: the movement-image drew us by affective
allure into the power of representation – ‘from the beginning linked to
the organization of war, state propaganda, ordinary fascism, historically
and essentially’ (1989, p. 165); the time-image then confronted us with the
un-representable – ‘the sensory-motor break makes a man a seer who finds
himself struck by something intolerable in the world, and confronted by
something unthinkable in thought’ (ibid, p. 169).
Similarly, with digital media, we also see the two faces of the pharmakon.
On the one hand, we have the tendency to ever greater systematisation
and rationalisation in digital visualisation and database aesthetics – the
figurative, linear relation of things in the philosophical tradition of the
movement-image (which, for Stiegler and Cubitt, equates to increasing
standardisation and homogenisation). On the other hand, we have the
extension or relaunch of the regime of the time-image through the technol-
ogy of the digital, in which its spiritual automatism gives us a new virtual
‘unthinkable’. Within the field of digital humanities, we now see developing
new strands of enquiry which see this ethical power of the digital image –
new affective strategies of resistance, new links and relations synthesised
by the new organisations of information.
In my analysis, and in the manner of Deleuze’s Nietzscheanism, the
ethical power of the digital image is in its nihilism. As he states:
For it is not in the name of a better or truer world that thought captures
the intolerable in this world, but, on the contrary, it is because this
world is intolerable that it can no longer think a world or think itself.
The intolerable is no longer a serious injustice, but the permanent state
of a daily banality […] Which, then, is the subtle way out? To believe not
A Digital Nihilism: Ethical Reflections 225
in a different world, but in a link between man and the world, in love or
life, to believe in this as in the impossible, the unthinkable, which none
the less cannot but be thought. (Deleuze, 1989, p. 170)
Thus, the aesthetic of the time-image addresses the body first, in ways
that disrupt higher-level analysis. The digital image also, as extension
and relaunch of the time-image, is first and foremost focused on affective
intensity in a way that often make it seem mindless. However, in my address
to these images, I look closely at the specific affections they yield to reveal
their incitements to mindfulness. From cine-thinking, we move to a new
digi-thinking, also cultivated passively within the body.
I proposed in my introduction that the cinematic time-image is formally
inclined to reflect and refract temporality due to the very linear materiality
of photographic images chemically fixed on a roll of film. Film offered an
affective experience of time – cinematic time – that could not have been
foreseen before its invention, and Deleuze was enabled to think about
temporal experience due to the material phenomenon of film. At the moment
of writing the Time-Image, he could then only speculate on the affective
experience of the digital-image (or ‘electronic-image’ as it was translated),
as he had not yet fully experienced it. Now, 30 years on, we can engage more
fully with the affective experience of the digital, and what emerges is not
only temporality as fundamental to experience, but rather something more
expansive in metaphysical resonance. Plasticity presents itself as the funda-
mental quality which is affectively revealed through the formal substance,
image content, and processes of digital media. From ‘pure’ temporality, we
move to plasticity as fundamental to the experience of the digital image,
and this is due to the relative immaterial materiality of information as data.
This is something that is revealed and actualised through digital images in
a way that could not have occurred before their existence. Rather than a
pure image of time, constantly escaping definition, we are confronted with
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Index
Campbell, Martin, The Green Lantern 126 time-image 33, 42, 46, 48, 55, 55–6, 58, 64,
Cassetti, Francesco 170, 171 73, 101, 211
CGI 29 works
emergence 125–7 Cinema 1: The Movement-Image 28fn16,
films 125 32, 52
simulated spaces 125–6 Cinema 2: The Time Image 42, 52, 56,
‘Cinema 3’, need for 58 58, 59, 63, 102, 103, 206, 225
see also digital post-cinematic images Difference and Repetition 54
cinema Proust and Signs 54
affective approaches 28–9 Deleuze, Gilles & Felix Guattari, A Thousand
multiplex vs arthouse 13–14 Plateaus 52
and plasticity 74 Derrickson, Scott, Dr. Strange 85
as practice of philosophy 33–4 Derrida, Jacques
as ‘spiritual automaton’ 56 grammatology 67
‘train effect’, founding myth 9–10 Grammatology 211
see also digital cinema; digital post-cinema; Difference, and repetition 29–30
futurist cinema Enter The Void 107
‘cinema of attractions’ 15, 18 ‘digi-thinking’ 31, 223
‘cine-thinking’ 31, 225 and mindfulness 225
Cocteau, Jean, Orphée 97fn10 see also ‘train-thinking’
cognition digital aesthetic 73
embodied, and metaphor 175–6 emergence 28
and ‘passive synthesis’ concept 55 digital cinema, Manovich on 22, 44
cognitive functions, and affect systems 49 digital contours
Comolli, Jean Louis, Machines of the Vis- and post-human vision 87–8
ible 115fn2, 160 Wood on 87
consciousness digital dance 136–43
and creation of reality 195 digital effects, theorists 14
embodiment/disembodiment 197 digital emergence, potential for 86–7
and kinaesthesia 132–3 digital frisson 13, 15
projection of 160 acceptance of 116
Coogler, Ryan, Black Panther 16, 17 digital frontier 81
creativity digital images
and affect 50 affective force of 114
and metaphor 174, 175 ambivalence about 215–16
crystal images analogue pre-cursors 46, 97–8
characteristics 103 Elsaesser on 84
Deleuze on 103 formal dynamics 123–31
Cubitt, Sean 9, 10, 67, 191 of metaphysical flux 83, 108
on The Abyss 216–17 neural plasticity 187, 225
The Cinema Effect 83, 149, 216 and reality 45, 60–4
The Practice of Light 86 as ‘signs of art’ 105
cyberpunk films 15 The Matrix 123
see also digital post-cinematic images
Dalí, Salvador & Luis Buñuel, Un Chien digital naturalism, Manovich on 190–1
Andalou 12 digital neo-baroque 148–51
dance, in 3D 137–8 characteristics 151
Deep Dream, image-generator 129–30 films 149
Deleuze, Gilles 19–20 projection-mapping, example 150–1, 150
‘camera consciousness’ notion 32, 33, 34 digital nihilism 30, 38–9, 200
on crystal images 103 of Enter The Void 106
film theory 31, 51–2 and ontological plasticity 221–3
Hansen’s criticisms of 51 digital ontology, definition 82
on images 103–4 digital post-cinema 18
movement-image 20, 32, 33, 51, 58, 64, 72, kinetic images 144–5
73, 101, 117fn6, 177, 224 writers on 83
‘passive synthesis’ concept 52, 54–5, 60 digital post-cinematic images 12, 59–60,
on recollection images 102 63–4
‘spiritual automaton’ concept 52, 56 definition 20
taxonomy of film images 42 liminality 110–11
‘the brain is the screen’ 32 manifestations 21
Index 243