Professional Documents
Culture Documents
Abstract
Introduction
Weaver (2005) uses Timothy Lenoir's work to suggest that new forms
of technology have created "new inscription practices" ranging from
new media, science, video games, advertising, robotics and art to
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49
name a few. These new inscription practices are experienced through
digital images and "it is through our eyes that the digitai image is
being seared into our minds and (en) actions" (p.79). The digitai image
permeates every aspect of our iives, entering "into the very materiality
of our bodies and the realm of our thinking and consciousness" (p.79).
Furthermore, Weaver uses the work of Mark Hansen to describe how
digital images "latch on to the body" demanding creative and physicai
interaction (p.81). instead of technoiogy provoking the demise of the
fieshy body, Hansen, Weaver and Wills (1995) also cited by Weaver,
see the new digital age as a "return of the human morphed with the
technological" (p.81). All three authors maintain that it is through this
morphing; a process similar to Haraway's ideas about joint kinships,
that the body affectively has the capacity to experience that which is
beyond itseif and use "sensorimotor power" to create images which
are innovative, often unpredictabie, and previously unimagined. This
is evidenced in the shift away from seeing technoiogical prostheses
as alien appendages to the body, but rather as supplements of the
body enabling us to feel, see and experience the world differently
(Weaver, 2005, p.81).
Peter on the other hand, another senior artist iike Ciaire, described
the computer as a complex prosthesis that enables him to perform
at a level of competency (through his drawing and drafting skills)
that "improved his ability to present ideas." For Peter, the computer
provides
The Cyborg Subject Position
DU
an excitement about being able to create something
. . . i'm able to controi the way I put something down
on a piece of paper and more so than I can do with
my hand . . . it's how I want to get the idea out that
really stimulates me.
Like Peter, Jin sees his ability to shift between being an artist who works
from a tactile sensitivity to one that embraces the collaborative possibilities
of working digitally as a process that needs to be developed over time. Both
artists are svire that working from this different location that I have named the
cyborg subject position, is inevitable. They also understand that it is complex
and everchanging in ways they are not able to predict at this point in time.
Grosz (1994) maintains that the body is a cultural product that 'registers
and organizes information received through the senses" in regards
to its relationship to space, piace, other bodies and objects" (p.66).
She suggests that the body image is also a function of its subjects'
social, cultural and historical context as it is about anatomy; 'the
limits or borders of the body image are not fixed by nature or confined
by the anatomical "container of the skin" (p.79). Understanding the
body image to include objects and interactions beyond the skin as
part of the body enables the cyborg subject position to emerge as a
way of being that is experienced through computer technology and
the quasi-prosthesis of the computer mouse. However, part of the
chailenge that Grosz highiights is that it is not just a matter of learning
how to use the technological instruments, but rather, how these
technoiogies become "psychically invested" or part of the subject's
way of thinking about and iiving in the world (p.8O).
The computer becomes part of the artist's body image as they work
through a cyborg subject position that requires a deeper restructuring
of consciousness and body awareness. The changes in cultural
consciousness brought about by a new "psychotopography" of
human/computer relationships (Seitzer cited in Lupton 2000:478)
is evident within the artists' stories of experiencing technologies
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53
through their bodies. Psychotopography is a form of geographical
crossing between organic and technicai/machinic terrains. At issue
here are the terms on which these relationships are reconstituting
consciousness relative to the body and the ways in which patterns of
art production are "remediated" and re-named (Bolter & Grusin 2000).
Deconstructing the ways in which the artists' texts are "framed by
specific histories of use and meaning, and are products of particular
ideological struggles" (Wilbur 2000:46) is crucial to looking at the
cyborg subject position within a historical continuum that often places
the artist as an autonomous creator. This autonomy is disrupted
when working within the cyborg realm where control over material
and technique is not the sole custody of the artist. Three particular
questions emerge as a result of this shift in control. First, how do
visual artists understand their bodily relationship to the computers
they use, particularly the changes in tactility, in haptic space and
in the reconfigured concept of body image? Second, how do they
understand their computers as a prosthesis of their bodies and their
minds together? Third, do they identify the change in consciousness
that occurs when they move from making art from an autonomous
creator subjectivity to the cyborg subject position which is predicated
on a joint kinship with their computers?
different way of knowing about the worid through the cyborg subject
position? The act of touching makes us aware of our own "bodily
state" as well as the state of the objects we are touching (Springgay,
2005, p.39).
Meaning making for students will happen at the level of the art
classroom, and through a digital epistemoiogy that is developed within
other contexts such as the visual ness of video gaming, personal web
site development and other subject areas that require some sort of
digital presentation ofthe students' work. Educators need to consider
the Doubie vision students have aiready acquired before they enter
the classroom or the teaching studio.
To this end, cyborg pedagogies offer the opportunity for more informed
discussions about shifting subjectivities and critically position artists
and educators so they may re-imagine art making based on human/
machine couplings. Cyborg pedagogies position teachers so they
may encourage students to question the technoiogies they are using
and to interrogate what they are actuaiiy doing in the name of making
art across different contexts. The cyborg subject position requires
both teachers and students to re-imagine their body and its intimate
proximity to the computer through the newiy configured touch spaces
where atoms and bits are coupled together.
The Cyborg Subject Position
58
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Tracey Bowen