media aesthetics – Antenna http://blog.commarts.wisc.edu Responses to Media and Culture Thu, 30 Mar 2017 23:48:47 +0000 en-US hourly 1 https://wordpress.org/?v=4.7.5 Unpacking Rust, Race, and Player Reactions to Change http://blog.commarts.wisc.edu/2015/06/15/unpacking-rust-race-and-player-reactions-to-change/ Mon, 15 Jun 2015 14:25:10 +0000 http://blog.commarts.wisc.edu/?p=26929 Rust courted controversy by assigning players unchangeable, racialized avatars. Adrienne Shaw unpacks how game design helped produce some of that player outrage.]]> Rust 3

Post by Adrienne Shaw, Temple University

Having recently published a book on representation in video games, several people have asked me about the “Rust controversy” (and a blog post is easier to manage than multiple email threads). One of the more surprising findings from my book and prior audience studies projects is just how little some people (take note internet: some people) say they care about representation in games. The actual core argument of the book, however, is that media scholars (among others) need to be more attentive to when and how people come to care about representation. Looking at when and how people care about representation helps us better interrogate the limits of the kinds of diversity we have seen in games. And fights over representation, moments when people really care or militantly don’t care about representation, illustrate that really well.

So Rust… The original story broke back in March, when the post-apocalyptic massively multiplayer online (MMO) game released an update that assigned a randomly raced avatar to all players, which could not be changed. Prior to this, all the avatars looked the same: a bald white guy. Responses to this change varied. Some welcomed the injection of aesthetic diversity in the game; others were pissed. Some of this anger was expressed as racist language, some felt the change was “social justice” activism through design, and many just wanted to know how to change what the avatar looked like.

A lot of other smart people have already written about these various player reactions: go read these great pieces by Megan Condis, Kishonna Gray, and Tauriq Moosa now! I want to focus on a slightly different issue than they do however: the role the design of Rust played in helping create those negative reactions.

Rust 4

First, I think it’s a mistake to say that Facepunch Studios experimented here. They took an existing game and changed it pretty dramatically and suddenly. There is a long history of gamers (terminology note) reacting poorly to changes in their favorite franchises (example). Most of the coverage of Rust’s change conflates the effect of making people play as a specific avatar with changing an existing game. MMO players, especially, become really attached to their avatars; there are decades of research on this (start here). Certainly, players of Rust before this update didn’t have choices for what their avatar looked like, but now that there are appearance options I suspect players think they should have more choice (bracketing out for a moment the fair critique that they were willing to accept a default white male option, because that’s what many games typically offer). Self-representation — that is having the chance to represent yourself how you wish, whether the thing on the screen looks like you or not — is a longstanding part of MMOs. That people took the Rust change so hard, and manifested those emotions as racist chat and play behavior is unsurprising (which is not to condone the racism expressed in those comments).

Second, in my book, I talk about the distinction between characters and avatars, and in online spaces especially people are known through their avatars. Rust lead developer and owner of Facepunch Studios, Garry Newman’s comments on the matter demonstrate a misunderstanding of the contextuality of how and when what the avatar/play character embodiment affects when and how people care: “People have a strange need to play someone similar to themselves in games,” he said. “That’s not something I understand. I don’t think I’d have enjoyed Half-Life more if Gordon Freeman didn’t have glasses or a beard.” From my own research, certainly those games (narrative-driven, solo player games) are the ones in which players do not always care much about playing as a character “like them” because there are other ways (narrative mostly) for them to connect to those characters (or not). People who feel emboldened to demand things of games, moreover, do wish that on a broad level there was more diversity within those narrative-driven assigned character games. Players do often care about how they are being represented in contexts in which they are being represented to others through an avatar, like an MMO. And they really care in games that imply they have a choice, which is among the many reasons people care strongly about what relationship options are available in games.

Rust 2

Finally, the way the race was introduced in the game actually helped make it feel arbitrary. Indeed, in the announcement of the change they call race arbitrary: “It’s quite pleasing to see different races working together in game, and makes you realise how arbitrary race is.” Race in the game is an aesthetic addition so people can tell each other apart visually. That isn’t what race is, which is why “color-blindness” has never been an actual anti-racist goal. Robert Yang discusses his own approach to this issue in designing Cobra Club. What would be even more interesting than randomized races is if someone created a game where you are born into a body that affects the way you interact with the world. Now that would be an interesting experiment in how people react to being thrust into an identity that may not be like their own. There is a model for this in fact, in Marsha Kinder’s Runaways, and if anyone has info on what happened to that game please leave a comment.

None of this is to say that Facepunch Studios should be condemned for trying something new. New players will come to the game expecting to be assigned a body. And that’s interesting, and might lead to some unique in-game interactions that change how we understand avatar-player relationships (I sense a dissertation being formed in the distance). The danger, though, is that more risk-averse studios will see the negative response as evidence that players aren’t ready for more diversity in games. There are plenty of games out there for those players who aren’t ready for more diversity; I think the rest of us are ready for something new.

Share

]]>
Style, Structuring Conceits, and the Paratexts of Mad Men http://blog.commarts.wisc.edu/2015/05/22/style-structuring-conceits-and-the-paratexts-of-mad-men/ Fri, 22 May 2015 14:15:36 +0000 http://blog.commarts.wisc.edu/?p=26671 Fig. 1 — Mad Men from first …

Fig. 1 — Mad Men from first …

Fig. 2 — …to last.

Fig. 2 — …to last.

Post by Piers Britton, University of Redlands

In a manner befitting a series that flourished on its reputation for visual elegance, the finale of Mad Men, “Person to Person,” rewarded attentive viewers with an ending that subtly called upon the pilot episode. The opening of “Smoke Gets in Your Eyes” was a gentle right-to-left tracking shot across a crowded bar, which ends with a dolly-in to the back of Don Draper’s head (Fig. 1). The close of “Person to Person” also begins with a right-to-left tracking shot, across the cliff-top lawns of what is supposed to be the Esalen Institute, and in the final moments there is again a dolly-in – but this time to a frontal close-up of the enigmatically smiling Don, eyes closed (Fig. 2). It is tempting to read the shift from rear to front view as a reification of narrative closure: in “Smoke Gets in Your Eyes” (and in the opening titles of every subsequent episode) the over-the-shoulder shot of Don draws us into the world of Mad Men, into what lies before us and before him. The frontal shot conversely seems to evoke finality; it acts as a caesura, sealing off behind Don all that we have witnessed in the last eight years, compartmentalizing the series as something done and complete.

If such a visual metaphor was intended, it was perhaps the only way of drawing a clear line under Mad Men, a series that was never going to lend itself stylistically to dramatic resolution in the same way as, say, its AMC sibling Breaking Bad. Mad Men begins and ends with Don Draper, and as the frequently reiterated over-the-shoulder shot from the pilot suggests, his experiences willy-nilly offer the dominant point of view for the audience. Yet Mad Men is not Don’s story: it has always been a ensemble piece, and a resolutely untidy one at that. Some characters have abruptly disappeared (Sal Romano, Paul Kinsey), some others have wandered in and out of focus (Ken Cosgrove, Trudy Campbell, Bert Cooper), while six protagonists apart from Don (Peggy Olson, Pete Campbell, Betty and Sally Draper, Roger Sterling and Joan Holloway) have remained in, or somewhere near, the spotlight throughout. No recurring character had an “arc” in the conventionally understood sense of the word, for Mad Men has remained fundamentally skeptical about its characters’ capacity to grow and change according to some Save The Cat-type screenwriting logic. It is unsurprising, then, that the final few episodes seemed to be casting more lines than they reeled in, with Peggy and Roger embarking on new romantic relationships while Pete and Joan embrace or create new business opportunities. Given what we have seen of these characters over seven seasons, there is no good reason to envisage any of these new departures as “happily-ever-after” scenarios. Indeed, the only real certitude offered by the finale is that of Betty’s impending death from lung cancer. Even the closure of Don’s narrative is provisional: though the narrative does not make it explicit, that final smile seemed to many commentators to suggest that the series ends exactly as Don is dreaming up the famous “Hilltop” Coca-Cola ad that served, appropriately, as Mad Men’s coda. (Showrunner Matthew Weiner has since confirmed this.) Earlier in the episode, Stan Rizzo pointed out that Don’s going AWOL is a recurring pattern, while Peggy, in her person-to-person call with Don, underscored the fact that he could easily return to work at McCann. With these cues in mind, the road trip ending with his Esalen revelation should surely be read not as culminating catharsis but as yet another interlude.

Fig. 3 — Spaces of Madernity

Fig. 3 — Spaces of Madernity

So, if dramatic closure of character storylines was not on the cards, what exactly is it that became complete with the finale of Mad Men? Or, to put it another way, how can we understand the series’ structure in retrospect? One obvious way of answering this—perhaps the only incontrovertible way—is to note that the series’ story spans almost exactly a decade: starting in March 1960, the Mad Men narrative apparently ends in late October or November 1970. Mad Men in toto is thus an encapsulation of the Sixties, a fact that is likely to be remembered long after its narrative twists, recapitulations, and volte faces have faded from the memory of all but the most devoted fans. The “Sixties-ness” of Mad Men is in part marked by historical events that variously affect the protagonists’ work, emotional life, and attitudes, from the 1960 presidential election to the 1970 Newsweek gender discrimination lawsuit. More obviously, and from certain vantage points more potently, Mad Men is defined by the 1960s in terms of visual style. Quite apart from offering a much publicized parade of vintage fashions, period props and stylish environments, the show visually evokes late Fifties and Sixties films in its cinematography, and especially its lighting. Evocation is clearly not the same thing as reconstruction, pace detractors who have raised complaints about narrowness of focus or lack of “authenticity.” A good deal of commentary—some neutral and some adverse—has focused on the fact that Mad Men is a show about the Sixties created by a man who is, as Robert Lloyd succinctly put it, “too young to really remember them.” In itself this claim isn’t particularly useful.  It would be hard to mistake any scene from Mad Men, with its wonderfully stately, stylized dialogue, as an attempt to recreate Sixties mass-media vernacular, however sumptuously persuasive the visual recreation of the period might seem. Indeed, the claim that Weiner is “too young” has curiosity value precisely because he was born in the Sixties: observing that Julian Fellowes is too young to recall the era of Downton Abbey would hardly have the same piquancy.

Fig. 4 — Symptoms of Madmenalaria

Fig. 4 — Symptoms of Madmenalaria

That said, if the show did not in any absolute sense espouse period authenticity it seems hard to overstate its Sixties-philiac tendencies. Visual pleasure in Sixties styling looms large, as a key part of Mad Men’s identity, not just in the “raw” text of the episodes but also in its astonishingly consistent, cumulatively powerful paratexts, most notably the documentary videos on the Mad Men section of AMC’s website. “Making of Mad Men” and later “Inside… Mad Men” featurettes have appeared on the site throughout the series run, increasingly focusing on the micro-narrative of each episode and the characters’ motivations, as explicated by the actors portraying them, and by Matthew Weiner. After four seasons the “Fashion File” feature that accompanied each episode was replaced by a second regular video, “Fashion and Style,” based around interviews with the costume designer and property master or set decorator. If the “Inside …” videos speak to Mad Men’s “depth,” which is to say the ways in which it can be recognized as quality TV, worthy of the multiple awards and plaudits it has won, the “Fashion and Style” videos correspondingly speak to the importance of “surface.” Mad Men has reworked and mobilized the so-called “mid-century modern” to generate not just media buzz but an extraordinarily influential brand. The series’ fetishizing of Sixties clothes, hairstyles, accessories, cars and interior decoration has spawned an array of imitative or broadly competitive programming in the US and overseas, from Magic City via The Hour and Masters of Sex to Vegas and Aquarius. Mad Men has made a somewhat improbable style guru of its costume designer, Janie Bryant, it has begotten clothing lines for both men and women at Banana Republic and Brooks Brothers, and more broadly it has produced a fad that one commentator drily named “Madmenalaria.”

As Mad Men coalesced into a whole in the only way that television series can, by ending, then in so doing it underscored the fact that like Don Draper it has always embodied—even depended on—a duality. Other film and television texts may have de facto thrived on a tension between the espousal of emotional truthfulness on one hand and preoccupation with “superficial” visual pleasures on the other, but Mad Men is perhaps the first in which this dichotomy has been so smoothly reconciled into a branding strategy. The final ambivalent meeting of inner worlds at Esalen—with Don either/both finding spiritual peace and/or dreaming up the basis for a career-defining ad—could not more perfectly have encapsulated the obverse and reverse of the Mad Men coin.

Share

]]>
Marvel, Wired? Daredevil and Visual Branding in the MCU http://blog.commarts.wisc.edu/2015/05/01/marvel-wired-daredevil-and-visual-branding-in-the-mcu/ http://blog.commarts.wisc.edu/2015/05/01/marvel-wired-daredevil-and-visual-branding-in-the-mcu/#comments Fri, 01 May 2015 12:42:41 +0000 http://blog.commarts.wisc.edu/?p=26260 Daredevil poster

Figure 1: Texturally rich costuming of Matt Murdock character in Daredevil.

Post by Piers Britton, University of Redlands.

How far are Marvel Studios’ film and television franchises visually coded for homogeneity? How insistently, that is to say, is brand identity maintained at the levels of design, cinematography, editing and post-production processing? This question seems worth pursuing in relation to Marvel’s Daredevil (Netflix, 2015), which has already been critically positioned as divergent from prior entries in the “Marvel Cinematic Universe” super-franchise. All the MCU films since 2008 have been rated PG-13, while the ABC television series Marvel’s Agents of S.H.I.E.L.D. (2013–) and Marvel’s Agent Carter (2014-15) are consistently anodyne, even at their darkest. Daredevil, by contrast, is already notorious for its frequent and intensely graphic violence, which earned it a TVMA certification, and for the conflicted nature of its anti-heroic protagonist. This shift in tone is not the only departure from the prior Marvel norm. Much more assertively than Agent Carter, and even more than the DC offerings on the CW, the new show emphasizes that its protagonist is one of Marvel’s “street-level” superheroes, with the action never straying beyond Hell’s Kitchen and the narrative focusing heavily on the socially disadvantaged and marginalized. While it is not the first Marvel property to introduce comic-book characters without their familiar costume trappings and idiosyncrasies of grooming, Daredevil has arguably gone further than its predecessors in this regard. For example, the series reduces the comics’ hirsute, flamboyantly coiffed and green-ulster-clad Leland Owlsley (Bob Gunton) to a deceptively avuncular elderly man with thinning hair and a short back and sides, dressed in earth-toned tweeds. Indeed, Daredevil even deprives Matt Murdock (Charlie Cox) of his red superhero suit until the climax of the final episode.

Showrunner Steven DeKnight has underscored the ways in which Daredevil differs visually from network series like Agents of S.H.I.E.L.D., noting that he and his D.P., Matt Lloyd, “wanted to be able to do a show that was literally darker than what you would see on a network,” where series tend to be “very bright, very evenly lit,” and further that they “wanted to take more of the color palette of the classic movies of the ’70s, the Dog Day Afternoon and French Connection and Taxi Driver.” The series’ production designer, Loren Weeks, also emphasizes Daredevil’s departure from the sleek, well-appointed and technology-rich environments that typify Marvel’s cinematic tales of billionaire playboys, demigods and super-soldiers. Tellingly, Weeks claims: “We’re more The Wire than other Marvel movies. It’s not the stuff you see in Agents of SHIELD, it’s the stuff you see every day.”

Stress on the quotidian, invocation of the ultra-realist Wire, insistence on chiaroscuro lighting (with its inevitable noir associations), and reference to the subdued palette of dour seventies thrillers all serve to distance Daredevil not only from other Marvel properties but also from other broadly cognate television shows. They rhetorically position the series as something “grittier” than the quasi-realist narratives of street-level superheroes in Arrow (CW, 2012–) and The Flash (CW, 2014–). Indeed, if there is a DC comparison to be made, it is with the notoriously tenebrous and bleak Dark Knight films. So, if we are to take Weeks’ and DeKnight’s remarks at face value, how does the visual style of Daredevil fulfill the branding imperative of offering variety within identity and novelty within continuity?

A number of recurrent or repeated visual motifs both in Daredevil’s paratextual materials—posters, publicity stills, and so on—and in the episodes themselves serve to weld strongly to Marvel’s other film and television, and to its comic-book lineage. Use of strong color in Daredevil represents the most interesting variation on established Marvel brand elements. MCU style in toto is defined by chromatic intensity and richness (in contradistinction to the DC film and television “multiverse” that has gradually developed since Batman Begins). Dominant color values have varied, with Phase Two movies and the second series of Agents of S.H.I.E.L.D. frequently exhibiting lower values and lower-key lighting than Phase One. Even so, selective, punctuative use of high-intensity colors is endemic to Marvel’s television and film offerings. Only the environments and personnel of S.H.I.E.L.D. are stripped of high value and saturated color; otherwise, the heroes and villains and their worlds are as bright as the Marvel logo, and the comic-book pages we glimpse in the animated version of that logo that heads each film and television show from the MCU. In most cases, focal points of vibrant color are typically located one way or another on the bodies of the protagonists, from Iron Man’s scarlet and gold livery to Peggy Carter’s blue suit, white blouse and red hat (used so extensively in publicity materials for Agent Carter), and from Thor’s flaxen hair to the Hulk’s green skin.

Fig. 2

Figure 2: Superficially neutral costuming of Wilson Fisk character in Daredevil

Daredevil largely displaces intense color from bodies, except in the case of the saturated red costume worn by the “ninja” villain, Nobu (Peter Shinkoda), in a watershed fight scene. As befits a faux-realist television series, and especially one that unfolds over thirteen instantly reviewable episodes, the devil is in the details in Stephanie Maslansky’s costumes; bold gestures are correspondingly few and far between. Thus Matt Murdock’s suits are mostly mid-value monochrome but his clothes are texturally rich—shirts, for example, are nubby oxford rather than smooth poplin—suggesting the blind man’s heightened reliance on tactility (Fig. 1). By the same token, wisecracking Foggy Nelson (Eldon Hensen) is also superficially neutral in his dress, but the printed shirt fabrics and animal-motif ties reward leisurely, close inspection and add a “quirky but not flamboyant” note – and so on. Unmodified strong color is eschewed in inverse proportion to the dominance of all these surface nuances, a choice that is most notable in the reimagining of principal antagonist Wilson Fisk (Vincent D’Onofrio). The white suits and ascot of the comic book Kingpin are relegated to an “Easter egg” joke in the fifth episode, while Fisk’s open-necked silk shirts and mohair-tonic, three-piece suits for the series are either black, gray or muted blue, the surface of the latter sometimes broken up with self-stripes that further mitigate saturation (Fig. 2).

Figure 3

Figure 3: Vivid lighting in Daredevil.

Vivid color is mainly a property of environments, and more specifically the illumination of environments, in Daredevil. Murdock speaks of experiencing “a world on fire,” and in addition to a couple of livid-red POV shots simulating this for the audience, the idea is echoed each episode in the opening credits, which show New York landmarks and finally Daredevil himself forming viscously out of a red haze. A no-less insistent leitmotiv is the acid yellow and green light suffusing the panes of the picture windows that are endemic to the various warehouse and loft spaces in which so much of the nocturnal action takes place — including Murdock’s own apartment (Fig. 3). This sickly glow can in most cases be rationalized as light pollution from neon signage and street lamps (the now celebrated hallway fight from the second episode is one of the exceptions), but this is ultimately beside the point. The device is surely used chiefly because the grid of glazing bars in these windows provides a strong, stylized, quasi-graphic backdrop to action – and perhaps because both the strong color fields and insistent linearity recall the simplified backgrounds beloved of comic-book inkers and colorists (Fig. 4).

Figure 4

Figure 4: Example of simplified backgrounds of classic comic books.

Figure 5

Figure 5: Netflix’s posters for Daredevil.

Very little of this disembodied color creates as potent an effect as Netflix’s Hopperesque banner and posters for Daredevil (Fig. 5), which feature a cityscape bathed in the super-intense blue that hyperbolically represents nighttime in screen media as well as some comic strips. It is in these paratextual images that the “Marvelness” of Daredevil is perhaps most economically and powerfully expressed. Even so, and notwithstanding analogies with The Wire and Dog Day Afternoon, Daredevil’s imagery consistently reflects the fact that, as Loren Weeks puts it: “We didn’t want to be too literal with the real. It is the Marvel universe, after all.”

Share

]]>
http://blog.commarts.wisc.edu/2015/05/01/marvel-wired-daredevil-and-visual-branding-in-the-mcu/feed/ 2
“Television Aesthetics” versus Formal and Stylistic Analysis http://blog.commarts.wisc.edu/2015/04/08/television-aesthetics-versus-formal-and-stylistic-analysis/ http://blog.commarts.wisc.edu/2015/04/08/television-aesthetics-versus-formal-and-stylistic-analysis/#comments Wed, 08 Apr 2015 12:15:19 +0000 http://blog.commarts.wisc.edu/?p=26001 Mad MenIn the inaugural post of this series, Kyle Conway reminded us that our term aesthetics  “derives from αἰσθάνομαι, which refers to perception or experience.”  From the perspective of television studies it is hard to imagine reclaiming this original meaning, given the welter of connotations that envelops the term today.  In this post I shall suggest that there is an urgent need to sift the divergent meanings for “aesthetic” currently in play in television studies, and ideally to limit usage in the interests of clarity.

In particular, I want to reflect on the fact that when we talk of the aesthetic of a particular text or textual set—e.g. “the Mad Men aesthetic,” or “the Sherlock aesthetic”—the word aesthetic is really just a conventionalized alternative to the term style. Looking back on recent scholarship on television aesthetics (including my own work), I find unacknowledged tensions between the adjectival form of “aesthetic”—used in formations such as aesthetic judgment, aesthetic attitude, aesthetic object and aesthetic category—and the singular nounal form, which connotes the cluster of formal and stylistic properties that define a particular text or textual set.  These two usages are now routinely yoked to one another in the literature of television studies—as in the recent collection Television Aesthetics and Style—in spite of the fact that they represent very different kinds of engagement with texts, and have very different academic histories and profiles. Sherlock 2In television studies and elsewhere, the adjectival form of “aesthetic” almost invariably points to an evaluative project that has its roots in Enlightenment debates about the nature of taste and the ontological status of art.  Such debates, which not only address the difference between categories (such as the beautiful and the sublime), but also account for the pleasures of art and distinguish art from non-art, have had considerable influence.  Over the last two hundred years, Enlightenment aesthetics has profoundly affected the critical study of literature, music and the fine arts in the academy, as well as journalistic artistic criticism and the rhetoric of the art markets.  One of its most enduring effects has been the formation of artistic canons – and corresponding exclusions.  Of late, scholars such as Jason Mittell, Jason Jacobs, and Sarah Cardwell have championed this kind of evaluative approach in television studies.[1]  Thus, Cardwell feels able to claim that certain television programs “are more likely than others to proffer aesthetic qualities valuable to the television aesthetician,”[2] while Mittell more bluntly speaks of identifying a given program not only as “great” but also “better than others.”[3]  This approach has inevitably been controversial in a discipline historically driven by the imperatives of cultural studies, which does not recognize absolute or transcendental values and always seeks to locate value judgments in discursively specific contexts.

The nounal form of “aesthetic,” on the other hand, tends to be used in analyses of different formal and stylistic elements within a given medium and text, not in arguments concerning excellence or its absence.  Engagement with “an aesthetic” in this sense ought to be less contentious for television studies than evaluative aesthetics à la Cardwell and Mittell.  Articulating elements and principles of design and style, and considering how or why they might be discernible in a given text or cluster of texts, does not per se constitute a value judgment about that text’s relative status.  Indeed, I would argue that formal analysis should not be considered a function of aesthetics at all: connections between formal analysis and aesthetic judgment were only ever historically contingent, not inherent, in humanistic disciplines such as art history and literary studies.  My initial academic formation was in art history, where analysis of form and style has always been a crucial disciplinary tool.  Its usefulness as such has not dwindled as old models privileging connoisseurship, narratives of “great men,” and the autonomous history of style have given place over the last half-century to studies informed by Marxist social history, feminism, semiotics, reception theory, and so on.  At no point, from the time of Wölfflin and Riegl to the present, has formal or stylistic analysis in art history required aesthetics as a justificatory prop.

"Judgement of Paris," Joseph Hauber (1819, Neue Pinakothek, Munich)

“Judgement of Paris,” Joseph Hauber (1819, Neue Pinakothek, Munich)

So why do some scholars of television feel the need to invoke aesthetics, rather than being content with the less portentous terms form and style?  I wonder if the urge does not stem from a collective desire to lend gravitas to a project that for some is still a questionable distraction from the “real” work of television studies.  Perhaps we are too used to the now-automatic legitimation conferred by the politically informed, latently activist ethos of cultural studies, and feel exposed when we fear we are operating outside its ambit.  If so, the irony is that by taking refuge under the aegis of aesthetics, scholars of television risk creating a false dichotomy.  When formal and stylistic analysis are lumped with aesthetics, as opposed to being understood as tools in their own right, it is easy to lose sight of the fact they can inform a wide array of interpretive engagements with television – including the work done by those of us whom Cardwell would class as “aesthetics skeptics.”  In other words, unlike aesthetics-as-evaluation, formal and stylistic analysis need not cut and cross with the longstanding concerns of television studies.

I’m grateful to Eliza Rodriguez y Gibson and Paul Booth for the conversations, critique and suggestions that helped shape this post.

[1]  See, for example, the introduction and the chapters by Cardwell and Mittell in Jacobs and Peacock[2] Jacobs and Peacock, p. 38. [3] Ibid., pp. 3-4.

Share

]]>
http://blog.commarts.wisc.edu/2015/04/08/television-aesthetics-versus-formal-and-stylistic-analysis/feed/ 2
As Seen on Shark Tank: Tech Entrepreneurship’s Portable Aesthetics http://blog.commarts.wisc.edu/2015/03/03/as-seen-on-shark-tank-tech-entrepreneurships-portable-aesthetics/ Tue, 03 Mar 2015 15:00:02 +0000 http://blog.commarts.wisc.edu/?p=25651 Shark TankInternational CES, the massive consumer electronics trade show that takes over Las Vegas convention halls every January, offers a plethora of opportunities to young tech companies looking to expand their business ventures. CES 2015’s offerings included a Google keynote on branding, an Indiegogo panel on crowdfunding, and multiple venues in which to pitch products—including an open casting call for ABC’s Shark Tank, the American iteration of the international Dragon’s Den franchise, which places aspiring entrepreneurs of all stripes in front of a panel of prospective angel investors.

Perhaps it’s fitting, then, that shortly before its open call at the world’s largest consumer technology show, ABC aired an episode of Shark Tank (Season 6, “Week 4”) that devolved into a debate over what a technology is. The company that prompted the debate, called Reviver, makes a fabric wipe that masks odors when rubbed on clothing. Company founders, brothers Ben and Eric Kusin, of Dallas, Texas, pitched the show dressed in the Silicon Valley uniform of jeans and candy colored company t-shirts: in their case, light blue tees with their company name screen-printed across the front in lower case, white, sans serif letters. “I think you’ve got a good product,” entertainment mogul and Shark Tank judge Mark Cuban tells the brothers midway through the segment, “but first, you’re not a technology.” The soundtrack’s stock music swells, then turns ominous. The brothers counter that they’ve spent $150,000 on custom machinery; Cuban insists that machinery does not a technology make. “It’s not a technology!” he repeats as the shot closes in on Ben Kusin’s stunned expression. Dramatic twist achieved, ABC cuts to commercial.

Shark Tank plays by the reality TV rulebook: editors cut hour-long sessions into scenes lasting minutes, splice in reaction shots out of sequence, and post-zoom wide shots into close-up for dramatic effect. Ben Kusin’s slack-jawed stare, broadcast as his response to Cuban’s pronouncement, may well have come from a different moment in the shoot. Yet the tension cultivated by the TV show comes as much from the producers’ editing suite as from the judges’ ability to fast-track products and fund fledgling companies. In tech industry parlance, Shark Tank’s objective is monetization, not innovation; the argument between Cuban and the Kusins stems less from disagreement over the nature of a technology than over its association with market value. After the commercial break, Eric Kusin defends Reviver’s technological status based on its multiple applications. “We just started thinking of ourselves as a technology because the manufacturers are telling us what this can do,” he explains, and begins ticking potential features off on his fingers—but Cuban cuts him off immediately, at “mosquito repellent,” noting that talcum powder also has a lot of uses. To Cuban, it seems, technology means digital, or at least electronic, whereas to the Kusins, technology means machinic and scalable.

ReviverDespite their quarrel over the ontological status of odor masking wipes, however, Cuban and the Kusins alike define technology as a means of accruing venture capital. For the Kusins, both the uniqueness of their formula and its potential for further applications, which they see as technological properties, indicate the desirability of their product to prospective investors. Although Cuban rejects the Kusins’ assertion that the wipes are technological, he perceives the brothers’ insistence on calling themselves a tech company as a reuse for acquiring funding—from their father, founder of the video game corporation GameStop, from whom they received a two million dollar investment to start their venture. (“You only call it a technology because that allows you to go to dad and say, dear dad, we have a technology!”) Cuban may or may not be correct that the elder Mr. Kusin restricts his interest in his children to their interest in the tech sector, but entrepreneurial calculation undoubtedly led the brothers to adopt the language and aesthetics of Silicon Valley. Describing their “freshness revolution” while dressed in t-shirts that Reviver (which, like Twitter, Tumblr, and Uber follows a tech industry naming trend), the brothers emulate celebrated CEOs of the digital economy: usually, like the Kusins, young white men in jeans and t-shirts (Mark Zuckerberg and Travis Kalanick are exemplars), whose products promise to revolutionize something. Contra Cuban, it seems to me that the Kusins frame their product as a technology in the hopes that doing so will attract investors other than their father; they look like hundreds of aspiring tech entrepreneurs roaming the exhibition halls at CES.

Self-presentation is always part of pitching prospective funders. When the pitch is broadcast on national TV, performance plays an even larger role. Shark Tank contestants frequently dress according to a theme, and it’s easy to imagine introducing a similar product with entirely different stylistics. Another set of contestants, pitching a product that freshens clothing, might put on, say, aprons or athletic wear—especially if those contestants are women. Interestingly, the Kusin brothers avoid feminine associations with cleaning or clothing, distance bolstered by coding their product as a tool of technology rather than domesticity.

Shark Tank castPartnership offers the Kusins receive from Shark Tank judges at the end of the segment underscore the domestic and technological duality of their product: one from Robert Herjavec, who made his fortune in the IT industry, and another from Lori Greiner, of the QVC home shopping network. That the brothers opt to partner with QVC, drawn in part to the exposure afforded by the TV network, suggests how the entrepreneurial aesthetics of digital technology transcend industrial sectors.

The Kusins’ dispute with Cuban gets no further attention. Their post-pitch interview, a confessional clip that Shark Tank usually devotes to rehashing contestants’ perceived slights at the hands of judges, focuses on Barbara Corcoran, founder of Corcoran real estate. Upon learning that their father has already given them two million dollars, Corcoran declines Reviver on the grounds that she doesn’t invest in rich kids. “We’re not rich!” Ben Kusin tells the camera after the segment, “That’s an unfair characterization of how they made it out to be, because of our father’s success.” Blindness to privilege isn’t restricted to Silicon Valley either.

Share

]]>
Google’s Aesthetic Turn: One Simple Beautiful Useful Google http://blog.commarts.wisc.edu/2014/01/13/googles-aesthetic-turn-one-simple-beautiful-useful-google/ http://blog.commarts.wisc.edu/2014/01/13/googles-aesthetic-turn-one-simple-beautiful-useful-google/#comments Mon, 13 Jan 2014 20:15:00 +0000 http://blog.commarts.wisc.edu/?p=23319 As tech blogs circulate lists of not just the most popular apps, nor merely the best, but the most beautiful, stunning, and even “drop dead gorgeous,” it seems an apt time to consider how cultural studies’ concern for aesthetics might inspire more critical engagement with the experiences and artifacts of digital culture.

Haze-promo

Everyday life is so awash in explicitly aesthetic appeals (ie, “the most beautiful way to check weather”) that I can instantly imagine an eye-catching infograph that helpfully orders app attributes as values of sensuous desire. We might need to revise Susan Sontag’s famous call for an erotics of art: “in place of a hermeneutics, we need an erotics of apps!”

How does the technocultural installation of some “gorgeous” layer between internet users and the cycles of life (e.g., sleep, fertility, seasonal, fiscal) shape the way we come to experience and know the world?  And of course, what is “beautiful” anyway? Who gets to define what it looks and feels like? These are questions of aesthetics, though not in the classical sense of pondering the philosophical problems of beauty and art. Once assumed to correspond with universal human values, perceptions of beauty have since been understood as mediated by taste, class, and racial and gendered cultural hierarchies that govern legitimacy.  Cultural studies expanded the field of what counted as “aesthetic” by turning from high art to the literature and popular culture of the working classes. As Raymond Williams puts it, “Culture is ordinary.” How might we probe what’s at stake in the digital beautification of everyday life? In this post, I examine the ambitious 2011 redesign of top global website, Google (Google+, Google Search, Maps, etc.)

Google’s First Aesthetic: Transparency

Built from the start with users in mind (mantra: “focus on the user and all else will follow”), the early Google Aesthetic presents simplicity, technology, usability, and engineering as a form of transparency. When the stark white Google search was introduced in 1998, it must have seemed positively un-designed compared with the bloated portals of the time. No, Google cut the crap by delivering nothing but fast, relevant search results. For a decade, using Google Search was kind of like using a calculator, which is to say, you just used it and expected it to work. With its famous suite of PageRank algorithms under lock and key, Google balanced its technical opacity with a transparent communication style that emphasized openness, accountability, informality, and playfulness, all of which felt algorithmically generated but human-inflected. This aesthetic of transparency isn’t confined to the giant white home page, of course. We catch another glimpse if we approach material like Matt Cutts’s “How Search Works” as an aesthetic performance as much as an instructional one.

There are plenty of advanced technologies here, but the tech layer is mediated through a veneer of “(expert guy)” friendliness: approachable, direct, playful, and above all, crystal clear. From the expansive white space to the affable sketchy wireframes, this Google Aesthetic is presented with such ease that we’re not meant to question this explanation (or indeed, understand this as an aesthetic) at all.  Of course, transparency equally conceals the white dudes’ in casualware who serve as interfaces to certain visions of computing. Ensconced in white space and doodles, Cutts becomes an aesthetic expression of what Siva Vaidhyanathan calls Google’s culture of Aptocracy, a world that rewards merit based on technical competence and quantifiable forms of achievement.

google-logos

Google’s Aesthetic Turn: The OSbug

Google’s engineering-centric culture had a long reputation for downplaying design in favor of speed and efficiency. Who cares about beauty when your computer is a hulking beige box? But there’s a huge industry surrounding tablets and smart phones, now marketed as aesthetic objects aligned symbolically with gourmet chocolate, fine jewelry or luxury cars. Google was simplicity, technology, usability, engineering… but not beauty.

When Larry Page became Google CEO in April of 2011, he immediately made design Google’s top priority with the mantra: “One simple, beautiful, useful Google” (the “OSbug” for short). For the first time, Google set out to design and engineer a cohesive aesthetic experience that would unify the “look and feel” of the Google universe. It’s worth noting, then, that in the pursuit of “beautiful” interaction, Google designers were drawing inspiration not from the realm of the visual, but from the legacy of “ubiquitous computing” (ubicom) and the aesthetics of invisibility and seamlessness that were a hallmark of that vision.

Designers’ were asked what beauty means to Google and concluded it “involved the idea of simplicity, and deeper than that, of invisibility.”  For ChromeCast users, for example, “the beauty comes from the fact that it delights you and you don’t see it.” This disappearing act represents a downgrading of the primacy of the visual in favor of haptics, feedback, sound, navigational cues, etc., that work to create a cohesive sensation of a unified space (the OSbug). The shift to seamlessness or “invisibility” is not necessarily a bad thing: who wants to feel frustrated by devices and interfaces? But seamless is a double-edged sword. UX designers are thinking carefully about how users are embedded not just in the apps we use, but complex social framework of daily activity.

But it also raises some crucial questions: if we can no longer feel the seams, do we risk becoming so comfortable in our skin that “beautiful”  layers between us and the world begin to seem more and more like common sense? How might different users feel oriented (or disoriented) within information space? What kind of gendered or racial assumptions might “beautiful” interaction uphold or challenge? Whose needs and desires are being optimized by this particular expression of “beauty”?

This is the fifth post in Antenna’s new series The Aesthetic Turn, which examines questions of cultural studies and media aesthetics. If you missed any of the earlier posts in the series, they can be read here. Look out for regular posts in the series (most) every other Wednesday in January and beyond.

Share

]]>
http://blog.commarts.wisc.edu/2014/01/13/googles-aesthetic-turn-one-simple-beautiful-useful-google/feed/ 2
The Aesthetic Turn: In Search of the Pictorial Intelligence http://blog.commarts.wisc.edu/2013/12/18/the-aesthetic-turn-in-search-of-the-pictorial-intelligence/ Wed, 18 Dec 2013 15:14:23 +0000 http://blog.commarts.wisc.edu/?p=23185 For all its benefits, the now widespread fashion of interpreting makers of moving images like Jean-Luc Godard as philosophers—as thinkers of and through the image—has yet to adequately confront a paradox which a media aesthetics can address. If film auteurs, showrunners, installation artists, and videographers produce thoughts in moving images, then why has the scholarly discourse favored verbal models of thinking to express how they philosophize in pictures?

Kyle Conway began this series by wishing to explore that part of “our experience of a media object [that] exists prior to and outside of language.” In my contribution, I would like to take up the question of language from another angle.

Film and media critics tend to privilege the conceptual work of the moving image-maker when the visual image can be grounded in a linguistic or verbalized idea—an idea, so the reasoning goes, which the media artist used representational forms to express. This inferential process (fig. 1) in effect relies on a extended commutation test, whereby one imagines the images of a film or TV show (1) as philosophical words on a page—a representation of a system of ideas, an argument or a ponderous statement (2)—in order to ascertain the distinguishing features of moving image-maker’s motivating intentions (3).

Fig. 1. The verbal model of moving image intelligence.

Fig. 1. The verbal model of moving image intelligence.

The maker of moving images is taken as a writer. The caméra really does materialize as a stylo. But is this all there is to the image-maker’s intelligence?

What if media critics were to acknowledge that some of the intellectualizing that filmmakers and showrunners and video artists do results in pictorial concepts? Can moving images not be intelligent—abstract, puzzling, profound, astute, quick-witted—without acting as surrogates for a discursive intervention?

This would require us to revise our thinking about moving image intelligence—to reimagine the relationship between pictures and ideas. We might acknowledge that some media artists speak in images alone, directly in representational forms. In short, some moving image-makers may not make intellectual or conceptual contributions to the viewing experience by committing themselves to preformed verbal systems of thought prior to producing an image and then using the image to communicate it to the viewer. It might rather involve theorizing a prior verbalized puzzle or deep conundrum by making images, using light and shade, color and tone, varieties of movement and stasis, compositional line and depth.

This involves making some concessions. Principle among these is that we might want to consider how we program ourselves for verbalized notation when we call media objects “texts.” In Tiepolo and the Pictorial Intelligence (1994), the art historians Svetlana Alpers and Michael Baxandall write of the Venetian painter: “…there is a sense in which painting like Tiepolo’s, in sharp contrast with what a text is able to do, lets us re-experience the process by which we first come to make sense of the world” (p.15). The authors skewer a dominant textual bias in Western aesthetics: “It has been a feature of European aesthetics…that painting does something roughly similar to what literature does.” Citing Lessing and others, they note that “the criteria of the comparison between painting and text have been textual ones” (p.2). The limits of the Lessing position are flaunted in Tiepolo, for he provides an example “of pictorial creativity from premises that are not literary” (p.3). “Instead of trying to tell,” they note, “Tiepolo shows” (p.40). One contribution to thought is the painter’s grand Treppenhaus ceiling, which makes a specifically pictorial “argument” about the “relation of the two-dimensional to the three-dimensional” (p.130) (fig. 2).

Fig. 2. Treppenhaus ceiling (Tiepolo, 1752-3).

Fig. 2. Treppenhaus ceiling (Tiepolo, 1752-3).

We need not look to the fine arts for examples of the pictorial intelligence, of the penetrating image. It’s on display in the French blockbuster. The digitally composited two-minute long take that opens District 13 (Morel, 2004) might be read “textually” as a statement relaying the social problems that afflict the French banlieue (in 2004, or in 2010, when the film is set), the same problems the film’s protagonist, Lëito (David Belle), a master of parkour (fig. 3 and 4), wishes to combat.

Fig. 3 and 4. District 13 (Morel, 2004).

Fig. 3 and 4. District 13 (Morel, 2004).

On some level, the roving camera of the opening shot analogizes the ghettoized space with the notion of an imploding prison system, where the exterior walls still manage to contain the inhabitants but the barriers within have crumbled, the legal and social order has collapsed into vagrancy, intoxication and gang violence (Fig. 5, 6 and 7).

Fig. 5, 6 and 7. District 13 (Morel, 2004).

Fig. 5, 6 and 7. District 13 (Morel, 2004).

From this standpoint, the film opens with a blunt statement, little more than a string of clichés.

But the image, by Pierre Morel, warns that this is merely a verbalized projection. There is pictorial intelligence here working on its own terms. Morel, trained as a cinematographer, doesn’t offer a list-like collage of cut-together, typical views. Conceived as a fluid movement along an axial trajectory, the shot mounts a pictorial argument, contrasting the sluggish, feckless, repetitive forms of ambulation, posture and rest with graceful and nimble mobility that remains possible even through the various frames and apertures—abandoned cars, bullet-riddled windows—of this decaying space (fig. 8 and 9). Through the moving image, parkour, itself a non-verbal, bodily form, is expanded as a directly pictorial concept of creative and improvisatorial motion.

Fig. 8 and 9. District 13 (Morel, 2004).

Fig. 8 and 9. District 13 (Morel, 2004).

An image like this accommodates projections of verbal paraphrase even as its specifically visual concept recommends that we taken some distance from them.

Share

]]>
The Aesthetic Turn: Media Aesthetics: Color for the Where and How http://blog.commarts.wisc.edu/2013/12/04/the-aesthetic-turn-media-aesthetics-color-for-the-where-and-how-2/ http://blog.commarts.wisc.edu/2013/12/04/the-aesthetic-turn-media-aesthetics-color-for-the-where-and-how-2/#comments Wed, 04 Dec 2013 15:00:52 +0000 http://blog.commarts.wisc.edu/?p=23004 The Antenna blog has recently expressed an interest in exploring the “Aesthetic Turn” in media studies, or more specifically, the relationship between media and aesthetics, and where and how one can articulate such a theory. In this brief essay, I explore the provocative question of a theory of media aesthetics by way of the central yet paradoxical issues at the heart of color studies. Insofar as color is a primary tenet of visual studies – and media is here considered exclusively through the framework of the visual – then color may provide a fresh and unique lens to articulate a theory of media aesthetics. I begin with an anecdote that summarizes the complexity of these color problems.

James Turrell, Aten Reign (2013).

James Turrell, Aten Reign (2013).

In 1980, American light artist James Turrell’s solo exhibition at the Whitney Museum of American Art in New York City, “Light and Space,” reportedly caused “injury” not to one but to several spectators, resulting in two lawsuits filed against the Whitney. The first lawsuit was filed in Federal Court in 1982, by retired judge of the Oregon State Supreme Court Ralph M. Holman, on behalf of his wife, Louise, who charged that Turrell’s show created an “illusion” in which she became radically “disoriented and confused” and, as a result, was “violently precipitated to the floor.” The lawsuit sought an unspecified amount of damages from the artist. Also in 1982, a second suit was brought in front of the New York State Supreme Court by Mrs. Blanch Robins of New York, who charged that Turrell’s same exhibition caused her, after “stepping back against what she thought was a wall, to fall and permanently injure her right wrist.” Robins requested $250,000 compensation from the Whitney Museum. As extraordinary as these cases seem, they are not isolated incidents. In 1999, a pirated clip of Turrell’s artwork was inserted into a Pokémon cartoon which was then played on television in Japan, reportedly “setting off a rash of seizures and nausea that sent more than 700 people to the hospital,” many of whom were children and elderly people. Moreover, Turrell’s work with the medium of colored light is not alone in eliciting such responses.

In these examples, where does liability rest? Is the artist responsible for causing these injuries; the museum; or the spectator? The question is key not only because it forces a consideration of liability but also of the problems that lie at the heart of theorizing media aesthetics. Where and how do we begin to speak about media artwork? Where does it begin and end, and where and how does the subject fit into it all; extending from it (McLuhan), or rather, defining himself or herself against it? If a media artwork remains exclusive to a physical art-object, then one could argue that the artist or museum is responsible for the content they put on public display. But on the other hand, perhaps responsibility falls on the spectator, which is to say that art and aesthetics reside in subjective experience. Certainly this has been the answer for many in art and science since Goethe’s 1810 Theory of Colors.

Albers-SimouContrast

Josef Albers, from Interaction of Color (1963).

These polarized positions delineate the two general ways in which color has traditionally been theorized in Western art and culture. On the one hand, it is argued that color inheres in things in the world, as an objective, physical, or quantifiable phenomena. For instance, “this oil pastel is yellow,” or “this apple is red.” Followers of this school tend to include theorists like Aristotle, the classical opticians (including Kepler, Galileo, Descartes, and Newton), factions of modern science, technology industries, chemistry, physics, and certain industrial color ordering systems. On the other hand, it is argued that color is a subjective phenomenon that alters according to the physiology of the perceiver. For example, in the above image from 20th century colorist Josef Albers, he showed how the same neutral brown changed its hue and value based on its surrounding colors. Traditionally, artists, modern philosophers (including Goethe), and certain sub-sections of modern science, like psychophysics and psychology, tend to follow this view.

At the same time, as a phenomenon of subjective experience, color becomes strange and estranged; inconsistent, unreliable, and, for some – a deceptive simulacra. Such a fear and distrust of color dates back to the origins of Western metaphysics. Sophists, rhetoricians, and painters – i.e., those who write with color – deemed “creator[s] of phantoms,” Plato argued; “technicians of ornament and makeup.” But by far the most poisonous of simulacra is color: a cosmetic and false appearance that, like the sophist’s “gaudy speeches” and “glistening words” seduce the listener with their ambiguity and sparkle, but unlike words, carry no representational value beyond itself. Color holds to nothing and to no one. This elusiveness has given numerous philosophers license for its romanticization, from Goethe to Heidegger, Wittgenstein, Benjamin, Barthes, Baudrillard, Derrida, and even Adorno. (Benjamin in 1914: “The imagination can be developed only by contemplating colours… pure vision is concerned not with space and objects but with colour”; Heidegger in 1935: “Color shines and only wants to shine. When we analyze it in rational terms by measuring its wavelengths, it is gone”; and Baudrillard in 1995: “No analysis of the vibrations of light will ever explain the sensory imagining of colours…”). In short, the denial of subjective responsibility in aesthetic experience no doubt contributes to the problems with a theory of media aesthetics (not to mention legal liability).

From the "James Turrell Installation at Crystals" in Las Vegas, 2013.

From the “James Turrell Installation at Crystals” in Las Vegas, 2013.

Moving forward, Turrell’s work (alongside others in this genre that must be discussed at length elsewhere) embodies the paradoxical tensions between subject and object at the heart of media art. Many factors – an artist’s intention and conception, installation, audience reception, the relation to the museum architecture, the number of people in the museum, and the cultural and physiological background of the viewer, which shapes their perception and color vision – all count. All of these factors work together in what must be called “media aesthetics.” Future theories of media aesthetics need to note such ambivalences and crossovers.

This is the third post in Antenna’s new series The Aesthetic Turn, which examines questions of cultural studies and media aesthetics. The first two posts were written by series guest editor Kyle Conway. If you missed either of those, they can be read here. Look out for regular posts in the series (most) every other Wednesday in December, January, and beyond.

Share

]]>
http://blog.commarts.wisc.edu/2013/12/04/the-aesthetic-turn-media-aesthetics-color-for-the-where-and-how-2/feed/ 2
From Mercury to Mars: War of the Worlds and the Invasion of Media Studies http://blog.commarts.wisc.edu/2013/11/11/the-legacy-of-war-of-the-worlds-upon-media-studies/ Mon, 11 Nov 2013 16:00:15 +0000 http://blog.commarts.wisc.edu/?p=22720 The Invasion from Mars, one of the events that legitimated the very study of media. ]]> Sociologist and public opinion researcher Hadley Cantril.

Sociologist and public opinion researcher Hadley Cantril.

One may picture, too, the sudden shifting of the attention…” – H.G. Wells, War of the Worlds (1898)

Hadley Cantril, Educational Radio, and The Princeton Radio Research Project

What was the effect of The Mercury Theatre on the Air’s 1938 “War of the Worlds” (WOTW) broadcast on Communication and Media Studies? Besides being one of the seminal works of Mass Media history, WOTW turns out to be the subject of the first major commissioned analysis of audience reception that helped to legitimate the reliability of public policy research. The name of that influential study was The Invasion from Mars: A Study in the Psychology of Panic, written by Hadley Cantril and first published by Princeton University Press in 1940. How Cantril’s book came to be commissioned is almost as central to the history of media research as the program itself.

The back story actually begins with the problems faced by educational broadcasters in the 1930s, the forerunner to public broadcasting in the U.S. Before 1934 there was a robust experiment in public pedagogy run out of universities and school districts, but the Communications Act of 1934 privatized the use of radio so extensively that only about two-dozen stations remained. One of the reasons this happened was because there was no evidence that educational radio was in fact educational. But after 1934, FCC commissioners E.O. Sykes and Anning Prall were interested in classroom extension services via radio, if research could show that educational technology was a viable use of frequency allocations.

In 1935 the FCC formed an exploratory commission with the Office of Education to examine this question, called the Federal Radio Education Committee (FREC). Princeton psychologist Hadley Cantril was designated by the FREC to supervise a special study on audience reception. He obtained funds from the Rockefeller Foundation and received support from William Paley of CBS through the appointment of a young CBS researcher named Frank Stanton. Cantril also recruited a young Austrian immigrant named Paul Lazarsfeld, and his wife Herta Herzog, completing the core of what became known as the Princeton Radio Research Project (PRP).

Between 1936 and 1939 the trio of Cantril, Lazarsfeld, and Stanton streamlined the methods of “media effects” research, which notably became the primary approach taken by Mass Communication departments after WWII. Lazarsfeld has received many accolades for his methodological contributions, and deservedly so, but it seems to have been forgotten that it was Hadley Cantril who directed the project. And not only was he the director, but he innovated the first model of effects research as early as 1936 by combining the survey research methods of the commercial networks with social psychology. The synthesis of these two methods permitted researchers to account for trends in social opinion with a very high degree of accuracy. Further, results were reproducible even in disparate studies. The key to their success came from the capacity of the “technique,” as Cantril called it, to divide and subdivide demographic characteristics of listeners into specified social profiles.

Though first developed to evaluate the effectiveness of educational broadcasting, the PRP began to turn their attention to the question of how radio aesthetics influenced social opinion. They found that if slight adjustments were made to content, that patterns of reception would palpably change among different demographic groups. Further, listeners had developed tacit anticipation about how they should respond to the ordering of content in a broadcast.

Excerpt from Hadley Cantril's personal letters.

Excerpt from Hadley Cantril’s personal letters.

October 31, 1938

The day after the “War of the Worlds” broadcast, a request came from Frank Stanton’s employer – the Columbia Broadcast System (CBS) – for an opportunity to test their new “technique.” Cantril wrote in one personal letter: “when the broadcast of October 30 occurred, with its responses in mass hysteria over a wide area, the Princeton researchers recognized that here was a perfect opportunity for their inquiry.” On the Wednesday following the broadcast two field workers began the first Mass Communications research canvass—in Orange, New Jersey. They visited the homes of 30 persons who were known to have listened to the broadcast, while other researchers began to tabulate statistics from other sites.

Interviewees reported that they had not been listening very closely, but disruptions to the familiarity of the broadcast in the form of news flashes made them so terrified that they forgot what they had heard just a few minutes before. The play purported to present an invasion by armed beings from Mars, but only four of 30 listeners actually had understood this storyline. Four thought the invasion was by animal monsters, another four thought it was a natural catastrophe, eight thought that it was an attack by the Germans, and one Jewish woman had interpreted the broadcast as an uprising against the Jews.

When asked what made it so realistic, the overwhelming response was that the program’s introduction of well-known government officials and prominent scientists was persuasive. And more so the technical features of the broadcast, its appearance as an interruption of a dance program, the shifting of the news flashes from place to place, the gasping voice of the announcer, his muffled scream when he was about to break down, all contributed powerfully to the illusion. One woman reported that she saw people literally running down the street screaming. Another reported that her town was immediately deserted. However, these instances were often exaggerated.

Title page from the first printing of The Invasion from Mars (1940).

Title page from first printing of The Invasion from Mars.

The “Effects” of WOTW upon Presumptions and Practices of Media

As Jefferson Pooley and Michael Socolow have written, Cantril found that there were only a small percentage of “panic” responses to the program, significantly lower than popular folklore has led us to believe. So why is WOTW such a key text for Mass Media history?

The important outcome, as far as the researchers themselves were concerned, was that for the first time a statistically notable sampling of receptions to a media event had been measured. The PRP was able to paint a realistic and thorough picture of the types of responses that occurred, including sub-divided categories of which demographic groups responded in what way.

Among famous legacies of the study: WOTW accidentally indicated just how powerful Mass Media might be as a tool for propaganda. With the aid of Harold Lasswell and Gilbert Seldes, the PRP began to develop propaganda research by the early 1940s. Another less known outcome is that Frank Stanton realized that the demographic analysis he helped to invent could predict likely audience reception in advance, instead of measuring responses after broadcast. Whenever we talk about broad audience appeal or “niche audiences,” we are in part talking about Stanton’s post-PRP/WOTW research and development legacy.

welleswtower_squareThis is the seventh post in our ongoing series in partnership with Sounding Out!From Mercury to Mars: Orson Welles on Radio after 75 YearsA special thanks to everyone who participated in the #WOTW75 collective listening experiment on October 30th. Stay tuned for more blog posts in the From Mercury to Mars series during December and January.

Miss any of the previous posts in the series? Click here for links to all of the earlier entries.

Share

]]>
The Aesthetic Turn: How Media Translate, or, Why Do I Like Chase Scenes? http://blog.commarts.wisc.edu/2013/11/06/the-aesthetic-turn-how-media-translate-or-why-do-i-like-chase-scenes/ http://blog.commarts.wisc.edu/2013/11/06/the-aesthetic-turn-how-media-translate-or-why-do-i-like-chase-scenes/#comments Wed, 06 Nov 2013 15:00:28 +0000 http://blog.commarts.wisc.edu/?p=22608 Casino Royale

In my first post in the “The Aesthetic Turn” series, I spoke of the part of “our experience of a media object [that] exists prior to and outside of language.” I asked whether we could use language to describe it without denaturing the experience itself, and I concluded we can’t, at least not directly. But that doesn’t mean we can’t describe it at all, and in this post, I’d like to suggest how to approach it obliquely, through metaphor and translation. (This post began as a “Digital Lightning” talk I gave as part of a series put on by the University of North Dakota’s Working Group on Digital Humanities. As I spoke, I played Casino Royale in the background.)

I’m a sucker for a good chase scene. I love the elegant excess of the parkour chase at the beginning of Casino Royale, where James Bond (Daniel Craig) pursues a criminal who careens off walls and catapults through improbably small windows.

I love the silly excess of the freeway chase in The Matrix Reloaded, where one pursuit is layered on top of another (in cars, on top of cars, and in motorcycles on top of cars). My favorite right now is the four-deep chase-within-a-chase (and dream-within-a-dream) that marks the climax of Inception.

I want to ask a question about chase scenes that is really a question about something else. In a sense, I want to force two things together in an unlikely metaphor. What do chase scenes reveal about media and translation? I mean “translation” in a broader sense than linguistic recoding, although I mean that, too. The English word translate derives from the Latin transferre, meaning “to carry across.” It implies movement. Other languages (such as Finnish and Japanese) use words that emphasize mediation and transformation, rather than movement. Both, I think, are key: movement implies transformation as signs leave one sphere to become meaningful in another.

How do media shape the phenomenon of movement-transformation? What happens when, say, a TV show travels from one geographic or technological space to another? Few questions are more fundamental in media studies, and few have been asked as often, although we tend not to phrase questions in terms of translation. In the era of “new media” (whatever we mean by that), we frequently speak in terms of remediation: what happens when we view newer media through the habits of thought instilled by older media? This question has grown ever more urgent as media converge. What happens when a fan remixes a show, which then goes through YouTube, and then through a link on Facebook, before it gets to us? I want to shift the focus, however, from the media platforms and technologies to the “through,” the movement-transformation.

What happens at the point of “through”? Is there a logic to “through-ness”? Can we see everything that is happening, or are things hidden from sight? Here is my initial answer: In the process of transformation, a gap opens up between a sign before its movement and after. The original sign and its “translation”—the sign we substitute for it—do not evoke the same things. They might evoke similar things; in fact, translation as we have traditionally understood it—a form of rewriting in a different language—is premised on that appearance of equivalence. But we need to pay attention to the gap, which is a place of doubt and ambiguity. It is also a place where we can observe an experience of a media object that is prior to language. Still, our observation is oblique: how does it feel to enter this place of doubt? Does this ambiguity provoke unease? Something else?

So what does this have to do with chase scenes? I’m forcing a metaphor here, which is to say, I’m transposing a sign—chase scenes—from one context (movies) to another (translation and media). (Not for nothing does metaphor derive from the Greek μεταφέρω, meaning “to carry across.”) Through that metaphor, I’m opening a gap we experience (in part) by asking, why this weird juxtaposition? My purpose is to provoke a reaction—an “aha!” would be great, but a “what the hell” will do perfectly fine, too. The point is to use translation and metaphor to turn our attention away from the object (the chase scenes, the media platforms, the texts) toward our experience of the object. The move is admittedly quite “meta” (μετα?), but it is also potentially quite valuable, too.

This is the second post in Antenna’s new series The Aesthetic Turn, which examines questions of cultural studies and media aesthetics. If you missed guest editor Kyle Conway’s inaugural post last month, you can read it here. Look out for regular posts in the series (most) every other Wednesday into the new year.

Share

]]>
http://blog.commarts.wisc.edu/2013/11/06/the-aesthetic-turn-how-media-translate-or-why-do-i-like-chase-scenes/feed/ 4