Showing posts with label zombie. Show all posts
Showing posts with label zombie. Show all posts

Sunday, February 14, 2010

When Nature Attacks

I think over the past year or so what has fascinated me most about the object-oriented project is its reliance upon the uncanny. However, this reliance is also what is most unnerving for me at the same time, since the uncanny has become a tool seemingly not worth studying for the object-oriented philosopher. In other words, the uncanny is simply invoked, mentioned, or even alluded to with little to no discussion about it as an object – even if it is an object of study.

Yet, in a recent post by Levi over at Larval Subjects he uses alien invasion science fiction films to discuss the ontological de-centering that takes place in such films. At one point, though, he makes the following point:

Rather, what interests me is the effect of the uncanny that this quintessentially anti-humanist cinema seems to produce in the viewer (at least, to produce in this viewer). One reels before the jaw-dropping flatness of such a universe, where humans are treated as one other being among others, rather than a privileged center to which all other entities must necessarily address themselves. Who knows, perhaps there's even the possibility of renewing the genre of horror through the exploration of the flat and a-human, where humans are caught up in events beyond themselves but are not at the center.

So given this (rare) opportunity to discuss the uncanny in and of itself, I would like to expand Levi's argument that at the heart of horror films is the invocation of the uncanny.

A while back I argued that the object-oriented philosopher would have to take on the zombie as an ontological problem, for the zombie represents our fear of humans-as-objects, but also our desire to overcome nature, to live beyond death. And for this last reason (but not this reason alone) the zombie becomes the perfect manifestation of this aforementioned uncanniness. Unlike Levi, though, I find the most horribly uncanny movies to be ones where humans are de-centered not by some invading alien race, but the films where humans become de-centered by way of the everyday. In other words, the most unsettling films are those that place the human "in-the-world" and alongside other objects.

At one point in my academic career, I argued that the best example of these types of films were the "nature-run-amok" films. Not unique to a single time period, these types of films often use animals to turn the ontological tables on the humans in the films. So, for example, in Cujo (1983) a familiar domesticated family dog becomes a ruthless killer. The reason why Cujo is so horribly unsettling is that unlike the alien invaders, or even some extinct creature of the past (the dinosaurs in Jurassic Park, for example), is that most if not all of us had a dog at one time in our lives. Therefore, the familiar non-human becomes a moment of the uncanny, of confronting the everyday presentation of humanity as over and above nature.


What I hope to do in some later posts is to discuss this uncanniness in terms of Heidegger's "everydayness". But, as for now, I wish only to point out that what is great about the uncanniness of horror films is that they are not dependent upon an Other world – for our world can be just as uncanny.

Monday, September 21, 2009

Zombies vs. Humans: Materialism or Immaterialism

In a response to a nagging question I had about how object-oriented thought handles the particle physics notion of the Standard Model – that is, the most fundamental particles of physical reality – Levi, over at LavalSubjects, states:

I think the answer to this question lies in the point that OOO is not a materialism but a realism. Within my onticology, the sole criteria for existing is the production of differences. These differences need not be physical differences. In this respect, OOO is a slutty ontology or a promiscuous ontology, as it affirms the existence of a wide variety of objects, not all of which are physical. It might very well turn out that there are smallest possible particles within physics (it's an empirical question, not a question that can be answered a priori), but since the real is not exhausted by the material such a discovery would not undermine the infinite decomposibility of being.

In other words, for Levi, even if we scientifically prove that material existence can be decomposed into 6 or so specific particles, such decomposition is in no way exhaustive for all being. For Levi, being is more than just materiality; it is also immateriality, fictional, and symbolic. And in this way, onticology is inclusive, slutty, or promiscuous. It does not discriminate between objects.

Digging its way up from my thoughts, the zombie seems to become of interest once again. One of the largest complaints against the zombie was that it presented the human as mindless, when clearly we are not. However, let's suppose a world propagated only with such beings – that is, a world with only zombies (no "humans"). Zombies, as I originally posted on, become troubling for the object-oriented philosopher because they are humans without "humanity." That is, the zombie exists without language, creativity, and the ability to fantasize. They are merely physical beings without thought.

In such a world, ontology would be swallowed up by science, for there would be no need to discuss anything other than the material world. There would only need to be the Standard Model of particle physics to describe the world and the beings that make up the world. Yet, as the object-oriented philosopher (and any rational mind, for that matter) would point out with enthusiastic objection, we do not live in such a world. We not only live in a world with people, pets, and playgrounds. But we live with pirates, politics, and Harry Potter. Our world is one of material and immaterial existence. A world object-oriented thought wishes to understand.

However, if we accept the two worlds as coexisting, then what does object-oriented thought actually philosophizing about? Or to put this another way, if the physical side of reality (our zombie world) can be explained away by particle physics and the Standard Model, what can object-oriented thought discuss? Is object-oriented thought, then, only truly adding to the discourse on language, culture, and the immaterial world? And, can we split the two "realities" in the first place? Do we have to treat a person as both a zombie (explained away by particle physics) and a human (explained away by philosophy)? Finally, should and can object-oriented thinking move outside of the realm of the symbolic and into the material, physical, and zombie-filled arena?

Saturday, August 22, 2009

Ontology of the Living Dead



Admittedly my first formulation of the zombie was slightly vague, and given the responses (both positive and negative) over at Larval Subjects, Ian Bogost, and Hyper tiling, it seemed to be confusing, as well. So I hope this second post clarifies a few points, but I can make no promises.

Given that my discussion of the zombie started with a notion that it was opposite the cute object, I would like to bring up a similar object to use for comparison and contrast: the ugly object. In The Abyss of Freedom, Zizek makes the following remarks about ugliness and the ugly object:

The ugly object is an object that is in the wrong place, that "shouldn't be there." This does not mean that the ugly object is no longer ugly the moment we relocate it to its proper place; rather, an ugly object is "in itself" out of place, on account of the distorted balance between its 'representation' (the symbolic features we perceive) and 'existence' – being ugly, out-of-place, is the excess of existence over representation. Ugliness is thus a topological category; it designates an object and the space it occupies, or – to make the same point in a different way – between the outside (surface) of an object (captured by its representation) and its inside (formless stuff). In the case of beauty, we have in both cases a perfect isomorphism, while in the case of ugliness, the inside of an object somehow is (appears) larger than the outside of its surface representation (like the uncanny buildings in Kafka's novels that, once we enter them, appear much more voluminous than they seemed from the outside). (21-22)

If we consider the zombie opposite the cute object, then we wouldn't have to stretch our imaginations too far to think of it equivocal to the ugly object. Like the ugly object, then, the zombie shouldn't be there, it is out-of-place – a return of the dead. As my last post hinted at, cute objects (and objects of beauty) are absorbed by us, taken for granted, or easily passed on by. Zizek reinforces this claim when he notes that “in beauty we have in both cases [i.e., in representation and existence] a perfect isomorphism” or a one-to-one correspondence or similarity (representation = existence). Ugly objects, on the other hand, have more to them in their existence than their outward representations (representation < existence). They disturb us because we at times see the hidden, excessive elements that unsettle our sense of sameness and beauty. So, initially we can read the zombie as an ugly object.

Yet, as I previously stated, “zombies are all the same. A zombie biker is no more or less threatening than a zombie baker or zombie dog.” In other words, a zombie is a zombie is a zombie, regardless of race, class, gender, or species. So, ontologically speaking, zombies are beautiful objects, perfect balances between representation and existence, for without the ability to signify their existence there is nothing else to the zombie beyond its desire. But isn't this a contradiction? It doesn't have to be. I would argue that zombies (as well as other objects) can be both beautiful and ugly.

What I hope comes from this discussion is to show how as of now, there seems to be a single understanding of objects. For both OOP and OOO, all objects are ugly. All objects have something hidden or secret which does not make itself known upon immediate exposure in an encounter either with humans or other objects. Representation and existence are in no way equal.

Yet, oddly, in their approach to the zombie, both OOP and OOO find the zombie as a physical (and perhaps mental/psychological) threat – that humanity is more than the zombie, and how dare you say otherwise. But in doing so, they are only recognizing the beauty of the zombie, or that the zombie somehow reduces humanity to an isomorphic blob. Or to put this another way, they are only recognizing the similarity between all zombies, that a zombie is a zombie is a zombie.

Out of all the objects, they haven't found the zombie ugly, as itself consisting of a subterranean existence that is a lot larger than its initial representation. For let us not forget that what makes the zombie more frightening than, say the android, is that the zombie is/was human. And this hint of humanity, the larger part of the zombie's existence, is at times both beautiful and ugly, but perhaps this is why we find the zombie at the bottom of the Uncanny Valley -between the object and the human.

Monday, August 17, 2009

Zombies Ate My Ontology

For Postmodernism the cyborg seemed to represent a lot of what was being discussed. One of the reasons was that the cyborg, according to Donna Haraway, broke through crucial boundaries that had seemingly separated humanity from its world. The cyborg fused human, animal, organism, and machine into one being. It purposefully blurred boundaries and made murky the waters of pure humanism. Postmodernisms dealings with the cyborg allowed them to break free from dualisms and move beyond humanity – thus was born post-humanism.

But recent philosophical trends, mine included, have moved away from the transcendence of post-humanism to a philosophy that wishes to elevate all objects to the human level (or to lower the human to the level of all other objects). Because of this need to place all things on an equal playing field, Object-Oriented philosophy and ontology (hereto referred to as OOP/OOO) is forced to deal with its own creature.

Given the recent surge of game theory and technical talk seen on Larval Subject’s blog, and his recent post on the uncanny (YAY!!), I’ve been tempted again and again to draw attention to aesthetics, but especially to the Uncanny Valley. Developed by Japanese roboticist Masahiro Mori, the idea of the Uncanny Valley can best be summed up with help from his graph:

Seen here, before any form of technology, robotic or not, reaches an exact duplication of human speech, behavior, or physical appearance, it must cross the Uncanny Valley. For Mori, this valley represents the repulsion humanity has toward something that is like a human but is not, and the closer the object resembles a human, the stronger the feeling of disgust. It would seem, then, that as far as aesthetics are concerned, humanity prefers objects that keep their distance, that look different, that act different, that are different.

We could, however, interpret the pinnacle of this first peak in the graph (that peak level to the healthy human being) to be the place of human preference. And in the “still” graph (the solid line) we find a great example of such a preferential object – the stuffed animal. For the stuffed animal presents no threat to humanity, no need to differentiate it and any real animal.

And we could only assume, then, that the humanoid robot that the moving graph (the dotted line) suggests approaches the top of its peak might look something like ASIMO from Honda or the original NES R.O.B. which played Nintendo games with you. In essence these robots are far from being anything “human”, but like the stuffed animal, are simply cute.

But what makes an object “cute?” In a recent post on his blog, Ian Bogost references Graham Harman’s definition, so that “The labors of such agents become "cute" when they are slightly underequipped for their task…” For Bogost, though, Japanese cuteness has taken over from this behavioral “underequipped” cuteness – and is instead a cuteness which relies heavily on appearance. Take for example the difference between the Nintendo Wii’s characters and most of the characters that the Xbox and the Playstation3 pride themselves on – characters which look almost-human. Or to put this another way, while the PS3 and Xbox deal with how real they can make their graphics look, the Wii is content in providing its users with slightly miniature, often large-headed, but almost always cute characters. We have to ask ourselves, why? Why are we less threatened when we create a bobble-headed avatar than when we face a character from Madden 2010 or Halo 3?

The answer lies in the Uncanny Valley. Our Wii avatars are cute, they are in the words of Harman, objects that “are either lovely, or else they are delightfully absorbed in some technique that we ourselves take for granted.” Cute objects allow for forgetfulness, or at least the opportunity to be passed by – “Oh, that’s cute.” For cuteness can never be stared at for too long. Otherwise we progress into the Uncanny Valley. As an example, my daughter has a baby doll she likes to play with. The doll is simply a shaped plastic form with a clothes and pacifier. In the context of my daughter’s play, the doll is cute for it plays the part of a baby but is underequipped to be a real baby. Yet, as Freud noticed (with the help of Jentsch and E.T.A. Hoffman) dolls can become creepy. A “Good Guy Doll” becomes Chucky in Child’s Play, small wooden marionettes become killers in Puppetmaster, and a collection of porcelain playthings become evil monsters in Dolls. Cute has the possibility to become terrifying.

As non-human objects take on human characteristics, they become creepy or horrific. Yet, looked at from the opposite end, as humanity is stripped away of language and of the ability to create and fantasize, it too becomes horrendous. In this way, I feel that OOP/OOO must deal with the creature that presents the true meeting of object and human – the zombie.

From the essential film, Night of the Living Dead (1968) to perhaps the finest in literary achievement in recent decades, Pride and Prejudice and Zombies, zombies have become more than mythical creatures. Like Dracula, they have taken their rightful place in popular culture as horrific creatures of the undead. Yet, unlike Dracula or any vampire for that fact, zombies are mindless – acting only on instinct or drive. Instead of blood, zombies feed on brains. Instead of needing to develop relationships with nubile necks, zombies tear and rip into any and all humans. Zombies are equal opportunity monsters. And instead of a singular vampire, the zombie attacks in hordes and large lumbering groups.

Zombies are the uncanny kernel of the Real, they are not the object which leaves a remainder, they ARE the remainder. Zombies are Das Ding, the Thing, human qua object. And because of this, OOP/OOO must deal with the zombie much in the same way Postmodernism (especially in Haraway and Lyotard) had to deal with the cyborg. However, instead of talking about how humanity will have become, OOP/OOO will have to talk about in what ways humanity is not unique – how we are all zombies. They must take up the zombie as a human representative since only in the zombie do we find the human as it “really” exists, without any obfuscation.

First, the zombie IS – of this there can be no mistake. The zombie is just as real as the computer in front of me. For OOP/OOO all objects are as real as all other objects. Second, the zombie exists as pure desire, it moves with a single purpose and without known agency. And finally, every zombie is the same. A zombie biker is no more or less threatening than a zombie baker or zombie dog. But essentially the zombie is an empty desire, an object with no name except pure existence. Why do they hunger for brains? Who knows. Will they ever stop looking for brains? No. And in a world where all objects are on the same level playing field, stripped away of our agency as subjects, we find ourselves in an awkward position, as non-human humans alive in a world of networks and alliances. We are all zombies. And the only question that remains in a this philosophy that deals with fidelity and allegiance is, “Who will survive and what will be left of them?”