CONTRADICTORY SPACES: PLEASURE AND THE SEDUCTION OF THE CYBORG DISCOURSE
by Decoder
The Arachnet Electronic Journal on Virtual Culture
ISSN 1068-5723 - February 28, 1994 Volume 2 Issue 1 - JAMISON V2N1
P. K. Jamison
Indiana University
jamisonp@ucs.indiana.edu
ABSTRACT
I provide a brief exploration of the seduction
of the cyborg discourse and the expanding integration
of living organism and machine found in a variety of
settings. The question I ask about cyborgs is, "What
tension lies in a discourse that envisions machines as
facilitators of pleasure?" The cyborg discourse, seen
in relation to the concept of pleasure, is one example
of a contradiction that is constructed during inquiry
into the "meaning" of social reality.
1 Cyborg-Pleasure-Seduction
[1] CYBORG. I have discussed the cyborg in previous work
(Jamison, 1992-1993). One dictionary definition of
cyborg reads "a person whose physiological functioning
is aided by, or dependent on, a mechanical or
electronic device" (Webster's New Unabridged
Dictionary). But, such definitions only hint at the
actual experience of symbiosis of machine and human,
and misses the depth of the cyborg image as it has been
imagined in films, videos, books, popular magazines,
and computer games. What is missing is a
conceptualization that goes beyond the human-machine
dyad as a technical relation, and imagines the cyborg
"person" as a multiplicity of social experiences,
desires, and complexities as hinted by Toffler (1970),
Haraway (1990), Gibson and Sterling (1991), among
others. Therefore, it is more appropriate to envision
the cyborg, much like Haraway (1990), as a "discourse
about the integration of organism and machine. The
organism could be plant, animal, or other living thing
(a virus, for example). The machine can be artifact,
technique or a construction (instructional systems, for
example). Curriculum, then, is a cyborg" (Jamison,
1992-1993).
[2] PLEASURE. I envision cyborg pleasure as an experience
that has both social (group and individual) and
technological implications. In fact, cyborg pleasure
is one of the primary outcomes promoted in depictions
of the integration of technological systems with social
systems. A social system "consists of individuals with
their specific interests, capabilities, and values"
and, as in any technological society, the behavior of
individuals "depends upon their particular
characteristics and upon the context set by the
technological system" (Scholz, 1990, p. 235).
The representation of the possibility of cyborg
pleasure assists the promotion of an aesthetic
dimension to human-machine relations. This aesthetic
dimension, though, tends to "trivialize" the
relationship. In a discussion on modern organizations,
Witkin (1990) explores the emergence of the "machine
aesthetic" and its impact on organizational life. This
type of aesthetic exploits the "rational and technical
features of mechanisation," that are "appropriate to
the demands of modern organizations" (p. 325). As
Witkin illustrates, the aesthetic dimension in
organizational life is "closely identified with
sensuous gratification, with the experience of
pleasure, and of pleasing the senses" (p. 327).
However, the aesthetic experience is much more, and
pleasure alone does not fully describe the aesthetic
dimension; "while these are certainly important in
aesthetic experience, this aspect has to be seen in the
context of the importance of the aesthetic as a mode of
understanding, as a mode of knowing, and as
intelligence" (p. 327). Thus, pleasure, as it is often
promoted in relation to the cyborg discourse, assigns
the "aesthetic to the sphere of consumption and
conspicuous leisure" and the "separation of the
sensuous aspect of aesthetic experience from knowing
and understanding" (p. 327) has resulted in a lack of
exploration of the substance of the social impact of
the cyborg (not just its presentation), and a lack of
concern for the integral role that cyborg pleasure
plays in social relations and social development.
[3] SEDUCTION. Seduction, in this essay, refers to a wide
array of experiences, relations, and kinds of knowing
about the world altered through the cyborg discourse.
The goal of the cyborg discourse is seen as more than
the creation of an underlying feeling of one being
willingly lead astray and persuaded to commit sin. The
cyborg discourse induces particular social relations;
its image and discourse is both alluring, as it "leads
us away," entices, and fascinates societies in order
to win over, attract, entrap, charm, infatuate, and
captivate. But, in the wake of reckless abandonment,
something must also be relinquished, resigned,
surrendered. The seduction of the cyborg discourse
impacts humans, organisms, and social relations in a
variety of ways. For example, it is seductive to
imagine the replacement of points of human frailty with
machines. The potential for replacement also signifies
other kinds of loss.
[4] In the cyborg discourse, the human body is no longer a
place, but a collection of "parts." In particular,
women's bodies become extremely fragmented. Hoyt
(1993) in a discussion of the female body describes the
womb as a "place" and suggests that modern women do not
have wombs, "I think the reason that modern women don't
have them is because a womb is a place and a uterus is
a part. It is more agreeable to remove parts from
women than places. I am troubled over women having
their wombs removed. I have read that our bodies
contain stories. If their wombs are removed, does that
mean they can't remember certain things, or does the
ghost of memory live like the ghost of a arm or leg
which has been amputated" (p.2). Indeed, the body is
often symbolized as replaceable and secondary to the
mind in cyborg discourse. The continued separation of
the body and mind dismisses the idea that the body
"knows." It is important to explore how the cyborg
discourse seduces women, and fails to embrace woman's
body as a "body of knowledge" that is a "vessel and
discourse about physical contents and social realities.
the female body is still the site of power for others.
a woman's agency is not valued. for woman, her body is
her social reality. fragments of women's knowledge and
experience are expressed through type and graphic. the
body, a living typeface, reflects the social landscape"
(Jamison, 1992-1993).
[5] It is highly likely, then, that the cyborg discourse
reconceptualizes social motifs that have long been in
place into new seductive ideologies. True knowledge
and experience are represented in the possibility of
heightened sensual awareness, the bodily cavorting of
living organisms playfully situated in a cognitive
trance through the result of relations with machines
(again, machine as artifact, technique, or
construction) inducing feelings of desire, experience,
"knowing" that even for a fleeting moment might result
in overwhelming transcendence. Such images are highly
seductive at a time when many feel sublimated to the
"hard" reality of late industrial society.
[ Top ]
2 Images of Pleasure and Seduction: Angels and Dragons
[6] There are angels and dragons in the cyborg discourse,
and both are necessary to understanding its importance
in the development of social relations.
[7] The angels of cyborg discourse "provide an image that
works across multiple layers of meaning" (Lather, 1993,
p. 10). While, as Lather suggests, "angelizing is
dangerous practice: sentimentalizing, romanticizing,
otherwizing, resonant with images of vacuous cherubs
and/or simpering Christianity" the angels of the
cyborg discourse are placed into action whenever
societies are "faced with the unbearable" (p. 11).
Information culture, the environment of the cyborg, is
alien to most humans but is made to feel safe and
secure. Tempered with heavenly transcendence, cyborgs
are viewed by humans seemingly frozen in the earthen
base of material culture. The unbearable visible is
made opaque through the less visible, less tangible
reality of angels. And, such images are not new to
human-machine discourse. The dials and faces of the
ornate diapasons (organ clocks) of Handel and Clay
created during the 1700s were decorated with figures of
angels floating above humans (Dirksen, 1987). Earth
and heaven, together, were embedded within the
mechanics, devices, and scales of organs and clocks. A
strange juxtaposition between human and machine,
technics and art; i.e., time, change, aesthetics,
pleasure, and social reality has surrounded and
embraced humans for centuries.
[8] In an attempt to promote greater interaction between
humans and computers, companies that develop cybernetic
technologies participate in a variety of seductive
strategies that embody the cyborg discourse. Some of
these strategies persuade individuals to concede to
particular philosophies, such as the argument that
technical artifacts and instrumental reasoning are
necessary for effective social development. For
example, companies such as IBM publish their own
magazines (like "Multimedia") that act as "informed
advertising." In recent popular magazines, such as
"Wired" and "Kids and Computers," articles suggest the
potential for realms of cyborg possibility, amidst
calls for social responsibility, management, and
balance (Donovan, 1993; Leslie, 1993; and Schwartz,
1993). Such magazines reveal new technologies and
their use among the "public" in well written and
illustrated articles. The magazines are attractive and
educational, but more importantly, they sell the cyborg
discourse. Such seductive acts employ pleasure in
visual, textual, and experiential ways in both media
products (books, magazines, computer and video) and
social/educational frameworks (Papert's "Logo",
cognitive "constructivism," and "educational
technology"). These utopic visions of human-machine
relations are the angels of cyborg discourse.
[9] Conversely, in an attempt to criticize the
technologizing of social reality, other representations
of the cyborg that depict unpleasant and misanthropic
qualities (a lack of pleasure, a displacement of the
individual and of social relationships) have been
developed that negatively frame the cyborg discourse.
These are the dragons of the cyborg discourse, and
unlike humans "dragons are creatures of chaos"
(Sievers, 1990, p. 211). Dragons, like cyborgs,
intimate uncertainty. In dystopic discourse, the
cyborg is a symbol of coming to terms with postmodern
life: chaos and uncertainty mark the end of reason,
and what is left of human reason (often confused with
life itself) can only be continued through the
unfortunate symbiosis of a necessary human and machine
relationship, the cyborg. Films such as Lang's (1926)
"Metropolis" (1926), Scott's "Blade Runner" (1982), and
Crichton's "Westworld" (1974) are examples of the
dystopic vision. Others, such as Chaplin's "Modern
Times" (1936), express the tragedy of the human-
technology relationship in seemingly comic mishaps. In
texts, such as Lem's "Futurological Congress" (1974),
Gibson and Sterling's "Difference Engine" (1991),
Gibson's "Mona Lisa Overdrive" (1988), Piercy's "He,
She and It" (1991), Crichton's "Jurassic Park" (1990),
and Vonnegut's "Cat's Cradle" (1963), the absence of
pleasure acts to signify dysfunctional social
relationships and the contradictory moment in which
humans and machines are embedded.
[10] While the dystopic view might be criticized for
creating a "dark vision of the future" that generates a
society of "future-haters" and "technophobes" (Toffler,
1970, p. 263), the utopic view promotes an "ironclad
consensus about the future of freedom" (p. 263) that
accentuates "maximum individual choice" (p. 263) as the
democratic ideal and a "refusal to imagine the future "
(p. 215) in any other way.
[11] In most traditional utopic views of human-machine
symbiosis, the cyborg impacts societies, individuals,
artifacts, and living in separate and clearly
identifiable ways, such as changes in time, work, and
sexual relations. However, in the dystopic postmodern
analysis, the human-machine dyad is situated in
integrated, dynamic, open, social relations that are
constantly changing. The social reality of the cyborg
is not "fixed." Furthermore, this implies that the
seduction of the cyborg is embedded in social
relations, and that each influences changes in the
other. There is, then, necessarily a utopic-dystopic
polarization embedded in the human-machine discourse
that situates the cyborg within a contradictory space.
[12] The greater meaning of either the utopic or dystopic
perspective relies on the existence of this contradictory
space. Therefore, the dystopic is itself utopic, and the
utopic is dystopic. While I draw attention to the angel
in relation to the utopic discourse and the dragon in
relation to the dystopic discourse, paradoxically angels
and dragons signify possibility and limitation across both
perspectives. For example, one might think of Rutger Hauer's
role in "Blade Runner" and imagine a dark angel, one who is
situated perilously between dark and light. In "Metropolis,"
the character Maria, her arms draped with loose cloth and
reaching towards the heavens, is obviously a traditional
female angel figure. Both films rely primarily on the dystopic
view as central to their stories, but they employ angel figures
throughout their discourse as signs of possibility and hope.
[13] In the utopic discourse, pleasure is utilized as a
seductive element to draw attention to the benefits of
the human-machine relationship. In the dystopic
discourse, cyborg social reality has possibilities, but
also severe limitations. Therefore, to inquire into
the human-machine relationship in more meaningful ways,
these examples suggest that the "cyborg" is best
examined as a social discourse rather than as a
strategy or artifact, and that it might be better to
explore, as some would argue, the notion of "social
technologies." In this way, I am not merely
questioning the mechanical or structural qualities of
particular social (educational) frameworks and media
(computers), but I am gaining insight into the meaning-
making of the cyborg discourse and its implications for
societies.
[ Top ]
3 Cyborgs, History and Chaos
[14] Like the angel and dragon, the cyborg has a history,
despite the lack of evidence of its actual existence,
"Today we may be convinced that there is no such thing
as a dragon and that dragons never really existed, but
nevertheless we are surrounded by countless symbolic
representations which prove that there were times in
which our predecessors considered dragons to be as real
as either the particular hero who attempted to kill it
or the horse he rode upon" (Sievers, 1990a, p. 208).
[15] An exploration of pleasure in relation to the cyborg
discourse deconstructs the meaning of cyborg history
present in many social frameworks. Rather than focus
on outcomes, goals, or behaviors of the human-machine
dyad, the examination of the cyborg as a discourse of
pleasure provides an opportunity to pursue questions of
meaning, relationship, and freedom in education and
society. For example, I believe the cyborg discourse
perpetuates the historical illusion of democratic
culture (preceded by the notion that technology
promotes social progress) in which the embodiment of
pleasure acts to signify democracy.
[16] Still, several studies on work, organizational culture,
computerized information systems (CIS), networks, and
human-machine dyads (such as the "symbolic value of the
CIS" or the "organizational symbolism" of computer
culture) indicate the desire to explore, interpret, and
reveal more than the efficiency of cyborgs and their
supposed capability to undo the "problems" of late
industrial society (Pihlajamaki, 1990; Scholz, 1990;
Sievers, 1990b; Tatum, 1994; Witkin, 1990). There is a
desire to understand and to make meaning of the
developing history of cyborgs, the development of their
behavior and culture; the two interconnected through
hands, wires and electronic mechanisms that bend the
technological discourse towards cultural as well as
digital ears.
[17] The connection between the cyborg with an(other) cyborg
is important too, not just the connection between the
human and the machine. This is a history, under
construction, too. Cyborgs suggest desire, and as such
become "desiring-machines" (Ronell, 1989, p. 454) that
once again conjure up images of seduction and
aesthetics, albeit through "the psychological breakdown
of social reality. the prosthetic extension of human
discourse through communication. machines.
psychology. mental illness. psyche" (Jamison, 1992-
1993). The cyborg age is witnessing the ongoing
juxtaposition of art and technics (Mumford, 1952),
pleasure and purpose, but as much for the cyborg, as
the human. Oddly enough, there is the strong
likelihood that the only witness to cyborg history and
of the desire for humans to obtain pleasure through the
cyborg discourse, will in the end, be the cyborg.
[ Top ]
4 Contradictory Spaces
[18] An examination of the cyborg discourse unveils the
contradictions of the illusion; when faced with the
possibility of pleasure and fantasy in utopic cyborg
worlds, societies in turn choose to acquire, learn
about, and explore such pleasure through technical
paths. The cyborg appears to provide greater levels of
pleasure that humans cannot attain without cybernetic
machines: a seductively wired existence tied to a
particular kind of knowing not previously experienced
through technologies such as television and radio. In
the recent film "Demolition Man" (1993), even sexual
relations are experienced through a virtual reality
system which has been promoted as better than human
sexual relations due to its efficiency, safety, and
cleanliness. The brain (the mind), not the body,
continues to be constructed as the site for experience.
[19] It is important to acknowledge that the
conceptualization of the pleasure of the cyborg
discourse is often dictated by two technocratic
premises: technological determinism and technological
instrumentalism. In order to achieve pleasure, the
cyborg discourse maintains the utility and necessity of
inherited past knowledge and experience of pleasure
(determinism), and the application of knowledge and
technology as means to an end, i.e., the attainment of
pleasure: instrumentalism. Pleasure is no longer a
subjective ongoing experience, but an object to be
captured, marketed, sold, and experienced immediately.
The commodification of the knowledge and experience of
pleasure raises some disturbing questions (Jamison,
1992). For example, there is the possibility that only
particular conceptualizations of pleasure might be
manifested throughout the cyborg discourse. While
there is not room to fully discuss this problem here,
it is important to consider the other forms of pleasure
in social relations, such as intimidation and terror,
that manifest themselves through domination. The
cyborg discourse, then, is not only a discourse about
the domination of societies through machines and
electronics, but is also about the promotion of
particular social realities through the domination of
social relations and representations (as in Lem's
(1967) "Futurological Congress"). The cyborg discourse
becomes a psychological, social, and political
deviation, not merely a hardware development. If one
thinks about pleasure and seduction as being not only
confined to individual human-machine interactions, but
also influencing the construction of psychological,
social, and political interactions, cyborgs are seen as
highly constructive and value laden social systems,
that are certainly not neutral. Cyborgs, like all
technology, embody social discourses (Jamison, 1992).
[20] The utopic and dystopic views of humans and cyborgs
present extreme visions of human-machine lifeworlds
that cannot provide any final understanding of the
cyborg discourse. But, the existence of their
opposition and the contradictory space created between
their polarization, provides a break, juncture, or
space in which to explore greater meanings about the
cyborg discourse. Pleasure, while only one aspect of
the cyborg discourse, is contradictory, and as such is
a particularly powerful human emotion that shapes
human-machine relationships and social frameworks in
paradoxically seductive ways.
[ Top ]
WORKS CITED
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FILMS CITED
Chaplin, C. (1936, 1985). Modern Times. Farmington
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