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WHAT VAMPIRES KNOW: TRANSSUBJECTION AND TRANSGENDER IN CYBERSPACE
Transcript of a talk by Allucquere Rosanne Stone given at "In Control:
Mensch-Interface-Maschine", at the Kunstlerhaus, Graz, Austria, May
1993. Symposium arranged and chaired by Eva Ursprung.
Allucquere Rosanne Stone
Department of Radio, TV and Film
The University of Texas at Austin
Copyright (c) 1993 by Allucquere Rosanne Stone. This version may be
freely distributed electronically, but may not be reproduced in
hardcopy form without permission.
The words "Dia" refer to slides being shown.
________________________________________________________
This is not going to be so much a linear talk that begins in one place
and goes somewhere else as much as it's going to be a series of
provocations, little interruptions.
I'll start off with a little story about women and technology back at
the beginning of technology, i.e. back at the beginning of the machine
age. Before machines as we know them were developed, there were little
clockwork devices. The ones that looked like humans were called
"androids", which is a name that means "human-like". But there weren't
only human-like things, there were animal-like things and insect-like
things as well. They came to an interesting end, and I'd like to start
out with showing you some slides of what they looked like.
Probably the most famous was the mechanical duck created by Vaucanson.
We have no pictures of this duck from the time that it was actually in
operation, so we only know of its performance through some wonderful
stories, which claim that it could actually perform all of the
functions of a living duck, including the ability to quack, clean
itself, eat and defecate, and apparently its defecating was
accompanied by odors which indicated that it was actually doing some
kind of digestion.
Dia (Android boy)
And here we have a human one. This little boy was a letter-writing
android, life-size. He was able to actually write letters with his
hand. In the back view we see the mechanism, the hardware and
software. The hardware are the gears and levers that control the
motion of the arm. The software is a vertical stack of thin metal
cams into which is cut a plan for the motions that the arm can make.
The program is transmitted to the arm by means of the levers.
Following upon these early but exquisitely made devices came the steam
engine and the machine age as we know it. As I mentioned, these
androids were made in equal numbers in the two socially standardized
sexes, so there were roughly as many men androids as there were women
androids. Then the "true machines" arrived, i.e., machines that
didn't look like people but instead expressed their machinic quality
in their form and appearance. Once the true machines appeared, the
androids began to die out. From having been shown in splendor before
the crowned heads of Europe, the androids stopped being popular
attractions and ceased being manufactured. As they disappeared from
public view, they underwent a strange transmogrification. They
reappeared as accounts in newspapers and penny novels; in other words,
as text. And when they reappeared as text, an interesting thing had
happened to their sex. As real devices, the androids had been made in
the forms of men and women in roughly equal numbers. But in the age
of the true machines, they had become female. What was the strange
association between the arrival of the true machines, the
disappearance of the androids, and the predominance of the female?
When we look at the content of some of the textual accounts of the
androids we get some idea of what that was. First of all, remember
that the first machines were extremely mixed blessings. There was an
initial air of romance about them, when factory owners sent trainloads
of workers to the 1890 Paris Exposition to marvel at the machines that
would take their place in the factories. The machines displaced jobs,
disrupted families, despoiled the landscape. Beneath the surface of
consciousness they were threatening and destructive and dangerous.
And, as we see from the way they appeared in texts, female. So
putting those things together, the idea of machinery as threatening,
destructive, dangerous, and female, gets us to the beginning of a few
of the stories that I'm going to tell here.
Dia (Maria the robot and Fredersen the capitalist from Fritz Lang's
"Metropolis")
This image from 1922 is emblematic of our predicament at the moment:
Fredersen, the captain of industry, about to shake hands with Maria,
the robot. The moment when they touch captures that predicament --
they are still near the dawn of the mechanical age, while we are
nearing its close; but they express our predicament in the implosion
that they signify... the problematic, productive implosion of flesh
and machinery, neurology and electricity, musculature and hydraulics,
gendered female, that we see there.
Dia (Woman cooking on stove, with nuclear reactor in background)
This happy-looking person is cooking a meal on the first electric
stove to be hooked up to that rather large object in the background, a
nuclear power generator. The juxtaposition of the heimlich scene in
the foreground with the decidedly unheimlich object in the background
uses woman as mediator in a story of sin and redemption, turning
technology as threat into technology as helper.
Dia (Control panel of textile mill)
This is one of the first interfaces. We know the word "interface"
from its use in more technological circumstances, but this is an
interface too -- a place where human agency changes form, in this case
from the muscular to the mechanical through the medium of those
levers, and then into the guts of the machine in ways that are harder
to follow. In fact, this device is covered with things that the
psychologist J. J. Gibson called "affordances", which for our purposes
we can call handles -- places where agency changes form. Over the
years between the invention of this device, which is the front end of
an early twentieth century textile mill, and the development of
computer keyboards and mice, the purpose and theory of the interface
hasn't changed much, but the interface itself has changed a lot --
it's compressed, shrunk, become invisible. It's easy to see levers
and wheels, but here at the close of the mechanical age the entire
locus where human agency changes to machinic agency has become so
small that we only think of it in terms of metaphors. At the close of
the mechanical age interface becomes an icon of agency, and in
becoming an icon it allows a whole bunch of other things to climb into
the machine along with the mechanics: emotions, gender, political
power, all get inside this tiny device.
Dia (CommuniTree genealogical chart)
Let's look at some of the earliest electronic virtual communities.
This kinship chart shows the origins of the first computer bulletin
boards (BBSs) that supported social interaction. Prior to this
moment, BBSs messages were organized by alphabetical order, or by
date. BBSs were metaphors for physical bulletin boards... objects for
the exchange of simple messages, not conversations. Now, in 1978 a
group of people in Northern California designed a BBS that used
message attachment protocols that facilitated conversations. As a
metaphor for this structure they used a tree, firstly because it was
based on a principle of computer science called binary tree protocol,
and secondly because Northern California near Silicon Valley was a
land of hot tubs, Eastern mysticism, and computer hackers, and the
organicity that the word "tree" suggested was important to those
hackers' worldview.
The story of the life and death of the first CommuniTree tells us how
and why the later virtual community systems were designed. The
original CommuniTree was designed with the idea that the community it
facilitated would be completely free. Anyone could enter any sort of
message. In fact, censorship was completely prohibited at the level
of the code, of the Tree's program. It worked this way: First, the
system operator was prevented from reading messages as they arrived.
Second, messages were hard to remove once they were entered. Third,
anything could be entered into the system, including so-called control
characters, which are not part of the standard alphanumeric set and
which can be used to control the operation of the host computer.
Lastly, to make sure that no system operator could tamper with the
system, the code was written in language called Forth, and not
documented. Now Forth is a religion unto itself, and if you know
anything about Forth you recognize that this makes the system a total
black box -- it's impossible to know anything about how the code
works.
CommuniTree went online in 1978. The kinds of conversations they had
in there were of a high intellectual and spiritual character. They
talked about new philosophies and new religions for post-Enlightenment
humanity, the first time such conversations had taken place online.
Now, at the same moment Apple Computer had reached an agreement with
the U. S. Government that in return for a tax break, Apple put
computers into primary and secondary schools in the U.S., and some of
those computers had modems. This meant that quite suddenly a lot of
kids could get online. At first both boys and girls had access, but
the boys quickly elbowed the girls out of the way -- high tech was
men's work. The boys quickly found out CommuniTree's phone number and
logged on. They were clearly unimpressed with the high intellectual
level of the discourse on CommuniTree, and they expressed their
dissatisfaction in ways that were appropriate to their age and
linguistic abilities. Now, the hardware of the Tree was the best that
Apple had to offer in 1978, it had two floppy disk drives with a
combined total of 300 kilobytes of storage. At the time, the folks
who designed the Tree said "300K -- we can go on forever. We'll never
fill this up." A common BBS today would have at least 100 megabytes
of storage, many orders of magnitude greater than the Tree. So it
didn't take long for the kids to fill every byte of disk space with
every word they could think of that meant shitting or fucking, and
then they'd add control characters on top of that, characters that
could mess with the program or stop the floppy drives. The sysops
couldn't see the messages arriving and couldn't remove them afterward.
The Tree was doomed.
One of the participants in the Tree discourse said "Well, the
barbarian hordes mowed us down." And the people who were on the Tree
ran away, just like the population of a village during a sack. It was
a kind of scattering of the tribes. Some of those people went off and
designed BBSs of their own that had built into them the elements of
control and surveillance that appeared to be necessary to ensure the
BBS's survival in a real world that included roaming barbarians. That
kind of surveillance and control continues to the present day, built
right into the software; we don't think about it much any more. And
that's how, back at the beginning of virtual time, the first virtual
community left the Magic Garden and entered the "real" virtual world
in which good had to find ways to coexist with evil.
Dia (Virtual Reality suit)
Let's jump very quickly to the latest moment in technological
evolution: Virtual Reality. Here we see the obligatory goggles and
gloves that provide access to the virtual world. For those of you who
haven't yet encountered VR, those goggles have inside them two
television screens that are connected to the computer. So are the
gloves. When the wearer turns her head, the computer senses the
motion and rotates the image in her goggles in the opposite direction.
That gives her the impression that she is looking around in an
environment that stands still. So she is immersed in an artificially
constructed three-dimensional world. She's holding up her hands in
that way because she's holding a virtual object that we can't see --
but she can.
Dia (Man and monitor screen showing virtual office)
Here we have Eric pointing at a monitor that shows a virtual office.
This was the first... The challenge was to find some sort of object
that would be known to the most people, various audiences...So they
chose an office, because that is sort of the lowest denominator.
Everyone knows what an office looks like. So they made a virtual
office that people could walk around in. This was a way to start out.
On the back of Eric's glove you will see a little cube, which is a
position sensing device, the other end is up on that music stand. That
way the computer knows where his hand is in the 3-dimensional space.
That's also how the computer knows in which direction he's looking. He
has a very serious expression on his face, and the reason for this is
he's competing in a market which is going to be worth billions of
dollars very soon. He's a little worried and he has every reason to
be. Now one of the side effects of this technology in the near future
is the existence of virtual communities, communities of people who can
see each other, hear each other, type to each other on the keyboard.
But we don't have to wait for these virtual reality devices to come
along in order to have that kind of virtual community. So now I'm
going to switch for a moment and talk about virtual community. The
first kinds of virtual communities were the bulletin boards. The
second kinds of virtual communities were the online chat systems in
which people could talk to each other by means of their keyboard and
screen in real time, so that a number of people could be logged on
from different parts of the world, talking to each other at the same
time on their screens. Now, we've gone one step beyond that, to
two-dimensional graphic virtual realities, artificially constructed
virtual communities in which people can see each other as small
cartoonlike figures. And I'm going to show you some of those now.
Dia (Habitat map)
The first one was designed by Chip Morningstar and Randy Farmer for
Lucasfilm Cooperation in the US, and was called "Habitat". Habitat
was designed to run on a Commodore 64 Computer. Commodore convinced
Lucasfilm that there were more Commodore computers in the hands of
computer users than any other computer in the world. And in fact at
the time Habitat was designed that was true. There were a lot of
Commodore computers out there. What Commodore didn't tell Lucasfilm
was that within a year or so most of them would be used as door stops
or boat anchors or as something other than as computers. So Lucasfilm
built this thing for a market that evaporated while the program was
being written...things change fast in the computer business. Habitat
was shortly thereafter bought by Fuijitsu, moved to Tokyo and set up
there as Habitat 2.1. Now Fuijitsu ran it on a much better computer,
the Fujitsu FM Towns computer. The FM Towns accepts CD-ROMs, which
means the software can be much larger and more complex. Its screen
also has much higher resolution. Habitat is in operation right now.
When you buy your little share in the Habitat community you get a
package in the mail that includes the software and this map. Fuijitsu
tried to include a little bit of every part of human culture they
could think of. So, in one corner you find a Cancun-like resort, over
here there are some farms and some sheep in a meadow, and back there
are some Easter Island statues, and over there are some Turkish mound
buildings, and then the Pyramids, and a Magic Castle, American Indian
tipis, little bit of the Wild West over there, and then some penguins,
and there an English country village and a sort of generic European
village in the middle. So Habitat has almost everything. There is
still a lot missing from Habitat, which we'll get to in a minute.
Each one of these areas is almost infinitely expandable, once you are
inside the simulation. So in fact there's a lot of room in there. A
lot more room than you might think. Habitat is a for-pay-thing.
Fuijitsu makes money on this. One of the ways that they make money is
by allowing you to teleport inside the simulation, and charging for
it. Teleportation is a way of travelling from one place to another in
zero time without having to walk. If you don't have the money for
teleportation then you get to walk, and since distances in Habitat can
be arbitrarily large you can spend a lot of time walking. Most people
don't like to do that.
Dia (Boy avatar)
When you log on in Habitat you acquire a cartoonlike character which
is called an "avatar". Here's our representative avatar. This is a
boy avatar in his home. There's a great fascination on the part of the
Fuijitsu people who designed this with things Western, and
consequently the little Habitat guy looks somewhat Western. He's
introducing himself, in Japanese, and showing you his house -- you get
a house as part of your deal. This is all animated in real time, so
your character can walk around in your house, change clothes, put
things on shelves, and go outside and meet other Habitat avatars.
Since I can't show you this in real time animation, we'll have to
settle for a series of slides. You move your avatar around by means of
the mouse. There's also a menu at the right side of the screen with
icons that you can click on. At the moment he's walked to the door and
he's opening the door and going out into public space. Then he'll go
downtown. He wants to go where the action is, and most of the action
in Habitat is downtown. He takes some Habitat yen -- money -- and
drops it into the teleportation device and then he gets inside...and
he comes out some place else.
Dia (Avatar at vending machine)
Habitat is an economic structure. In Habitat everything costs money.
So Habitat has a lot of economies that grow and shrink very quickly.
Habitat has vending machines that sell you all sorts of things, and it
also has anti-vending machines that buy things back from you. So you
can buy things and you can sell things from machines as well as
people. Our little friend here is in the process of buying an object
from a vending machine, which has a video screen so he can see what's
for sale. If you are semiotically inclined, what's on the vending
machine's screen is two levels down into the simulation. That is, the
avatar sees an object which he cannot touch. It's a representation for
him, and for us it's a representation within a representation. He puts
in his money, when he does so the object drops out of a slot at the
bottom of the vending machine.
Parenthetically, in the early days of Habitat there were bugs in the
software. One day Chip and Randy found that there was one vending
machine that bought things for more than the other vending machines
sold them for. So it was possible to make money just by buying
something from one machine, walking across town, and dropping it into
the other machine. This was discovered very quickly. There was a huge
traffic going back and forth between them.
Dia (Avatar with gangster friends)
Here he is with his friends of the Yakuza, which is the Japanese
gangland structure somewhat similar to the American mafia, and they
are plotting some sort of mischief, which we'll leave them to do.
You'll notice, though, before we'll leave them, that each one of these
people is wearing a different outfit and a different head. In Habitat
there are several different classes of body parts and they have
different registers, different cultural significance, in the Habitat
environment. For example, if you want to change the color of your
outfit, you go to the spray shop, and you have different colors
sprayed on your body. If you want a different head you go to a
headshop and you can buy a different head. You can also change sex in
Habitat. Now, first of all, sex and gender in an environment like this
are programs, the're texts, they are written out, and what you see are
the representations of those texts. Now, the representation could be
anything that you wrote it to be. As a matter of fact, Chip and Randy
were very aware of the problems of the binary system of gender within
which we live. So when Fuijitsu bought the program, Chip and Randy
said: "Why don't we have more than two genders? Let's have a broad
spectrum. Let's make it possible to occupy more than two positions in
the spectrum of gender." And Fuijitsu said: "Well...we don't really
want to take that kind of risk in a business situation." So,
consequently we only have two genders in Habitat. So far you've seen
one of them, the man. In a little while you'll see the women and
you'll see what I mean by a binary gendered situation. Anyway, while
having the color of your body changed is called going to the spray
shop, and changing you head is called going to the head shop, changing
your sex is called going to the sex change clinic. So, the Fuijitsu
people think about sex and gender in a different way than they think
about body parts and heads and body color. Even though none of this
exists outside of a bunch of numbers in the computer. Let's go on and
see something of the Habitat social environment.
Dia (Male and female avatars)
Here is the boy avatar meeting his girlfriend avatar, the figure with
the large breasts. Now, first of all, let me mention that when Habitat
first opened, all it was was code, no people, because nobody had
signed on yet. And consequently people looking at this with an idea
towards what sort of social interactions were going to occur, thought
to themselves: "Wow, this is wonderful. We have a completely
untrammeled social scene, a new social world in which no social
interactions have occured. What's going to happen? What kinds of
social structures are going to emerge?" Well, in fact, when people
began to log on to Habitat for the first time, the first social
structure to emerge was a gang of thieves. They stole body parts. In
fact they stole heads, which were the most valuable body part. And
they had worked out a great way to do it. When a new person signs on
(new persons are called newbies or sometimes virgins) when they come
into this space, one of the thieves would walk up to them and say:
"HULLO, welcome to Habitat, it's good to see you. You really look
wonderful, you got a terrific body.... But you know, that head, it's
old. It's very boring. Now, I've got a really interesting looking head
here. Would you like to try it on?" And the other person would say:
"Yes, sure." So they'd take off their head and put it on the ground,
whereupon the other person would pick it up and run away. That left
the other person headless until they could raise enough money to buy a
head at the headshop. So you always knew who the newbies were, because
they were the ones running around without heads. When Habitat started
out in the first experimental version in the U.S., there were only
about 150 people in the simulation. In the version that runs on the
mainframe in Tokyo there are currently 1.5 million people. Now, we
have some interesting statistics about them. The ratio of men to women
is about 4 : 1. That's the ratio of men to women on paper that we can
document. I.e. when you sign up to have an account on Habitat, you
either use your creditcard or you fill out a form, so we have some
kind of hard data, presumably, on who these people are. So the
demographics of this are: men to women 4 to 1. That's the physical
people who are logging on. But inside the Habitat simulation the ratio
of men to women is 3 to 1. So, what this data tells us is, at any
given time aproximately 150,000 men are cross-dressing as women. Now,
apparently in the Habitat simulation not too many women cross-dress as
men. Those of you who have been on the networks understand why this is
true. The attention paid to people on the networks is quite different
with regard to gender. Women, as they log on to conferences, get far
more attention than men do. Partly because there are a lot more men,
partly because of the way gendering works. As a matter of fact, men
frequently crossdress on the networks as a way of getting attention.
There was one particularly notorious case of a man who created a
completely believable female persona on a network in New York in the
1980s, to the extent that his female persona began to take him over.
And it became very complex...
Dia (Habitat wedding)
This is a wedding. And those things on the ground are presents and
these people are wearing their festive heads. You'll see in the upper
left hand corner there's a little thing which looks like a a ghost.
That's a ghost icon: that tells you that there are more people present
than are shown on the screen. You can become invisible in Habitat, you
can select this little icon here, and that makes you invisible.
There's also another reason why there could be a ghost icon and that's
because the software will only handle six avatars at a time. So, if
there are a several thousand people present, as there happened to be
at this wedding, the only way that you can know that they are there is
by the ghost icon. But the ghost icon serves a purpose of
international law as well, because this is not just a social
environment, it's also electronic communication, and from a legal
standpoint if you overhear an electronic communication when you
yourself are invisible that's known as espionage. Consequently
Fuijitsu was worried about the legal problems that might arise. So
they developed that little icon as a way of preventing that.
Dia (Street theater)
This is street theater. These people are dressed up in costumes,
performing theater. Over their heads you'll notice little cartoonlike
speech balloons. That's how avatars talk to each other. If you want to
communicate with other avatars, you type on your keyboard, and
whatever you type appears in that speech ballon and anyone else with
you on the screen can see it. There was a virus in the early days of
this environment, which was called the "happy face virus". If you were
unlucky enough to catch it your head turned into a happy face and your
speech balloon was only capable of saying "have a nice day".
Dia (Cherry blossoms)
There is a ceremony in Habitat known as "Ohanami". In the "real
world" in Japan, Ohanami means viewing the cherry blossoms, and in
February and March the cherry blossoms in Habitat bloom as well, and
people take their families and their lunches out and sit under the
cherry trees and admire them and that's what they're doing here.
Dia (Sex change machine)
This is the sex change machine. We're now inside the sex change
clinic, and our little boy has his Habitat yen in his hand and he puts
it into the machine and gets inside and then comes out as a little
woman. This is something which confounds the stability of gender as
we normally experience it in everyday life. The things that go on
inside the simulation are meant for entertainment and they're fun. And
they do in fact entertain a lot of people. At 8 1/2 cents a minute
there are people on line in the Habitat simulation for hours and hours
and hours -- because it's a very gripping social world. And the fact
that it's a social world, that people meet other people, as people do
in the network chat systems, solves certain social problems that have
not at the moment been solved in other ways. And one of them is our
evolution through time towards not only individuality but even to
isolation -- not necessarily everywhere, but certainly in very many
places.
We ourselves have gone very far along that road towards isolation, and
we can trace it through our history: the evolution in furniture from
benches to chairs over many hundreds of years; the gradual development
of interior spaces inside houses which were originally one large room;
the development of narratives of interiority like diaries and the
novel, the increasing availability of mirrors and family portraits,
the development of the child as a stage in the evolution of the self.
All of those things are ways of articulating the way in which we have
changed from a society in which the concept of the individual didn't
exist to the way in which we understand it now - to a time in which
the individual has taken on almost the very meaning of isolation. What
we find with many hackers is that they've achieved both the ultimate
isolation and the ultimate solution. They sit at terminals,
completely alone, nothing but them and the keyboard, and yet they have
broken through into a virtual community inside that imaginal space of
the computer, a space that we call the Net, in which there are
thousands, millions of other people; in which bodies like this can be
changed at will, in which gender and sex mean something a little bit
different, because they can be thrown away when they become tiresome;
and in which, if you don't like the person you're talking to, or if
you've gotten yourself into a conversational bind, you can just log
out.
This solves some problems and creates others. The part I would like to
pay most attention to today is the questions that it raises in regard
to gender. In daily life we don't have the privilege of logging out,
although sometimes I think it would be nice if we did. And because we
can't log out, we have to face the problem of being embedded in a
particular structure of power that tends to fix us in place with
regard to our gender, our ethnicity, our class, certain other
structures that are more or less visible, and which tend to be
invisible to us. When we talk about changing the structure of society
in order to provide more rights for women, in order to give women
equal time in the computer networks and equal skills with operating
the computers, we're taking one step beyond where the vampire is. And
so I want to stop for a moment and talk about where the vampire is and
what the vampire saw.
Anne Rice, an American author, has written a series of books about a
character which she calls Lestat. Lestat is a vampire. He's a very
unusual vampire -- he's a rather friendly and engaging character for
someone who drinks blood. Lestat thinks and feels and hurts in ways
that other vampires in vampire stories have not. When Lestat observes
human beings he sees them in a particular predicament. Of course, what
he sees first is their blood. And he hears it and he smells it. He has
a tremenduously good sense for blood. And he describes it in wonderful
terms. Blood for him is a very sensual thing. But humanity for him is
a very sensual thing, too; partly, I think, because he doesn't
participate in humanity in the same ways that humans do. He never
dies, and he cannot experience things like taste and feel in the same
way that humans do. And sometimes he longs for that, longs for the
ability to be a human, to be transfixed by the arrow of time, to be
carried along, to change To become older; to sense what those
differences are, what it means to become older. What it means to have
one's ability to taste and smell and feel evolve and change, which his
never do. He's always the same.
What does the vampire mean for us, in a context of virtual worlds, in
the context of people who live in environments which are created by
keyboard strokes, by lines of text on a screen, by computer codes, by
drawings like this, by glasses that you can put on, in which
3-dimensional worlds appear, in which you can see other people who
talk to you, who reach out to you, who make love to you? There is sex
in Habitat. There will be sex in the virtual worlds. How do you have
sex in an environment where theoretically people can't touch each
other? Well, they do, they worked out interesting ways in which to do
it. And apparently it works. Not only is there sex in Habitat, but
because Habitat is a real economy, there are sex workers in Habitat.
One of the first communities that I studied when I started my work on
virtual communities was a group of sex workers, because I wanted to
understand how they took information about the human body and boiled
it down to as set of very small tokens and transmitted those through a
wire, and then the person on the other end added hot water, so to
speak, and reconstituted a very elaborate complex image of the body.
Now, we learn two things from watching phone sex workers: One is, data
compression works very well in constructing desire and erotics. And
the other one is, that there's always a body involved, somewhere. You
can't have erotics without a body, even if it's an imaginal body. In
Habitat avatars are body representatives, and they talk to each other
through their speech ballons, and their characters do sexlike things
to each other, while each one of the people at their computer
terminals masturbates. Now, that's one way to solve a social problem.
It is very safe. It's desease free. Of course your computer can catch
a virus. But you can't -- not yet, anyway. And so this solves
problems, and it raises problems. What does the vampire Lestat have to
say about that? This is a simulation, but gender is not constructed
here (physically) in the same way as it is constructed there
(virtually). That is, we can also change our bodies, but when it comes
time to do the changing, again, we don't change equally with regard to
our genders. Some genders change more than other genders, because some
genders are under more pressure to change than other genders. So we
see a fair amount of this sort of thing
Dia (Now you can have the body you always wanted)
Breast augmentation, wrinkle removing, now you can have the body
you've always wanted. It has a different meaning in Habitat, but it
also exists in this world. And women do change their bodies according
to the agendas and the demands of a power structure that operates
differentially, unequally across the genders. So what do we do to try
to disrupt some of that? In representational form you may have seen
some of these before... First of all, if we want to take a structure
like Habitat or any representational structure and see if we can't
disrupt it and bring about some change in it, the first thing we
learned is that reversal doesn't work. And here's a reversal: the old
master painting at the bottom, and a photograph taken by one of my
students, at the top. Somehow they're not the same. So simple
reversal may not be the right answer to this particular problem. Is
ambiguity an answer? Well, ambiguity has a long and interesting
history. What ambiguity means in this sense is women adopting more
masculine attire and more masculine manners. We don't have very much
history of men adopting more feminine manners within the latter part
of the 20th century. But this also hasn't achieved anything in terms
of intervention that we know of. How about androgyny? Androgyny has
been pretty useless, pretty much of a failure.
Dia (Transvestites)
Cross-dressing doesn't seem to have any value either. These men, who
are Taiwanese, don't disrupt anybody's gender structures with this
kind of performance, even when it's decontextualized like that.
Dia (Fakir Musafar hanging by ropes through slits in his pectorals)
But this - perhaps there's some kind potential in this kind of thing.
Dias (Distorted bodies)
When I show images like these to my students who are not sophisticated
in the ways of art, I find that frequently they gasp. Their gasping
tells me that a process has happened inside, some internal disruption.
Something has interfered with their normal, seamless way of viewing
the world, in a similar way that Concha's installation is designed to
interfere with a particular way of viewing the world. And in that
moment of interruption, when for just an instant the fabric of
normality is ripped open a little bit, and they can see the nuts and
bolts of the way reality is put together -- if that moment can be
encouraged and that rip teased further open, not just for them but for
all of us, then perhaps we can get a handle on the nuts and bolts of
reality and find ways to unscrew some of them. That's what the art
projects connected with this series of exhibits, I think, are about.
These slides demonstrate aspects of the human form that we don't
ordinarily see. Things that don't fit our accustomed structures of
visual knowledge, our ways of perceiving shape or gender. When we
think about the way that we normally see humans in the age of
electronic communication, i.e. through some representational medium,
they're being represented to us in terms of text, as strings of
numbers or words turned into images. That is, they are not only
visible, but legible, in the same way that texts are legible. And for
that reason I refer to these kinds of disruptive images as being
nearly legible, but not quite. There are different degrees of the
legibility of the human body, and it's the boundary status of these
images -- shapes and genders that inhabit the boundaries between the
accustomed and the utterly strange, the territory of the near-legibile
-- that gives them their disruptive power. And the power of
disruption is the power of change, the opportunity to see with new
vision.
So I'm going to pause on this slide for a moment and talk about the
vampire Lestat again. Lestat went back to the university and got a
degree in anthropology. So now in his travels he observes communities
of humans with some academic skills. And in his new form as an
anthropologist he doesn't only see humans transfixed by the arrow of
time, he also sees them transfixed by the arrow of subject position,
i.e. as time moves so does gender move. He sees people trapped, stuck
in their particular gender positions, in their particular
subjectivities, not able to make the jump to seeing subject position
as a boat that's momentaily at anchor, but that can actually move
through a sea of possible subject positions. The vampire would like to
be able to make that more visible. He talks about it in terms of the
Dark Gift that turns one into a vampire. He would like to see more
people being vampires, but he hasn't figured out how to bring that
about yet.
Dia (Cartoon of hacker wired up and floating off the ground)
This is an image from the first international conference on
cyberspace, which was stormed by a group of cyberspace hackers. The
conference had no T-shirts of its own, so the hackers came in with
T-Shirts that they had printed. And this is a hacker, in typical
hacker-form, jacked in, plugged in, and out in the network. He has a
physical body, but he's left it behind. The image on the T-shirt codes
this sense of leaving the body behind by showing a hacker floating in
space. What the image says is that for all intents and purposes his
body doesn't exist. He's left his body, and he's out somewhere in the
network, by means of his goggles, and his electrodes, and his gloves.
He exists in an imaginal community, a virtual community somewhere,
where he can negotiate his identity at will, where sex and gender
don't mean what they mean to us -- for better or worse -- where his
body shape is changeable at will, and where if he doesn't like the
person he's talking to, he can switch over, change channels, or log
out. This is a mode of existence that's coming down the road here for
all of us -- if we chose it. It has advantages, and some very big
limitations. However, this person is not primarily the person that I'm
interested in, though, although he's part of the groups that I study.
Dia (Child and computer)
This is primarily the person that I'm interested in, because this is
my daughter. The light of the computer screen shines on her face, her
face becomes suffused with its electronic glow, and it looks as though
her face is beginning to glow on its own. We can see her beginning to
take on that kind of generous permeability that characterizes all of
us at the close of the mechanical age, the same kind of permeability
that her machine has -- we see that the space between them is
beginning to collapse, and they're beginning to implode quite suddenly
into each other. I'm worried about her, because these spaces of
interaction that I've shown you suggest certain things about where
we're headed. They suggest that what happens inside these virtual
communities is a performance. It's a performance the same way that
subject position is a performance. Except that we don't ordinarily see
it that way -- in the way that subject position is a performance, in
the way that gender is a also performance, and the theatre for that
performance is the body. And not just a body or some body, but very
specific bodies like this one, and [she points at individual women in
the audience] like yours, and like yours, in which these things are
played out. And in those bodies, this wonderful and completely
unstructured social interaction doesn't take place. Our bodies are
embedded in a structure of power, in which the controlling thing is
pain. There's pleasure, too, but the controlling factor in a situation
of imbalanced power is the use of pain and restriction as a means of
control. Going back and forth between these images, between the
virtual communities and this world, between these communities, in
which pleasure and pain mean different things, and this community, in
which pain means something quite specific, in which power structures
act to constrain us within specific controllable identities, is a
problem -- a problem that we have yet to work out. Before we step over
the threshold into these virtual worlds we need to understand how
those structures work here in the physical world. Before we are free
in these wonderful networks we need to pay attention to what's
happening here: with the way that pain operates in our individual
selves, with the way that power structures hold us physically in
particular places, and not just physically, psychologically, socially
as well. Power is most powerful when it's invisible, and in the new
social spaces of communication technology power is as yet quite
invisible.
Dia ("New Research Proves There Are No Answers")
So at this moment all I can say about where we go from here is that
new research proves there are no answers. I've made a series of
provocations in which I've suggested some things, but I don't have any
solutions. I've heard people grappling at this conference for
solutions, and I know that there'll be a lot more grappling for
solutions. And I think that that's the common thing that brings us
together -- ways to try to solve the immediate problems that we have
of dealing with gender and power structures at the close of the
mechanical age, when the tools that we use for art are going to have
new and different modes of use and new and different arenas of
experience in which they can be played out. They provide us new
possibilities, but they don't take away the difficulties of the old
ones. And we have to negotiate the transition to the virtual world
very carefully. I don't know how it will work out, but I expect that
as it develops I will meet you all in the networks as you sign on and
sign off. Perhaps we'll recognize each other, and perhaps not. But
whatever body you choose, and whatever subject position you have
managed to occupy, we will meet again in that space. So I'll see you
in cyberspace. Work there, play there, love there, but if you have
sex there, be sure to use a modem. Thank you very much.
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