This introduction charts several of rhythm's various returns as a way of laying out the theoretical and methodological field in which the articles of this special issue find their place. While Henri Lefebvre’s rhythmanalysis is perhaps familiar to many, rhythm has appeared in a wide repertoire of guises, in many disciplines over the decades and indeed the centuries. This introduction attends to the particular roles of rhythm in the formation of modernity ranging from the processes of industrialization and the proliferation of new media technologies to film and literary aesthetics as well as conceptualizations of human psychology, social behaviour and physiology. These are some of the historical antecedents to the contemporary understandings of rhythm within body studies to which most of the contributions to this issue are devoted. In this respect, the introduction outlines recent approaches to rhythm as vibration, a force of the virtual, and an intensive excess outside consciousness.
This article engages with the fabrication of experiences in first-person shooter video games. On one hand, it explores the forms of affective and cognitive engagement this novel type of immersive imagery demands of the player. On the other hand, the article speculates on how video games images resonate and coincide with other key practices and imaginations defining the political reality of life today. What (at least according to some accounts) matters most in the politics of life today is a particular locus of mediation -the brain. The ways we imagine ourselves are today characterized by a figure of the 'cerebral subject'. The article presents an attempt to chart video games imagery in relation to this key contemporary image of who we are, and to consider how the rhythms of the console screen might be seen as emblematic of a more general anthropology of subjectivity today.
At the focal point of contemporary biopolitical knowledge and power is human life in its contingent, evolutionary and emergent properties: the living as adaptive and affective beings, characterized in particular by their capacity to experience stress and fear that works together with vital survival mechanisms. This article addresses new techniques of psychiatric power and therapeutic epistemologies that have emerged in present-day military-scientific as well as media technological assemblages to define and capture the human in its psychobiological states of emergency. Specifically, the focus of this article is on one special kind of screen medium, called Virtual Iraq, a virtual reality device designed to treat post-traumatic stress disorder among war veterans. The article analyses Virtual Iraq as an example of new forms and strategies for the management of affectivity and memory that have been developed in conjunction with contemporary neuroscientific discourses on the evolutionary origins of emotional life and its neurobiological functionality among humans qua species. Furthermore, it discusses Virtual Iraq as an example of the biopolitical work of contemporary screen media in which the reality of images starts to concern the organism’s internal functioning instead of being anthropological or communicative, tapping into the brain’s capacity of self-organization as well as contributing to the production and maintenance of psychological immunity.
This article studies the notion of plasticity, which Sergei Eisenstein identified as key to the practice of animation. But rather than approaching plasticity only in aesthetic terms, the article extends its meaning to consider animated figures' power over their beholders. By looking at both historical and contemporary case studies, from Athanasius Kircher's experiments from the seventeenth century to present-day virtual reality applications developed by the US military, the article seeks to understand the transformative potential of animation with regard to psychic life, and how this potential has been turned into a practice of power. The practice of animation, Serious Games tells us, can render ourselves just as supple and programmable as it renders visual forms. This essay takes its cue from Farocki to study the power of animation precisely in the sense of power over the
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