Sunday, August 31, 2008

Critical Annotated Webliography

Question 2. “From Frankenstein to the Visible Human Project, the body is continually being reinterpreted as a limit to what it means to be human.”

Human bodies are no longer purely organic and physical. Throughout history the human body has been enhanced and modified in turn challenging and reshaping society’s perception of what it means to be human.[1] Both the concept of cyborgs and the development of virtual bodies which exist in virtual environments continue to reshape our understanding of the human body and indeed what it means to be human. Although there was an array of books which appeared to be of great relevance to the guiding question, obtaining online sources which were scholarly and relevant proved a more difficult task. I found using google scholar often returned results for books, however after much persistence I was able to locate the following five sources using predominantly google and google scholar.

Frank Biocca’s article highlights that the human body is no longer simply a biological and physical form. Biocca seeks to outline the extent to which the virtual body, present in computer games, can influence the users’ perception of their physical body. The in depth article outlines that there are in fact three bodies present, the objective (physical) body, the virtual body and the body schema (mental or internal representation of the body). The article successfully conveys the extent to which the representation of virtual bodies influences ones perception of their physical body. In this sense, the virtual bodies in computer games are not merely graphic representations; rather, they serve as a model of the type of body and mindset which the user should aspire to.[2]Biocca’s article is of relevance to the guiding question as it reveals the extent to which humans refigure their perception of their physical bodies and what it means to be human through their engagement with virtual bodies in computer gaming.

Initially the article “No sex, please, we’re post-human” appeared to be of little value as it appeared to be unscholarly and irrelevant. However the article highlights humans’ willingness treat non virtual entities as if they were living beings. Author, Slavoj Zizek uses the now dated example of the tamagochi-a purely virtual, non-living entity, yet humans create their own meaning and attachment to the virtual representation. Despite the users awareness that tamagochi’s lack a heart and a physical presence, they still develop and attachment with the virtual representation and treat it as a living entity.[3] Although such an example doesn’t relate directly to the human body, it conveys the shift in humans’ perception of what it means to be living and our willingness to instill non living entities with our own sense of meaning and understanding. Although the article raises a valid point, it contains few signs that it is of a scholarly nature, causing me to treat this source with some weariness.

Mark Hodges article “Virtual Reality and the Human Body” draws heavily on Anne Balsamo’s essay “The Virtual body in Cyberspace”. Admittedly Balsamo’s article would have been of greater value and relevance however online access was not available. Hodges rearticulates Balsamo’s argument that virtual bodies do not provide the users with a form of escapism, rather they present the user with a representation of the desired human body. It is argued that the representations accentuate features of the male and female virtual characters, in turn reinforcing cultural attitudes of femininity and masculinity. Hodges article does not portray virtual environments and virtual bodies as forces which challenge the public’s concept of the physical body and what it means to be human. Instead, he argues that virtual bodies reinforce society’s preconceived cultural attitudes and understandings of gender as well as their perception of the idyllic human body.

In direct contrast with Hodges article, Samantha Longoni’s essay “The Body of Cyberspace” presents the virtual body as a form of escapism for the human users.
Longoni explores the abandonment of the physical body in favour of the concept and experience of the body. In this sense, the virtual body acts as a detachment from the physical body. The essay conveys that virtual bodies provide the game users with an alter ego and as such the virtual body offers the user a form of escapism from reality. Longoni’s work is of relevance as it challenges the ingrained dichotomies present in western society, in particular real vs. virtual and mind vs. body, in turn attempting to breakdown preconceived notions and reshape societies understanding of the human body.[4]

Steve Mizrach’s article argues that the merge between the organic, physical body and new technologies is unavoidable due to human desire to enhance and modify their body. The important question, initially posed in science fiction films and now considered with all sincerity is “…how much of a human being could you replace and still preserve its essential humanity?”.[5] Such a question conveys that the human body is no longer an essentially organic product and that the human body is increasingly becoming like a cyborg. The article reveals that the modification and enhancement of the human body has been occurring for decades (be it through prosthetics, cosmetic surgery or transplants to name a few) and as such, society’s perception of the human body and what it means to be human has evolved.[6] Mizrach accepts that the merge between humans and technology is inevitable however proposes that a code of “Cyborg bioethics” will need to be introduced in order to maintain the humanity of the increasingly technologising human being.[7]

Initially I found it frustrating and difficult to access credible, relevant and scholarly online sources. However the five sources above are of tremendous value as they each present contrasting attitudes regarding virtual bodies and technologically enhanced bodies and the extent to which the non physical and non organic bodies position society to reconsider the definition of the human body and what it means to be human.



References
[1] Steve Mizrach, “Should there be a limit placed on the integration of humans and computers and electronic technology?” <http://www.fiu.edu/~mizrachs/cyborg-ethics.html>, May 2000, (accessed 22/8/08).

[2] Frank Biocca, “The Cyborg's Dilemma: Progressive Embodiment in Virtual Environments” <http://jcmc.indiana.edu/vol3/issue2/biocca2.html>, September 1997, (accessed 18/8/08).

[3] Slavoj Zizek,, “No Sex, Please, We’re Post Human!” <http://www.lacan.com/nosex.htm>, (accessed 22/8/08).

[4] Samantha Longoni, “The body of Cyberspace” <http://www.egs.edu/Art_Life/samantha/ch4.html>, 1997, (accessed 18/8/08).

[5] Steve Mizrach, “Should there be a limit placed on the integration of humans and computers and electronic technology?” <http://www.fiu.edu/~mizrachs/cyborg-ethics.html>, May 2000, (accessed 22/8/08).

[6] Ibid.

[7] Ibid.



Bibliography

Biocca, Frank, “The Cyborg's Dilemma: Progressive Embodiment in Virtual Environments” <http://jcmc.indiana.edu/vol3/issue2/biocca2.html>, September 1997, (accessed 18/8/08).
Hodges, Mark, “Virtual Reality and the Human Body” <http://w2.eff.org/Net_culture/Cyborg_anthropology/vr_and_human_body.article >, 1993, (accessed 22/8/08).

Longoni, Samantha, “The body of Cyberspace” <http://www.egs.edu/Art_Life/samantha/ch4.html>, 1997, (accessed 18/8/08).

Mizrach, Steve, “Should there be a limit placed on the integration of humans and computers and electronic technology?” <http://www.fiu.edu/~mizrachs/cyborg-ethics.html>, May 2000, (accessed 22/8/08).

Zizek, Slavoj, “No Sex, Please, We’re Post Human!” <http://www.lacan.com/nosex.htm>, (accessed 22/8/08).

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