The Clockwork Penguin

Daniel Binns is a media theorist and filmmaker tinkering with the weird edges of technology, storytelling, and screen culture. He is the author of Material Media-Making in the Digital Age and currently writes about posthuman poetics, glitchy machines, and speculative media worlds.

Year: 2015

  • Death to the selfie stick

    "Hipster style bearded man taking selfie with selfie stick." - actual description from Shutterstock. Click to see full copyright details and purchase a high-res non-watermarked version, if that's really your bag.
    “Hipster style bearded man taking selfie with selfie stick.” – actual description from Shutterstock. Click to see full copyright details and purchase a high-res non-watermarked version, if that’s really your bag.

    Today I had the pleasure of attending the RMIT nonfictionLab‘s symposium on interactive documentary. A great many interesting talks were given, and I’m hoping to collate some of my notes into coherent ramblings here and elsewhere over the coming days.

    I was reading various tweets today, watching some of the presentations at the conference, and ruminating more generally on photography, mobile media and the ‘self’. As something of a disclaimer, I abhor selfie sticks. I find their presence and purpose incomprehensible, and the people who use them (for the most part) arrogant and, possibly appropriately, self-absorbed.

    In spite of this, my mind kept returning to them today, in light of some of the discussion around ‘autodocumentary’. In using our smart devices to track and photograph and record and measure every movement we make, we are, in a sense, creating a narrative; a documentary of our lives.

    The ‘selfie stick’, ostensibly, aids in the act of taking ‘selfies’, or photographs of the photographer. The ‘selfie’ finds its origins in the ‘fridge shot’: an often poorly-composed, over-exposed photograph of the photographer and one or several other people. I find this origin important, given that the current ‘selfie’ is a refined and technologically-improved (allegedly) version of the earlier iteration.

    What struck me today is that the ‘selfie stick’, by its nature, is a step in a weird direction. Physically, the device distances the camera from the ‘self’, allowing a modicum of control over the composition and quality of the resulting artefact. I think it could be argued, then, that the selfie stick does not create ‘selfies’ as we have come to know them. A photograph taken with the aid of a selfie stick is more akin to one taken with the aid of a tripod, in that the photographer takes much more care with the composition and preparation of the shot.

    ‘Photographing is essentially an act of non-intervention,’ writes Susan Sontag in her magnificent On Photography (1977), ‘[though] the act of photographing is more than passive observing.’

    Sontag is relaying here that while photography necessarily detaches any interaction or meddling with the subject (if recording something as it appears in nature or, for want of any other word ‘reality’), it cannot be seen as just that: recording. In the framing up of any given subject, you lose any claim to objectivity.

    I would argue that in holding the camera at arm’s length, with no idea of what the frame is, or what the light is like, or whether you and your mates are even in the damn picture, the ‘fridge shot’ and, to an extent, the original smartphone selfie (before front-facing cameras, introduced to Apple devices with 2010’s iPhone 4 – yep, only five years ago), are more in line with the former definition. This is mainly due to the fact that the artist’s control over the artefact is limited, both physically and in terms of the relinquishing of some of the act to the technology itself.

    The ‘distancing’ that comes into play with the selfie stick is an attempt to control the entirety of the act of taking selfies which, in some small way, detracts from the entire philosophy and purpose of the selfie.

    Yet another, this time thoroughly thought-out, reason to detest the selfie stick.

  • The Unexpected Awesome of Birdman

    Birdman

    I’m still reeling from Birdman. And I probably will be reeling for some time. It’s definitely a film you need to see more than once, I think.

    First impressions? Where before I believed The Grand Budapest Hotel deserved every Oscar it was nominated for, I’m now torn. Every performance in Birdman is sublime. The cinematography is flawless. The script, while hokey/cliched in parts, allows the actors to fill in the blanks with their performances.

    There’s not much else to say at this point. I’m sure I’ll watch it again soon.

    As I’ve said to a few people: A great many films make me want to write about them. But very few films make me want to write films. Birdman certainly fell instantly into the latter category.

  • Call of Duty: Modern Warfare and ‘othering’

    COD4heli

    I booted up Call of Duty 4: Modern Warfare lastnight, for the first time since its release. I remember enjoying playing through the single-player campaign (I’ve never been much for online multiplayer) way back in 2007, and being staggered at some of the visuals, even with it running at lowest settings on my old Toshiba laptop. The reason I’m playing through it again is for inclusion in the published version of my PhD thesis.

    Eight years later, the opening chapters of the game really hold up from a visual point of view. Yes, games have come a long way, but the sheer rollicking action of the training sections and cargo ship prologue mask some of the less crisp edges and other visual shortcomings.

    Hilariously, though, the game is really bad. It tries to do so much in such a short span of time (rough play-through, from memory, was under ten hours?), and in so doing draws on every cliche of Anglo-American foreign policy for the last hundred years. This, however, makes it perfect for my thesis.

    The first key element is the ‘othering’ of all races, nationalities, religions and genders. You’re safe if you’re white, American, Christian, and male. But even the British — one of whom the player controls for a significant part of the game — are heavily caricatured and stereotyped. The first words out of your superior’s mouth are ‘What kind of a name is Soap, eh? How’d a muppet like you pass selection?’

    The antagonists of the game are… Arabs? Russians? Hell, throw in the North Koreans and the Chinese and everyone’s covered.

    The primary antagonist is a fellow named Khaled al-Asad, who leads a separatist group in an unnamed pan-Middle Eastern country. Naturally, said country is rich in resources, hence the international interest. The player is introduced to al-Asad while the camera is situated inside the head of the President. As the President, you’re driven through the streets of an anonymous city, and every stereotype is there: people being shot, people shooting, people running, children playing soccer, a firing squad executing civilians, helicopters and jets flying overhead, wild dogs chasing random people. You arrive at a public space, where al-Asad is finishing a rallying speech to the separatists. He calmly wanders over, levels a gun at your face, and pulls the trigger.

    The gross over-generalisation of these early parts of the game is deplorable, but you can’t deny the compelling spectacle. I certainly can’t deny I’d like to get back into the game right now.

  • New things

    A big couple of months, hence the lack of updates. I’ve taken up a new position as Lecturer in Media at RMIT University. Yes, RMIT in Melbourne. I’m now, once more, a Victorian. The move has been tough, but it’s great to be back down here surrounded by family and friends and much decent coffee.

    The new job is shaping up well, and is sucking most of my hours, particularly in terms of catching up on research. I’m still in the process of editing the PhD for publication, and will have finished another two publications by the time I start teaching proper in early March.

    Things bode well, and I’ll keep this updated as often as possible, particularly with notes on research, more war films, games, and so on.

Her language contains elements from Aeolic vernacular and poetic tradition, with traces of epic vocabulary familiar to readers of Homer. She has the ability to judge critically her own ecstasies and grief, and her emotions lose nothing of their force by being recollected in tranquillity.

Marble statue of Sappho on side profile.

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