Tumgik
#i say ONE slightly emotionally vulnerable thing in a Christmas card. that is IT!
starbuck · 9 months
Text
Tumblr media
Real Emotional Labor Hours
25 notes · View notes
slaaneshfic · 5 years
Text
Conclusions and sorrow
I've nearly finished editing the three books. I'm slightly overdue with submission, but it is what it is.
Underpinning most of my PhD research has been my ongoing relationship with the two elderly Staffordshire bull terriers that my partner and I adopted right at the start of it, around Christmas 2016.
It is with overwhelming heartbeat that yesterday, after I visit from the mobile vet, we discovered that Lea has a late stage inoperable growth. The vets are returning tomorrow and we will be saying goodbye to lea. I don't have the words yet to address the feeling of loss, or the anxiety of this ongoing 48 where I with lea at every moment to make sure she is as comfortable as possible. it's a lot. And I need to keep writing things in order to occupy my mind. So this is a draft (since edited, but that's in InDesign files I can't access from my phone) of the potential lines beyond the PhD, including the thing I worked on for a year regarding dogs, but couldn't emotionally deal with even prior to this last illness.
I could not have done this research without my relationship with Buster and Lea. The concept of care which I've addressed is as much drawn from this relationship as it is from Sedgwick. How to care for someone across the lines of different bodies and senses and desires. The concept of play as emergent collaboration equally comes from learning to play with dogs who had suffered neglect at the hands of their original owners, and then a year recovering in the noisy RSPCA kennels before they were well enough to be rehomed. I love you lea.
Tumblr media
Conclusions and exits.
The structure and methodology of this PhD Output consisting of three approaches to a central area of art practice, and within each approach multiple overlapping attempts through the various documents, turns the issue of a conclusion into a challenge. 
Rather than attempt to draw books and documents toward a unifying conclusion, erasing the differences between then, I have offered conclusions in the documents individually. Some of these are clearly labeled as such, some are more demonstrative, and some left as provocations. 
Throughout the three books are indications of where future paths could proceed. For continuation of creative research and the application of concepts developed, these indications are generally placed at the end of documents.  Paths which are more tangential, or areas where the research could be reinforced through engaging with a separate discipline or practitioner appear in endnotes. 
In place of some kind of ending for the PhD Output as whole I will raise three of the avenues of future research not already mentioned in individual documents, that will be pursued at its end. All of these examples incorporate work already commenced, that for practical reasons has not been addressed in documents.
The Incomplete Object.
Archeologist Chantal Conneller has produced a large amount of research focused Star Carr, a Mesolithic site in Yorkshire (Conneller, 2004, 2011; Little et al., 2016; Milner, Conneller, & Taylor, 2018a, 2018b). In particular, Conneller has provided a framework for examining some of the objects recovered from the site, and through this reassess the historic inhabitants of the area’s relationship to animals and objects. The objects, twentyone of which were found during the site’s excavation by Professor J.G.D. Clark between 1949 and 1951, consist of the “uppermost part of the skull of a red deer, with the antlers still attached” and are referred to as “antler frontlets” (Conneller, 2004, p. 37). In offering an interpretation for the frontlet’s use, Clark “suggested they could have been used either as hunting aids, to permit hunters to stalk animals at close range without being seen, or as headgear in ritual dances” (Conneller, 2004, p. 37). This interpretation resulted in an impasse between a “‘functional’ and a ‘ritual’ analogy” and has according to Conneller, meant that “in the intervening 50 years they have been ignored” (Conneller, 2004, p. 37).
Conneller’s research breaches the impasse of an animal derived object needing to be either functional or ritual by use of philosopher Gilles Deleze and psychoanalyst Félix Guattari’s work in “A Thousand Plateaus” (Deleuze & Guattari, 1987). Firstly, Conneller outlines how in Deleuze and Guattari, “animals come to be seen [...] as an assemblage composed of a number of ways of perceiving and acting in the word” (Conneller, 2004, p. 44). In this view, animals are not singular fixed entities, and the objects derived from them are therefore not limited to being symbolic of the animal whole or else be understood only as practical material. Animals are here understood as collection of “affects” (Deleuze & Guattari, 1987, p. 253), and the objects derived from them convey those Affects to the user in a manner which outside of the binary of ritual and functional. From this point Conneller proceeds to “examine the specific ways in which different things are seen to modify or extend the capacities of people in particular contexts” (Conneller, 2004, p. 51), bridging Deleuze and Guattari to theorist Donna Haraway’s concept of “situated knowledges” which replaces a fixed epistemological view with “webs of differential positioning” (D. Haraway, 1988, p. 590). The use of animal objects becomes simultaneously a process of taking on capacities as well as the ethical/epistemological/affective engagement with the world from another position.  
These observations from archeology are useful not because they set some historic precedent for how art should function, but because they articulate processes which are important to art from another perspective. In the documents in this PhD Output which examine artworks I have consciously treated both the processes deployed by the artist and those of her characters in the same manner. In the art I am interested in, things are not easily split between the practical and the ritual but form processes across these lines to perform different things. 
Finally, when I contacted Conneller in 2019 she was continuing to examine the frontlets of Star Carr in terms of how they function as “unfinished things”. Conneller has already observed that the frontlets were “broken up as a source of raw material” (Conneller, 2004, p. 46), but is now considering how this occurred concurrently with their uses. A framework for considering art objects which do not reach a fixed state, but are continually re-worked, and drawn from while being used is relevant to a number of documents in this PhD Output. It is relevant to the analysis of artist Tai Shani’s works (SHANI, 2019) which undergo edits between redeployments, or the ongoing work “sidekick” (Price, 2013) by Elizabeth Price. Going forward, I would consider how unfinished things connects to the writing practice of William Burruoghs both through the “cut-up” technique to “cut oneself out of language” (Hassan, 1963, p. 9), and the process whereby his novels were re-edited in subsequent editions. Burroughs is also relevant to the other side of unfinished things whereby these things are not just refined, but are a source of material for future things. I am also interested in the process by which computer software is updated via “patches” (Fisher, 2019) as another model for an unfinished thing.
I’m interested in the political implications of objects which refuse the linear transition from raw material to finished commodity, but is instead part of processes which cross that distinction. To borrow the image from Karl Marx’s Capital Vol. 1 (Marx, 1981), what would it mean for “coat” to remain functioning as “ten yards of linen”, to be always in a process of being woven/unwoven/rewoven into different forms? I feel there is something here to be pursued via the concepts of Incomplete Provocations, and the improvisations and departures which are centred in Tabletop Role Playing Games. 
Divination Storytelling
The second exit is far more practical and straightforward. During my research I have used and developed methods for creating parts of narratives based on sortation systems such as card decks and dice rolls. In 2018 I produced an artwork entitled “The Sodden Gates of Vulnerability” which borrowed a mechanic used in multiple games whereby the space in which play takes places is procedurally generated. A hypothetical example of this mechanic would be a game which takes place in a derelict spaceship, the interior rooms and corridors of which is represented with cardboard tiles. When the players reach the exit of one room, a new random room tile is placed at the exit from the first, so the spaceship is configured, and unpredictable, with each subsequent playthrough. In The Sodden Gates of Vulnerability I combined some of the lore from Games Workshop’s derelict spaceship exploration game “Space Hulk” (Games Workshop, 1999) with their subsequently released rules for randomly generated spaceships (Hunt, 2013), to randomly generate prompts for a narrative built from a fictionalised version of my own past. 
As a result of the cessation symptoms I was experiencing while coming off antidepressants I found memories returning that medication use had suppressed. In addition, there were physical cessation symptoms which mnemonically triggered some often confused memories of spaces in the town centre of Luton where I spent my teens, frequently from times in the early hours of the morning after leaving a club or a party. I reconstructed these fragmented memories, and the bodily feelings which connected them to the present, and any emergent feelings and noted them down as prompts on index cards. Some memories were so abstract as to not describe a place but just a sensation, or an action. These abstract memories, combined with some other images and thoughts were written up in a list and labeled 1-20.
The Sodden Gates of Vulnerability was produced as a single take spoken performance to microphone. It began with a short reflection on the different ways in which physical geography and brain chemistry are both modulated by chemicals. After this I shuffled and dealt an index card, describing the derelict spaceship/ 4am Luton Town Centre space it represented in the manner of Games Master setting a scene for players of a Role Playing Game. I then rolled a 20 sided dice and used the corresponding entry from the list as a prompt for what the player (the audience to whom the work is addressed) did in traversing this space. A partial transcription of one room follows;
“You stagger out of the thickening fog into the area where escaping heat from the many times kicked in door makes a dim pocket at the edge of the street. Banging on the door that feels like it should have given in by now and it is finally opened by someone inside. You roll in, and so does the fog, and the door opener is already turning the corner ahead into the living room so you guess you will follow them, remembering to shut the door behind you.
The living room is thick with dust and hair and ash over the brown carpet and old sofas. No one has their feet on the floor, all bunched up to keep warm or to manage some symptoms of intake.
You just want to buy, but that isn't how this is going to work out. It never does.
Everything slips. Someone makes you take a music cassette and in lock-eyed intensity tells you why you will like it and when you will die.
A man takes you to one side and rapidly ages while sharing with you a one sided conversation about how he has lived his life. He has little ears like fins and catfish whiskers and it's clear from the way he holds and interacts with the portable stereo he cradles that he has a relationship with Fabio and Grooverider which is both more beastially physical and more vapourusly transcendental than you will ever understand.
You slip out and it's dawn and you have the cassette and you don't think you bought anything but now do not think you need anything so maybe you bought it and weren't paying attention during intake or maybe someone else was in charge of your body.
You roll out with the fog and luckily town is down hill but my god you would never be able to find this place again and my god you would probably never want to because all those people would want to check how closely you been following their advice on how to live.
Oh yeah the plot twist is you're a rabbit”.
Going forward, I would like to explore the mechanics of procedural narrative based on sortation systems, both as an improvised Rendition, and as material which is subsequently cut up and deployed in other ways, possibly as a development of Diagramatics. I’m looking into how I might produce these works for a platform like YouTube, possible using a split screen where half the image shows the face that speaks, and half shows the sortation system such as tarot-style cards.
Dog Mod
Running throughout all three books of this PhD Output are dogs. When I started this PhD in 2016, I soon afterward began living with Lea and Buster, two elderly Staffordshire Bull Terriers. The importance of this relationship to the research is something I have attempted, and failed, to articulate on many occasions in the last three years. As much as the majority of the documents in this PhD Output are underpinned by a desire to understand my own trans* non-binary gender identity, they are also a response to learning about what Deleuze and Guattari would call dog affects, as well as negotiating my emotions towards Lea and Buster particually during the sadly increasing points where they have become unwell. 
In mid 2019 I sketched an outline for what I called the “Dog Mod”. In the language of games, a mod is something added to the game which alters part or all of its systems in some way. Mods are often produced by a third party, and can range from something which simply adds some different functionality (such as the campaign generator for Space Hulk referenced in the previous section) or completely reorientate the system, such as the mod “DayZ” that reconfigures military sim “ARMA” into a zombie survival game and spawned an entire genre of video games (Davison, 2014).
The aim of Dog Mod was to produce a document which could provide a means to reconfigure the rest of the PhD Output through its unspoken focus, dogs. Dog Mod is something I decided was both conceptually and emotionally too overwhelming for me to be able to complete in time for submission, but I remains as a point of departure for my future research. It connects the Becoming-Animal of Deleuze and Guattari (Deleuze & Guattari, 1987; Stark & Roffe, 2015), philosopher Patricia MacCormack’s expansion of this into animal rights discourse in the Ahuman (MacCormack, 2014), with other ideas around, animals, play and care (Chen, 2012; D. J. Haraway, 2016; Massumi, 2014; Vint, 2008). 
Bibliography
Anckorn, J. E. (2019, October 24). Does The Dog Die?: A Not-At-All Comprehensive Guide to Stephen King’s Canines. Retrieved 26 November 2019, from We Are the Mutants website: https://wearethemutants.com/2019/10/24/does-the-dog-die-a-not-at-all-comprehensive-guide-to-stephen-kings-canines/
Chen, M. (2012). Animacies. Durham, NC: Duke University Press.
Conneller, C. (2004). Becoming Deer: Corporeal Transformations at Star Carr. Archaeological Dialogues, 11(1), 37–56. https://doi.org/10.1017/S1380203804001357
Conneller, C. (2011). An archaeology of materials: Substantial transformations in early prehistoric Europe. New York: Routledge.
Davison, P. (2014, April 30). Bohemia Interactive Tells the Story of Arma and DayZ. Retrieved 30 December 2019, from USgamer website: https://www.usgamer.net/articles/bohemia-interactive-tells-the-story-of-arma-and-dayz
Deleuze, G., & Guattari, F. (1987). A Thousand Plateaus: Capitalism and Schizophrenia. Minneapolis: University of Minnesota Press.
Fisher, T. (2019, December 17). What Are Software Patches? Retrieved 30 December 2019, from Lifewire website: https://www.lifewire.com/what-is-a-patch-2625960
Games Workshop. (1999). Space Hulk Rule Book (4th Edition). Nottingham: Games Workshop.
Haraway, D. (1988). Situated Knowledges: The Science Question in Feminism and the Privilege of Partial Perspective. Feminist Studies, 14(3), 575. https://doi.org/10.2307/3178066
Haraway, D. J. (2016). Staying with the trouble: Making kin in the Chthulucene. Durham: Duke University Press.
Hassan, I. (1963). The Subtracting Machine: The Work of William Burroughs. Critique: Studies in Contemporary Fiction, 6(1), 4–23. https://doi.org/10.1080/00111619.1963.10689760
Hunt, C. A. T. (2013). Campaign Generator Geotiles. Games Workshop.
Little, A., Elliott, B., Conneller, C., Pomstra, D., Evans, A. A., Fitton, L. C., … Milner, N. (2016). Technological Analysis of the World’s Earliest Shamanic Costume: A Multi-Scalar, Experimental Study of a Red Deer Headdress from the Early Holocene Site of Star Carr, North Yorkshire, UK. PLOS ONE, 11(4), e0152136. https://doi.org/10.1371/journal.pone.0152136
MacCormack, P. (2014). The Animal Catalyst: Towards Ahuman Theory. A&C Black.
Marx, K. (1981). Capital: A critique of political economy (B. Fowkes & D. Fernbach, Trans.). London ; New York, N.Y: Penguin Books in association with New Left Review.
Massumi, B. (2014). What animals teach us about politics. Durham: Duke University Press.
Milner, N., Conneller, C., & Taylor, B. (Eds.). (2018a). Star Carr Volume I: A Persistent Place in a Changing World. https://doi.org/10.22599/book1
Milner, N., Conneller, C., & Taylor, B. (Eds.). (2018b). Star Carr Volume II: Studies in Technology, Subsistence and Environment. https://doi.org/10.22599/book2
Price, E. (2013). Sidekick. In K. Macleod, Thinking Through Art: Reflections on Art as Research (1st ed., pp. 122–132). https://doi.org/10.4324/9780203819869
SHANI, T. (2019). OUR FATAL MAGIC. London: STRANGE ATTRACTOR PRESS.
Stark, H., & Roffe, J. (Eds.). (2015). Deleuze and the non/human. Houndmills, Basingstoke, Hampshire: Palgrave Macmillan.
Vint, S. (2008). ‘The Animals in That Country’: Science Fiction and Animal Studies. Science Fiction Studies, 35(2), 177–188.
2 notes · View notes