5. INVASION OF THE SUBWAY

        The human body is able to become adept at functioning in an immobile state. Activity for the digital being is a disembodied event; it is possible to have an impact on a space one does not have to physically take up. This way of configuring the cause and effect of individual action has given many comfort in their inhabitance of a computer chair. Surfers and mouse potatoes need not feel guilty: that they cannot see the outcome of their doing does not mean they are being ineffectual. Examined at the level of say, person-to-person bartering over eBay, the implications of the ability to connect to the world from a stationary position seem consequential only in their perpetuation of global capitalism. One who can reach out to the limits of the universe from their living room, seems only willing to do so in order to buy what the "limits of the universe" is selling. Yet it is apparent in our social consciousness that our greatest fears of apocalypse could be realized from a cozy place behind a computer screen.

       Perhaps it is the fear of what is hypothetically possible while sitting at a computer that is continuously driving the digital participant out of the private sphere and into the public; a sense of potential omnipotence frightens the user to become a mobile citizen. Cellphones, PDAs, Blackberries, wireless laptops, removable USB devices, handheld wireless video game systems like the PSP: this is the arsenal of the tech-savvy individual with a sense of civic duty. Steve Mann/Cyberman has long realized the importance of mobility in being a functioning member of our increasingly techno society in his project to become a fully functional mobile media centre. Slowly, we are becoming the free-moving cyborgs that rely on a mediation of social interaction. We can carry our ability to alter the world onto the bus, the subway - just as we can carry it with us in a suicidal leap off of a skyscraper. The ability is there for digital gadgetry and gaming devices to stand as a division of our being. As the number of those willing to take on a fully functioning cyberdentity increases, our world of flesh becomes the thing of spectacle, presenting "itself simultaneously as all of society, as part of society, and as instrument of unification…The spectacle is not a collection of images, but a social relation among people mediated by images"4. The wi-fi, mobile being is one which ceases to exist without that mediation.


SLIDESHOW



| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

1. Invasion of the bedroom

2. "I like to watch, Eve."

3. The safest sex of all

4. This ain't your parents'
    interface

5. Invasion of the subway

6. Programming the city

7. Linguistic determinism for
    dummies

8. They'll be selling popcorn in
    my living room

9. I really didn't want to
      mention "The Matrix", but...

10. Narratology. Narratoday.
      Narratomorrow.

11. Add and abstract

12. Invasion of the mind

13. The procession of simulacra

14. My Sims clean up so I don't
      have to

15. Games make me murder
      people

16. Pause and reboot

17. Party like it's 1999

18. Real-world military
      simulation

19. Manufacturing consent
      in MMORPGs

20. I want to be just like me
      (only better)

21. The soundtrack of a
      generation

22. Invasion of the body

23. My mom went to cyberspace
      and all I got was this lousy
      t-shirt

24. When I get lost I stop for
      directions

25. Invasion of the soul

| CONCLUSION |

 

| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

Paul T. Hanlon's 2005 undergraduate thesis project, supervised by Prof. Susan Lord.
Queen's University Film Studies Dept.