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Embodiment:
the flesh and bones of my body
Carolien
Hermans, august 2002 Amsterdam
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"The
body is our general medium for having a world. Sometimes it
is restricted to the actions necessary for the conservation
of life, and accordingly it posits around us a biological
world; at other times, elaborating upon these primary actions
and moving from their literal to a figurative meaning, it
manifests through them a core of new significance: this is
true of motor habits [sic] such as dancing ".
(Merleau Ponty, 1962: 146)
In this paper I would
like to discuss the issue of embodiment, in relation to traditional
mind-body dualities and more important the work of Merleau Ponty.
My fascination of the human body derives first of all from the fact
that I am a dancer, and like everyone else a mover, and with this
in mind I can, easily and without any mental implications, draw
the conclusion that "I am my body." *An imporant first
note needs to be added: the reader should incorporate and digest
this written material in a bodily way!
Everything that will
be said here, is related to dance, choreography and new media. First
of all I want to discuss the concepts of embodiment and disembodiment.
More specific, I am interested in the possibilities of the transfer
between the real (perceived) body and the virtual body. Leaving
the traditional stage behind and entering the electronic stage of
new technologies, I would like to dicuss the concept of virtual
bodies. Moreover I will focus on the possibilities to extend the
real body with prosthetic devices like virtual bodies, interfaces
and objects. I wil argue that prothestic devices stretch the boundaries
of the body. They create a continuity beyond the limits of the skin.
Prothestic devices can be seen as external information systems which
log into the hardware of the body.
For a good understanding
of the body, I want to start with the way I perceive my body and
the world around me, in accordance with the Phenomenology of
Perception (Merleau-Ponty, 1962). First of all embodiment refers
to the actual shape and innate capacities of the human body - that
it has arms and legs, a certain size, certain abilities.
"In
so far as I have hands, feet, a body, I sustain around me intentions
which are not dependent upon my decisions and which affect my
surroundings in a way which I do not choose. These intentions
are general... they originate from other than myself, and I
am not surprised to find them in all psycho-physical subjects
organized as I am".(1962: 440)
Although maybe
surprising, it took some while for philosophers and cognitive scientists
to acknowledge the importance of the body. The denigration of the
body governed most metaphysical thought, and perhaps even most philosophical
thought, until at least Nietzsche (Reynolds, 2002). More recently
one can see an explicit and nearly universal rejection of Cartesian
dualism. Yet it seems that Cartesianism is not that easy to escape
(Gallagher, 1995): even at this point there are many cognitive scientists
which reduce mental events to brain processes, and replacing intentional
explanations with neurophysiological accounts. In such a view, the
body is reduced to a mental process. A good example of this disembodiment
is the image of the brain in the vat (Dennett xxx; see Gallagher,
1995). A disembodied brain, sustained in a chemical bath,
seems perfectly capable of experience and cognition as long as the
correct information inputs are provided. On this view, neither body
nor environment are required; or at most, only a phantom body in
a virtual environment, constituted in neural connections, is needed
for experience to remain close to human experience. Let’s take a
step in the 20th postmodern century. Instead of the image of the
brain in the vat, we can use the following image of a disembodied
body: the digital body in a digital space. The same question, as
centuries ago, is committed for trial again. After all this time
we have to look Descartes in the eye again. Many technology-theories
will celebrate the final and total disembodiment of the virtual
body. From their point of view new technology is ultimately liberating
because in cyberspace you can leave your age, sex and race behind
and interact in a disembodied space. New technology has created
the ultimate, invisible body: the anti-gravitational body,
the multi-layered, the vanishing, the inside-out bodies.
I will question
this thought. Is it possible to forget the physical, materialized
body when we fly in digitalized space? My biggest problem is the
underlying assumption of many of the technology-theories, namely
the assumption of disembodiment. I reject any claim that makes a
distinction between disembodiment and embodiment. Simply because
"I am my body". Any distinction would necessary lead to
the conclusion that I can also have a non-body. But the omnipresence
of the body , in terms of Merleau-Ponty, excludes any pure non-physical
state. This is a crucial step. As long as one makes a distinction
between disembodiment and embodiment, even when they are intimately
related and connected, one falls in the trap of body-mind duality.
I support
the view that cognition depends on experience that is informed by
a body with various perceptual and motor capacities (Gallagher,
1995). In this notion, the concept of "flesh" becomes
relevant. Merleau-Ponty uses the word’flesh’, as the domain in which
experiences exist. Experiences are the mode of functioning by which
we, inevitably, participate in the flesh. In terms of "the
flesh" we are able to have direct, immediate contact with others
and the world. This is the immediate contact of seer and seen, who
both are made of the same stuff, i.e., flesh. My body is not able
to forget it’s flesh. Although not always consciously, my body is
always present and is involved in every action I undertake. Even
when I dream, invent or imagine things. Notice that my imagined
bodily appearance can take a completely different appearance then
my "real"or materialised body. Imagining to be somewhere
or to be someone else, doesn’t mean that I leave my own, materialised
body behind and escape via the back of my head, since this imagination
is located in and originating from my body. I cannot leave my "real"
body behind because I am always with my body. I am my body.
For a good
understanding of the physicality of our perceptive nature, I need
to introduce the concepts of body schema and body image. A body
schema works on a subconscious level. It registers shape and posture
of the body (without coming into awareness). It makes a record of
the momentary relative disposition of one's own body parts. For
example, when someone is walking on a street, the body schemas register
the shifts in body weight, the swinging arms with opposite leg movements,
the rotations in the hip etc. Walking is a trained and automatic
movement (one does not have to think to put the right leg in front
of the left leg) and this body information will only come into awareness,
for example, when someone stumbles. In that case, bodily information
comes into awareness, by means of the body image. The body image
is a conscious experience of the body at a particular time:it is
the knowledge of one's own specific appearance and the human body
in general. The body image is also involved with emotional attitudes
towards one's own body (for a deeper explanation of body image and
body scheme, see the paper Body and Self).
"Movements
of the body are developed almost without conscious effort, in
most cases. There seems to be a sort of intelligence of the
body: a new dance is learned without analysing the sequence
of movements. Children learn dances very easily and well...
This is also the reason why habits can be formed: the body seems
to have understood and retained the new meaning". (Barral
137)
According to Merleau-Ponty
it is precisely through the body that we have access to the world.
There is a strong interconnection between action and perception.
Embodiment plays a central role in structuring experience, cognition,
and action. It is the prenoetic function of the body schemas (Merleau-Ponty,
1962) which makes perception possible. Body schemas contain the
possibility of actions that we have not actually undertaken: the
floor affords walking, the chair affords sitting, and so forth,
only in conjunction with the possibilities of particular postural
models (Gallagher, 1995).
This means that there
can only be a digital or virtual body as long as there is a real,
materialised body. I question the idea that we can leave the body
via the virtual and we can enter mind space (as has been suggested
in Connecting Bodies Symposium, 1996) since the body is omnipresent
and we can not deny it’s presence. Instead the virtual body is an
extension of the real, materialised body and can be seen as a prothestic
device. Let’s examine the nature of a prothestic device a little
bit closer. For centuries technology has been extending the range
of our senses. The telescopic discoveries led to a revolutionary
shift in our worldview. Spectroscopy uncovered the structure of
DNA. In the 20th century, prosthetic devices are a part of our daily
life. Although most sense-extending instruments cannot be said to
be a part of us, others have come to seem more intimately connected
(More, 1995). Glasses and contact lenses extend the range of one’s
eyes. Contact lenses, sitting closely on the eyeball, feel almost
as much part of us as do our natural corneas. Technology now provides
many new prosthetic tools for extending our perception: virtual
reality is one of them.
According to Gallagher
(1995) prosthetic devices can be absorbed in the body schema. Just
as a hammer in the carpenter’s hand is incorporated into his body
schema, any virtual body part or interface (keyboard, mouse, joystick)
can become part of the body schema in a temporary or longlasting
way.
Example1:
"The
driving of a car. We are intimately aware of how a particular
car's gearshift needs to be treated, its ability to turn,
accelerate, brake etc, and importantly, also of the dimensions
of the vehicle. When we reflect on our own parking, it is
remarkable that there are so few little bumps considering
how many times we are actually forced to come very close.
The car is absorbed into our body schema with almost the same
precision that we have regarding our own spatiality. It becomes
an "area of sensitivity" which extends "the scope and active
radius of the touch" (Merleau-Ponty, PP 143) and rather
than thinking about the car, it is more accurate to suggest
that we think from the point of view of the car, and consequently
also perceive our environment in a different way".(see
Reynolds, 2002)
This is a strong example,
especially when we compare this with the personal, virtual experiences
of Susan Kozel (1994). In the interactive dance performance Telematic
Dreaming, an intimate virtual bedroom was created for interaction
between visitors and performer (Suzan Kozel). Real-time communication
with the visitors took place by the use of a technology called telepresence.
Using video projectors and monitors people in two separate rooms
were drawn together. The body image of Kozel was projected onto
the bed in the room which was open to visitors, where they had the
option to join her. The bed became the virtual performance space.
In the case of telepresence,
the virtual/digital body can be seen as the extension of the real,
materialized body. The virtual body(-parts) are incorporated in
the body schema. Just as a the car is absorbed into the body schema
of the car-driver, the virtual bodypart has become an area of sensitivity.
With this virtual bodypart you can touch and be touched in a mutual,
corresponding way. This again refers to Merleau-Ponty: for him the
human body can alternate the role of "touching" and "being
touching":
"If
I touch with my left hand my right hand while it touches an
object, the right hand object is not the right hand touching:
the first is an intertwining of bones, muscles and flesh bearing
down on a point in space, the second traverses space as a rocket
in order to discover the exterior object in its place" (PP
92)
Merlau-Ponty calls
this the "reversibility" of the body, its capacity to be both sentient
and sensible.Let’s
translate this to new media. Telematic Dreaming is an example
of an intimate virtual play between touching and being touched.
Although physically placed in another room, Kozel’s body was virtually
projected in a bedroom open to visitors. With her projected image
Kozel could touch the visitor and the visitor in return could touch
this projected image. This could become very intimate. At one time
a visitor elbowed Kozel hard in the stomach. Kozel: "Someone
elbowed me hard in the stomach and I doubled over, wondering why
since I didn't actually feel it. But I felt something and she physically
doubled over"(p.2).
It is certainly possible
that you can feel a hit. And I consider it more then a mental hit.Imagine
yourself in a virtual world and you have to defeat the enemy. Your
enemy is fast in his movements but you are faster. Suddenly he kicks
you in the stomach (your virtual stomach) and you feel a very strong
and real sensation. In this paper I try to argue that this is not
only a mental pain, but the body really feels the kick: little nerve
shocks, a contraction of the muscles, a higher heartbeat. These
physical sensations are really present and not merely the result
of a mental construct. Simply because "I am my body" and
every sensation has a physical origin. The virtual body is in this
case the extension of the real body: in VR the virtual body becomes
the scope and active radius of the touch. We think and perceive
from the point of view of the virtual body.
Studies of phantom-limb
phenomena offer some evidence for this claim."Phantom limb
refers to an experience not infrequently reported by amputees. The
patient with a phantom continues to experience the limb, and even
to incorporate it into the movements of his body. For instance,
when a man with an amputated leg stumbled, he felt himself extend
his missing phantom leg, as it were, to save him from falling (Kinsbourne,
1995, p.216)". This cannot be explained by physiological factors.
The phantom which was once a real body part has now become an invisible,
but still present body part. The phantom limb is not consciously
registered in the body-image: when the man stumbled and fell, he
suddenly and painfully comes to the conclusion, that the leg is
no longer there. However, the phantom-limb is still incorporated
in the subconscious body schema. In the phantom-limb phenomena the
visible and invisible body parts meet each other in a curious and
rare way.
Although phantoms are
usually considered as pathological, Ramachandran and Hirstein (1997)showed
that it is relatively easy to generate such "illusions"in
otherwise normal individuals. Ramachandran and Hirstein describe
the "phantom nose": "The subject sits in a chair
blindfolded, with an accomplice sitting in front of him, facing
the same direction. The experimenter takes "the subject’s left
fingers and uses it to tap and stroke the nose of the accomplice
repeatedly and randomly, while at the same time, using his right
hand, he taps and strokes the subject's nose in precisely the same
manner, and in perfect synchrony" (p. 1855, 1998). After a
few seconds, 12 out of the 18 subjects feel that their noses have
either been dislocated, or have been stretched out several feet
forwards. This demonstrates the plasticity of the body image and
body schema. Similar research findings have been found by Lackner
1988 and Botvinik & Cohen, 1998.
Ramachandran and Hirstein
(1997) found that it is even possible to incorporate objects such
as tables or shoes in the body schema. In this research project
the subject’s right hand is placed below a table surfac so that
he cannot see it. The experimenter then randomly strokes and taps
the subject’s right hand (under the table) and simultaneously strokes
a shoe placed on the table in perfect synchrony. 50% of the subjects
feel as if the sensations derive from the shoe (instead of the hidden
hand). The shoe has become part of the body schema. How real is
this sensation? To check this out, Ramachandran et al. (1998) waited
for the moment that the subject starts to project his sensations
on the shoe and then the experimenter simply hits the shoe with
a giant rubber hammer. The subjects not only wince visible but they
also show a strong increase in skin conductance.But how can a shoe,
a phantom limb or an electronic device become a part of one’s body?
If I look to myself, I perceive my own boundaries very clearly.
The left arm is mine, but the handbag isn’t. The right feet is mine,
but the shoe isn’t. The thing is that we have a one-to-one relation
with our body. We cannot see our bodies in the same way as we see
other bodies, since we experience our bodies from inside. I will
call this a sense of ownership. "When I feel an ache in
my ankle, the ankle that feels hurt to me, does not feel like an
ankle belonging to some body or other. Rather, the ankle feels to
me to be part of my body"(Martin, p.269).
Perceptual experiences
must be grounded in MY body. In the case of phantom limbs and other
prosthetic devices, one must wonder how they are related to the
owned body. This invites the following hypothesis: in order to feel
and perceive prosthetic devices from the inside, these devices must
fall within one of the boundaries of my body. The devices must be
enclosed in the body. Consider again phantom-limb sensation. When
an amputee feels a pain three inches below the knee, that location
may well fall outside the actual limits of the body. Is this a real
sensation or an illusory experience?? The distinction is crucial:
if the pain from a phantom limb is considered to be illusory, then
this pain is an imagined, mental pain. If the pain from the phantom
limb is a real sensation, then it is seen as a bodily, materialized
pain.
Is virtual reality
an hallucination? According to Ramachandran, subjects can have real,
bodily experiences deriving from external objects like a shoe. In
the latter case, the shoe must be absorbed into the body schema.
It is no longer an external object but it has become a part of the
body. Prosthetic devices stretch the boundaries of the body. Phantom
limb sensations are therefore real-limb sensations. They create
a continuity beyond the limits of the skin. Experiences of the body
are a matter of perceiving those body parts with which one has an
informational link. Prosthetic devices log into the nervous system
of the body: the external informations systems are absorbed into
the body schemas.A beautiful example of such prosthetic device is
found in the film eXistenZ by David Cronenburg. Jennifer Jason Leigh
plays the role of Alegra, a game designer for Antenna Research.
She has developed an entirely new game system: eXistenZ. This game
is downloaded in the body of the game player. The interface is no
longer a keyboard or joystick but a game pod: made from flesh, skin
and synthetic DNA. The electronic computer has been replaced by
a bio-electronic game pod full of flesh, veins and blood. Somewhere
in the movie Alegra smiles and says: "It is all flesh and bone".The
game pod takes the body as the source of energy. Every game player
has to fit a bio-port: a port-plug which is shooted in the lower
back/spine. It is through the bio-port that eXistenZ is downloaded
into your body. An umbilical cord attaches the game-pod to the bio-port.
Alegra comments: "The game pod ports into you, you are the
power source, your body, your energy, your nerve system. If you
get tired, the game won’t run properly".
So finally, the electronic
hardware has become flesh again!
Now remember what Merleau-Ponty
meant with the word ’flesh’. Flesh is the domain in which experiences
exist. Experiences are the mode of functioning by which we, inevitably,
participate in the flesh. In terms of "the flesh" we are
able to have direct, immediate contact with others and the world.The
game-pod which plugs into your body, is a beautiful metaphor for
the way the virtual and non-virtual body are connected. Through
the flesh, we have immediate contact with the virtual world. It
is not a mind space, it is a bodily space in which sensations are
received and transmitted by the neuromuscular bodily system. It
is a complete physical experience. It is embodiment in it’s true
sense: since the game-pod has become a real, materialised extension
of the body.
I speak of a beautiful
metaphor because it is an idealized version of the way our computer-system
works. The game-pod is completely incorporated in the body since
it has immediately access to the body energy and nerve system. Although
maybe not so fleshy, interfaces like joysticks, mouse, keyboard
or head-mounted display (HMD), can be considered as prosthetic
devices which can be incorporated into our body schema. These prosthetic
devices can be attached to more then one body. In many games it
is possible to have multi-players. This means more users can plug
in the same computer or computer-network. In this way the users
can form a team or users can play against each other (e.g. a car-race
where every user has its own car or a police-team where every user
is part of the team). In the movie eXistenZ there is also a moment
when Alegra and Ted Pikul are plugged together in the same game-pod.
Alegra is afraid that her game-pod is contaminated and since the
game pods contains the only, original version of eXistenZ, she needs
to check this out with the aid of a so-called "friendly"
person.
In this case I speak
of a shared interface. Experiences can be shared with other individuals.
Merleau-Ponty points to this when he makes the difference between
the toucher and the touched. A similar idea can be found in William
James (1912), a radical empiricist. He gives the following example:
"If our hands
can touch and find each other real, then they may also share a world
that is in between them.... your hand lays hold of one end of a
rope and my hand lays hold of the other end. We pull against each
other. Can our two hands be mutual objects in this experience, and
the rope not be mutual also? What is true of the rope is true of
any other percept. Your objects are over and over again the same
as mine"(1890). Again: If our hands can touch and find
each other real, they can also a share a world which is in between
us. If two computer-users are plugged in the same computer-work,
they can share a virtual world which can become mutual physical
and real. The users can share experiences in an embodied way. If
two computer-users are plugged in the same computer-work, they can
share a virtual world which can become mutual physical and real.
I have argued that
a non-physical state of the human body is a denial of the importance
of the body for perception and cognition. Perception and action
are directly related to the body schemas. Virtual Technology claims
the redundancy of the physical body: in virtual space one could
leave one’s own body behind and take on a second-order or virtual
body (see also Schuppli , 1997). That one enters cyberspace only
as a disembodied mind, an existence without physicality is an ultimate
denial of the body. I reject the idea that the body can be left
behind. A non-bodily mind which travels in cyberspace, is about
the same as the brain-in-the-vat. In this view neither body nor
environment are required, only a phantom body in a virtual environment.
First of all, the omnipresence
and permanence of the material body, makes a non-physical state
impossible. A person can only exist in cyberspace because it is
anchored in a physical, real body. The real body creates the possibilities
for traveling in cyberspace.Second of all, embodiment plays a crucial
role in structuring experience, cognition and action. The importance
of body schemas for our perceptual consciousness should not be underestimated.
Experiences are mediated by body schema’s: these body schemas are
more then neurophysiological occurrences or consciously controlled
representations. "Rather, they reflect a practical attunement
of the body to its environment which is both physical and social,
and which is perceived in the context of personal meanings and dispositions
(Gallagher, 1995)".Sensory experiences depend on body schemas,
on the shape and posture of the body. The body’s perceptual attunement
cannot be reduced to neurophysiology or cognition. Cultural, personal
and social experiences derive from the body. Any experience, also
a virtual experience, is an embodied experience. Sensations are
embedded in the body, in the skin and flesh. Third of all, our body
schemas can incorporate interfaces, mechanical devices and objects
(like the hammer) so that it becomes an extension of the physical
body. I call this prosthetic devices. This prosthetic device becomes
an "area of sensitivity" which extends "the scope and active radius
of the touch".Finally, the concept of embodiment encloses thoughts,
idea’s, concepts, explanations, feelings. The human body is a self-organized,
informational system in a non-linear and discontinuous way. Embodied
cognition is the result of the interaction between different independent
agents within several informational systems. Human cognitive structures
are emerged from bodily processes. Bodily action, perception and
cognition are closely interwoven. These informational systems are
dynamique, unstable and transitory (Ramachandran, 1998).
In this sense, embodiment
is not a fixed construct but a dynamique, fluid and energetic system.
Several independent informational systems are interconnected to
take care for an embodied perception. Bodily experiences are multi-layered,
non-logical and non-linear. Virtual body extensions, like computer
interfaces, create continuity beyond the skin and flesh: the kinesthetic,
proprioceptive and sensory informationchannels of the virtual limbs
will lead to complex and organic experiences. A fluid and organic
interaction is going on between the virtual body and real body.
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