第8回大会報告 Panel 3

Panel 3 : The Post-Medium Condition of Moving Image 1: Narratives|Report : Christophe Thouny

June 29, 2013, 16:00-18:00
Room A503, Bldg. 1, Block 1, Senriyama Campus, Kansai University

Panel 3: The Post-Medium Condition of Moving Image 1: Narratives

Voicing the Other: Post-medium Articulations of Sound and Image in The Arbor
Laura Sava (Xi’an Jiaotong-Liverpool University)

Style-Based Commentary on Narrative Levels in Anime
Eija Niskanen (University of Helsinki)

On Moving Grounds: Urban Space and Spiritual Materialism in Chrome Shelled Regios
Christophe Thouny (The University of Tokyo)

Chair and discussant: Keisuke Kitano (Ritsumeikan University)

The first panel of “The Post-Medium Condition of Moving Image” focused on the relation between narrativity and visuality. Taking as a premise Rosalind Krauss' challenge of an overemphasis on medium specifity, each presentation proposed a close-reading of visual texts that revealed how narrativity remains central to any problematization of technological mediation in visual culture.

In her reading of Clio-Barnard's 2010 movie The Arbor, Laura Sava (Xi'an Jiaotong - Liverpool University) proposed to discuss the post-medium condition in terms of the gap between sound and image in the re-enactment of past memories. Through the use of archival footage, lip-synched interviews and open-air theatre, The Arbor reveals how the exploration of past memories relies on a continuous movement across media forms where narrativity becomes an ongoing questioning, never leading to complete closure and unified meaning. For Laura Sava, the verbatim technique in particular successfully reintroduces a gap between sound and image by ventriloquizing the body of the performer-actor. There is here an interesting relation with the Deleuzian idea of the visual automaton, except that rather than a gap between words and sounds, it is here the emptiness of the body, the body as medium, that allows for reopening the cinematic image to its essential quality of mediation.

Eija Nishaken (University of Helsinki) proposed then to discuss Oshii Mamoru's Avalon (2001) and Hosoda Mamoru's Summer Wars (2009) as two examples of gamic realism. If we follow Azuma Hiroki's definition, gamic realism is characterized by the integration of a meta-narrative level in the very structure of the animated world, while emphasizing a movement across media worlds. Both works are based on a dichotomy between a real world of social, human, interactions, and a virtual world of gamic interactions. And both indeed play on this tension although with radically distinct conclusions. Eija first discussed Avalon and argued how it is impossible in this movie to distinguish between the real and the virtual, since the game narrative itself is enacted by playing on the movement between both realities, realities that are not exclusionary but rather different qualities of an ongoing flow of transmedial images. As such, organic death, blood, has ceased to be the measure of reality, to be replaced by tears, the movement of affects across media worlds. In her discussion of Summer Wars, Eija then showed how the thematic opposition between the real and the virtual is here resolved by a classical organic form of animation that bridges the gap between both worlds in terms of a logic of the analogue. Contrary to Avalon, Summer Wars' narrative follows then a classical model of crisis-resolution of conflict by reintegrating the metanarrative of gamic realism into an organic community grounded in the matriarchal family.

In conclusion, Christophe Thouny proposed a reading of the 2006 TV series Chrome Shelled Regios as an allegory of the neo-liberal city in the age of semiocapitalism. Thouny argued in particular that the anime makes use of the trope of the fortress-city to problematize the crisis of sovereignty faced by contemporary urban places, engaged in an endless survival game. In the world of Regios, cities have become moving fortresses in a deserted landscape fighting against each other for the possession of precious mines. At the same time, the narrative movement of the series is itself thematized in terms of a movement across media worlds, animated bodies, and cities, a movement that resists any complete capture by a logic of survival and competitivity. In conclusion, Thouny argued that the post-medium condition might well be nothing else but an embracing of mediation as an ongoing state characteristic of the emergence of a planetary urban space. As other recent anime, Chrome Shelled Regios thus challenges the nature of urban subjectivity and its capture by the logic of semiocapitalism by posing mediation as a spiritual materialism, and narrativity as an open process of fictionalization, as if capitalism was already dead.

The three presentations thus intersected in many ways, in particular emphasizing mediation as a non-representative question of narrativity, temporality, and sociality. Questions from the audience were diverse, asking clarifications concerning the newness of this integration of the meta-narrative and of movement across of media forms, already present in earlier modernist practices in film and literature. In conclusion, Professor Kitano Keisuke stressed the necessity to re-engage with classical narrative theory in light of the questions raised by visual art in the post-medium condition.

Christophe Thouny (The University of Tokyo)


「映像のポストメディウム的条件〔The Post-Medium Condition of Moving Image〕」の第一パネルは、物語性と視覚性の関係に注目するものであった。各発表では、メディウム固有性の過度な強調に対するロザリンド・クラウスの批判を踏まえ、視覚的テクストの精読が試みられた。そこで明らかになったのは、物語性がいかに視覚文化における技術的媒介性という問題の中核をなし続けているのかということであった。

Laura Sava(西安交通大学/リバプール大学)は、クリオ・バーナードの映画The Arbor(2010)の分析において、過去の記憶を再演する際に生じる音とイメージのズレという観点からポストメディウム的条件の議論を行った。The Arborは映像素材のアーカイブ、口パクのインタビュー、野外演劇を用いている。そのことによって本作は、過去の記憶を探求することが、いかにメディア形式を横断する連続的な運動――そこにおいて物語性は持続的に問いを発し続け、決して完結した統一的な意味に至ることはない――に依拠しているのかを露にする。Laura Savaによると、とりわけ〔録音した音声を用いる〕逐語の技術〔verbatim technique〕は、役者の身体に声を被せることで、音とイメージのズレをうまく再導入することができる。ここには、ドゥルーズの視覚的自動機械という概念との興味深いつながりがある。もっとも、ここで映画的イメージをその媒介性という本質へと再び開くことを可能にしているのは、言葉と音とのズレではなく、むしろ身体の空虚さ、メディウムとしての身体なのである。

Eija Nishaken (ヘルシンキ大学) は、ゲーム的リアリズムの事例として押井守の『アヴァロン』(2001)と細田守の『サマーウォーズ』(2009)の二作品をとりあげて議論を行った。東浩紀が定義するところによると、ゲーム的リアリズムは、複数のメディア世界を横断する運動を重んじる一方で、メタ物語のレベルをアニメ世界の構造へと統合することを特徴とする。両作品は、社会的、人間的な相互作用というリアルな世界とゲーム的な相互作用というヴァーチャルな世界の二分法に基づいている。両者は、全く異なった結末に至るものの、まさにこの〔二つの世界の〕緊張関係の上に成り立つのである。まずEijaは『アヴァロン』について議論をおこない、この映画においてリアルとヴァーチャルを区分することがいかに不可能であるのかということを主張した。なぜなら、ゲームの物語それ自体が両方のリアリティ――それ〔リアルとヴァーチャル〕は、メディア横断的なイメージの絶えまない動きにおける、〔相互に〕排他的というよりは、異なった性質を持つリアリティである――の間を揺れ動くことよって上演されるからである。このようにして生物的な死や血はリアリティの指標であることをやめ、メディア世界を横断する感情の動きとしての涙がそれに取って代わるのである。『サマーウォーズ』についての議論においてEijaは、リアルとヴァーチャル間の主題的な対立が、アニメーションの古典的な有機的形態――類似の論理という観点から両世界間のギャップを架橋する――によって解消されていることを提示した。『アヴァロン』とは対照的に、『サマーウォーズ』の物語は、衝突の危機解消という古典的なモデルに従って、ゲーム的リアリズムのメタ物語を女家長制的家族に基づく有機的なコミュニティへと再統合することになるのである。

最後にChristophe Thounyの発表は、2006年のTVシリーズ・アニメ『鋼殻のレギオス』を記号資本主義時代における新自由主義都市の寓意として読み解くというものであった。とりわけThounyが議論していたのは、このアニメが要塞都市という比喩を活用することで、今日の都市空間が終わりなきサバイバル・ゲームに巻き込まれ主権の危機に直面していることを問題化しているという点であった。レギオスの世界において都市は荒涼とした風景を移動する要塞となり貴重な資源の所有をめぐって争っている。それと同時に、シリーズを通じた物語の展開自体が、諸々のメディア世界、アニメ化された身体や都市を越境する運動を主題としており、この運動が生存競争の論理に完全に屈服することは決してない。結論としてThounyが主張していたのは、ポストメディウム的状況とは、媒介性〔mediation〕を、プラネタリー〔地球規模〕な都市空間が発生した現在特有の状態として受け入れることにほかならないのかもしれないということである。昨今の他のアニメと同様、こうして『鋼殻のレギオス』は、都市の主体性という特質と、それが記号資本主義の論理に囚われることに挑戦するのである。もはや資本主義は死滅したかのように、媒介性を精神的物質主義として、物語性をフィクション化のオープン・プロセスとして提示することによって。

こうして三つの発表は多くの点で交差していたが、とりわけ媒介性を、物語性、時間性、社会性という非−表象的な問題として際立たせる点において共通していた。客席からは様々な質問が投げかけられた。例えば、メタ物語やメディア横断的な移行を統合することが、先行するモダニストが映画や文学において既に取り組んでいたことに比べて、いかに新しいのかを問うものがあった。ディスカッサントの北野圭介氏が結論として強調していたのは、ポストメディウムの条件における視覚芸術によって提起された諸問題に照らし合わせて、古典的な物語理論と取り組みなおすことの必要性であった。

クリストフ・トゥニ (東京大学)
(翻訳:林田新)

【Abstracts】

Voicing the Other: Post-medium Articulations of Sound and Image in The Arbor
Laura Sava (Xi’an Jiaotong-Liverpool University)

I propose to explore the post-medium condition in cinema via an analysis of the sound-image relations in Clio-Barnard’s 2010 film The Arbor. The film combines fragments of archival footage, lip-synched interviews and an open-air theatre staging in order to produce a complex intermedial meditation on the intersection between document and artistic experiment. The cinematic medium has long been understood to be composite and dual-track, or, in the words of Rosalind Krauss, characterized by the ‘additive condition of the soundtrack’s audio edge running along the celluloid strip of images’ (‘Two Moments from the Post-Medium Condition’). The sound-image split is constitutive of the medium but also ideologically concealed through synchronization. The Arbor brings to the fore this troubled complementarity, all the more relevant in a post-indexical, digital context. Transplanted into cinema, the verbatim technique, a theatrical device, engenders an expressive disjunction between the recorded voice and the performing body that lends itself to the act of hosting the voice, re-opening the subversive gap in the representation. What we see and hear on screen is at the same time presumed to be to some extent historical and adhering to biographical fact (Andrea Dunbar’s life and work), but also patched, refracted and incongruous. I argue that any discussion of the post-medium condition of cinema has to pay heed to the sound-image interaction and that a film such as The Arbor, with its use of radically disruptive techniques, has fruitfully internalized these latest theoretical developments.

Style-Based Commentary on Narrative Levels in Anime
Eija Niskanen (University of Helsinki)

Hosoda Mamoru's Summer Wars (サマーウォーズ、2009) features two co-existing worlds: the real world of the main characters, and OZ, the social networking system where all business and social activities are conducted, and to which every microchip-controlled system in the world is connected. In this anime, the superflat style of OZ co-exists with the Ghibli- style depiction of everyday world, the setting of which is drawn in the Film Commission - aided (in this case that of Ueda, Nagano) detailed realistic style of recent anime. Summer Wars is a central example of recent anime, where the co-existence of different levels of communication are worked as a meta-narrative through different styles of animation, as the central characters have to work their way through a game in the cyperspace.

This kind of meta-narrative depiction of media realities through the involvement o the main characters in cyperspace game-playing is also prevalent in Oshii Mamoru's Avalon (アヴァロン, 2001), where the different levels of game form the film's puzzle: are the realistically depicted Warsow of the last scenes the reality, or the highest level of ”Game Real”? In my paper, I would claim for the specific ability of game narratives to bring out different meta-narrative levels of commentary on media practices in contemporary society through the variation of film and animation style.

On Moving Grounds: Urban Space and Spiritual Materialism in Chrome Shelled Regios
Christophe Thouny (The University of Tokyo)

Recent Japanese animation based on the light novel form have shown an intriguing concern for the present crisis of urban sovereignty brought about by the rescaling of State formations in a planetary urban space. From Kino no Tabi and Shangri-La to Durara!!, the allegory of the fortress city, a closed space of political practice whose identity is defined by a constant state of crisis when stasis have become the privileged form of representation of the ongoing crisis of urban sovereignty. By discussing the 2006 anime TV series Chrome Shelled Regios, I will argue that the allegory of the fortress-city allows us to engage in a productive dialogue with Ursula K. Heise's recent defense of an eco-cosmopolitanism in a planetary urban space defined by non-linear dynamics, movement, and a continuous state of emergency. Following a young Campbellian hero in a quest for his legendary home, the famed city of Glendan, we encounter a world of moving urban fortresses called Regios, engaged in a double battle against desert monsters and other city states. Movement has become the only form of urban life, materialized in a mystical source of energy, the urban spirit. I will then propose in conclusion to consider the urban spirit as an anime-ic form of mediation that actualizes the planetary urban crisis in terms of a spiritual materialism.