„can avatars feel?“, forthcoming in pierre cassou-noguès (ed.): images de l’homme-machine
TRANSCRIPT
Can Avatars Feel?
Western culture has long been haunted by automata which would pass every Turing
Test, from androids to ʻreplicantsʼ (such as those in Ridley Scottʼs Blade Runner).
These technical similes of humans are a particularly modern obsession, or at least a
humanist one; certain predecessor myths like Pygmalion or the Golem were
especially conspicuous against the Renaissance, an era when the human aspect of
the human animal started to be conceived of as both the lack of predetermination and
the potential for creation–when being human became a task, humanity something to
be performed or brought into being. In the 19th and 20th centuries, this humanist
preoccupation found a new playground in technological progress, via artificial similes
of humans mirroring and distorting achievements in the physical sciences.
When viewed from this humanist background, utopian and android narratives
share an intellectual climate embracing two premises: first, the belief that being
human is something to be brought forth; and further, that humanity is capable of
doing so in new and unforeseen ways. Following the Pygmalion precedent, artificial
beings help overcome the deficiencies of human nature; alternately, as with the
Golem narrative, bringing forth new creatures can produce an uncanny autonomy
that, if not tamed by a reference to God, tends to threaten the harmonic and better
courses of old-fashioned nature.
Looking back on these constructions today can leave a distinct feeling of
datedness; through the glasses of the post-utopian Zeitgeist, and without the fuel of
utopian or apocalyptic visions, androids and the modernist obsession with them look
passé. Those who wish to rekindle that past fascination in service to a new narrative
face a task as difficult as that of Arnold Schwarzenegger's post-Governorship body
conveying the awe of his original Terminator.
A second, less outdated option through which to consider “homme machine”
phenomena is the cyborg, an unstable hybrid easily brought into line with post-
modern theory. Although the cyborg can reflect visions of a new and different
humanity, it seems independent from the utopian spirit. Avant la lettre – before
cybernetics – the cyborg appeared in the martial visions of Filippo Tommaso
Marinettiʼs novel Mafarka il futurista. As in android narratives, Marinetti conceives of
technical artifacts as having their own autopoietic logic, with the powers of
engineering changing old-fashioned humanity into something more vivid, intense, and
destructive. But for the first time, this independent logic was applied to human
prostheses, creating a hybrid without a clear center of agency – bringing forth what
today would be called a cyborg. With the last breath of his dying human body, the
hero Mafarka transfers his soul into the winged Gazurmah; his creation then takes off
to challenge the sun. In Marinetti, merging with machines is the only way for humans
to keep up with them.
In this vision, the soul provides the human component of the cyborg; the body
is essentially either the animal or the machine. The rise of information technology has
altered that construction, as the mind itself becomes a matter of engineering; under
the auspices of information technology, challenging the sun becomes something
more mental. To quote Donna Harawayʼs Cyborg manifesto: “Our best machines are
made of sunshine; they are all light and clean because they are nothing but signals,
electromagnetic waves, a section of a spectrum, and these machines are eminently
portable, mobile [...]. People are nowhere near so fluid, being both material and
opaque. Cyborgs are ether, quintessence.”1 Haraway perceives Ficino and Hegelʼs
versions of the World Spirit morphing into the somewhat banal shape of a transparent
IT network; cyborgian existence is conceived of as something potentially independent
of an opaque material body, pure information. If, in the digital age, the spirit itself has
become technical, it becomes far more difficult to place human engineering and
human nature in opposition; indeed, the cyborg now can be considered a paradigm
for the deconstruction of this very dichotomy. Modern super-humanity is left behind
as post-humanity sets in.
This possibility implies a perfection of what had been somehow deficient in
Marinetti. There is a suggestion of post-Aristotelian (or post-Thomistic) opposition of
form and substance in this setting, information being the form emerging from a
substance. I use post-Aristotelian because the logic of neo-cybernetics regards form
as an autopoietic system emerging from another autopoietic system, and so on.
Music and its acoustic qualities can be described as a dynamic system closed upon
itself even as it emerges from amplifier-loudspeaker dynamics; these dynamics can 1 Donna Haraway: A Cyborg Manifesto: Science, Technology and Socialist-Feminism in the Late Twentieth Century. In Craig Hanks (ed): Technology and Values – Essential Readings, Malden MA: Blackwell, p. 228.
be described as a system that itself emerges from the algorithms of processing an
MP3 file, which in turn emerges from the physical reactions taking place in the
hardware, which then emerge from molecular interactions, et cetera. Each of these
systems has its own autonomous logic and form (psychological, analogue, digital,
physical), even as that very form emerges from the form of the underlying system.
The substance of one form is nothing but another form – there is no substance that
would not be form as well. Information is all there is. This allows post-human, post-
utopian cyborgian existence to engage nature and technique on the same scale: Both
being considered systems interacting and interfering with each other and making
ʻhumanʼ existence emerge from that interaction and interference, there is no such
thing as a natural ʻsubstanceʼ or substantial nature to be taken into consideration.
Harawayʼs less radical point is that information without substance is
completely transparent and immaterial, at least insofar as it can be transmitted from
one material substance to another – and because the material substances are
nothing but parts of the information process, transmission is all that counts. A
disregard for substance and focus on forms emerging from each other go along with
the odd prevalence of the immateriality present in this new information-cyborg made
of light and energy. Light had always been a platonic metaphor for the immaterial
mind; indeed, one could say that, in merging with machines, human minds can share
networks and even virtual environments dissolving spatial distance and seemingly
independent from the material world. Hans Ulrich Gumbrecht recently argued that
such couplings of mind and software present in our everyday lives have extended
rather than undermined the Platonic or Cartesian mind.2 Certainly, we often seem
very close to living the mental life of a consciousness that does not take up space (it
is tele-present even in the most remote areas of the world), but rather builds its reality
upon clear and distinct sets of knowledge (which have to be represented this way in
order to be googled, or to subsume social relations to the digital logic of accepting or
declining friend requests on Facebook).
Perhaps the ʻnowhereʼ of virtual reality is the successor of the ʻnowhereʼ (the
ʻimaginaryʼ place) of utopian reality. But if so, there is also one crucial difference:
Virtual reality is already there. It can even create hybrids and interact with the non-
2 Hans Ulrich Gumbrecht: Shall We Continue to Write Histories of Literature?, New Literary History 39, 3 (2008), pp. 519-532.
virtual world, as takes place in GPS systems, bringing forth a hybrid of the world itself
and a model thereof. What once had been mental (the imaginary model of the world)
and what had been physical (the ʻouterʼ sensual world) share one reality. There is no
distinction between the imaginary model and the factual reality of the world – a
distinction so crucial in utopian thinking. More importantly, instead of going the long
way between a model of the world and its factual realization, technologically
enhanced shortcuts between theory practice are possible: Where once a skill was
needed, we now use a smart-phone app. Thus, as Gumbrecht has argued, in the
process of connecting our minds with information networks our material bodies often
seem to have become oddly superfluous.
This dimension of the ʻhomme machineʼ brings me to the third and most recent
version, the avatar. The shift from cyborg to avatar is not truly a shift in the concept of
the human machine; in terms of functionality, avatars can be conceived as ʻhybridʼ,
vis-á-vis ʻcyborgianʼ. The difference between the cyborg and the avatar lies in the
focus of interest: While the cyborg is a paradigm for engineering humans and
humanizing machines, the avatar raises the question of animation, in both senses of
the word: It embraces issues of the special effects of animation, and concerns the
giving of a ʻsoulʼ (anima) to an artifact. Furthermore, whereas cyborgs are generally
conceived of as self-referential systems, avatars are relational phenomena based on
participation. The avatar paradigm does not entail the creation of a new being to
inhabit the world, as the cyborg would; rather, an avatarʼs purpose is to allow humans
to become present in a virtual (or at least remote) reality. The essential characteristic
of the avatar is that it creates new ways of being human in an artificial environment.
So where the cyborg focuses on one system emerging from another system, the
avatar is based on how the systems participate with and in one another. An avatar is,
in essence, a non-autonomous figuration. Avatars can therefore be described – to
use Bruno Latourʼs terms – as manifestations of ʻdistributedʼ rather than personal
agency.
Latour, in his tentative manifesto of compositionism,3 accordingly chose the
Avatar paradigm as an alternative to both modernist and postmodernist conceptions
of humanity and nature. Nature, in this view, is no longer considered a monolithic 3 Bruno Latour: An Attempt at a “Compositionist Manifesto”, New Literary History 41,3 (2010), p. 471.
entity or ideological supposition of a thing that is not constructed. Rather, it is present
as the multiplicity of what is given – a multiplicity that is itself composed and can be
composed. Likewise with the avatar; indeed, in aligning his concepts of agency with
those of animation, Latour argues that avatars are consistent with ʻanimistʼ
worldviews. Compositionism does not challenge the constructivist understanding that
natural and engineered systems are working on the same scale. But instead of
considering how the concept of nature is itself a construction, Latour focuses on how
natural and technical constructions are put together and interrelate, how they
distribute agency and how this agency becomes ʻanthropomorphousʼ. So, he
positions his animist stance against modernist and post-modernist concepts that do
not animate the chains of cause and effect in which they search for materialist world
views.
In making this point, Latour refers to James Cameronʼs film Avatar. He summarizes
the movieʼs context as follows:
Pandora is the name of the mythical humanoid figure whose box holds
all the ills of humanity, but it is also the name of the heavenly body that
humans from planet Earth (all members of the American military-
industrial complex) are exploiting to death without any worries for the
fate of its local inhabitants, the Naʼvis, and their ecosystem, a
superorganism and goddess called Eywa. I am under the impression
that this film is the first popular description of what happens when
modernist humans meet Gaia. And itʼs not pretty.
In Cameronʼs film, the Naʼvis triumph over their oppressors with the help of Eywa.
The plot is thus a standard entry into to the narrative trope of a natural indigenous
group fighting to maintain their way of life against a malevolent modernist group; their
success, while slightly less typical, is hardly unprecedented. Certainly, Cameron has
never been hailed for original narratives; however, he has a genius for turning trite,
underdeveloped, or over-familiar narratives into impressively complete movies.
Latour, however, is interested in a particular reading of this plot–as a plea for
the creation of alliances between human and non-human actors via a networked
collective. This interpretation is possible because of a deviation from the standard
narrative in how nature is conceived and presented: In Cameronʼs film, nature is not
treated as non-constructed or non-artificial; it holds similarities to a network of
distributed agency. But there appears to be more to this fact than Latour discusses.
Indeed, as Bruce Clarke has argued,4 nature is present here as the most advanced
virtual construction achieved in film history. While the ʻback to natureʼ movies of the
1970s enshrined their message through the documentary aesthetic of filming nature
itself, Cameronʼs Gaia is found within a technologically advanced, effect-based virtual
reality. So the question becomes: How can a completely made-up world, one that
moreover advertises its use of the most advanced technologies of virtual reality to
create that world, be marked as natural? Clarke, arguing from a more post-modernist
point of view than Latour, notes a central “paradox” here: If nature in the film is
something brought forth by filmic discourses naturalizing it, and if nature as such
does not exist – because it is nothing but a set of systems declared to be natural,
even though those systems are always interacting with similar systems declared to
be technological – then the narrativeʼs second-order discourse makes the film an
“inverted sign of its own production.”5
I got to know Clarke during a wonderful evening in a Berlin restaurant, where
we stayed until nearly dawn discussing this very movie. Most of my thoughts on
Avatar have followed from this conservation and subsequent vivid e-mail exchanges.
Nonetheless, obvious as my enjoyment of our discussion is, I wish to challenge this
reading, turning his arguments down the opposite path. Actually, viewing the filmʼs
narrative as being inverted by a second-order discourse of its making reads oddly in
light of Cameronʼs deep investment in nature. Cameron is an active hobbyist in deep
sea biology and vigorous opponent against construction of the Belo Monte Dam in
Brazil due to its threat to both nature and the native populations living in that region;
given this environmental engagement, I do not believe that Cameron presents nature
as a concept undermined by technologies of the virtual.
My alternative reading is based on presence effects. Clarke observes that
filmic technologies “refine physical bodies in digital bits,” and that Avatar thereby
4 Bruce Clarke: Embodied Mediation – Semiosis in ‘Avatar’, paper presented at the International Research Institute for Cultural Technologies and Media Philosophy, Weimar, forthcoming in ZMK, Spring 2012. 5 Ibid.
“celebrates the power of media-technological links to manipulate reality through its
representations.” However, I think this reading does not match either the logic of
avatar technology or the power of special effects: It fails in terms of logic because
both avatar technology and special effects are based on presence instead of
representation, participation instead of observation (let alone second-order
observation); it does not match the power because it does not engage embodiment in
a manner which takes evolutionarily shaped human bodies (i.e. their capacity for
feeling, perceiving, etc.) fully into consideration.
Accordingly, despite Clarkeʼs critique, I wish to follow Latour in his attempt to
link the issues of Modernism and Nature to the paradigm of the avatar – and to do so
following his paradigm of ʻanimismʼ. However, to properly assess the relationship
between the avatar and Hollywood technology, I refrain from using Latourʼs concept
of distributed agency. Indeed, I think that Latourʼs way of defining animism is itself not
animist enough to truly be about embodiment. My main paradigm will instead be
participation, especially emotional participation. From this position, I focus on the
difference between composition in construction and composition in participation.
Finally, I propose participation as an alternative to post-human figurations which, in
my eyes, remain too beholden to post-modern paradigms.
I first have to clarify what I mean by participation, and why I consider participatory
composition different from constructivist composition. Participation has two sides, one
compatible and one incompatible with systems theory. The compatible side is the
interactions taking place on the same scale – the interaction of two systems which,
as such, can be described as a new system emerging from this very interaction. For
example, when a human being (understood as a system) interacts with a virtual
environment (also understood as a system), this very interaction can also be
described as a system, emerging from (and as) interaction. This kind of participation
is very much in the line of Latour, who defines composition as “Things… put together
(Latin componere) while retaining their heterogeneity.”6
This definition, though, is imprecise at best and incomplete at worst. To
continue his metaphor of composition: Latourʼs argument holds for the work of a
composer who arranges notes and instruments to create harmonies or dissonances 6 Latour: “Compositionist Manifesto”, p. 473f.
through their maintained specificity and heterogeneity, yet is inadequate to contain
the composition itself as an enaction of the music, at least in phenomenological
terms. Likewise, it would be misleading to state that a dancer “composes” (to use
Latourʼs term) various factors – locomotive action patterns, gestural signs, musical
melody, and rhythm – while maintaining their heterogeneity. The term “composition”
may be useful to describe the distribution of agency; but it is inadequate in describing
skillfully enacted, emotional embodied activity.
This is why I think participation, rather than composition should be used as a
paradigm. It is at this point, though, that participation becomes incompatible with
system theory, in that, it cannot be brought completely in line with autopoietic
systems emerging from each other. My argument is very simple: To describe one
system emerging from a different system (or from the interaction of different
systems), a clear division must be made between what is to be considered a system.
To describe one system emerging from another system, there must be a clear
boundary between what elements of the underlying system will be considered
functions of the new system, and what comprises the environment of this system.
Such definitions might appropriately describe nature and culture in constructivist
terms, but they are inapt when applied to phenomenology.
To pick up the musical metaphor again: The phenomenological question in
music is less about how an acoustic system of music emerges from the algorithms of
an MP3 file, than it concerns how musical emotions relate to musical acoustics. At
first glance two different systems are described; but their description ignores how
acoustics are already embodied emotionally, and how musical components become
music phenomenally in a subliminal dance embracing both acoustics and
emotionality. The emotional meaning of music, hence, does not really emerge from
its acoustic meaning – or if it does, it does so without clearly distinguishing the
emotional system from the acoustic system. The form of the emotional system is not
autonomous in relation to the form of the acoustical system; they participate in one
another. The ʻcompositionʼ implied is therefore not a ʻconstructionʼ, but based on
sharedness. Form does not emerge from substance (that then turns out to be the
form of another substance, and so forth); yet the very distinction between form and
substance becomes problematic.
This notion of participation is post-Platonic rather than post-Aristotelian, as
Plato did not conceive of a neat distinction between “form” and “substance.” Plato's
concept of participation was methexis, literally “with-having;” this was superseded by
Aristotle's notion of hexis, a substance having a form as a property. Aristotleʼs hexis
is evident in hylemorphism: A statue has the form of a man but is made of a
substance, wood (hyle), that in turn can easily be described as a form (brown, hard,
textured, etc.) of another substance (ʻmatterʼ itself). Platoʼs concept of methexis is
best exemplified by his conceptualization of eternity: Rather than an underlying
substance that has time as a sensually present form, time is the way in which eternity
is present on earth. It makes no sense in this context to designate eternity the
substance and time the form; but it does make sense to state that time has a share in
eternity insofar that it never stops (even though it is at the same time the very
condition through which things are not eternal and decay). Time “with-has” eternity. It
participates in eternity and has a share of it.
A dance, likewise, is not a sensual form emerging from music as an acoustic
system; it is a bodyʼs skillful way to take part in and become part of a more extended
music performance. Music is an aspect of the embodied action, and at the same time
that embodied action is an extension of music. Neither emerges from the other – both
share in each other. Music and dance take part in one another without the one being
the information transferred by the other, or the form emerging from the other. If a
dancer follows music, no “composition” of rhythm, harmony and bodily motion-
patterns takes place. The dancer does not compose a dance out of action patterns
and then combine it with music, but rather takes part in and becomes part of that
music. Perhaps this critique does not hold in ʻepistemologicalʼ terms, where it
certainly explains less than systems theory or compositionism would do. But at least
as far as tacit knowledge and skillful embodied action is concerned, I find this
paradigm of participation far more promising than the paradigm of composition (let
alone construction).
In my eyes, composition/construction versus participation is a crucial difference in
respect to avatars because it is through participation that things become animated.
For instance, in the beginning of many video games, you can arrange body parts to
produce your avatar – a procedure of constructive composition. But this process does
not itself animate the avatar; rather, the avatar is enacted once you are immersed in
the action of the game. Animation sets in when participation sets in. This is also true
for animation through special effects: It is not enough for animation to compose
movement by putting images into a cinematic sequence; animation also needs the
perceptual system of the human creating the effect, making the images ʻliveʼ by
giving them a soul, anima. Animation requires participation; and this is one of the
crucial issues underlying the interplay of modernity and nature, allowing for concrete
discussion of how a virtual body and a physical body – one shaped by algorithms and
the other shaped by evolution and cultural habituation – work together in a physical
environment.
Latourʼs discussion, with ʻactive mediatorsʼ rather than passive intermediaries
being at the base of animism, approaches such issues similarly, but I find this
insufficient. It is too reliant on the very distinction between ʻactiveʼ and ʻpassiveʼ – a
distinction that does not hold for participation. Latour does, perhaps, explain the
distributed agency an avatar has; but he does not explain how it feels to be or to
have an avatar. Yet even raising a question of either being or having is a misguided
approach. Indeed, I think that the (again Aristotelian) dichotomy of having and being
does not facilitate this discourse; it is better to talk of with-having an avatar,
participating in the avatar and making the avatar share oneʼs own life. Accordingly, I
also think that Latourʼs interest in the redefinition of “what it means to have a body, a
mind and a world” must be complemented by the question of what it means to
participate in the course of the world or share in a world as embodied minds.7
Therefore, instead of questioning the animism implied in the agency of avatars, I ask
how animism is felt or experienced. Rather than discussing networks distributing
agency, I discuss special effects involving bodily participation. And instead of
focusing on the composition of nature and technology in what follows I ask what kind
of presence of a physical body is possible in a virtual environment.
All of these questions are essential in a discussion of Avatar. Cameron has
specialized in homme-machine figurations since the android Terminator; Avatar
seems to consciously reflect the more recent, the post-humanist figurations of this
phenomenon. The cyborg appears again in this film, as Colonel Quatrich puts on the 7 Latour: “Compositionist Manifesto”, p. 472; emphasis mine.
Transformers-like battle suit, which enlarges all of his movements into techno-
gigantism; this seems to be a last echo of Marinettiʼs fantasies concerning Mafarka il
futurista. But the predominant figuration is, of course, the one that gives the film its
title. Furthermore, the relation of nature and engineering present in these
paradigmatic figurations is more than just a topic for a straightforward narrative; it
takes place as a visceral experience as well. Its main playground is the breathtaking
array of special effects. Cameron, a technical master of composing tele-presence
and feeling, made Avatar the first 3-D movie to properly and successfully work with
the evolutionarily shaped and culturally habituated visual perception of humans. If the
movie is about the composition of human nature and engineering, about animism and
animation, then the issue of nature and engineering cannot be settled in terms of
distributing agency only, nor by a kind of ʻreading for the plotʼ. The experience of the
film takes place in terms of sensual presence, feeling and embodiment – in terms of
animation. While the film might center topically on Gaiaʼs animist networks, its
aesthetic centers on animation bringing the physical body into the virtual world
sensually and emotionally, or making the virtual world a sensual and emotional
habitat for the physical body.
The relation of nature and engineering in terms of avatars thus cannot be
boiled down to network structures only, but also has to be described
phenomenologically. In this context, the answer to the ʻhomme-machineʼ question
cannot be provided just through description of how modernist networks encounter
animist networks; nor can it be described by analyzing embodiment from a point of
view based on the second-order meaning of media technology. Embodiment must be
considered more seriously, emphasizing what only bodies can do, what they feel and
how they feel it. The phenomenological relation is contextualized by the fact that
there are things even the most advanced computers cannot do – or rather, can only
share in when merging with ʻnaturalʼ bodies.8
This challenge entails a closer look at avatar technology. What video-game
developers call ʻpresenceʼ (the ʻsense of being thereʼ) provides some insight;9
8 Hubert Dreyfus: What Computers Still Can’t Do, Cambridge, MA: MIT Press, 1992. 9 Mattew Lombard, Theresa Ditton: At the Heart of it All: The Concept of Presence, in The Journal of Computer Mediated Cognition 3,2 (1997), October 28, 2011, retrieved from http://jcmc.indiana.edu/vol3/issue2/lombard.html.
ʻbringing you thereʼ is one of the essential functions of avatars. This function is very
much in the line with the term in its original meaning, and perhaps why ʻavatarʼ won
the competition for denominating the new technological phenomenon.
The Sanskrit term ʻavatarʼ signifies the manifestation of a god on earth.
Avatars are how the gods become present in the sensually perceived world. This
sensual world, according to some currents in Hindu thought, is somewhat unreal or
virtual; therefore, avatars can be read as the way gods are present in virtual worlds.
Similar concepts exist in Western mythology as well – think of Zeus appearing as a
swan to seduce Leda. In this tradition of the myth, it becomes less clear if there is a
categorical division between the divine world and the sensual world (e.g. in Euripidesʼ
Helena); rather, the gods have different ways of inhabiting the same world and of
being present there. Gods as ʻavatarsʼ live and appear in different shapes, entering
different social realities at will rather than commuting between real and unreal worlds.
This Greek tradition is also highly relevant to the discussion of Avatar. The
avatars in Cameronʼs film are thoroughly Western. They lack the spiritual dimension
of the Sanskrit term. In the movie, avatars are material bodies inhabiting the same
planet on which the human characters also dwell in their human bodies. These
characters enter the avatar bodies without being transposed into a categorical
ʻelsewhereʼ – they are merely spatially dislocated, and even then not by much. This
highlights one crucial aspect of avatars: They tend to raise the question of how the
given actor (e.g. Zeus in the myth or the main character Jake Sully in the movie) is
present in the avatar.
There are multiple possibilities here; I offer a heuristic distinction, and bring
these down to the opposition of the Ancient Greek and Latin terms for mask:
Prosopon and persona. The Latin persona literally denotes what is sounding through
the clay of the mask used for theatrical drama – the voice of the actor. The focus lies
on what is behind the mask; the inner world of a person animates the dead matter by
sounding through it. Thus the main implication of the term persona is personal
expression; indeed, the term was first applied outside of the theatrical setting to
indicate the legal person in the Roman legal system.
The persona concept is apt for inscribing humans into systems of
representation; accordingly, the persona model of avatars is a paradigm for some
personality-intensive shared virtual environments such as Second Life. The avatars
in this game are designed to play with personalities – to express or fake them under
conditions of limited consequences. Having a body becomes a pure expression of a
mind, eliminating the flaws of nature and chance usually carried by a physical body.
Physical appearance is chosen and designed by the players. Verbal communication
takes place through messaging, while non-verbal communication is reduced to a set
of commands to be executed. Keeping within these limitations, Second Life is a more
perfect way of personal expression than a human body could ever achieve: The
reduction of subliminal or involuntary forms of communication – the participatory
sense-making of embodied interaction – is blocked.10 Generally, anything helping the
expression of minds is technically elaborated, while anything subliminal,
unintentional, and physically embodied is hidden behind the screen. No tone of voice,
no involuntary mimicry or gesture will reveal more about the person than they want
revealed. Such an environment is perfectly humanist; even embodied existence
becomes something to be produced and performed.
I am convinced that this hyper-Cartesian and hyper-Humanist model is only
one of many options, and not even the most successful candidate for avatar design.
For that, I turn rather to the completely different model of the prosopon, which is
focused on sensual presence and embodied interaction. The Greek term literally
means ʻfaceʼ; more precisely, a prosopon is the face as used in the act of face-to-
face interaction. As a synonym for mask this carries different implications: The
prosopon as a mask shares a body just as a face does; however, it is more
accurately put that the prosopon shares multiple bodies. If a prosopon is a fact of
face-to-face interaction, it is an embodiment of intercorporeal relationships rather
than of a single person. The primary characteristic of a prosopon mask is thus not
personal expression, but embodied participation.
Accordingly, the prosopon model of avatars is a prominent parameter in the
design of action-based games, which tend to prioritize the interface between physical
and virtual environment through technologies such as joysticks. Newer systems such
as Nintendoʼs Wii and Microsoftʼs Kinect enable the playerʼs body to become
increasingly present in the virtual world; as a result, the virtual and material worlds
are not set apart from each other as they are in systems like Second Life. That the
10 Hanne DeJaegher and Ezequiel Di Paolo: Participatory Sense-Making, in: Phenomenology and the Cognitive Sciences 6,4 (2007), pp.485-507.
two worlds can come into contact is the most important advance in avatar technology
in recent years, as computers not only interact with what ʻmindsʼ can do (i.e. the
characterizing aspect of humans, according to which they have been simulated
themselves), but also with what only bodies can do.
The prosopon style of avatars has also translated into robotics. Robotic
avatar-style technologies can, in fact, be expanded on the level of subtle motor tasks.
Chirurgical interventions, e.g., are often executed using a robotic scalpel in place of
the traditional instrument, allowing tele-present surgeons to treat patients remotely.
Drone technology offers another example of tele-present activity, suggesting the
kinds of jobs that might soon be performed through the use of robotic prosopon
avatars. As a hobby biologist, Cameron is familiar with the most advanced forms of
this technology. In his documentaries, a robotic submarine allowed for his crewʼs tele-
presence in the deep sea. The crew even had a name for the robot – and it may not
be chance that its name, “Jake,” is given to the main character in Avatar.
At present, companies like Anybot or VGo Communications design machines
allowing people to become tele-present in a remote real-world environment by means
of an avatar robot too. These robots respond in real-time to the commands of their
players and in turn transmit ʻsensualʼ data back to them. This technology is still in its
beginning stages; at first glance, a robot with a touchscreen as a ʻheadʼ transmitting
the image of the real person does not seem a significant advance in
videoconferencing. Nevertheless, experimental psychology has shown that even this
very rudimentary embodiment in interaction makes an enormous difference in how
people pay attention to each other, sense and respect personal space, and
converse.11
This also suggests possibilities for the future of tele-present embodied
interaction by prosopon-avatars even more exciting in terms of aesthetic issues. In
2008, the neuroscientist Miguel Nicolelis of Duke University studied a monkeyʼs brain
in reference to its motor skills; he connected the monkeyʼs brain with a robot, so that
when the monkey walked, the robot would make the same movements. To Nicolelisʼ
surprise, the monkey soon figured out how to steer the robot without having to move
11 Min Kyung Lee and Leila Takayama: “Now, I Have a Body”: Uses and Social Norms for Mobile Remote Presence in the Workplace, in: Proceedings of the CHI 2011, May 7–12, 2011, pp. 32-42.
itself.12 Similar cyborgian technologies have been employed for human use too,
allowing people to steer robots through ʻthoughts.ʼ13 Thus far, such immediate body
control over a robot seems possible only in terms of conscious control; but it is clear
that subliminal interactions will soon be similarly accessible, allowing for extremely
embodied interactions executed in tele-presence by robotic prosopon avatars.
Indeed, similar research aims at the experience of completely immersed felt
presence.
The difference between prosopon and persona avatars is thus crucial to the
question raised by the title of this article: Can avatars feel? According to the persona
model, they can not. The technology of persona avatars is designed to let a mind
express itself while making use of various bodies – preferably bodies which it has
composed according to its own creativeness in order to express itself even better.
The body of the avatar exists to express what the mind wishes to express – and
perhaps, in turn, to be the focalizer of sensual stimuli transmitted back to the physical
body. In the case of Leda and the swan, a persona-model Zeus would feel, not the
swan. Zeusʼ mind would be transmitted upon the swan; the swan, a senseless piece
of matter, would be animated by the invisible presence of Zeusʼ mind. The persona
would be a kyknomorphous mask hosting an anthropomorphous mind. Likewise, in
persona focused shared virtual environments, the player (presumed to be behind the
screen) feels, not the avatar.
The prosopon model works differently. Here, the swan is not just an instrument
of Zeusʼs mind; it is a kyknomorphous embodiment that is not categorically different
from the usual anthropomorphous embodiment of Zeus. The paradigm is not
transmission of a (human) mind upon a (swan) body, as it would be in the persona
model. Furthermore, prosopon embodiment goes beyond transportation of a body-
mind into a different place; rather, the paradigm is the participation of two bodies
with/in one another. Not only does Zeus feel like a swan (e.g. experiences what it is
to have wings), but the experiential participation of god and avatar can also be
described as a swan feeling like Zeus (e.g. in feeling lust for humans).
12 Miguel A. L. Nicolelis & John K. Chapin: Controlling Robots with the Mind, in: Scientific American 18 (2008), pp. 72–79. 13 For an overview concerning this issue, see Helen Thompson: Robot Avatar Body Controlled by Thought Alone, in: New Scientist 2872 (July 2012), pp. 19-20.
I believe that something similar holds for gamers using prosopon avatars:
They enter their avatars both as transmitted minds and with their bodies. This relates
to what Cheryll Campanella Bracken has observed in tracing the physical movement
of video gamers. Bad players and novices tended to react with their physical body to
what happened to their avatar; they ducked if a sword threatened to behead the
avatar, expressing a parallelization between their bodily reactions and the virtual
body made visible onscreen. The virtual image seemed to interfere with their
embodied existence. Skilled and experienced players, however, handled their avatar
without mimicking the movements they wanted the avatar to make, appearing as
motionless and paralyzed as the body of Jake Sully as he inhabits his Avatar. Indeed,
Bracken found watching these players very boring; they simply did not move at all,
their embodied existence apparently having found another center inside the virtual or
remote world – just as the monkey at Duke University found other legs to execute its
walking.
This contrast highlights the importance of considering the learning process for
prosopon avatars: Composition is not enough for making them work; they require
training and habituation. Thus it is impossible to think about prosopon avatars in
terms of ʻtransmitting minds upon bodiesʼ or ʻtransporting an embodied mind
elsewhereʼ. Rather, the players learn to bodily move and act in the virtual world, while
becoming part of and taking part in that world. Just as in Cameronʼs movie, the
original physical body becomes paralyzed and useless – not because the mind
dwells elsewhere (as would be the case in persona avatars); nor does it becomes
useless because the embodied existence of this mind is transported elsewhere. The
body becomes motionless, in so far as it is extended and because it is focused on
this extension.
There is yet another dimension to the paradigm. In the mythical example,
participation does not only refer to the relation between Zeus and the swan, but also
to the relation between the Swan-Zeus and Leda. Sexual relations occur between
individuals, but the best way to have bad sex is according to a persona model – i.e.
letting the bodies express the sexual partnership while the minds reflect on what to
express by using oneʼs body or theorize on what the body of the partner expresses –
such as takes place in Second Life. I cannot imagine Zeus bothering to inhabit the
swan in order to have a similar experience. In my eyes, Zeus and Leda do not have
sex as persons, but as interacting bodies sharing each other; the minimal condition
for this is a prosopon-model of avatars, at least as far as sensual feeling is
concerned (their various identities would be a different issue).
Comparison with Cameronʼs movie underlines this position. After Jake as his
avatar has sex with Neytiri, we hear her saying, “I am with you, Jake. Now we are
mated for life.” As the avatarʼs body falls asleep, Jake is abruptly brought back into
his human body by the harsh voice of Colonel Quatrich: “What the hell are you doing,
Jake?” As Bruce Clarke has convincingly argued, this sequence gives the immediate
sensation of being a voice-over of Jakeʼs inner voice – its dramatized enaction of his
thoughts in the outer world – and thus is a play on the ʻmorning afterʼ-experience,
when a loverʼs embodied way of participatory sense-making without identity
performance is followed by the self-aware jolt of “What am I doing?” The same
question is, indeed, an expression of a persona troubled by its prosopon existence.
The person in this movie is associated with the human body, whereas the embodied
existence is associated with the Avatar.
The difference between persona avatars and prosopon avatars is, of course, only
heuristic; the figurations can intermingle easily. But the distinction is crucial in
reconsidering the relation of animation and animism. A persona model of avatars
would search for the animation by establishing a hidden intention making events
interpretable as actions. Agency, in this model, has something to be about – about-
ness makes the actions directed. A prosopon model does not require such about-
ness; rather than searching for intent, it would search for the intrinsic orientation of
the action – the dichotomy of automatized and habitualized action and the intrinsic
feel for these actions rather than what they are about. In this orientation, rather than
the intention, its agency would take place.
This latter point underlies the importance of the feelings of avatars. A persona
model of avatars would imply about-ness even when dealing with emotions. Feelings
would be understood as the judgment of a player upon something happening in the
virtual world; the avatar expresses the feelings of the player, with feeling being
something inner that ʻsounds throughʼ. In the prosopon model, the player is
embedded in the avatarʼs activity and this activity is embedded in the avatarʼs world.
This is closer to an enactive approach to emotions, according to which emotionality is
an intrinsic orientation of embodied actions, understood as a form of evaluation
inherent in embodied activities. Emotionality is conceived of as an orientation that
does not rely on about-ness, as would intentionality or judgment. This is why
emotions are so successful in evolutionary terms as well: They do not require the
detour of (mental) representation.14
This changes the questions surrounding animism as well. The animism of
persona avatars relies on the transmission of intention in actor networks, and
requires a hidden anthropomorphous agent behind what happens in the virtual world.
The animism of prosopon avatars relies upon animation enabling physical bodies to
participate in virtual or remote interaction. To say it again: Persona avatars cannot
feel, because they only represent a person or express the feelings of a human mind.
Prosopon avatars can feel because they participate in human embodied action;
human bodies participate in their activities rather than human minds being
transposed upon them.
Cameron seems to understand this difference very well. The Naʼvi are provided with
a kind of proboscis attached to the back of their heads, tsaheylu (“the bond”); they
use this to build connections with other creatures on their planet, allowing them to
participate in one anotherʼs lived experiences. The tsaheylu is evidently a functional
equivalent of the technical network built by human scientists to transmit the human
mind to the avatarʼs body, but it cannot transmit remote minds to different bodies; it
functions only among present bodies unified in a shared activity. This is embodied
participation rather than transmission. The technical network is designed to control a
14 Just to avoid a misunderstanding: In no way do I wish to argue that Latour’s concept of agency is persona-based. It shares more similarities with the prosopon than with the persona. However, it is helpful to insert the persona-prosopon differentiation into his model for clarity and to avoid misleading conclusions. I find it particularly hard to avoid the persona-model when connecting the term agency with animism; in Latour's argumentation, too many persona questions set in, e.g. when he writes that animism and agency are concepts to be inserted to make sense of materialist or reductionist world views arguing in chains of cause and effect. What he searches for are active “mediators” to fill the gaps between cause and effect – turning the consequential concatenations into something provided with agency. But how one is to understand this agency if not in a way that cause and effect now have something to be about? The animism Latour ascribes to this model seems to go in the direction of ascribing a kind of intentionality to what happens – the anthropomorphism he intends thus seems due to a kind of personification. Furthermore, prosopon-avatars are about something shared, since the face itself is shared – at least in emotional communication taking place at the intrinsic orientation of shared interaction. The paradigm is participation instead of transference. Where a transmission network is about intentionality transferred from one body upon another body, animism in the actor networks is due to the composition of the human mind and avatar body – and it manifests as a transferred and composed intention.
body from somewhere else, by transmitting a mind – it is designed for persona
interaction. The tsaheylu instead effects what Vinciane Despret calls isopraxis – the
subliminal coordination of bodies joined in a single activity, such as the unity of horse
and rider.15 The tsaheylu works with shared action, establishing an emotional and
enactive bond orienting and coordinating shared motion.
When Jake Sully discovers the tsaheylu of his avatarʼs body, the scientist
Grace Augustine is very clear about the implications of the shared emotive/enactive
bond: “Donʼt play with that. Youʼll go blind!” The allusion is obvious: The tsaheylu is
there for ʻshared embodied interactionʼ, not for solipsist ʻmasturbation.ʼ Yet Augustine
does not know that a tsaheylu likewise does not exist for exchanging or transmitting
information. The name of the scientist herself is referential as well, invoking St.
Augustineʼs conception of free will as dependent on Godʼs grace, while strictly
separating a rational soul from the body. In Cameronʼs movie, this mind-body duality
is mirrored by an information-based understanding of the world and by a persona-
style approach to avatars. She deems the intrinsic participatory natural bonds present
on Pandora a “network,” while describing the connections of Gaia or Nature – Eywa
in the film – as echoing the cyborg model for merging mind and information
technology. Conceiving of Eywa as “a global network,” she states that “the Naʼvi can
access it, they can upload and download data, memories – at sites like the one you
destroyed.” However, she is completely wrong. The Naʼvi do not upload or download
anything; they participate. Nor do they care for data, but rather for embodied skills
and feelings in shared interaction or isopraxis.
In Grace's misconception of the nature of Eywa, the film draws a line between
composition and participation. Grace follows a constructivist approach, from which
some kind of cyborgian engineering could follow. This attempt seems to fail, because
Eywa does not work on a cybernetical level only. Indeed, describing Eywa as purely
cybernetic would be like describing music by focusing on what emerges from the
algorithms of an mp3 file; limited by this model, Grace lacks understanding of and
insight to Eywaʼs ways. Jake understands far more through his enactive ʻdancingʼ
with Eywa. This manifests in the last scene of the movie, when Jakeʼs human body
dies and he is completely embodied in his avatar. The final image is of his opening
15 Vinciane Despret: The Body We Care For: Anthropo-Zoo-Genesis, in: Body and Society 10,2-3 (2004), pp. 111-134.
eyes; having interactively played quite a lot with his avatarʼs tsaheylu, he has gained
the sight embodied in the avatar while losing the sight transmitted from it.
These two attitudes are mirrored by the different approaches taken by the
humans in the film towards the Naʼvis either focusing on observation (Grace) or
participation (Jake). To be more precise: The scientific approach seems to take place
in accordance with anthropological methods of participatory observation: Grace,
alongside her biological study of Nature, observes the Naʼvi with ethnographic
precision. But this increases her awareness of the limitations of the anthropologist
maxim, “Donʼt go native.” She understands that Jake might have trouble doing so,
and allows Jake to recur to what Loïc Wacquant calls “observing participation” or
“using habitus as a tool,” instead of handling it solely as a “topic.”16 Nonetheless,
when offering the advice “Try to see the forest through her [Neytiriʼs] eyes,” Grace
shows her own conceptual limitations. Failing to understand that participation is
different than identification or empathy, her model of ʻparticipationʼ is the simulation of
a different persona.
The difference of this model from prosopon interaction is made clear by Jake's
inability to consequently behave according to Graceʼs advice; instead of observing
the world through Neytiriʼs eyes, he gains comprehension as he falls in love with her
– that is, by emotionally participating in what the two lovers share instead of using
her as a further imaginary persona avatar. As with the difference between technical
transmission and tsaheylu interaction, the goal is not to take on an alien perspective,
but to share the subliminal orientation of embodiment. Jake ʻgoes nativeʼ by turning
towards pure participation, learning gestures, skills, and ways of feeling and being in
the world through embodied interaction. Tree-hugging, the metaphor most ridiculed
by the movieʼs villains, best describes this process; the paradigm is embodiment
rather than observation, as gaining knowledge of what everything is about requires
habituation and training rather than reflection.
The learning of skills involves something that cannot be described in concepts of
composition and construction: It requires doing the same things over and over again,
to the point where this practice is rewarded by automatization on the one hand, and 16 Loïc Wacquant: Habitus as Topic and Tool – Reflections on Becoming a Prizefighter, October 28, 2011, http://sociology.berkeley.edu/faculty/wacquant/wacquant_pdf/HABITUSASTOPICANDTOOL.pdf.
on the other by gaining a certain feel that can hardly ever be precisely expressed, let
alone transmitted to anybody else. This feel is intrinsic in the activity, resides in the
embodied action and orients it from inside; it cannot be transmitted by means of
exchanging information. It can be described, but a description is insufficient for the
actual feeling by another – the only way to share the feel with somebody else is by
making them go through the same skill-learning process. Crucially, while this feel is
conscious and extremely focused, it is not reflexive; indeed, reflection (i.e. directing
oneʼs mind upon it as a phenomenon or quale) will hinder it or even make it collapse.
The function of such a feel acquired through training is obvious. By allowing for
consciously guiding what otherwise would be a mere automatism or routine, the feel
becomes a fact of participation that easily escapes an all-too mechanical logic and is
even hard to grasp in cybernetic terms: The automatized movements are not simply
self-steered; their self-steering is oriented by conscious focusing. Steering the
motions shares conscious willful action. But on the other hand, this consciousness is
not autonomous either. It is not an external instance of evaluation, nor does it have
an intentional about-ness. Rather, it inhabits the movement and participates in the
activity. A good rower, for example, has not developed a feel for his or her own
embodied self; the focus lies on the resistance between the water and the oar blade
as a kind of prosthesis. The feel is to be searched for in the water, not in a delimited
body, let alone in the purely mental. None of the ʻsystemsʼ involved work in an
autopoietic manner, nor can their interaction be described as a composition of
elements; all is about participation – and thus about inhabiting a movement.
This leads back to my initial concern: Cameronʼs movie, in my view, shows
that the relation of nature and engineering and the question of the avatar as homme-
machine must be posed against the background of skillfulness, and thus beyond the
question of construction and composition. The playground for staging this problem is
the dichotomy of virtual presence and scientific observation. This dichotomy, indeed,
seems fundamental for Cameron; it is found in the feature film Titanic and the
biological documentaries shot before Avatar. In Titanic, presence was balanced by
the distanced view of technical and historical research, with the emotionally affective
love story offset and framed by a sober technical reconstruction of historical events
by emotionally disengaged characters who act as audience for that main narrative.
As Bruce Clarke has observed, the dichotomy of scientific observation and
construction on the one hand and participation on the other are not merely embedded
in the narrative of Avatar; as in Titanic, they also re-echo its production. But I wish to
put it differently. This production required a perfect composition of human and virtual
agents, with the main challenge, as in real life, being to design the most perfect
prosopon avatars: All the actors who played Naʼvi roles had to be bodily integrated in
the virtual environment. Designing these avatars was the opposite of designing a
persona avatar à la Second Life; the task was to widen the transmission channel
precisely for those aspects of embodied interaction that persona-based interaction
seeks to exclude. The essential things to capture were the involuntary, subliminal,
and embodied aspects of emotional interaction. Accordingly, a fairly unique aspect of
making this film was that the actors embodying Naʼvi characters had to learn the
skills of horse-riding, archery, free climbing, and so on. Even more important, they
had to learn to unify those skills for a convincing realization of certain techniques
impossible to realize on Earth – such as riding winged dinosaurs. As unifying skills is
completely different from composing things, this kind of blending or merging had to
take place as a consolidation of skills learned in different circumstances.
Likewise, given the conditions of operating in such a virtual world, acting ʻnaturallyʼ
seems nearly impossible, a predicament highlighted when considering the highly
artificial physical environment used for shooting the film. For the most part, the only
natural things ʻon stageʼ, so to speak, were the actors themselves, with their facially
and vocally embodied emotions traced by special cameras.17
This, finally, returns me to my central thesis about avatars and their special
configuration of the homme-machine. The prosopon avatar raises the question of
how to act naturally in a technological environment. Moreover, it steps aside from the
constructivist and humanist paradigm of bringing forth humans, focusing rather on the
phenomena of taking part in an environment. This, indeed, makes these avatars
categorically different from both cyborgs and persona avatars: Cyborgs bring forth
post-human forms of existence by deconstructing the dichotomy of nature and
17 If, in what has been said, I have not clearly distinguished Jake Sully or Grace Augustine from their respective avatars, it is for this very reason. Indeed, both the characters and their respective avatars were played by the same actors; furthermore, in the ongoing narrative of the film, they were embedded in the same dynamic and inhabiting the same planet. To put it differently would mean to state that their ‘minds’ would be transferred to their avatar ‘bodies’ – and thereby to accept the dichotomy that the film challenges whenever it can.
engineering in both a technical and a theoretical way, while persona avatars do so by
deconstructing the boundary between the real and the virtual and therefore allowing
for creatively (re)inventing persons. Prosopon avatars do not bring forth anything, but
entail physical participation in other worlds. Therefore they do not so much enhance
the creativeness of humans, or stage humans as something to be constructed or
created, than enhance (and require) the not-so-humanist task of skillful embodied
(inter)action, and allow for executing this task under virtual conditions.
Accordingly, the main challenge prosopon avatars pose is how to act naturally
in a technological environment. And this challenge easily translates into what may lie
at the base of Cameronʼs film: The challenge of how to inhabit a technologically
shaped world as a human body mostly shaped by evolution. The challenge presented
to the actors in Avatar can elaborate on this situation. As Stanislavski and others
have taught, it is very hard to act naturally if one does not feel naturally, because
feeling orients and guides embodied action. The task of actors, or of anyone
engaging in an unnatural setting, is often to feel and hence behave naturally in a
completely unreal and artificial environment. This is especially crucial for ensemble
work: Multiple actors have to establish a shared flow of action, invoking shared
emotions orienting embodied interaction; they must all inhabit the same (artificial)
world.
In the case of creating the performances in Avatar, the actors relied heavily on
this participatory form of interaction due to the absence of physical markers towards
which to direct their actions. In Cameronʼs movie, naturalness seems to reside in the
acquisition of skills and participatory ways of feeling – both for the professionals
enacting roles onscreen and for the characters they portray. Nature, in this sense, is
present not as issues to be put together, but as an emotional orientation intrinsic in
action and presence experiences. Avatar therefore is not “the first popular description
of what happens when modernist humans meet Gaia,” as Latour believes; it is about
how to inhabit the most modernist, virtualized, technicized world in a natural way, i.e.
while maintaining a feel for nature.
This focus makes prosopon avatars particularly interesting for todayʼs culture. In their
operation on principles of participatory composition, prosopon avatars invoke post-
evolutionist rather than post-human issues; instead of constructing and
deconstructing humans as humans, they focus upon the adaptation of human
animals in an engineered environment. To follow Cameronʼs clash of civilizations –
one sharing in and one exploiting nature – prosopon avatars raise the question of
how to survive as a natural body in an artificial environment, even as that
environment exploits the body (or at least its naturalness).
It is not by chance that Jake Sullyʼs human body is crippled. As a war veteran,
Jake is a victim of the human raceʼs exploitation of the human body. In working with
his Naʼvi avatar, he has to learn to bring the feelings and skills of a lost humanity
back into his limbs, reclaiming the joys of the body and its sensations through
embodied participation and sharedness – a theme present in all ʻback to natureʼ and
ʻnature versus technologyʼ narratives. Significantly, such relearning cannot be
accomplished solely through the kind of engineering technologies that caused the
damage in the first place; it requires bringing back the lost skills humans evolved out
of, skills of embodied interaction.
I agree completely with Latour that “[t]he lesson of the film […] is that
modernized and modernizing humans are not physically, psychologically,
scientifically, and emotionally equipped to survive on their planet.”18 Indeed, perhaps
humans – not unlike the other great apes on this planet – no longer fit quite so well
into the habitat we have constructed to empower our minds; sooner or later, our
bodies risk meeting the fate of a poorly adapted species. But I do not want to finish
with such a grand indictment of the current situation of humanity on Earth. To focus
on something more concrete and basic, possibly the most convincing aspect of
Avatar is that by the power of its special effects it raises the question of how to be
present, and perhaps even how to feel and act naturally, as a natural body in a
technical and virtual environment. Among all possible features of humans as a
maladapted species in a world extensively shaped by humanity itself, this question
picks up on the immobilization of bodies in front of screens, a critical side effect of
ʻhumanistʼ technology designed to empower the creativeness and constructiveness of
the human mind. Indeed, the virtualization of our experiences – even our existence –
has made it very difficult to inhabit the world with a natural body. Thus the question of
how to live naturally in a virtual world might also point to the fact that the evolutionary
18 Bruno Latour: An Attempt at a “Compositionist Manifesto”, in: New Literary History 41,3 (2010), pp 471-490; p 472.
adaptation alone of our bodies cannot possibly match the speed of the developments
rendering them useless. It remains to be seen to what degree prosopon avatars can
remedy this situation. But even if their impact should remain minor, it can still be
argued that prosopon avatars enact their form of post-humanism in a more humane
way than other technologies.