Showing posts with label Moby Dick. Show all posts
Showing posts with label Moby Dick. Show all posts

Wednesday, December 18, 2013

Humans versus Machines

Humans use machines to make a task simpler in some aspect. They are generally thought of as two separate entities—the human, which is living, can think, can feel, and the other is the machine, not living, can’t think for itself, unfeeling, and soulless. When these two are put together, however, they can accomplish things that wouldn’t have been possible without it. In Moby Dick, there are a few examples of humans working with machines in order to accomplish something or have new meaning.

We talked about in class how Ahab used his crew as a machine to sail to find Moby Dick. The crew itself only followed Ahab’s orders and didn’t think of a different viewpoint together. It was essentially a static figure that lended itself to Ahab to use for only Ahab's purposes. There were a few other examples that I thought fit this example of humans and machines. Queeueg shaves his face with his harpoon, using an unconventional tool to do a normal thing. To Ishmael, and probably to some others, this would seem barbaric; however, it got the job done, so why should it matter? Another point to bring up is about Moby Dick himself. In the chapter, The Whiteness of the Whale, Ishmael is describing the good—it’s purity—and the bad--of the color white in the whale, in other words, the human and the machine parts that make up Moby Dick. See Shelly’s post for a little more elaboration.

The two working together make a new kind of hybrid—part human and part machine. This hybrid, because of it is part human, is still considered to be human, however there are few exceptions to that. The biggest one I think was in the example of Ahab’s crew hybrid chasing Moby Dick, something that was also hybrid. Which won in the end? Moby Dick. Why? You could say that in the end, it was his humanity, his instincts that saved him. The crew still acted together as a machine in order to capture Moby Dick. 

Final Exam 1: Moby Dick in the Digital Age

Moby Dick helps us understand digital culture because it deals with a vast array of themes that have only become more pertinent and important in the digital age. One such theme is that of fixation. In the digital age, it’s easier than ever to get wrapped up in just one interest as it is easier than ever to find massive amounts of content on that topic. This has caused problems in several ways, perhaps most prominently with videogame addiction, fandoms, and social media and other forms of digital communication that take a lot of time and energy to keep up with. 

Moby Dick teaches us of the dangers of obsessive fixation, but also explores the psychology of it in realistic ways that could help us understand the mindset of those who become too fixated on the digital world and begin to neglect the real world. Also, it helps to show the merits of fixation as well that can easily go overlooked. For instance, Ahab was certainly crazed, but he also created a strong sense of community and brought different kinds of people together for a single cause. Obviously, Ahab’s methods and reasons were wrong, but that doesn’t mean that passionate interest can’t also lead to a strong sense of community among a diverse group of people. Moby Dick shows both sides of this coin, and both obsessive fixation and healthy passion have only become more important in the digital age as new technologies provide greater connectivity and greater access to content and people than ever before, raising both opportunity and danger. 

Literature and art have always instructed humanity on how to live, and Moby Dick proves that they will continue to do so in important and powerful ways that expand people’s perspectives and open their minds to the broader world around them. In some ways, you might say that Moby Dick is more important in the digital age than ever before, and its study has only become more important. Moby Dick can and should be applied to aspects of digital culture whenever it is taught.

Tuesday, December 17, 2013

Final Reflections: "How I Have Come to Understand Digital Culture"

I came into this class knowing a good amount about digital culture already. I had taken a course from Dr. Burton before in which he emphasized academic blogging and using social networks for social discovery and social proof. I had already been researching and writing about videogames as art and literature for a while. However, what I really took away from this class is a view of the truly digital world we’re now living in. That world is open, complex, beautiful, even though in many ways not exactly new.

The new digital world I saw through this class is open in more ways than I thought. It’s open access, open opportunity, and largely open-armed. I learned a ton about copyright law and the complex issues of fair use and creative commons that I hadn’t understood before as I saw just how much information really is entirely open and free to be accessed through the internet, and how much creative content is being made open source for anyone to use and add to or adjust (the Linux operating system, for example, or Wikipedia). Our lectures on crowdsourcing were especially eye-opening to me because I hadn’t understood just how complex, powerful, and beautiful projects done asynchronously by people from all over the world could turn out to be, like Eric Whitacare's virtual choir. I saw also a wider range of opportunity provided by the internet as we talked about the do-it-yourself movement and maker culture, as well as e-publishing, social networks, and tinkering. This especially hit home to me in the video we watched of a homemade space craft. I also saw how open-armed the digital culture really can be as we talked about all the different opportunities to share undergraduate research, and how communities can and have formed around almost any topic somewhere on the Internet. I especially felt these three aspects of digital culture—open access, open opportunity, and open-armed—as I started my own blog to collect my thoughts on videogames and ultimately published with one blog and am now in the works with two others. In gathering resources to put in my writing, in collecting and forming my own thoughts, and in working with other people through the internet to get my ideas out there and receiving feedback, I have seen digital culture at work in all three of these meanings of the word “open.”

Two students who have especially helped me take my understanding of digital culture even further as I’ve gone throughout this course are, unsurprisingly, the other two students in my blogging group, Greg Bayles and Aleesha Bass. Greg showed me how the three meanings of open in the digital world can become the foundations for an entirely new kind of civilization—how real human organizations can exist entirely within the digital world, and how most physical organizations are becoming increasingly digital as well. Aleesha helped me see how our digital activity reflects our true identity in a clearer way than I ever had before. As I went through the course, I understood more about how our online actions express our identity, but as Aleesha looked specifically at Pinterest and we talked about it together, even concluding that one could tell the personality and major life events of a person based on their Pinterest boards alone, something clicked in my brain and I saw just how our digital selves connect to our real selves in a clearer way than I ever had before.

I’ve truly seen a whole new world throughout the course of this class. Even though our readings of Moby Dick have proven that the concepts, issues, and foundational ideas of the digital world certainly aren’t new, new technologies are allowing us to take those ideas and concepts and deal with those issues in bigger, faster, and deeper ways than we ever have before. It truly is a brave newdigitalworld.

Thursday, November 14, 2013

Herman Melville: Virtual World Builder

Image Credit: Michael Pate
I've been trying to figure out how I could relate a study of Moby Dick to my current research topic, virtual worlds, and I've had an interesting time thinking about some of the connections. A few days ago, a friend sent me a synopsis of an article that basically talked about how for him, baseball was a "virtual world" to which he escaped as a child, and that got me thinking more about the nature of virtual worlds in a broader sense. Basically, I want to work toward proving that Moby Dick (and for that matter, a vast majority of books) is really just a rudimentary virtual world and that the fundamental principles behind a book are emphasized likewise in online worlds.

The term "virtual world" in our modern context usually implies a number of things: online, multiplayer, interactive, and based in a generated 3D environment. Thinking about it from that perspective, books really don't have much in common with virtual worlds at all. But what if we examine books and virtual worlds from a broader perspective? What is a book? What is a virtual world?

Moby Dick, Democracy, Participatory Culture, and Games


"Call me Ishmael," Moby Dick begins, establishing the identity of our narrator for us and giving us an introduction to his character and particular voice as he will be telling us this story for quite a while and we should be comfortable with him. Moby Dick is a book full of strong characters--Queequeg, Ahab, Flask, Starbuck, Stubb--each of these character seem particularly individual and powerful in their own right, just as we feel we "get to know" Ishmael, we can "get to know" the other characters and understand their desires and quirks. However, the story isn't about any one of them, its about (and exists because of) all of them combined.

Not only does Melville craft each of these characters expertly to allow each of them their own voice and personality, but the very form of Moby Dick is broken up into distinctive "voices" of different literary genres. Interrupting Ishmael's regular narrative come dramatic monologues (ch. 37), encyclopedic articles (ch. 32), affidavits (ch. 45), as well as histories, articles, and more. Indeed, Moby Dick is designed on a formal as well as a textual level to break up any overpowering voice. In fact, freedom of speech and choice may arguably be what Moby Dick most values, as the ultimate tragedy of its ending comes from Ahab drowning out everyone else with his power and desire.

This evidence proves Moby Dick's quality as a distinctly American epic. But it wasn't popular until the early 20th century, and many scholars have classified Moby Dick as a modernist work. This makes sense because modernism, the term given to much of the literature of the early 20th century before World War II, emphasized the same points and values of expression, experimentation, and the power of the individual. It was a time when listening to single voices was more and more dangerous, as well as more and more outdated as the United States, the ensign of democracy to the world, was rising to become its greatest super-power, thus proving to the world that what started as an "experiment" of democracy was paying off, and Americans were certainly not quite in pointing this out to world.

As I've explained elsewhere, the influence of the rise of democracy and American in the late 20th century is easily seen stamped all over the internet. Thus, soon after its inception, the internet evolved from just a repository of information to a tool of individual expression, a shift commonly referred to by scholars as Web 2.0. Democracy is so stamped into the mindset of the world that it is more a social than a political principle in our own time, and we feel it is our right to be able to express ourselves and give our opinion. This simple shift in thought might be the single biggest marker of the modern human being to that of earlier ages: we seem to think we all matter. Thus, authority becomes more and more complicated in the modern world, and this aversion goes deeper than we sometimes think.

When we receive any information today, we expect to be given the opportunity to interact with it and not just receive it. This is viewed as a fundamental right, thus the proliferation of comments sections on nearly every website around. Social media lets us not only express our opinion about anything we care to comment on, but provides tools to make sure other people know that opinion by way of hashtags and hyperlinks. Our world is increasingly built to make sure we are allowed to express ourselves about anything, anytime, anywhere, publicly.

Thus, it should come as no surprise to anyone that the fastest-growing and most innovative medium of expression today is videogames. Neither should anyone be surprised that so many of the current generation want to go to this medium to have cultural experiences and explore a variety of perspectives on life and important moral and philosophical debates. Videogames are increasingly growing in intellectual capital because they are the medium that best represents the values of contemporary communication and expression, where the audience is not only encouraged but by definition expected and needed for the piece to unfold. In a world where talking back is a right, a medium that lets the audience feel like they are doing the talking in the first place is the ultimate concession to that right. Videogames are Artistic Expression 2.0, expression that allows creators to still have strong sense of authorship, but for audiences to feel they are just as important as the creator, and even creating their own experience.

So, really, videogames as a culturally legitimate medium is not only eminent, but inevitable. You can join the conversation, or you can ignore it, and regret it 30 years from now when the majority of the world's most important cultural conversations are happening inside and around videogames, and you find yourself with a lot of catching up to do.

Tuesday, November 12, 2013

Comparing Moby Dick to Pinterest

Courtesy of Reeding Lessons from flickr.com
It states in the introduction of Moby Dick, "Melville himself certainly believed that all men are united by the bond of reciprocal dependence, by a community of function and responsibility" (xv). There are the following parts: etymology, extracts, prose, lists, histories, biographies, plays, epics, etc. This is a community working together to present meaning. We've talked about it how it's is one genre, but not really because it's another genre as well. It can't really be identified as ONE genre: It's a compilation of all of its genres and that's where the significance is found.

Pinterest is arguably the same way. If we were only to identify pinners by one pin, one thing that they felt best encompassed who they are, it wouldn't work because it is more complicated than that. They can't be identified by one outfit or one recipe. Instead they are identified by ALL of the pins together.

Moby Dick is a Game

In our Digital Culture class, we've already discussed a lot about the complicated idea of what type of book Moby Dick really is. Looking at the digital mediation post Dr. Burton wrote brought me back to that question as he encouraged us to deliberately disrupt the text to see it in a new light. After reading Ian Bogost's How to Do Things with Videogames and pondering game design a lot lately, I started to mediate Moby Dick through the lens of game design, and I wish to argue here how Moby Dick is a game--not that it could be adapted into a game well, but that the book itself is a kind of game.

Monday, November 11, 2013

Chasing Divinity: Search-Based Analysis of the Sacred in Melville's Moby Dick

Ichiyusai, by Utagawa Kuniyoshi
Public Domain
Alright, it's Moby Dick time again. A while ago, I wrote a couple posts about Ahab as a representation of Milton's Satan and of the white whale as a symbol of divinity. In that I've been learning about "big data" and digital modes of textual analysis, I figured it might be interesting to look at divinity and holiness from a new perspective. Based on my findings, it turns out that "holiness" as a concept becomes less as less frequent throughout the work and in some sense becomes inaccessible or 'unthinkable' (a la Marx) for Ishmael and the other characters. While certain associated words like "blessed" and "divinity" feature throughout the work, others like "sacred" either become increasingly sparse (or absent) toward the end of the book or they adopt negative forms (i.e. "unholy" vs. "holy") that lend to an overall descent into madness and despondency.

I used an html version of Moby Dick (thank goodness for public domain) to do some simple searches in-browser, and it turned up some pretty interesting results. My first few searches were the most revealing, so I'll save those for the end, but I input forms of "bless" and "divinity," and those showed fairly uniform frequency throughout the novel as a whole. "Bless" and its derivative forms showed up twenty one times without any apparent pattern of usage or non-usage, and "divine" appeared a total of fifteen times. Interestingly, of those fifteen instances, five are in reference to whales or to the White Whale himself, this being the most common referent, coming in well above "God" and "Providence" in terms of usage.

Monday, October 14, 2013

Midterm 1: Results

For my midterm paper, I did a mix of what I wrote in my midterm posts (here and here), what I'd written in earlier posts (mainly this one, this one), and new stuff that came up as I worked through these ideas. The final result can be seen here (on Skydrive--feel free to comment on it over there--I've never used Skydrive like this before! It could be fun!).

Then, of course, it all just got more complicated when I went to see Dr. Burton and Dr. Wickman. Dr. Wickman pointed out that many of the claims I made are based on assumptions about the theoretical underpinnings of media and "new" media that are actually hot debates currently in the academic world. For example, I say in my paper, "When new mediums arrive, however, no culture exists to prepare their audience to unpack the meaning the creator intended." Dr. Wickman pointed out that this isn't necessarily true, and pointed me to some scholars and books that complicate this idea and argue that even in "new" or "emerging" media, there may be an existing culture impacting it.

After that, the conversation turned to another topic that the shifts in digital culture and digital media makes more complicated and difficult: graduate school. They asked me what what my plans were after graduation, and we discussed the pros and cons of going a more traditionally scholarly route and becoming a professor working with the kinds of ideas I've been developing about video games over the past year or so, or jumping straight into the video game industry and returning to academics later (Dr. Burton pointed out that for this industry, it might be like the business school--you have to work in the field a while to really be an authority on it).

I've already been looking at the University of Utah's top-rated game design program, but since talking to Dr. Burton and Dr. Wickman, I did more research and found out that MIT actually has a Comparative Media Studies/Writing (why the slash? I don't know.) master's degree, which seems like a Digital Culture class on steroids. But programs like that are extremely limited, and majorly untried. What jobs do they lead to? None specifically, but of course the program is extremely relevant to the world today and would lead to all kinds of opportunities. The question of grad school and which school or program to go to is just yet another aspect of life made more complicated by the new digital media and culture.

Wednesday, October 9, 2013

Identity Crisis: Prewriting -- Midterm 1

Thanks to the wonderful comments from my last midterm post (thanks guys!), I have decided to stick with the theme of identity while writing my paper. Now, I know what you're thinking: That's a really general topic. Yes, but this is the beauty of a prewrite; it helps me to narrow it down further.

I want to head in the direction of identity crisis. We as people "wear different hats" when it comes to aspects of our lives, like Amber pointed out in the comments of my last post, with the different roles we play as people: students, parents, employees, etc. Our identities online are no different. I, for example, am more professional on my LinkedIn profile than I am on my Facebook profile.

Sometimes because we are trying to juggle so many different roles, we can forget which role we are supposed to be playing, sometimes for a moment or sometimes even longer.

The most obvious example in Moby Dick was Ahab, who forgot about his other roles altogether and made revenge his only focus. But I want to look at other characters like Ishmael, Stubb, and Pip when they mixed up their roles with other personal roles and how that affected them and/or the crew.

Then I want to tie that back into digital identity and how in some cases people get so involved with their digital identities that these become the dominate identities rather than their physical selves.

What do you think? I would appreciate any insights or comments that you might have!

Monday, October 7, 2013

Midterm 1: I'll Do This

In the non-narrative chapters of Moby Dick, Melville's essentially pulling in the reader further into the world of whaling, building connections that will increase the power of the plot in the reader's heart and mind. By relating everyday objects to large philosophical questions and symbols, Melville builds a collage of meaning over the final scenes of man versus whale in the novel. Through Melville's connective efforts, by the end of the novel we're not just watching a one-legged man chase a white whale, we're watching Satan tempt Jesus, and the world turn more secular, and Peter deny Christ, and America be forged, and several other metaphorical and allegorical applications Melville has built into the story--and infinitely more that he did not build in, but which we can build over the structure he has laid before us.

I want to study in my paper how meaning is established in Moby Dick, and in what ways these techniques can be used to create meaning in the new digital form of video games. I also want to explore how video games can't follow Moby Dick's example, and what video games can do to create meaning that a book could not.

We're very good at finding meaning in books, and pretty good at finding it in movies, because these forms have been around awhile and we have learned how to "read" them for meaning. We don't know how to "read" video games for meaning. Many would argue that this is because video games simply don't have meaning, but I don't believe that for a second. Every English major can attest to having defended a novel as meaningful when someone told them it really "didn't mean anything." I believe this is the same situation. It is true that games have only recently had the economic stability to consider more traditionally artistic themes and tropes--but at the same time, early games might be even more meaningful because they were made despite all the economic difficulty, meaning the creators really had something they wanted to accomplish with it enough to make it happen despite the difficulty.

So, here's a go at a working thesis statement:

Moby Dick is an excellent case study in how novels can create meaning through connecting with readers personally and with larger human themes and ideas. Using this case study, I argue that video games can create meaning in many of the same ways as novels (and in many ways unique to the medium). The only reason we do not find as much meaning in video games as we do in novels is because we have not learned how to find and understanding the meanings games could produce.

Please comment below if you have any questions or insights you think I should consider. Also, if you are on reddit, you can join a similar discussion I started over there.

Thanks!

Midterm #1 Prewriting: Charting a Path to Connectedness


Here are some quotes and initial thoughts for my investigation of connectedness and isolation through the lens of Melville's Moby Dick:
  • "It is a book which could only have been written in America" (vii-viii)
  • "Melville wants the whole world in--particularly the human world; hence the slightly improbable spectrum of the crew of the Peqoid" (ix).  --> ship as a microcosm of America
  • Sea as the new frontier
  • "Ishmael, the whale-writer, knows that the great Sperm-Whale, 'scientific' or poetic, lives not complete in any literature . . . his is an unwritten life'. [sic] . . . We must not expect to find Moby Dick in Moby Dick" (xiii). --> In some sense, maybe digital culture is not intended to show us humanity but is rather meant to lead us back to an appreciation of that which is real and present within our lives.
  • "Given the radically orphaned condition of modern man (Ishmael ends as an 'orphan', [sic] which is the last word of his book), a danger that Melville could see was the accelerating drift into disconnectedness of the non-affiliated contemporary individual" (xv).
  • "How, therefore, men might move from isolation to connectedness was a matter of great moment to him and it pervades the book" (xv).

Sunday, October 6, 2013

Midterm 1: Looking Back and Zooming Forward

This is an index of the blog posts that I've completed to date on Team Ahab:

Pleasta Meecha! (An introductory blog post)
The Sea and Solitude (Isolation and connectivity in the Digital Age)
Avatars and Anonymity: Who are We? (Anonymity and online personae)
Bionic Us (Bionic implants and prosthetic technology)
God in the Whale (Melville's use of Moby Dick as a symbol for deity)
Devil in the Man: A "Hell-Bent" Captain (Capt. Ahab as Milton's Satan remade) 
Don Yer Blubber, Land Lubber (The virtue of blubber/thick skin in the Digital Age)
My Research, Your Voice (Exploration of research topics and requests for social proof)
"Another and still stranger world..." (Selection of research topic as "digital worlds unseen" and a brief look at EVE Online)

In class, we've talked about various social platforms that have allowed people to meet others with similar interests and connect in meaningful ways--in many cases, in ways that would be impossible except for the Internet. Whether it's collaborative music sites like Kompoz or expansive, fantastical worlds as in EVE Online and other video games, the Internet is creating digital spaces wherein people are able to share ideas and interact in meaningful ways.

Thursday, October 3, 2013

"Another and still stranger world..."

Ch. 11, Moby Dick, by Herman Melville
Recently, I wrote a blog post, a Google+ message, and a Facebook plea asking for you to help me choose between research topics, and the tally is in. I'm proud to announce that I'll be researching 'digital worlds unseen'--that is, the digital universes that oft times go completely unnoticed in the 'real' world despite their apparent complexity and outright intrigue.

In light of our study of Moby Dick, this is an especially pertinent topic, for in some sense, the leviathans of Melville's work live in a world that is to us likewise unknown and unseen--a place that's neither understood nor appreciated by the vast majority of people. We perhaps catch a tiny glimpse of that world every now and then in our brief encounters with its strange inhabitants, but we otherwise remain blissfully (and sometimes sanctimoniously) ignorant to these worlds lurking just beneath the threshold of our perception. Well, I want to change that.

Monday, September 30, 2013

Don Yer Blubber, Land Lubber!

Today, I want to talk about blubber. In class, we discussed the idea of varying degrees of symbolic and/or narrative usefulness within certain sections of Melville's Moby Dick. One particular topic that came up over the course of the discussion was blubber, and I think we were maybe too quick in asserting that there is nothing to be learned from whale fat.
Creative Commons License, by Jenny Spadafora

In Ch. 68, Melville, discussing blubber, writes:
[H]erein we see the rare virtue of a strong individual vitality, and the rare virtue of thick walls, and the rare virtue of interior spaciousness. Oh, man! admire and model thyself after the whale! Do thou, too, remain warm among ice. Do thou, too, live in this world without being of it.
This principle of maintaining a so-called "interior spaciousness"--a personal identity or "room of one's own"--proves particularly important within the context of the modern age. A study presented by Katie Davis in "Young People’s Digital Lives: The Impact of Interpersonal Relationships and Digital Media Use on Adolescents’ Sense of Identity" suggest that identity exploration and use of social media have both direct and indirect negative effects on adolescents' "self-concept clarity." The distillation of that is that as they use digital media exploratively, adolescents (and I would guess this could be extended at least marginally to adults as well) lose a sense of personal identity or rather lose clarity in their understanding of the concept of self.

Moby Addicted: Is it All Ahab's Fault?

Now that we've finished going through Moby Dick together in our Digital Culture class, I'd like to look at the end, and what specifically led to it and caused it. We talked in class a bit about how Ahab becomes a kind of anti-Christ in the final three chapters. In three days, he descends further and further into his madness, and ultimately causes the death of himself and his whole crew. Compare this to the story of Christ, who in three days died and reascended to save himself and everyone. In a similar vein, Greg wrote a post about Ahab representing Satan.

It's pretty clear that Ahab caused the tragic ending of his own life, his crew, and even the Pequod, but is it really all his fault? On the one hand, Melville certainly seems to think so, as Starbuck says to him in the final chapter, "See! Moby Dick seeks thee not. It is thou, thou, that madly seekest him!" But as we were looking at this passage today in class, our group found and interesting correlation to another passage just a few pages before it at the end of chapter 132. Ahab remembers his wife and child and almost orders the crew to turn around and take them home, but as soon as Starbuck suggests they just go, Ahab looks away and refuses to give the order. Then he says the following in soliloquy:
"Is Ahab, Ahab? Is it I, God, or who, that lifts this arm? But if the great sun move not of himself; but is as an errand-boy in heaven; nor one single star can revolve, but by some invisible power; how then can this one small heart beat; this one small brain think thoughts; unless God does that beating, does that thinking, does that living, and not I." 
Notice the very similar construction between this passage and Starbuck's question later. Perhaps Starbuck heard Ahab's speech earlier and tried to mirror his construction as a rhetorical move in his final plea, or perhaps Melville wrote these two passages with similar construction to invite comparison of their quite opposite ideas (or, you know, perhaps it's a complete coincidence, but I doubt it).

As we looked at these two opposing passages, I tried to put myself in Ahab's shoes and see his logic. Then I realized what his lines actually sounded like to me: addiction. Read this definition of addiction from the American Society of Addiction Medicine and consider Ahab's behavior:
Addiction is characterized by inability to consistently abstain, impairment in behavioral control, craving, diminished recognition of significant problems with one’s behaviors and interpersonal relationships, and a dysfunctional emotional response.
Now, addiction as an idea has exploded into our cultural mindset over the past 50 years, and we're much more aware of it as a disorder than Melville would have been in his time. But even so, it's clear Melville meant for us to understand that Ahab was more than just obsessive.

If he is addicted, then, or suffers from some form of mental disorder, can we blame him for what happened? And if not, what is Melville saying about power structures? It's clear the rest of his crew didn't want to continue pursuing the white whale--Ahab has to remind them of oaths they took and ignores several pleas--but the tragedy still happens because Ahab is the sole commander and no one else has any control. Melville seems to be asking questions about power and leadership, and what happens when leaders go astray or prove themselves incapable. Ahab may not be to blame--but no one had the power to stop him, either.

This may be another reason why Moby Dick rose to prominence in the 20th century. The questions Melville asked here proved to be frighteningly relevant as the world headed to total war twice in one century thanks to leaders with more power than sense. It's almost scary how this book seemed to be most relevant nearly 100 years after it's publication.

Thursday, September 26, 2013

Devil in the Man: A 'Hell-Bent' Captain

Well here's a find if ever I saw one. Some of you know that I am currently in classes studying, respectively, Moby Dick and Paradise Lost, and I've been working at expanding my research base a little bit. Well, in searching for scholarly sources to go with some of the ideas that I presented in my last post, "God in the Whale," I came across a work that draws a really fascinating connection between Milton's Satan and Melville's Ahab. In Leslie Sheldon points draws on the research of other scholars to provide a stunning comparison of the two characters:
[I]n Guttmann's view [ . . . ] "Milton's fable is used to supplement Melville's own." (2) The drawing of Miltonic connections in the criticism is, furthermore, often associated with the contention that Melville interpreted the epic in a primarily "Romantic" and "Satanic School" way, attributing to Milton (as did Blake), (3) an unconscious "sympathy for the Devil," a view apparently given some support by the recently discovered marginalia in Melville's personal copy of Milton's poetry. (4) Fifty years ago, Henry A. Murray claimed that "Melville's Satan is the spitting image of Milton's hero ... the stricken, passionate, indignant, and often eloquent rebel angel of Paradise Lost, whose role is played by Ahab" (5) And as recently as 1998, Paul Giles similarly noted that Ahab's "desire for revenge on the white whale is as anguished as Satan's quest in Milton's poem for vengeance against God."

Fast-Fish and Loose-Fish 2: Digital Fish Edition

On Monday, I talked about Chapter 89 of Moby Dick and the concept of Fast-fish and Loose-fish and how it ultimately serves as a foundation for the creation of meaning within the novel. Today, I want to extend on ideas I started there by applying the concept of Fast-fish and Loose-fish to a wider view of our entire digital age.

To review, I basically argued that all meaning in life--both in art and outside of it--is the product of connection. (Indeed, the more I think about it, I can't really tell a difference between connection and meaning, and it seems the two are almost interchangeable.) If this is all true, then, ultimately, this idea is another key to how the digital age changes everything. New technologies give us different powers of connection, and thus the powers to alter the meaning of nearly everything in our lives.

As digital media gives fans more chances to connect with fictional universes,
it makes these universes more meaningful for them.
Digital communication changes the meaning of our lives because it changes the connections in our lives. That sounds big and daunting and somewhat terrible, but it's true in both superficial and profound ways, and isn't necessarily a bad thing. For one, the internet has given rise to millions of meaningful and valuable relationships that wouldn't have ever been possible before. Perhaps where this is most easily seen is the rise of fandoms, or more specifically what I'll just call "Comic Con culture." As Kylee pointed out in her post on the subject, Comic Con is a physical gathering of enormous numbers of fans of several similar but quite distinct fictional universes. Ironically, such conventions have grown as internet technology has become more ubiquitous and powerful. You'd think with more possible digital connection, you wouldn't need to physically gather in one place, but I would argue that Comic Con culture is on the rise because these people spend so much time reading/discussing/watching/playing online with each other that they create real relationships around these fictions, and those relationships climax in a confidence and understanding that can only come with community, leading to more and more people identifying with the community enough to physically attend a convention.

Monday, September 23, 2013

Accepting New Technology as Tradition

After today’s lecture from Dr. Wickman, I got thinking about how traditions are often reasons why some people are not as willing to be as explorative as others.

In chapter 69 on page 278, it describes what happens to the whale after its carcass is let go in the ocean: "When the distance obscuring the swarming fowls, never the less still shows the whit mass floating in the sun, and the white spray heaving high against it; straightway the whale’s unharming corpse, with trembling fingers is set down in the log—shoals, rocks, and breakers hereabouts: beware! And for years afterwards, perhaps, ships shun the place; leaping over it as silly sheep leap over a vacuum, because their leader originally leaped there when a stick was held. There’s your law of precedents; there’s your utility of traditions; there’s the story of your obstinate survival of old beliefs never bottomed on the earth, and now not ever hovering in the air! There’s orthodoxy."

As Dr. Wickman pointed out in class, this relates to religion. But I would like to postulate that this idea of blind following that is being suggested is not only pertinent to religion but to technology as well.
People don’t like there to be a lot of changes in their lives. Throwing changes into a normal and structured life, at least for people like me, can give a “you-threw-off-my-groove” kind of vibe, and it takes time to accept the change. We are creatures of habit.

Courtesy of  Mike Licht, NotionsCapital.com, flickr.com

God in the Whale

A classmate of mine, Shelly, wrote "I believe that Moby Dick does in fact represent God and Ahab's search for him is not for religion or mercy, but to avenge his misfortune - the bad things that have happened to him, such as losing his leg." This is an astute observation, I think, and warrants further investigation. As I've been reading through what at first seemed to be unrelated passages about the physiology and anatomy of whales, I've been thinking about how it all ties into a broader, more general idea, and I've come to the same conclusion as Shelly: that the whale is, in many ways, meant to represent God.

By EIMJ from deviantART
This point becomes clearer, I think, with each chapter. In Ch. 68, he is described as "the mystic-marked whale" (276) covered in "undecipherable" hieroglyphs (lit. holy writings), and in Ch. 71, Gabriel, the crazed 'prophet' declares the White Whale to be "the Shaker God incarnated" (284). In Ch. 80, Ishmael comments that sperm whales cause one to "feel the Deity and the dread powers more forcibly than in beholding any other object in living nature, and Ch. 82 paints the whale as an alternate incarnation of the Hindu god Vishnu. These are just a few of the many references that place the whale within a context of deity.