Posts Tagged "television":


30 Rock Popularizes the Uncanny Valley

There’s a lot of talk lately about how uncanny Tina Fey’s impression of VP hopeful Sarah Palin really is, and with the next season of her Emmy-award winning TV show,  30 Rock, getting ready to launch at the end of the month, I thought the timing was right to post a considerationabout this very self-conscious — and hilarious — program, which directly referred to “uncanny valley” theory last season, helping bring the issue to light in the popular imagination.

Masahiro Mori’s “uncanny valley” theory is gaining notoriety in popular culture already, generally. Mori argued that as non-human entities (monsters, robots, androids, etc.) evolve to appear and move more and more like actual human beings, the more repulsive we find them. The “valley” refers to the negative emotional response we feel in response to an encounter with these entities, as represented in this chart (c/o Karl F. MacDorman and Takashi Minato at the journal, Android Science):

Conversations about the “uncanny valley” have been taking place in numerous communities recently, from researchers in android science to digital animators to performance artists. Artists and designers have been chatting, for example, about the differences between the success of Pixar’s Incredibles or Wall-E and the failure of shows like The Polar Express, suggesting that the latter comes too close to the valley while the former avoids it altogether. (Ward Jenkins elaborates in depth). Gamers especially are getting into the concept; fans of PS3’s upcoming game, Heavy Rain are talking about its uncanny realism, and fans of the Wii are talking about how the design of the games on that platform avoid the valley altogether. But these conversations and experiments have been on the margins of media culture for the most part… until a popular television sitcom this year employed the theory in an overt and hilarious way.

On April 24, 2008, the NBC television comedy 30 Rock aired its 13th episode of its second season, called “Succession.” The theory is actually debated overtly during the show when the two most radically off-kilter characters, variety show headliner Tracy Jordan (Tracy Morgan) and staff writer Frank (Judah Friedlander), become obsessed with designing “Grand Theft Pornography” — the “world’s greatest pornographic video game” — and this ludicrous plot arc unfolds with wacky and surprising results as the characters become more and more obsessed with perfecting their game.

On Television Without Pity, Michael Neal summarizes the way the theory of the Uncanny Valley is delivered in the show, which employs a parody of the above chart:

Frank is attempting to explain to Tracy why his porn video game idea won’t work. It’s because of something called “the uncanny valley.” As artificial representations of humans become more and more realistic they reach a point where they stop being endearing and become creepy. Frank whips out a chart to prove his theory exists and when Tracy asks him to break it down in Star Wars he does just that: On one side of the scale are R2D2 and C3P0. “Nice,” remarks Tracy. On the other side is a real human like Han Solo. “He acts like he doesn’t care but he does,” again says Tracy stating the obvious to usual comedic perfection. But the lowest point on the scale is “a CGI storm trooper or Tom Hanks in Polar Express.” Paying careful attention I notice that only slightly above that low point is “wax figure of Nicole Kidman.”

(Neal also posts Tracy Jordan’s hilarious “notes” for the video project on his blog at slapclap.com).

What’s funny about this to me is that the theory is employed in such a serious fashion about a ludicrous and juvenile gamer fantasy. Highbrow and lowbrow elements are thereby swapped in a topsy-turvy fashion, transgressing unspoken cultural boundaries and thereby revealing them. The least intellectual characters on the show — empowered by their silly quest for porno perfection — suddenly become studious and drop their slacker routines to engage in more serious work than they ever have on the show before. Naturally, all of this juvenalia “works” so well because it ostensibly shows fans a “new” side of the characters, suggesting that they’ve really just been slacker heroes all along: given incentive, they could be geniuses who create masterpieces…it’s just that the world they live in rarely gives them “incentive” enough on their own terms.

Is 30 Rock mocking Uncanny Valley theory as a geek fetishism, or is something more at play here than just mockery that theories of the uncanny might explain? I’m not entirely sure, but when I consider the progam in terms of uncanny “doubling,” I find its clever allusions to popular culture at work here very interesting. As serious and studious as Tracy and Frank become in their creative act, there worldviews are entirely delimited by references to other forms of popular culture (Star Wars, Polar Express, etc.). One could read these “slacker heroes” as engaged in active “play”, poaching from culture high and low, manipulating its tropes to their own creative ends, breaking out of their passive role as consumers of media. They are, like dedicated fans, “scholars” of their genre, capable of theorizing and applying scholarship to their productive work. But the problem here is that they already ARE media tropes in and of themselves. Thus, everything can only be understood self-reflexively. The comedy becomes a parody not simply of intellectualism, or of game fandom, but also of itself.

Tracy: “My genius has come alive, like toys when your back is turned. I see potential for erotica in everything around me. This cup. This table. Even you Kenneth.”

Kenneth: “Well, I am wearing a cuffed trouser today.”

Kenneth’s deadpan response to Tracy’s crazy mixture of references to the uncanny is apt because it suggests that, just like any given object in the room (cup, table), a character is ultimately always a non-human object, operating as a “stand in” for real human relations that nevertheless is alive and seemingly autonomous…just like Tracy’s “genius” which “comes alive”.

The show constantly turns inward, nods at — and more often mocks — itself, before deflecting back out to the culture at large. And this episode’s treatment of the uncanny raises the status of the show as a work of popular culture itself to the foreground. The metafiction of the whole “uncanny valley” plot arc ruptures the seamless fantasy of the already metafictional sitcom, because 30 Rock is already a show about the making of a show: in the narrative proper, Tracy and Frank are an actor and a writer on a fictional TV show called “TGS” — which is already a sort of “doppelganger” in its own right, since the familiar actors from “SNL” (Tina Fey and Tracy Morgan — and Alec Baldwin, who has appeared on SNL so often he might as well have been a cast member) are playing actors/writers on the fictional set of a fictional variety show very much like SNL, which is run on the same network as SNL, and produced by the same producer as SNL. This chain of intertextuality is difficult to follow because of the parallels that it incessantly solicits, the constant cloning of cultural semes, the textual reproduction of other texts at a rate of near-panic. All of these levels of plot and intertextual references bounce off each other in an echo chamber of meaning that is not unlike a “hall of mirrors” narrative about popular narrative itself.

Thus, when “Succession” depicts these characters creating yet another fictional plot (for the game) inside of an already many-chambered plot, it becomes a metacommentary that threatens to reveal how flat their characterization really is, how constructed the storyline is from the thin tissue of other texts, and therefore shatter our suspension of disbelief. This may very well be why the creation of the video game storyline becomes like a parody of the film Amadeus Amadeus when it mocks Jordan’s lowbrow quest for a “masterpiece.” Often the show will spin plotlines more reminiscent of SNL sketches than they are of genuine charcacter conflicts, since the introduction of yet another “text-in-production” threatens to topple the metafictional coherency of the show. There are moments so hyperreal that the writers are driven to seek an intertextual touchstone elsewhere in pop culture, suggesting that the characters in THOSE shows are the flat ones, that THESE characters know better and are just acting. But it can never quite evade the control of the media. These media characters — who are media consumers themselves — are also, uncannily, autonomously, themselves creations of the consumerist media. Thus, while the “porno video game masterpiece” quest narrative is perhaps the most ludicrous and unbelievable of all the plotlines of 30 Rock, it somehow

This is the genius of the structure of 30 Rock (and perhaps why it survives while similar shows such as Studio 60 on the Sunset Strip die off) — as an ongoing metafictional series, it can refer to other texts — even those from cultural theory and android science — indefinitely, while at the same time parodying itself. This is not merely self-depricating humor; the show works so well because it is itself a reflection of another text, a “looking glass world” of SNL’s variety show format — while remaining just different enough from that show to avoid any “valley” of repulsion that audiences familiar with Saturday Night Live might feel. It successfully avoids the status of Saturday Night Living Dead by being more than SNL’s other.

Pop Song as Product Placement: Doublemint “Forever”

If you watch the latest Doublemint gum TV commercial — featuring Chris Brown dancing in the dark with the product’s new “slim” package — you might be wondering:  gee, that song and dance is nice but what happened to the infamously kitschy jingle and the wholesome set of twins? 

The ad itself is a twin:  it almost directly mimes the dancing silhouettes of those iPod TV commercials in its use of lighting, illuminating the pocket-sized product with its magical tracer lines that string back like earbud lines.  I have discussed the uncanniness of the iPod marketing previously on this blog; here the gum is imbued with a sort of magical power in that it seems to dance along with the dancer, spinning on his finger. 

But what’s more, it is also a media doppelganger:  the song is by Chris Brown, whose “urban” Doublemint jingle was commissioned by Wrigley’s with the full intention of being reproduced as part of a separately-released R&B song (called “Forever”) by Brown for his 2007 album, “Exclusive.”  The Wall Street Journal explains:

Other than the “double your pleasure” line, the lyrics to the song and the TV jingle are different. But the melody and the music behind it are nearly indistinguishable. A 60-second radio ad scheduled to air starting Friday further blurs the line between the song and the commercial. It starts with a section of “Forever,” and moves seamlessly into lyrics promoting the gum. “I’ma take you there, so don’t be scared,” Mr. Brown sings. “Double your pleasure; double your fun. It’s the right one, Doublemint gum.”

The campaign was conceived and executed by Mr. Stoute, a former senior executive at Interscope Records who counts rapper Jay-Z as a partner in his business. The idea was to connect the hit song and the jingle in listener’s minds. That way, Mr. Stoute says, “by the time the new jingle came out, it was already seeded properly within popular culture.”

Similar campaigns also took place with jingles for Juicy Fruit and Big Red. Although rap has always engaged in the art of cultural appropriation (referencing consumer goods to comment on mass culture or to appropriate the power of the dominant discourse for their own use on the margins), here the planning and deal-making that goes on behind such crass commercialism gives one pause. The literary form of “allusion” (an intertextual referencing strategy already widely practiced in the hip-hop) is not used to make an artistic statement of any kind, but is instead a prefabricated ruse, calling the integrity of the songwriting (if not the writer and the industry itself) into serious question.  At best, the stunt is redeemable as a sort of inside joke: Brown could be winking at us, suggesting that all music is commodity anyway, so what’s the difference?  Might as well make a buck, and one might excuse Brown’s selling out as yet another symbolic appropriation of the dominant culture by the marginalized. But at its worst, Brown’s jingle is the music industry’s desperate attempt at something akin to product placement in the movies: a orchestrated attempt to “plant” a cultural reference in the bald interest of breeding brand familiarity and loyalty for a commercial product.  Either way, a listener should feel cheated, I think, because it’s clear that there is advertising revenue at play here that cuts across markets which would otherwise be kept separate…unless, that is, one thinks of music as freely available as commercial TV.

I’m not writing this just to damn the campaign, but to show how tropes of the uncanny often function to wow us in order to make a spectacle out of consumerist fantasy. There’s little difference, ultimately, between Chris Brown choosing Wrigley’s Doublemint for his “dance partner” and any athlete who accepts a product endorsement on his uniform. But on a broader, cultural scale the signs become detached from their products and float freely in a quest to saturate the audience’s memory. When the boundaries between art and commerce are erased, tropes of the uncanny often become the method of erasure — and when the click of recognition hits us between the two texts we respond with a sense of deja vu that seems supernaturally predetermined. Clearly, it is not supernatural — it is, simply, a pretty savvy marketing scheme — but what it ultimately does is reify the “power” of the advertising industry as a “magic system” (as Raymond Williams theorizes it). As I show in the first chapter of The Popular Uncanny, Wrigley’s gum campaign has a long history of accomplishing this, with its doppelganger twins and its never-ending quest to get consumers to “remember this (w)rapper.”

The song hit #3 on the Billboard charts. There are direct gum references in the song and also in the music video, such as when Brown pops a stick of gum that almost “magically” launches the fantasy sequence in its opening segment. The ad at the top of this entry uncannily is resurrected in various light tricks in the video, as well, in which Brown “dances forever.” In the video, his partner is a woman; in the ad, a consumer product — are they not therefore fundamentally equated as ‘objects’ of pleasure in this intertextual way?


Chris Brown - Forever
by kevinb1984

Weirdness Isolation and Sunnydale Syndrome

The TV Tropes Wiki is a useful community-built resource of common plot elements on television shows, which illustrates the high degree of scholarship and close reading that fan culture is capable of producing. It reads like a folklorist’s taxonomy. The majority of the site’s “tropes” — which they define as “devices and conventions that a writer can reasonably rely on as being present in the audience members’ minds and expectations” — are dedicated to science fiction, fantasy and horror television. My favorite section is the Weirdness Isolation category, collecting tropes which are “based around making the world stay close to ours with the sole exception of specific strange things.” Those “strange things” are elements of the uncanny that are often brought to the surface of popular television programs.

Take, for example, the trope they term the “Weirdness Censor” — a story universe where “it seems that with your average person, their attention span is wholly taken up with the gray mundanity of their everyday lives. Literally, they [the minor characters] can’t see anything too strange” and therefore ignore the weirdness that surrounds them…while the main characters in the story are entirely focused on interacting with it. This trope is otherwise known as “Sunnydale Syndrome” — named after the setting of Buffy the Vampire Slayer, where everyone is oblivous to the vampires and other evil creatures who walk around right under their noses (quite literally, the high school is located right on top of a portal to hell, the Hellmouth).

Sunnydale Syndrome is, essentially, a social allegory for what psychoanalysts term “disavowal” on a cultural scale. Like “living in denial,” disavowal is a process where the mind unconsciously refuses to acknowledge something potentially traumatizing to the ego when confronted with it in reality — the very idea is instead “inconceivable” to the mind. This is closely related to the repressive nature of the Uncanny; that is, the “return of the repressed” is at once felt emotionally and yet also disavowed as irrational or impossible.

I find such psychoanalytical approaches interesting because they expand our understanding of horror stories beyond such “reductive” notions as battles between good and evil. Thus, for example, when Buffy and her pals battle the demons of Hellspawn, we are witnessing something symbolically healthy and pragmatic in contradistinction to the culture in which the story is staged, which is treated as unhealthy in its passive, perpetual state of denial. That denial, that passivity on the cultural level, is what contributes to the social problems that the heroes of the story are symbolically grappling with.

This schema allows for some interesting play on the field of the uncanny throughout the Buffy the Vampire TV series. See, for example, Kelly Kromer’s essay, “Silence as Symptom” in Slayage: The International Journal of Buffy Studies (5.3).