Technologies of Representation's Relation to Public Opinion Regarding The Use of Military Force.

 

 


 

Shayne Weyker

9801 Rainleaf Ct.

Columbia, MD 21046

 USA

 

 

   Abstract--The dysfunctional aspects of television news media's reporting on war can usefully be thought of as originating the simulation and virtual presence technologies with which the news media gather and construct the news in the first place. Some characteristics of those technologies are discussed and the limitations of each one’s capability to represent events is tied to the common complaints about the TV reporting on war either being to sanitized or too sensational for it to usefully inform public discourse about the appropriate use of military force.

 

I. Introduction

 

Over the past several decades we have begun to think more about the implications of technologies of communication and information. How might our means of finding out what happens in the world beyond the reach of our own unaided senses influence what we know and feel about the events represented for us by our devices?[1] To put the question in political terms, how is the public's understanding of reality and the formation of their attitudes about what government ought to be doing shaped by the technologies used to inform the public?

            Much has been written about how changes in communication technologies (which includes techniques as well as hardware) are (or are not) responsible for undermining the quality of public discourse. This has been particularly true, some critics argue, of discourse about the international use of force. [2] There are two well-known arguments about electronic media's role in public discourse about the international use of force. And while these critiques seem at first to relate mainly to the political goals of those working in the media and the governments they operate under, I hope to show why the dysfunction both categories of critics point out may have some of their origin in the technologies used to create the representations of events which the technology of television simply passes along. Thus I am interested here in the implications of devices used to gather and construct news early in the process rather than in the television set which passes along the completed representation to the viewer.

 

A.

 

   These criticisms are typically referred to as the CNN Effect and the Nintendo War Effect. 

           

   1) The CNN Effect: argues that the public in the case of the Somalia intervention was over-sensitized to the violence being inflicted first on civilians and later on U.S. troops. Often advanced by those on the right and those in the foreign policy establishment, they claim this supposedly led the public to ignore both calls to avoid direct involvement and later to persist until stability was achieved. This second category of critics disapproves of this because they consider the outcome (lack of resolve to stay out and stay in) to have been a waste of life and resources. They also disapprove because the inability of the U.S. government to convince its people to show the above kinds of resolve is an example of what this groups considers the threat of an overly democratic foreign policy process driven too much by the passions of the public fanned by media sensationalism.[3]

 

   2) The Nintendo War Effect: argues the public was insulated from the reality of the Gulf War's violence, and as a result those trying to rally opposition to the war were disadvantaged in the debate. These typically left-leaning critics dislike this because they dislike the substantive outcome in the Gulf War of public support for a war the critics believe was unnecessary. But beyond this, they (and others more in the political center) disliked the fact that a vitally important public debate about the proper use of force was pre-empted through careful image management. [4]

 

B. Technological contexts for the CNN and Nintendo War effects

 

   An interesting feature of these two effects is that they are contradictory. Either one of them must simply be wrong in all cases or there must be some not yet offered explanation why the former would occur in some cases while the latter occurs in others. As was said above, the point of this project is to show why one might believe that the technologies of representation used by the media might contribute to, rather than merely exist as tools to achieve, these biasing effects on reporting and explain why both are possible.

  

   1) Representation through Simulation: Simulation technologies of representation are those technologies which abstract and create more generalized substitutes for real objects and events.[5] The viewpoint given may be that of a birds‑eye view (radar scope, aerial reconnaissance camera), a cat's‑eye view (light‑intensifying/infra‑red optics), a bomb's‑eye view (bomb camera), or an omniscient god's eye view (data‑rich computer simulations of events), but rarely does it provide a human's‑eye view. Indeed, these were all originally military technologies whose objective was to provide a way of seeing different from, and militarily superior to, unaided human sight. There was probably no

pressure in the design of these technologies, as there was in the creation of the videocameras used by news crews, to make the representations they create resemble unmediated human vision.

       Indeed, removing the ability to perceive militarily irrelevant things makes it easier for the soldier using the technology to focus on the task of killing and surviving since he doesn't have to screen those details out himself. It so happens though, that those militarily irrelevant things happen to include the sorts of things needed to trigger emotional responses, as will be discussed below.

   2) Representation through Virtual Presence: Virtual Presence technologies are techniques and devices which create the sense in the viewer that they personally are present at the event represented through realistic representations. The first part of virtual presence technology is the portable videocamera. Audiences will see whatever the camera sees. It is held by a person at eye level and moved around at human speed and is designed to faithfully reproduce what is seen rather than to alter what is seen (as the Simulation technologies do). In short, it does give the human‑eye perspective on it's subject, more so than even the photographic camera, which while capable of richer color and detail when reproduced on glossy paper, lacks animation.

   The second part of Virtual Presence technology is the devices and systems which make it possible to bring color video and audio from the furthest corners of the planet onto the television screen in real time. The fact that one knows that things are happening roughly simultaneously with one seeing them occur greatly enhances the sense of being there. And the portability of the equipment means that a wider variety of events (including, significantly, armed conflicts) can be covered live.

 

II. Simulation technologies of representation

 

 

A. What are the simulation technologies of representation?

 

   The simulation technologies of representation used by the news media in reporting on conflict makes use of three types of technology.

 

   1) The Computer Simulation: These include animated computer-generated graphics which are interactive, visually abstracted, but militarily precise representations of some form of combat. Designed as a tactics training tool, computer simulations of tank combat have on at least one occasion made their way onto TV news stories about the Gulf War (presumably to illustrate roughly what a tank driver sees).[6] And as the technology behind the simulations becomes less secret and images created by them more visually appealing it could become more likely than military press officers would offer and TV news editors would accept these computer generated simulations of a hypothetical combat as a way of giving the reporters and military press officers something to talk about when the press officers are unwilling to talk about the outcome of past or future real battles for reasons of security.

   2) Military Sensing Technologies: These include such things as

· videocameras cameras mounted on aircraft and missiles/bombs

· infra-red and light-enhancing optics which allow cameras to pull images out of darkness

· radar systems which sense distant objects across a wide area and create simple graphical representations of them.

· reconnaissance satellites.

   The first two examples produced the images which the Nintendo War critics pointed to in reporting on the Gulf War as propaganda. An edited recreation of the radar screen of a U.S. missile cruiser as it looked right before the ship shot down a civilian airliner was used in the public congressional hearings into the incident.

   3) The Iconic Graphic: These include things such as the still computer graphic used. It can be used to show geographic location or movements on a map or a comparison of the numbers of soldiers, tanks, planes, available to the different sides of a conflict. One possible overlap of this category with the previous one will occur with the news media's increasing use of imagery gathered by commercial remote sensing satellites which will be used to show geographic features in a more appealing and precise way than is possible with paper maps.

 

B. Characteristics and limitations of simulated experience

 

   Because the above representations are designed to pass along militarily useful information or provide geographical context they are not generally designed to pick out human beings and show what is happening to them. Being able to see enemies very far away, or being able to have an overview of what is going on in one's surroundings is contradictory with seeing individual people the same way one sees them in everyday life. If individual human beings can be seen at all separate from their easier to sense and more dangerous vehicles, the people are visible only as a monochromatic blur.  Moreover, most such representations are designed to inform the user about what is going on in the present or over a short span of time, since that's where the threats to soldiers are. There is a sort of pseudo-omniscience that comes with being able to see so much of what's going on in an area at once, a feeling that one understands the objective situation, when in fact one's perception has a blindspot for the human dimension and historical context.

   Indeed this is a similar charge made against the forerunner to modern simulation technologies of representation: cybernetic approaches to representing war. Decades before there were arcade-style computerized simulations of war there were more purely mathematical computerized simulations of war in the development of cybernetics, game theory, and operational research, which reduced war and the enemy to a matter of numbers and equations. Advocates of that way of seeing war such as Robert MacNamara, just like advocates for contemporary simulation technologies argue for the appropriateness of these representations based on their objectivity and military usefulness. But then, as now, the side-effect of this "objectivity" is moral insensitivity.[7]

 

III. Virtual Presence technologies of representation

 

A. What are the virtual presence technologies of representation?

 

   1) The handheld videocamera: These include devices for capturing visual images of and sound from subjects at short to medium distances away, the captured images are then stored on videotape.

   2) The remote satellite uplink: These include the extension of satellite communications technology where the equipment for transmitting audio and video to a communication satellite became far less bulky and within the price range of major news organizations. This also implies widespread coverage of the earth by communications satellites and the electronic infrastructure back at the television network headquarters to make immediate use of all this audio and video being beamed back.

 

B. Characteristics and limitations of virtual presence experience

 

   If a weakness of simulation technology is that it's representations do not resemble ordinary human existence, then perhaps the opposite charge be made of virtual presence technology. Virtual Presence technologies attempt to provide as familiar and human-scale representation of what's going on as possible. The technologies were designed to capture human beings doing ordinary human things and human environments as they would look to a human being standing there. Sometimes being bound to the human scale and being forced to use a repertoire of familiar situations in creating representations can be distorting as well as will be discussed below.

            The one of the main biases of virtual presence representations can be described this way. What's happening live, at the other end of the communication vector connecting the viewer to the event, is implied to be important. What's happening away from the cameras at that moment or the events that led up to what is happening in front of the cameras is implied to be not important (or at least not "news"). Either effect can work to distort understanding of what's going on by pointing attention away from where it should be. There is the problem that people assume the camera doesn't lie when in fact is can distract one's attention from more important truths which are about processes and long-term trends not captured with a camera pointed at a particular place or person. [8]

   If the problem with simulation technology is that it gives a false sense of omniscience, the problem with virtual presence technology is that it gives the impression that the essential truth of a situation can be derived from a series of micro-stories about moments in the lives of individuals. As with simulation technologies, this too can lead to blind spots in one's understanding of events.

 

IV. The Psychology of empathy's relation to the limitations of the technologies of representation

 

   Empathy has to do with developing an emotional identification with other people. Related to sympathy, or similarity of emotion, empathy can lead to sympathy but that this similarity of emotion occurs because one can imagine oneself in the other person's position.

 

A. The conditions which arouse empathetic responses [9]

 

The word "model" below refers to a person with which the observer might have an empathetic reaction towards.

 

There are two different but often co-present things in an image which can lead to an empathetic response:

1) the causes of a model's expression of affect (ex. being inside a burning building)

2) the model's expression of affect itself

   Knowing the cause of the model's expression of affect can be more powerful than the mere expression of affect itself.

   If one strongly disapproves of the model as a person then one is likely to developed anti-empathetic reactions (sad model = happy observer).

   One must feel relatively confident the affect being expressed is associated with a particular emotion before one can strongly empathize with that emotion. (Is the model crying from happiness instead of sadness?)

   Similarly, when there is no information on the model's affective response, it can be anticipated (rightly or wrongly) based on knowing the events which occur involving the model.

   The verisimilitude or realism of the portrayal of the model's affective response and the situation surrounding the model are crucial in developing a response. High verisimilitude leads to stronger empathetic responses.

 

B. How do these conditions relate to the limitations of simulation and virtual presence representations?

 

   1) Simulation: Almost no representation simulation technologies can create would show the emotions and the immediate circumstances that caused those emotions of people on the other end of the viewing device in a way that mimics what and observer on the scene would see. Civilians who view representations of war created with these technologies are thus blinded to two crucial sources of developing an empathetic response to what they see.

   Also, remember that one develops stronger reactions (either similar to or opposite from that of the person being observed) if one knows whether one approves or disapproves of that person's motives, goals, and prior actions. And since one cannot deduce such things from present-obsessed representations the magnitude of one's empathetic or anti-empathetic reaction is going to be reduced. Indeed, this is a problem with both Simulation and Virtual Presence type technologies.  

 

   2) Virtual Presence: In the contrasting case of Virtual Presence the model's expressions of affect and their immediate situation are usually apparent and presented with great realism. So even if the viewer is sometimes deceived as to what is actually happening because of the selective choice of vignettes and even if one is unsure of the motives and past actions of the people represented we can still expect the viewer to have substantially more empathetic responses to this category of representations.

 

V. The problem of systematically distorted communication in public discourse

 

   So what does it matter if the viewing public's understanding of a war is biased towards greater or lesser empathy with the combatants and innocent bystanders? Assuming one is skeptical of the premises of both the left and right about what the substantially best policy outcomes are, why should we care what sort of opinions the public forms about when and how military force should be used?

   Habermas described what he called the ideal speech situation in his Theory of Communicative Action.[10] This theoretical construct provides formal rather than substantive guides by which to judge the goodness of public discourse. Habermas argues that public deliberations produce the outcomes which are best for society at large when all viewpoints are able to be considered fairly in public deliberation. Moreover, he believes that public discourse breaks down (becomes distorted, stops working for the benefit of all) when one of the parties to the discourse conducts a strategic speech under the guise of engaging in communicative speech. Strategic speech is defined as speech which helps achieve some goal.

   For our purposes these goals could be changing the opinion of the public to favor the leader's chosen policy or maintaining the public's undivided attention to their television in order to boost ratings. Opposed to this is communicative speech, where the goal is to help expand the membership of, and increase the scope of the freely arrived at consensus within, a dialogue on the true nature of some situation as well as what the group's priorities are and how they wish to achieve them. This communicative speech is done by refusing to engage in rhetoric that pushes the dialogue towards pre-selected conclusions or substitutes other procedural goals not having to do with pursuing truth. For Habermas, the teleology of public discourse ought to be that thing he calls truth which only emerges from the process of (1) all parties getting to contribute to the discourse (2) without it being manipulated to reach any specific end which itself is not able to be challenged and modified inside the discourse.

   There is no room in Habermas' ideal speech situation for argumentation which makes others unable to challenge the rightness of one's ends by silencing those who disagree. This silencing can be done through appeals to tradition or emotions so strong as to cut off debate or through concealing one's ends and arguments under the guise of something else so that others can not perceive that an argument is being made and thus challenge it.[11] These ways of silencing opposition are relevant to my argument since some technologies of representation can facilitate these kinds of intellectual coercion and deception.

   It is not only human beings acting on hidden agendas which are responsible for driving public discourse away from ideal speech situations. One need not prove intention to manipulate others in order to show distortion, only that there is a silencing or disdavantaging of some viewpoint. Habermas refers to this as Systematically Distorted Communication. This occurs where those who are engaging in strategic (manipulative) speech under guise of communicative (truth seeking) speech, are not aware that they are doing so. It is the system in which the discourse is occurring which is responsible for the distortions.[12]

 

A. "Everyone want big screen TV, no one see big picture"

 

   One can then ask, how might it be that the Simulation and Virtual Presence technologies of representation can contribute to this sort of Systematically Distorted Communication Habermas writes about? It was noted above that both Simulation and Virtual Presence technologies seem to be bound up with examining the present to the exclusion of the past and future. This by itself would tend to silence those who wish to argue publicly for policies based on historical reasons or future effects since there is relatively little information being provided to the public about these aspects of a question.

   Indeed, some other critical theorists such as Ellul and postmodernists such as Baudrillard have noted connections between the technologically based speed of contemporary existence and the limitations of a media which in order to keep from overwhelming it's audience with information focuses narrowly on the present using the only the most easily (if not accurately) comprehended, unreflective, and cliché laden ways of representing events.[13] This can have effects from making non-mainstream political figures such as Chomsky unpopular with public affairs talk shows such as Nightline. Or it could have led TV reporters covering the Kwangju Revolt in South Korea in 1980 to use the stock image of yet another student demonstration to represent a far greater level of public unrest. [14]

   But what sorts of distortion above and beyond these can we expect which are particular to each type of technology of representation?

 

   1) Simulation representations and SDC: One can expect that the public's empathy with participants in a military conflict will be diminished by the proportionately heavy use of simulation technologies in creating representations of events. It follows then, that those who wish to make appeals against using military force or for terminating its use because of the suffering caused to the combatants and noncombatants will be disadvantaged since the visual evidence of that suffering is absent in the information people are receiving about the issue.

   2) Virtual Presence and SDC: One can also expect that the public's empathy with participants in a military conflict will be intensified by the proportionately heavy use of virtual presence technologies in creating representations of events. So in that case one can expect that justifications for the suffering associated with the use of force based on the that force's being necessary for prevention of greater suffering in the future (from an expanded civil war in the Balkans, more intense famines in Somalia, nuclear proliferation leading to more nuclear war in the middle east, economic depression in the united states, etc.) will be disadvantaged since the visual evidence for such counterfactual claims is absent in the information people are receiving about the issue. Of course they would be largely absent in simulation representations as well, but the difference is that now the claims of those advocating an avoidance of or end to the use of force based upon suffering now have a wealth of information which they can draw upon in making their arguments.

 

B. Summary

 

Several scholars of technology's relationship to society have argued that the nature of one's means can shape one's ends. I make a more specific version of this argument. Technologies developed for representing events in the world are shaping perceptions about those events. Specifically, two categories of such technology, when used to represent violent international conflict, have predictable effects on the attitudes audiences form about the events depicted. These effects are predictable because of three things.

· First, there are differing inherent limitations to the representations created with each category of technology.

· Second, psychologists have discovered rules for the activation or suppression of empathetic responses in audiences.

· Third, the inherent limitations of one category of representation technology structurally exclude several of these things which must be part of a representation in order to arouse an empathetic response.

So, if audiences view mostly representations created by this particular category of technology (which I call Simulation), one should expect a small role for empathy will in the formation of audiences' attitudes. Conversely, if the audience views mostly representations created by the other category of representation technology (called Virtual Presence) whose representations include many of the elements necessary for empathy, then one can expect a large role for empathy in the formation of audiences' attitudes.

       Assume further one knows which policies on the use of force less empathetic audiences can be expected to prefer in a particular situation. One could then infer that the greater the proportion of all representations that use Simulation technology in reporting about a conflict, the less resistant the public would be towards policy options which an empathetic response would make them averse to. Again, the opposite is true of Virtual Presence technologies. The more they are used in coverage of a particular conflict, the more the public can be expected to favor policy options which are suggested by an empathetic response to those shown on the screen.

       If one finds the above relationship between technologies used in reporting and the public's formation of a favored policy option plausible then there is reason for concern. There have been persuasive theoretical arguments by Habermas that public deliberations produce the outcomes that are best for society at large when all viewpoints and perspectives have an equal chance of being considered in public deliberation. In the case here two relevant viewpoints are the viewpoints founded on an empathy for those represented in the news and viewpoints founded on other concerns. The theory goes: no side in a debate should be silenced or have the presentation of their arguments encumbered any more than any other side's. But, when the techniques used to collect and present the information used to inform public debate structurally disadvantages one side relative to another this is not the case. This does not bode well for the constructive and democratic participation of the public in decisions to use (or cease using) force abroad. News producers and policy makers both ought be more sensitive to the negative impact these technologies of representation can have on democratic participation and use them more responsibly recognizing the need for balance between them and for a supplement to them which will overcome both technologies' obsession with the present.

 

 

VI. Acknowledgements

 

I want to thank Thanks to Richard Brown, Ken Conca, Susan J. Buck, McKenzie Wark, Dennis Pirages, Michael J. Shapiro, Patrick Regan, and Virginia Haufler for their comments on earlier versions of this paper. I also want to thank Bruce Sterling and James Der Derian for their inspirational writing on the relation of simulation technology to politics.

 

VII. References

 

[1]       G.R. Funkhouser and E. F. Shaw, "How Synthetic Experience Shapes Social Reality", Journal of Communication, vol. 40 no. 2, Spring 1990, pp75-87.

 

            M. Heidegger, The Question Concerning Technology: and Other Essays, William Lovitt (trans.), New York: Harper Colophon, 1977.

 

            D. Ihde, Technics and Praxis, Boston studies in the philosophy of science v.24, Dordrecht, Holland: D. Reidell, 1979.

 

 

[2]       J. Law and J. Whittaker, "On the art of representation: notes on the politics of visualization" in Picturing Power: Visual Depiction and Social Relations, Sociological Review Monograph 35, Gordon Fyfe and John Law (eds.), New York: Routledge, 1988.

 

            D.P. Lovekin, Technique, Discourse, and Consciousness: an introduction to the philosophy of Jacques Ellul, Bethlehem, PA: Lehigh University Press, 1991.

 

            J. Neuman, Lights, Camera, War: Is media technology driving international politics?, New York: St. Martin's Press, 1996.

           

            M. Schudson, The Power of News, Boston: Harvard University Press, 1995.

 

[3]       R. MacNeil, "The Flickering Images That May Drive Presidents", Media Studies Journal, Spring, 1994, pp. 145-153.

 

            The Washington Post, "The Video Vise: TV Squeezes Our Bosnia Options", by Michael R. Beschloss, May 2, 1993, pp.C1-C2.

 

[4]       J.R. MacArthur, Second Front: censorship and propaganda in the Gulf War, USA: HarperCollins, 1992.

 

[5]       J. Baudrillard, Symbolic Exchange and Death, Thousand Oaks, CA: Sage, 1993.

 

[6]       J. Der Derian, Antidiplomacy: spies, terror, speed, and war, Cambridge: Blackwell, 1992.

 

            B. Sterling, "War is Virtual Hell", Wired, Vol. 1 No. 1, January 1993.

 

[7]       P. Gallison, "The Ontology of the Enemy: Norbert Wiener and the Cybernetic Vision", Critical Inquiry, vol. 21, Autumn 1994, pp.228-266.

 

            C.H. Gray, Computers as Weapons and Metaphors: The U.S. Military 1940-1990 and Postmodern War (diss.), University of California Santa Cruz, 1991.

 

            F. Kaplan, The Wizards of Armageddon, New York: Simon and Schuster: 1983.

 

[8]       S. Iyengar, Is Anyone Responsible?: How television frames political issues, Chicago: University of Chicago Press, 1991.

 

            S. Sontag, On Photography, USA: McGraw Hill, 1978.

 

            M. Wark, "Fresh Maimed Babies: Media and the uses of innocence", Utne Reader, September/October, 1995, pp.35-36.

 

                    , Virtual Geography: living with global media events, Bloomington: Indiana University Press, 1994.

 

[9]       J. Bryant and D. Zillmann, Responding to the Screen, Hillsdale, NJ: L. Earlbaum Assoc., 1991.

                       

[10]     J. Habermas, The Theory of Communicative Action vol. 1: Reason and the Rationalization of Society, Thomas McCarthy (trans.), Beacon, Boston, MA, 1984.

 

[11]     D.C. Hallin, We Keep America on Top of the World: Television journalism and the public sphere, New York: Routledge, 1994, pp. 8-9.

 

[12]     J. Habermas, The Theory of Communicative Action vol. 1: Reason and the Rationalization of Society, Thomas McCarthy (trans.), Beacon, Boston, MA, 1984, p. 333.

 

[13]     D.P. Lovekin, Technique, Discourse, and Consciousness: an introduction to the philosophy of Jacques Ellul, Bethlehem, PA: Lehigh University Press, 1991.

 

[14]     J.F. Larson, "Quiet Diplomacy in a Television Era: The Media and U.S. Policy toward the Republic of Korea", Political Communication and Persuasion, vol. 7, pp. 73-95.

 

            Manufacturing Consent, documentary film, released 1994.