{"resolved":true,"match_type":"uuid","source_type":"original_book","book_id":"4f7053d9-6508-49c8-9dd8-ec4dc5dadd53","title":"Bodies in code  interfaces with digital media","author":null,"edition":null,"publisher":null,"year":null,"isbn":"0415970164","requested_by":"printed_page","book":{"source_type":"original_book","book_id":"4f7053d9-6508-49c8-9dd8-ec4dc5dadd53","id":"4f7053d9-6508-49c8-9dd8-ec4dc5dadd53","uuid":"4f7053d9-6508-49c8-9dd8-ec4dc5dadd53","title":"Bodies in code  interfaces with digital media","normalized_title":"bodiesincodeinterfaceswithdigitalmedia","author":null,"edition":null,"publisher":null,"year":null,"isbn":"0415970164","isbns":["0415970164","0415970156","9780415970167","9780415970150"],"parsed":true,"ai_readable":true,"document_type":"book","page_count":348,"navigation_url":"https://workshop.closeclaw.top/ai/book/4f7053d9-6508-49c8-9dd8-ec4dc5dadd53","title_url":"https://workshop.closeclaw.top/ai/title/Bodies%20in%20code%20%20interfaces%20with%20digital%20media","fixed_page_url_template":"https://workshop.closeclaw.top/ai/book/4f7053d9-6508-49c8-9dd8-ec4dc5dadd53/page/{printed_page}","path_api_url_template":"https://workshop.closeclaw.top/api/ai/book/4f7053d9-6508-49c8-9dd8-ec4dc5dadd53/page/{printed_page}","read_url":"https://workshop.closeclaw.top/api/ai/read/4f7053d9-6508-49c8-9dd8-ec4dc5dadd53","page_url":"https://workshop.closeclaw.top/api/ai/books/4f7053d9-6508-49c8-9dd8-ec4dc5dadd53/page","search_url":"https://workshop.closeclaw.top/api/ai/books/4f7053d9-6508-49c8-9dd8-ec4dc5dadd53/search"},"page":{"printed_page":129,"pdf_page":142,"physical_index":142,"physical_index_base":0,"printed_page_status":"recognized","page_sha256":"6cb9792f598c25c317b1f2b5a9fc942c0de005301aa1d4c3c5e66e1c0297020a"},"chapter":"bodies in code","content":"Grosz's model thus remains incapable of accounting for any but the most straightforward deployments of VR technology (i.e., those in which the \"coordinates\" of the body-image are in no way disturbed) Likening the “deceptive simulation\" of cyberspace to the \"dysfunctional breakdown\" of psychosis, Grosz positions psychasthenia as a purely negative condition, one that can only demarcate the limits of bodily experience rather than opening up its potential technical transformation. In sum: by narrowing the impact of VR experience to the way in which it confounds the body-image, Grosz effectively ensures its reduction to the status of disembodied simulation.\n\nWe have already had a chance to criticize this model of technics for what we might in fact call its superficiality—that is, its incapacity (or refusal) to reckon with the more primordial correlation of embodiment and technicity that we explored at length in Chapter 1. In our present context, we can add a more specific objection against its subordination of bodily action—of dynamic self-movement—to representation. By positioning the body image as the necessary link between inside and outside, Grosz invests it as the medium for the body to experience itself either “naturally” or as prosthetically extended. As the “link between our biological and cultural existences, between our inner' psyche and our external' body,\" the body image is taken to form the condition not only for the body's self-representation but also for its “capacity for undertaking voluntary action\" (187).\n\nAs the basis for this model of technics, the body image thus becomes the condition of possibility for the prosthetic extension of the body, as well as for the experience of the biological body: \"If it exists at all,\" Grosz notes, \"the biological body exists for the subject only through the mediation of a series of images or representations of the body and its capacities for movement and action\" (186). Given our earlier excavation of the “originary\" transduction of embodiment and technicity, however, such an understanding would appear to produce a double reduction of biological embodiment and of technical embodiment. To the extent that these two poles of embodiment can only be articulated externally— through the mediation of the image and the medium of representation, they are effectively deprived of their anchoring in primordial tactility. In sum: rather than seeing psychasthenia as an expression of the \"originary\" condition for dynamic bodily self-movement in the concrete form of today's technics, Grosz can only understand it to mark a failure in the representational meshing of subject and body that, on her account, forms the condition for bodily activity.\n\nEMBODYING VIRTUAL REALITY\n\n129","previous_page":128,"next_page":130}