ARTICLE
Military Utopias of Mind and Machine
Emily Cohen Ibañez
University of California, Santa Cruz
eccohen@ucsc.edu
Imagine
a world where more than 2 billion people are connected through a
computer network. Imagine a world where people can immerse themselves
totally in another world in the privacy of their own home. Imagine a
world where millions of people connect across the globe playing video
games.
Rick,1 venture
capitalist and psychologist, stops clicking through his PowerPoint
slides. He pauses. And then he looks up with squinted eyes. I am
sitting amongst an audience of clinical psychologists at the New York
Academy of Sciences (NAS) in Manhattan. We look upon an image of the
galaxy. We wait for Rick to resolve the dramatic tension of his
performance.
“Well, folks,” Rick audibly releases his breath, “that world is today. At Virtual Therapeutics,2 we are inviting you to join today’s world. You can choose to join today’s world, or be left behind.”
At this moment, Rick’s PowerPoint presentation spins out of his
control, flipping through slide after slide in rapid succession. A man
sitting next to me leans over and quietly says in my ear “this is crazy
bullshit” and then walks out of the room. Rick tries to regain control
of the PowerPoint, to no avail. The images continue to flash in rapid
succession on the large screen behind him. The audience sits quietly.
Rick decides not to acknowledge the PowerPoint problem and looks back
at the audience. He goes on to describe the variety of
cybertechnologies that are redefining clinical psychology and our
world.
One could brush off Rick’s performance as just some “crazy bullshit,”
but absurdity is no stranger to the machinations of power in daily
life. A clinical psychologist by training, Rick is a former president
of the American Psychological Association (APA), and the NAS lends its
own prestige to its presenters. I introduced myself to Rick after his
presentation and we met a week later to discuss his transformation from
clinical psychologist to venture capitalist. Rick described having
visions of virtual worlds at the tender age of 8, which accompanied his
affinity for science fiction novels. As an adult, he read Zen and the Art of Motorcycle Maintenance,
which inspired him to drive from New York City to California. On his
American road trip, he discovered Buddhism, computers, and visions of
capital expansion. He saw cybertechnologies’ potential for
accomplishing “inner peace.” Rick envisioned computers as an
interface between the human mind and its machines. Using computers, he
wanted to help people calm psychological instabilities. Later, he
helped establish a new kind of discipline called
“cyberpsychology.” Rick hopes to be a key player in widening the
distribution of virtual therapies designed to treat and prevent Post
Traumatic Stress Disorder (PTSD) among military personnel. To Rick’s
delight, I too was headed out west to Southern California via a road
trip through the American heartland. As an anthropologist, I wanted to
learn more about the rise of military utopic visions of mind that
involve the creation of virtual worlds and “hyper-real simulations” in
military psychiatry.
California dreaming marked the lives of many involved in the creation
of immersive therapeutics for the US military. When I met Rick, I had
already spent a year conducting ethnographic research and shooting a documentary film on virtual therapeutics for
the experimental treatment of PTSD at a Veterans Affairs (VA) hospital
in New York City. More specifically, I had become fascinated by the
introduction of VRE (Virtual Reality Exposure) therapy at New York City
VA hospitals. In VRE, a person wears a headset that projects 360-degree
animation, surround sound, and smells that approximate the particular
war event that haunts his or her daily life. Using VRE,
clinicians aim to virtually expose and acclimate trauma sufferers to
distressing scenarios within the purported safety of virtual worlds.
Dr. Rainer,3 who
performed VRE at the VA where I had spent a year conducting
anthropological research, is a New Jersey native who ventured out west
to Los Angeles in pursuit of an acting career before he returned to New
York to train as a clinical psychologist at Cornell University. At
Cornell, he discovered VRE. Intrigued by the technology, Rainer
spearheaded the establishment of virtual therapeutics when he gained
employment at the Manhattan VA medical center. With VRE, Rainer could merge his
professional interests in acting, psychology, and cinematic
technologies.
Research on VRE has primarily been produced by a small group of
psychologists and psychiatrists, most notably Barbara Rothbaum, Joann
Difide, Albert “Skip” Rizzo, and Brenda Wiederhold, who collaborate
with computer scientists. In 1993, a group of researchers which
included Barbara Rothbaum, began the first investigations into “using
virtual environments to conduct exposure therapy of individuals with
psychological disorders,” studying the effects of virtual reality
exposure for the treatment of acrophobia, or the fear of heights
(Hodges et al, 1995; Rothbaum et al., 1995a, 1995b). Acrophobia was
chosen in particular since “systematic desensitization” (imaginal
exposure) had long been effective in treating phobias (Marks &
Gelder, 1965). In imaginal exposure, the therapist asks the patient to
imagine the situation or object that arouses a phobic response.
Likewise, in vivo exposure
asks patients to expose themselves to feared objects in the real world
until they no longer evoke irrational fear. Researchers were
uncertain whether virtual reality headsets could provide enough "sense
of presence" to activate the phobic response targeted for treatment, in
this case the fear of heights. The researchers focused on measuring
“sense of presence” since, according to emotional processing theory,
“the fear structure must be activated” for the patient to elicit a
response (i.e., grasping onto railing while wearing VR goggles) and
exhibit symptoms (sweating, abdominal discomfort, heart palpitations,
etc.). Here, a sense of presence depends upon human-computer
interaction, not visceral realism (Hendrix & Barfield, 1995). Other
studies followed, looking at other specific phobias like the fear of
flying (Rothbaum et al., 1996; Wiederhold et al., 1998). The
application of virtual reality headsets for the treatment of PTSD
occurred later. In 1999, Rothbaum published a case study about a
Vietnam veteran using VRE for PTSD treatment (Rothbaum et al., 1999),
reporting modest improvement of certain PTSD symptoms with VRE
treatment.
Following the research trajectories of VRE researchers, I was struck
that Rothbaum's initial investigations into PTSD and therapy involved a
collaboration with Dr. Edna Foa on gender violence against women, more
specifically rape, using a technique called Prolonged Exposure (PE). In
PE, the therapist asks the patient to relive a traumatic scene in his
or her imagination through storytelling. While the patient narrates the
traumatic story, the therapist records it with a tape recorder and asks
the patient to listen and retell the story over and over again until
the story seems to lose its emotive power. If all goes well, the
patient gains control over the memory and no longer experiences the
cluster of symptoms described as Post Traumatic Stress Disorder (Foa,
Rothbaum, Riggs, & Murdock, 1991; Foa, Steketee, & Rothbaum,
1989; Rothbaum & Foa, 1992). Foa and Rothbaum determined PE
to be effective. Rape, however, is not seen as appropriate for Virtual
Reality Exposure and systemized desensitization. In our conversations,
Foa remarked that she viewed VRE as a departure from Prolonged
Exposure.
Systemized desensitization, or what was later called “habituation” to
war scenarios, which engages primarily male patients, seems suitable
and has become the new frontier for virtual reality psychiatric
therapies.
Creators
of virtual worlds and simulated enactments aim to create immersive
environments that capitalize on sensorial ecology of sight, smell,
sound, touch, and spatial orientation. Today, video game platforms
using virtual reality and Hollywood studios to create “hyperreal”
simulations have come to dominate military training, combat, and
post-war rehabilitation. From drone aircraft to VRE, virtual
applications and simulation techniques in the military mark a
significant change in how war is defined across a spectrum of
political, operational, legal, and clinical frames. Virtual
technologies are transforming the temporal, aesthetic, and spatial
framing of war, and are linked to changing notions of fitness and work
within the military. Deployment cycles have increased while rest
periods between deployments have decreased. Institutionally, the
military has become focused on psychological resilience and cognitive
responsiveness as important components of military fitness. Virtual
hallucinations, which might have been formerly deemed psychotic
episodes, are now valued for their ability to transform situated
realities into virtual ones through the senses.
These shifts in time, space, and labor are not isolated to the US
context or the military, but rather reflect larger global processes and
capitalist flows. As I have noted in my ethnographic writing on an
amputation and rehabilitation unit in Bogotá’s Central Military
Hospital and the rapidly growing prosthetics industry in Colombia,
phantom limbs went from being a sign of psychosis to a valued condition
allowing patients to more successfully incorporate industrial
prostheses into the body. Phantom limbs have gained popular and
scientific appeal in Colombia and the United States for their capacity
to telescope in and out of the body and incorporate an entire political
and economic system into the body. Virtual technologies that enhance
human sensory capacities to telescope in and out of the body, from
PHANTOM® used in the Da Vinci precision surgical system to DJI Phantom
camera drones and 3D Phantom diagnostic imaging, have gained ground in
a capitalist world system that decentralizes and automatizes human
labor (Cohen, 2012).
At conferences and in one-on-one conversations, gamers and
psychiatrists frequently discussed virtual reality’s capacity to
immerse the user/viewer in traumatic scenes. VRE proponents explain
that for patients who are not imaginative or good storytellers, the
virtual platform helps fill in the gaps where imagination fails. In
laboratory settings, this sense of immersion is termed “sensorial
presence.” VRE proponents claim that “sensorial presence” is key
to VRE’s success as a treatment. Albert “Skip” Rizzo invented Virtual
Iraq, a VRE program tailored to combat in Iraq, at the Institute for
Creative Technologies (ICT). He based it on an earlier program called
Virtual Vietnam. Created in 1999 for a pilot study of VRE, Virtual
Vietnam involved two scenarios: a jungle scene and a helicopter
scene. Virtual Iraq also includes two primary scenes—driving a humvee
and walking through an urban marketplace (Figure 1). From the marketplace,
patients may also go into Iraqi people’s homes to mimic combat missions
that require soldiers to enter homes and search the inhabitants.
According to the ICT website video,4 Virtual
Iraq is a storytelling platform. However, in practice and within the
scientific literature, the treatment elides narrative and privileges
behaviorist and neurobiological models of the human mind.
Figure 1. Virtual Iraq/Afghanistan. Film still from Virtual War: Memories of Abu-Ghraib by Producer/Director Emily Cohen Ibañez.
Rizzo et al. (2009) and Rothbaum et al. (2014), among others, have
published scientific articles reporting extraordinary high cure rates
of PTSD among Iraq veterans in VRE clinical trials. Here, “cure” is
defined as not responding physiologically to traumatic stimuli
presented in the prescribed virtual scene. The latest VRE clinical
trials combined the treatment with D-cycloserine, an antibiotic shown
to augment psychotherapeutic anxiety and phobia treatments, to
reduce the amount of therapeutic sessions to two, rather than the
formerly prescribed six sessions.5 VRE
proponents clearly want to free soldiers of PTSD in a time-efficient
manner so that they suffer less and acquire the psychological
resilience to perform military work. The trouble is that the definition
of “cure” focuses on “optimization,” a term borrowed from technological
work management systems (Taylor, 1998).
Rather than improve access to VA health services, the Department of
Defense invests in psychiatric treatments like VRE and stress
inoculation training (a form of cognitive behavioral therapy
administered as prophylaxis before deployment)
that are not geared towards helping patients adjust to civilian life
but that further military agendas and optimize soldiers’
cognitive-sensory abilities to perform military labor, work that might
include
driving a humvee, surveilling homes, and walking through marketplaces
without phobic responses evoked by explosions, RPG fire, and verbal
insults. As prophylactics, these treatments serve as filtering systems
for men and women who are deemed not cognitively "fit," or
psychologically resilient enough for combat. Here, human and virtual
interactions are
imagined as closed systems of stimuli and response that habituate the
senses to prescribed forms of condoned violence in a timely
manner.
In this article, I am centrally concerned with how Virtual Iraq and
similar immersive techniques reduce the subjectivity of soldiers to
biometric readings on the body's surface, creating a closed system that
conceives the mind as an amalgam of physiological reflex responses.
This closed system relies on a fantasy of control that I am calling
military utopias of mind and machine. Military utopias of mind and
machine aspire to have warfare without trauma by instrumentalizing the
senses within a closed system. In the context of this closed
system, I note that discussions of gender violence as a prevalent
condition of war trauma is remarkably silenced while concerns about the
senses are amplified. This article is not an indictment of VR and other
immersive technologies as I believe there are creative and generative
ways to use these technologies. This is an exploration of the current
use of the senses and immersive techniques and technologies in the U.S.
military, an exploration that has allowed me to think through my own
experimentation with VR technologies as a documentary filmmaker and
storyteller. As a feminist anthropologist, I am tracking shifts in
American rationality before what is deemed rational is so normalized it
becomes too obvious to question. The stakes are no less than people's
sense of their own humanity in a supposed posthuman world.
Re-enactment
When I first met Rainer6 at the VA, he wanted to clarify some misconceptions about VRE.
Rainer: Emily, I am going to explain Virtual Reality Exposure therapy to you like I explain it to my patients.
Cohen Ibañez: Okay. How does VRE work? Is the goal to desensitize people?
R: Well, not quite. VRE
will help you habituate to your bad memories. “Habituation” is like
desensitization, but not quite. There are important differences.
CI: How so?
R: Habituation is like
jumping into cold ocean water. Does the water feel like it warms up
after you spent a little time in the cold water?
CI: I guess…Ah, yes.
R: Well. The water doesn’t
get warmer. I mean your body doesn’t heat the entire ocean. Rather your
perception of the water changes. First you assess if the water poses a
threat. Will this cold cause deadly hypothermia or is it just a
bothersome cold that I can get used to? You realize it’s a bothersome
cold and not a dangerous cold, so you stay in the water. Am I right?
This encounter involved a reenactment of a VRE session in which Rainer played therapist, Terry,7 his
patient, played patient, and I played invisible anthropologist behind a
two-way mirror while National Geographic filmed. In the VRE room, there
is a desk with two computer monitors and a keyboard. To the left of the
desk sits a machine that emits a palette of odors—a hundred different
ones including body odor, RPG fire, and cardamom. Next to the scent
machine is a platform with a chair where the patient sits. The platform
rumbles to simulate what it is like to sit in a humvee while driving
and shakes to simulate the impact of an IED. The patient places a pair
of goggles over his eyes and headphones over his ears. He has a choice
to hold a joystick or a toy machine gun. The VRE system involves a
screen where the therapist sets up a scene. There are two available
backdrops—driving a humvee or walking through a marketplace which can
be set with different lighting to simulate different times of day and
brightness of the sun. As the therapist listens to the patient retell
his traumatic memory, he can add or remove “variables,” which include
different visual, sonic, and olofactory sensoria.
Rainer explains to everyone that this reenactment is not real.
“Habituation needs optimal anxiety. Terry has come such a long way with
the treatment, we may not get that today.” Rainer and Terry take their
positions at the VRE system.
Camera operator: Okay. Rolling.
Rainer: Right now, what is your anxiety level? One to ten.
Terry: A one.
R (speaking through a headset microphone): “Can you hear me?”
T (holding the joy stick): Yeah, roger. Are you going to start with the convoy? All right, got a visual.
We all see what Terry is seeing on one of Rainer’s computer screens.
The screen shows an image of a road through the front window of a
humvee from the perspective of the humvee driver.
R: Can you move?
T: Yeah.
R: Is it moving 360 degrees?
T: Yup.
Terry’s headset includes a sensor that looks like a small box centered
on top of his head. When Terry turns his head to the left, the screen
displays the perspective of the driver looking out the side window
toward the roadside. When he turns to the right, we see the passenger:
a fellow comrade in uniform. When Terry looks up, we see another
soldier standing through the turret maneuvering a large machine gun.
R: Okay. Where do I put you?
T: I was not the driver. I was always the TC [Tactical Commander]. Never the driver.
With a click, Terry is suddenly sitting in the passenger seat and we
all see the humvee, the road, and the fellow soldiers from this
perspective. Rainer adjusts the clouds on the visuals to create dusk.
Terry starts moving the vehicle forward with his game controller. Along
the roadside, he passes a statue of Saddam Hussein and civilians lying
on their backs, and then approaches an overpass.
R:
We need to make it as much like Iraq as it was. Terry, we’re going to
drive over the overpass. Speak about the memories you have. You got the
stick so go ahead and move. Tell me about the variables. Does this
conjure anything for you, anything specific?
T: What gets me is the
maneuver. You stayed center lane to prevent IEDs. We headed center
mass. You scatter your maneuvers. Civilians lie on their backs and wait
for combat servicemen. The procedure was to scatter. Don’t exit the
same lane you entered.
R: Go over the overpass with no variables. Then we’ll go over with the variables. This is the maneuver.
T: The maneuver shouldn’t
be taken for granted. The visual has put me in a memory. Points of
contact I remember. Action came right, action came left.
R: Anxiety rating?
T: Two.
They repeat the overpass again. Rainer clicks “explosion” on
the computer screen. The explosion blasts from Terry’s headphones. The
platform he is sitting on shakes. The screen is filled with smoke.
T: That was a surprise.
R: Any change in anxiety level?
T: A two.
Rainer clicks on his keyboard. A person appears on the overpass and there are sounds of small arms fire. Pra! Pra! Pra!
T: That was unexpected.
R: I’ll do another two variables and then see if we can kick up the distress.
T: With regards to people
popping up, what was difficult as a soldier was that civilians would
reveal themselves as friendlies but they were not. You couldn’t trust
them. You would clear the bridge if someone unexpected should pop up.
Sounds of bombs go off. Again, the platform shakes. Rainer is trying to
evoke sensorial presence clicking the variables and creating a
distressing scene.
T: That was interesting.
R: You described superiors asking you to stop.
T: Wait. You don’t want me to move?
R: Yeah. Just like your superior. Sorry, but it’s therapy. Any change in anxiety?
T: It’s a good three. My
impulse right now is to call in where contacts are coming in. Aerial is
not in place. These rounds are being fired. It’s a strong three. Might
go higher.
R: What will make it go higher?
T: The repetition. The audio is being ramped up and the seat is what’s triggering. It’s very, very, yeah.
Terry stops talking and swallows. Rainer allows him to silently watch and then asks:
R: Moving is what you want to do. But I don’t want you to move. Report your memories.
T: I was in a scenario like this once. The elements. The fine grains of sand.
R: Rating?
T: A three or a four.
The session ends.
R: You’ve come a long way, Terry. Wow.
Camera operator: What were the ratings for?
R: It’s not the number. It’s looking at him.
To me, Terry looks upset.
Rainer begins the reenactment on the premise that the therapeutic
session is not real. Reality within the therapeutic session is measured
by “optimal anxiety”—the existence of a trigger that signals the
patient is sensorially present within the VRE session and having a
truly immersive experience. Without evidence of optimal anxiety and
sensorial presence, the session is just play-acting for the camera. One
of the reasons Rainer sees reality in this way is because his
understanding of habituation relies on the notion that VRE affects the
brain physiologically only when signs of bodily distress, called
“biomarkers,” are present: sweaty palms, a sweaty forehead, rapid
heartbeat, and tense composure. Terry’s self-evaluation, according to
Rainer, is beside the point. You only need to look at him. But then,
what does it mean to be cured of PTSD?
For Rainer, Terry’s ability to make meaning out of his experience
is not necessary, neither are the narrative structures of his traumatic
memory. The aim of the therapy is to surpass the intellect and access
fear structures located in primitive regions of the brain, in the
amygdala, so that they can be altered. Rizzo, the inventor of Virtual
Iraq, explained to me that the goal of VRE therapy is to induce
“extinction,” a process that researchers discovered when training rats
to fear light through shock therapy and then habituating them to the
light through repetitive exposure. Sensorial presence allowed direct
access to the amygdala and the vagus nerve to affect the brain’s
allostatic processes. The results were striking: the rats exhibited low
heart rates when faced with what they feared most—the light. In
neuroscientific literature on crime, a calm vagus nerve and subsequent
low heart rate indicates psychopathology, a condition where people kill
or perform other cruel acts upon others without arousal (Raine, 2014).
In the military, a calm vagus nerve during combat is a desirable goal.
Rizzo’s team designed Virtual Iraq to “split” emotional distress from
traumatic stimuli. They argue that VRE therapy is ideal to perform
before, during, in between, and after deployments since results are
almost immediate—achieved in as little as six sessions, or possibly two
sessions when VRE is combined with the antibiotic D-cycloserine.
In conversation, Rizzo cited B.F. Skinner's notion of
“extinction,” which inspired me to visit the Film Archive and the B.F.
Skinner Foundation at Harvard University (Figure 2). There, I met Skinner's
granddaughter, Julie Vargas. In my conversations with her, I learned
that Skinner's concept of operant conditioning does not emphasize
"repetitive exposure" as a way to produce extinction. Rather, for
Skinner reinforcement (delivery of food pellets to a rat inside the
operant chamber) shapes desired behavior whereas the absence of
reinforcement causes extinction of the conditioned response. Attempts
to extinguish a behavior within the operant chamber is similar to a
parent ignoring a child who is misbehaving in an attempt to not reward
an undesired behavior (Skinner, 1979). In VRE, however, the shock of
the scene loses its emotive response due to the realization that there
is no real danger when virtually exposed to violence, so rather than
extinction the patient learns that driving a humvee in a war scene is not dangerous—this is a conditioned response to warfare, not an elimination of one.
Figure 2. B.F. Skinner superimposed on maze. Film still from Virtual War: Memories of Abu-Ghraib by Producer/Director Emily Cohen Ibañez.
What concerns me is that the governing conception of PTSD that
underlies current VRE therapies is a phobic response, rather than a
complex one contingent on historical, political, and quotidian
realities of war. An example would be the normalization of rape in the
military or even the traumatic responses induced by the routine
dehumanization process involved in military training. Rainer and Rizzo
recognize the effectiveness of the therapy within a closed language
system—one that objectifies emotional response and abstracts it from
its original cause. The sounds, smells, and animation are refined but
the system itself remains primitive, based on a further simplification
of behaviorist theory.8 The
experimental system necessitates the assumption that trauma is solely
fear-based, rather than based on a complex configuration of feelings
that include entanglements of action and relationships informed by
guilt, shame, integrity, and desire—complex emotional configurations
that bring people into relations with each other and invite an
exploration of their shared values and transgressions.
Feminist scholars have long challenged reductionist
conceptualization of the mind and body, turning to phenomenological
approaches that incorporate the embodiment and breakdown of politically
volatile cultural systems (Grosz, 1994; Martin, 1994). Feminist science
studies critiques "modernist epistemologies" that value "separation and
autonomy, rather than relatedness" (Suchman, 2008). Feminist
psychologists have forged more inclusive understandings of subjectivity
in the psy-sciences, defying individualist assumptions and identifying
"power in social structures and interactions" (Morawski, 1994).
Disability scholars and queer theorists (Elman, 2014; Kafer, 2013), as
well as theorists at the intersection of feminist science studies and
critical race theory (Atanasoski & Vora, 2015) have pushed
feminists to further trouble notions of autonomy through a
reconsideration of personhood and human-technology interfaces that
incorporate the recognition of bodily difference, racial and class
inequities, and labor relations. In the following section, I discuss
how storytelling is one means to bring meaning and relationships into
embodied action.
Story, action, and meaning
In the VRE session, Terry speaks, but he does not tell a story. Telling stories is not only the act of speaking, but “a manner of speaking
about events” (White, 1980, emphasis in original). While I disagree
with Hayden White's point that all narratives adhere to chronological time with
a clear beginning, middle, and end (White, 1980), I agree that stories have a kind of
grammar that distinguishes them from other kinds of discourse.
While not all stories have a well-established plot where the end is
immanent in the unfolding of all events, at some level stories do bring
“intelligibility of personal action” (Schafer, 1980)—a totality that
helps the author find meaning in the world and their own personal
experiences. As feminist anthropologist Barbara Myerhoff (1987)
suggests, stories allow people to become self-aware, the protagonists
of their own social dramas, and draw relationships between the world
and their own actions. Narratives that employ cyclical notions of time
and repetition do so in time and over time. The temporality of “rapid
fire” described by Rainer does not allow for interpretation, as the
quickness elides the ability to reflect; it is intentionally limited so
that the patient successfully habituates to the sensory input without
too much intellectual elaboration. This may be effective for treating
phobias (like the fear of heights, spiders, and flying), but war trauma
is a politically complex phenomenon. Killing is an act that challenges
most people’s sense of morality and humanity (Grossman, 2009).
Habituating to flying is different from habituating to combat. Feeling
in control (lowered heart rate and maintaining full cognitive abilities
while under stress) in combat situations has dire consequences for a
soldier’s ability to integrate back into civilian life where the rules
of combat do not apply. Habituation may be good for training, but can
we call it therapeutic? Does it heal?
White (1980) has brilliantly argued that narrative
requires the establishment of law—without law, the subject has no moral
agency. In this sense, history and story are forms of state making and
political action that follow a desire to represent reality and
establish order. For White, stories are moralizing and inaccurate
portrayals of reality. I see stories in a more positive light. Stories
provide a center, a continuity of self, that allows people to act in
the world and draw relations of responsibility between themselves and
others. In light of my ethnographic inquiry, I argue that a turn to the
senses as "outside" of narrative, or privileged over narrative, can
replicate colonial violence. Colonialism imposes domination by
regulating labor and instrumentalizing time. Listening to stories takes
time, time worth taking.
Moreover, the closed system constitutive of VRE bifurcates trauma into
combat vs. gender violence. Here combat is elevated into
sensorial immersion, while the realities of gender violence are
ignored. The gaming and psychiatric communities I encountered during my
fieldwork were remarkably silent about gender and sexual violence in
the military. In stark contrast, when I listened to the stories of Gulf
War, Iraq, and Afghanistan veterans, sexual violence figured
prominently in their daily experiences of war; sexual intimidation and
rape carried different gendered meanings for men and women. One
Gulf War veteran I discussed my research with confided that it is
common for women soldiers to seek sexual partnership with an “alpha
male” within their troop, even when they do not desire sex with this
male, to avoid being gang raped by the other male soldiers in their
troop. She had engaged in such a relationship and described continuing
feelings of guilt, shame, anger, and depression long after her
deployment. A male veteran told me about how he survived childhood
sexual violence—an experience that continues to figure into his life
and relationships. He eventually escaped the abuse that led to unstable
teenage years within the foster care system and joined the
military to find a sense of belonging, a group of comrades that could
become a kind of family. For him, the way military officers treat rape,
especially against men, left him feeling betrayed. He described a tacit
understanding that that if a soldier reported being raped or reported
other soldiers who raped, he or she faced further stigmatization and
career dissolution. These are not isolated stories. Studies show a high
percentage of men who enlist also have a history of childhood sexual
abuse (Zaramba, 2014a) and that the military often condones gender
violence (Castro, Kintzel, Schuyler, Lucas, & Warner, 2015;
O’Brien, Keith, & Shoemaker, 2015).
VRE researchers do not discuss meaning, poetics, or expression nor do
they discuss the role of sexual fantasy and exploitation; instead they
elaborate on a puritanical measurement of anxiety levels, variables of
stimuli, and patients’ physiological responses. What has been made
visible and optimized are the operational skills needed to navigate
humvees while improvised explosive devices (IEDs) and rocket-propelled
grenades (RPG) fire are present. Sexual violence and the everyday
complex relationships of trust and betrayal within the military,
however, elicit a phobic avoidance and are made invisible within the
therapeutic scene.
Here, sexual exploitation is the elephant in the room, ignored through
a mythic bifurcation of rape vs. combat trauma. The bifurcation of rape vs. combat is a myth that does
not respond to the prevalence and normalization of rape in the daily
life of combat and to its centrality in combat trauma. In this mythic
tradition, rape equals feminization, a total loss of male privilege and
virility. This mythology only seems rational in a rape culture that can
only speak of rape against women and not men and a fraternal value
system that excludes women and fears any possible ‘feminization’ of
men. The preferred choice then is to ignore and in effect silence rape
against both men and women in virtual therapeutics. If, however, VRE is
construed as a “cure” for PTSD and combat trauma, the myth falls apart.
In the military, the soldier (like the colonial subject) is always
already subjugated. To then remove the soldier’s ability to tell his or
her own story evacuates the soldier’s ability for political and
personal action—to author his or her own story, to find a center of
meaning from which to act in the world. Stories involve
“reflexivity, a past, a history” (White, 1980). Sensorial presence
denies the past in the ever-present quest to habituate the nervous
system to anxiety-provoking stimuli. This lends sensorial presence its
temporal flexibility. Due to its focus on sensorial presence over
symbolic meaning, VRE can be applied before or after the soldier
experiences combat trauma. Increasingly, VRE is being imagined by its practitioners as a
form of “stress inoculation”—a psychological vaccine to be administered
to soldiers before combat (Rizzo et al., 2009). “Stress
inoculation” imagines an ideal world where PTSD no longer exists
because people can be habituated to their traumas before they even
experience them—a military utopian imaginary of having war without
trauma. Rizzo et al. (2012) propose that stress inoculation is a kind
of "mindfulness" training, borrowing terminology from yoga and Zen
Buddhism.
Swimming in a pool of repetitions
Figure 3. “Stress inoculation” training in San Diego, CA. Film still from Virtual War: Memories of Abu-Ghraib by Producer/Director Emily Cohen Ibañez.
At the time of my research, the ICT was developing STRIVE (Stress Resilience in Virtual
Environments) as a "multi-episode narrative experience" with "combat
situations, relational development, stress and loss, and emotional
trauma...to raise the service member's threshold for the stress of
combat" (Buckwalter et al., 2012). Here, ICT employs narrative as a
series of scenarios that include interaction with virtual artificial
intelligence (AI) characters, simulating stress inoculation training
already performed by outdoor TV studios in Southern California which
use live action role players, Hollywood sets, and special effects. As a
part of my fieldwork, I performed as an Afghan role player at a TV
studio in San Diego for combat soldiers and military medics. Dressed in
tradition Afghan garb, my work involved a ten-hour day of play-acting
the same twenty-minute scenario over and over again. The scenario felt
more like a video game than narrative; each reenactment involved slight
variations of the same thing. Sometimes I would get shot and be tapped
on the shoulder to lie down and act dead; other times I was told to
confiscate weaponry from the soldiers. We were given ten-minute breaks
between each scenario before we performed the scenario again. This gave
some time to reflect with other Afghan role players, but as "Afghanis"
we were not allowed to interact and speak with soldiers outside the
scenario. We were told to taunt soldiers and yell at them.
Figure 4. Photograph of Emily Cohen Ibañez dressed as an Afghan role player.
I did
not say much because I was the only role player who did not speak Farsi
or Pashto. A team of coaches who were post-deployment soldiers directed
us role players. One of the coaches asked me to confiscate the weapon
of a “dead” soldier inside an abandoned house. As a team of combat
soldiers entered the home, I was instructed to point the gun at them.
The coach instructed the men to lie on top of each other in sexually
demeaning positions and then taunted the soldiers, “look, a woman is
pointing a gun at you.” The coach disciplined the combat soldiers in
training for their carelessness, using my gender to emasculate them. I
felt I had lost my moral compass, swimming in a pool of repetitions.
All day we were exposed to different stressors—an IED explosion which
involved smoke and a loud boom that did not actually kill or maim, RPG
fire which involved soldiers shooting empty shells at us that sometimes
burned and scarred the skin's surface (as Afghan role players, we were
not given protective gear) but did not result in our actual death or
life-threatening injury.
I felt terror playing this game. In an interview I
conducted, the studio’s co-founder explained that researchers swabbed
the
soldiers’ cheeks after each re-enactment to measure cortisol levels.
These seemed to decrease with repetitive exposure, proving the
effectiveness of stress inoculation. We did not discuss the literary
aspects of a story, but rather surface areas of the body like cheek
swabs and electrocardiogram (EKG) readings. The mind was understood as
a cognitive-behavioral machine that could be optimized. The studio
co-founder pointed to a
graph on a cardboard poster—an arc that charted the rise and fall of
cortisol levels with each exposure. A vertical line was drawn at the
point of optimization for deployment when cortisol levels lowered but
before the precipitous drop that signified no rise in cortisol levels
at all. Everyone knew I was an anthropologist conducting research
and agreed that role playing would allow me to better understand how
stress inoculation works. I completed a ten-hour day of role-playing, a
form of labor that Afghan role players perform daily for low wages.
That night my ears rang, my head hurt, and I had no ability to write or
reflect. My heart felt glum. The next day I was able to maneuver my
camera through the war zone scenario like an expert video game player,
capturing scenes with a steady body and sensorial acumen.
The following day I could not help but wonder what would become of the
soldiers in training who would deploy a few days later. Would their
experience of warfare bear any resemblance to the games we played? In
actual war, even when wearing augmented hardware, people die and they
do not get back up. In the scenario, death felt undead,
inconsequential, and at the same time very real because we were all
involved in training for actual warfare and we knew real death was
looming—real and virtual, killing and consequence were somehow split
apart, making for a profoundly alienating experience. I was capable of
navigating the war zone, but without much feeling.9
Stories and exposure therapy are kinds of performances; they, however,
differ significantly in meaning. Rather than paying attention to
narrative tone and wording when the patient tells his story (is he
triumphant, masochistic, histrionic, or flat?), Rainer looks to
biomarkers (is he sweating, shaking, tense, or relaxed?). The former
refers to meaning and form, the latter records cognitive and bodily
function. In the VRE session, Rainer supplies the variables that
construct the generic memory of driving a humvee. Rainer and
Terry do not co-author a story. Rather Rainer interrupts Terry in
mid-description, inhibiting Terry’s ability to string together events
in a meaningful fashion. Rainer turns Terry’s attention away from
meaning toward a numerical assessment of anxiety and habituation to
stress, which in the end matters little to Rainer’s assessment of
Terry. This is wholly different from Sigmund Freud’s notions of
introspection and transference (Freud, 1913). In Freudian psychoanalysis, the analyst
and the analysand co-author a story, a dialogic form of authoring in
which interpretation of symbolic forms take center stage. The analysand
witnesses his or her own story, a kind of objectification and
externalization of the story. The psychoanalytic introspective stance
is a meta-narrative, not a numerical reduction that ultimately gets
ignored. VRE proponents argue that virtual reality assists patients who
are less imaginative. In valuing certain patients as less imaginative
and able to tell good stories, will the psychologist, clinician, and
social worker forfeit his or her own abilities to a machine—the
computer and its reductive virtual scenarios, variables, and binary
logic?
Concluding remarks
Why are we
huddling about the campfire? Why do we tell tales, or tales about
tales—why do we bear witness, true or false?...Is it because we are so
organized as to take actions that prevent our dissolution into the
surroundings?
—Ursula K. Le Guin (1980), “It Was a Dark and Stormy Night; or, Why are We Huddling Around the Campfire”
The survival of veterans in the United States is precarious. Rates of
suicide for Iraq and Afghanistan veterans under the age of 35,
especially within three years of service, are significantly higher than
for the civilian population. In 2014, the Los Angeles Times
reported that “veterans who had been enlisted in the rank-and-file
committed suicide at nearly twice the rate of former officers”
(Zaramba, 2014b), suggesting that war’s devastation and despair affects
veterans differently and correlates with social status in the military.
So why do we tell stories? People tell stories to “prevent [their]
dissolution into the surroundings” (Le Guin, 1980). This draws us in
relation to each other and allows us to escape containment—we can
ascribe meaning imaginatively to our experiences and actions in ways
that affirm social relationships and our sense of place in the
world.
Contemporary ethnographers follow daily life, listen to
stories by a diverse set of constituents, and assemble an analysis
often from disparate places. The best ethnographies are as poetic as
they are methodologically sound. In a world where data analytics and
algorithms predominate as modes for understanding our world, listening
to and telling stories carry more urgency than ever before. As Anna
Tsing beautifully writes, “It is in listening to that cacophony of
troubled stories that we might encounter our best hopes for precarious
survival” (Tsing, 2015).
Poet and Iraq veteran Jennifer Cole served in Baghdad in 2003.
She was discharged in 2004 after being diagnosed with PTSD and Gulf War
Syndrome. Here is an excerpt from her poem, “Veteran of War: A Poem”
(2014):
I feel like my body and mind have turned against me
They no longer work with me
My body is a vessel that is constantly broken
I am in constant pain all day and all night
There is no ceasing my pain
I can only ebb it
Fatigue weighs on me like Kevlar gear in the hot sun
The simplest of tasks now require more than I have to give
I feel pathetic and incapable
I have a soul that is independent
Trapped in a body
And controlled by a mind
That are dependent
Cole’s poem is a story of alienation and severe fragmentation—“my body
and mind have turned against me.” She experiences her mind as
controlling her sense of personhood, or soul, from the outside, leading
to a kind of dependency that feels confining, an independent soul
trapped in a dependent body. Some relief may be found in
recognizing that all people are always already dependent in the sense
that people must rely on each other to survive, and yet Cole’s extreme
precarity comes from being a veteran in a post-draft culture in which less
than 1% of Americans currently serve in the US armed forces.
I can imagine the reader critiquing my attention to storytelling,
pointing to the works of Brian Massumi (2002), Deleuze and Guatarri
(1983), and William Connolly (1999) where sensation is the basis of
liberation. These scholars have invited readers to ask: Can the virtual
person exist outside his or her body and outside of language? Can we
forget about intention altogether and focus our attention on an amalgam
of brain waves and sensorial intensity? For scholars like Massumi and
others, coherence attained through narrative represents unwelcome forms
of constraint. I am arguing that the fantasy of pure sensation does not
always equal desirable liberation—feminist and/or other forms of
liberation. In light of my research findings, I do not see a turn to
the senses as necessarily challenging to Western dominance and its
binary gender system—in fact, such attention can reassert dominance
in perverse ways. This is not to say that scholars should not be
concerned with the senses. But this concern cannot be divorced from the
political, economic, historical, technological and linguistic realities
that govern the sense we make of them. I am not proposing an
anti-technology or even an anti-neuroscientific stance. Nor am I proposing that
theorists stop talking about the senses. I am inviting a critical
examination of a current popular and academic fascination with, and even
a romanticization of, the senses and the emergent technologies associated
with them. Through critical inquiry, we can better think about how
technologies that capitalize on the senses remake our worlds in ways
that may be desirable or may not be. We can challenge ontological
binaries between language and sensation and seek open perceptual
fields of language and aesthetic forms that can be accessed, changed,
and rescripted in ordinary ways and in everyday life.
Anthropology came to fruition within a colonial context. With early
British expeditions to the Torres Straits, anthropologists compared the
rationality of Europeans with their colonized subjects. They subjected
Torres Straits islanders to a series of tests to measure visual and
spatial perception (Rivers, 1901); they made film recordings of
their body movements and rhythms (Haddon, 1898). In his essay
“Vicissitudes of the
Self,” Jean Rouch (2003) describes how film historically provided
anthropologists the capacity to decompose embodied experience into
fragments—an approach wedded to anthropology’s colonial legacy. Early
ethnographic films documented the ways different peoples walked,
squatted, and climbed things, breaking people down into component parts
rather than coherent subjects. Similarly, haptic experimental systems
enhanced by immersive technologies and techniques involve a
decomposition of embodied experience into elements like smell, sound,
and spatial orientation labeled “biomarkers” whose capacities can be
measured, controlled and linked to a self regulating alleostatic
neurological system. To write against a colonization of the senses, I
turn to Jean Rouch’s description of Dziga Vertov’s cine-eye
experiments (Rouch, 2003). Vertov discovered the camera’s ability to
capture reality
from every angle shattering unidirectional vision into a multitude of
perspectives. Rather than stasis, multiperspectivism reveals the
artifice in perception revealing the open-endedness of everyday life
itself. It reveals what is often concealed in science, that seeing and
knowing are always framed by the very technologies and techniques at
hand.
Foucault (1995) has argued that it is through the senses that the self
becomes disciplined into a new way of seeing. If the advent of Freudian
analysis provided a way to see the self as individual and interior,
virtual therapeutics reconfigure the self as an “out of body”
experience and a site for virtual exposure.10
In other words, differently from psychoanalysis, VRE figures trauma as
always coming from the outside and victimizing a passive subject. VRE
therapy is based on American behavioral psychology and neurobiological
studies on fear, which propose that one can quantify and control the
invisible drives of the human self. What if instead we saw the mind,
human action, and reality as whole configurations, constituted by a
broad perceptual field where the subjectivity of the patient matters?
Thinking through whole configurations, the aspect of the human mind
known as the ‘unconscious’ cannot simply be reduced to a measureable
reflex action. Instead the porous boundaries between subject and
object, awareness and the unknown, and sensation and linguistic
category are recognized as intersubjective and in continual relation.
As Amanda Baggs has shown with her video, In My Language, sensation does
not always have to be imagined as pre-linguistic or be based on the tired
evolutionary scheme that divides our minds and brains into binary
hierarchical relations of the civilized (prefrontal lobe) and the
primitive (amygdalla), or person and non-person.
If we let go of these evolutionary schemes, of our fantasized closed
worlds, could we then re-design this virtual reality machine into a
storytelling machine, a dream machine, a machine where the sensory
apparatus opens up to subjective evaluations, humor, and differences
that can be recognized as difference? Laughter, reflections and
feelings of hate, rage and joy matter, as do people’s desires for
freedom. Is it possible to design a virtual reality machine where the
content of our desired desensitization and trauma matters, where we
question what we are adapting to in our repetitive enactments of
trauma? Let’s design a machine that shatters into a multitude of
perspectives, tones and complications. Let’s break down the signal
system that monitors the body and open up to conversations and stories,
where we can speak of sexual repression and violence as well as desires
for community, camaraderie, and belonging and have those things
recognized as central to the healing process.
As neurobiological explanations for human behavior and mind become
dominant modes for making sense of ourselves and the dimensions of our
world, my goal as a feminist anthropologist is not to become
conditioned by this language but to engage with such explanations—to
read against the grain and to think through multiple modes of
embodiment that draw relations between words, actions, feelings, and
ordinary life. My goal is to call attention to the intersubjective
relations of mind and body, self and world, which both limit and open
horizons of possibility. This takes time: a slow approach to science, a
science steeped in cultural analysis. If behavioral scientists are
metaphorically mice—a model organism widely used in scientific
laboratories—that can rapidly reproduce predictive analytics and
outcomes, ethnographers are elephants that see totalities developing in
lived timed. What happens when an elephant breaks open the
mouse’s cage? The mouse escapes and ventures into the daily unfolding
of life—the middle of the story lost in “rapid fire.”
Acknowledgements
I had the fortune of presenting versions of
this paper at the Science Seminar at NYU, the Anthropology Department
at UC Berkeley, the Ethnographic Engagements Workshop at UC Santa Cruz,
and the American Anthropological Association annual meeting. Thank you
to the students and faculty at these presentations who provided
stimulating dialogue and engagement with my work. I’d like to extend a
special thanks for the thoughtful commentary from Neda Atanasoski,
Aaron Bornstein, Lisa Cartwright, Rose Cohen, Brian Goldfarb, Ben Kilgust, Emily Martin,
and Danilyn Rutherford. The research and writing for this paper has
been supported by the National Science Foundation, PSC-CUNY, and the
Wenner-Gren Foundation for Anthropological Research with institutional
support from the Anthropology Department at Columbia University and the
Communication Department at UC San Diego.
Notes
1 Pseudonym.
2 Pseudonym.
3 Pseudonym.
4 See http://ict.usc.edu/prototypes/pts.
5 Neuroscientific research suggests that fear
conditioning can be extinguished with the use of drugs that interfere
with memory recall by targeting “reconsolidation,” where memories are
labile. These chemical interventions, however, are not compatible with
life, so have not been applied to humans (Liu et al., 2012; Schiller et
al., 2010). D-cycloserine, so the argument goes, has side effects that
would perhaps interrupt memory recall, however, the biological
mechanisms for this are unclear.
6 Pseudonym.
7 Pseudonym.
8 The discovery of a nervous center that controls
blood pressure dates back to the late 1800s, a discovery that inspired
scientists like Ivan Pavlov to study the functioning of the "animal
machine," mostly in terms of digestion—the function of hunger and
satiation in relation to conditional reflexes (Todes, 2014). Despite
the astounding results Pavlov culled from the lab, physicians with
clinical experience disputed Pavlov's lab results based on the
"impossibly complex mass of interconnected phenomena in their daily
practice" and their aims in trying to keep patients alive after
surgery, in contrast to Pavlov's dogs which usually did not survive his
surgical interventions (Todes, 2014). It was not until much later in
his experimentation that Pavlov applied his work to psychiatric illness
and observed "depth phobia" in one of his laboratory dogs he named
"John." By observing John, Pavlov determined that phobias are
"exaggerated inhibitions" that the experimenter could effectively
remove and restore by inducing states of hypnosis and excitation with
alternations of a metronome (a speeding up and slowing down of the
rhythm). Gestalt psychologists, who dominated psychiatry in Russia at
the time, challenged Pavlov's results. Pavlovians looked at how the
brain "joined together individual sensations;" Gestalt psychologists
opposed mechanistic reductionism that saw the mind and human action in
terms of an "accumulation of small perceptions" (Todes, 2014). Rather,
Gestalt psychology focused on whole configurations, "the structure of
an entire perceptual field" that involved relationships between
elements rather than a simple sum of them (Todes, 2014). Fascinatingly,
Pavlov saw understanding the subjectivity of his dogs as essential to
his experimental design and analysis of research outcomes. In VRE and
contemporary neuroscientific studies on fear and conditional reflexes
(LeDoux, 2002), the subjectivity of the patient or research subject does not matter.
9 Other Afghan role players had differing
perspectives on our shared experience. For example, Verda, an older
Afghan woman, explained to me that she felt her work as a role player
would ultimately save innocent civilians in Afghanistan because
soldiers encountering her would realize that not all Afghanis are bad.
While she did not support the war, she felt no resentment towards
Americans in particular since war had become a fact of life in
Afghanistan and it did not matter whether domination came from Russia,
the United States, or some other foreign power. Her niece, Sameer, on
the other hand, shared the terror I felt, but was happy for the
employment as it was a means for her to save money to pay for her
college education when she graduated high school. And Aalem, an
entrepreneur who recruited the role players, happily made a sizeable
profit, boasting how the military paid his company $1000 per day per
head while the role players only made $100 per day.
10 In her book Expose Yourself San Diego,
Executive Director of the Virtual Reality Medical Center, Brenda
Wiederhold (2003) proposes “the meaning of people’s
lives…[are created]…
through interactions with the external world.” Her focus is
phobias, since they impede people’s interaction with the external
world. To lead a meaningful life, as the thinking goes, people
must expose themselves to the distressing situation they fear most so
that they can gain a feeling of control over the perceived dangers of
their environment.
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Bio
Emily Cohen Ibañez is
an anthropologist and filmmaker. She is currently the Assistant
Director at the Science and Justice Research Center and a Research
Associate at the Center for Documentary Arts Research. Her work
explores the ways science, technology, and medicine influence the ways
people come to know themselves and their world. Her first book Bodies at War: An Ethnography
is under consideration at Duke University Press. The book examines what
it means to rehabilitate after landmine injury in Colombia, one of the
countries with the highest incidents of landmine injuries in the world.
Her debut feature film Bodies at War/MINA
(2015) premiered at El Festival de Cine de Bogotá and is currently
screening at universities nationally and internationally. Her short
work has also screened at the Society for Visual Anthropology Film
Festival, the Santa Fe Independent Film Festival, and is available on
public access platforms. She was recently awarded the Wenner-Gren Fejos
Fellowship in Ethnographic Film to complete her second feature hybrid
film Virtual War: Memories of Abu-Ghraib.
She has received grants and fellowships from the National Science
Foundation, Wenner-Gren Foundation for Anthropological Research,
American Council for Learned Societies, NYU Torch Prize, PSC-CUNY, the
Flaherty Film Seminar, and Fulbright Colombia.