Archive | Technology RSS for this section

I Will Always (Sonically) Love You: Whitney Houston on the Radio

"Whitney Houston Central Park, NYC September 1, 2009" by Flickr user asterisk611 under Creative Commons license

I knew Whitney Houston’s voice before I knew her face. She was a constant record on deck in my house, setting off a family get together or a typical Saturday night at home where I begged to stay up a little bit longer to listen to records—for-real records, vinyl—like the grown folks. Houston’s voice represented ‘grown folks talking’ but had enough effervescence that I could relate to as girlish charm. Houston’s vocal range relayed feelings and representations of sugary sweet to straight, no chaser.  She could sing about loving a married man—definitely grown folks’ business—but still maintain the innocence of a school girl crush. My mom and I would dance around our great room lip synching her songs, her asking me who I loved, me declaring my name was not Susan.  It was Gina and Whitney Houston’s voice was magic. Alongside Michael Jackson, she was the playlist of my childhood.

Sadly, it was my mom and me again as we listened to Houston’s funeral on the radio. We were stuck in traffic. It had to be fate, me listening to Houston one last time in the same way we were introduced: through the radio. Listening to the funeral instead of watching it on television or as it streamed across the internet triggered a nostalgic ache for Houston in the pit of my stomach, returning me to the same place as a five-year-old child who fell in love with the pretty voice from those Saturday nights.

For me, listening to Houston’s records and funeral on the radio resituated Houston as a vocalist. Detached from Houston’s well-documented shortcomings, listening to her funeral removed the static of her life that filtered her mastery of song and sound. In the last years of her life, Houston’s image was far removed from her stellar singing career. Houston’s personal conflicts and battles situated her as a fallen celebrity, quickly associating her with ill fitting jokes of drug abuse and caricatures of her former glory. Removing Houston from her sonic legacy strips her of the complexities of her persona that she highlighted and acknowledged using her voice, or as Dr. Guthrie Ramsey points out, her “instrument.”  It is important to note Houston attempted to make her way back to music, slowly creeping back into public spotlight as a vocalist instead of a wayside star. Celebrity overpowered Houston’s humanity and it is unfortunate that her funeral reclaimed it. Thus, sound provides a space for rehabilitating Houston’s bruised reputation, providing an alternative, nonparodic reading of her life.

While listening to Houston’s funeral, I realized the significance of her sonic legacy, a reaffirmation of Houston’s mastery of song and voice through unending playlists and funeral performances. The radio provided a sonic space of reconciliation between Houston and her fans, uninterrupted by the visual whirl and the busyness of pomp and circumstance of a televised celebrity funeral. By listening to Houston’s funeral, the radio became a discursive space of performance, simultaneously retaining and (re)shaping Houston’s iconicity using sound as favorable space of reflection. Strictly listening to the funeral situated the listener in a position to recontextualize Houston’s legacy within sonic discourse and think about her against a musical backdrop which she constructed.

In considering Houston as not only a music but cultural icon, one must understand the significance of her prominence as a singer. Her career maps the trajectory of a post-Civil Rights black (women’s) experience, framing struggles of seeking out and validating new black identity markers within situating herself as a ‘black voice.’  Her catalog blends the secular with the sacred, effortlessly moving between gospel and pop music, frequently collapsing and creating a complex humanity within sonic soundscapes often restricted by industry and consumers alike. It is around these hybrid sonic-scapes that Houston’s funeral revolved.

Also, Houston’s funeral negotiated reconsiderations of the black church in the current popular cultural imagination, personifying grief and healing through sound. In a word, Houston’s funeral “took folks to church.” On display were prominent tropes of black cultural and musical tradition, parlaying call and response between speakers and attendees and improvisation of performers.  In particular, Kim Burrell’s redressing of Sam Cooke’s “A Change Is Gonna Come” caters on numerous levels to intersection of Houston’s narrative and the role of spirituality in her life. Burrell used her voice and spirituality as a reflection of Houston’s spirituality while dictating how Houston’s life and image are redirected through song. Burrell’s retelling of Houston’s life pivots off Cooke’s original song as an acknowledged site of struggle and redemption. She improvises Cooke’s song to align with Houston’s literal birth (“She was born in New Jersey”) and the understanding of spiritual rebirth and death (“a change gonna come”).

In similar fashion to a church revival, Burrell performs her rendition of “A Change Gonna Come” as a testimony, pulling from her audience’s familiarity with the intonations, vocal runs, and whines of Sam Cooke’s performance. Burrell’s ‘remixing’ of Cooke’s song is, to an extent, an innovative form of sampling. By borrowing the familiarity of Cooke’s sound, Burrell is able to create a new sonic accompaniment. Overarching tropes of faith and redemption hinged upon the black oral tradition are intensified through using them to aurally frame Houston’s funeral.  By strictly hearing Houston’s funeral, the listener becomes privy to not only the intersections of the black church and oral traditions but the unique interventions of sound and identity frequently understated in visual culture and discourse.

A fitting close to Houston’s funeral was the recording of her popular rendition of Dolly Parton’s “I Will Always Love You.” Houston’s voice rang out in the perfect intonation that solidified her place in music and cultural history, situated as a fitting goodbye to fans and this world. The tenderness of Houston’s delivery personifies the somberness of her funeral, a self-eulogy that harnesses its power from not only the moment but the untimeliness of her death. Houston’s last performance of “I Will Always Love You” detaches her from the paparazzi and scandal that suffocated her life. It is through sound that Houston’s legacy is revived.

As my mother dabbed tears away from the corners of her eyes while listening to the funeral, I silently hoped she would ask me who I loved. I would tell her I wasn’t Susan. And that I loved Whitney.

R.N. Bradley  is a PhD candidate in African American Literature at Florida State University. She writes about African American literature, race and pop culture, Hip Hop, and her own awesomeness. She earned her BA in English from the Unsinkable Albany State University (GA) and a MA in African American and African Diaspora Studies from Indiana University Bloomington. Her dissertation project looks at negotiations of white hegemonic masculinity and race consciousness in 21st century African American literature and popular culture. You can read her work atAllHipHop, Newsone, TheLoop21, or her monthly column “The Race to Post” over atPopMatters. Scholar by day, unapologetic Down South Georgia Girl 24/7/365. Catch up with her awesomeness via twitter:@redclayscholar and her blog Red Clay Scholar (http://redclayscholar.blogspot.com).

Orality and Cybernetics in Battleship

The gendered space of play. Borrowed from superpunch.blogspot.com.

His moment has come. After having scoured each vector of a ten by ten grid, the young tactician makes his move. “G-4,” he announces, possessing some intelligence of a large ship in the south-west quadrant of enemy territory. There is a moment of tension, as his dad sizes up the situation. “It’s a hit,” Dad admits, smiling, as he resignedly lifts a token from his board. The women in the family beam proudly from the kitchen. For a brief moment the social hierarchy is undermined as the house patriarch on the front of the Battleship box concedes victory to his progeny.

Sound has been integrated in different ways into the production of simulated warfare after World-War II. Simulated warfare involves, namely, the cybernetics of paper machines (as board games have been coined by Matthew Kirschenbaum), and the gradual effacement of oral mediation therein. As technologies of interactivity improve, the need for oral communication amongst the games participant’s decreases.  The following is a case study of four Battleship commercials that aims to chronicle a set of shifting cultural tendencies parallel to the integration of sound-effects within the material game-form.

As Ong (1982) has noted, writing is powerful because it mediates the vastness of imagination. Once spoken words become grounded in text and inscribed on paper, they become, “locked in our visual fields forever” (p. 11). This is not as totalizing as it sounds, for as words are recirculated in oral cultures, the trace of writing yields slowly to the performative nature of ritual, oral culture. The rules of tabletop games, such as Battleship, although first established in the manual included with the game, are passed through oral ritual more often than not (Fine, 2002; Bowman, 2010). The oral maintenance of game rules is a practice which lends itself, critically, to the cultural attitudes of the group which maintains them. As is evident in the box art above, the game of Battleship is a gendered space where the rules have likely been explained (and maintained) by the household patriarch, then shared with his enthusiastic son.

Borrowed from badhaven.com.

There is an ideological element at play here as well. The box art for Battleship is unmistakably American. From Milton Bradley’s strong red-and-blue branding to the white trim of the son’s shirt, dad’s sweater and the soap suds in the kitchen. After all, the company owed its success to America and the war effort. A 1940s bailout saw Milton Bradley producing landing gear for fighter planes and gunstock for soldiers alongside portable game kits for soldiers seeking diversions in their down-time. The production of board games in post-World War II America owes as much to the military-industrial complex, as the production of video games does today (Dyer-Witherford and dePeuter, 2009). The relationship between the military production and simulation has been well documented by Crogan (2011), who has argued that the production of game interfaces, from the start, has been the by-product of a military desire to map real space onto the virtual in the design of ballistics. To this point, the bombastic introduction to a late-1960s commercial for Battleship (see video below) should come as no surprise. The sonic blast of a real-world battleship is calculated to lure consumers into believing that the game is an authentic simulation of maritime warfare.

The players in this commercial are actively engaged in a discussion amongst themselves. They laugh, and joke as they engage one-another in a tactical crossfire. In some cuts, the players seem particularly engrossed in the games strategy. Even though the commercial showcases two players actively engaged in oral communication, it is important to note that the players are both white males, and that the winner callously gloats as his opponent tumbles into the water. Milton Bradley’s connection to the American military is distinct here, and it plays out as a set of social relationships between the players. Reminiscent of Cold-War politics, the games action plays out as a series of tactical exchanges. Consumers are urged to practice at winning in their living-rooms, or on the go. The portable elements of Battleship are played down in an advertisement about 15 years later. Here, Battleship is situated as a centerpiece of family life.

Also integrating stock footage of real-world military battleships the narrative in this mid 1980s commercial begins with a squabble over domestic space. The actors are (at first) two boys (10 and younger), playing Battleship in the bedroom. After winning, the older boy banishes his younger brother, presumably forever, from his bedroom. Although this act could easily be imagined as selfish, in the context of the 1985 nuclear family, competition is fostered and encouraged. In a second skit, the older boy emerges again victorious at Battleship, his opponent (and father) slouches, consoled by the mother while the grandfather eagerly congratulates the young victor. Electronic Battleship is introduced here as a product as well, and the players are depicted commanding the electronic elements of the game. Feedback is given to the players sonically, as programmed game moves result in dynamic military explosions. There is still a residue of oral communication here, notably the father lamenting, “You sunk my battleship,” as the older boy lets out a strong cheer. Even though the embarrassed father is a commercial trope designed to stimulate the consumer imagination of aspiring child tacticians, it also functions as an in-joke for caring parents looking to instantiate intellectual (mathematical) competition as a centerpiece of domestic life in the age of Reagan’s Star Wars economics and family values.

Ten years later, the commercial narrative has more to do with overt warfare than family life. The competing children are spliced alongside clips of competing Navy officers performing various technical tasks on a real Battleship. As the background music takes on a tense, and somewhat militaristic tone, a command to “Man your battle stations,” is echoed as the two boys careen into their chairs. No longer is the narrative established as a civil exchange between two military masterminds, Electronic Talking Battleship uses sound to enhance the player experience of the simulation. When a hit is scored, a quick shot of the player pumping their fist and shouting is quickly replaced by stock footage of a battleship-explosion. Even wavy radio-lines are used to enhance the over-the-top comic feel of the product’s sound. A number of shots showcase the players programming their battle-stations. The commercial explicitly connects the discourse of soldier-controlled military technology, to player controlled information technology. Good players are able to program on their toes, the only conversation between players is a series of taunts and cheers. At one point, a player refers to the rules. Electronic Talking Battleship is evidence of the increasing capital of information technologies, and deterioration of orality in electronic games in the mid-1990s.

A final, 1997, commercial for Electronic Talking Battleship disposes entirely of the oral element of gameplay. The commercial begins with a child in what seems like an office conference room. After he presses a green button, a virtual matrix appears before him, and two navy officers materialize across the table from him. The viewer is to assume that one is an officer, and the other his superior. The narrative has the Navy officers desperately trying strategies against a hooting and smiling child. The Navy officers are a metaphor for the game’s computer, which can, at this point, serve as a virtual Battleship opponent. The affective work of companionship, which was once performed by one’s friends and family is now, in at least this commercial, replaced by a machine interface. The oral communication, which once governed the rule-set in a social space, has been outsourced to a machine which governs the rules, precisely, in cybernetic space

As computers begin to take a more active role in our culture, a by-product is the exchange of oral ritual for cybernetic participation. This odd shift can be read as having both positive and negative potential. One positive aspect is the estrangement of the social hierarchies which have been a necessary for the ritual infrastructure of oral communication dating back to Homeric times. While the children in the commercials (and on the original box) seem increasingly autonomous, they also begin to dialogue less with themselves, and more with the game. This, unfortunately, is the negative potential of this cybernetic shift. Where the early advertisements of the game depicted a product which provided a potential escape from a war-ravaged world, later advertisements seek to situate the consumer in the center of the action. A common thread amongst these social, and technical shifts is the instantiation of an electronic voice and interface as keeper of the rules. And, with this shift, the military discursivity of the game-form and its accompanying electronics is inscribed, and made to seem innocent in our imagination and understanding of childhood games and play.

Aaron Trammell is co-founder and multimedia editor of Sounding Out! He is also a Media Studies PhD student at Rutgers University.