ARTICLE
Configuring the Other: Sensing War Through
Immersive Simulation
Lucy Suchman
Lancaster University
l.suchman@lancaster.ac.uk
Modernity
produces its other…as a way of at once producing and privileging
itself. This is not to say that other cultures are the supine
creations of the modern, but it is to acknowledge the extraordinary
power and performative force of colonial modernity. Its constructions
of other cultures—not only the way these are understood in an
immediate, improvisational sense, but also the way in which more or
less enduring codifications of them are produced—shape its own
dispositions and deployments.
—Derek Gregory, The Colonial Present, 2004, p. 4.
It is Monday, 2 April 2012, and I am sitting at a Peet’s coffee shop in
Marina del Rey, California talking to Jarrell Pair, former lead
designer for FlatWorld (2001–2007), a flagship project of the
University of Southern California’s Institute for Creative Technologies
(ICT).1 In
his book Virtuous War
(2009), political theorist and United States military chronicler James
der Derian identifies the ICT’s opening in 1999 as a founding moment in
the emergence of what he names the
military-industrial-media-entertainment network. Committed to
strengthening the synergies of the entertainment and defense
industries, the US Army allocated $45 million for five years to USC to
create a research center for advanced simulation development. The US
Department of Defense’s rationale for investing in new simulation
technologies at the beginning of the twenty-first century is set out by
retired Air Force Colonel Jack Thorpe, hired by the ICT at its 1999
founding. In an early concept paper, Thorpe puts forward the idea of
“exploiting emerging technologies from theatrical set design [to]
improve the fabrication of mockups for planning and rehearsing military
operations in close-quarter spaces” (2000, p. 1). Der Derian embraces
the credibility of this idea when he proposes that “[b]y its very task
and potential power to create totally immersive environments—where one
can see, hear, perhaps even touch and emotionally interact with
digitally created agents—the ICT is leading the way into a brave new
world that threatens to breach the last fire walls between reality and
virtuality” (2009, p. 167). Along with its endorsement of sensory
presence as a ground truth for knowledge-making (see Cohen Ibañez, 2016), der
Derian affirms the potency of digital research and development. At the
same time, he conceives the relation between the real and the virtual
as a difference—a boundary—that is increasingly under threat.
My own exploration of the ICT’s landscapes proceeds
differently. Instructed by feminist technoscience studies, I take the
real and the virtual to be always already entangled.2
Rather
than a progressive assault on the real, the turn to virtualization
technologies rematerializes imaginaries of lived reality, with real,
material consequences. I take seriously the imaginaries informing
virtual reality projects, while maintaining a critical skepticism
regarding the extent to which the technologies actually realize their
imagined promises. Both attitudes are crucial for articulating the
performative agencies of the technosciences of the artificial, without
reproducing their mystifications. This skepticism extends beyond the
technologies, moreover, to the premise of rehearsal as a means of war’s
rationalization and management. On the one hand, rehearsal is always a
virtual exercise, informed by remembered pasts and realizing events in
an imagined future. On the other hand, rehearsal is not simply
preparatory but also performative, and training articulates the real in
ways that have consequences. Configurations of real bodies and
virtual realities open up sites of slippage and resistance, and it is
in the irremediable gaps between rehearsals for war and the lived
realities of embodied conflict that counter-stories
emerge.
FlatWorld’s absent presences
As recounted by Timothy Lenoir and Henry Lowood
(2005) in “Theaters of War: The Military-Entertainment Complex”:
At the opening ceremonies of the
ICT, Richard Lindheim, the executive director, outlined several
projects the institute would be pursuing. Among those he
described was a construction of what he referred to as “the
holodeck.” The idea, Lindheim explained, is to leverage new media
technologies of virtual reality to link immersive virtual environments
with interactive synthetic agents…that are elements of simulation- and
game-based learning exercises. (p. 35)
As a first instantiation of the holodeck, a single room FlatWorld
prototype was installed in November 2001 in a warehouse space near the
ICT in Marina del Rey. Paramount Studios, with assistance from Herman
Zimmerman, production designer for Star
Trek: The Next Generation (Figure 1), created the installation’s
physical walls and props.
Figure 1. FlatWorld Installation, 2001.
Archive photo courtesy of Jarrell Pair, FlatWorld project, ICT,
demoimages/l.jpg
The designers’ goal was to create virtual environments that are
“indistinguishable from their real world counterparts” (Pair, Neumann,
Piepol, & Swartout, 2003, p.14).3
Citing
the Universal Studio theme park’s seamless integration of physical and
virtual spaces, FlatWorld’s “mixed reality” approach promised an
improvement over earlier virtual reality systems requiring head mounted
displays tethered to cables, or immersing the user in exclusively
digital projections. Over the ensuing seven years, FlatWorld developed
as part of the US military’s re-orientation from force-on-force to
counterinsurgency training, in tandem with training exercises employing
live actors and set in outdoor and purpose-built environments (see
Magelssen, 2009; Rice, 2016; Stone, forthcoming). Large “digital flats”
running real time computer graphics were augmented by physical props
that acted as portals into the virtual world (physical doors open
onto a virtual square), along with sensory effects cued to relevant
virtual objects and ambient environments (floor speakers simulate the
sound and vibration of explosions) (Figure 2). Culminating in the
Infantry Immersion Trainer deployed at Camp Pendleton in 2007, the
system was subsequently “disassembled to make way for new projects” (J.
Pair, personal communication, 29 August 2012).
Figure 2. Room panorama, 2005. Archive photo courtesy of
Jarrell Pair, FlatWorld project, ICT, FWAUG05/room_pano_01_cropped.jpg
So what are the portals through which we, as feminist scholars of
technoscience, might access simulation projects like FlatWorld, created
within the military-entertainment complex? Cohen Ibañez’s (2016) critical
consideration of the trope of “sensorial presence” in immersive
simulation reminds us that the senses “cannot be divorced from the
political, economic, historical, technological and linguistic realities
that govern the sense we make of them” (p. 23). And as Lenoir and Lowood
(2005) observe, the relationship between military simulation and
commercial entertainment has a long history.4
Since
the early 1880s, when Major W.R. Livermore of the US Army Corps of
Engineers imported gaming from the Prussian military for officer
training, the relationship of gaming and training has become further
entangled through the incorporation of digital media into commercial
game design, Hollywood film production, and war fighting itself. Andrew
Marshall, chief spokesperson for the Revolution in Military Affairs (a
new world of network-centric warfare), set the challenge in 1977 at a
workshop with game designers and defense analysts (Lenoir & Lowood,
2005, p. 5). Throughout the 1980s, the expense of “live” exercises and
the expansion of computing made simulation increasingly attractive. By
the 1990s, academically based computing research found new funding
sources to develop high-end simulations for military training, and over
the past twenty years researchers have increasingly turned to the game
and film industries for advice on scripting and production effects. In
1992, STRICOM, the Army’s Simulation Training and Instrumentation
Command, was established under the banner “All but War is Simulation”
(Lenoir & Lowood, 2005, p. 22).5
Back in the coffee shop down the road from the ICT in 2012, Jarrell
Pair and I have spent the last hour discussing the life of the
FlatWorld project over its seven year existence. Where is the project’s
archive, I ask? Well, I suppose I have most of it, he replies, and then
generously offers to make it available. Four months later he sends me
three gigabytes of material, over 1,000 files tracing the FlatWorld
project from its precursors to its last implementations. It is this
fortuitous archive that comprises my current field site.6
One video from the archive documents the FlatWorld system in 2005, in
the form of a guided tour by its lead designer (see transcript in Appendix).
The tour opens as a filmic event: we see the designer, J, his hand on
the door leading into the FlatWorld simulation, addressing the camera
with the query “Filming?” We then hear the canonical cinematic command
“Action.” Before the door opens, we hear sounds that seem to come from
somewhere else than the studio space in which J and the cameraman are
standing: a combination of Islamic calls to prayer and gunfire in the
distance. J explains that this walkthrough is not “a story-based demo,”
but rather demonstrates the system’s technical capacities, with the
viewer invited to extrapolate its uses “in operational settings.” As we
will see, however, the demo’s technical system is saturated with
stories.
As the beginnings of an analysis, I focus on how J enacts his own
position in relation to this environment, remaining outside of it even
as he walks us through it. Considered as what John Law has named a
method assemblage (2004, p. 14), J’s walk through the simulation makes
some things present by making others absent, or at least peripheral.7 For me, the latter include the culturally and
politically saturated figurations in which J is immersed. I imagine
that J addresses us, the absent audience, not as academics but rather
as those who might be impressed by the system’s capabilities and
persuaded of its potential. His position as the designer is enacted in
the agencies of the tablet through which he initiates commands to which
the system reliably complies—our attention moves back and forth between
his actions at the controls, and those effects to which he directs our
gaze. We are invited to see that “there’s one contiguous world”
surrounding the room in which we are standing, populated by unmanned
vehicles, “bad guys,” “heroes” and children taunting us with virtual
rocks that sonically “bounce” when they hit the floor.8 At
the same time, we are interpellated back into the design world through
J’s references to the operating mechanisms: digital flats and
mobile displays allow us to pick out targets and adversaries; stress
levels can be controlled through simple adjustments; figures
are nicely life-sized and bad guys appear on command and are as
easily dispatched with the press of the controller’s button. These
elisions of the system equipment (devices, control interfaces) and the
militarized subjects/objects that it renders (as trainees or threats)
hold together in one material semiotic space the system’s connected
claims to instrumental efficacy and verisimilitude.
My first viewing of this video left me disconcerted, a feeling
that I linked to J’s indifference to the system’s specific
figurations,
even as he is inescapably implicated in their militarist and
Orientalizing effects (Ali, 2016; Gregory, 2004; Said, 1978).
Philosopher anthropologist Helen Verran (2001) has suggested that,
rather than something to be resolved through analysis, disconcertment
can be a sign of a trouble with which we need to stay (see also
Haraway, 2010). How is it that J maintains his surroundings as the
world of research and design, at the same time that he is incorporated,
bodily and professionally, into the military-entertainment complex? The
question of what and whose realities are made present in the
demonstration and how it separates us (designers, audience, trainees
who share an actual world) and them (those Others encountered as
simulated locals or “natives”) ties this demo to wider
issues, including the military concept of “situational
awareness” and
the requirements of “positive identification” and
“imminent threat”
that underwrite the canons of legal killing (Suchman, 2015). I am
thinking about the trope of situational awareness through related
questions of intelligibility and identification, and more particularly
through a frame inspired by Judith Butler's analysis of
recognition’s
generative agencies. In Bodies that
Matter (1993),
Butler suggests that the body’s intelligibility includes its
“constitutive outsides,” those unthinkable and unlivable bodies “that
do not matter in the same way” (p. xi). “Bodies that do not matter in
the same way” take on further resonance in the context of simulation,
as another sense of bodies differently materialized. FlatWorld’s
distinction between “us” who are actual, and “them” who are virtual
plays as another layer of intelligibility and identification, which
works in a complex dynamic with other readings of “us” and “them” that
are so central to war (see Chandler, 2016). To name just three that are
relevant here:
Us who are real, versus them who
are virtual
Us who are Americans, versus them who are Other (generally Arab,
more specifically Iraqi and Afghan)
Us who are friends, versus them who are enemies
On first look, the first of these differences is self-evident—we watch
the video demo along with the actual researcher, guiding us through
virtual spaces and encounters. This is marked in part by the ease with
which we distinguish J’s address of “us” as the audience from his
engagement with various virtual avatars, as well as the moments when he
breaks frame to address actual offstage others (the cameraman,
technicians). At the same time, we begin to see how “our” bodies are
transformed by being immersed in virtual environments, while “their”
virtual bodies are also reiterative and generative of actual ones. That
is the premise and promise of simulation. These simulations are infused
with the second reading of “us” and “them,” through figures of us who
are Americans, differentiated from them who are Other. And that
difference leads us to the third, between friend and enemy.
Art in the service of realism: Some
special effects
In exploring FlatWorld’s archival remains, my aim is to attend
critically to the imaginaries that are realized in the simulation’s
figurations of places and raced and gendered bodies, as well as in its
storylines. My analysis takes as a central commitment the
recommendation of media theorist W.J.T Mitchell in his book Cloning Terror
(2011). He writes: “It is never enough simply to point out the error in
a metaphor, or the lack of reality in an image. It is equally important
to trace the process by which the metaphoric becomes literal, and the
image becomes actual … We need a method that recognizes and embraces both the unreality of images and
their operational reality” (p. xviii, emphasis in original). I approach
the differences outlined above through the interfaces that configure
war fighters to recognize relevant subjects and objects, in particular
the discriminations that are the prerequisites for defensible
killing.
I use the term “interface” broadly, to index the human-machine
configurations comprising contemporary, remotely-controlled weapon
systems (particularly armed drones and weaponized robots), and also
immersive, computationally-based training simulations, which are my
focus here. A central challenge for these simulations, as conceived by
their sponsors and users, is the achievement of realism or
verisimilitude between the simulation’s figurations and sites of
projected operation, their inhabitants, and potential events that might
occur there. It is this challenge that the special effects know-how of
the entertainment industry is called to address. The project of
immersive simulation can be usefully placed within the larger frame of
“cultural intelligence” considered by Ali (2016), as a legitimizing
condition of possibility for both distant and proximate engagements. As
Ali observes, “[t]he turn towards cultural intelligence endeavors to
fill the spaces where strategic intelligence has failed, and in turn
illustrates the failures of remote and tactile technologies to deliver
the precise, targeted, warfare of the progressive imagination.” In this
frame we might think about the promise of immersive simulation as the
tactile supplement to imaginaries of virtuous war enabled by remote
operations, the former underwritten by cultural intelligence acquired
through proximate relations on the ground, the latter by intelligence,
reconnaissance and surveillance from above.
In the case of FlatWorld, I am interested in whose imaginaries are at
play in its design, at the intersection of the realism of stagecraft
and the pre-scripted rehearsal of military operations. In a 2001 paper
published in IEEE Computer,
ICT Director Richard Lindheim and ICT Director of Technology William
Swartout identify the relevant actors as “computer scientists, US Army
personnel, and entertainment professionals,” and the goal as
“developing the foundation for an experiential learning system” (p.
72). More specifically, they describe an early project, the Mission
Rehearsal Exercise, commissioned by STRICOM “to create a virtual
reality training environment in which soldiers will confront dilemmas
that force them to make decisions in real time under stressful and
conflicting circumstances” (2001, p. 72). Training challenges are
intensified, the authors explain, by the post-Cold War expansion of US
military operations, conducted across the globe and in close contact
with local populaces. With this challenge in mind, they continue, the
project enrolls artificial intelligence researchers at USC to create
the “automated reasoning and emotional modeling technology for the
virtual humans” who trainees will encounter (2001, p. 72). A universal,
customizable template, the virtual human bodies are animated by
researchers from robotics company Boston Dynamics, and their faces are
given expression by interactive virtual character provider Haptek.
Creating the simulation content, Lindheim and Swartout explain,
requires input from the entertainment professionals: “an art director
to design the environment’s overall look, actors to serve as models for
the virtual humans,9 and
artists to model the animated characters, buildings, and environmental
details” (2001, p. 74). Combining technical expertise in sound
engineering, speech synthesis and real time graphics, these
professionals provide the platform for shaping specific characters and
scenarios, scripted to meet the Army’s training agenda.
The synthesis of art and science is not, however, without friction.
While the entertainment professionals focus on the storyline arc and
the simulation’s dramatic effect, behavioral researchers and military
advisors are oriented to meeting the Army’s learning objectives. The
challenge is to translate the Army trainers’ prescribed “events list”
into alternative decision paths through the storyline, with clear
pedagogical consequences for each decision taken.10 The
authors offer as an example scenario a Mission Rehearsal Exercise set
during Yugoslavia’s breakup in the 1990s. In the scenario, an actual
lieutenant in training is instructed to rendezvous with his troops “to
quell civil unrest arising in a small town” (2001, p. 74). His progress
is interrupted by a reported incident in which an Army humvee has
collided with a civilian car. The lieutenant, we are told, “sees a
small boy on the ground, seriously injured, the boy’s frantic mother
kneeling beside her injured child” (2001, p. 75). The situation is
further complicated by the arrival of a TV cameraman, implying that
“any mistake the lieutenant makes could appear on the international
news.”11 The
lieutenant’s dilemma then becomes whether to divide the forces, en
route to aid their comrades in the intensifying civil combat, by
ordering a medevac helicopter for the boy.
One of the project’s greatest challenges, the authors report, is
the creation of believable virtual humans, imagined as stage actors
programmed to enact the virtual characters. The virtual characters
include some that are scripted, others that select dynamically from a
library of possible behaviors using “AI reasoning,” and “an emotional
model for the one character in our scenario who really needed to show
emotion, the mother” (2001, p. 75). Through the mother avatar affect is
condensed into a familiar gendered object. Although suggesting an
open-ended range of affective responses, the authors acknowledge that
the mother’s model-based emotional range (triggered by other
software-based events) is limited. They point to computer graphic
software limitations at the time, which meant that the contact of
virtual characters was rendered as overlapping edges rather than as
touching bodies. In tension with the aim of a realistic depiction, they
explain, this constraint meant that the virtual mother was unable to
hold her injured son (2001, p. 78). As the mother’s affect is key to
what comprises the trainee’s “stressful and conflicting circumstances,”
the resulting breaches in the trainee’s suspension of disbelief mark at
once the system’s weaknesses, and the justification for its further
development. More realistic graphics and animation, the acknowledgment
of this shortcoming implies, would produce more powerful affect, and
more effective delivery of the training protocol.
Figure 3. Depiction of JFETS D, Ft Sill, Oklahoma, 2003.
Archive photo courtesy of Jarrell Pair, FlatWorld project, ICT,
JFETS_DEMO_2003/soldflat.jpg
Although the authors report that “audience” response to the
Mission Rehearsal Exercise was enthusiastic despite these limitations,
the FlatWorld project foundered for lack of funding until 2003 (J.
Pair, personal communication, 29 August 2012). That year, FlatWorld was
reconfigured for a demonstration of the Joint Fires and Effects
Training System (JFETS-D) installed at Fort Sill, Oklahoma. JFETS-D
produced a non-interactive demo of a FlatWorld room in which soldiers
rehearsed calling in artillery, bombs, missiles, and other munitions
onto targets they were observing (J. Pair, personal communication, 30
August 2012, see Figure 3). At the Army Science Conference in November
of 2006, a contractor for the Office of Naval Research (ONR) came by
the ICT booth and mentioned that the Marines were interested in using
the FlatWorld concept in a project that would become known as the
Infantry Immersion Trainer (IIT) (J. Pair, personal communication, 30
August 2012). Aimed at pre-deployment training for the US Marine Corps,
the IIT’s imagined geographies were figured around locations of US
military operations at the time. More specifically, the IIT was
positioned as a response to the ONR’s call for “an advanced training
system that offers Marines an opportunity to become immersed in an
Iraqi village without ever leaving U.S. soil” (Dean et al., 2008, p.
3). In a 2008 conference paper, design team members describe the IIT facility, built in a large,
abandoned tomato factory at Camp Pendleton (Figure 4):
Although it is a vast and open
building, when you enter the simulated town, the “roads” span about
three people wide…All along the roads, one-room “houses” have been
constructed, with real doors and windows. Inside, the houses are
furnished with authentic furnishings, including tea sets, hookahs, and
wall hangings…Smells are pumped into the warehouse giving it a musky
scent. Individuals of Middle Eastern descent serve as role players.
(Dean et al., 2008, p. 3)
Figure 4. Abandoned tomato factory, Camp Pendleton, CA. Left: Exterior
of facility. Right: Interior of facility. Archive
photographs courtesy of Jarrell Pair, FlatWorld project, ICT,
Infantry_Immersion_Trainer IMG_3797; IIT_PICS_VID/IMG_5350.JPG.
Figured
into the simulation, actual humans recognizable as “Middle Eastern”12 join
with virtual characters to enhance the scene’s believability; “the
warehouse comes alive as a mini-town direct from Iraq—from the sites,
to the smells, to the faces, the Marines will enter a world that will
introduce them to what they will encounter when deployed” (Dean et al.,
2008, pp. 3-4). Among the challenges reported by the authors is control
over the designed events as they unfold in real time. Live actors
engaged in role-playing and virtual characters each pose difficulties;
the former because of their range of possible actions and responses,
requiring that they be carefully briefed, the latter because their
limited interactivity necessitates continuous control by a human
operator behind the scenes, and threatens to rupture the suspension of
disbelief that animates the scenario’s realism. The simulation’s
seamless immersion, the authors observe, “is most vulnerable at points
where the virtual and the physical meet, especially where trainees
interact with virtual characters” (2008, p. 5). For example, they
explain that placing a virtual terrorist behind a couch is not as
simple as projecting the character onto the wall above a physical couch
in the room (see Figure 5).
Figure 5. IIT Suicide bomber. Archive photo courtesy of
Jarrell Pair, FlatWorld project, ICT, IIT PICS Video/Images/IMG_5326
A Marine is trained, the authors explain, to assess the threat posed by
another through a “sweep” around or in relation to the other’s body.
While the Marine can make the sweep, the virtual character has no
physical volume, so the sweep will produce a view not behind the
character, but only of the back edge of the actual couch meeting the
actual wall. At the same time, the simulation’s promise is to render
the actual person that it immerses reliably machine-like. The authors
explain:
The IIT is a decision house that
enables the individual Marine to significantly increase the tempo of
his Observe-Orient-Decide-Act Loop (OODA Loop), the constant mental
process during which a Marine is presented with a situation, develops
courses of actions, makes a decision, and executes the decision. The
IIT's realistic/virtual environment serves as a stress inoculation
tool, designed to inoculate the Marine rifleman from the sights,
sounds, smells, and chaos of close quarters urban warfare while
enhancing his ability to make correct legal, ethical, and moral
decisions under the stress of combat. (2008, p. 4)
This imaginary figures the Marine as an individual male body, forged
through training into a triad of capacities: unflagging rational
cognition, emotional invulnerability and perfect judgment. This promise
of immersive transformation elides not only the phantasmatic nature of
these idealized normativities, but also the inherent contradictions
among the qualities listed, and the inevitable trauma of people called
to embody them (see Brandt, 2016).
The system was first used by the Marines for training in November
of 2007, and the press were invited to “embed” with the Marines in a
demonstration training exercise in 2008. Interviewed by an ABC
reporter, one service member stated that in his view only the lack of
heat (an enhancement subsequently added) differentiated the simulation
from Iraq.13 A supporting assessment came from Lance Cpl. William
Hawkins, 21, of Kokomo, Indiana, interviewed by the San Diego Union Tribune,
who stated in response to a question about the simulation’s fidelity
that “it's definitely Iraq” (Rogers, 2008). The same article refers the
facility’s virtuality back to actual civilian deaths in Iraq in 2004
and 2005; incidents that it reports caused “embarrassment” to the
Marines. The article explains that “The new simulation program is
designed to reinforce ethical conduct, hone small-unit infantry skills
and sharpen Marines’ combat instincts.” Whatever tensions we might see
between the goals of sharpening combat instincts and reinforcing
ethical conduct, the article concludes that “The immersion program
figures to be a central part of future infantry training as the Marine
Corps continues its presence in the Anbar province of Iraq and will
take on expeditionary combat in Afghanistan this spring.”
According to the formal assessment conducted by Dean et al.
(2008), the training objectives against which the IIT was rated most
highly were the application of Rules of Engagement and Escalation of
Force (Dean et al., 2008, p. 7). The reference to Rules of Engagement
brings us back to the training objectives of military simulation, and
to the question of the real.
Full
Immersion and the question of the real
To see how questions of realism haunt an immersive simulation like the
IIT, I turn to a Public Broadcasting Services (PBS) documentary
produced as part of a media demonstration of the IIT staged in
September of 2007.14 Titled Full
Immersion,
the film’s accompanying text explains that “This 32,000-square-foot,
$2.5 million facility combines live action role players and virtual
Iraqis projected onto holographic screens to create interactive battle
simulations.”15 Anticipating the narrative that will be offered by
the film itself, the text continues:
The IIT allows instructors to
create complicated training scenarios on the fly. Virtual civilians
appear alongside virtual insurgents, teaching the Marines to make snap
ethical decisions on when to pull the trigger and how to implement the
rules of engagement. The screens even judge how well they aim. The
Immersion Trainer also prepares Marines for the stress of
close-quarters urban combat and the tactics of clearing houses.
This synopsis summarizes the promises and problematics of both the IIT
and the media’s rendering of it. The title cites the premise of “full
immersion” developed within the military imaginary of the “theater of
operations” prior to the advent of computational media (see Masco,
2014). As described by the US Army:
Theater immersion rapidly builds
combat-ready formations led by competent, confident leaders who see
first, understand first, and act first; battleproofed soldiers
inculcated with the warrior ethos man the formations. Theater immersion
places—as rapidly as possible—leaders, soldiers, and units into an
environment that approximates what they will encounter in combat. At
the soldier level, training is tough, realistic, hands-on, repetitive,
and designed to illicit [sic]
intuitive soldier responses. It thrusts formations into a theater
analog soon after they arrive at their mobilization station and places
stress on the organization from individual to brigade levels. Theater
immersion is a combat training center-like experience that replicates
conditions downrange while training individual- through brigade-level
collective tasks. (Honore & Zajac, 2005, p. 3)
Designating most broadly the area within which the action is projected
to occur, the theater metaphor connotes a bounded space that contains
the action and maintains its adherence to the script that controls it.16 In
the context of the IIT, this language obscures the actual ruptures of
the simulation as a device, and of the training exercise as a genre.
This mystification is reiterated across the narratives of both IIT
spokespeople and embedded media reporters. Within this theater, the
figures of the “live action role player” and the “virtual Iraqi” both
promise to animate an “actual Iraqi” who is him/herself already a
phantasmatic projection. These elements are to come together in an
“interactive battle simulation” where, in the context of computational
media, the interactivity is not only the pre-scripted or impromptu
exchanges of the theater, but also now part of a wider technological
imaginary of the smart machine. The latter is further
invoked in the promise of programmability “on the fly,” and the
inscription into the screen itself of assessments of the accuracy of
fire. The simulation’s instructional pedagogy serves the rules of
engagement, which include the challenges of discriminating between
“civilians” and “insurgents” who appear out of nowhere and alongside
one another, forcing a judgment based on immediately recognizable
bodily signs in the service of “snap ethical decisions.” Finally, all
of this is part of a wider frame of “close quarters urban combat” and
the routinization of procedures of “clearing houses,” that is, war
fighting under occupation, including forcible entry into people’s homes
with guns drawn.
As the film opens, we follow a Marine squadron in close formation
running past the camera along a narrow street, each Marine with a hand
on the shoulder of the man in front of him. We see immediately a unit
of connected bodies in close quarters, moving with a sense of readiness
that signals their anticipation of danger ahead. The danger is
suggested not only by the orientation and formation of the bodies, but
also by the soundtrack of calls to prayer—by now the iconic audio
signature of the Islamic Other for Western audiences, and a reminder of
the religious foundations (translated as fundamentalisms) assumed to
support acts of insurgency against US-supported regime change. The
camera and Marines arrive at a closed door, and we hear the command
“Get that door down,” followed by the crack of a blow as the door opens
into the interior of a room, revealing a bed and wall tapestry.
Figure 6. Screen shot from Full Immersion
The unit pours into the room, guns drawn, to face another wall out of
our view. We hear a hail of bullets aimed at the hidden side of the
room; the unit members turn in all directions and then call “Clear!” As
the camera pans, we see somewhat discordantly not a bloody corpse, but
a bullet-ridden wall onto which the image of a virtual character is
projected—a woman in a head scarf shifting her eyes mechanically from
one side of the room to the other (Figure 6). Who is she? we’re left to
wonder. Who was the target of this shooting and where is the death and
trauma that must follow an invasion of alien bodies and a blast of
bullets into this intimate domestic space?
Figure 7. Screen shot from Full Immersion
The film does not dwell on these questions, however, but cuts to a
title that tells us where we are: this is Camp Pendleton in California,
and we’re witnessing the US Marine Corp Infantry Immersion Trainer. The
film cuts back to an image of the opening scene, displayed this time
through a black and white video monitor as we hear Douglas Rushkoff,
the series “correspondent,” ask “So what’s that there?” The camera
zooms back and we’re now behind the scene, in a control room filled
with monitors and programmers’ interfaces. “That’s the actual avatar
room that you were just in,” the operator explains, and then goes on to
describe how his suite of cameras allows him to follow the action both
outside of and within the system’s various rooms. The filmmaker’s
camera cuts to a view of a monitor screen, showing various menus and
code windows surrounding an image of two virtual characters, both
facing the viewer—a young man with his arms at his sides (possibly
kneeling, though his lower torso disappears off the bottom edge of the
screen) beside a keffiyeh-scarved man pointing a weapon at us viewers
(Figure 7). We hear gunshots, and Rushkoff exclaims, “Oh, he missed
him” as the virtual characters direct their gazes to their right. “So
what just happened there?” Rushkoff asks, “he shot that guy but he
didn’t die?” Eliding differences between real and virtual bodies, the
operator explains that the rooms have thermal cameras to register the
dummy bullets’ impact on the projection screen, so if a virtual
character is shot anywhere—here he gestures to his own body—but in the
heart, the spinal column or the head—“it might take several shots to
take them down.” The film cuts to a full screen view of the
bullet-ridden wall that we saw before, but this time beside the woman
we see two gunmen (Figure 8) and watch as they first turn their guns in
our direction, then fall below the bottom of the frame in a hail of
bullets.17 This is a repetition of the opening scene, we
assume, this time revealing the enemy that the house raid anticipated.
We should mind the edits here, however, and the gaps, as presumably
bleeding, dying bodies simply disappear below the frame, and
continuities and coherences are intimated that belie the inevitable
fragility of both the prototype technology and the careful staging of
its documentary re-presentation.
Figure 8. Screen
shot from Full Immersion
This account of the standard protocol of targeting and killing is
followed by a dialogue between Rushkoff and the operator that
establishes that the training happens in the IIT “almost every day.” A
screen caption tells us that “Since its establishment in 2007, hundreds
of Marines have trained here.” This is not, in other words, merely a
demo but a working—and, by implication, effective—training facility,
instrumental in shaping the professional competencies of those who have
been subject to it. The scene then shifts to a room of actual human
role-players dressed in traditional men’s garments and speaking in
Arabic: we watch one man dressed in traditional dress shake hands with
a Marine passing by on the right. An explosion rings out and the role
players duck for cover, as we hear a voiceover: “We describe what we’re
doing here as mixed reality, live role players with pyrotechnics.”
The film cuts to a location just outside the facility where, with a
group of service members in the background, Tom Buscemi, director of
the center, offers a highly scripted and remarkably affectless account
of what we have seen:
This was in preparation for the
confusion, the chaos, that a Marine is gonna see on his first
firefight. We want to inoculate the Marines with the sights, sounds,
smells and chaos of close quarters battle, so that his first firefight
or his next firefight is no worse than his last simulation.
The camera then cuts to a drop-down menu from which a selection is
made, producing a stereotypical image of a suicide bomber strapped with
explosives. We return to Rushkoff and the operator, who explains that
the facility’s uniqueness comes from the ability to tailor scenarios
specifically to the needs of a particular unit.18 We see another extended round of shots as Ruskhoff
exclaims, “He shot the woman…Was this a good one, what just
happened?” “No” responds the operator, “because they hit an
innocent civilian. We’ll debrief the points and say that they
need to make sure that they have proper target identification.”19
The scene shifts to an interior space, presumably the debriefing room,
where a group of Marines are gathered, as an instructor enters and
says, “Chaotic, right? Do we know what blew us up, by the way?” The
camera pans to anxious faces. “An RPG?” offers one trainee. “Okay, that
didn’t blow us up. It was a 155 shell gents, (gesturing) it’s only
about that big, and about this big around, it was sitting there right
on the ground. First fire team went right by it, because we’re not
paying attention to our surroundings.” We catch a glimpse here of the
real affective agencies that run through this pedagogy, including the
call to demonstrate competency and the shame and stakes of
failure.
We emerge from the facility now, through a door marked
“authorized access only,” into the bright sunshine of the California
desert, where trainees testify to the realness of their affected
bodies—sweating skin, pumping hearts—while also expressing appreciation
for the simulation’s virtuality. Lance Cpl. David Osborn
explains, “We’re in there, full gear and everything, and a face mask,
you come out of there and you're just drenched in sweat, and you’re
still kind of pumped up from it and everything, and you’re ready to go
through it again.” This testimonial to affected bodies is the lead-in
to an extended sequence in which the participants address the
simulation’s realism. “It’s way different than a video game,” Pfc.
Taylor Vena observes, and another voice off camera agrees, “There’s no
way you can even compare,” adding “With a video game, you can do it
over and over and over again until you get it right.” “But ultimately,”
Vena acknowledges, “you know that nobody’s going to shoot back at you
in there.”20
Figure 9. Screen
shot from Full Immersion
There follows another edit of the first “clearing” episode, this
time showing the screen with a virtual woman and child, standing behind
the keffiyeh-scarved male (Figure 9). We hear a round of gunfire as the
man falls, while the woman and child duck down to the bottom of the
frame. The film cuts back to Buscemi, who asserts that “We’re doing
multiple scenarios to demand that the Marines make the proper moral,
ethical and legal decisions. So we pop up women and children, the
innocents, mixed in with the insurgents that these guys are most likely
to find.” The camera cuts back to Pfc. Vena, who confesses, “I actually
shot a civilian. Apparently, [the person] was standing a little too
close to the insurgent and I was shooting with my left hand, so (small
chuckle). It was a mistake, I’m just glad it happened on the screen and
it really didn’t happen in real life.” The screen fades out as another
unit is shown entering the facility, and we see a title explaining that
the Marines we have “just met” are scheduled to deploy to Afghanistan
later in the year. The difference between the Iraqi scenography that
we’ve just witnessed and the premise of this as anticipatory immersion
in an Afghan “theater” is left unremarked.
So what of events in actual theaters of operation during this period?
Writing in the International Journal
of Feminist Politics, Thomas Gregory (2012) recounts an incident
in the village of Azizabad in Herat Province, western Afghanistan in
August of 2008. The scenario reads like something out of the IIT:
According to reports, US forces
and Afghan military personnel entered the area on the night of 21
August in order to capture a local Taliban commander. During the course
of their operations, the soldiers encountered enemy fighters, prompting
them to request additional air support. (Gregory, 2012, p. 329)
General David McKiernan, US commander of NATO forces in Afghanistan,
initially asserted that US forces who searched the village on August 22
found thirty to thirty-five bodies of “men of military age, and five
dead women and children” (“Joint investigation,” 2008).21
This was subsequently contradicted, however, by
radically different reports from the Afghan government and the United
Nations, which confirmed the deaths of ninety civilians, seventy-five
of them women and children. Initially blaming the discrepancy on “a
very deliberate information operation orchestrated by the insurgency,
by the Taliban” (McKiernan, quoted in “Joint investigation,” 2008), the
US-led NATO coalition was eventually forced to reopen their
investigation, confirming the larger number of civilian deaths. Further
controversy attended the claim of “enemy fighters,” which conflicted
with the village’s multiple connections to the Afghan police, NATO and
US reconstruction projects, and its avowed opposition to the Taliban.
Moreover, the “Taliban commander” whom US officials claimed was
successfully targeted, Mullah Sadiq, reportedly called the Radio Free
Europe-affiliated station, Radio Liberty, several days after the raid
and declared that he was alive and well and was not in Azizabad that
night. Station reporters confirmed that they recognized his voice, had
double checked the recording, and were sure that the caller was Mullah
Sadiq (Gall, 2008). This incident and its contestations exemplify the
“fog of war” characterizing counterinsurgency operations, and which
FlatWorld’s training simulations are imagined to address. We cannot
resolve, particularly from a distance, the multiple identifications,
affiliations and aspirations of Azizabad’s inhabitants. But it is clear
that the figurations that animate military operations, from the literal
animations of FlatWorld to the categorical identifications deployed in
the field, consistently betray the promise of accurate identification
and justified killing on which counterinsurgency warfare depends.
Conclusion
Military investments in immersive simulation promise controllable
interfaces through which war can be prospectively and retrospectively
sensed. But as geographer Derek Gregory (2011b) reminds us, even bodies
directly immersed in combat are systematically encapsulated within very
specific, arguably parochial, geographies. In contrast to the premise
that training, and particularly simulations of projected theaters of
operation, expose the soldier to unfamiliar situations in ways that
expand his or her understanding, we can also see how the
simulation—starting with its figuration of relevant geographies as
theaters of operation—guarantees that, in Gregory’s words, the
soldier’s view is always and only that from ‘our’ side. I am interested
in the ways in which training simulations like FlatWorld might work in
the service of encapsulation, while at the same time they promise
imaginative transportation of the bodies that they enclose into
unfamiliar territory. In thinking the real and virtual together, in
terms of their connections and the differences that matter, these are
processes that we need to understand better. In the context of ongoing
US military operations, it is tempting to dismiss the significance of
simulations in the face of the brutality of actual military force. But
rather than set aside the virtual, I would suggest that we need to
recognize its limits at the same time that we articulate its essential
place in reiterating the modes of “situational awareness” that sustain
the operations through which real injury is done.
So I close with a question: how can we think simulation and
actuality together through their resemblances—their real, corporeal
connections—and articulate
their crucial differences, particularly when it comes to wounding and
killing? How do we, like J, maintain our distance from the scene of
battle? What does it mean to be immersed in a world but not of it? What
are the leaky boundaries that undo the carefully crafted lines of
connection and separation meant to keep “our” bodies safe and to
maintain the difference between those of us who are addressed by the
simulation, and those figured as its objects? Most central to the
developments considered here, what is the relation between the virtual
figure of the enemy, and “the enemy”? Military training in situational
awareness develops on a premise of recognition of that which is already
there, already a threat or not one. But if we think of “the enemy” in
the way that Judith Butler first urged us to think of “sex,” we see
that both terms are part of regulatory practices that produce the
bodies that those same practices are designed to govern. Following this
analysis, like sexual difference that is forced to conform to a gender
binary, the “enemy” is, in Butler’s words, “an ideal construct which is
forcibly materialized through reiteration” (Butler 1993, p. 1). And as
Butler observes (1993, p. 2), that this reiteration is necessary
signifies that materialization is never quite fixed, that bodies never
quite comply with the norms by which their materialization is
compelled. It is these constitutive instabilities that afford
possibilities for transformative refiguration.
As with sex/gender after Butler, in other words, it should be
impossible to think of “the enemy” in any way other than
performatively, as the effect of a regulatory ideal and an essential
constituent of what we can call the military imperative. For the
soldier, the enemy is not simply out there, but is one of the
categories through which the soldier becomes viable, that which
qualifies him or her within the military’s domain of cultural
intelligibility. So if the construction of the enemy is not a singular
or determining act but rather a process of reiteration, how might we
reconceive training from training the body in recognition and response
(the current conception of “situational awareness”), to training as
itself productive of the
entities to be recognized? As another mode of reiteration, simulation
is then deeply implicated in performing the realities that it cites. We
can then ask what are the discourses and material practices that hold
military realities together and give them their agency, and with what
interventions might we effect their further deconstruction and
transformation.
Acknowledgements
This paper has been greatly enriched by generative
interchange with my interlocutors in this special issue, Isra Ali,
Marisa Brandt, Kate Chandler, Emily Cohen Ibañez and D. Andy Rice, as well as
from discussion with participants in the open track on “Sociotechnical
Mediations of War, Peace and (In)security” at the annual meeting of the
Society for Social Studies of Science (4S) in November of 2015, and
colleagues in the Military and Security Critical Interest Group of the
American Anthropological Association. My thanks as well go to Lisa
Cartwright, Cristina Visperas and two anonymous Catalyst reviewers.
Notes
1 Flatworld
was one ICT project within a larger initiative aimed at finding
military applications for virtual reality technologies. A related line
of development resulted in the Virtual Iraq/Afghanistan and Bravemind
Exposure Therapy systems, immersive simulation technologies designed
for the treatment of post-traumatic stress. These systems have been
engaged critically by Marisa Brandt (2013, 2016) and Emily Cohen
Ibañez (2016), whose analyses inform and are deeply resonant with my own.
2 Many
of us first learned this lesson from Donna Haraway’s writings on the
lively commerce of the material and the semiotic (see Haraway, 1988,
1989, 1997).
3 Later
configurations of the ICT technologies for the treatment of
post-traumatic stress disorder were oriented less to realism than to
scenarios specific to the individual who had experienced the event
identified as the site of trauma. The premise was that these individuals did
not need realism to evoke relevant memories. See Brandt (2013, 2016).
4The dramaturgical
figuration of military operations goes back even further, of course,
beginning with the trope of the “theatre of operations” defined by
Prussian General Carl von Clausewitz (1873) in his book on military
strategy published as On War
in 1832 (see also Masco, 2014). In Strategic
Scenography: Staging the Landscape of War,
Greer Crawley (2011) sets out the history of what she characterizes as
the “scenography of war” beginning in the early twentieth century, and
Andy Rice (2016) explores the theatrics and lived experiences of
contemporary “rehearsals” for combat at Fort Irwin’s National Training
Center. See also Stone (forthcoming).
5 Marisa Brandt
(personal communication) points out that the office, now called PEO
STRI (Program Executive Office Simulation, Training and
Instrumentation), appears to have abandoned this slogan.
6 I should note
here that the archive that I received does not include any proprietary
or classified documents. Moreover, my characterization of the archive
as a “fieldsite” recognizes the very different grounding of my account,
not in lived experience and in situ engagement
with the project, but rather in my work with its documentary
records.
7 See
also Goodwin’s (1994) poignant account of the presences rendered
systematically absent in the defense’s instructions to the jury on how
to read a video through the lens of “professional vision” in the case
of the Rodney King trial.
8 FlatWorld restages a
simple gendered figuration of those involved in armed violence as male
and those who are supplemental to it as female or child, notably
lacking any evidence of women as combatants on either side. Women and
children are of interest primarily insofar as their affiliations and
affects are seen as consequential; for a critical analysis of the
positioning of women as cultural mediators in the war zones of Iraq and
Afghanistan, see Ali (2016).
9 That actors are
taken as the referent for virtual humans is indicative of the ways in
which realism in this context is affiliated with the “live exercises”
of military training. See Rice (2016) and Stone (forthcoming).
10 See Dean et
al., (2008) for more on how the logics of formal “training objectives”
structure design.
11 The inclusion
of the media in the scenario reflects the intimate incorporation of
journalism into contemporary warfighting, expressed most explicitly in
the form of the “embedded reporter." On the place of the media as
witnesses to “live” simulations, see der Derian (2009); Magelssen
(2009); and Rice (2016).
12 On the
realities and multiplicities behind this figuration see Rice (2016).
13 Archive video
ABC/KGTV, January 2008, FlatWorld project, ICT.
14http://www.pbs.org/wgbh/pages/frontline/digitalnation/waging-war/immersion-training/full-immersion.html,
posted 29 April 2009; accessed 1 July 2015.
15In this same summary, the
facility is described as “a product of a decade of investment by the
Office of Naval Research,” a simplification of the ups and downs of
funding evidenced in the FlatWorld archives.
16 This is
echoed
in the metaphors of “the Box,” and more specifically “the Sandbox” as
designations of the simulation created at the National Training Center
at Fort Irwin (Rice, 2016), and more recently the “Kill Box” as the
just-in-time battlespace of what geographer Derek Gregory has named
“everywhere war” (2011a).
17 Marisa Brandt
observes (personal communication) that it is the simulation’s alignment
of ‘our’ positioning with that of the service member trainee that
produces this “us/friend” and this “them/enemy.”
18 The premise
that the conditions of combat can be articulated in the form of
scenarios is the anticipatory twin of the treatment of post-combat
trauma through its narrativization according to standardized scripts in
the “virtual therapy” system Bravemind described by Brandt (2016). This
link suggests that combat itself comprises a kind of unspeakable lacuna
between the orderings of training on one hand, and of treatment on the
other. A key question, underscored by Brandt, is whether these stories
acknowledge their politics and their complex relations to the lived
experiences that they cite, or work to neutralize the latter’s effects.
See also Cohen Ibañez (2016).
19 In a critique
of the categories of “civilians and combatants,” Christiane Wilke (in
press) observes how the designation of “women and children” as
the canonical form of the former supports the equally indiscriminate
association of “military-aged males” with the latter. These stereotypes
are reproduced uncritically in the IIT scenario that we witness; as
Marisa Brandt points out (personal communication) gender here produces
virtual defendable bodies as well as killable ones. See also Chandler
(2016).
20 The virtues
of a ‘safe’ space for the anticipatory or retrospective experience of
traumatizing events is a premise that conjoins training and therapeutic
simulations, and also the central tension in their promise of realism
(see Brandt, 2016; Cohen Ibañez, 2016).
21 See footnote 8 regarding the politics of these categorizations.
Appendix: Video Transcript
(J, waving at the scene) “So I’ll do a few
things here (turns to tablet). One thing that I’d like to show (turns
to open door in right wall, revealing continuation of the scene
outside) is the fact that (gestures) this is one contiguous world out
there. (UAV appears through doorway, flying across from the right.) So
here you have an unmanned vehicle flying through the environment
(crosses over to front flat) and there you see it on the other digital
flat (bringing tablet into close up to show). We can export that UAV’s
camera to any external display, and we can use that to pick out
targets, you know, find adversaries, that sort of thing. (Turning to
tablet, with input pen, then back to camera.) And I can do a lot of
things to dynamically raise or modulate the stress level of the
environment, for example.” (Very loud sounds of helicopter, which then
appears in front window and lands in street; J goes over and closes the
door, helicopter takes off again.)
“One nice thing about FlatWorld (gesture
towards window) is that when you encounter a virtual human, that figure
is in life size. So to illustrate that we have a few demos. (Input to
tablet, sound of loud knocking from door.) If someone knocks on the
door here. (Goes over to door, another input to tablet, opens door to
reveal stereotypic masked gunman.) Whoops, it’s a bad guy. (Avatar
yells in Arabic, then opens fire; J stands impassively, tablet in hand,
makes him disappear.) (laconically) Shoot him."
(closes door) “And of course all of this you’re wearing polarized
glasses, it’s all in 3D, that guy’s gun points out, it’s very dramatic.
(Turns back to tablet, sounds of loud knocking.) Somebody else knocks
on the door (he opens it, figure of US soldier appears cautiously from
left side) and it’s our hero who, we’re trying to imply that he
actually shot that guy.” (Stands back to watch.)
Avatar soldier: “This is a hostile area, get out of here now!”
(J walks around to face front flat, inputting into tablet.) “So this
place suddenly becomes very dangerous.”
Avatar soldier: “(unintelligible) wait outside, go go go!”
(Car appears on street with gunman firing from it; helicopter reappears
flying in overhead; J walks out door at back of room.) “So we escape
through this door.”
(J enters into dark alley-like exterior.) “The sound is not on” (some
adjustments being made) “So, we walk outside, and we have the humvees
are waiting for us. (camera moves in on view of humvee with US soldier
beside it in firing position; helicopter flies overhead, hovers; sound
up to right.) We hear a shuffling (camera pans up and to right; figure
of Iraqi adolescent boy looking down from a balcony above) It turns out
to be this child up here.” (Camera zooms in on figure.)
Avatar child: (waves) “Hey US, over here! Hey US, over here!”
J: “He proceeds to taunt us, then throws rocks (Avatar does so; sound
of rock hitting floor) “So uh (camera zooms back into wide shot of
room) You can see when he throws the rock, it bounces down here.”
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Bio
Lucy Suchman is
Professor of Anthropology of Science and Technology in the Department
of Sociology and Co-director of the Centre for Science Studies at
Lancaster University, UK. She is president of the Society for Social
Studies of Science (4S) and collaborating editor for the journal Social
Studies of Science. Her current research examines human-computer
interaction in contemporary warfighting, including the figurations that
inform immersive simulations, and problems of "situational awareness"
in remotely-controlled weapon systems. She focuses on whose bodies are
incorporated into these systems, how and with what consequences for
social justice and the possibility for a less violent world.